Yep, you see it right. It is back! And this time, I am stepping in with the rules to prevent the incessant arguing that strangled the last proposal. I'll be putting down the rules every now and then so aiming to put the entire stuff by 2 days.
Moderators Adamat
Dark Storm
Lucius Malfoy
Sotha Sil
Players Alexandrine Adamat
Ace-General Dark Storm High Fist Honors Bastion
Joseph Simonyi de Vitézvár
Lord Dread Lucius Malfoy
Mors Vigilia
Pyrrhus the Molossian
Sotha Sil Trot
Xion Zectorman
Forum Structure
Calling all interested players, volunteers, and moderators.
Last edited by m_1512; November 04, 2013 at 10:38 AM.
The game will have the following major culture types and its sub-types. The culture included is not to hinder creativity but to involve more variety and still present a challenge to playing while keeping it interesting. Each culture will have its unique flavor and strengths & weaknesses.
The Civitas
The Peoples
The game starts with players taking head of their tribes (within the culture of their choice). Players starting with civilized factions will start with a small town, and the per-existing cities if they opt for it. Barbarians with their village and nomads as camped on a region.
The following are the starting populations for the culture groups:
- The City States: 4,000 The players who opted for already existing city gets a +6,000 to the population.
- The Barbarians: 6,000
- The Nomads: 7,000
Economy
The money and economy system is at best simple. The unit for wealth is Tribute. Tribute is generated from cities and other smaller settlements via trade and agriculture. While the civilized factions, and to a certain extent barbarian factions, can generate wealth on their own, the others must find ways to gain this to their advantage. Nomads to gain wealth, and Barbarians to bolster their wealth, must engage in wars and raids to gain it.
Certain barbarian factions even have a penalty for not raiding for a long time. The only way to remove this penalty is by settling the tribe. However, this will not be easy as stubborn and wild warriors don't like to throw their axe and start tilling the land. But the barbarians will be able to live on a suitable lands by controlling the villages on it. Nomadic tribes will expect glory and riches if left unfulfilled, would mean dire penalties.
Growth
Growth is the increase of the tribe, which in turn means their military power. Historically, tribes functioned on the simple concept of fulfilling their basic needs. It is also the same here, but more simple. Every tribe has a happiness rating, or in other words how satisfied they are in your rule. Keep them satisfied and they will develop properly. Dissatisfied tribesmen might mean people moving off seeking other tribes for better prospects. More worrisome means that the deserters includes your warriors too.
The following are some of the modifiers for your tribe satisfaction rating:
- Achievements: Accomplishing great feats for the civilization in terms of civic achievements, wealth, and glory from battles.
- Spoils: Distributing gained tribute (from sources other than your own tribe) amongst your peoples is a sure way to boost satisfaction. Repeatedly failing to do so will only make you seem greedy.
- Authority: For nomad and barbarian peoples, successfully leading your people into humiliating situations is a sure way to hurt pride and lower satisfaction. For civilized people, this is failing to protect them from barbaric attacks. For both, this also means that the leader's control over his people is slipping.
Religion
There is no religion at the start of the game. Any player can make one by writing out the basic canon and the lore. Bonuses will be assigned to it by the moderators based on how creative the canon is, and how detailed the lore is. All the above need not be walls of post, but can be creative and a nice read to get good bonuses.
The tribe of the player who writes one gets the religion. Religion spreads by any substantial contact with other people. If one faith comes in contact with other, there will be unrest before one is overpowered by the other.
Storms of Strife
The Levies
It is important to understand that not all people in a tribe are to fight in battles. There are other roles the people can serve within a tribe. Hence, the actual amount of available warriors in the tribes at any given point of time are as following. Civilized tribes - 30%
Barbarian tribes - 40%
Nomadic tribes - 50%
In times of desperation, like in face of imminent destruction of the tribe itself, the tribes will be able to bolster their strength by adding to their ranks anyone who can wield arms rather than the usual able bodied men. The percentage here are as below. Civilized tribes - 60%
Barbarian tribes - 65%
Nomadic tribes - 70%
Wars and Raids
In the course of the game, there will be times to go on war with others, or simply raid and loot the regions. Northmen tribes will have to be at war once every 3-5 years, whereas nomadic tribes will yearn for more spoils through raids.
Wars and battles are fought not with rigid rule-set but with good role-play and strategic actions. Raids will require the raiding force to enter a region and stay there until the warriors are done plundering all it has.
Assimilation of tribes
Absorbing other Tribes
Your character as a tribal leader need not wait to grow strong. You can also absorb other tribes, player or NPC into your own. The rules are very simple regarding this. First of all, it's about playing the character and doing the necessary roleplay.
However, for balancing reasons, the conquered people will be a part of your tribe, but not exactly your tribe. What is basically means is that, if you playing as Northmen absorb a tribe of horsemen, the horsemen do not become Northmen but are simply ruled by them. Here, you will get an opportunity to use their bonuses, like the troops and levy percentage. But these units cannot get your tribe's strengths. The conquered tribes also retains some of their identity despite being conquered. There will be a thread for listing all this, but it will be taken care by moderators. This continues until there is a conversion or hybridization of culture.
Mixing of Cultures
When two or more tribes are brought in close proximity to each other, such as one absorbing the other or one settling on the others land, one of the following will happen. The culture of one tribe will influence and convert the other completely, especially so if one outnumbers the other in terms of population. This, the player can stop by either rigidly defending the culture of his tribe or by bringing about hybridization of the two. Hybridization will be a gradual process where both cultures will start losing some of their core strengths and retaining some. This means that the new hybrid tribe will have strength of both the old cultures, and also a new unique bonus based on the strengths. The whole process will be tracked in a thread so there is a clear idea of the current situations.
Last edited by m_1512; November 14, 2013 at 11:52 AM.
I would want to play as a half hellene half barbarian people in a mixed kingdom like the Macedonians. Have like a mixture of small towns, aristocratic great estates, and hill tribes and focus on military tactics, farming, resource extraction, and metal working. I took a class on ancient Greece and the hellenic period and I really found the rise of macedon and Epirus one of the most fascinating and under-studied stories of ancient history.
one of the thingsI talked about to give people more of a chance to customize their tribes/states/cities/confederacies by giving people the chance to decide weatehr to be an agricultural or commerical type state, and maritime or land based powers. Also, do we get to have different bonuses through government types, like a monarchy, theocracy, oligarchy, tribal democracy, republic, or direct democracy?
Last edited by Ace_General; October 31, 2013 at 03:37 PM.
I would want to play as a half hellene half barbarian people in a mixed kingdom like the Macedonians. Have like a mixture of small towns, aristocratic great estates, and hill tribes and focus on military tactics, farming, resource extraction, and metal working. I took a class on ancient Greece and the hellenic period and I really found the rise of macedon and Epirus one of the most fascinating and under-studied stories of ancient history.
Not quite. Macedonia was a proper Greek state ruled by Greeks. From the administration to military doctrine, they followed the Greek ways. The regions occupied by the tribal people were significant to them in terms of resources and easy tribal levies for punitive campaigns or skirmishes.
Originally Posted by Ace_General
one of the thingsI talked about to give people more of a chance to customize their tribes/states/cities/confederacies by giving people the chance to decide weatehr to be an agricultural or commerical type state, and maritime or land based powers. Also, do we get to have different bonuses through government types, like a monarchy, theocracy, oligarchy, tribal democracy, republic, or direct democracy?
Talked to whom? And is this about the culture types being defined more solid line this time?
Lastly, the government types and bonuses will be updated in due time.
Originally Posted by Adamat
I'll go civilised, and volunteer as a moderator.
You are in as moderator, welcome.
Last edited by m_1512; November 02, 2013 at 01:14 AM.
Err hey guys, would you consider making me a moderator?? I know i've not got really much experience with this type of thing but, yeah... this looks fun and i'd love to be involved
Err hey guys, would you consider making me a moderator?? I know i've not got really much experience with this type of thing but, yeah... this looks fun and i'd love to be involved
I will vouch for Dark Storm. He was a good moderator on The Roman Struggle.
By the way, count me in as interested.
Gaming Director for the Gaming Staff
Gaming Director for the Play-by-Post Subforum and the RPG Shed