God: the title suits me wellI am God and what i say goes. >=D
TBH there are not that many rules bar those the games has already.
to make my life a hell of a lot easier i ask that you only post orders in the
colour you have been assigned. all this will do is make sure i don't interpret OOC talk as something you want done, plus they'll be easier to locate making my job less of a chore.
also to make sure unit placement alot easier i might just upload a series of maps and ask you to put an X in your colour where you want the troops to go.
Players cannot be eliminated by other players, only by the computer.
I reserve the right to kick anybody who trys to ruin the game for others, but the likelyhood other players can deal with them by using a revolution to minimise their influence.
Events are not part of this game but i'll probably try to work them in somehow. these can range from team events that everyone is aware of e.g "a faux pas committed by your leader during a visit to Germany has brought the two nations on a collision course" to ones that effect a specific group (failed revolutionists or those who own cities with certain resources Etc.) or just one player.
try to keep the (few) rules we have in mind and have fun!
Meet The Pawns To keep things simple and efficent units will be created and moved in groups rather than singley. this will of course exclude scouts (or units designated as scouts) settlers and workers. both scouts and workers will be set to automate mode except for times when you specifically request something to be built (trans-continental railroad/road, defensive positions or non city based airports) or scouted.
the following gives you an idea of how many units are in each group, each group will be comprised of entirely one unit eg. a regiment/ divison of archers are schedualed to be trainned at nottingham, however this is not the case for artillery. artillery can olny be created in brigades and their break down is 3 units of arty 2 units of defensive unit eg. in the ancient era that would be 2 units of spearmen 3 catapaults.
Land Units legend:
5 units (same type) = Regiment
10 units(same type) = Division
5 units (3 arty 2 defensive)= brigade
Garrisons stationed at cities do not need to fall under this formula, you may station as many units of anytype as you want within city walls but once you plan to move them out they must fall into either of the 3 categories.
Air units are restricted to moving from city to city or seperate airports and don't engage in actuall combat with ground units so to keep it manageable and to stop air whoring i'm capping bomber and fighter units in any one place at any time.
Navy units legend:
battlegroups: 5 units
Carrier battlegroups: 4 units 1carrier
invasion fleet: 3 transport vessles 2ships/boats of your choosing
Missile units (ICBM's, tactical nukes, cruise missiles) have no grouping or limit.
Buildings
please try to think aheadby listing the buildings in the order you want them built.
**Remeber you can change what you want built at any time. if war breaks out or a new building becomes available you can reviseyour orginal production list too meet your new needs. **
So You Say You Want a Revolution?Govermental Structures play a significent part in Civ, they give restraints on how much money you will make in taxes, how much the military will cost, the morale of your citizens during war , wheter you use slave labour to finish constructions or pay the workers to do over time and finally how riddled you are with corruption. with it being such an important part in how the game is played i intend to lay down a number of rules on how you guys interact between each other depending on what type of government you choose.
for exapmle you start off with a despotic regime so as you would expect the leader is very much the key player at that part of the game he has control over everything, he'll be key in fighting wars, securing trade deals and alliances he effectively is the state, but that could very well change come when he researches republic or monarchy (which is a must to advance technologically.) each govermental type will either reduce the power of the leader introduce different voting systems or create special post to be filled (minister of foregin affiars, of the army, air force, etc.)
Lets take the change form despotisim to monarchy as an example, it is very much the same deal as with despotism a vote takes place once order is restored. the newly crowned monarch is allowed to deals in diplomacy, taxes and research but those military units built by players remain theres to control, sure the monarch can overide their orders and choose where wonders are built but they must be careful not to upset other players lest they call for a revolution to replace him with another king.
revolutions will split players into groups- the revoutionaries (there can be more than one goverment type people can choose form) and the loyalists each will role the dice and the one with the lowest is eliminated, this will carry on untill there is one group who is the winner. The victors will then have their governent type implemented and determine how the nation is split up (each player must have at the very least 1 city.) though be warned, voting out incompetent or strong fisted rulers will throw your nation into anarchy. the time it takes to return order depends on the progress you have made as a nation and how long you have been using that government type. During this time you will not be able to move anything as troops will be busy fighting for the status quo, change or prehaps looting nearby villages. cities will cease to function during this time also, meaning you will lose precious time when it comes to building and may even fall behind in tech because of it!
Government systems
Despotism***
How is the leader chosen?: Since this is the very first system you get there will be a vote to choose who your first leader is, however if you attempt to get rid of him (revolution) then person with the highest dice score will automatically become leader.
what is his role?: a despot controls almost everything, diplomacy, taxes, the military. hell he can even take your cities and give them to other people if he likes it and tell you which wonders to build. he is the strongest in your tribe/ nation. he holds all the strings and his word is law.
what about me?: you will be left with the day to day (or turn to turn) running of your cities. apart form telling you what wonders or military units to build you'll be left alone to build what you want. you still retain control over your settler and have the final say where they go to found cities.
Monarchy***
How is the leader chosen?: he is chosen by god (chance) person to roll the highest even number gets the top seat.
what is his role?: very much the same as despotism though he does not directly control military units nor can he give away your cities.
what about me?: once again this stengthens the other players, but only slightly. the monarch can still over rule you but they get to create your own armies and whatever wonders you wish
Feudalism***
How is the leader chosen?: person with the most cities is king
what is his role?: this is de-centralisation at it's best/worst the monarch has all the powers that he had before only he cannot overule his lords, whether they listen to him or not is completely upto them.
what about me?: you can create armies, build wonders and even engage in diplomacy with nations that border your cities!
Facisim*
How is the leader chosen?: vote for a choice between the two largest players
what is his role?: deals in matters of state and has the final say on everything. appoints the positions of head of the army, head of the navy, head of the air force. these positions, depending on how much leeway the leader is willing to give operate relatively independant of the man himself, but they must give up all but 3 of their cities to other players
what about me?: build the units and wonders he tells you to safe in the knowlege that he cannot take your cities away.
Republic and Democracy *
How is the leader chosen?: via a voting system. (with republic the person with the biggest cities get 5 votes everyone else 2 in democracy everyone gets 1 vote)
what is his role?: diplomacy and final say when it comes to matters of state and military. same positions to be filled as facism ( leader of the air force, army, navy) but also has psoition of secutary of state who deals with taxes etc. everyone keeps the cities they have.
what about me?: same as facism only the leader cannot force you to build units or
CommunismHow is the leader chosen?: there is no leader
what is his role?: he has no role
what about me?: the ultimate devolved system you all share out the cities evenly, building improvements are upto you but matters of state, the size of the army, where wonders are built etc are all put to a vote.
*leader can be voted out
*** leader is deposed by revolution
All for one?The best way to play this is as co-operatively as possible (provided it is technically possible) and to make sure at the very least your nation stands the test of time, and possibly is able to conquer the planet and/ or be the frist to colonise the stars, but to add an extra layer to the game i'll at the very end, wheter it is a victory or not each individual will be graded on his/ her preformance through out the game. the point system is as follows:
10x number of cities you control at the end of the game
15x the number of times you where leader
25xthe number of wonders you have control of at the end of the game
50x successful completion of events
50x the cites you have in the"top 5 cities" list
100x if you are leader at the end of the game
other notes the effects and stats of units , buildings, wonders, improvements and others will explained when we come across them, till then feel free to sign up