Jump to content

Vestra Imperiosus Civitas


paul191600

Recommended Posts

For centuries your people have lived the nomadic life, scouring the land for resources, barely scraping by. Various tribes often clash over the little food that there is, and even neighbors fight amongst themselves. The weather is harsh, extreme conditions beating down on the world and it's inhabitants. Death is prominent in the land, with mothers often burying their husbands, and children burying their siblings.

Yes, these could be considered dark times, but a small gleam of hope shines through the somber atmosphere. Budding scholars have began presenting the idea of a “city”, such a place where residence is permanent. Brilliant generals, cunning traders, skilled craftsmen, and diligent scholars have become something less of a novelty, and more of a reality. Now, leader, it lies in your hands to lead your people to a better, promising future, to a golden age, where these solemn times will fade away as history.

 

Exspectata ut vestri Imperiosus Civitas

 

 

 

Rules and information:

 

 

Cities-

At the start of the game, you begin with a nomadic band. You can either settle down immediately, or travel around for some time, looking for that perfect spot. There are three different types of terrains your city can rest on.

Cities that are not settled on these unique terrains will generally make enough food to support themselves, unless it is placed in certain locations (i.e: in the desert or tundra). City expansions are based on a tier system. New cities are tier 1. Tiers range from 1-3, and may have different names based on the Era. Upgrading a city requires a set amount of food units, and construction materials determined by the GM. Similarly, constructing a new city will require a set amount of food, along with associated construction materials. Raising the city's tier will allow it to harvest more resources and have various other effects. Construction in cities is not automatic for special buildings (i.e. Walls, castles, storage, libraries, etc.). Constructing such things may prove beneficial...

 

Eras-

Times change and we change with the times. When certain milestones are reached, E.G. you build a tier three city, or you discover a certain technology, your Era will advance. When this happens all the tier three cities become tier two, all the tier two cities become tier one and any tier one cities cease to exist. Exceptions only occur if you only have tier one cities, or if the vast majority are tier one, in which case you may keep a few.

Unit/Army size, as well as resource gathering, increases to compensate for this. Once you hit the milestone for an era advancement, you will be given a small window of time before the advancement is complete.

 

Resources-

Resources are an essential part of growth for your empire. At the start of the game, the only resources that are known to man are stone, fish, crops, wood, and hide. Basic tools, such as stone tools / weapons, crude rafts, and clothing can be made using these resources at the initial setting. Keep in mind that different biomes will often yield different resources; forest will certainly contain wood, mountains will certainly contain stone, grasslands might contain both or neither.

 

Heartlands are resource-rich terrains, often containing most of the basic resources , but have little to no food. They cannot sustain themselves, and must be supplied with food. This can be done by shipping food over from another city. If this shipping route is blocked off for whatever reason, your city will begin starving immediately. If you have not resolved this by the end of the next cycle, the city is abandoned.

 

The second type of terrain is the fertile grassland. These special plots of land produce 3 units of food by default, one of which is required to support the city.

 

Both the heartland and fertile grassland terrains have a decay effect. Heartlands have the chance of gradually being exausted, eventually becoming a wasteland, yielding little to no resources. Grasslands, on the other hand, can become dustbowls if overworked, but will recover some time after. These decay rates are based on the amount of cities on the terrain, so think twice before settling multiple cities on the same tile.

 

The action system-

An action system will be present, similar to the original dungeoneering. However, you are restricted to using a certain amount of actions per cycle (IRL day), in a sense. Each city you have gives you 3 actions per cycle by default. An action “bank” is also provided, containing 10 actions. Once a city of yours hits tier 2, an additional space of one action is added to the 'bank'. If this city is lost in combat the space is lost, but if you advance an era, and your city is demoted to tier one, you keep the space permenantly.

You must clearly state you are storing an unused action in this bank, or else it will be lost. Actions may either be posted all at once, or one at a time. Each has their own advantages and disadvantages, since you will not be able to respond to the moderator’s report if you post all actions for the cycle at once.

An example of the action system (Stuff in the brackets will rarely be posted):

-----------------------

Player: I have my citizens settle down at the original location. (2 actions remain)

 

Moderator: (R16) Your citizens hastily begin constructing wigwams, and before long, a small camp is built.

 

Player: I assemble a scouting party, sending them on the outskirts of town for any resources. (1 action remains)

 

Moderator: (R4) You find a small group of men willing to scout. However, the lot seems rather sickly and incompetent. They set off, disappearing into the fog.

 

Player: I have the villagers scout around for any resources. (Final action)

 

Moderator: (R18) A handful of villagers begin scouring the area for any hint of resources, finding 2 units of stone, 1 unit of wood, and a strange lump of matter (1 unit).

--------------------

At this point, the player can either stop posting actions, or they can begin using actions from their bank. Delving further into the examination of the strange lump may improve research progress, but at the cost of actions.

 

Combat-

Combat will be similar to the original hegemony titles. However, providing detailed battle plans and use of the matrix-game system will be an important factor in battles. The matrix-game system is where one posts an action, the result, and three reasons to support why the result would happen. The effectiveness of the supporting reasons is determined by the GM.

 

Example:

I shall fortify the town (action), which will result in improved defenses. This should happen because I have a steady force of trained men, I have an experienced engineer, and an ally has provided sufficient funds for such fortifications.

 

This example displays a skillful use of reasoning, which would be taken into consideration by the GM during the battle.

 

 

Squads are an essential part of your military. Each squad costs one unit of food, providing enough for 30 men, during the first Era. Squads may have mixed-combat units. It is important to note that outfitting your squads will costs resources, and often they will start out with no equipment, except in exceptional circumstances or late game when they may have knives and broomsticks from home.

Men, and women, may be put in reserves, which costs no food. However, they cannot be used in a combat situation unless they are put into a squad a year before the fight. Reserve forces will often be rusty in terms of training. If a currency system is in place, squads will often demand some form of pay.

 

Research-

Often, research will simply involve stating a concept that is within grasp, or analyzing a new resource found. However, if a complex project comes up, three reasons must be given to the GM explaining why such a project could be accomplished at the time. Research will often costs resources, manpower, or currency depending on what the field of research is. The duration of research is calculated by the GM. 3 research projects can be active at any time, but note that research requires an action. You start off in a time equivalent to the stone-age.

 

Economy / trade-

There will be no set currencies in-game. It is up to you (the player) to establish your own currency, if you so wish. Bear in mind that creating a useless / inflated currency will effect your people's faith in the economic system.

 

Resource Wagons/Convoys may be sent out for one action, carrying any number of resources to another city. These will cost resources and money, if you have a currency.

 

Resource Caravan (Happens every year without action cost) may be set up if there is a good amount of resource going to city A from city B and a good amount of resource coming from city A to city B. Resource Caravans are large convoys with their own armed guards, and you can add smaller, one time, convoys to these caravan for reduced prices.

Note that trade routes require some sort of road/river between the two cities. Roads can meet with rivers and rivers are much cheaper to use. Dark blue river tiles directly flow to the ocean, and cannot be traveled upstream. The lighter blue river tiles may be used in both directions. Note that cities next to river tiles are charged little to no cost for boats.

 

Espionage-

Stealing technology, battle plans or resources can be done at any time after you first make contact...But roads, convoys, rivers and caravans passing through or ending in a target city dramatically improve your chances of successfully infiltrating the city. Roads, Convoys, Rivers and Caravans leaving the city aids your chances of escaping after the information has been stolen.

 

Ending comments-

Don't be afraid to speak up when it comes to projects! If you have any questions regarding a special project, PM me with the details.

 

And remember...

learnwisely.png

The sour dough of the epitmous pie hungers for another's sweet lips to be dulled into a state of most irreverant humbleness

TUBULAR BELLS!

Link to comment
Share on other sites

  • Replies 165
  • Created
  • Last Reply

Top Posters In This Topic

-Player info-

 

[spoiler=Mask]

Civilization name: Phantoris

Civilization adjective: (None)

 

[spoiler=Cities][spoiler=Unnamed city (T1)]

Resources:

2 food

10 hide

7 wood

 

Troops:

None

 

Important figures:

None

 

Special buildings:

None

 

 

 

 

[spoiler=Icuownage]

Civilization name: Japan

Civilization adjective: Japanese

 

[spoiler=Cities][spoiler=Karikiro (T1)]

Resources:

2 food

 

Troops:

None

 

Important figures:

Keirichi, stonemason.

 

Special buildings:

None

 

 

 

 

[spoiler=Dungeonal]

Civilization name: Florece

Civilization adjective: Florentine

 

[spoiler=Cities][spoiler=Florence (T1)]

Resources:

3 units of hide

 

Troops:

Reserves- 6

 

Important figures:

Fernando, carpenter

 

Special buildings:

None

 

 

 

 

[spoiler=Retech]

Civilization name: Belgium

Civilization adjective: Flemish

 

[spoiler=Cities][spoiler=Brussels (T1)]

Resources:

2 food

3 units fiber (flax)

4 units of wood

 

Troops:

None

 

Important figures:

The fisherman

 

Special buildings:

Crude storehouse

 

 

 

 

 

[spoiler=Earthsage]

Civilization name: Blade

Civilization adjective: Sharp

 

[spoiler=Cities][spoiler=Deepwood]

Resources:

2 food

12 units of wood

 

Troops:

None

 

Important figures:

None

 

Special buildings:

None

 

 

 

 

 

[spoiler=Sere]

Civilization name: Deutschland

Civilization adjective: (None)

 

[spoiler=Cities]None

 

 

 

[spoiler=Mather]

Civilization name: Dakara

Civilization adjective: (None)

 

[spoiler=Cities][spoiler=Dakara]

Resources:

3 food

4 hide

 

Troops:

None

 

Important figures:

Ansgar, hunter

 

Special buildings:

Small dining lean-to

Storage pit

 

 

 

 

 

[spoiler=Ross]

Civilization name: Elysium

Civilization adjective: (None)

 

[spoiler=Cities][spoiler=Elysium]

Resources:

2 food

5 units of wood.

 

Troops:

None

 

Important figures:

None

 

Special buildings:

None

 

 

 

 

 

[spoiler=Archimage]

Civilization name: Kaol Milleu

Civilization adjective: Terran

 

[spoiler=Cities][spoiler=Kaol]

Resources:

10 wood

2 food

 

Troops:

Units- none

Reserves- 10

 

Important figures:

Joshua, woodworker

Greg, general

Elijah, stonemason

 

Special buildings:

None

 

 

 

 

 

[spoiler=Nero]

Civilization name: Mongolia

Civilization adjective: Mongols

 

[spoiler=Cities]None

 

 

 

[spoiler=Rocco]

Civilization name: Vale

Civilization adjective: (None)

 

[spoiler=Cities][spoiler=Vale]

Resources:

2 food

2 units wood

3 units fibrous material

1 unit clay

 

Troops:

None

 

Important figures:

None

 

Special buildings:

Small storehouse

 

 

 

 

 

[spoiler=Nex]

Civilization name: Dusavi

Civilization adjective: (None)

 

[spoiler=Cities][spoiler=Dusavi]

Resources:

2 food

5 stone

3 wood

 

Troops:

None

 

Important figures:

None

 

Special buildings:

None

 

 

 

 

 

[spoiler=Grim]

Civilization name: Talamh na fir olc

Civilization adjective: Irish

 

[spoiler=Cities][spoiler=Baile Gealtachta]

Resources:

2.5 food

2 units stone

1 unit wood

 

Troops:

None

 

Important figures:

Conlan, hunter

 

Special buildings:

None

 

 

 

 

 

 

[spoiler=The Survey]

Survey:

A travelling band of nomads wants to join your village, what do you do?

 

The notorious loony claims that he has found an ancient map. What do you do?

 

One day, an emissary arrives from a neighboring empire. He sends word that his kind demands tribute from your nation. What do you do?

 

You come across a resource node, full of gem foreign to your people. However, another nation seems to have set up a small camp there as well. What do you do?

 

A long-trusted advisor of yours is rumored to be planning to remove you from the throne. What do you do?

 

A band of vicious cats has been attacking the local rodents, killing most of them off. What do you do?

 

If you had to choose between military supremacy, economic might, or intellectual prowess, which would you wish for your nation to have?

 

Your explorers come across a small tribe, with extremely primitive technology. They do not seem to be hostile. What is your response?

 

After a lengthy military campaign, you overtake the capitol city of a rival nation. However, the city is still intact, along with most of the citizens being alive. What do you do?

 

Your cities are starving and the only source of extra food is an empire that demands you give up your strongest squad of men. What do you do?

 

Two of your neighbors, one on friendly terms, the other unfriendly, have recently fought in a war, and are now weak. What do you do?

 

There is a red button on your desk, what is it for?

 

There is a trial in your city, where a 'scientist' claims that the earth goes around the moon, rather than the moon being reborn each day by the sky gods. The courts have sentanced him to death, what do you do?

 

While out with your fellow hunters, a large flying stone with a green middle hovers overhead, bathing you in a green light. What do you do?

 

Choose one of the following:

A) A

B) A

C) B

D) 42

E) None of the above

 

 

 

Announcements:

(Look here for important updates!)

Please keep all discussion to the kingdoms v2 discussion thread, if possible!

Please post your empire name / adjective if you have not done so at this point!

Assume that cycles reset around 8:00AM GMT

The sour dough of the epitmous pie hungers for another's sweet lips to be dulled into a state of most irreverant humbleness

TUBULAR BELLS!

Link to comment
Share on other sites

The Glorious Terran [Type] of Kaol is founded.

 

1. Scouts are sent out to determine the resources of the local area.

2+3. A Carpenter is located and given the task of discovering a way to use wood to build a container that can carry people in the waters. (Boats)

4. A great competition is held, drawing the best fighters from all over the city to found the [Leader's name] Braves.

5. A destructive teenager is found and told to discover fire(Teenagers have an abnormal facination with fire.)

6. A mason is located and instructed to work with the Braves to develop a weapon that can fell the mightest tree in one of the forests we have passed.(Stone Axes)

7. Another set of explorers are dispatched to look for other empires/land to settle on.

8. The Women Folk are sent out to gather seeds.

 

 

Also, since Paul has said he won't show actual control zones:

Unoffical map of the game:

Paul%208.png

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

The Marvelous city of Dakara is founded.

 

The settlers begin setting up the buildings; houses are wigwams, storage facilities are made from rocks and the dining area is a lean-to.

Hunters, fishermen, butchers, stone- and woodcarvers are chosen.

The carvers begin making tools while the hunters and fishermen scout out pray in and near the lake.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

1. The glorious trading-city of Brussels is founded at the original location

 

Civilization name: The Federation of Belgium

Civilization Adjective: Flemish

 

2. A squad of intellectuals work on developing a method of catching fish, which is tested by fishermen at the nearby rivers. (Fishing pole, nets, etc)

 

3. A group of men fan out into the woods and attack deer and other weak creatures, bringing their carcasses back to the village.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

Link to comment
Share on other sites

Second red dot to the East of Archi and Mather.

 

My nation shall be called the Dusavi. Filled out the questionare on the other thread, sorry for the late start.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

Link to comment
Share on other sites

1. People found the city of Elysium in the original location.

2. Scouts and surveyors are sent out to inspect the area for terraimn types, useful features and resources.

3. Some villagers are sent out to gather seeds for crops.

2Xeo5.png
Link to comment
Share on other sites

Well you don't NEED to be, but heartlands don't produce any food. :)

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

Link to comment
Share on other sites

1 - The makeshift village of Karikiro is founded

 

2 - A scouting party are formed and told to locate some nice vegetation food or perhaps a great hunting spot. They're secondary objective is to locate a great place to settle down a true city in

 

3 - Everyone in the village go through a test, the test in non lethal and generally points everyone towards a good choice of profession depending on what areas they excel in. People scoring the highest in lets say the scultping section, become the mason, chopping down trees, the lumberjack and carpenter, maintaining a plant, farmer, solving the puzzle the quickest, researcher, winning at a chess like game, military leader, winning in the brawl, fighters, writes the best song/poem/story, they become the culture guy who makes everyone happy with his cultureness, catching lots of fish will make you a fisherman.

 

This is pretty much a project, and the reasons I believe it would work out is because, 1 - We're currently a disorganised bunch of nomads, getting professions started will spearhead us to dominance, 2 - It can become a tradition, the trials are non-lethal and fun, it could be a fun time for the entire village, 3 - Instead of just assigning people to random jobs, it'd be easier to fit them in an area they feel comfortable in.

 

Oh and my people are the Japan empire (lack of imaginitive sorry) and we're known as Japanese.

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

Link to comment
Share on other sites

We can set up a food for resources trade if you'd like.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

Link to comment
Share on other sites

Erm, right. Well then new, edited map!

24yu89y.png

 

Okay, getting this started

 

Civilization name: Talamh na fir olc

Civilization adjective: Irish

 

 

Actions

1. Baile gealtachta is founded by the followers of Laal in a grand celebration.

2. Hunters are sent out to scout for food.

3. Artisans are ordered, in the name of Laal to start construction of fishing, hunting and digging/farming tools.

LNYvk.png
Link to comment
Share on other sites

I thought stone age meant we have access to basic tools, so masonry isn't out of this world, unless it really is, then just cross it off the list.

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

Link to comment
Share on other sites

We can creeate a city, so I think tools are justified at the start.

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

Link to comment
Share on other sites

Fine? Just knock masonry off the list, it's okay.

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

Link to comment
Share on other sites

Clarification for tools:

Your civilization may start with a few extremely basic tools, but not nearly enough for large scale production and work. The same goes for resources. You may start with some sparse materials, but for the most part (unless you are surrounded by a resource) you must forage / harvest the resource in order to use it.

 

On that note, I will begin posting reports as I moderate now.

The sour dough of the epitmous pie hungers for another's sweet lips to be dulled into a state of most irreverant humbleness

TUBULAR BELLS!

Link to comment
Share on other sites

So masonry tools are out, and perhaps carpentry, but hopefully woodcutting/fishing and similar are still allowed?

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

Link to comment
Share on other sites

Well, it's more than that icu, pretty much that whole thing is flawed if we base it off my interpretation.

 

How can you catch fish without a rod or harpoon? How can you shape wood or stone without tools? How can you chop trees without an axe, write a story without a stylus or tablet of some sort, or win at a game of chess without a game or any pieces?

 

EDIT: Ah, paul's here.

 

If you're like me, you'd play the game of chess mentally and forget the position after up to twenty moves (if it's a common sicilian position). :thumbup:

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.