Turn 0-Starting Positions (Part 1)
Ok, well I'm working on uploading the starting position maps and right now photobucket is uploading them as too small to be useful, so I'm working on that. But right now I'm going to give you he information necessary for your first turn.
You start off with all 4 of your POPs (roughly equivalent to 50,000 people) concentrated into one province. What does your small band start off with?
Technologically, you start off with the lowest tech possible:
Nomadic Civilization
Effects: Allows Hunting
Government types: Tribal Confederation
Social Policies: Elitism, Plutocracy
Economics: Gift Economy
Religion: Traditionalism
Tribal confederation gives the following benefits: a 1/5 chance of a policy shift, a 5% bonus to Authority, and a 5% bonus to wealth.
Elitism has the following benefits: 10% science; and the following requirements: Authority higher then 3, Authority higher then 6, and Authority higher then 9.
Plutocracy has the following benefits: 10% wealth; and the following requirements: a majority of wealth going to plutocrats, and a level of wealth increasing proportional to those of other civilizations.
Gift Economy has the following benefits: 20% bonus to authority.
Traditionalism has the following benefits: 5% bonus to authority. (Religious bonuses are given per the percentage of the world population that follows that religion; each civilization currently has different religions).
The next tech, which everyone has to research, is:
Semi-Nomadic civilization
Effects: Allows Farming
Transportation: Allows Trade Routes 1
Knowledge requirement: 60
Hunters have a military strength of 0.5. Setting workers towards production is not possible yet, and neither as farming, which has already been stated.
Hunting, as has been stated above, depletes the province for one turn after hunting takes place in the province.
At the beginning of the game, each civilization gets to choose a hunting specialization. This yields an extra 0.5 food on top of the standard 1 per biome, per the biome you choose to specialize in. You may choose to specialize in any biomes listed. Biomes at the present time have no effect (only under farming does that make a difference). Ice yields no food no matter what. In addition, you may choose to specialize in fishing, which yields 0.5 extra food for every coastal province and river biome provinces; it also enables the creation of level 1 trade routes 1 tech early.
Trade routes
Trade routes represent, as might be inferred, routes along which goods are shipped. Trade routes have 2 effects. The first is that every trade route which connects with another civilization gives the civilization initiating that contact a wealth bonus of 10% of the wealth of the civilization. The second purpose is allowing settlers to be placed anywhere along that route. To create a trade route, ask one of the GMs if a trade route between X and Y would be possible and we will give an answer. A trade route requires an investment of 2 wealth to be created.
Once I manage to upload the maps, I'll ask everyone to pick a hunting specialization; and then explain how to submit orders.