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alexander23

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Feb 18, 2012
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Welcome!!


IRC CHANNEL: #Alex_hub

Following the footsteps of Stormbringer and then Noco19 i bring to the light of this forum a new civilization creation game. The twist this time however is our world shall be set in a Fantastical version of earth.

So what do i exactly mean? just like the previous rise and fall I and II you the players will create your own civilizations and guide them through time and the land in an attempt to make them leave their mark upon our beautiful earth. However be worn, just like countless nations, peoples and civilizations fell, were destroyed and simply forgotten that can easily happen to yours!!.

As the names clearly mark, in this version of the game we will jump to the realm of Fantasy, meaning you can create civilizations from any kind of fantasy race you can think of and magic is a thing that exist in the same way. Be wary that just as with technology magic will start underdeveloped and you can do things with your civilization to progress with and so on!. NO race is out of limits, you can be a civilizations of vampires, elves, humans, seraphims whatever you want! nothing is really out of limit unless i say so. I must note that for game mechanics sense, you cannot be a civilization based underwater unless you talk with me first and i agree with it.

The game will start at the technological and societal level more or less of what was historically around 1500-1000 BC. Each turn will at starts covers close to 200 years but as time pass and more advancements are done and civilizations spread i will begin to reduce the size of the time frame cover each turn.


Stats

As i said before this will be a almost none stat game (yes i know a biiig departure of my usual way of making games). You will see in your stats only the relevant information, in a similar fashion saw in Rise and Fall I and II. This shall be culture, nation name, religion name, important traits that differentiate with others or must be known and so on.


Orders
Every player will have TWO orders ever turn to conduct whatever they want for the covered time frame, from war, development of new weapons, cultural technologies, commerce, cities, government. The sky and your imagination is your limit.

Since updates will cover a large period of time these should be pretty general. Going with a Greek city-state example it could be something along “develop a democratic tradition” or “focus on philosophy and natural sciences,” while a French player in the 17th century may send an order “expand aggressively, fighting wars against smaller neighbors.” On occasion I may do a mini-update in between regular ones if I think the events warrant it, but I do not think it will be required often. Of course please explain what you mean with what you are ordering so i can attemp to do it the best way possible.

In the matters of how to send the orders: Open a conversation with the name of your civilization and the name of the game with me. Inside this conversation you will send your orders with a header as the following example and the orders every turn

[civilization name][Ingame year][Name of the game] here is an example: [Makadians][year: 700-800][Rise and Fall: A fantasy Civilization game]


ICs
This is a game with lightly to no stats at all as such is heavily dependant on ICs from the players to show off their people, what they have accomplished or will accomplish and their ways. Taking this into consideration i must say to you that is advisable you IC every turn. If you don't IC for a turn i won't kick you off but will penalise your orders, if you don't IC the following turn i will regretfully remove you from the game for that turn and you will have the chance to once more reintegrate the following one with a new civilization.
I will tell you in advance that IC is very important and useful for you and your civilization, as orders are limited writing ICs of other areas of your people and ways as time pass will be taken into consideration for things that can happen without you necessarily using orders on it, as well to improve your chances in orders you are making and so on. You can too use it to collapse your own civilization if decided it must fall, and so on. Dont say i didn't told you!.
Civilizations

As mention before, the civilizations can cover a wide range of races, ways of government and living, weapons, magic use or acceptance, property, armed forces, slavery and all you can think off can be done. As said before your civilization can and often will be destroyed by others NPC or PC (most likely than not) nations and civilizations. It too can fall as many did historically by internal strife, hunger and so on, creating small branches of themselves or simply being destroyed forever. What you achieved with it, your technology, religion culture and more can however outlast it and spread to the conquerors as well other lands, same goes with the people that lived inside your once flourishing civilization still existing inside the conquerors or successor states.

You can too simply decide to stop playing your current people and make new ones in unclaimed (by players) patch of land, that is fair game too, as the game grows organically the nations will continue to exist or fall on their own too!!.

So you find everything awesome and want to join up? Below is template for the sign up sheet you must fill up!.


Sign up Sheet
Culture/country Name:
name of your people/civilization.
Race: name of your race, and the description of it. Its important to note you CAN be the same race as someone else, after all arent we all humans in our world? XD(if you are no different than a standard elf for example or human just say elf or human, etc race is not the same as culture, though again no such thing as those words exist so is fine calling yourselves whatever i will eventually do map of races spread)
Location: [be specific, meaning do the small effort to make a paint map where it should be and include the color you want it to be on the map]
People and Society: [structure of the society, religion, and how it functions]
Government: [brief description of who is in charge]
Economy: [the basis of the people’s livelihoods]
Military: [if there is anything resembling one}

Small and quick example
Culture: Markadians
Race: The Markadians belong to the race of people that look that the animal called a hyena. They are around 1.50m and posses high combat instics etc.
Location: Around the southern coast of the Korean peninsula (image of where) Cyan color.
People and Society: Religion consists of a diverse pantheon of gods in all related to the seas and fishing. There are a number of large built-up urban centers where government resides. Music is used as form of cultural communication. Fear if magic is prevalent as domain of the gods and all sacrificed to it.
Government: Numerous theocratic chiefdom and city states.
Economy: Agriculture depends heavily on rice plant and must food comes from fishing around the coast.
Military: No military, mainly consist of small warrior bands of each settlement.


IRC CHANNEL: #Alex_hub
 
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(Working in a civilization, just a question: what magical level are we allowed? You say underdeveloped, and I was thinking in a kingdom/city-state with a magic-based nobilty, as the magic variant used in this kingdom/city is most of the times hereditary. Just wanting to know if something like that would be allowed, or we must keep ourselves to "know no magic/almost no magic at the start of the game")
 
(Working in a civilization, just a question: what magical level are we allowed? You say underdeveloped, and I was thinking in a kingdom/city-state with a magic-based nobilty, as the magic variant used in this kingdom/city is most of the times hereditary. Just wanting to know if something like that would be allowed, or we must keep ourselves to "know no magic/almost no magic at the start of the game")

((That sounds fine, i meant more like people cant start with ubber magical races ala ancient elve empire with city wiping spells and so on. just like with weapons being not that advanced magic would be similar small spells, fire combat stuff and so on.))
 
The Daursi Tribes

Race: Goblins - Slight and wiry, averaging 3 and a half feet in height. They have long, sharp noses, chins and ears, and green to green-yellow skin. Their arms are long and slender and their fingers deft. Lifespans are on average shorter tthan humans by around a decade, but maturation of young is quicker, and more children tend to be produced.

Location: Illyrian Coast

People and Society: Societies are male-dominated, with extended families serving as the most basic bond. Multiple extended families constitute the tribal structure, and respect is duly given to the concept of a tribal identity, rather than cultural. Religion varies from tribe to tribe, but tend to share core concepts, that being reverence for nature, sacrifices of animals and prisoners, and a vast amount of spirits and deities. Some tribes claim a patron or favored entity, but it is generally rooted in tradition and special events rather than an official decision.

Government: There is little in the way of structured government, but generally each tribe has a de-facto warlord who informally dictates with the advice of his allies. The vast majority of said warlords are paternal warrior figures who have the strength to stifle dissent.

Economy: Most within the Daursi act are hunter-gatherers, with some amounts of bronze craftsgoblins. Inter-tribal commerce is facilitated through constant exchange of trinkets and baubles.

Military: No official armies, the males of each tribe are expected to defend their tribes and to participate in raids. Bronze-age implements are the norm.
 
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((Can we have multiple races in same civ from start?))
((hi, not at start of the game. You can achieve that as time pass and you annex land etc but at start no))
 
((Also, I call dibs on Vampires in Transylvania!))
((ah if you are doing sonething like a vampire i guess you do need two races xd anyway talk to me lr sent a pm with your idea and i can say for sure...though you meant like a different races confederacy or something))
 
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Culture/country Name: The Naalnish

Race: Forest Beastmen. Goats with a more or less human upper body (expect their head of course) and the lower body of a goat.

Location:
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People and Society: The Naalnish culture have no idea of nationhood or have any sort of loyalty to anyone but the strongest of their flock. They live in tribes in the dark woods in small og medium sized villages. As they live among the thick woods of their homeland, they only have few farms and usually hunt and gathers their food. They are bloodthirsty when it comes to expand the tribe and they kill anything they do not deem worthy of living. They have a strong religious feeling and have many gods that they worship. Most prominent is the God of the Woods, Slanash, The God of War, Khourl and the God of Fertility, Poiul. They are all worshipped in big ceremonial places where huge runestones are raised. This is also the place where they sacrifice their enemies in big ceremonial events.

Government: Each village is it's own tribe and they handle things themselves most of the time. However there is a big council of Shamans and tribal chiefs that take care of the overall stuff, such as raiding and looting other people and when to hold ceremonial events.

Economy: As they live in the thick woods they are mostly hunter gatherers with a few farms here and there. They also cut down some of the trees to make canoes and other necesarries out of. They do however, have great respect from the nature.

Military: The hordes of the beastmen are called to war from the different tribes with one of the shamans blows in the Great Horn of Khourl to assemble the army which is not very organized. When it is assembled, they go and raid and potentially expand their territory. They mainly use axes, bows and spears.
 
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Culture/country Name:
Kingdom of Inverni
Race: Human, Gaelic Ethnicity
Location: Southern Ireland.
Map in World:
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Kingdom and main Clans:
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Red: Border of Kingdom
Black: Interclan border

Clans
Yellow: Inverni
Gold:
Orange:
Dark Blue:
Green:
Tan:
Red:
Light Blue:
Lime Green:
Brown:
Blue Grey:
Pink:
Dark Red:

WIP
People and Society: Each clan has their own traditions and gods, the Inverni model applies to many. The ruler and family follow an agnatic-cognatic primogeniture line where the eldest child inherits, whatever gender. Marriages can be either matelineral or not, but the ruler of the Inverni always keep their family name. The people follow a very animist type of paganism, a pre-Christain version.
Government: Loose confederation of tribes, nominally under the Kingship of the tribe of Inverni, but each tribe has its own Lord and has lots of autonomy. Very decentralized confederation.
Economy: Most people are farmers, though men can be soldiers, hunters, manual laborers and craftsman(though there are very little of them). Women have a limited role, generally being confined to the house, or they can gather, help farm, and rule if it was they were in succession. Relatively stable economy.
Military: There are several soldiers who work for the Lord and are the best, though these never number more than twenty. Most farmers and regular citizens can fight, as most households have a spear and shield. Women sometimes also trained how to fight, especially if they are part of the ruling family.

((Heres a link that I based this on https://en.wikipedia.org/wiki/Prehistoric_Ireland.))
 
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Culture: Uruk-hai
Race: Orcs; stand about 6 to 6.5 feet in height when erect, but usually hunched over to varying degrees (about 5 to 5.5 feet)
Location: Alps ("White Mountains")
People and Society: Highly stratified for an early culture; ruling chieftain for each tribe, followed by esteemed warriors, blacksmiths, standard warriors and hunters, and finally slaves
Government: Collection of tribes throughout the mountains headed by chieftains
Economy: Very limited farming in fertile areas; most subsistence comes from hunting and raiding
Military: Basic raiding bands armed with spears, simple bows, and daggers/short swords. Little if any organization, but subservient to the chieftains. Chieftain and chosen warriors/bodyguards given privilege of riding on horseback


The Uruk-hai are a people that glorify bloodshed, conquest, and battle. For all but the most intelligent and highest-ranking of Uruk-hai, they understand little more than conflict and death. Despite this, the chieftains rule with absolute authority, and their will is obeyed by all under them. Disobeying or failing a chieftain almost always means strict punishment or death.
 

The Kelmer People
Culture: Kelmer
Race: Aquatic Elves. Blue-skinned and incredibly violent, the Aquatic elves consider themselves superior to all other forms of life. They typically have long black hair and stand at around 5.11 - 6.2 feet. They can live in water or on land, but they prefer to live underwater. As a result the Kelmer who live above the water, are mostly members of the warrior class and farmers.
Location: The Gulf of Iylethyr (OTL Adelaide)
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Society and People: Kelmer men and women are relatively equal, with both being valued for what they bring to Kelmer society. Kelmer society can be broken up into three classes, the ruling nobility and priests, the warrior class, and the food-gatherers and farmers. The Kelmer hate all other races, believing that their god, Osolian, created them to be his instrument on the Earth. As a result, the priests are very influential in Kelmer society. They hold a great deal of power, although the nobility claims descendance from Osolian as well, which has lead to many power struggles between the priests and the nobility.
Government: A collection of petty kings and theocracies are scattered throughout the Gulf of Iylethyr. There is no central Kelmer government, and as a result these petty kingdoms and theocracies are often fighting each other for control of the Gulf.
Economy: Mostly farming both under and above sea level, and hunting wild animals in the forest.
Military: Bands of elves bearing bows and spears, loyal to their respective rulers. Technology is not very valued, as rulers seek to kill other Kelmer, rather than focus on development of military tech. Bows are very primitive, and the spears are little more than sharpened coral roughly sewn onto a long wooden staff. Most fighting occurs above water, as bows and spears do not work well underwater.
 
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Culture/country Name: The Thalialdes
Race: The Thalialdes are a race of mermen, humanoid with several fish-like characteristics
Location: The Azores Islands
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People and Society: To the Thadliades, the largest and most essential pillars of society are their faith and hunting, which are both unquestionably linked. The Thaliades live in underwater villages of the coast of the Islands of the Azores. The Islands themselves have a spiritual meaning to them, as the view them as ritual places and special hunting grounds governed by their gods. Each is viewed as being by a specific and so the patron deity of each tribe/kingdom usually corresponds with which island is closest. It on these islands that special hunts take place as a way to gain favour or as part of ritual ceremonies. Of course a any hunt first requires the approval of the Oracles to take place. The Oracles serve as spiritual representatives to the gods and carry a large amount of authority as a result. To the Thalaides, magic is seen as a tool and medium with which to conduct their sacred hunts (As without it they would be completely unable to travel on land).
Government: The Thalialdes have small chiefdoms and petty kingdoms claiming the territory around each of the Islands in the chain. While rivalries between tribes and kingdoms have lead to occasional skirmishes, there have been no instances of full on war in recent memory. However all obey the decrees of the Oracles for they are the proclamations of the gods.
Economy: Being an aquatic species, the Thaliades are exceptional at fishing, it being their primary source of food and income, however the items collected from overland hunts are viewed as particularly valuable.
Military: Hunting parties, armed with basic stone weaponry and simple magics for land based travel and hunting purposes.
 
Culture/Country Name: The Kingdom of Egypt
Race: Human
Location: Egypt and the Levant
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Approximate holdings of the Egyptians around 1500 BC.

People and Society: The Egyptians have a well established social caste, with the Pharaoh, his advisors, priests, and the nobles at the top, middle classes consisting of soldiers, merchants, scribes, and craftsman, and farmers, slaves, and servants making up the lower classes. Social movement was possible, although this was very rare. The Egyptians worshiped a pantheon of gods and built monumental temples to them. In addition, the Egyptians have made grand monuments that stand tall: the Pyramids.

Government: The Pharaoh is the sole ruler of the land, with the various nobles of the kingdom either collecting taxes or governing the states.

Economy: The rich, fertile soil along the Nile River is the source of the wealth of the Egyptians, with its grain, after being taxed, sold on the markets. In addition, the Egyptians will also establish trade with its neighbors during this era, sending the famous expedition to Punt.

Military: The Egyptians have a standing military, with bronze weaponry, light armor and shields, the composite bow, and chariots, which were used as a mobile strike force when combined with the bow. The Egyptian military would often go on expeditions abroad to fight its enemies in the Near East.
 
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