Rules
Appendix
Attached to the post.
Sign-Ups
Sign ups will always be open, though anyone applying will likely be put on a wait list as it game start there are only 10 spots open.
Maps, POP and economy data will soon be up. Play will start once 10 player spots have been filled or it is reasonable to start.
1. States
1.1 Players
Every player, whether or not GM controlled, represents the government of a state or a state-like political entity.
1.2 Components of a State
Each state consists of several components, among them: a form of government, a form of society consisting of two ideologies, an accepted ethnicity, an accepted religion, a stability level, a technology level, POPs, and an economy.
1.3 Society
Society represents the form of society that the state has. Society is broken down into A and B type ideologies. Every society has one A and one B type ideology. Type B ideologies relate to the type of ruling class that the state has. Type A ideologies relate to more conventional ideological types. Type A ideologies have 3 goals, whereas Type B have 2 goals. Failure to meet a goal per turn may cause the ruling class of that state to attempt a violent change of government. On the other hand, a satisfied ruling class will create a more stagnant and technologically backwards society.
1.4 Government
Different government types have different bonuses, and different rates at which new societal ideologies may be selected. See the Appendix for specific details.
1.5 POPs
A POP is a unit of population representing 5,000 people. Each POP is displayed on the map as a number value on a specific province.
1.5.1 POP types
POPs may be either a hunter, a soldier, a farmer, a bureaucrat, or a worker. Hunters may only appear in biomes in which farming is impossible and gather food at a rate of 1.05. Farmers gather food at biomes in which farming is possible and gather food at a rate of 1.33 until late in the game. That is to say for every 3 farmers 1 POP may be a bureaucrat, a worker, or a soldier. Soldiers add to the strength of the army. Workers add to productivity. A bureaucrat is required for every 3 provinces under player control and does nothing else. POPs may be appointed however a player wishes with respect to the limitations of food and production.
1.5.2 Production
As previously noted, workers' generate units of production. Each unit of production generates the capability to maintain one soldier as well as generating wealth.
1.5.3 Wealth
Every POP except soldiers and bureaucrats generates wealth in some capacity. Wealth is distributed to each POP to enable them to buy food, the surplus being distributed according to the wishes of the player.
1.5.4 Happiness
Happiness is a measure of the satisfaction of the ruled class in society; it is semi-variable. If it drops too low a revolution will occur and the government will change.
1.5.5 Civilian Casualties and Immigration
Civilians may be killed by a state, but the proportion killed will lower the current happiness proportionally. New POPs may be sent to a connected state if that state chooses to accept them, which will increase the original states happiness proportionally.
1.5.6 Population Growth
If there is a surplus of food, then population growth will occur automatically on the basis of 10% of the potential agricultural population per province per 30 years. New POPs may be placed anywhere allowed.
1.6 Ethnicity and Religion
Each state has an accepted ethnicity and an accepted religion. Religions may be changed, and religion carries a small bonus. Ethnicity carries no particular bonus and cannot be changed except under exceptional circumstances. POPs which don't match the accepted Ethnicity and/or Religion will lower the maximum Happiness according to their proportion of the population.
1.7 Stability
Stability is a measure of the degree of power the central government possesses. Social instability and losing a war all lower stability. if the stability gets too low then the state will break down into it's constituent parts. Stability may be increased by paying bureaucrats the majority of wealth for a turn or fully satisfying the ruling class for a turn.
1.8 Technology
Technology is automatically increased with respect to the degree of failure to satisfy the ruling class combined with the population density of the most populous province. The effects of technology are located in the Appendix.
2. The Map
2.1 Provinces
The map is made of provinces which consist of a particular biome that gives appropriate bonuses. Deserts, Tundra, Taiga, and Mountains are incapable of being Farmed. Mountains may be claimed and fought over, but they may not be crossed.
2.2 Foreign policy
Players may interact in whatever way they choose that is appropriate.
2.3 War
War is automatically resolved from Army strength and other military bonuses. The outcome is decided by player negotiation. Annexation is only allowed for connected provinces or those accessible by water.
2.4 Subordinate States
Players may be subordinate to another state, in which case they are forced to contribute 10% of their wealth and are forced into an automatic alliance. Subordination may be broken by the overlord allowing them to go free or the subordinate declaring war on them. Subordinates may declare war on each other without breaking the subordination. Subordinate states may also be created as part of lower stability, in which case they will be reannexed if stability increases.
2.5 Strategic Resources
For each technological era, Strategic resources appear at 10 points on the map. Each strategic resource connected to a state boosts production by 10%.
3. Time
3.1 Turns
Each turn will take roughly one day in real time and represent 5 years in game time. The game runs from 2600 BC - 2000 AD
3.2 History
States will appear at historical dates when appropriate, player actions will generally not avert their appearance though they may quickly suppress them. States already on the board will generally not be interfered with.
1.1 Players
Every player, whether or not GM controlled, represents the government of a state or a state-like political entity.
1.2 Components of a State
Each state consists of several components, among them: a form of government, a form of society consisting of two ideologies, an accepted ethnicity, an accepted religion, a stability level, a technology level, POPs, and an economy.
1.3 Society
Society represents the form of society that the state has. Society is broken down into A and B type ideologies. Every society has one A and one B type ideology. Type B ideologies relate to the type of ruling class that the state has. Type A ideologies relate to more conventional ideological types. Type A ideologies have 3 goals, whereas Type B have 2 goals. Failure to meet a goal per turn may cause the ruling class of that state to attempt a violent change of government. On the other hand, a satisfied ruling class will create a more stagnant and technologically backwards society.
1.4 Government
Different government types have different bonuses, and different rates at which new societal ideologies may be selected. See the Appendix for specific details.
1.5 POPs
A POP is a unit of population representing 5,000 people. Each POP is displayed on the map as a number value on a specific province.
1.5.1 POP types
POPs may be either a hunter, a soldier, a farmer, a bureaucrat, or a worker. Hunters may only appear in biomes in which farming is impossible and gather food at a rate of 1.05. Farmers gather food at biomes in which farming is possible and gather food at a rate of 1.33 until late in the game. That is to say for every 3 farmers 1 POP may be a bureaucrat, a worker, or a soldier. Soldiers add to the strength of the army. Workers add to productivity. A bureaucrat is required for every 3 provinces under player control and does nothing else. POPs may be appointed however a player wishes with respect to the limitations of food and production.
1.5.2 Production
As previously noted, workers' generate units of production. Each unit of production generates the capability to maintain one soldier as well as generating wealth.
1.5.3 Wealth
Every POP except soldiers and bureaucrats generates wealth in some capacity. Wealth is distributed to each POP to enable them to buy food, the surplus being distributed according to the wishes of the player.
1.5.4 Happiness
Happiness is a measure of the satisfaction of the ruled class in society; it is semi-variable. If it drops too low a revolution will occur and the government will change.
1.5.5 Civilian Casualties and Immigration
Civilians may be killed by a state, but the proportion killed will lower the current happiness proportionally. New POPs may be sent to a connected state if that state chooses to accept them, which will increase the original states happiness proportionally.
1.5.6 Population Growth
If there is a surplus of food, then population growth will occur automatically on the basis of 10% of the potential agricultural population per province per 30 years. New POPs may be placed anywhere allowed.
1.6 Ethnicity and Religion
Each state has an accepted ethnicity and an accepted religion. Religions may be changed, and religion carries a small bonus. Ethnicity carries no particular bonus and cannot be changed except under exceptional circumstances. POPs which don't match the accepted Ethnicity and/or Religion will lower the maximum Happiness according to their proportion of the population.
1.7 Stability
Stability is a measure of the degree of power the central government possesses. Social instability and losing a war all lower stability. if the stability gets too low then the state will break down into it's constituent parts. Stability may be increased by paying bureaucrats the majority of wealth for a turn or fully satisfying the ruling class for a turn.
1.8 Technology
Technology is automatically increased with respect to the degree of failure to satisfy the ruling class combined with the population density of the most populous province. The effects of technology are located in the Appendix.
2. The Map
2.1 Provinces
The map is made of provinces which consist of a particular biome that gives appropriate bonuses. Deserts, Tundra, Taiga, and Mountains are incapable of being Farmed. Mountains may be claimed and fought over, but they may not be crossed.
2.2 Foreign policy
Players may interact in whatever way they choose that is appropriate.
2.3 War
War is automatically resolved from Army strength and other military bonuses. The outcome is decided by player negotiation. Annexation is only allowed for connected provinces or those accessible by water.
2.4 Subordinate States
Players may be subordinate to another state, in which case they are forced to contribute 10% of their wealth and are forced into an automatic alliance. Subordination may be broken by the overlord allowing them to go free or the subordinate declaring war on them. Subordinates may declare war on each other without breaking the subordination. Subordinate states may also be created as part of lower stability, in which case they will be reannexed if stability increases.
2.5 Strategic Resources
For each technological era, Strategic resources appear at 10 points on the map. Each strategic resource connected to a state boosts production by 10%.
3. Time
3.1 Turns
Each turn will take roughly one day in real time and represent 5 years in game time. The game runs from 2600 BC - 2000 AD
3.2 History
States will appear at historical dates when appropriate, player actions will generally not avert their appearance though they may quickly suppress them. States already on the board will generally not be interfered with.
Appendix
Attached to the post.
Sign-Ups
Sign ups will always be open, though anyone applying will likely be put on a wait list as it game start there are only 10 spots open.
Maps, POP and economy data will soon be up. Play will start once 10 player spots have been filled or it is reasonable to start.
Attachments
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