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Emperor Walter

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Nov 26, 2007
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Rules

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.

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

  • 4X Rules.xls.zip
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Maps

Biomes
Biome%20Map_zpsezlv3v2f.jpg~original

http://i1313.photobucket.com/albums/t559/polska67/Biome Map_zpsezlv3v2f.jpg~original

Political
2500_zpsnsfzejnb.png~original

http://i1313.photobucket.com/albums/t559/polska67/2500_zpsnsfzejnb.png~original

Cultural
Cultures%202500_zps1bizbnjk.png~original

http://i1313.photobucket.com/albums/t559/polska67/Cultures 2500_zps1bizbnjk.png~original

Religion
Religion_zpsuefkdzla.png~original

http://i1313.photobucket.com/albums/t559/polska67/Religion_zpsuefkdzla.png~original

Strategic Resources
http://i1313.photobucket.com/albums/t559/polska67/EA Strategic_zpszhb62xpu.png~original
 
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States

Kish

Population: 40
Food: 40
Economy: 84
Production: 10
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 4/4
Happiness: 9/10
Ethnicity: Sumerian
Religion: Mesopotamian

Uruk, Ur, Lagash, Umma; Subordinate States

Uruk
Population: 40
Food: 40
Economy: 54
Production: 10
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 4/4
Happiness: 9/10
Ethnicity: Sumerian
Religion: Mesopotamian

Subordinate to Kish

Ur
Population: 40
Food: 40
Economy: 54
Production: 10
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 4/4
Happiness: 9/10
Ethnicity: Sumerian
Religion: Mesopotamian

Subordinate to Kish

Lagash -
Kaisersohaib
Population: 40
Food: 40
Economy: 54
Production: 10
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 4/4
Happiness: 9/10
Ethnicity: Sumerian
Religion: Mesopotamian

Subordinate to Kish

Umma
Population: 40
Food: 40
Economy: 54
Production: 10
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 4/4
Happiness: 9/10
Ethnicity: Sumerian
Religion: Mesopotamian

Subordinate to Kish

Egypt - Emperor Walter
Population: 300
Food: 300
Economy: 375
Production: 83
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 5/5
Stability: 3/4
Happiness: 8/10
Ethnicity: Upper Egyptian
Religion: Khemetic

Minoa - Wyverncraft
Population: 15
Food: 11
Economy: 19
Production: 4
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 4/4
Happiness: 9/10
Ethnicity: Minoan
Religion: Minoan

Harappa
Population: 248
Food: 248
Economy: 310
Production: 62
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 3/4
Happiness: 9/10
Ethnicity: Harappan
Religion: Indus

Ganweriwala
Population: 40
Food: 40
Economy: 50
Production: 10
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 4/4
Happiness: 9/10
Ethnicity: Harappan
Religion: Indus

Mohenjo-Daro
Population: 152
Food: 152
Economy: 190
Production: 38
Government: Despotic Monarchy
Society: Aristocratic, Plutocratic
Ruling Class: 4/5
Stability: 4/4
Happiness: 9/10
Ethnicity: Daroan
Religion: Indus
 
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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

You do realize that this game would take 2 and half years to finish?

You might want to make turns last lets say 100 years until about 1000 AD, then start lowering it down to lesser amounts as I doubt you'd get many players who would be interested in playing a game for 2.5 years.

Other then that, I am interested.
 
You do realize that this game would take 2 and half years to finish?

You might want to make turns last lets say 100 years until about 1000 AD, then start lowering it down to lesser amounts as I doubt you'd get many players who would be interested in playing a game for 2.5 years.

Other then that, I am interested.

I'm aware of how long it would take. It's intended to be a slow paced game. I'd consider making 10 year periods, but that's it since I intend to make time consistent as well. I can do speed-ups as well if players agree, in which multiple turns are played at once.
 
Most of the relevant information is up; anyone interested in playing should either pick a state from the above list or join the waiting list (the waiting list will let you play as new civilizations become available).
 
You do realize that this game would take 2 and half years to finish?

You might want to make turns last lets say 100 years until about 1000 AD, then start lowering it down to lesser amounts as I doubt you'd get many players who would be interested in playing a game for 2.5 years.

Other then that, I am interested.

After further thought, I'm revising the timescale to 10 years with the possibility of speedups.
 
Sign me up as Lagash.
 
Both approved.
 
The game will start in a day or so; players can join at any time but anyone who wants to play from the start should sign up. I'll be playing as Egypt and GM-ing every unplayed state as well. Turns represent 10 years at a time; and "speed-ups" can be done on the unanimous approval of players in which the game is sped up until something happens.
 
Is there any sort of mechanic for colonization? Does it appear at some later stage? There aren't many places to go as Minoa (I am fine with this) but if would be useful if I could expand outward.
 
Is there any sort of mechanic for colonization? Does it appear at some later stage? There aren't many places to go as Minoa (I am fine with this) but if would be useful if I could expand outward.

It just functions like a mini-war. Uncivilized territories capable of farming will have a population of 5 on average, other provinces have a population of 1. All are considered to be defending the province, giving each uncivilized province a strength of 5. If you win you can annex the province. New settlers can be sent in from your population growth stockpile, which can be used to alter the base culture. Or you can just kill the original population, though this will naturally lower your total happiness as well as lower the productivity of that province since the population will be lower.

TLDR; Yes, you can. Keep in mind though that the farther provinces are away from your capital, gradually they will form new cultures which will lower your overall happiness.
 
A pretty minor complaint, but could the maps be made a bit clearer? I am having a hard time distinguishing the factions around the fertile crescent!

Also, how will this games turns work then... do you prefer more 'lore' based orders, or hard numbers?
 
Can I be Harrapa ?