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Emilersej

Ethem-Man of Armnoserland
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Oct 2, 2011
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The Long Winter
join us at our IRC channel!
To enter, write /join #TheLongWinter in the message box

In this game the players must work together in order to survive in a strange world covered in snow and frozen forests, with the only real population centers located around volcanic hotspots, where competition is fierce for the few resources available.

The players will start out as leading figures of a series of clans or dynasties in a decentralized, tribal state, and must work with or against one another to attain power and secure their people’s future in this hostile world.

Just like my very first forum game, which was undoubtedly also the most successful one, this game will be sort of like a sort of a political sim based on Civilization IV with modifications. However, this time, we will start in the beginning of the classical era. The players can gain power through brute military force, owning land, running a business or political intrigue. To begin with, the last leader of all the clans has died without any heirs, and it is up to the players whether to establish a common government or remain divided.

Alternatively, you can just sit on the sideline and help enriching our culture with lore.


hBWXjRv.jpg


Creating a clan - There is always room for more players, just throw me a PM!
To begin with, 50 years or so are likely to pass by between every update, so you will be playing as a dynasty rather than a person, sort of like in Crusader Kings. Players joining late will play as a branch of one of the largest existing clans, and can choose to break away or stay part of their mother clan. Our language is Nahuatl, so names must be from that language too. Just google "Nahuatl names". If you want names in any other language, you have to obtain permission with me.

Name of Clan Leader(s):
Clan Name: Alternately, you can leave an English name here, and then I'll translate it for you
Succession and Leadership: How is a new leader selected? Are there one or more leaders?
Lineage: Players joining late can play as a cadet branch of an existing large clan. This ensures that new players start out with some resources and prevents one clan from steamrolling the others. You have to send me a PM in order to start as a break-away branch.
Background: Optionally, you can write a little about the history, traditions and characteristics of your clan.



Playing the game
As mentioned above, the main ways of gaining power is through trade and production, brute force and political intrigues.

Trade and Production - Economy
Each turn, every clan may send economical orders, which are basically build orders, and depending on the amount of production points at their disposal, they will either succeed, and gain new assets, businesses or buildings, or fail, and nothing will happen.
An economic order simply consists of what you will be focusing your production points on for the duration of the next turn. In order for an economic order to succeed, you need to have some production points at your disposal. You may focus on building something that gets you more...

- Production, which allows you to build even more buildings, establish new businesses faster and recruit more military units. Easily the most important resource in the game.
- Wealth, which can also be used to build buildings, establish new businesses and recruit military units, but only later on in the game.
- Food - the clan with the most of this will have the largest population growth, which translates to more land, more production and more power.
- Goods and resources - possessing a monopoly on a strategic resource may grant you enormous influence.
- Research - the clan with the most research will gain new knowledge, and as you know, knowledge is power
- Culture - used to influence public opinion and expand our civilization’s border. Public opinion and the cultural values of our people can be influenced at any time if you have culture points at your disposal. You must make a post on the thread, stating what it is you want to change, such as the view on violence, religious beliefs etc., and then all players with culture points must vote. Their votes are weighted according to the amount of culture produced each turn. If the vote is a "yes", the desired changes to our culture will come through. This is useful if you for instance want your religion to dominate society or get people to vote on your party in elections.
- Happiness - also used to influence public opinion and to prevent your people from rebelling (not so important to begin with)
- Health - keeps people from dying (not so important to begin with)
- Espionage - boosts your ability to conduct political intrigues and also protects you from the machinations of your enemies
- Defense - prevents settlement from being captured by enemies
- Military facilities - makes your troops more experienced and effective
- Recruitment - for troops, navies, merchants, explorers and settlers (see the recruitment doc for a full list of options)

You can also combine and focus on several things or be even more specific on what your focus will be; for instance, if you want to focus on production by being a lumberjack. Keep check on how many resources you have on the stats sheet here.


Military Force - the Military
To begin with, anyone can raise and lead warriors. For the purpose of recruitment, go to the recruitment doc before sending an order.
When issuing orders to your units, please include the following:

1. State your goal, so that I know when the order has been carried out, and thus also when to request a new one.
2. Also state how many casualties your wards are allowed to sustain without pulling back. If you do not state this, your troop will be more likely to run away.
3. If you know what you want to be doing after the first goal has been reached, you may state it as a second order.


Political intrigues - and Government
The political part of the game will mostly happen on thread, but everything from which government form we end up with to where we decide to throw our garbage has an effect in-game.


- The clans would be ultimately led by one person, the Tlatoani or "Speaker", but he would be aided by a Xenatl ((derived from Latin Senatus)) or necentlaliliztli ((Assembly)) - there was no consensus on what to name it - composed of all the clan leaders. The exact relationship between these two institutions was never thoroughly debated ((which is quite realistic for a government in this age)), but there seemed to be consensus that the Tlatoani would rule until death unless he lost the support of the clan leaders.

- To become Tlatoani, one must first undergo a series of trials.
- Each clan sets up a trial. Every clan has their own traditions in selecting their leaders, and therefore, any future Tlatoani must pass each of the clans' trials. However, some clans do not have to undergo a trial to choose their leader. For these clans, it would be best to let them approve which candidates have passed all the trials of the clans.


Trials:
Clan Yolotli - The aspiring Tlatoani must present some creative work, whether it be a new idea, a new tool, a new instrument, a work of art, a piece of music, etc.
Clan Maximotl - The aspiring Tlatoani must sit with the wisest man of the Maximotl clan where he will be asked a series of questions. He must answer 3/4 of the questions soundly or correctly.
Clan Necuametztli - An aspiring Tlatoani will have a day to solve complex numerical problems
Clan Achtopochtecapiltzmeh - The aspiring Tlatoani will compete in a game of wits and strategy
Clan Tonatepotztocah - The aspiring Tlatoani must walk through a fire.
Clan Cecuecacayotin - The aspiring Tlatoani will lead a force in a mock battle in a test of military tactics
Clan Quallitechichic - An aspiring Tlatoani must go into the woods, survive there on his own for a month, and come back with the largest and most dangerous prey he can find.
Clan Tlanextic - The aspiring Tlatoani will perform in the rite of Ixtozoa ((night vigil)). The Tlatoani must stay awake for as many consecutive nights as possible, until he passes out.
Clan Xiuhcoatl - An aspiring Tlatoani must receive the mark of Xiuhcoatl without falling, staggering or flinching.
Clan Atlaticquipiltzmeh- The aspiring Tlatoani must recite an ancient poem of leadership from memory

Since you don't have any traits apart from your businesses,and since we want to be other things than playing trials, the results of most of the trials will be based on dice rolls, with your characters' trades maybe also having an effect. Maybe we can go in-depth with some of them from time to time, and you can cheat during the trials through sending me intrigue orders at the time of the announcements of your participation, but otherwise, the trials will mostly just be a bit of awesome lore.


The rest of the clan leaders will act as judges, ruling on who have passed the trial and who haven't.


Possible Government Functions
Defining what exactly is up to who in the governing of the realm has not been determined by the players yet. I will, however, list what the government can do to interact with the game.

- It can issue economic orders if it is in possession of resources.
- It can issue military orders if it possesses units
- Espionage: Decide how great a percentage of our espionage budget should spent on each known foreign country
- It can impose taxes on players on both production, wealth, food, research and culture or demand that they provide military aid or build different projects for the common good.
- Determining our foreign policy - this is done by setting a stance towards each foreign nation (1. Hostile - we are at war, 2. obstructive - refuse any cooperation with them, 3. indifferent (default stance) - be friendly and agree to fair proposals, 4. cooperative - attempt to keep good relations, agreeing to all proposals as long as we don't lose anything, 5. appeasing - do everything to improve relations, give in to every demand or request for help)
- It can also conduct diplomatic negotiations with specific goals (trade, tech etc.)
- Other stuff I might remember later

Intrigue
And then, the intrigues. If you want to secretly murder, kidnap or otherwise sabotage someone, just write up your secret plan and send it to me when you are ready to put it in motion. The more espionage points you have, the more likely it is that you will succeed. Getting more players in on it also might help, especially if they also have espionage points.

 
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Laws
As opposed to the game rules, the laws are determined by the players and punishment is also carried out by the players. Laws can be broken, and from our own world we know that people with power tend to do this quite often. When you start making laws, they will be listed here.

Rules
While players may break the above laws from time to time, the rules below must be followed at all times.

- Remember that out of character messages should be marked with ((double parenthesis)).
- Be nice
- Silly things should be kept in the IRC channel
- Refrain from OOC personal attacks!
- Please keep the fourth wall intact while writing IC
- No Out Of Character political discussions.
- Stay on topic - this thread is for this game only.
- Follow the forum and OT forum rules at all times
- No metagaming
 
Update History and Stat Docs
Prologue: The Boat-People
Chapter I: The Trials
Chapter II: The World Gets Bigger
Chapter III: A Trial of Strife
Chapter IV: The Reign of Tlatoani Quixpix
Chapter V: The Reign of Tlatoani Cecocelotl
Chapter VI: The Fourth Tlatoani Trials
Chapter VII: The Reign of Tlatoani Chicauah

Chapter VII: Trial of Three Champions
Chapter IX: The Settling of Quaquahuicalla
Chapter X: New Ideas
Chapter XI: The Reign of Tlatoani Cecmiztl
Chapter XII: In the pits of Tepoztepetl
Chapter XIII: The Copper War

Stats
Recruitment
Policies

Player list
Clan of Tlanextic, the Light of Dawn (Rovsea)
Clan of Maximotl (Ironhide G1)
Clan Achtopochtecapiltzmeh, the First Trader Sons (barkardes)
Clan of Necuametztli, the Honey Moon (Kaisersohaib)
Clan Tonatepotztocah, Those Who Follow the Sun (Luftwafer)
Clan Cecuecacayotin, the Snow Wanderers (galren)
Clan of Xiuhcoatl, the Fire Serpent (chopak)
Clan Cuallitechichic ()

Map
3WLHWVQ.jpg


List of Tlatoani
Tlatoani Acaluaccaquixti of the Boat People (?-0)
Tlatoani Yoliotl of the Maximotl Clan (0-63)
Tlatoani Quixpix of the Maximotl Clan (63-132)
Tlatoani Cecocelotl of the Cecuecacayotin (132-219)
Tlatoani Chicauah of the Achtopochtecapiltzmeh (219-276)
Tlatoani Cecmiztl of the Cecuecacayotin (276-348)
Xalanicotl of the Maximotl, temporary leader (348-369)
Tlatoani Cihuatecpanecatl of the Cecuecacayotin (369-408)


Lore: Religion
The people of Atlauhtipan worship a large number of different gods. Several clans have their own sets of gods, but while they may not all worship the same gods, they generally accept the existence of other clans' gods.

The most widely worshipped gods are those known as the Yolotli gods, perhaps because clan Yolotli are the most staunch followers of this pantheon.
Gods of Clan Yolotli

The religious beliefs of the Tonatepotztocah and Tlanextic are almost identical to those of the Yolotli Clan, albeit with a few distinctions:
Differences between the beliefs of the Tonatepotztocah and Yolotli Clans
Differences between the beliefs of the Tlanextic and Yolotli Clans


The Cecuecacayotin migrated to Atlauhtipan many years ago, and thus have a distinct pantheon, although with some borrowing from other clans:
Gods of the Cecuecacayotin


The Maximoh, or Maximus Familias, migrated to Atlauhtipan from a tribe living across the Smoking Sea, and thus they also have a distinct set of gods:
Gods of Clan Maximotl
 
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In! (Character coming)
 
IN
 
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Prologue
Many moons ago, strangers came sailing up the river to our land. Their boat was huge with over a hundred men being able to sail on it without even having to be squeezed together. It is said that the ship was shaped like a mammoth and had terrifying tusks mounted on the keel. These Acalque, boat people, were led by a great man called Acaluaccaquixti, who landed on the river banks and founded his altepetl there.

With him, he brought potatoes, which he taught our people to plant and grow. Many people came to his altepetl, and Acaluaccaquixti became their ruler. For some time, his fellow Boat People stayed with him, but they yearned for their homes, and eventually decided to depart, leaving Acaluaccaquixti behind.

Acaluaccaquixti ruled for many peaceful and prosperous years until he was killed by an elk during a hunt.

Now, the prominent leaders of the various clans of Acaluaccaquixti’s capital and the surrounding area must come together to determine the future of these lands.


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Sign ups open!!!!

Please read at least the instructions for signing up properly, unlike Ironhide above :p
If you want your clan to have another language than Nahuatl, you must obtain permission first. This is because I don’t want a mess of Swahili and Uralic clans all over the place.

Some maps for your enjoyment. The Smoking Sea is allegedly located to the east, and the Mountain That Smokes to the south.
 
Clan Leader: Tonauac, the One who Possesses Light (Occupation: Guard, Hunter, Clay Gatherer)
Clan Name: Tlanextic, the Light of Dawn
Clan Succession: Generally the oldest son of the clan leader, although if there is a dissatisfied male relative they can call a clan election of sorts, where the male heads of household compare the two contenders' lineages, personal aspects, and there may be a call for an Ixtozoa, or night vigil, wherein both men must stand, awake, through consecutive nights in the cold until one falls from exhaustion or exposure (this is usually not fatal).
Location: The capital.
Background: This clan is so named because of the common male rite of passage of three Ixtozoa to symbolize the coming of age, and the assuming of the family's responsibility. Often, male clan members join the guards or the watch, and even the military. The Tlanextic built their clan by guarding the village, and asking for claims to land in the city they protect. Because of their earlier invaluable service, their claims were granted, and their influence has since grown. The leader who ascends to the clan patriarchy often takes the public name of Tonauac to symbolize his head of the family. This does not exclude having a more specific private name. Often, the Ixtozoa will be used to settle claims, and sometimes to prove the strength of marriage ties (it has not been unknown for an otherwise frowned-upon marriage to be legitimized by the couple's performance of the Ixtozoa), and the ritual has taken on great spiritual meaning for the Tlanextic. ((More to come in the future.))
 
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Name of Clan Leader(s): Xipil (meaning Noble of Fire)

Clan Name: Xiuhcoatl (which mean Fire Serpent)

Succession and Leadership:


The Xiuhcoatl clan is a matriarchal controlled clan. Where females, who are said to have a direct an strong contact with the spirits and things of the beyond, rule the clan. The election for leadership is simple once the Xipil is death, or decides it cannot anymore carry her duties a council of all the members of the tribe is called. In the council the ten chosen ones (who were directly teach by the Xipil during her life) are measured and must convince the clan that indeed one of them is the best by completing successfully the Meztli (moon) trials. The one chosen takes the name of Xipil and her original name is erased and forgotten

Location: The clan is based out of the potatoes farms to the west of the main village.

Occupation:

Clay Gathering
Bug Gathering
Lumbering

Background:
TBA
 
Name of Clan Leader(s): Tenoch, "prickly cactus", Xochipilli "flower prince" (eldest son)
Clan Name: Coaxoch, the Serpent of the Flowers
Succession and Leadership: the eldest son living of the leader succeeds his father, when there are no sons the leader's brothers rise according to age, a clan elder may be elected if there are no sons or brothers of the leader by clan elders
Location:
possesses bountiful hunting grounds and a moderate farm/garden in the settlement on the very left
Occupations: Hunting instruction, Lumbering, Rock gathering
Background: originating from the western forests the Coaxoch are excellent hunters and for three generations have maintained a prosperous farming estate, their name alludes to their talent for sneaking up on deer packs in absolute quiet and deftness thus "Serpent of the Flowers", their reputation and influence is based principally on their management of some of the best hunting grounds near their village and their worship of Coatl, god of serpents, their serpent dances and shamanic rituals attract many eyes and ears




 
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Can Leader: God-King Sun((translate))
Clan Name: the disciples of the sun ((translate))
Clan Succession: as the clan believes that the leader is the God Sunlight(translate pls) in human form, and his dynasty are also all Gods, the eldest son goes through a ritual where he has wards placed on him and must walk through a fire before he becomes the God-King.
If the son fails these however then he is cast out onto the river on a small boat to fend for himself for the rest of his life.
If he succeeds he takes the name of sun and the title of God king, as the clan practices monogamy his wife is called Moon
Occupation: Traders at a trading post, hunters, rock gatherers
Location: That bit in the south between the two rivers

((Hahahaha claimed))
 
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((I'd like to point out that the occupations are based on the in-game buildings that currently exist, and are view-able in the Stats page.))
 
Name of Clan Leader: Ayahuiconetl (Fog Child)
Clan Name: Necuametztli (Honeymoon)
Succession and Leadership: Eldest child of the reigning leader.

Current Successor: Mixpiltzin (Cloud Son)
Location: A little north of the eastern lumber camp, not far from the capital.

Background: TBA
 
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((Farmers: not a thing, Boatmen: not a thing, Shamans: not a thing. Seriously guys, please note that right now all occupations are based on buildings, which are listed in the stats page.))
 
((OK, as per GM overlord's word, which i just received, you can RP be anything reasonable, such as a potato farmer (I can be a guardsman, for instance, you just do not gain any buff that you otherwise would do to buildings. As I understand it, you can be a potato farmer and get your bonus from the potato-land lands that you own, but because you are a potato farmer get no bonus from buildings. i believe that you get resources from your lands regardless of occupation. Emil can confirm or deny this, and of course has the final ruling on anything. This is just how I perceive the rules to be.))
 
((The occupation thing is something I made up in order to distribute the buildings automatically built at game start. Thus the limited amount of options. If you want to be a family of potato farmers, then fine, but maybe you could make instruments as a bi-occupation.

Sorry about the confusion. I made it up in the last minute.))
 
Name of Clan Leader: Decius Maximus Rex
Clan Name: Maximus
Succession and Leadership: Eldest son becomes Head of Familas
Location: In capital
Occupation: Lumbering, +1 production, +1 wood (resource), Instrument workshop, +1 wealth, +2 culture, +1 instrument (goods), Clay gathering, +1 production, +1 wealth, +1 clay (resource)
Background: Survivors from a Lost Latin society now lost to the frost, Julius Maximus Rex came to this place to start anew, quickly adapting well and becoming friendly. He died to years ago, while his son carries on his line of the Maximus Rex, while the surviving heads of the other Maximii clans married his two daughters. The clan numbers 18
There are three branches of the Maximii:

Maximus Rex- head of the Maximii, leaders of lost Latin society. Head: Decius Maximus Rex
Pontifex Maximus- branch of Maximii- the record keepers, philosophers and learned. Head: Cornelius Pontifex.
Maximus Fortis- The branch famous for fighters and soldiers. Head: Julius Maximus Fortis.

The survivors and the Maximotl clan, except the two parents, who have died- the two at the top.
index.php

Maxiumus Rex
Decius- age 43
Antonia- age 40
Decius II- age 21
Antonia- age 17
Antonius- age 13

Pontifex Maximus
Cornelius- age 48
Aquilla- age 39
Cornelius II- age 21
Crispis- age 18
Cecilia- age 14
Cassia- age 9

Maximus Fortis
Julius- age 36
Julia- age 36
Julius- age 15
Brutus- age 13- twin
Scipio- age 13- twin
Cassius- age 9
 
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