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Game Guide (Round 7)


Bruce
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For the last 30,000 years, our ancestors have roamed these lands as hunters and gatherers. But now, you are leading a small tribe that decides to settle down to try this newfangled invention called agriculture. From this small settlement can sprout the roots of empire, or you could be trampled into dust. What does the future hold?

Cities

Economics

Myths & Legends

Military

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Cities

A citizen's allegiance and identity is very much with his or her city. While larger empires may arise and fall, the city remains the building block of our world. All new players will start with founding a new city in a location of your choosing. Based on your geographic location and chosen specialization, you will then have access to a source of one or more native resources. Your initial goal in the game is to acquire a source of as many resources as possible -- either by trade, tribute, or subjugation.

 

Maps

From time to time, the admin team will post up to date maps of the game world here. Each map will include the lower resolution image in the post, but each will also include a pdf file with much greater detail. At the beginning of the round, we have a completely blank map that is approximately 200 miles across. Despite this being the extent of the known world at the time, the map still features 6 distinct geographic regions (see below). Some lucky players will also discover with scouting parties several Easter eggs hidden throughout the map. Some of them are marked on the maps from the beginning, but some of them are not. 

As the game progresses, the map will inevitably start to fill based on player actions. Feel free to name the geographic features surrounding your city based on your own culture. When the number of players grows enough to require it, or perhaps if one player is able to consolidate the entire known world, we may eventually expand the map. 

 

Geographic Regions

There are 6 distinct geographic regions available to players to settle their new city, each with certain advantages and disadvantages.

  • Mountains
  • Forest
  • Coast
  • Grasslands
  • Desert
  • Jungle

 

City Specializations

Culture begins well before you establish your first city. Each tribe tends to identify with one of the four elements of nature. Each provide a city certain advantages from the very beginning.

  • Earth
    • + 3 Gathering Tech
    • + 30% chance native source of wheat
  • Water
    • + 3 Boating Tech
    • + 30% chance native source of fish
  • Air
    • + 3 Hunting Tech
    • + 30% chance native source of pigs
  • Fire
    • + 3 Storytelling Tech
    • + 30% chance native source of flint

 

Population

Your most important resource are your people. Each city begins with 200 people, but some cities will be destined to be possibly be home to thousands of people. Each city has a population maximum determined by your tech levels. With each Decennial Update, your population will grow or shrink based on how well you are ruling (factors include: access to resources, results of military conflict, roleplaying, player activity, and a global random variable indicating weather, plague, etc). 

 

Technologies

 

Advancement Points (AP)

Each Decennial Update, your city will generate a number of Advancement Points (shortened to AP) based on factors similar to that of population growth (though not entirely the same and weighted differently). In the following Decennial Update, AP can be spent on upgrading technologies, given to other players in tribute/aid/trade, or stolen in military conquest.

 

Settling New Cities

Once growing your first city large enough, you will eventually be eligible to found new cities based on the Government Tech Level of your capital city or take over direct control of the cities of other players through conquest. Your maximum number of cities is therefore capped at 10 under your personal control. However, this does not eliminate the possibility of your vassal players also controlling more than one city based on the tech level of their home city, thus continuing to grow your empire. Each city maintains a separate tech level and sends their Advancement Points to combine with the AP already being generated by their player's primary city.

To found a new city, use the same Settlements forum you created your first city in. You will need to send 200 citizens from your home city to settle the new city. The new city will then have its own native resources that are automatically traded with your home city (if needed), but will have a minimal tech level (3) based on your first city specialization. 

 

Referrals

You can receive 1,000 AP per new player that you refer to the game using your personal referral link: https://www.globalpoliticssim.com/settings/referrals/ When they sign up and create their first city, give me a heads up and both you AND your referred player will receive an additional 1,000 (meaning that they will actually be starting with 11k AP). There is a maximum of 10 referrals per turn.

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Economics

In the game world, there are a set number of resources, each with their own distinct advantages and difficulties to acquire. Trade and bartering is the basis of the current economic system in the world -- currency does not yet exist.

 

Resources

 

Trade

No city is going to have access to all resources natively. This requires players to put together their own trade networks (whether at the end of a spear or not) for their city to accumulate access to all resources. This is strongly encouraged as an overall goal for all players, as the more resources your people have access to, the faster your population will grow and the more AP you will generate every 10 game years. 

 

Diplomacy

Of course, as your international affairs become more complicated, you will find it beneficial and necessary to sign other forms of diplomatic agreements with other players. Feel free to use the Diplomacy forum to maintain these treaties, but don't forget that if your deals involve the exchange of AP your Decennial Updates must reflect it. 

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Myths & Legends

The myths and legends of your people are going to be the foundations of your culture. Let your imagination run wild and you will be properly rewarded.

 

Cults & Religions

Whether inspired by real life or completely of your own imagination, use this forum to post the myths and legends of your people. You're encouraged to build on previous stories that you have posted and even to build on the stories of other cities. Eventually, various cults and religions may sprout up across the land, possibly with international appeal. As appropriate, the admin team may expand on these cults and incorporate them into game mechanics. 

 

Roleplaying Competitions

Each week, there will be 2 ongoing roleplaying competitions. Each of these award points to the winning player(s), possibly as much as tripling the number of Advancement Points your city generates with each Decennial Update. 

  • General Roleplaying: As part of each player's decennial update, you will be asked to privately identify 3 other players that you believe has done a good job of roleplaying their city's culture in the past week.
  • Specific Legends: Each week, the admin team will ask players to post a specific legend (i.e., creation myth, hero adventure, etc). The admins will then compile the top 5 stories into a poll that will run the following week, asking all members of the GPS community to choose their favorite.
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Military

We're still a thousand years away from the concept of a standing army, but that does not mean that life in our game world is peaceful. All citizens (men, women, and children) are expected to be capable in fighting for their city -- whether or not they actually will fight for you depends on your leadership.

 

Weapons

There are currently 9 types of weapons possible, each of which require certain resources and a minimum tech level:

  • Wooden Clubs
    • Military Power: 1
    • Required Tech: Hunting (Level 1)
    • Required Resources: Wood
  • Spears (Flint)
    • Military Power: 3
    • Required Tech: Hunting (Level 5)
    • Required Resources: Flint
  • Spears (Obsidian)
    • Military Power: 5
    • Required Tech: Hunting (Level 5)
    • Required Resources: Obsidian
  • Spears (Copper)
    • Military Power: 10
    • Required Tech:  Military Projects (Level 1)
    • Required Resources: Copper
  • Spears (Bronze)
    • Military Power: 20
    • Required Tech: Military Projects (Level 10)
    • Required Resources: Copper, Tin
  • Arrows (Flint)
    • Military Power: 3 (ranged)
    • Required Tech: Hunting (Level 5)
    • Required Resources: Flint
  • Arrows (Obsidian)
    • Military Power: 5 (ranged)
    • Required Tech: Hunting (Level 5)
    • Required Resources: Obsidian
  • Arrows (Copper)
    • Military Power: 10 (ranged)
    • Required Tech: Military Projects (Level 1)
    • Required Resources: Copper
  • Arrows (Bronze)
    • Military Power: 20 (ranged)
    • Required Tech: Military Projects (Level 10)
    • Required Resources: Copper, Tin

 

Battle Types

Does a neighboring city-state have something you desire? Try to take it by force. There are four distinct battle types that must be determined prior to the beginning of the attack.

  • Scouting: The most benign battle order. Your troops are in a defensive position, only engaging with beasts when necessary and only engaging with other humans as a means of escape back home. This is the only type that does not require a specific destination.
  • Raiding: With speed, your troops dispatch to the target settlement. If successful in battle, the attacking player would steal 80% of the target city's Advancement Points.
  • Subjugation: An army with this battle type is seeking to overthrow the ruling family of the target city, taking control of the city for the attacking city. This is the most standard battle type, especially for empire-building. If successfully subjugated, the target city comes under the control of the attacking city, with the target city's Advancement Points henceforth going directly to the capital city. All of the defeated city's tech levels are cut in half, but can be rebuilt by the new rulers.
  • Destruction: Simple, effective, and brutal. An army with this battle type has only one thing in mind: complete obliteration of the target city. If successful, the target city will literally be erased from the map, with all of its buildings destroyed and any citizens still remaining are cut down. 
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