Welcome to Civilizations roleplay. In this game, you are one of the six rulers of the world's civilizations. You will march your army to victory, trade goods with other empires, offer diplomatic pleasantries among these other empires, and many more. You may also be a mere citizen of a civilization, or a high ranking aristocrat. Whichever suits your fancy will work.
In this game, there are time periods. We roleplay within the time period and we all start at year 0 up until year 10,000. In the year 10,000, the world will undergo an apocalypse, and if the surviving empires do not have the means to protect themselves against this cataclysm, it will be game over. If, however, you survive the apocalypse, the game will continue indefinitely until an absolute winner emerges. Victory is decided as follows:
Science Victory – Become the first empire to launch a space rocket to Alpha Centauri, thereby enabling the possibility of inter-galactic space travel. This makes the Apocalyptic doom obsolete, as humans of earth will be able to travel to other livable planets. As the winner, you have given mankind a giant leap forward, and other nations cannot help but bow down to your superior technology. They shall therefore declare you as absolute ruler of mankind and join you in your journey into other planets.
Domination Victory – You conquer and crush virtually all other empires and you become the last remaining empire to survive. Whether or not your people get destroyed by the apocalypse, you ruled earth with absolute might and will be forever known by the gods as the ultimate warlord.
Diplomatic Victory – You get voted by the United Nations to become the World Leader, making you the absolute ruler of all of mankind. Note that the United Nations is something that must be created first. And it does not get created instantly, as it requires human ingenuity to construct such an idea.
Obviously, normal humans cannot live for thousands of years, so the following system must be employed: You are Ruler A. Once Ruler A dies, you become Ruler B. Once Ruler B dies, you become Ruler C. Etc. (You rule the same empire of course.) Or, you could be a lifelong alien ruler of your empire who was born to rule and has a 20,000-year lifespan. Whatever the case, you rule the same empire the entire game.
How does the turn-based system work?
One turn is equal to everyone (all players, including the citizens) posting sequentially in one cycle. One cycle is equal to fifty in-game years. We therefore have a total of 200 cycles the entire game (it starts at year zero and ends in year 10,000), totaling at least 1,200 posts, not including the posts of the citizens. Every cycle, you are researching one of the technologies that are listed below, doing a construction project such as building an army or building a building, and ordering your units, military and non-military alike, to do stuff.
Also, your population starts at 500,000 people and increases by 500,000 per cycle.
There are three eras of technology that can be achieved. There's the Classical Era, the Modern Era, and the Future Era. Everyone starts at a sub-classical era that I shall call the Ancient Era. During this era, the most advanced technology you would have is Agriculture (the technology and science of growing crops and raising chickens). Once you learn any technology beyond this, you have now entered the Classical Era. Once you learn about electricity, you have now reached the modern era. And once you learn about nanotechnology, you have now reached the future era.
In every turn, you are researching a particular technology. Technologies vary in cost, and “cost” is the number of years of research required before one can discover it. However, this can change. For example, you have adopted the Rationalism policy in your government (explained below), your research costs get reduced by half. Having intellectual buildings such as libraries and universities in your empire can also lower the cost of technological advancement.
Technology costs are listed further below.
Choose two of these ten social policies for your government
(unfinished. Will give definitions later.)
Benefits: Increased likelihood of influencing other citizens of other civilizations to migrate permanently in your civilization. Decreased likelihood that your citizens will migrate to other civilizations.
Benefits: Your starting population is twice the normal. Your population grows 25% faster than normal. You can expand your territories 25% faster than normal.
Benefits: Your army has a much higher morale than usual and are pound for pound, better fighters than other civilizations.
Benefits: You get to have a religion for your empire once Theology gets discovered (You invent it and its rules and everything about it. If you want, you can even make a rule where everyone must pay money or else. Etc.). You also get to oppress those who go against your religious policies through any means, including torture like the Spanish Inquisition.
Benefits: For every ten cycles of the game, you get to spawn a “Great Person” of your choice. This Great Person will either be a Great Engineer, a Great Scientist, a Great General, a Great Merchant, or a Great Artist. Further below this post are definitions for each individual people.
Benefits: You earn much more more wealth compared to other empires once you discover naval trading and beyond. You can charge your goods to other empires at higher prices.
Benefits: You learn technologies twice as fast as the regular civilization. Libraries and other intellectual buildings gain the ability to earn gold (for example, if someone borrows a book in a library and doesn't return it on its due date, you can charge a penalty fee. You may also charge tuition fee on your schools).
Benefits: Your citizens are generally very happy with your rule, which makes the likelihood of rebellion extremely unlikely. Your citizens also obey you wholeheartedly with whatever your decisions are.
Benefits: Your army's morale is highly boosted when fighting in friendly territory. The stronger your military is, the happier your citizens become.
Benefits: It costs 50% less to recruit and maintain military units, making your empire capable of fielding a larger military. Despite the fact that your soldiers get paid only half as much as they should be, they still fight for you at maximum morale so long as you are winning.
Technologies and their “costs”. (Work in progress. Will give definitions later.)
Pottery = 50 years
Animal Husbandry = 50 years
Archery = 50 years
Mining = 50 years
Theology = 200 years
Civil Service = 200 years
Currency = 200 years
Engineering = 200 years
Metal Casting = 200 years
Archeology = 500 years
Scientific Theory = 500 years
Military Science = 500 years
Fertilizer = 500 years
Science = 500 years
Electricity = 500 years
Flight = 500 years
Combustion = 500 years
Globalization = 500 years
Robotics = 1000 years
Satellites = 1000 years
Stealth = 1000 years
Advanced Ballistics = 1000 years
Nanotechnology = 3000 years
Future tech = 50 years
Great People List (You can only spawn these if you have Patronage as a social policy.):
- Great Artist - A Great Artist is a man or a woman who can create beauty out of anything. They may sculpt statues, paint beautiful paintings, write poems, and many others. Their works can be sold to other empires (once their dead and their work has gained historic and sentimental value) or be kept in a museum within your empire to keep your citizens happy and your soldiers feel purposeful of defending their country (which boosts their fighting morale). These artists may also convince citizens of other empires to migrate within your empire.
- Great Engineer - A Great Engineer can make the impossible possible. They build great pyramids and can speed up the process of building roads and other construction projects. Their ability to build great "wonders" (a building of culture) can marvel their own citizens and cause other citizens of other empires to take a trip to your civilization. Due to this, you earn extra cash for your empire. A Great Engineer may construct the Colossus, the Statue of Liberty, and other wondrous buildings.
- Great General - A Great General is the ultimate warlord of a civilization. In times of war, Great Generals can boost the morale of your troops, increasing your chances of victory. Also, a Great General can plan strategies in your attacks. In the game, you may post twice in a single cycle. It's your option when to post the second post, whether that's before or after your turn.
- Great Merchant - Great Merchants are the money-making machines of a civilization. If you have a Great Merchant, you may send him or her to another civilization a "Trade Mission", where they'll hustle the empire into buying stuff from you.
- Great Scientist - Great Scientists innovate and revolutionize the world. Like Great Engineers, they make the impossible possible. If you have a Great Scientist, you may use him to discover a technology.
Bonus, Luxury, and Strategic Resources (Blank. Will fill in later. But the list is as follows: Bananas, Cattle, Deer, Fish, Sheep, Stone, Wheat, Aluminum, Coal, Horses, Iron, Oil, Uranium, Cotton, Dyes, Furs, Gems, Gold, Incense, Ivory, Marble, Pearls, Silk, Silver, Spices, Sugar, Whales, and Wine.)
- We post sequentially, but if one player is absent for an unreasonable amount of time, we skip him and act as if he did virtually nothing that turn. Which meant he didn't progress technologically, productively, or militarily. Avoid this at all costs.
- Be reasonable. If your enemy has high tech stealth bombars and all you have are 19th century cannons, you're dead. And just because you can build colleges doesn't mean you can build basic education public schools for the youth, as, believe it or not, public schooling is a very advanced concept in civilization. If you have the same number of army and the same technology as your enemy and you are fighting, and your enemy happens to have a morale boost for his or her army, you lose. Etcetera.
- Flaming, trolling, cussing, and all that nasty stuff should be kept here in this OOC. Don't you dare post an OOC comment in the IC. Only I can do it as I am the boss.
- There's absolutely no excuse not to write long paragraphs. You are roleplaying nearly everything that is going on in your civilization for 50 years a turn, so there's a lot to say.
- The lifespan of a Great Person is 50 years. He doesn't have to die, but his greatness shall fade in his 50th year.
- Unlike most roleplays, you can actually control what's going on in the other empire as long as it's reasonable. For example, you attack with a bunch of swordsmen and you happen to have 20,000 swordsmen, you can say something like "The swordsmen attacked and killed all 10,000 of the enemy's archers." It's reasonable because while the archers can fire arrows from a distance, your swordsmen can block those arrows with their shields SPARTA STYLE and charge forward. Just don't go overboard. Like I said above, be reasonable.
- If you have a Great General, you get to have two posts in one cycle during a war.
Ruler's race: (Can only be human or a human-like immortal being that can live for thousands of years)
Name of Civilization: (This can be fictional or factual. If you want to roleplay as America, go ahead. If you want to roleplay as Russia, go ahead. Etcetera etcetera.)
Social Policies: (Pick 2 from above)
Starting resources: (In your initial island, what resources are available to you? Pick 3 from above.)