Welcome to this Fantasy Civilization RP!
Or welcome BACK, if you were in New Lands, New Glory 2.0! If so, you will be allowed to either pick up where you left off, or start from scratch with a new race. To keep things more fair and square, new players as well as restarting old players will be given a bit more freedom at the start to catch up to the already established nations, however imbalance isn't really an issue since this is about roleplaying nations and not to see who has the bigger ... Well, you get the point.
Join us at our discord-server: discord.gg/XWpMV9U
Status: Closed
Basic Rundown:
This roleplay is turn-based. Meaning you get one action every turn. You will be presented with choices labeled alphabetically on how to advance your civ. Every turn, your population grows and you are presented with new choices and sometimes hardships.
The roleplay begins with your people coming to a new land, an unexplored continent where anything can happen. You have but a few hundreds with you, and your supplies are low. Perhaps you came here as settlers, or perhaps you fled after your homelands were destroyed, or perhaps you are simply a new civilization that has sprung upon this continent. Whatever you are and wherever you are from, you must find ways to adapt, survive and thrive here.
Most certainly there are other civilizations on this continent and other races that may become your allies or enemies, but you do now yet know.
The first turn generally looks like this:
Each action from A to I present different opportunities and different consequences (good and bad). You may choose one of these per turn and preferably write up a post about how you, for example, "Improve food". Depending on how good and thought-out your post is, you may combine one choice with another. For example, while improving your "food", you discover how to create farms and thus also improve your infrastructure in the process. the X-action is an action of your own that is not in the list of choices from A to I. You may write and attempt whatever you want in the X-action, and I may or may not grant you what you hope for.
Let's go through the things step by step:
Population - Is how big your civilization is. Later on when you build new towns, I will list your towns and cities and what their population is as well as show a total.
Military - How big your military might is in the count of forces. Keep in mind that the experience, skill and equipment of the soldiers count into how well your battles will go, as well as what different composition of units you use and how you manouver them.
Food Level - Measured from Very Low to Very High, and determines how well your people fare. A low level of food means lesser growth and might cause starvation (people start dying) but a too high food level might cause your people to grow fat. (Generally though, a good food level is always good.)
Resources - What types of resources you have at your disposal. Can be oil, minerals, lumber, food, hides, livestock etc. You can use these to trade with other nations and civilizations.
Wealth - How wealthy your people are considered to be. Poverty may result in discontent among the lower-class, but a too high wealth may result in luxurious spending which may crash your economy if your economy takes a bad blow.
Trade - How much you trade with other nations and what you gain from it. Measured from Very Low to Very High, but only once it is existant.
Growth - How well your population is growing. Determined mostly by food level but also morale and other things. Measured from Very Low to Very High.
Morale - The morale and spirit of your people. Measured from Very Low to Very High, with "Indifferent" acting as a middle-point. This determines how well you fight, how well your people works and generally how well things are going in general.
Foreign relations - A list of other civilizations you've met and how you feel towards each other. Ranges from Hated Enemies to Beloved Allies. Also determines how well you manage to trade with them and how they react towards you when interacting with non-player nations.
So how do I start?
Easy! This roleplay begins unlike many other roleplays. Here, you choose your race right off the bat in the IC thread, we call it "Turn 0". You will be presented with a list of available races (if you're thinking about a custom race, please scroll down to the "information about custom races" section), and everything will be determined in the IC thread. I will create a map where you will choose a starting spot after you've chosen your race. From there, the roleplay begins with turn 1.
A sort of "fog-of-war" will be present on the map, that will show you how much of the continent you've explored and what other nations you can see. When you meet another nation and manage to befriend them, you will be able to see their holdings on the map. Keep in mind that if you have not met a non-player nation but another player has, it will still be seen on the map so I expect you not to metagame.
TL;DR: once the IC first post is up, you may jump right in! You don't even need a sheet! If you choose a custom race, you MUST specify it with weaknesses, strengths and averages in the OOC first and await approval.
Recommended: Check out the last 2 iterations of this roleplay to get an idea of how it's played:
roleplayerguild.com/topics/79912-civi…
roleplayerguild.com/topics/157987-civ…
You already started! How do I jump in?
Make sure that there is room to join first! Below you will find a list of active players, and at the very top of the thread there should be a "status" line with either green, yellow or red text. It's either open, pending or full. If you want to hop in with a custom race (aka; a race not specified in the first IC post, check out the list first) you'll want to scroll down to the "Information about custom races" section and read it first, then post it here in the OOC to get approval! Sorry for all the text!
Rules and regulations:
All roleplays have rules. I expect you to know the basics like:
- Don't godmode
- Don't metagame
- Don't be rude to other players
However there are some other rules you should know about:
- Never wipe a player out completely unless he or she has given his or her consent.
- Don't focus on "winning", it's about playing the game and enjoying it together.
- It is okay to attack or raid another civilization freely as long as you have discovered them and scouted out the target first. Just don't expect it to always go your way.
- Don't expect to never be met with setbacks or hardships. I will give you all good and bad consequences as well as random events depending on your choices.
- "My word is law". As the GM, I reserve the right to "toss you out" of the RP, and in conflicts or squabbles I have the last say.
Also, here are some regulations that aren't "DON'T"'s
- Non-player nations are free to be conquered, raided, wiped out or otherwise warred with however you want.
- Any questions and OOC-chat should be kept here in the OOC thread (obviously).
- When plotting with a player against another player, I recommend you take it to PM to avoid metagaming.
- When plotting as mentioned above, I want to be kept in the loop as the GM, to avoid misunderstandings and to avoid conflicts OOC.
- You may otherwise choose PM or public IC post however you wish when communicating with other nations.
- If you don't want to play one civ anymore but rather want another, tell me in the OOC and I will arrange a "natural disaster" for your people or take it over as a non-player civ.
- When starting over with a new civ, you will be given some bonuses to help you catch up, but not too much.
- There is no enforced limit of posts per turn, however you may only take your A-I choices once per turn. Also, don't speedpost. I want to see meaning and depth in those posts if you decide to post several per turn. (When you interact with other players this is crucial)
Current Map
Anything not on this map is not considered official. Current turn: 5
A very basic rundown of what sort of climates to expect in what regions:
An amazing realistic-looking map made by the one and only @TheArhive because he was bored. Thanks a bunch! (All the cred to him yo)
Current Players:
@Cyclone playing as The Iceborn (humans).
@Murtox playing as The Antari (humans).
@Pirate playing as Children of Artemon (elves).
@Kangutso playing as Clan Oreborn (dwarves).
@Pyromaniacwolf playing as The Lycan Covenant (custom lycans)
@Bright_Ops playing as The Orc-Grave Enclave (custom goblins)
@Lauder playing as The Metalbeard Clan (dwarves).
@ArisenMoon playing as The Elven Enclave (elves).
@Asura playibg as pending...
Former Players:
@Chairman Stein as The Bonesnapper Tribe (orcs).
@Polybius as The Lothelonni (elves).
@LordZell as The Serpetist Tribe (custom lizardmen).
@Lady Selune as The Maerinum (humans).
@Dogematix as Kingdom of Morg'Talren (elves).
Holding List: Accepting
1. @POOHEAD189
2. @Irredeemable
Info About Custom Races:
The first 2 iterations of the 'Civilization - New lands, new glory' roleplay included custom races, and it contributed to individualism within races that made each player feel like he or she could play their own way, yet from a GM perspective the more custom races there are, the harder it has been to keep track of and manage them and provide adequate events and interesting storylines for the player.
At first, custom races were entirely free as long as they were VERY shortly specified in the IC on turn 0, then at 2.0 we moved on to "must have approval in OOC first" if going with a custom race. This time, 2.5, I'll still be employing the "must have approval in the OOC first" rule but with an added "hardness" on my side that means if your race is too unique or difficult to grasp, it will not be approved. Rather, I want to try to implement your desired race into the already existing roster through subraces and other categories. For example, some races exist in the world without being listed in the IC Turn 0 post, like goblins. Goblins have subraces, and some players have interacted with goblin NPCs. If you want to play one, it'd still fall under "custom race" but it'd be easy to get a thumbs up from me since they already exist. We'd have a short conversation about it, then you'd be free to start. Another example however is when a player wants to create their truly unique race of small or huge humanoids or lizardlike beings with great diversity within the race. If they would fall under no existing race, I'd ask you to change it into perhaps a custom sub-race of one of the already existing races. For example, the subrace list for Elves are Dark Elves, High Elves, Wood Elves and so on, but let's say a player wants to do "Ice Walkers", a humanoid race of cold but fair-skinned beings of magic and seclusion. Well then let's make them frost-elves instead, a new sub-race of the Elves!
See where I'm going with this? Hopefully. The ramblings of a GM...
Nation Sheet
For the "character" section. Optional.