In the time before time, there was nothing. Nothing but the shroud, which obscured everything that was and wasn't. One day, the shroud parted, and from underneath the eternal fog land rose for the first time. The Eternal twilight of the endless mist was parted, and the first day and the first nights were created. More and more land came out from under the shroud, and with it came the first living beings. The animals and plants of the forest, the fish of the sea, the birds of the sky and a myriad of other creatures. There were also others, and their thought and hope created the first of the Gods, who could see the fog, and understood it. They stabilized it; preventing it from swallowing the little ground it had given prize.A fantasy feudalism like set into a strange universe, with Gods added for further enjoyement. Unlike other games, the terrain can change rapidly as the everpresent fog swallow and gives back land. No living being has returned from the fog so far, though live itself sprung forth from it.
It's based on the latest feudalism game, but with severly changed mechanics.
Name Civilization:
Description:
Traits: (20 points to distribute, see below)
Stats:
-1 Town or Fortress
-3 villages (+1 if you choose a fortress(This doesn't count for bought fortresses))
Trait points:
-Magic users: Varied point cost depending on population that can use, and the usefullness
-Different race: No bogstandard humans. Different points depending on usefullness. Going negative is possible
-Tech level: +4 points for stone age, 0 for bronze age, 4 for iron age, 8 for medieval
-Exotic knowledge: [Varied point cost]
-Extra villages [2 point per]
-Extra Colonies [1 point per]
-Extra fortress/town [10 points per] (Do note that you can only have 1 fortress/town per tile. So that means you need to buy an extra tile too.)
-Extra starting population [0.25 points per]
-Start with units: [1 point per]
-Start with hero: [4 points per]
-Start with Titan: [10 points or more]
-Additional building [Varied point cost]
-Additional terretory [Start with more than one tile in control] [2 points]
-Terrain manipulation [1 point per tile]
-Other resource [Varied point cost]
There are a multitude of settlements that can be build. Most smaller settlements are not selfgoverning, and instead send all their food and resources to a single homecity/town. Each tile can only contain one independent town/city (marked with *). Without appropriate roads or transportation, loss will occur. (-5% per tiles)
-Colony (A small settlement that can be placed anywhere on the map. Max 5 population. No food production, but produces 1 resource unit or 1 Industrial capacity per pop unit.) Cost: 5 IC, 1 pop. Can be upgraded to a town for 20 IC, provided the population is maxed out. Only one colony per tile.
-Village:(A small settlement that produces either 5 food and 0.2 IC, or 1 resource. All villages have 1 population.
-Town* (A mediocre sized settlement which, despite having plenty of farming grounds, is not selfsufficient). Max Pop: 20. Produces 10 food and 1 IC per pop. Cost: 30 IC and 5 pop
-Fortress*(A fortified settlement that serves a strong defensive purpose) Max pop: 10. Produces 1 IC per pop. Cost: 20 IC and 1 pop
-City* (A large settlement that relies almost completely on outside ) Max pop: 50 Produces 2 IC per pop. Cost: 100 IC and 20 pop
-...
About resources:
-Resources are by default* not stored, but instead provide a continues bonus as long as the supply lasts.
*You can order an X year supply to be build, however
Buildings:
-Buildings can be build in settlements the size of town or larger, and provide an appropriate bonus. Some buildings require pop or resources to work.
Projects:
-Projects are expensive buildings that have a tilewide effect. Examples are irrigation systems and the like. Be creative
Military
- Military units have a recruitment cost, which varies from unit to unit, and an upkeep cost. While this upkeep cost can vary too, often it is equal to 1 food and 1 pop unit. Do note that transfer costs apply. However, you can send out your military with supplies, or let them forage from the enemies lands.
Heroes and Titans are Elite units. These are very strong, but often not as versatile as a normal army. Especially Titans have a very large food maintenance cost.
Each military unit has 5 stats:
Attack:
Defense:
HP:
Morale:
Movement:
These should be self explanatory. Furthermore, there's also the Tactics stat, which is an army wide stat based on it's composition (Ie, militia?), the assigned leader, and the tech level.
Combat:
Combat is partly RP'd, which each of the involved players sending me their battleplans. After that, strategy rolls are followed by attack and defense. Battles, with the exception of sieges, won't last longer than a turn.
-Normal battle:
-Terrain advantage is key. Hence the defending player usually has a large bonus (unless ambushed). When both players invade the same tile, opposing strategy rolls decide who and how much of a terrain advantage is created.
-Siege:
-A siege is often a drawnout battle. Depending on the fortications and supplies of the city/town, the attacker can decide to charge, or wait till the enemy surrenders from starvation. Siege weaponry can be constructed on site, or brought in.
Name God:
Power: [50 MegaThaums]
Primary Sphere:
Secondary spheres: [Leave empty for now]
Divine responisibilities:[Leave empty for now]
Cult/Church/Religion:
Amount of believers:
Description: ((Just a generic description))
Traits: ((All religion has an effect on society, and on the people who believe))
Change tile: 5 Megathaums
Create/Maintain avatar: [Varies depending on avatar capabilities]
Miracle: Varies [Assume at least 1 Mthaum cost for every pop unit affected]
Push back the mist: 1 Megathaum
Others: ??
-Minor act: 1
-Small act: 5
-Medium act: 10
The shroud covers and uncovers tiles at will. These shroud covered tiles are not passable, nor useable. Gods can manipulate or stop the shroud, but that's about it. It's entirely possible for the shroud to cut of parts of the map. Also, be afraid of that what is lurking inside the mist.