Ok, here's some brainstorming on ruelz:
Restoration of Ages (An Age of Restoration variant)Da Ruels.Each turn represents one year. Each player directs what his civvies and resources are going to do for that year such as research, construction, moving armies on the world map etc. Most things will take 1 year to complete, larger projects and moving armies around can potentially take longer. Because this is partially a roleplaying game, good roleplaying and detailed plans will result in bonases to stuff happening.
Turns last until everyone has their orders in, or until one week has passed, whichever comes first. If you miss a turn i'll run your dudes as NPC's for that turn, doing something useful or productive.
The players all start as different roles in the home city (discussed below.) The Home city starts with a number of people determined by player roles (also below.) People are dealt with in units of 1000. By default 1000 people supply 1 Labour and consume 1 Food, as you advance your culture these may increase, decrease or have new things added entirely (an advanced civilisation will also have clothing requirements for example.)
The City starts somewhere in a World Map hex, there are a total of 19 hexes in a World Map hex, the city occupies one hex, the rest of the hexes are appropriate terrain types (detailed below).
Most resources are stored in Warehouses in the city. If a player's Warehouses are full he may be able to negotiate temporary (or permanent) usage of another player's Warehouses (possibly for a tax), if all the Warehouses in a city are full then the resources are wasted.
Extra Warehouses can also be constructed outside of the city to provide additional storage.
Warehouses can store any mix of resources, but Warehouses set to store specific resources (Food, Wood, Stone etc) are more efficient, and can hold more.
There are many many resources in RoA, the major resources to start with are Food, Wood and Stone. Resources are produced from the correct application of Labour in different areas and structures, they can be used on the same turn they are produced, or stored in Warehouses (as above).
Food: Feeds your people. Food is vital for low-tech economies and thus makes an excellent trade good when dealing with low-tech civs. The three main ways to get food are Hunting, Farming and Fishing.
Wood: Very much a general purpose resource, Wood is used to create basic weapons (and often advanced weapons as well), fuel early forges, make certain goods and construction. Buildings produced of Wood build faster than and are cheaper than Stone, but are vulnerable to fire and more easily destroyed.
Stone: A much more specific resource, Stone is mainly a construction resource, used to build stuff like buildings and roads. It's heavier and tougher than Wood, as well as being harder to get in large quantities, so it takes longer to build things out of Stone (or requires more Labour) but Stone constructions are resistant to fire, harder to destroy and more impressive.
There are two kinds of hex tiles in RoA;
World Map Hexes: The World Map is divided in to these Hexes. World Hexes are divided up into 19 Local Hexes. Generally when things are moving around the world they do so on World Hexes.
Local Map Hexes: The Local Map is divided into these Hexes. Local Hexes are themselves split up into different environments and terrain types (detailed below). When two hostile armies engage each other they do so on Local Hexes, otherwise armies spend most of their time on World Hexes. Cities, Structures and other Local things all occupy Local Hexes.
There are many different kinds of base terrain in RoA. Here are some of the more common ones. Note that Special Features often occur on these base terrains, altering their properties;
Grassland: Grasslands are pretty good hexes all things considered. They provide good food from Hunting, can be Farmed, are easy to build on and are generally handy.
Hills: Similar to Grassland, but Hills aren't as good for Farming and are harder to build on, requriing more labour.
Scrubland: A sort of mix between Grassland and Forest, Scrubland provides excellent hunting and is pretty easy to build on. It requires minimal work to farm on Scrubland and small amounts of Wood can be gathered from it. Generally found at the borders of Forests.
Forest: Very useful hexes. Forest hexes provide excellent Hunting and can be worked for Wood. Wood is limited however, and after it is used up the Hex will turn into a different appropriate kind (usually Grassland.) Forests are difficult to build in however, requiring more labour to do so.
Low Mountains: Mountains are difficult hexes. They can be mined for various useful stones and ores and can contain all kinds of goodies, but are very difficult to build on and yield no food by default.
High Mountains: Even more difficult than Low Mountains, High Mountains are impassable by default, but can contain incredibly useful ores and all kinds of secret stuff. Impossible to build on by default.
Desert: Dangerous, very dangerous. Deserts provide sources of sand, but are impossible to pass or work by default. Cold Deserts are even worse, as what little water there is will often be frozen.
Tundra: Provides minimal food and wood, as well as requiring labourers to be outfitted with proper clothes. Often contain useful stones as well, although difficult to work without the right technology.
Glacier: Avoid these.
Swamp: Difficult to traverse. Swamps can be worked for wood, food via hunting, food via fishing or farmed with certain crops.
Body of Water: Large bodies of water are impassable without flight or boats, but provide opportunities for Fishing as well as various rare and valuable items like Pearls.
These occur on certain Terrain Hexes and alter their base properties.
River: Allows this Hex to be Fished. Can also be used to ship things on boats (faster and cheaper than by land.) Some buildings require Rivers, River Hexes cannot be farmed. Additionally River Hexes will turn surrounding Desert tiles into Grassland.
Road: Renders this Hex useless for most other purposes, but allows trade and greatly improves movement. World Hexes with Roads in them are easier to navigate with Armies as well.
Stone Type: Marble, Obsidian etc. These tiles can be mined for a special type of Stone that has extra properties.
Herd: A herd of some sort of large grazing creature. These features move around, but provide substantially increased hunting. They will be exhausted after being over hunted and will flee an area if repeatedly hunted and not exhausted. Herds can also appear in bodies of water, in which case they are Shoals and can be fished, not Hunted.
Ore: Mining this Hex can provide this Ore. Ores can be smelted to produce usable Metals.
Gems: Gems are found randomly while mining. Each Hex has a random % chance to uncover Gems in addition to any other mining done. Gems are useful for luxury items and trade.
Some Hexes can be Hunted. Doing so provides lots of different resources, but Hunting is limited and cannot be used to provide for a City indefinitely. Hunting can be used as a good temporary boost.
Food: Hunting provides lots of food. But once a Hex is hunted out, that's it.
Fat: Provided by Hunting. Needed for certain luxury goods.
Leather: Hunting can provide Leather as well, in lesser quantities than Food.
Bones: Can be used for both weapons and trinkets. Not very high quality, but better than nothing.
Combat Experience: Groups assigned to Hunt will gain a small amount of Experience, making them better at fighting enemies.
Farming is a catch-all phrase for alot of different things. Unlike Hunting Farming is unlimited. The requirements of farming vary on the type, each Hex can sustain one type of Farming at a time;
Gathering: Most basic Farming. Requires no tools but produces little food.
Grain: Produces substantial food, but requires a constant supply of tools.
Hemp: Provides Cloth and Rope, but no food. Requires tools.
Livestock: Provides reasonable food, bones and either Leather or Cloth, depending on the Livestock. Requires tools.
Fruit: Provides reasonable food, fruit can be turned into various alcoholic beverages. Requires tools.
Mining a square provides useful building materials. Mines provide stone or clay (depending on their location) and may also provide ores and gems. Ores and Gems are hidden to begin with and can only be discovered by prospecting (or mining.) Mines require alot of tools, food and labour to run, but are very good sources of wealth.
How your people live is important. Happy people provide more Labour for less people and are unlikey to rebel. They also reproduce more. People in squalor provide less Labour and are more likey to rebel.
Squalor: The living conditions of your people. Squalor is expressed as a modifier from -10 to 10. Low Squalor provides Morale and Labour bonuses, but increases food intake reduces reproduction. High Squalor provides Morale and Labour penalties, but reduces food intake and increases reproduction.
Squalor can be increased by not providing enough food and by having too many people.
Squalor can be reduced by providing more food than required, by having fewer people and by providing certain luxury goods such as clothes.
Morale: How happy your people are. High Morale increases Labour and reproduction bonuses and reduces the likelyhood of a Riot. Low Morale decreases Labour and reproduction bonuses and increases the likelyhood of a Riot.
Morale can be increased by impressing the people with new constructions, ideas or military victories, as well as by providing luxury items.
Morale can be decreased by not doing any of these things, or by oppressing your people.
Population: Population will increase or decrease each year by a certain percentage which is affected by Morale, Squalor and other potential variables. Note that if Population is increasing, some Labour will need to be diverted to building more houses or else Squalor will increase and Morale will go down.
Units that move around the map fall under Militaries (even if they're not actually armed). There are many different kinds of units, here are some common ones:
Infantry: Basic attack unit. Infantry vary considerably from culture to culture, but retain one constant; they can only attack enemy units they are occupying the same Hex of.
Cavalry: Mounted soldiers, Cavalry are more expensive in food and upkeep than Infantry, but are faster and gain various assault bonuses.
Note that Military Units can be drafted for bonus Labour, but at a substantial Morale penalty.
These two basic types then change depending on what equipment and training they have;
Archers: Ranged attack unit. Archers are Infantry armed with Bows that allow them to strike at enemy units multiple hexes away.
Skirmishers: Infantry armed with throwing spears and light weaponry. Skirmishers are fast and may throw spears at adjacent hexes while retreating before the enemy.
Legionaires: Heavy Infantry, super slow but relatively immune to enemy attacks and with supurb offensive power, excellent in defence, unable to cross many types of terrain without losing their defensive bonuses.
Knights: Powerful melee cavalry unit. Slow for cavalry, but lethal in melee combat.
Other units that fall under these rules include:
Diplomats: Used to communicate with other cities and empires. Can broker deals, demand or offer gifts, get trade or passage rights and so on.
Explorers: Light unarmed units that are used to explore the world.
Settlers: Settlers take large amounts of resources and population and can be used to create small towns in other locations.
Labour represents how you are splitting up your workforce. 1000 people = 1 Labour by default, although modifiers can change this. Labour can be used to construct buildings, run or use buildings, create goods and so on. Note that Labour must be 'transported' to a site if that site is to be worked.
Coinage is important, it brings with it the economy, which adds a whole new dimension of gameplay (military units for example must be paid once coinage is researched, and people can be taxed). Without coinage however your civilisation can only evolve so far, and trade is very limited.
Taxes and Trade are the two primary sources of coinage, high Taxes produce more coinage, but at the cost of increase Squalor and decreased Morale, while Low Taxes grant Morale bonuses and reduce Squalor, but provide less Coinage.
Additionally, once Coinage is researched Labour must be diverted to mint Coins, or else you risk suffering economic consequences such as Inflation, Deflation or perhaps even full blown Recession and Depression, which all bring with them a host of new modifiers and penalties.
The players in RoA start off as major figures in a starting city. These figures have certain roles (they may even have multiple roles) which dictate what they can and cannot do. The roles will be generated unique to the city once the details are decided and agreed on by the players, but here are some examples:
King: The Leader. The King doesn't actually do anything himself, but he tells others what to do. He also controls the city's resource supplies and thus who gets what. Finally, the King deals with forign diplomats and dignitaries, deciding on policy.
General: Commander of the armed forces. Generals control armies, their movements and their supplies.
Guildmaster: Guildmasters control aspects of Civil Services. These can include Farming, Hunting, Mining, Fishing, Construction, Trade and more. Guildmasters have access to privade Guild Warehouses that give them some unique storage unaffected by the King, althoug such storage is expensive and often taxed.
Ovbiously unfinished, but dinner is noaw. Will write some moar later.