1) Choose a race and a start location.
How?
First choose the race you want to be. Couldn't be simpler. To choose your start location click on the world maps hidden in the spoiler tags. At the side there a list of points of interest. There will be 4 cities of each race. Click them to zoom to their location on the map, after you have decided where you want to start post Your race and you start preferable start location for each world (Note: You don't have to choose one for all of the worlds.)
Good point. I normally write things like rules when I am distracted or sleepy so they normally still look like a large amount. I would need to add the fact that by Picking a Nation from a world you are Voting for that world, all three means you don't care for the world while picking one or two puts it at a better chance of having that world as the first round. (So far World One is winning by one vote if oidip don't pick any other civs from the other worlds.) At 8 Players the world is picked so even if you don't pick anything for the other two worlds you still have time and a good selection of whats there to pick from...
2) The Game (you lost it)
Challenges:
The game is split up into lots of small challenges. They take the form of building a fort and fulfilling certain criteria.
E.G Farm Challenge (Note: Not actual criteria)
20x20 of farm plot
Housing for 10 people
Irrigation system
Also need to include Placement Rules and Region map rules.
Rewards:
Each time you complete a challenge you gain a resource. Every time you build anything you earn some civ points. These do not actuall do anything (verify) however they are a sort of score. So when the game ends whoever has the most civ points wins.
E.G The farm challenge grants you +2 food and +1 population
You can use these rewards to either:
Civ points are like the points you get from the game Settlers of Cattarn, They measure how well you played vs everyone else and depending on how many points you have you can win or lose by 1 point. Under the Civilization Challenge Rules spoiler in the second post, you can see a more clear description on what each point means and its basic use...
A) Start more advanced challenges which require resources to start
or
B) Build and army (verify)
Not doing Army first Round unless people want to Really REally REALLY want to. So Points will only be used to advance to more challenges and such...
Warfare:
By the looks of things the you raise your army by training it in fort mode. (This would mean that once trained and deployed you can no longer train them.)
Also if you raise an army during a challenge but one of the tasks is that you have a certain population then you cannot include military dwarves as they will be removed from the fort when you leave.
E.G You need 15 dwarves.
You have 11 civilians and 4 military dwarves then if you leave the fort you fail the challenge.
Its not like you could raise their levels after leaving them in FortMode anyway, but yes when a Soldier is conscripted into the Army they are removed from the Challenge Verification point, like you said, removing Military from the fort means they don't come into the count at the end. but like I said before, Military Arc isn't going to be used first round until I have a good look over it...
Quick question:
If you raise a military in a fort but don't make it an army. (So you just leave it at the fort) Do you get more security points?
If so I would be more than happy to figure out a system of how much security points you get. (Based on numbers, experience and equipment)
Most likely if its like a Town milita for a Village Challenge, it removes the requirements needed to pay for it, 1 Squad would equal 1 Security when you are attempting to Null that requirement. But you gain no extra Security for Beefing up the militia by another Squad or two. When the Army Arc comes along you might be able to put them into the Army but with only one year to raise them, they would be of the lowest ranks most like...
Hrm. The people requirements are seeming kinda mean. You really can't control the popcount in one year, or two. And to make things easier, don't cap a letter every few words. Makes things confusing.
The People Requirements are only for in the ones were you have extra years to do so in, but with the speed that Migrants come in the first year (unless you are extremely unlucky) you could easily reach 40pop in the first year. And if you don't reach it then you would need to take another year to do so, meaning you are penalized the 10% Civ points each year it takes... But taking an extra year might give you time to reach Bonus Civ Points which would give you a boost. Basicly you would lose 1 Civ Point/Year for nearly every challenge...
About the Capital Letters, its a habit I can't seem to break. I use them for when I feel the need to Point out or Emphasize words. Heck I don't even notice when I am doing it until someone points it out to me, until then it looks normal...
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non dwarven races will probably have to have mods and houserules, like humans could probably have big "quarry" workshops to make stones out of nothing, without having to dig for it, and these could be houserulled to be built only on mountain areas or stone floors
Correct, Non Dwarven Races will get mods, I think I have mentioned that 3 or so times in the first Post. Anyone can suggest ideas and mods that can be used, these can range from just Rewriting the Entry txt files, custom workshops or even a Full Body Mod to the game for that race alone...
Humans would most likely Strip Mine for when they need Stone to build, things like Walls IRL had the Humans Transport the Stone over great distance, but i think just having a Strip Mine nearby or being luck with the land layout that you can flatten a good bit of Hills to get the stone from it...