Looking back on my previous RTDs, I think I've found the reason why they all died: I don't have the patience to do all the complex things I wanted in them. The solution is simple: create a simple, easy way for me to do all the complex equations needed. As such, before this RTD can start, I'll need to program something that can handle the complex equations. But why start sign-ups before the program is finished? It's simple, really, for input, ideas and feedback on how things should work. The pressure to complete it should help too.
Parts of the game will be highly control (ie, the parts handled by the program) while other parts will be more free-form. The game will start at the dawn of civilization. Five players will start off controlling of a village, which they are suppost to transform into a powerful city-state. They'll have to literally create their own government, culture and law to rule the land. The cultural/government parts of the game are mostly freeform, except when they influence the growth and development of the city.
You'll need several things to sign up:
Name: (Duh)
Gender: (Male and Female only, sorry.)
Profession: Namely, what does your character do that makes him important enough to have a say in how things are run?
Current professions:
Wealthy Farmer: Several good harvests and investments have made you very wealthly, and thus deserving a say in the new government. Any city that you are in gets a boost to food production.
Craftsman: A particularly good, and therefore wealthly, craftsman (Or woman). Every turn, you get several units of trade goods into your inventory. The trade good depends on what trade you decide to create for that turn. Additionally, the current city you are in gets a small boost to the production of trade goods.
Shaman: The religous leader for the village. Your piety allows you to have a say in the government, and your religous aura gives you a bonus to speaking/negotiating with other people. Additionally, your presence gives the city you are in a bonus to public happiness.
Warrior: As the protector of the village, you naturally get a say in the government. You get a bonus to personal combat, and scouting. Also, you don't suffer a penalty when leading an army for the first time.
Ideas for city-state simulation:
Birth-rate: Maximum of 1/36 of current population per month. Actual value is 1/36 of population, times current happiness, since happier people are more likely to reproduce. 1/36 is gotten from two ideas:
1. Only 2/3rds of the population would be in the reproductive age. 1/3 would be children or old men/women and other people who wouldn't be able (Or want to) reproduce. While 2/3rds of the population can reproduce, only half of them, or 1/3rd (The females) can.
2. Since each couple will produce around one baby a year, a birth-rate of 1/3 (The number is the number of women who could reproduce.) Divided by 12 months, that 1/36 of the population being increased each month.
Additionally, if the needs of a population are not met, the birth-rate declines.
Death-rate: When all the needs of a population is met, the death-rate is equal to the maximum birth-rate. The death-rate decreases if happiness is above 75%, (Happier people live longer) and decreases even more if the needs of the population are exceeded. (ie, more food produced then comsumed.) Several buildings or policies can decrease the death-rate further. The death-rate increases if the needs of the population are not met, crime is high, happiness is low, or if plague has infected the town.
Happiness: The happiness of a population is increased when both needs and wants are met, crime and the death-rate are low, and victories/positive events occur. Happiness decreases when the population's needs are not met, crime is high, the death-rate is high, and negative/defeats occur. A variety of buildings, policies and people can increase or decrease happiness.
Needs: What a population needs to survive. Needs are mostly food and water, though small amounts of building materials will eventually appear, as buildings need to be maintained. Needs can be fullifilled by the production of the needed goods in the city, or by the importation of those goods, from outside. Not fullfilling the needs of a population is pretty bad, and should never happen several times in a row.