Post by limeyhoney on Jun 25, 2016 22:26:42 GMT
Hey look! A new forum game. This is a new boot of the game that mitobox made. The rules are a little bit different.
Coordinates work in an easy way. The row is indicated by the numbers at the side. Then, each tile in the row gets a number starting from the left with 1. For example: J13 is grassland. Entrance forum: [Things inside these brackets are examples. Please remove them.]
Civilization Name: [Liempire]
Color: [Lime-Yellow or 96ff00]
Starting City(& color): [H3, Red] (Note: Yes, it has to be on a revealed tile.)
Worked Tile: [G3]
Research: [Pottery]
Constructions: [Scout]
Cities: A secondary color for each city will be assigned. This is for easy remembering what city is what. This will be displayed as the color of the number on the city. The number on the city describes the population of the city.
Population: This number increases as the game goes along. For every 'pop' you have, a tile touching the main city tile can be worked, giving you the resources from that tile. The tile of your city is always worked. The equation for turns required for pop growth is Current Population * 6 / Surplus Food. This also means that going negative in food will start making your pops die, using the same equation.
Attacks: When a unit attacks another, or a city, die will be rolled to see who is the victor. The number the die add up to are added together, and that much damage is inflicted on an enemy. Modifiers are gained by certain technologies.
Technology: I have a technology tree built. But, I will not show the tree to make it seem random to players. Different technologies will modify things, allow new buildings to be made, and allow different armies to be made. Technology is upgraded every 6 turns. Every player starts with the same three choices: Writing. Archery, and Pottery.
Construction: When building something, it costs production points. Each turn, a city will pool all of it production points into its construction.
Beginning constructions:
Scout: 2 production
Settler: 4 production
Unit Movement, Dice, and Health:
Tile Outputs/Resources:
Coordinates work in an easy way. The row is indicated by the numbers at the side. Then, each tile in the row gets a number starting from the left with 1. For example: J13 is grassland. Entrance forum: [Things inside these brackets are examples. Please remove them.]
Civilization Name: [Liempire]
Color: [Lime-Yellow or 96ff00]
Starting City(& color): [H3, Red] (Note: Yes, it has to be on a revealed tile.)
Worked Tile: [G3]
Research: [Pottery]
Constructions: [Scout]
Cities: A secondary color for each city will be assigned. This is for easy remembering what city is what. This will be displayed as the color of the number on the city. The number on the city describes the population of the city.
Population: This number increases as the game goes along. For every 'pop' you have, a tile touching the main city tile can be worked, giving you the resources from that tile. The tile of your city is always worked. The equation for turns required for pop growth is Current Population * 6 / Surplus Food. This also means that going negative in food will start making your pops die, using the same equation.
Attacks: When a unit attacks another, or a city, die will be rolled to see who is the victor. The number the die add up to are added together, and that much damage is inflicted on an enemy. Modifiers are gained by certain technologies.
Technology: I have a technology tree built. But, I will not show the tree to make it seem random to players. Different technologies will modify things, allow new buildings to be made, and allow different armies to be made. Technology is upgraded every 6 turns. Every player starts with the same three choices: Writing. Archery, and Pottery.
Construction: When building something, it costs production points. Each turn, a city will pool all of it production points into its construction.
Beginning constructions:
Scout: 2 production
Settler: 4 production
Unit Movement, Dice, and Health:
Platoon: 1 movement, 2 dice, 8 health
Siege Engine: 1 movement, 4 dice (against cities), 6 health
War Vessel: 3 movement, 1 die, 8 health
Scout: 2 movement, 1 die, 4 health
Settler: 1 movement, 0 dice, 1 health
City: 0 movement, 2 dice, 10 health
Siege Engine: 1 movement, 4 dice (against cities), 6 health
War Vessel: 3 movement, 1 die, 8 health
Scout: 2 movement, 1 die, 4 health
Settler: 1 movement, 0 dice, 1 health
City: 0 movement, 2 dice, 10 health
Tile Outputs/Resources:
Grassland: 2 food
Forest: 1 production 1 food
Desert: 1 production
Mountain: 2 production
Ocean: 1 food
Tundra: nothing
Forest: 1 production 1 food
Desert: 1 production
Mountain: 2 production
Ocean: 1 food
Tundra: nothing