The Official Unofficial Thrive Civilisation Forum Game Comp!
Jun 12, 2016 11:51:30 GMT
serialkillerš“ likes this
Post by lowry on Jun 12, 2016 11:51:30 GMT
Unofficial Thrive Civilization Forum Game Competition (TCFGC)
Tired of waiting for the actual game to come out? Tired of the big emphasis of forum games on natural evolution? Tired of waiting in the OTCFGC Thread?
Well welcome to the Strategy Mode spin-off of the Official Thrive Forum Game Competition (http://thrivegame.freeforums.net/thread/110/official-thrive-forum-game-competition). Instead of controlling a species, here you will lead a civilization, as you make decisions to compete with the other civilizations and avoid collapse.
Just to clarify, you won't be a civilization from the beginning. In terms of vocabulary, a tribe will refer to a nomadic people, and a civilization will refer to a sedentary people. You will transition from a tribe to a civilization when you settle down and build cities. NPC tribes and civilizations will also exist in the game.
This game will accommodate 7 players. NicktheNick has been guaranteed a spot, as the creator (no pun available) of the game. The first 6 people to request will get to play. I won't be able to add any more than that. I don't have enough time to devote to handling that many players, and it also makes the interactions between the civilizations a lot more complex. Although the first 2 on the waiting will be discoverable.
How do I control my civilization? What can I vote for? How will this work?
This game will use almost identical rules to the original by NicktheNick. You the player play as a mysterious force that guides your people through the eons. Each round of play, you can make a vote / big policy change for your people. Note that if you are nomadic, this can be choosing a direction/destination to migrate. Your votes can also be anything from choosing to wage war against a neighbour, choosing to convert your population to a new religion, choosing to research a new technology, etc. Don't worry, picking a vote in waging war on a certain target won't neglect everything else in your civilization, it will just mean that your civ will focus on the war. Throughout the game, many things will run in the background even if not directly voted for.
Votes will be rolled for like in the original. The possible outcomes are:
1 - Unsuccessful + Adverse Effect
2 - Unsuccessful
3 - Limited Success
4 - Successful
5 - Successful
6 - Successful + Bonus effect
Be aware though that your civilization is large and diverse and the decisions you make only push it into a certain direction. The people can get a mind of their own and you can face internal dissent and revolutions, if you are not careful. The stability of your civilization can also fluctuate based on the how well you direct them. If your stability falls too low, your civilization will collapse, and you must branch off from another civ. Depending on the stability of that civilization, this may or may not happen peacefully.
Stability ranges from:
Collapsing (-2)
Unstable (-1)
Shaky (0)
Stable (1)
Solid (2)
Stability is a combination of cultural and religious unity, quality of life, political stability, war, disease, famine, resource supply, etc. Think of it like the endangerment ranking in the original.
You also have a power rating, which represents the relative strength and influence of your people.
Power ranges from:
Tiny - 1
Minor - 2
Medium - 3
Major - 4
Great - 5
Power is a combination of military force, population, technological advantage, economic prosperity, and several other factors.
For each level of power, you will able to make 1 vote. Everyone starts at Tiny, so you all start only being able to make 1 vote, but if anyone reaches Great they will be able to make 5 votes per round. This is not necessarily better, because more power also means more responsibility, and larger, more powerful civilizations are harder to maintain and can more easily lose stability. Remember, the bigger they are, the harder they fall.
Power is also relative. You can be a great power in the bronze age by having large armies of chariots and plenty of grain, but if you are surrounded by industrial nations with machine guns and oil refineries, you will definitely lose that Great Power status.
There will be no graphics included in the gameplay (unless I decide otherwise, and this includes maps), so if you guys want details as to the landscape and your surroundings ask me and I can explain. You can create maps for yourselves as you play.
Various events can occur during play, but besides these most events will arise from interaction between your civs:
-Disease/Epidemic
-Drought/Dry season
-Fire
-Earthquake
-Volcano
-Hurricane
-Landslide
-Famine
-Resource Shortage
-Animal Attack
Events will have a 5% chance to take place and will be selected from a another 20 options.
Votes shouldn't be too specific, nor should they be too general. If they are too specific or too general, I will tell you and give you a chance to fix it. If for the sake of time I need to get the next round posted, I will give you a decision that is as close to what you said as possible. For example, if you said you wanted to engage send a company of knights to raid Bob's lands, I will approximate that as you encouraging your soldiers to pillage lands belonging to Bob.
However, more specific votes will be more effective when successful (and more harmful when unsuccessful). If you voted to increase intelligence operations of your nation to spy on other nations, it would give you a small boost to espionage across the board, but if you were to specifically vote to increase spying against Player X, that would give you a large boost to espionage against that particular player.
In the case that you want to make a private decision, send me a private message telling me your decision, and then post a regular post on the thread saying āPM for decision sentā. This would be useful if you, say, wanted to nuke someone by surprise. You could also spend a vote to spy on a specific player, and this could allow you to intercept secret decisions if you vote successfully.
Round 0
Tribe: Lanis Barathi
Stability: Stable (1)
Power: Tiny (1)
Past Policies:
Biological Description:
World Description:
This first turn is unique in that instead of making a free vote, you are restricted to only voting on a direction to migrate (You may also choose to stay where you are). Next turn you may vote openly on whatever you want. You must also name your tribe.
New Mechanics!;
NickTheNick
Tired of waiting for the actual game to come out? Tired of the big emphasis of forum games on natural evolution? Tired of waiting in the OTCFGC Thread?
Well welcome to the Strategy Mode spin-off of the Official Thrive Forum Game Competition (http://thrivegame.freeforums.net/thread/110/official-thrive-forum-game-competition). Instead of controlling a species, here you will lead a civilization, as you make decisions to compete with the other civilizations and avoid collapse.
Just to clarify, you won't be a civilization from the beginning. In terms of vocabulary, a tribe will refer to a nomadic people, and a civilization will refer to a sedentary people. You will transition from a tribe to a civilization when you settle down and build cities. NPC tribes and civilizations will also exist in the game.
This game will accommodate 7 players. NicktheNick has been guaranteed a spot, as the creator (no pun available) of the game. The first 6 people to request will get to play. I won't be able to add any more than that. I don't have enough time to devote to handling that many players, and it also makes the interactions between the civilizations a lot more complex. Although the first 2 on the waiting will be discoverable.
How do I control my civilization? What can I vote for? How will this work?
This game will use almost identical rules to the original by NicktheNick. You the player play as a mysterious force that guides your people through the eons. Each round of play, you can make a vote / big policy change for your people. Note that if you are nomadic, this can be choosing a direction/destination to migrate. Your votes can also be anything from choosing to wage war against a neighbour, choosing to convert your population to a new religion, choosing to research a new technology, etc. Don't worry, picking a vote in waging war on a certain target won't neglect everything else in your civilization, it will just mean that your civ will focus on the war. Throughout the game, many things will run in the background even if not directly voted for.
Votes will be rolled for like in the original. The possible outcomes are:
1 - Unsuccessful + Adverse Effect
2 - Unsuccessful
3 - Limited Success
4 - Successful
5 - Successful
6 - Successful + Bonus effect
Be aware though that your civilization is large and diverse and the decisions you make only push it into a certain direction. The people can get a mind of their own and you can face internal dissent and revolutions, if you are not careful. The stability of your civilization can also fluctuate based on the how well you direct them. If your stability falls too low, your civilization will collapse, and you must branch off from another civ. Depending on the stability of that civilization, this may or may not happen peacefully.
Stability ranges from:
Collapsing (-2)
Unstable (-1)
Shaky (0)
Stable (1)
Solid (2)
Stability is a combination of cultural and religious unity, quality of life, political stability, war, disease, famine, resource supply, etc. Think of it like the endangerment ranking in the original.
You also have a power rating, which represents the relative strength and influence of your people.
Power ranges from:
Tiny - 1
Minor - 2
Medium - 3
Major - 4
Great - 5
Power is a combination of military force, population, technological advantage, economic prosperity, and several other factors.
For each level of power, you will able to make 1 vote. Everyone starts at Tiny, so you all start only being able to make 1 vote, but if anyone reaches Great they will be able to make 5 votes per round. This is not necessarily better, because more power also means more responsibility, and larger, more powerful civilizations are harder to maintain and can more easily lose stability. Remember, the bigger they are, the harder they fall.
Power is also relative. You can be a great power in the bronze age by having large armies of chariots and plenty of grain, but if you are surrounded by industrial nations with machine guns and oil refineries, you will definitely lose that Great Power status.
There will be no graphics included in the gameplay (unless I decide otherwise, and this includes maps), so if you guys want details as to the landscape and your surroundings ask me and I can explain. You can create maps for yourselves as you play.
Various events can occur during play, but besides these most events will arise from interaction between your civs:
-Disease/Epidemic
-Drought/Dry season
-Fire
-Earthquake
-Volcano
-Hurricane
-Landslide
-Famine
-Resource Shortage
-Animal Attack
Events will have a 5% chance to take place and will be selected from a another 20 options.
Votes shouldn't be too specific, nor should they be too general. If they are too specific or too general, I will tell you and give you a chance to fix it. If for the sake of time I need to get the next round posted, I will give you a decision that is as close to what you said as possible. For example, if you said you wanted to engage send a company of knights to raid Bob's lands, I will approximate that as you encouraging your soldiers to pillage lands belonging to Bob.
However, more specific votes will be more effective when successful (and more harmful when unsuccessful). If you voted to increase intelligence operations of your nation to spy on other nations, it would give you a small boost to espionage across the board, but if you were to specifically vote to increase spying against Player X, that would give you a large boost to espionage against that particular player.
In the case that you want to make a private decision, send me a private message telling me your decision, and then post a regular post on the thread saying āPM for decision sentā. This would be useful if you, say, wanted to nuke someone by surprise. You could also spend a vote to spy on a specific player, and this could allow you to intercept secret decisions if you vote successfully.
Round 0
Tribe: Lanis Barathi
Stability: Stable (1)
Power: Tiny (1)
Past Policies:
Sapience: Your species has gained the wisdom and intelligence necessary for complex thought
Language: Your people have developed an oral communication to allow for complex exchange of information and more intricate levels of cooperation.
Oral Tradition: Your people pass knowledge down orally from generation to generation, allowing practices of hunting, animal interaction, and culture to be retained and refined over the years.
Mysticism: With sapience, your people have begun to think about deities higher than themselves, and now practice worship of these gods.
Fire: Your people have learned how to create and control fire. Through this they have begun to cook their food. They also have applied fire to heating materials during crafting and to scare away predators. Fires have developed as a central hub for the activities of your tribe.
Tool Use: Your people have adapted materials in their environment into simple tools for hunting, crafting, and combat, often shaped out of flint or other soft stones.
Language: Your people have developed an oral communication to allow for complex exchange of information and more intricate levels of cooperation.
Oral Tradition: Your people pass knowledge down orally from generation to generation, allowing practices of hunting, animal interaction, and culture to be retained and refined over the years.
Mysticism: With sapience, your people have begun to think about deities higher than themselves, and now practice worship of these gods.
Fire: Your people have learned how to create and control fire. Through this they have begun to cook their food. They also have applied fire to heating materials during crafting and to scare away predators. Fires have developed as a central hub for the activities of your tribe.
Tool Use: Your people have adapted materials in their environment into simple tools for hunting, crafting, and combat, often shaped out of flint or other soft stones.
Biological Description:
Lannis Barathi are a similar to human species, though different in many ways. They're pipedal and hold similar limb count and proportions to early humans, however their other details differ. They sport hair that grows primarily on the top and back of their head, they have bulbous oval eyes coming in a colour range from purples and pinks to oranges and yellows as well as rare grey/white. Their skin tone is slightly redder than that of man. Boney, horn growths protrude from their shoulders, near the end furthest from the head, only the largest coming around 10cm in length. They have harsh angular ears without near straight lobe attaching back to the head. Their noses tend to be more snubbed but individuals differ. Their lower row of teeth sports a double canine with those canines closer the the main incisors being larger, the upper teeth are appropriately sized to accommodate this. Overall Lannisians grow up to 5ā4ā in height currently.
World Description:
Castelia is separated into various continents and land masses, with one large archipelago.
Life forms differ from those on Earth and the different landmasses each have diverse and rich evolutionary backstories. As well as this geologically they're all unique, so enjoy late game exploration. The world of Castelia is home however to some extraordinary natural wonders that can change the local happiness (and other factors) of populations in the area. So prepare to delve into my world.
The beginning area is a central land with a singular winding river, though due to recent drought, the area has become less frequented by game and the lack of water has limited the boon found from plantlife. You hear rumours of rich arboreal forests to the south and fear striking tropics to the north, meanwhile to your west and south the terrain is said to be so unknown that it's difficult to navigate solely, your people talk of the west as a land dominated by spikes and pillars though there may be little fact in this, whilst the East is said to be an endless wetland, filled with bogs and fog filled moores, again, rumours should be held with a pinch of salt. Lannisians mainly hunt the near extinct āBargeriā a bird no taller than a gazelle but far slower, they travel in small flocks and only younglings can fly.
Life forms differ from those on Earth and the different landmasses each have diverse and rich evolutionary backstories. As well as this geologically they're all unique, so enjoy late game exploration. The world of Castelia is home however to some extraordinary natural wonders that can change the local happiness (and other factors) of populations in the area. So prepare to delve into my world.
The beginning area is a central land with a singular winding river, though due to recent drought, the area has become less frequented by game and the lack of water has limited the boon found from plantlife. You hear rumours of rich arboreal forests to the south and fear striking tropics to the north, meanwhile to your west and south the terrain is said to be so unknown that it's difficult to navigate solely, your people talk of the west as a land dominated by spikes and pillars though there may be little fact in this, whilst the East is said to be an endless wetland, filled with bogs and fog filled moores, again, rumours should be held with a pinch of salt. Lannisians mainly hunt the near extinct āBargeriā a bird no taller than a gazelle but far slower, they travel in small flocks and only younglings can fly.
This first turn is unique in that instead of making a free vote, you are restricted to only voting on a direction to migrate (You may also choose to stay where you are). Next turn you may vote openly on whatever you want. You must also name your tribe.
New Mechanics!;
Religious Gambles: prophecies and predictions made by religious figures have offer a large culture and happiness boost, if it comes true as well as an increased conversion rate for 2 turns. However if predictions fail, the exact opposite takes place. Prophesies cost no action points to be created though can only be created once some form of structured and largely accepted Pantheon is formed.
More Value Based Trade: Products for trade now scale in value, allowing you to understand how precious the product you produce or desire is, the scale is between 1-10 and improves with technological advances and the overall skill of the population. Trade deals can only be feasible if a civilization can support it, if a civ can only trades food and is currently only just making enough harvests to keep going, they won't be getting those carved stone bangles anytime soon. However, you as the civilization driving force can influence how much your people value something, not ridiculously however unless religion or culture dictates so.
The Culture Shock: different places develop their own cultures, different tribal populations, cities, kingdoms or counties all differ culturally. You can lean certain areas towards certain cultures however, by encouraging different productions and laws in an area youād change their overall culture. Cultures are not fixed things and can change quickly, so be warned if you begin leaning in one direction and your people lean another way. It'll cause a few rifts. Once you have separate settlements you can begin leaning areas culturally by taking a free vote, or let things happen naturally. This is here to set up trade capitals or military strong cities to develop individuality on a smaller scale inside of a larger whole, allowing you to specialize cities in certain areas. Just say so to try it.
More Value Based Trade: Products for trade now scale in value, allowing you to understand how precious the product you produce or desire is, the scale is between 1-10 and improves with technological advances and the overall skill of the population. Trade deals can only be feasible if a civilization can support it, if a civ can only trades food and is currently only just making enough harvests to keep going, they won't be getting those carved stone bangles anytime soon. However, you as the civilization driving force can influence how much your people value something, not ridiculously however unless religion or culture dictates so.
The Culture Shock: different places develop their own cultures, different tribal populations, cities, kingdoms or counties all differ culturally. You can lean certain areas towards certain cultures however, by encouraging different productions and laws in an area youād change their overall culture. Cultures are not fixed things and can change quickly, so be warned if you begin leaning in one direction and your people lean another way. It'll cause a few rifts. Once you have separate settlements you can begin leaning areas culturally by taking a free vote, or let things happen naturally. This is here to set up trade capitals or military strong cities to develop individuality on a smaller scale inside of a larger whole, allowing you to specialize cities in certain areas. Just say so to try it.
NickTheNick