Klimino Zepehphor
Personal hackey sack to Newspaper weilders
http://i1136.photobucket.com/albums/n481/lordklimino/Zemrati World.png~original
brown is mountains, tan is deserts, dark green is forests, and light green is plains
Zemrati, an old continent, full of a variety of races, kingdoms, and of course, magic.
This land of course, isnt any old land, its yours.
Hello, this is a game that might be fairly different then what many are used to. It is a game about creating a nation/faction/race and pitting it against other players creations to become the most powerful, whether by alliances, war, trading, or any way you can think of really, though do keep in mind every player will have their own agenda, and you could be in their way....
<><><>
now, to a degree the details of your nation/faction/race are 100% up to you, but there will be some balancing, as I want everyone to start off on the same level of power.
Information you need to think up for your little nation thing is:
Race:
can be multiple or any, one or runaways from everyone elses if you wish.
Government:
how your faction runs. Is it a monarchy? A democracy? A hive mind following a giant fleshy brain hidden under the depths of a mountain?
History:
a bit of back story on where your guys come from, religious beliefs if any, how they act, etc.
only the very initial decades or so though, as why will be explained further down.
Now here is where things get a bit more in depth:
Pros and Cons:
now heres how it is, for every con you take, you can take up to 3 pros that evenly equal the con. However you must take another con before you can take above 3 pros, even if you only want 4 pros, you gotta then take 2 cons, though with this I will allow for the con to be slightly less intensive.
So essentially: 1 CON “point”= 3 PRO “points”
and keep in mind, I will be reviewing all pros and cons to make sure they really are balanced. There is also technically no limit to how many pros and cons you can take, but please understand I am only human and so I have my limits.
Which, by the way, ill assume anything not mentioned will be “close enough” to the average human in terms of say, strength or diplomacy ability, if its not in your pros in cons.
This should be all the basic info I need for starters, but feel free to add more lore if a section doesn’t fulfill all you need it to!
<><><>
Next is a big piece of this worlds mechanics: MAGIC AND HOW IT WORKS
magic is a fickle, dangerous, but powerful thing in Zemrati. Based around runes, it is done in a very specific way involving very specific things.
First, one must be able to speak and write in the ancient runic language, which is by no means easy to understand.
Then one must carve runes into an item to act as a catalyst of that specific spell, the more detailed or powerful the spell, them more words and room one will need.
Then one must speak the words while in contact with the object to activate the spell, but must be careful as spells use life energy of living creatures to power themselves, so one could very easily kill themselves by using up their life force.
Though life force does regenerate, it does so less quickly then one can use it up, and the less one has left within themselves the slower it will regenerate. There are, however, ways to use another living creatures life force instead of your own, but this requires more runes, a physical connection to said source just like with using your own, and of course this also means more words one has to speak to use the spell.
Another problem with magic is, that the spell being cast can damage or even destroy a catalyst if overused or the catalyst was not strong enough.
For example, a fire spell from a piece of paper is probably going to burn up the paper, but even carved onto a rock repeated uses of a fire spell within to short a time can over heat the rock and turn it into slag, which is also not good for a mages hand.
In the end, magic requires 3 ingredients: spoken words, runes on a catalyst, and life energy.
Life energy is based off the amount and density of living matter, thus bigger, more compact creatures tend to have more.
Magic can be insanely powerful, but always at a price. Of time, and life.
And even worse is, having somethings life energy fully drained causes the living tissue to relapse, turning mummified and brittle, meaning one cannot drain a cow and eat it too.
<><><>
now, throughout the game, you’ll need resources found throughout the map in order to have your nation, well, function.
From people to wage war and work your farms, to food, gold, and iron. Its all very important but will be simplified to allow people to focus more on the politics and the tactics side of things, as well as make my life easier.
Now, the resources are:
Manpower:
the amount of people you have to spread around to all your different tasks.
Valuables:
gems, gold, silk, specifically items of value typically used as direct currency or for trading, but usually serves no purpose outside of wealth.
Iron:
needed for guns, swords, cannons, armor, nails, working tools, and so much more, though I wont make you count out every single nail you hammer into wood, it will still be consumed based on bigger things you produce like cannons or armored ships, as well as in bulk for troops.
Wood:
pretty much similar to iron, but more plentiful in some areas, less in others.
Food:
people need to eat, and food is how its done. This is mostly vegetables, grains, fruit, and other such things.
Livestock:
living animals used for food, life energy, or trade, or something else if you can think of it.
Burden Animals:
Horses for riding, donkeys for merchants to stack things on, ect. These are the animals not meant to die but be used for the remainder of their healthy lives for manual labor of certain kinds.
Now, some of these are self explanatory, such as 1 manpower=1 person, thus you cannot ever have more troops then manpower, however many you’re using for other things. Ill now go into some details about how they all interact with each other/are used.
Its worth noting, that iron and wood are taken as “1 Ton” per point, Food is “1 point= 1 persons 3 month food ration” and Manpower, Livestock, and Burden animals are “1=1”
>>>Manpower<<<
Manpower is the amount of “adults” within your kingdom, used as your workforce and troops. Manpower only grows once per year to signify younglings coming of age, or whatever horrible process your race uses, but if you wish to make it one of your pros that it happens sooner or differently then by all means go for it.
Manpower consumes food, as should be obvious.
1 worker/soldier=1 food point consumed a Turn.
It is also worth noting that when your manpower is replenished it is based off your food production(unless you have somehow changed it) so you cannot gain more men then your food production rate.
For if each turn your gaining +400 food, you can only replenish up to 399 manpower.
How to know your max manpower you will gain is based off of what settlements you own too.
Villages= 25 manpower x Village level (villages and such will be explained further down)
Towns= 60 manpower x Town level
Cities= 130 manpower x City level
anything Port= x 1.5 to the base number
anything fortified= / 1.5 to the base number
numbers are rounded down.
Now onto what manpower is used for.
Obviously, troops take up manpower, but so does mines, trading, and all sorts of things.
theses things are based off the size and type of thing your workforce is doing.
The things in () are what that 'building' is used to collect resource wise.
Mines(Iron, Valuables)= 20 manpower x Mine level
Lumber Mill(Wood)= 7 manpower x Lumber Mill level
Farm(Food, Livestock, Burden Animals, Valuables)= 10 x Farm level
these things would be outside of Settlements, but 'connected' to one, using the populous as its source of workers, depending on how you assigned said populous.
Trading is also a job a worker can do, but is a bit different. Simply put, a trader loads whatever you wish to trade with another settlement and goes there. Whether that be giving excess food to another of your settlements that needs it, or trading resources and valuables with another player.
Trading takes:
1 worker + 1 burden animal = able to carry 10 resources of any but livestock or other burden animals.
1 worker + 1 burden animal = herding 5 livestock or burden animals to another location.
You can also use ships to haul much larger amounts of resources, but this will be covered in the ship section.
The last job a worker can have is Craftsman, these are the people left inside a settlement that produce weapons and armor and all the good stuff. The more Craftsmen, the more equipment you can produce in a given time. also affected by what settlement they are in and its size, because of that, it will be covered in the Military and Tactics section more.
Each Craftshop can have up to 10 Manpower in it.
>>>Valuables<<<
like stated, this is the closest thing to outright money, being gold, silk, gems, anything that's traded and counted towards ones wealth, rather then really having any other use.
Here we will show both costs of things in valuables, and how much you get from different things
first, how much you get from different things, and a list of all the things that will give you in game valuables:
Silver Mine= 30 x Mine Level
Gold Mine= 60 x Mine Level
Gems Mine= 90 x Mine Level
Silk Farm= 40 x Farm Level
now with that set, keep in mind, all of these still simply become “valuables” once harvested, thus simplifying things for pricing, instead of giving a different price per type of Valuable.
Now, money is of course used to buy raw materials, such as food or iron, but it is also used to pay the your troops and workers.
Now, of course, technically you dont HAVE to pay them, but generally speaking people don't like being slaves or throwing their lives away for nothing, so keep that in mind come pay day...
now onto actual pricing. We will start with resources besides ones affected by manpower, as people are a bit more complicated, especially soldiers.
2 Iron for 1 Valuable
10 Wood for 1 Valuable
6 Food for 1 Valuable
3 Livestock for 1 Valuable
1 Burden Animal for 1 Valuable
now of course, players can raise and lower prices as they see fit, but this is what is considered the “Standard” payout for these, both buying and selling.
For things relating to manpower, we have 2 things: workers, and Troops. Here we will cover workers, as its much simpler, while Troops will be covered in the Military section along with a lot of other stuff.
Workers pay is based off of what job their doing, if you pay them at all. Not paying men however, can lead to poor moral which can lead to bad things.
Mine Worker(all Mine types)= 7 Valuables per set of 20 Men
Food Farm= 1 Valuable per set of 10 Men
Livestock and Silk Farms= 3 Valuables per set of 10 Men
Burden Animal Farm= 5 Valuables per set of 10 Men
Craftsmen= 6 Valuables per set of 5 Men
Traders don't cost Valuables as they take their share from the goods they trade as payment.
>>>Iron<<<
Iron is invaluable in its versatility. It’s used in almost every walk of life. From building your settlements to arming your soldiers, it is a necessary part of any empire.
For simplicity, both its use in ship building, settlement building, and with troop recruitment will be covered in other sections.
Iron mines produce 3 x 1.5 Mine level a Turn
>>>Wood<<<
see Iron as its the same situation.
Lumber Mills Produce 5 x 1.5 Lumber Mill level a turn
>>>Food<<<
Food is pretty simple, you need food to feed your population, and must produce enough food to feed it, otherwise the people(and animals) you cannot feed die.
Every 1 Manpower= 1 Food point a turn.
Every Burden Animal or Livestock= 2 Food points a turn
now, how to produce food. Food is produced from normal farms(Farms) and from butchering livestock(which you must say to do)
its worth noting you need to keep livestock alive for them to breed more, so you must watch your numbers for them.
Every 1 Livestock point can be butchered for 10 Food points.
Farms produce 350 x 1.5 Farm Level.
Another important thing to remember about food is, that unless specified, Manpower receives food before animals, and Settlements feed their own population first. You must also use Traders to transfer food to other Settlements to feed them.
Farms and Silk Farms cannot be made in deserts or Mountains.
>>>Livestock<<<
livestock can be used as food, life energy, or perhaps something else if you can think of it.
A Livestock farm can hold 500 x 1.5 Level.
Livestock also need to breed, but just like Manpower this only happens once a year.
Livestock gain .5 total livestock numbers a year.
>>>Burden Animals<<<
burden animals usage and specifics were all covered in or will be covered in another section.
>>>Other Notes<<<
a thing to keep in mind, your Settlements and their Resources can be destroyed, damaged to the point of losing levels, or a lack of enough people to keep them operated can cause them to decay in level too for resources.
All resources take 1 x 1.5 Next Level Turns to upgrade to the next level. They do no take any actual resources to make, as otherwise you could never make them if you lost all your Lumber Mills and Iron Mines.
<><><>
now onto some more about Settlements and how they work.
Settlements are where your people live and grow, hopefully enjoying a decent quality of life.
First we will talk about how to settle one.
Settling one requires a different amount of things for each type, and all new settlements must start at Level 1.
Villages, the most basic of Settlements, take 1 turn to complete
They take: 50 Manpower, 50 Wood to construct
Towns, while no city, are not the hovels of a village, and take 3 turns to complete
they take: 120 Manpower, 100 Wood, 30 Iron to Construct
Cities, the main hubs and Lifeblood of any Civilization, take 5 turns to complete
they take: 300 Manpower, 250 Wood, 110 Iron to Construct
any Settlement on a coast must be a Port, and any Settlement at any time can be upgraded to be Fortified.
Ports cost +1 Turn and x 1.5 Wood and Iron to construct
Fortifications take 2 Turns + .5 Settlement level, Rounded down to construct, and you cannot upgrade a Settlements level while building fortifications(you can start off already fortifying a new Settlement and simply add it to the base time of constructing the new settlement.)
Fortifications cost 30 Wood and 10 Iron X .5 Settlement level to construct aswell.
In order for everyone to be able to build settlements despite a lack of resources, Level 1 Villages can be built for free(but still requires manpower) but take twice as long to build, and cannot start fortified(but can be ports)
now, onto Settlement levels. Settlements can only hold so many people, aswell as produce so much and manage so much land, and thus the Level, or size and quality, of a settlement help them be more productive.
A Settlement can only be upgraded one level at a time. You can also move a settlement up the settlement 'chain', such as making a Village into a Town, and a Town into a City, but this can take awhile, aswell as has some initial drawbacks.
Settlements work like this:
Village: a Village can house 200 Manpower X 1.5 Settlement level, it can have as many Resources under it(farms, mines,etc) as its Settlement level, and can have .5 its settlement level of Crafshops(where Craftsmen work) in it.
Town: a Town can house 600 Manpower X 1.5 Settlement level, it can have 2 x 1.5 Settlement level Resources worked under it(rounded up), and can have1.5 its Settlement level in Craftshops.
City:a City can house 1000 Manpower X 1.5 Settlement level , it can have 4 X 1.5 Settlement level Resources worked under it(Rounded Down), and can have 2.5 its Settlement level in Craftshops.
Note, every Settlement can only have a total amount of land to work and cover, thus you must balance the leveling of your Resources and city, as higher level things take up more space, which is again, limited.
It should also be noted that any resource worked counts as its number of levels in how many of it is being worked(thus a LvL 3 farm is taking up 3 Resource slots that village can work). Craftshops do not take up any space as the integrate into the Settlement.
Villages have a Max of 20 Levels worth.
Towns have a max of 35 Levels worth.
Cities have a max of 50 Levels worth.
So as an example:
you have a LvL 5 Town, with a LvL 6 Farm, LvL 5 Gold Mine, LvL 3 Silver Mine, and LvL 1 Livestock Farm.
This has all 15 points of its Resources taken up, plus its actual city level, has 20/35 max available space taken up.
Now, onto actually upgrading your Settlements.
Villages: must have 150 Manpower and 50 Wood x 1.5 Settlement level your upgrading to.
Towns: must have 500 Manpower, 100 Wood, and 30 Iron x 1.5 Settlement level your upgrading to.
Cities: must have 850 Manpower, 250 Wood, and 90 Iron x 1.5 Settlement level your upgrading to.
Note, you only have to have the Manpower number during the upgrade process, and do not have to leave them there afterwards. All of them take 1 turn to complete.
<><><>
here we will talk more about ships,military costs, and tactics.
First up, Military costs. We will talk about both cost to arm troops, and pay troops.
Levies cost 1 Valuable per 250 Manpower a turn
Trained cost 1 Valuable per 100 Manpower a turn
Elite/Specialized cost 1 Valuable per 50 Manpower a turn
anything mounted costs twice as much.
Levies can be raised automatically, while trained need at least 2 turns to train, and elite at least a year(4 turns)
one more note is that any and all magic users must be elite in training, due to the difficulty of learning magic.
Onto equipment. Every soldier needs a weapon, and if their lucky, armor, and maybe even a shield. This list may not be 100% complete with what you plan, so feel free to ask about things, but it will cover a lot of the basics.
First, weapons:
one handed(bladed)= 1 Iron per 100 weapons
one handed(club)= 1 Wood per 150 weapons
Two handed(bladed)= 1 Iron per 50 Weapons
Polearms= 1 Wood per 150 Weapons, 1 Iron per 300 weapons
Bow= 1 Wood per 200 weapons
Crossbow= 1 Wood per 120 weapons, 1 Iron per 240 weapons
Gun(handheld Matchlock)= 1 Wood per 100 weapons, 1 Iron per 50 weapons
Gun(Pistol Matchlock)= 1 wood per 250 weapons, 1 iron per 125 weapons
armor and shields are next.
Shields:
small(buckler)= 1 Iron/Wood per 300
Medium= 1 Iron/Wood per 200
Large(full body)= 1 Iron/Wood per 100
Armor:
Chest= 1 Iron/Leather* per 100
Head= 1 Iron/Leather* per 500
Full Body= 1 Iron/Leather* per 50
*Leather can be gotten from Animals when you slaughter them, but must be mentioned to set them aside, otherwise the people will use the material for other necessities.
It is worth noting, that you of course do not have to arm your troops at all, but of course fists do not work aswell as well as even a well gripped rock.
The last thing, is special weapons, such as catapults, cannons, and...well, ill let you think up of stuff of course.
Ballistas and Catapults= 1 Wood per 10, 1 Iron per 30
Cannon(57 mm)= 1 Wood per 20, 1 Iron per 10
now, you might ask, where do I make all of this? The answer is Craftshops. As mentioned each Caftshop can house 10 Craftsmen.
50 X 1.5 Craftmen Items a Turn.
>>>SHIPS<<<
now onto ships. As covered earlier, they are used for Trading, but also combat upon the water, or even to help transport troops and fire onto ports.
Ships: 10 Wood x Ship level, allowing for 10 x 1.5 ship level weapon mounts, and 50 Cargo slots.
Any river vessel is Level 0 but can only carry up to 25 men, and costs 5 Wood per ship.
Now its worth noting, for ships, that you must have:
10 x ship level crew to operate.
And that:
5 Manpower= 1 cargo slot.
So its up to you whether a ship is a troop carrier or a mercantile ship.
>>>BATTLES<<<
As for military tactics, besides how actual battles will be done, tactics are 100% up to the player to think up.
Once a battle is initiated, ill quickly draw up a simple map, and for each player show them where their units are, and any known enemy locations. This of course means you can very well not know where the enemy is.
Then each player will PM me what they wish to do with their soldiers and as tactics, and ill play it out in the background, PMing players on anything important that happened but doesn't require a full on new 'round' in the battle, and let them resolve it.
I will do as many 'rounds' in the battle as I think are necessary, until one side is defeated in one way or another.
<><><>
the Technology level of Zemrati(at the true start point) will be that of around the 1400s-ish.
Guns are in their earliest stages of existence, matchlocks, while ships are known to carry cannons and be bulkier then past ships, and sails are the norm, they are still somewhat limited to the amount of firepower they can carry.
Magic also makes this complicated, as it can help get around limits technology has not yet learned how to surpass, thus making technology less needed but also have advanced less in some areas based on Faction and how much magic is actually integrated into their society.
<><><>
GAME MECHANICS
before we begin, ill need everyone's sheet posted with their info and Pros and Cons. Then after everyone has PMed me where they wish to start off, we will begin the “lore” Turn.
At the start of the LORE Round, everyone will have a single Level 2 City they founded, free Level 4 Farm(provided its possible due to location) and 2000 Manpower.
For the LORE round, people will send me a list of 10 main objectives for their faction for the 10 “eras” leading up to the actual start of the game. Resources, and many other things, will be much much looser during this turn, so this is a good opportunity to grab resources, found Settlements, and many other things.
While there will still be limits to what you can do, feel free to make the objective for each era as detailed as you feel need, even if its not technically one thing you wish to do.
After that, the game will truly 'start' on the year 1450.
every turn, you will send me a list of 10 Orders for your faction to do.
Be it upgrade a city, raise forces, research new technologies, have your Manpower move around, you name it, so long as its within the rules of the game. You can also put (secret) before something if you wish for it to be not be public, but please, leave this only for important things, dont hide every little thing your nation does, it will be annoying for me and everyone if you do.
Everyone will be given about a week to PM me their Turn Orders, and then ill work out how everything is done and affects one another, and make a post listing everything that happened. Ill also give you new numbers for food production, Manpower numbers, and resource numbers, and all that jazz each turn.
You will not get more then a week, as it is unfair to the other players to post pone the Weekly Turn due to a single player. If you cannot get it in time, I will Auto Run your Faction for the Turn, usually by repeating your last to at good a degree as possible.
Also be considerate, dont try to shove 5 things that should be separate into a single order, I WILL make you redo them if you try to.
Each Turn is 3 in game Months, so keep that in mind when making your orders.
All In character diplomacy you wish to conduct should be done through either a PM with the player you wish to talk to, or in the OOC thread but listed as “IC” and directed at whoever you wish to talk to.
Alright, that should be it. Feel free to ask questions and lets get started, shall we?
Last edited by a moderator: