Forums

ForumsForum Games

The New Dawn (Civilization Simulator)

Posted May 6, '14 at 6:18pm

spikeabc

spikeabc

1,696 posts

Warning: this game is complicated, a lot to read, and a lot to understand. Player discretion is advised. (So if you are into these games or like the way i GM join by all means, otherwise it may not be for you).

In 1326, you have claimed a piece of your own land in Rome. You broke away from modern life and are beginning to grow your own economy, your own city, your own people, your own rules. you have the means and the starting money to be growing this, from the ground up, starting with something as simple as 10 people like you, ambitious to grow their own civilization. Everything is as you say it is, now.

Character Sheet:

Name: (pick)
Civilization Name: (pick)
Towns: 1 (this will stay 1 for quite some time)
Gold: 100 (this is the basis for this game, the everything, the currency)
-------------------------------
Taxes: 20 (the money generated from taxing the people daily)
Expenses: 10 (the money your paying daily to upkeep the civilization)
Revenue: 10 (the balance you get in the end)
-------------------------------
Towns:
Insert name here: (put the name of your 1st town, your capitol, in there)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20 (1 unit of food is consumed per day for every person)
Other: (there are other resources, however they wont be present to begin the game)
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

It is a rather lengthy sheet, but everything will be clarified below.

Once you pick your civilization name, pick your capitol town's name. that is all you will fill out. Expenses, revenue, and taxes are a basic concept that i wont take time going over, but you should know that this game will run real time, with 1 day in real life being 1 day in the game. that will be something to remember.

Under "towns" will be in-depth details of every building and human in your towns. you start out with only one, but it grows. dont touch that, unless you specifically know something is wrong with it. and if you do, tell me.

Resources are everything in this game, controlling things from what you can build to how much food you have, a very critical resource. the consumption rating is 1 food per person per day, so keep that always in mind. you start out with some, and you will produce it soon enough.

The amount of people it takes to build something varies by object, but it is based off of how people are construction workers assigned to it. their is strict labor division in this game. you can assign people whatever job you want them to have, inside the technologies you have available and things you need. I will guide you through that when we cross the bridge.

Everything you do in this game is limited to the technologies you have available. without building, you cannot be building, ect. You can always be researching as long as you have 1 assigned researcher, but you can only research 1 thing at a time.

Your military might will eventually grow, so you can fend off barbarians or fellow players. for now, it is not existent.

In this game, weather is determined by dice, and natural disasters will occur. while not probable, if they are triggered, the severeness of them can vary. in summer, you may have a drought lasting 1 day or 1 week.

Winning Conditions:
There are non. in this game, you will continue to expand your empire until you lose.
Loosing Conditions:
War:
The most probable way you will fall through the grate of life is getting destroyed. Whether it be the Roman senate coming for your empire after preaching against Catholicism or barbarians coming to settle something, or fellow player, it can happen. once in war, you can get out of it, but if you dont, you will either win with the spoils or die with your empire.
Nature:
You will be, in this game, susceptible to all natural disasters from hurricanes, drought, tornadoes, deep freezing, earthquake, tsunami, the occasional nuclear fallout, or severe thunderstorm. even if these occur, its very probable they wont destroy you, but it is possible.
Revolt:
If your people are so tired of your rule that they attempt to rise against you and overthrow you, you will have some options, but not many. We will cross that bridge further if it happens. If your people do get this angry, you will know before they revolt.

What you do in this game is very optional, but not really in the beginning. it will get better, trust me, but it will start out pretty slow. we start this with the 1st poster. lots of interesting events will keep this game on its toes, and i plan on making it harder and harder.


last edited May 06 2014 06:18 pm by spikeabc
 

Posted May 6, '14 at 6:21pm

Arverniraider24

Arverniraider24

1,104 posts

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Insert name here: Rabat
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

 

Posted May 6, '14 at 7:04pm

spikeabc

spikeabc

1,696 posts

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Rabat (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

Hello, and welcome. the 1st thing you need to do is divide labor tasks. at the moment, you have no production opportunities, so you should assign 1 researcher and the rest nothing. the more researches you have the faster you research, but later, you will want to reassign them. that may not seem bad, but you take a severe happiness dump when reassigning people jobs. Then, you pick one of the available technologies and you will be begin researching it right away.

 

Posted May 7, '14 at 1:37am

Voyage2

Voyage2

701 posts

Name: Mustridus Arecol
Civilization Name: Archimole
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Insert name here: Heicho
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

 

Posted May 7, '14 at 10:57am

Arverniraider24

Arverniraider24

1,104 posts

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Rabat (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

lets work on farming

 

Posted May 7, '14 at 1:59pm

JACKinbigletters

JACKinbigletters

8,515 posts

Character Sheet:

Name: Sean Deane
Civilization Name: Celts
Towns: 1 (this will stay 1 for quite some time)
Gold: 100 (this is the basis for this game, the everything, the currency)
-------------------------------
Taxes: 20 (the money generated from taxing the people daily)
Expenses: 10 (the money your paying daily to upkeep the civilization)
Revenue: 10 (the balance you get in the end)
-------------------------------
Towns: The Haunt
Insert name here: The Haunt
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20 (1 unit of food is consumed per day for every person)
Other: (there are other resources, however they wont be present to begin the game)
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

(Not the longest sheet I've played with.)

 

Posted May 7, '14 at 3:11pm

spikeabc

spikeabc

1,696 posts

Name: Mustridus Arecol
Civilization Name: Archimole
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Heicho (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

Hello, and welcome. the 1st thing you need to do is divide labor tasks. at the moment, you have no production opportunities, so you should assign 1 researcher and the rest nothing. the more researches you have the faster you research, but later, you will want to reassign them. that may not seem bad, but you take a severe happiness dump when reassigning people jobs. Then, you pick one of the available technologies and you will be begin researching it right away. (farming is suggested).

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 110
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Rabat (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, 9 unemployed, 1 researcher, happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 10
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

Very well. you assign 1 occupant researching and the rest nothing. your town consumes 10 food, and you gain 10 gold from revenue. Farming will be completed tomorrow at exactly 10:57 AM, and allow you to begin growing food. all is well in your kingdom, as it is a cloudy average spring day.

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
The Haunt (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

Hello, and welcome. the 1st thing you need to do is divide labor tasks. at the moment, you have no production opportunities, so you should assign 1 researcher and the rest nothing. the more researches you have the faster you research, but later, you will want to reassign them. that may not seem bad, but you take a severe happiness dump when reassigning people jobs. Then, you pick one of the available technologies and you will be begin researching it right away. (farming is suggested).


last edited May 07 2014 03:12 pm by spikeabc
 

Posted May 7, '14 at 3:31pm

JACKinbigletters

JACKinbigletters

8,515 posts

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
The Haunt (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

I will choose farming. Is there any way to study more then one thing at a time?

 

Posted May 7, '14 at 4:13pm

anewbeginning

anewbeginning

332 posts

Name: David Jones
Civilization Name: The Holy Empire of Quala
Towns: 1 (this will stay 1 for quite some time)
Gold: 100 (this is the basis for this game, the everything, the currency)
-------------------------------
Taxes: 20 (the money generated from taxing the people daily)
Expenses: 10 (the money your paying daily to upkeep the civilization)
Revenue: 10 (the balance you get in the end)
-------------------------------
Towns:
Quala City
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, unemployed, but happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20 (1 unit of food is consumed per day for every person)
Other: (there are other resources, however they wont be present to begin the game)
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production)
-------------------------------
Military:
None

I assign three citizens to research, and I research farming.


last edited May 07 2014 04:14 pm by anewbeginning
 

Posted May 7, '14 at 5:39pm

spikeabc

spikeabc

1,696 posts

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
The Haunt (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, 9 unemployed, 1 researcher, happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production) (researching)
-------------------------------
Military:
None

If you were to assign more then 1 person in your village researching, yes, but that is not a desirable idea. 2-3 might work, but 4+ wouldn't. Your farming completes tomorrow.

Name: David Jones
Civilization Name: The Holy Empire of Quala
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Quala City (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, 7 unemployed, 3 researchers, happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 20
Other:
-------------------------------
Technology:
None
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Farming (1 day, allows food production) (in research)
-------------------------------
Military:
None

Your farming will be completed in 8 hours. Welcome to the game, i see you planned ahead.

To everyone:
1. Citizens can be reassigned jobs, but they will not react well. it is best to not. they can be assigned research, military, or various productions.
2. If you want something to happen in your kingdom or around it you can ask for an event, which would randomly be determined. they can be good or bad.
3. the game starts in the spring season
4. you are all relatively close geographically, but mobilizing your army takes time, for when you gain it.

 
Reply to The New Dawn (Civilization Simulator)

You must be logged in to post a reply!