ForumsForum GamesThe New Dawn (Civilization Simulator)

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spikeabc
offline
spikeabc
1,666 posts
Jester

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.

  • 45 Replies
Bender124
offline
Bender124
481 posts
Peasant

Name: Nick Lasher
Civilization Name: Newest York
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10 (
Revenue: 10
-------------------------------
Towns:
Insert name here: metzoxvile
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 employ a researcher and research farming

spikeabc
offline
spikeabc
1,666 posts
Jester

Name: Nick Lasher
Civilization Name: Newest York
Towns: 1
Gold: 100
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
metzoxvile: (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) (research began 7:24 PM 5/7/14)
-------------------------------
Military:
None

It shall be done. welcome to the game.

Voyage2
offline
Voyage2
650 posts
Nomad

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

I research farming.

JACKinbigletters
offline
JACKinbigletters
9,363 posts
Treasurer

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, 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) (researching)
-------------------------------
Military:
None

If my scientists are finished with farming I assign them to woodworking. I then assign my meager populous into the construction of farms.

spikeabc
offline
spikeabc
1,666 posts
Jester

Name: Mustridus Arecol
Civilization Name: Archimole
Towns: 1
Gold: 110
-------------------------------
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, 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) (researching)
-------------------------------
Military:
None

It will be done 9:30 tonight. you automatically assign a researcher. you consume 1o units of food, and gain 10 gold. it is an uneventful sunny day in your kingdom.

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 110
-------------------------------
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, 7 unemployed, 3 researchers, happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 10
Other:
-------------------------------
Technology:
Farming
Available:
Woodworking (1 day, allows wood production and relative) (researching 12:21 PM 5/8/14)
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)
-------------------------------
Military:
None

Yes, you have farming. at 8:21 it is done. You consume 10 units food and gain 10 gold. you cannot build a farm, but you can plant seeds. the growth rate of 1 un-farmed crop is 5 food per day. you must assign 4 people farming to grow anything, however. It rains in your kingdom today.

Name: Nick Lasher
Civilization Name: Newest York
Towns: 1
Gold: 110
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Insert name here: metzoxvile
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: 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

Your farming is not done yet, but you consume 10 units food and gain 10 gold. It is an uneventful rainy day.

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 120
-------------------------------
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: 0
Other:
-------------------------------
Technology:
Farming
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)
-------------------------------
Military:
None

Your farming is finished. you assign 2 people to it, however 4 are required to begin growing. the rate is 5 food per crop. (you cannot build a farm without building tech). you consume 10 food and gain 10 gold. you can also begin researching another tech. it is an uneventful sunny day.

JACKinbigletters
offline
JACKinbigletters
9,363 posts
Treasurer

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 110
-------------------------------
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, 7 unemployed, 3 researchers, happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 10
Other:
-------------------------------
Technology:
Farming
Available:
Woodworking (1 day, allows wood production and relative) (researching 12:21 PM 5/8/14)
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)
-------------------------------
Military:
None

I assign the job of farming to four of my populous, they are to start planting as soon as the rain subsides, or if they have no qualms they can go out now as our resources are dwindling.

Bender124
offline
Bender124
481 posts
Peasant

Name: Nick Lasher
Civilization Name: Newest York
Towns: 1
Gold: 110
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Insert name here: metzoxvile
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: 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

reasherch

Arverniraider24
offline
Arverniraider24
1,088 posts
Peasant

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 120
-------------------------------
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: 0
Other:
-------------------------------
Technology:
Farming
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)
-------------------------------
Military:
None

Ok, lets move two more to farming, move another to research, and start working on woodworking.

anewbeginning
offline
anewbeginning
379 posts
Nomad

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

I finish researching farming, and begin researching the alphabet. I assign four people to farming.

spikeabc
offline
spikeabc
1,666 posts
Jester

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 120
-------------------------------
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, 3 unemployed, 1 researcher, 4 farmers, happy)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Woodworking
Available:
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)
Agriculture (5 days, increased farming output)
-------------------------------
Military:
None

you consume 10 food and gain 10 gold. You assign 4 people to farming, and they plant crops. Your woodworking is finished. you can now build a forestation to increase wood production. (without building that is impossible). you can research another tech. There is a terrible thunderstorm today that deals no damage to your town.

Name: Nick Lasher
Civilization Name: Newest York
Towns: 1
Gold: 120
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Insert name here: metzoxvile
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: 0
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

You consume 10 food and gain 10 gold. you assign a researcher. what would you like to research? you are also out of food, which will slowly anger the populous.

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 120
-------------------------------
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, 4 farmers, 2 researchers, 4 unemployed, hungry)
1 crop (dry 1)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Available:
Woodworking (1 day, allows wood production and relative) (researched 8:30 5/8/14)
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)
-------------------------------
Military:
None

Now with 4 people in food production, you plant crops that yield 10 food units a day. you gain 0 gold because your people are spending time gathering food as you have non. it is a sunny day. And, something interesting happens. A man comes up to your city hall and asks this to you:
"May I join your city? I can bring the research of building and can be a construction worker."
Allowing him to join gives you a construction worker, another townsfolk, and the building tech. your food consumption would raise to 11 per day and you would gain 11 gold per day.

Name: David Jones
Civilization Name: The Holy Empire of Quala
Towns: 1
Gold: 110
-------------------------------
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)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 10 (10 units per day)
Other:
-------------------------------
Technology:
Farming
Alphabet
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)
Agriculture (5 days, increases crop production)
-------------------------------
Military:
None

You gain 10 gold and consume 10 food. your 4 farmers plant crops to begin the production of 10 food per day. you finish researching alphabet as well. there is a severe thunderstorm today, not harming any crops. Something interesting happens today.

A man approaches your city. he begins talking to you.
"I am here from the capitol of Rome. I hear this city is relatively new. I ask for your cooperation as I convert your city into a Roman province."
If you accept, you will have to pay 10 gold tax to Rome per day, however you will have their protection. you would also have to listen to them. if you deny, you suffer the consequences.

JACKinbigletters
offline
JACKinbigletters
9,363 posts
Treasurer

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 120
-------------------------------
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, 3 unemployed, 1 researcher, 4 farmers, happy)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Woodworking
Available:
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)
Agriculture (5 days, increased farming output)
-------------------------------
Military:
None

I assign my researchers to learn the art of building. (May I ask, did you get any inspiration from Sid Meier's' games?)

I then send three of my workers to collect wood.

Arverniraider24
offline
Arverniraider24
1,088 posts
Peasant

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 120
-------------------------------
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, 4 farmers, 2 researchers, 4 unemployed, hungry)
1 crop (dry 1)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Available:
Woodworking (1 day, allows wood production and relative) (researched 8:30 5/8/14)
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)
-------------------------------
Military:
None

I'll take him in

anewbeginning
offline
anewbeginning
379 posts
Nomad

Name: David Jones
Civilization Name: The Holy Empire of Quala
Towns: 1
Gold: 110
-------------------------------
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)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 10 (10 units per day)
Other:
-------------------------------
Technology:
Farming
Alphabet
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)
Agriculture (5 days, increases crop production)
-------------------------------
Military:
None

I agree to Rome's offer. I begin research on Building I.

OOC: You need to assign four farmers under my people section.

spikeabc
offline
spikeabc
1,666 posts
Jester

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 120
-------------------------------
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, 1 researcher, 4 farmers, happy, 3 woodworkers)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Woodworking
Available:
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings) (researched 4:28 5/9/14
Alphabet (1 days, allows productions and storage)
Agriculture (5 days, increased farming output)
Storage (5 days, allows storage compliances)
-------------------------------
Military:
None

did you get any inspiration from Sid Meier's' games?


yes, its mostly based around that. However it is much less military based.

You would have to assign woodworking to the 3 unemployed men. im going to assume that's what you do. they will take 1 day to gather 10 wood.

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 120
-------------------------------
Taxes: 20
Expenses: 20 (10 to the glory of Rome)
Revenue: 0
-------------------------------
Towns:
Rabat (capitol), (under province of Rome)
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, 4 farmers, 2 researchers, 4 unemployed, hungry)
1 crop (dry 1)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Available:
Woodworking (1 day, allows wood production and relative) (researched 8:30 5/8/14)
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)
Agriculture (5 days, increase crop production)
-------------------------------
Military:
None

the man and you agree to his terms.
"You will not regret this, and you will have a military might beyond your expectations." he leaves.

Name: David Jones
Civilization Name: The Holy Empire of Quala
Towns: 1
Gold: 110
-------------------------------
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, 3 unemployed, 3 researchers, happy, 4 farmers)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 10 (10 units per day)
Other:
-------------------------------
Technology:
Farming
Alphabet
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) (researched 5:32 5/9/14)
Agriculture (5 days, increases crop production)
Writing (3 days, allows all knowledge of surroundings)
-------------------------------
Military:
None

Romes officer doesn't not effect you, only Steven. As far as your civilization knows, Rome does not exist. and sorry for that error.

To everyone:

This game has an ever expanding tech tree, it is on my profile page if you are interested.
JACKinbigletters
offline
JACKinbigletters
9,363 posts
Treasurer

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 120
-------------------------------
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, 1 researcher, 4 farmers, happy, 3 woodworkers)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Woodworking
Available:
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings) (researched 4:28 5/9/14
Alphabet (1 days, allows productions and storage)
Agriculture (5 days, increased farming output)
Storage (5 days, allows storage compliances)
-------------------------------
Military:
None

(Ya that's what I meant.)

Welp, there isn't much I can do for the moment is there...

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