http://en.wikipedia.org/wiki/Emberverse
Overveiw: This is a good chance for you to play out all those fantasies you have about ruling a medieval nation in the modern world. Wanna have Mongol Horse Archers running amok in England? How about basing your own nation around Rome? This is your chance
You are the Leader of a Post-Change kingdom/Country/Tribe, etc;. The game will start 6 years after The Change, so that while things like agriculture and herds will be running more or less smoothly, there are still large areas of unclaimed land and bands of Eaters (cannibals) and Bandits to contend with, along with animals released from zoos and nature reserves, some of whom have gone man-eater.
Turns: Each update will be one season long, though it will be open to change at the decision of the players. We will start in Autumn, so barring any sneaky shenanigans, that should give players two turns minimum of peace to get things going.
Countries: Countries are created by picking a region to base yourself in. You will choose what your country is based on, either copying historical countries entirely or mixing different idea’s together. For example, the PPA was based on Normans, while the Bearkillers were a mix of Mongol horse archers and lancers, and a later renaissance pike and crossbow formation for infantry in terms of military. Both used a feudal base for their governments, though the PPA was a true kingdom, while the Bearkillers eveolved into a constitutional monarchy, where their Lord is elected by their A-Lister cavalry.
Your country can be based on whatever system you wish, though try to have a good reason for your decisions. An example would be from Clan Mackenzie, who had the luck of finding an ex-British soldier who knew how to make longbows and being led by a wiccan of Scottish descent, thus leading to them having a clan based government with an emphasis on longbows.
Your leader and their second in command will be your reasons for certain choices you make regarding your countries military,diplomatic and day to day life. If you want to have a theocracy for example, your leader would probably be strong in faith. If your country has amazing fortifications, you could have a combat engineer or history professor as justification.
Economy: The economy early on is based on a barter system, though coins are beginning to be minted, and so the economy will be represeanted using Trade Points. Yes, I realise the short form is TP. Live with it.
Settlements: Your original settlement will be largely defined by you. Will it be based off a country home, a small town, a university, a farm, or any sort of thing. Avoid settling in cities because that’s where the most death happened and the survivors avoided the cities because of the hungry hordes of refugees, cannibals, and sickness’ that inhabited the area. Each settlement will start with about 1000 people. Each settlement is self-sufficient in terms of food, and include a blacksmith shop, training grounds/barracks, and your leaders “palace”.
You may have additional settlements, but it will number only 500 people and will not have anything other than basic farms to support the population. This sort of settlement cost 8 TP's beofre the game starts, and will cost Construction Supplies, General Goods, and Food as well as TP to construct during the game.
Population: This is the max amount of people you have to do anything, including raise an army. However, given that there are children, seniors and those unfit to serve, you can only use 3/5 of the population for military purposes. Before the start of the game, 100 people can be added for 2 TP to any settlement. Population grows at +5% each turn, as people are born, others come of age, and people die off.
Trade Points: Everything has a cost in Trade points. Trade Points cover bartering, minted coins, and manpower in the case of construction or military. You gain a base number per turn, dependant on population (1TP for every 200 people), in addition to bonuses gained by things like minting your own coins, living in a prosperous trade zone( for example, living on a river) or other ideas that you can convince me gives you a resource boost.You start with 15 TP's to spend before the game begins, or you can save them.
Military: Like countries, this is largely defined by you. If you want to have a solid core of foot troops, lots of heavy cavalry, light skirmishers or whatever you want. Take into account your surroundings, and your leader and 2nd in commands type. Like Clan Mackenzie, the military is militia based and focuses on the longbow because of the Clannish setup, and the British longbowmaker. The Bearkillers are cavalry based because of the rancher they rescued early in the change. PPA is based on early medieval periods, with the mounted knight holding the most power on the battlefield.
In conflicts the type of troops, tactics, armour, weapons and experiences are all taken into account, as well as terrain, weather and the overall campaign goals.
Overveiw: This is a good chance for you to play out all those fantasies you have about ruling a medieval nation in the modern world. Wanna have Mongol Horse Archers running amok in England? How about basing your own nation around Rome? This is your chance
You are the Leader of a Post-Change kingdom/Country/Tribe, etc;. The game will start 6 years after The Change, so that while things like agriculture and herds will be running more or less smoothly, there are still large areas of unclaimed land and bands of Eaters (cannibals) and Bandits to contend with, along with animals released from zoos and nature reserves, some of whom have gone man-eater.
Turns: Each update will be one season long, though it will be open to change at the decision of the players. We will start in Autumn, so barring any sneaky shenanigans, that should give players two turns minimum of peace to get things going.
Countries: Countries are created by picking a region to base yourself in. You will choose what your country is based on, either copying historical countries entirely or mixing different idea’s together. For example, the PPA was based on Normans, while the Bearkillers were a mix of Mongol horse archers and lancers, and a later renaissance pike and crossbow formation for infantry in terms of military. Both used a feudal base for their governments, though the PPA was a true kingdom, while the Bearkillers eveolved into a constitutional monarchy, where their Lord is elected by their A-Lister cavalry.
Your country can be based on whatever system you wish, though try to have a good reason for your decisions. An example would be from Clan Mackenzie, who had the luck of finding an ex-British soldier who knew how to make longbows and being led by a wiccan of Scottish descent, thus leading to them having a clan based government with an emphasis on longbows.
Your leader and their second in command will be your reasons for certain choices you make regarding your countries military,diplomatic and day to day life. If you want to have a theocracy for example, your leader would probably be strong in faith. If your country has amazing fortifications, you could have a combat engineer or history professor as justification.
Economy: The economy early on is based on a barter system, though coins are beginning to be minted, and so the economy will be represeanted using Trade Points. Yes, I realise the short form is TP. Live with it.
Settlements: Your original settlement will be largely defined by you. Will it be based off a country home, a small town, a university, a farm, or any sort of thing. Avoid settling in cities because that’s where the most death happened and the survivors avoided the cities because of the hungry hordes of refugees, cannibals, and sickness’ that inhabited the area. Each settlement will start with about 1000 people. Each settlement is self-sufficient in terms of food, and include a blacksmith shop, training grounds/barracks, and your leaders “palace”.
You may have additional settlements, but it will number only 500 people and will not have anything other than basic farms to support the population. This sort of settlement cost 8 TP's beofre the game starts, and will cost Construction Supplies, General Goods, and Food as well as TP to construct during the game.
Population: This is the max amount of people you have to do anything, including raise an army. However, given that there are children, seniors and those unfit to serve, you can only use 3/5 of the population for military purposes. Before the start of the game, 100 people can be added for 2 TP to any settlement. Population grows at +5% each turn, as people are born, others come of age, and people die off.
Trade Points: Everything has a cost in Trade points. Trade Points cover bartering, minted coins, and manpower in the case of construction or military. You gain a base number per turn, dependant on population (1TP for every 200 people), in addition to bonuses gained by things like minting your own coins, living in a prosperous trade zone( for example, living on a river) or other ideas that you can convince me gives you a resource boost.You start with 15 TP's to spend before the game begins, or you can save them.
Military: Like countries, this is largely defined by you. If you want to have a solid core of foot troops, lots of heavy cavalry, light skirmishers or whatever you want. Take into account your surroundings, and your leader and 2nd in commands type. Like Clan Mackenzie, the military is militia based and focuses on the longbow because of the Clannish setup, and the British longbowmaker. The Bearkillers are cavalry based because of the rancher they rescued early in the change. PPA is based on early medieval periods, with the mounted knight holding the most power on the battlefield.
In conflicts the type of troops, tactics, armour, weapons and experiences are all taken into account, as well as terrain, weather and the overall campaign goals.