Poll

Term length reduction:

Reduce at Megaterm V.
0 (0%)
Reduce at Megaterm VI.
1 (33.3%)
Reduce at Megaterm VII.
2 (66.7%)

Total Members Voted: 3

Author Topic: Warlords — [Term 22] — Age of Enlightenment. (Flags, Mottos, Anthems)  (Read 9227 times)

WARLORDS
Year: 1754   —   Tech Year: 1754
Timescale:  1 term = 7 years.  Megaterm V, Term 22)


Nation List & Map

Help Guide     •     Grouping and Points     •     Application Layout & Mobility Guide     •     Instruction Guide
Rules     •     Staff and Administration     •     News and Announcements

If you can't see the font, you can download it here.



Help Guide:

Who are you?

        You are the ruler of your nation.  Your job is how you define it– do whatever you want.  You can also be your army, or your people.  You can do what you think suits you best.

Okay, but what do I do?

        This game works by players discovering a variety of resources, and you must use them to create a strong capitol, and to raise an army that will triumph over other players, developing science that captures the world's awe, having a culture that inspires others to follow you, or being a supreme economic power.  This is somewhat like a Nation RP and somewhat like chess or any other tile-based strategy game.

Alright, you said something about resources.  What are they, and what do you do?

        To begin, you have 85 points to assign to your nation, but you have to divide them up three ways, between civilians, the military, and infrastructure.  They are all important in their own respect, but you may balance them as you see fit.  Over time, the number of points you can have will rise.  You don't have to use all your points right away.

Alright?  What's the time period?

        Everyone begins in the average time period of when they enter the game.  Your empire will age over time, and you can research new shiny things that will help your empire grow, influence others, or make all your enemies tremble in terror.

How does time work?

        Time passes by term, which is equal to one day.  The term length is defined by the timescale.  In times of war, a term is equal to two days.  A term proceeds at midnight, GMT.  There are also megaterms which currently last once every 5 terms.  At these points in time, something special will happen.

What is the map?

        For now, the map is a 64x64 grid, going (0, 0) in the upper left (Northwest), and (63, 63) in the lower right (Southeast).  Nations will have land as they tame the environment and grab it under their control.  I will make nation posts, and you will decide what happens with your nation.  Population increase?  You got it!  Technology boost?  I'm on it!  I will mark your land in that post so all can see.




Grouping & Points

What are the three groups?
        Any group can be the backbone of your nation, if you decide it to be.  Hover over the navy blue text for information.

CiviliansMilitaryInfrastructure
Civilians form the labor force of your nation, and are effective as you allow them to be.Military is your forces to defend and attack other players.Infrastructure is the physical stuff you use to uphold your society, from defensive walls to plumbing.

What are the point systems:

CiviliansMilitaryInfrastructure
  • Culture
    (0-5; 0 being less influence, 5 being max influence.)
  • Demographic
    (0-3; 0 being absolute unity, 3 being absolute diversity.)
  • Economics
    (0-5; 0 being despotist-style hoarding, 5 being extreme communism or capitalism.  The middle is a mix of any that you chose.)
  • Education
    (0-10; 0 being a massive sheep-herd, 10 being an enlightened society.)
  • Industriousness
    (0-5; 0 being aloof, 5 being busy, though possibly overworking.)
  • Patriotism
    (0-5; 0 being unruly, 5 being extreme patriotism and nationalism.)
  • Political Policy
    (0-5; 0 being aggressive and intolerant, 5 being negotions superseding all.)
  • Population
    (0-10 starting; the population is determined by this equation.
  • Proficiency: Mineral
    (0-5; 0 being no mines, 5 being a dwarven heaven.)
  • Proficiency: Rural
    (0-5; 0 being no farms, 5 being a massive expanse of land.)
  • Intelligence
    (0-5; 0 being lemming-sheep rule, 5 being complete ninjas.)
  • Intimidation
    (0-5; 0 being meh, 5 being stuff-your-pants scary.)
  • Resourcefulness
    (0-5; 0 being methodical training-oriented, 5 being somewhat erratic.)
  • Transportation
    (0-5; 0 being a heel-digging wall-like army, 5 being a speedy force.)
  • Versatility
    (0-5; 0 being highly-trained in few areas, 5 being highly skilled in many.)
  • Weaponry
    (0-5; 0 being no weapons, 3 being well-stocked with good weapons, 5 being well-stocked with excellent weapons.)
  • Artistry
    (0-5; 0 being practical buildings, 5 being very beautiful architecture.)
  • Density Distribution
    (0-5; 0 being a spacious society, 5 being a dense city.)
  • Durability
    (0-5; 0 being a house of straw, 5 being a house of bricks.  You get the picture.)
  • Economic
    (0-5; 0 being rushed construction, 5 being thoroughly but tedious construction.)
  • Facilities: Mineral
    (0-5; 0 being little to no investment in mines, 5 being heavy investment for mining.)
  • Facilities: Rural
    (0-5; 0 being little to no investment in farms.)
  • Mobility
    (0-3; 0 being sessile, 3 being speedy nomadic, what have you.)
  • Protection
    (0-5; 0 being a complete lack of protection, 5 being super strong.)
  • Public Works
    (0-7, 0 being the civilians care for themselves, 7 being streamlined plumbing, roads, etc.)




Application Layout
Mobility Guide

Code: [Select]
Nation Name:
Demonym:
Capitol Name:
Starting Coordinates:  (Capitol or Camp)
Claimed Coordinates/Current Coordinates:  (If you have mobility 2+, you choose current coordinates.  If 1 or 0, claim like so (x1-x2, y1-y2), (x3-x4, y3-y4)…)
Nation Color:  (Hex)
A brief description about your nation:

[table]
[tr][td][b]Civilians[/b][/td][td][b]Military[/b][/td][td][b]Infrastructure[/b][/td][td][/td][/tr]
[tr][td][list]
[li]Culture (0-5)[/li]
[li]Demographic (0-3)[/li]
[li]Economics (0-5)[/li]
[li]Education (0-10)[/li]
[li]Industriousness (0-5)[/li]
[li]Patriotism (0-5)[/li]
[li]Political Policy (0-5)[/li]
[li]Population (0-10)[/li]
[li]Proficiency: Mineral (0-5)[/li]
[li]Proficiency: Rural (0-5)[/li]
[/list][/td][td][list]
[li]Intelligence (0-5)[/li]
[li]Intimidation (0-5)[/li]
[li]Resourcefulness (0-5)[/li]
[li]Transportation (0-5)[/li]
[li]Versatility (0-5)[/li]
[li]Weaponry (0-5)[/li]
[/list][/td][td][list]
[li]Artistry (0-5)[/li]
[li]Density Distribution (0-5)[/li]
[li]Durability (0-5)[/li]
[li]Economic (0-5)[/li]
[li]Facilities: Mineral (0-5)[/li]
[li]Facilities: Rural (0-5)[/li]
[li]Mobility (0-3)[/li]
[li]Protection (0-5)[/li]
[li]Public Works (0-7)[/li]
[/list][/td][/tr]
[/table]





Instruction Guide:

        All players have one city to start out.  This city is enhanced with the specialties that you choose for it.  Like any Nation RP, you may trade, farm, mine, wage war, create alliances, and research.  You may be wondering why there are so many stats.  The reason is that this is a roll-operated game that uses the values as multiplyers.  For instance, instead of moving troops automatically to invade, you might roll, and depending on your stats, may go unnoticed by the enemy.




Rules:

  • Do not edit your base post.  Do not auto-discover things.  You can suggest projects, troop movements, society movements, etc. for your nation, but that's it.  The rest will be determined by dice roll.  Do not contend with dice rolls.  Rolls are rolls and you get what you get.
  • Do not complain when you lose.  You may create another nation if you wish.
  • You may only control one nation at once.
  • Your civilian capabilities cannot be greater than your population number.
  • Any points that you earn or have free will require at least a term to invest, and up to 5 new points can be added, and 5 points subtracted, when these points become available.
  • Gameplay will begin as the current poll dictates.
  • Quote from: Mobility property description
    Hold on a moment?  Your society can MOVE?  Yes, but for a price.  For every point of mobility, subtract 1 of your max points from infrastructure, except for mobility, and 1 from every max civilian potential, except for Demographic, Economics, Industriousness, Patriotism, Political Policy.  Subtract 2 from population for each point.
  • You may only conduct one societal movement per term.  This will take a toll on your productivity, however.
  • You may extend any stats past the point limit, but this will harm your productivity rating.
  • Conscription and Drafting harm your nation's productivity rating.
  • No metagaming/omnicience.  You may roll for visibility or go on scouting missions.  Outside of that range, you cannot see.
  • If your orders are not specific, I will either not do it or will roll for random moves, which may or may not work in your favor.




Staff and Administration:

★★★★★SWAT OneAdministrator, Founder
★★★Zanaran2Official Cartographer, Moderator
MikoyanMember
blazerblock2Member
TheepicmanMember

(Starring System)




News & Announcements:

2/13/14 (-1)Topic created, Dolckrow founded, Fitzea founded, Robolqia founded.
2/14/14 (0-1)OP Information page and OP Nation page have been tidied-up and made very user-friendly as far as navigation goes.  Nations that were not obeying the Mobility Rule have had their nation points adjusted properly.  To get them back, invest in your nation when the RP starts.  Eltringham's Armies founded; Mobility restrictions applied.  By courtesy of Zanaran2, we now have a map.
2/16/14 (2-4)Netyral founded, and has discovered the refracting telescope.  Terms are now updated by chronological movement.
2/17/14 (5)We have made it through the first megaterm and everyone gets cool new things.
2/22/14 (11)We have made it through the second megaterm and everyone gets cool new things.  Due to certain objects on the map taking up a lot of room, I have decided to allow users to condense certain tiles within a city.  While city block types are on the way, the compacting rules, and new population requirements for city classification are available here.  Added a new specification rule.
2/25/14 (11)I am contemplating making Warlords into an interactive Flash game on an external website.  Let me know what you think!

« Last Edit: March 10, 2014, 04:46:28 AM by SWAT One »

    Nations:

    Dolckrow ∆§Π     •     Fitzea     •     Robolqia Π     •     Eltringham's Armies Π°°°     •     Netyral §

    Typology Guide:  ∆ means economic nation.  Π means military nation.  ♪ means cultured nation, § means a scientific nation.  Including any combination means that the nation includes both, or is primarily balanced between the two.  A group of ° notes mobility factors.  Any trait in sub's is a minor factor.

    Public Relations Guide:
    (∆ means trading, § means research, Π means military, ♪ means cultural blending.  Red means negatives, such as war, embargoes, etc., green means positives such as military alliances and trade agreements, etc.)



    Nation Name:  Dolckrow
    Demonym:  Dolck
    Starting Coordinates:  (23, 44)
    Claimed Coordinates:  (19-24, 42-47), (18-21, 48)

    Language:  Polish
    Religion(s):  Protestant Christian, Catholic Christian

    Public relations:
    • Player:
      • None
    • NPC
      • Durek Π
      • Sälow Π

    Cities:
    • Dolckrona  ∆§Π
      • Location:  (23, 44)
      • Size:  Town
      • Population:  8
      • Education:  4 schools, 0 universities.
      • Military:  2 barracks, 0 military academies.
      • Boroughs:
        • East Dolckrona (L.D. Industrial), 1 storage building, 1 granary.
    • Miastoicze  
      • Location:  (20, 46)
      • Size:  Village
      • Population:  3
      • Education:  0 schools, 0 universities.
      • Military:  0 barracks, 0 military academies.

    Dolckrow is a large rural and economic community that believes in a productive life.  The Dolck are a West Slavic community that has great ethnic pride.  Its major industries include grain, pigs, logging, and stone.  It was ruled by the fair-minded church at the center of town, but a recent political shift caused the church to crown Dolckrow's first king, Leonek I.  They hope to trade with nearby nations in order to allow both to prosper.  They are becoming an increasingly scientific society.  The Dolck political theater is changing as the nobility continue to gain power.

    CiviliansMilitaryInfrastructure
    • Culture (3/5)
    • Demographic (1/3)
    • Economics (3/5)
    • Education (11/15)
    • Industriousness (5/5)
    • Patriotism (4/5)
    • Political Policy (5/7)
    • Population (9/13)
    • Proficiency: Mineral (2/5)
    • Proficiency: Rural (6/8)
    • Intelligence (3/5)
    • Intimidation (1/5)
    • Resourcefulness (2/5)
    • Transportation (4/5)
    • Versatility (2/5)
    • Weaponry (3/5)
    • Artistry (2/5)
    • Density Distribution (3/5)
    • Durability (4/5)
    • Economic (4/5)
    • Facilities: Mineral (2/5)
    • Facilities: Rural (5/7)
    • Mobility (0/3)
    • Protection (2/5)
    • Public Works (4/10)

    Points used: +17//100
    Productivity rating:  90%
    Projects:  Scouting surrounding lands (1:-15% → 75%;delayed), building storage silo at East Dolckrona Industrial unit (1:-15% → 60%), building school at Miastoicze (2:-25% → 35%), building road from Dolckrona to Miastoicze (3:25%→ 10%), Building a refinery at East Dolckrona (2:-17.5% → -7.5%), Using 3 iron to improve weaponry (1:-10% → -17.5%)

    Supplies: 34 food, 9 iron, 5 copper, 3 gold, 17 stone.




    Nation Name: Fitzea
    Demonym: Fitzean
    Starting Coordinates: (0, 10)
    Claimed Coordinates: (9-10, 0-3)

    Language:  Romanian
    Religion(s):  No declared religion.

    Public relations:
    • Player:
      • None
    • NPC
      • Ichlan

    Cities:
    • Tallifitzea  
      • Location:  (0, 9)
      • Size:  Town
      • Population:  8
      • Education:  2 schools, 0 universities.
      • Military:  0 barracks, 0 military academies.

    Fitzea is a highly economic nation based in the northwest. They plan on trading with the other nations and to improve relations with them. Their main exports are iron, copper, tin, corn, and wheat. It is ruled by King Dorin I, based in a royal society at the heart of the empire.  They have recently settled down from their mobile lifestyle.

    CiviliansMilitaryInfrastructure
    • Culture (3/5)
    • Demographic (2/3)
    • Economics (5/7)
    • Education (3/10)
    • Industriousness (4/5)
    • Patriotism (3/5)
    • Political Policy (4/5)
    • Population (8/12)
    • Proficiency: Mineral (3/5)
    • Proficiency: Rural (2/5)
    • Intelligence (4/5)
    • Intimidation (1/5)
    • Resourcefulness (5/5)
    • Transportation (3/5)
    • Versatility (4/5)
    • Weaponry (2/5)
    • Artistry (3/5)
    • Density Distribution (2/5)
    • Durability (3/5)
    • Economic (3/5)
    • Facilities: Mineral (3/5)
    • Facilities: Rural (2/5)
    • Mobility (0/3)
    • Protection (3/5)
    • Public Works (7/10)

    Points used: +14//89
    Productivity Rating:  87.5%
    Projects:  Explore (3:-10% → 77.5%;@(3-5, 9))

    Supplies:  7 iron, 10 copper, 19 food, 3 lumber, 10 stone




    Nation Name: Robolqia
    Demonym: Robolq
    Starting Coordinates: (0, 0)
    Current Coordinates:  (0, 0)

    Language:  Russian
    Religion(s):  No declared religion

    Public relations:
    • Player:
      • None
    • NPC
      • Nukaran Π
      • Ichlan Π

    Cities:
    • Itgeltei  Π
      • Location:  (0, 0)
      • Size:  Village
      • Population:  6
      • Education:  0 schools, 0 universities.
      • Military:  0 barracks, 0 military academies.

    Formerly nomads, their history was one of elite warriors with fierce battle techniques, similar to Mongols in function.  Robolqia has settled down to become less of a military nation, and is learning to economize from its surroundings.

    CiviliansMilitaryInfrastructure
    • Culture (3/5)
    • Demographic (0/3)
    • Economics (4/5)
    • Education (3/10)
    • Industriousness (2/5)
    • Patriotism (4/5)
    • Political Policy (2/5)
    • Population (6/11)
    • Proficiency: Mineral (0/5)
    • Proficiency: Rural (4/5)
    • Intelligence (3/5)
    • Intimidation (3/5)
    • Resourcefulness (3/5)
    • Transportation (3/5)
    • Versatility (3/5)
    • Weaponry (3/5)
    • Artistry (3/5)
    • Density Distribution (0/5)
    • Durability (2/5)
    • Economic (3/5)
    • Facilities: Mineral (1/5)
    • Facilities: Rural (4/5)
    • Mobility (0/3)
    • Protection (1/5)
    • Public Works (1/7)

    Points used: +16//85
    Productivity Rating:  77.5%
    Projects:   Sending out scouts (1:-20% → 42.5%;@(0, 4);delayed), (2, 4), (4, 0)), Migration of farmers and settlement of lands (3:-30% → 12.5%;radial;delayed)

    Supplies:  4 food, 4 iron, 1 copper, 1 gold




    Nation Name: Eltringham's Armies
    Demonym: Eltringham
    Starting Coordinates: (33, 63)
    Current Coordinates:  (32, 60)
    Conscription:  100%

    Language(s):  <unlisted>
    Religion(s):  <unlisted>

    Public relations:
    • Player:
      • None
    • NPC
      • None

    Cities:
    • Eltringham Camp  Π°°°
      • Location:  <Current Location>
      • Size:  Village (Camp)
      • Population:  6
      • Education:  0 schools, 0 universities.
      • Military:  0 barracks, 0 military academies.

    A traveling army that conquers towns and cities with their ruthless fighting tactics and techniques.  

    CiviliansMilitaryInfrastructure
    • Culture (2/5)
    • Demographic (1/3)
    • Economics (0/5)
    • Education (5/10)
    • Industriousness (5/5)
    • Patriotism (5/5)
    • Political Policy (0/5)
    • Population (6/10)
    • Proficiency: Mineral (2/5)
    • Proficiency: Rural (0/5)
    • Intelligence (4/5)
    • Intimidation (5/5)
    • Resourcefulness (3/5)
    • Transportation (3/5)
    • Versatility (3/5)
    • Weaponry (4/5)
    • Artistry (1/5)
    • Density Distribution (2/5)
    • Durability (0/5)
    • Economic (3/5)
    • Facilities: Mineral (2/5)
    • Facilities: Rural (0/5)
    • Mobility (3/3)
    • Protection (2/5)
    • Public Works (0/7)

    Points used: +34//90
    Productivity rating:  15.0%
    Projects:  Hunting for food (N:-7.5% → 7.5%)

    Supplies:  5 iron, 4 food




    Nation Name: Netyral
    Demonym: Netryian
    Starting Coordinates: (63, 0)
    Claimed Coordinates: (61-63, 0-1)

    Language(s):  <unlisted>
    Religion(s):  <unlisted>

    Public relations:
    • Player:
      • None
    • NPC
      • None

    Cities:
    • Hesparem  §
      • Location:  (62, 0)
      • Size:  Town
      • Population:  9
      • Education:  1 schools, 0 universities.
      • Military:  1 barracks, 0 military academies.

    Netyral is a nation that is scientifically inclined, though religion is still practiced. They study alot of science in order to aid their military to keep Netryal standing tall and proud, and to continue studying science. They are more of a peace-seeking society, defending Netryal rather than attacking other nations.

    CiviliansMilitaryInfrastructure
    • Culture (3/5)
    • Demographic (2/3)
    • Economics (4/5)
    • Education (8/13)
    • Industriousness (3/5)
    • Patriotism (3/5)
    • Political Policy (3/5)
    • Population (9/13)
    • Proficiency: Mineral (4/5)
    • Proficiency: Rural (4/5)
    • Intelligence (4/5)
    • Intimidation (2/5)
    • Resourcefulness (3/5)
    • Transportation (3/5)
    • Versatility (4/5)
    • Weaponry (3/5)
    • Artistry (2/5)
    • Density Distribution (3/5)
    • Durability (3/5)
    • Economic (3/5)
    • Facilities: Mineral (5/5)
    • Facilities: Rural (3/5)
    • Mobility (0/3)
    • Protection (3/5)
    • Public Works (5/10)

    Points used: +12//93
    Productivity rating:  85%
    Projects:  None Currently

    Supplies:  10 food, 17 iron, 13 copper, 2 gold, 15 stone
    [/list]
    « Last Edit: February 25, 2014, 02:14:14 PM by SWAT One »

    Þe Eald Lecgan
    (The Old Map)



    Map Legend

    Red is a placeholder color. Any red on the legend is
    supposed to be your empire's color.
    Terrain Tiles

    Normal
    Meh...
    No increases or decreases in stats.
    Fertile
    THIS LAND IS BLESSED.
    +20% crop harvest
    -10% weapon damage
    Infertile
    THIS LAND IS CURSED.
    +10% weapon damage
    -20% crop harvest.
    Woodlands
    "Near a tree..."
    +50% lumber yield
    +20% crop harvest
    When cleared, will create a tile of Fertile land

    -40% ranged damage
    -10% melee damage
    1-point movement cost

    Hilly
    King of the hill!
    +10% ranged damage
    -10% melee damage when attacking or defending uphill.
    Mountain
    King of the MOUNTAIN!
    +20% mineral harvest
    +20% melee damage

    -30% ranged damage
    No crops can grow on mountains (duh)

    Desert
    Need... water...
    +20% melee damage
    1-point movement cost for other empires

    -10% ranged damage
    No crops can grow in the desert
    No water exists in the desert

    Ocean
    The deep blue sea!
    Naval units can travel through ocean tiles
    Land units cannot
    Shoreline (Shore)
    Beach comber!
    +10% ranged weapon damage, from land or sea.
    Naval units cannot travel through, unless the Shoreline has a Port on it.
    Marsh
    Yuck.
    +60% crop harvest for adjacent fertile tiles
    +45% crop harvest for adjacent normal tiles
    +30% crop harvest for adjacent infertile tiles

    -70% lumber harvest
    -60% crop harvest
    +20% weapon vulnerability.
    -20% weapon damage, ranged and normal
    2-point movement cost
    +20% chance of catching disease
    When cleared, will create a tile of Infertile land

    River
    "...by a river..."
    +10% weapon damage.
    1-point movement cost.
    Ravine
    "...there's a hole in the ground..."
    Cannot be crossed at all without a bridge
    Man-Made Tiles

    Capitol
    Base of operations. Without it, your civilization would crumble.
    Camp
    Starting point for nomadic empires. Can be demolished.
    Storage Silo (St. Silo)
    Stores up to 30 non consumable commodities. (Minerals, lumber, etc.)
    Granary
    Stores up to 30 consumable commodities. (Grain, fruit, meat, etc.)
    Storage Building (St. Bldg)
    Can store 30 of any commodity.
    Refinery
    Converts ores obtained from Mines into ingots.
    Requires Mine.
    Mine
    Allows excavation of minerals.
    Road
    "...goes around and around."
    Used for transport and trade routes outside of cities.
    +1-point movement bonus for every tile moved.
    Bridge
    Acts as a road, but can be placed over rivers, marshes, and ravines occupying 1 tile in width at the crossing point.
    Walls
    Helps keep bad guys out.
    +60% melee defense when in owned, non fronteir territory
    +15% ranged weapon damage when on defending side
    Blocks unfriendly movement

    +15% damage from siege weapons
    Port
    Allows Naval units to reach Shorelines safely, and lets them dock, restock, refuel, etc.
    +15% damage from sea
    Farmland
    "...where an old man of Aran..."
    A tile used for farms. Harvests 2 crop per term with every instance of it. 20 crop maximum.
    City Tiles

    Basic
    Meh...
    Is created when a new tile is claimed.
    Can be changed into any other City Block
    Cannot be changed back
    Housing (House)
    Home sweet home!
    Holds 1 Population.
    Increases Happiness.

    Business District (Biz)
    "In a strange kind of fashion..."
    Balances the economy, preventing collapse.
    Industry (Indus.)
    Workin' from dusk 'til dawn!
    Generates wealth.
    Reduces Happiness.
    School
    Ugh...
    Having 5 in your nation allows for the construction of Universities.
    University (Uni)
    Yay!
    Each instance of it allows for a 5-point education boost.
    Can fail if there are two schools missing for two terms.
    Requires 5 schools.

    Barracks (Barra)
    "...there's a wrong and a right."
    Stores 5 military units.
    Having 2 in your nation allows for the construction of Military Academies.

    Military Academy (M.Acad)
    "But he'll never ever fight over you."
    Increases all Military potentials by 5 points.
    Watchtower
    "And his mind is a beacon in the veil of the night."
    Provides an extra tile of visibility for the nation.
    Can send scouts to increase visibility.




    Nation Name: Fitzea
    Demonym: Fitzean
    Capitol Name: Fitzea Hall
    Starting Coordinates: (0, 10)
    Claimed Coordinates: (0-3, 9-10)
    A brief description about your nation: Fitzea is a highly economic country based in the northwest. They plan on trading with the other nations and to improve relations with them. Their main exports are iron, copper, tin, corn, and wheat. It is ruled by a royal society at the heart of the empire.

    CiviliansMilitaryInfrastructure
    • Culture (3)
    • Demographic (2)
    • Economics (5)
    • Education (4)
    • Industriousness (4)
    • Patriotism (3)
    • Political Policy (4)
    • Population (6)
    • Proficiency: Mineral (4)
    • Proficiency: Rural (2)
    • Intelligence (5)
    • Intimidation (1)
    • Resourcefulness (5)
    • Transportation (3)
    • Versatility (4)
    • Weaponry (2)
    • Artistry (3)
    • Density Distribution (3)
    • Durability (4)
    • Economic (5)
    • Facilities: Mineral (4)
    • Facilities: Rural (2)
    • Mobility (0)
    • Protection (4)
    • Public Works (7)
    « Last Edit: February 21, 2014, 11:06:32 PM by Zanaran2 »

    I forgot to say, your civilian capability cannot be more than your population number.  Revising.

    • Population (2)
    • Proficiency: Mineral (4)
    • Proficiency: Rural (4)
    4 + 4 >> 2

    I'll up the population cap, though, since 5 is rediculous.

    Limited at 10 now.
    « Last Edit: February 14, 2014, 03:22:25 AM by SWAT One »

    I forgot to say, your civilian capability cannot be more than your population number.  Revising.
    4 + 4 >> 2

    I'll up the population cap, though, since this is rediculous.

    Limited at 10 now.
    Alright, lemme fix everything up.

    Officially added.

    Actually, check mobility limitations.  Mobility is for like migrating groups such as Gypsy or raiding Mongol-type civilizations.  If you hover over the navy blue text in the OP, over mobility, it will tell you what tolls mobility takes.  If you're trying to say that your people move around a lot within society (transportation), then Public Works would be high, since that concerns roads and bridges.
    « Last Edit: February 13, 2014, 12:49:59 PM by SWAT One »

    Nation Name: Robolqia
    Demonym: Robolq
    Capitol Name: None.
    Starting Coordinates: 0,0
    A brief description about your nation: Nomads with fierce battle techniques. Similar to mongols.

    CiviliansMilitaryInfrastructure
    • Culture (0-5) 3
    • Demographic (0-3) 0
    • Economics (0-5) 4
    • Education (0-10) 3
    • Industriousness (0-5) 3
    • Patriotism (0-5) 4
    • Political Policy (0-5) 2
    • Population (0-10) 10
    • Proficiency: Mineral (0-5) 1
    • Proficiency: Rural (0-5) 5
    • Intelligence (0-5) 5
    • Intimidation (0-5) 5
    • Resourcefulness (0-5) 5
    • Transportation (0-5) 5
    • Versatility (0-5) 5
    • Weaponry (0-5) 5
    • Artistry (0-5) 3
    • Density Distribution (0-5) 0
    • Durability (0-5) 2
    • Economic (0-5) 3
    • Facilities: Mineral (0-5) 1
    • Facilities: Rural (0-5) 5
    • Mobility (0-3) 3
    • Protection (0-5) 1
    • Public Works (0-7) 1
    « Last Edit: February 13, 2014, 07:06:49 PM by Mikoyan »

    OP and stuff now looks nice and is user friendly.  I have made an executive decision to let the game start at tomorrow, 2/15/14 at 12:00 midnight GMT-0.

    « Last Edit: February 14, 2014, 04:39:21 PM by blazerblock2 »

    UM

    e: OKAY I FIXED IT

    SORTA
    « Last Edit: February 14, 2014, 07:22:00 AM by blazerblock2 »


    NOPE, STILL BROKEN

    forget

    SWAT THIS IS YOUR FAULT

    YOU forgetED WITH TABLES

    DON'T forget WITH TABLES
    « Last Edit: February 14, 2014, 07:33:49 AM by blazerblock2 »



    What.

    The order is:
    Code: [Select]
    [table][tr][td][/td][/tr][/table]
    « Last Edit: February 14, 2014, 12:34:11 PM by SWAT One »


    Nation Name: Eltringham's Armies
    Demonym: Eltringham
    Capitol Name: No
    Starting Coordinates: Pick for me
    A brief description about your nation: A traveling army that conquers towns and cities with their ruthless fighting tactics and techniques. 

    CiviliansMilitaryInfrastructure
    • Culture (0-5) 5
    • Demographic (0-3) 1
    • Economics (0-5) 0
    • Education (0-10) 5
    • Industriousness (0-5) 5
    • Patriotism (0-5) 5
    • Political Policy (0-5) 0
    • Population (0-10) 5
    • Proficiency: Mineral (0-5) 5
    • Proficiency: Rural (0-5) 0
    • Intelligence (0-5) 5
    • Intimidation (0-5) 5
    • Resourcefulness (0-5) 5
    • Transportation (0-5) 5
    • Versatility (0-5) 5
    • Weaponry (0-5) 5
    • Artistry (0-5) 1
    • Density Distribution (0-5) 2
    • Durability (0-5) 0
    • Economic (0-5) 3
    • Facilities: Mineral (0-5) 2
    • Facilities: Rural (0-5) 0
    • Mobility (0-3) 3
    • Protection (0-5) 5
    • Public Works (0-7) 0
    « Last Edit: February 14, 2014, 05:17:35 PM by blazerblock2 »