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Civic Guide to World Realism [Start Here!]

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Civic Guide to World Realism [Start Here!] Empty Civic Guide to World Realism [Start Here!]

Post by Freddie the Barbie Fri Jun 20, 2014 10:30 am

Users Guide to World Realism

Starting Up

Players can simply register to the forum, https://worldrealism.forumotion.co.uk/, and make a post in the ‘New World’ thread of the website if they want to create a new Nation for the game. The thread will be reviewed by a moderator to make sure it fits with the games role play; however this should not be a big problem. It is encouraged for players to add a flag, description and staring positions in their faction thread; preferably using the most recent game map. The game map is periodically updated in ‘The Library’ section of the forum. Players should abide by the following rules when choosing starting locations; they are pretty simple.

- Players may choose 3 starting provinces. These are still susceptible to Native American attack.
- The player should have at least 1 starting colony on the coast. Players are allowed to choose 2 other provinces that are inland, if they are connected to the player’s coastal province.
- The player may choose 3 coastal provinces if they wish; none of them have to be connected.
- Only one of the provinces may have a resource, and it must be a food source (Fish, Cattle or Crops).

Starting colonies have 4,000 settlers each.

After players choose a starting area and are approved by a member of the World Realism staff, then they will receive their own forum section to administrate their country better; sub forums are allowed if you feel the need to micromanage more.

Mandatory Data
This is the minimum of information that you need to provide, and where necessary calculate, about your faction. It should always be kept up to date and readily accessible in your faction subforum.



- Amount of provinces you control. It is suggested that you name your provinces to simplify accounting.
- Population in each province you control.
- List of resources your colony has access to.
- Your total army size.
- Your total navy size.
- Amount of soldiers and ships stationed/docked in each province you control.
- If you have soldiers and/or ships outside of your territory, account for them using an edited map where you point out where and how many they are.
- Roleplay is optional but highly encouraged. Describe your colony, the structure of the government, the prominent explorers and leaders, the culture. Describe your army and navy, the landmarks of growth and expansion, the current mood of the people. These details bring your faction to life and make it more pleasant for other people to interact with. It's quite boring to deal with a colony that is just a bunch of numbers.


Basic Economy

The economy is resource base, and unlike past World Realism, it does not incorporate money so that we do not overcomplicate the economic system and just keep it at a good pace. The reason we can do this during this round, is because this round has a definitive region map. The resource map is important for players to look at, as it is a good indicator where most players will expand, and ultimately where most conflicts will happen; it is constant meaning new resources never pop up. There are 3 resource groups to get familiar with, and they are the following.

Food: Fish, Crops and Cattle.
Ores: Iron, Sulfur and Gold.
Civics: Horses, Stone and Friendly Natives.

Each resource has a different function, but combined they have new uses. You can control one province with a specific resource and it will be used throughout all of your colonies and give the same effect; it may be good to control more of one resource in order to stop a potential enemy from capturing it. Any food source is needed to sustain your colonies, because if you do not have a food source then your colonies will all suffer famines after every year, by which your individual colonies lose 25% of their population. You may find a way to counter this, since a moderator will roll a dice determining population growth for each nation. So if you do not have a food source, but get lucky with population growth, you may even have a surplus in growth, however this is a very risky strategy. The following shows the dice rolls with their respective population growths.

10 9 8 7 6 5 4 3 2 1
25% 20% 15% 10% 5% 0 0 -5% -10% -15%

So if you get a lucky roll of 10 and are undergoing a famine, then each cancel each other out; this means you gained nothing but lost nothing. Unfortunately controlling more than 1 food source does not increase population rates unless you combine them with other resources; it increases your land army size though. I will discuss the army limiter later on, when we begin discussing battles and units.

Ores are different in that they provide technological and prestige benefits. Most Old World powers are only focused on getting riches and would be willing to invest more into colonization, if they knew Gold and Iron was coming back home; therefore Gold can buy one resource from the Old World; you can trade Gold for iron for example and that province will be treated like an iron province. I will discuss this in a short while, but I will mention that battles aren’t just by chance. There are modifiers that skew battles to favor someone; these can be terrain, technology or leadership. Iron and Sulfur help increase these modifiers in your favor; Iron allows Swords which give a modifier; Iron and Sulfur combined give Muskets. I will mention these in more detail while I explain battles and units. G

The last group is more diplomatic in nature; Civics. Horses allow cavalry which helps only when attacking, stone allows forts and Churches in order to convert Native populations and Friendly Natives allows a higher conversion rate. Combining Crops and Sulfur gives a +5% to all population growth rolls (fertilizer); fish and wood also gives a +5% to all population growth rolls (fishing boats); Cattle and Horses also give a +5% to all population growth rolls (mules).

Native Americans

Native American ferocity is the primary threat to colonial expansion, as they will wage guerilla wars and raids that effectively reduce your colonies population overtime. You can find the Native American ferocity map in ‘The Library’.  Native American revolts are determined by a global dice roll by a moderator that affects every Colony at a constant rate; players may choose to divide their colonies into smaller governments (Viceroyalty, Province, etc.), in order to have different revolt rolls for each; that’s allowed, but also risky. There are 2 dice rolls that will determine overall casualties for your colonies. The first is to determine if the Native Americans are aggressive to begin with; this is it.

6 No revolt
5 No revolt
4 No revolt
3 Revolt in high ferocity provinces
2 Revolt in both high and medium ferocity provinces
1 Revolt in all provinces

Low ferocity Native base population- 5,000
Medium ferocity Native base population- 10,000
High ferocity Native base population- 20,000


If a faction rolls a revolt then a percentage of the colonists will be killed; this is where the second phase comes in. The second phase actually determines the amount of colonists killed compared to the base number of Native Americans; for example, high ferocity is 20,000 Native Americans according to the ferocity map. These are the dice rolls for percent killed, compared to Native forces.

10 9 8 7 6 5 4 3 2 1
20% 18% 16% 14% 12% 10% 8% 6% 4% 2%
Multiply this by x1 if low ferocity, x2 if medium ferocity or x3 if high ferocity.


If you have provinces that vary in ferocity, then you might have to do a few calculations, but it shouldn’t be difficult. The only way to tackle this is by converting the local population, as the Native base population will never change or go away, until your settlers outnumber them. Each player can have one religious mission (conversion) per turn if they have stone. You can focus this mission on a specific province at any time. The success of the conversion can annul the Native American revolt of that year, and lower the local ferocity level by one. You cannot completely eliminate provinces ferocity. Again this is based on a dice roll however this is a small dice. 2 Means conversion is successful and 1 means it was a failure. You may attempt to lower ferocity in regions that are adjacent to your territory.

Friendly Natives allow it, so that if a Native rebellion pops up in the designated province, you will lose less colonists regardless of the scale of the rebellion. Friendly Natives gives a dice penalty of -2 to the Native American rebellion casualty roll I put above. So if you get a dice roll of 8 which is 16%, then the new roll will actually be 6 which is 12%; this is to symbolize possible Natives siding with you in the event of such rebellion.

Colonization

Colonization is an interesting and fundamental part of the game, as we know you will not stick to your starting area for long, but we want to make it risky and fluid in expansion. A slow but steady expansion is what we intend. You may be wondering how difficult colonizing high ferocity areas are because your starting population (12,000 in your 3 colonies), and I agree that they are difficult, however access to different food sources and population growth ultimately affect colonization in several ways. First of all, in order to colonize a region, an adjacent colony must become stable; this means that the settlers in the adjacent colony surpass the Native American base population. When that happens a dice roll will occur every year that will determine how many new settlers move into targeted adjacent areas; these areas will automatically be colonized as a result, if any colonists survive the trek, however they will still be vulnerable to the Native American revolt dice at the end of that year. This is a one-time dice roll for adjacent areas; once settlers arrive to the area, they will be susceptible to the same population growth dice as all other colonies. You may only colonize one adjacent region at a time. For every new food source that you control, you can colonize another colony at the same time using the same dice roll. The dice rolls goes as follows.

10 4,000 new settlers
9 4,000 new settlers
8 3,000 new settlers
7 3,000 new settlers
6 2,000 new settlers
5 2,000 new settlers
4 1,000 new settlers
3 1,000 new settlers
2 0 new settlers
1 0 new settlers

@CopyrightFrederichBarbarossa
@Copyright♛Priscilla♛ (ideas)
Freddie the Barbie
Freddie the Barbie
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Posts : 24
Join date : 2014-06-19
Age : 30
Location : London, United Kingdom

https://worldrealism.forumotion.co.uk

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