CURRENTLY ACCEPTING PLAYERS!
This thread is for the ruels and out-of-game discussions about the Restoration of Ages game. If it's not an in-game action, it belongs here.
The Game thread can be found here. (http://www.bay12games.com/forum/index.php?topic=43765.0)
Restoration of Ages (An Age of Restoration variant)
Da Ruels.
Each turn represents one year. Each player directs what his civvies and resources are going to do for that year such as research, construction, moving armies on the world map etc. Most things will take 1 year to complete, larger projects and moving armies around can potentially take longer. Because this is partially a roleplaying game, good roleplaying and detailed plans will result in bonases to stuff happening.
Turns last until everyone has their orders in, or until one week has passed, whichever comes first. If you miss a turn i'll run your dudes as NPC's for that turn, doing something useful or productive.
The players all start as different roles in the home city (discussed below.) The Home city starts with a number of people determined by player roles (also below.) People are dealt with in units of 1000. By default 1000 people supply 1 Labour and consume 1 Food, as you advance your culture these may increase, decrease or have new things added entirely (an advanced civilisation will also have clothing requirements for example.)
The City starts somewhere in a World Map hex, there are a total of 19 hexes in a World Map hex, the city occupies one hex, the rest of the hexes are appropriate terrain types (detailed below).
Most resources are stored in Warehouses in the city. If a player's Warehouses are full he may be able to negotiate temporary (or permanent) usage of another player's Warehouses (possibly for a tax), if all the Warehouses in a city are full then the resources are wasted.
Extra Warehouses can also be constructed outside of the city to provide additional storage.
Warehouses can store any mix of resources, but Warehouses set to store specific resources (Food, Wood, Stone etc) are more efficient, and can hold more.
There are many many resources in RoA, the major resources to start with are Food, Wood and Stone. Resources are produced from the correct application of Labour in different areas and structures, they can be used on the same turn they are produced, or stored in Warehouses (as above).
This is a list of all mentioned resources. As more resources are uncovered they will be added.
Food: Every 1000 population requires 1 unit of food per year. Not meeting this requirement causes Famine (which is bad). Excess Food is a good trade good early in the game.
Wood: Basic construction material. Can also be used for weapons. Provides no bonuses or penalties, but is vulnerable to fire. Can be processed into Charcoal to fuel low temperature forges.
Fat: Provided by Hunting. Needed for certain luxury goods. Can be rendered into Tallow to be added to food.
Leather: Hunting can provide Leather as well, in lesser quantities than Food. Leather can be used to make clothes or armor.
+1 to Armor
Bones: Can be used for both weapons and trinkets. Not very high quality, but better than nothing.
+1 to Weapons
Cloth: Luxury item and trade good. Can be turned into Clothing, which is required for higher level civilisations.
Rope: Luxury item and trade good. Can be used in construction to speed things along and required for shipbuilding.
-1 to Construction Time per unit used.
Alcohol: Increases both Morale and Squalor. 1 Unit of Alcohol provides for 1000 people for 1 year.
+2 Morale
+1 Squalor
Stone: Used for building, some stones can also be used for weapons. Constructions built primarily from Stone are not vulnerable to fire.
+4 to Construction Time
Ore: Can be smelted into metal, which can be used for most everything.
Gems: Luxury item and trade good.
Warehouses are what all your resources are stored in. Players start off with a certain number of Warehouses in their city. More Warehouses can be built inside the city, although it soon becomes expensive to do so. External Warehouses are easier to build and substantially greater in volume, but are less well protected and can be cut off during a Siege.
Warehouses can be set to either General or Specific. A General Warehouse stores anything and everything, a Specific Warehouse stores a specific good. Because of the nature of storage spaces, Specific Warehouses are capable of storing more goods than General Warehouses.
If a General Warehouse is switched to being a Specific Warehouse, any goods that do not belong in the Warehouse are shifted out, and if there is not enough room for them elsewhere they are wasted and lost forever.
City Warehouse:
General: Stores 10 Units of Resources
Specific: Stores 15 Units of Resources
External Warehouse:
General: Stores 30 Units of Resources
Specific: Stores 50 Units of Resources
There are two kinds of hex tiles in RoA;
World Map Hexes: The World Map is divided in to these Hexes. World Hexes are divided up into 19 Local Hexes. Generally when things are moving around the world they do so on World Hexes.
Local Map Hexes: The Local Map is divided into these Hexes. Local Hexes are themselves split up into different environments and terrain types (detailed below). When two hostile armies engage each other they do so on Local Hexes, otherwise armies spend most of their time on World Hexes. Cities, Structures and other Local things all occupy Local Hexes.
There are many different kinds of base terrain in RoA. Here are some of the more common ones. Note that Special Features often occur on these base terrains, altering their properties;
Grassland:
10 Animals
+2 Farming
Hills:
10 Animals
+1 Farming
Scrubland:
20 Animals
5 Wood
+2 Farming
+1 Construction Time
Forest:
30 Animals
10 - 50 Wood
+3 Construction Time
Low Mountains:
Stone
Low Chance for Minerals
+5 Construction Time
High Mountains:
Impassable
Stone
High Chance for Minerals
Medium Chance for Precious Items
+10 Construction Time
Desert:
Impassable
Unusable
Hot or Cold
Sand
Tundra:
Cold
5 Animals
5 Wood
Medium Chance for Stone
Glacier:
Impassable
Unusable
Cold
Ice
Swamp:
12 Animals
7 Wood
Fishable
+1 Farming (Swamp Crops)
Body of Water:
Impassable
Fishable
+2 Fishing
Low Chance for Precious Items
Boats
These occur on certain Terrain Hexes and alter their base properties.
River:
Adds Fishable
Adds +1 Fishing
Adds Boats
Cannot be Farmed
Surrounding Desert becomes Grassland
Road:
Hex becomes Unusable
Doubles Movement Dpeed
Stone Type:
Adds specfic type of Stone that can be quarried (often with special properties.)
Herd:
Mobile Hex (Moves from Turn to Turn)
25 - 100 Food
+10 Food from Hunting\+15 Food from Fishing
Hunted on Land
Fished on Water
Ore: Mining this Hex can provide this Ore. Ores can be smelted to produce usable Metals.
Gems: Gems are found randomly while mining. Each Hex has a random % chance to uncover Gems in addition to any other mining done. Gems are useful for luxury items and trade.
Hexes with Animals can be Hunted. Doing so removes a certain amount of Animals from the Hex and gains certain extra materials, when a Hex is hunted out, that's it. Hexes that are not Hunted for 1 turn will begin to regenerate Animals slowly. Water hexes can usually be Fished. Unlike Hunting, Fishing is effectively infinite although Shoals can dramatically increase the amount of food gained from turn to turn.
Hunting:
Base 4 Food per Turn
Equal amount of Leather
Equal amount of Fat
2x amount of Bones
Combat Experience: Groups assigned to Hunt will gain a small amount of Experience, making them better at fighting enemies.
Fishing:
Base 6 Food per Turn
Equal amount of Bones
Farming is a catch-all phrase for alot of different things. Unlike Hunting Farming is unlimited. The requirements of farming vary on the type, each Hex can sustain one type of Farming at a time;
Gathering:
Base 2 Food
Grain:
Tools
Base 8 Food
Hemp:
Tools
Base 2 Cloth
Base 2 Rope
Livestock:
Tools
Base 5 Food
Base 10 Bones
Base 5 Leather/5 Wool
Fruit:
Tools
Base 4 Food/Base 6 Alcohol
Items consist mostly of things that are not resources. Weapons, Tools, Armor etc are all Items. Items often come with special rules attached, but all follow the same basic formula;
Item Name (Quality) (Material).
By default, Quality and Material are your modifiers, while the Item Name determins what the Item actually is (and what it can be used for.)
There are 3 standard Quality levels:
Basic (+1)
Advanced (+3)
Masterwork (+5)
The bonuses listed are the base bonus for that level of item, generally the bonus translates directly. For example in Tools the bonus is a direct increase to productivity if used in Farming etc, or a direct decrease to time required if used in construction.
Materials also affect an item's effectiveness. By Default Wood is considered the base, it has no modifiers and no penalties.
Item List (To Be Expanded Later)
Tools
Used in most civic jobs, required for jobs with a 'Tools' tag. Individual jobs have different effect with Tools.
Special: Tools are expendable wear out and are used up. 1 unit of Tools can be used in 1 job for 1 year.
Weapons
Used to kill stuff. Different weapons have different properties (melee, ranged, bonus when mounted and attacking, and so forth.) Bonuses to Weapon items are usually bonuses to damage.
Armor
Opposite of weapons. Basically.
Materials
Wood
Base material.
No bonuses or penalties.
+1 Creation Time
Stone
+2 Weapons
+2 Tools
+3 Creation Time
Cannot be used for Armor
Bone
+1 Weapons
+1 Tools
+1 Armor
+1 Creation Time
Copper
+2 Weapons
+2 Tools
+2 Armor
+3 Creation Time
More to come as it is discovered.
Mining a square provides useful building materials. Mines provide stone or clay (depending on their location) and may also provide ores and gems. Ores and Gems are hidden to begin with and can only be discovered by prospecting (or mining.) Mines require alot of tools, food and labour to run, but are very good sources of wealth.
How your people live is important. Happy people provide more Labour for less people and are unlikey to rebel. They also reproduce more. People in squalor provide less Labour and are more likey to rebel.
Squalor: The living conditions of your people. Squalor is expressed as a modifier from -10 to 10. Low Squalor provides Morale and Labour bonuses, but increases food intake reduces reproduction. High Squalor provides Morale and Labour penalties, but reduces food intake and increases reproduction.
Squalor can be increased by not providing enough food and by having too many people.
Squalor can be reduced by providing more food than required, by having fewer people and by providing certain luxury goods such as clothes.
Morale: How happy your people are. High Morale increases Labour and reproduction bonuses and reduces the likelyhood of a Riot. Low Morale decreases Labour and reproduction bonuses and increases the likelyhood of a Riot.
Morale can be increased by impressing the people with new constructions, ideas or military victories, as well as by providing luxury items.
Morale can be decreased by not doing any of these things, or by oppressing your people.
Population: Population will increase or decrease each year by a certain percentage which is affected by Morale, Squalor and other potential variables. Note that if Population is increasing, some Labour will need to be diverted to building more houses or else Squalor will increase and Morale will go down.
Units that move around the map fall under Militaries (even if they're not actually armed). There are many different kinds of units, here are some common ones:
Infantry: Basic attack unit. Infantry vary considerably from culture to culture, but retain one constant; they can only attack enemy units they are occupying the same Hex of.
Cavalry: Mounted soldiers, Cavalry are more expensive in food and upkeep than Infantry, but are faster and gain various assault bonuses.
Note that Military Units can be drafted for bonus Labour, but at a substantial Morale penalty.
These two basic types then change depending on what equipment and training they have;
Archers: Ranged attack unit. Archers are Infantry armed with Bows that allow them to strike at enemy units multiple hexes away.
Skirmishers: Infantry armed with throwing spears and light weaponry. Skirmishers are fast and may throw spears at adjacent hexes while retreating before the enemy.
Legionaires: Heavy Infantry, super slow but relatively immune to enemy attacks and with supurb offensive power, excellent in defence, unable to cross many types of terrain without losing their defensive bonuses.
Knights: Powerful melee cavalry unit. Slow for cavalry, but lethal in melee combat.
Other units that fall under these rules include:
Diplomats: Used to communicate with other cities and empires. Can broker deals, demand or offer gifts, get trade or passage rights and so on.
Explorers: Light unarmed units that are used to explore the world.
Settlers: Settlers take large amounts of resources and population and can be used to create small towns in other locations.
Labour represents how you are splitting up your workforce. 1000 people = 1 Labour by default, although modifiers can change this. Labour can be used to construct buildings, run or use buildings, create goods and so on. Note that Labour must be 'transported' to a site if that site is to be worked.
Coinage is important, it brings with it the economy, which adds a whole new dimension of gameplay (military units for example must be paid once coinage is researched, and people can be taxed). Without coinage however your civilisation can only evolve so far, and trade is very limited.
Taxes and Trade are the two primary sources of coinage, high Taxes produce more coinage, but at the cost of increase Squalor and decreased Morale, while Low Taxes grant Morale bonuses and reduce Squalor, but provide less Coinage.
Additionally, once Coinage is researched Labour must be diverted to mint Coins, or else you risk suffering economic consequences such as Inflation, Deflation or perhaps even full blown Recession and Depression, which all bring with them a host of new modifiers and penalties.
A list of all discovered Constructions;
Wall
Wood or Stone
Resources: 4
Construction Time: 2
City requires Siege Engines to invade.
University
Stone
Resources: 4
Construction Time: 4
Increases Research Chance per Labour Point by 1% (To 4% for General, 7% for Specific)
Boatworks (Basic Shipyard)
Wood or Stone
Resources: 2
Construction Time: 2
Allows Boat Construction and Docking
Max 2 Docked Boats
Jetties
Wood or Stone
Resources: 2
Construction Time: 1
+4 to Docked Boats Maximum
Barracks (Field)
Wood
Resources: 1
Construction Time: 1
Houses Military Units
The players in RoA start off as major figures in a starting city. These figures have certain roles (they may even have multiple roles) which dictate what they can and cannot do. The roles will be generated unique to the city once the details are decided and agreed on by the players, but here are some examples:
King: The Leader. The King doesn't actually do anything himself, but he tells others what to do. He also controls the city's resource supplies and thus who gets what. Finally, the King deals with forign diplomats and dignitaries, deciding on policy.
General: Commander of the armed forces. Generals control armies, their movements and their supplies.
Guildmaster: Guildmasters control aspects of Civil Services. These can include Farming, Hunting, Mining, Fishing, Construction, Trade and more. Guildmasters have access to privade Guild Warehouses that give them some unique storage unaffected by the King, althoug such storage is expensive and often taxed.
Research! Ideas! Advancing your civilisation through the ages. Doing this is real simple; just assign Labour to research. Due to the somewhat sporadic nature of useful ideas most of the time you'll just get useless junk, but every now and then some bright spark will come up with penicillin (or something), once you have the idea developing it into a usable technology is just a matter of applying sufficient Labour and resources.
Some ideas will require other technologies before they have a chance to appear, others may appear too early to be of any use. Ideas are flighty things.
You do have some control over what ideas you'll come up with. Ovbiously the more Labour you dedicate to thinking, the more likely you are to get something useful. Places of learning, libraries, trained teachers, scientists and historians etc will also improve the efficiency of your Idearing (new word!) and you can dedicate your people to searching for specific ideas (like 'look for ways to improve food production in farms'.) This will increase the chance that you get what you're looking for, but it's still possible that you'll get something entirely unrelated, just less so.
It's also important to note that your overall chance of getting a useful idea increases if you just throw money and resources at your scientists and tell them to go wild, although your chance of getting something specific is of course dramatically decreased. Aren't Ideas fun?
At any time a player can choose to go set up shop somewhere else. This basically involves choosing a number of people, loading them up with resources and sending them off somewhere else. There aren't really any limits on how many you send or what resources you send with them (although ovbiously if you want them to carry much they're gonna need wagons and draft horses, and food and water if they don't intend to starve or drown) but if the colonists arrive at their new home and find that they have no wood nor tools to get some, they're gonna need to start importing things.
Colonising a new area plonks down a city somewhere in a World Hex, you'll get to pick exactly where. Whoever led the colonists will have full control over the new city (unlike the partial control of the home city) although other players may decide to go usurp him.
A race gets 4 'points' for determining racial bonuses. A 1 'point' bonus is something like 'Grain Farming yields +1 extra food'. A 2 'point' bonus is something like 'can cross Desert tiles without penalty or need for water'. A 3 'point' bonus is something like 'Can build special farms on mountain squares'. A 4 'point' bonus would be something like 'Base Labour gain from 1000 population is doubled (to 2)'
You can also take penalties, which provide extra 'points'. So for example taking the penalty that Quarries produce 1 less stone would get you 1 extra point to get bonuses with.
The system is pretty informal, so don't expect me to be too specific about bonuses and penalties.
Ovbiously this is not the complete rules for the game; new rules will be generated and added as they become neccessary (like materials for weapons and soforth.)
CURRENT PLAYERS
Hardy Humans
Jetsquirrel
Minister of Mining and Trade (Responsible for all mining and quarrying of stone and ores. Also responsible for trade and land-based transportation of goods.)
4000 People
2 Warehouses
thunderclan
Head of Construction (Responsible for all construction that is not Mining or Navy related.)
4000 People
2 Warehouses
Archangel
General (Commander of the land-based Armed Forces.)
2000 People
2 Military Units
1 Warehouse
NUKE9.13
Monarch (Sets diplomatic policy. Responsible for everything that is not covered by another role.)
8000 People
2 Military Units (City Watch)
10 Warehouses
Nirur Torir
Minister of Water Affairs (Responsible for all Water Affairs, Fishing, Shipyards, Shipbuilding, transportation via sea and Navies.)
4000 People
2 Warehouses
Poltifar
Guildmaster of the Scholar's Guild (Responsible for technological achievements, ideas and research.)
4000 People
2 Warehouses
City 2
RedWarrior0
Discovered Races
Race: Hardy Humans.
They are just humans. But then hardy.
Backstory:
Once upon a time, humanity lived happily in their little cities. They coexisted with other races in harmony. Naturally there were some small wars, but nothing major.
Then there was the disaster.
Everything was destroyed. Millions died. The disaster was followed up by smaller disasters; earthquakes, volcanoes, giant storms, planar rips, and many more.
And from the smoking wreckage of the world emerged the survivors. The world then was still suffering; minor disasters happened constantly, and otherworldly beings ran rampant. The survivors banded together into small tribes, who fled around, slowly regaining the skills they had lost.
Eventually, the world began to calm down. The otherworldly beings returned to their homes, died naturally, or killed each other with infighting. The disasters became less frequent, with some volcanoes not erupting for years on end. And so the tribes people began to settle. They cleared away the ashes from the fields and planted crops. They cut down long dead trees and built houses and workshops. They mined stone and built walls to protect from the remaining beasts. And as they did, life returned to the world. Ash was washed into the soil, and the provided fertility led to a booming in plantlife. Animals on the brink of extinction multiplied wildly with the new food sources.
And the new, tougher humanity stood ready to rebuild.
Bonuses:
Hardy Workers Hardy Humans gain a 25% bonus to labour (4000 people generate 5 Labour)
Proudly Independent Hardy Humans require 25% less food (4000 people require 3 Food)
Fast Adaptors Research time is halved if the research helps solve an immediate and pressing problem (such as increased farm output during times of famine)
City: New Hope
New Hope is the aptly named site of the rebuild of humanity. It was founded, allegedly, by Sam the first. Sam was wandering through the wilderness, lost, starving, thirsty, and injured, when a light shone upon him, and guided him to the shores of a small lake. Sam jumped into the lake, drank, washed, and caught fish. When he was fed and rested, he realised what had happened, and looked round to thank the light. The light was nowhere to be seen, but as Sam looked round he realised what a paradise he had stumbled upon. The lake he stood by was surrounded by rich, green forests. On the western bank was a large clearing, where wild animals grazed at the long grass. A stream fed the lake from the north, snaking through hills, down from the mountains further up.
Sam ran home to his tribe, and led them to the lakeside. The tribes people agreed that the site was amazing, and they set to work building a settlement on the western shore. Many tribes joined them and Sam declared himself King Sam the First of New Hope, the name given to the swiftly growing city.
As the city grew, lost skills and technologies were remembered; boat building, farming, the wheel, bow and arrows, animal taming. At the time of play, metal working, using sample ores gathered from the northern mountains, is on the point of being discovered.
Biome:
I have made a handy image!
(http://img16.imageshack.us/img16/8530/roamap.png)
Key: Blue= body of water. Blue line= river
Dark green= forest. Green= scrubland. Light Green=Grassland.
Red= city. The city is built on grassland (should that ever be interesting)
Brown= Hills. Light grey= Low mountains. Darker grey= High mountains.
Other stuff:
Government: Monarch in charge of a still basically tribal society.
Neighbours: Some tribal people still about. Maybe some other human settlements.
Possible dangers: Other races come raiding. Some monster comes killing. Another human settlement becomes powerful and goes to war with us.
Tech level: Just got metal working.
Map Locations
(http://img.photobucket.com/albums/v152/Pheonix-IV/Restoration%20of%20Ages/Map-Key.png)
Interactive Map (http://www.swfcabin.com/open/1256900465)
Hamlet
26,000 People (Assigned)
520 People (Unassigned)
26,520 People (Total)
19 Warehouses
4 Military Units
Technologies
Woodworking
Boneworking
Stoneworking
Metalworking (Copper)
Farming (Basic)
Construction (Basic)
Tools (Basic)
Weapons (Basic)
Constructions
Wooden Wall
University (50%)
Boatworks
Field Barracks
Jetties
Barter Economy