Hidden 9 yrs ago Post by UltikanaRe
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UltikanaRe O God Among Gods, O Lord Above All Lords

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Axalyc





[hider=Civilization Templates]
For all templates, the abbreviations 'S', 'M', and 'L' for short, Medium, and Long are used to represent length of writing pieces. These are comparative to each other. It simply means that if something is 'S', then you should write less for that section than you would for an 'L' section. They may represent 1, 2, and 3 lines or 1, 2, and 3 dedicated novellas depending on your style. If a section has 'Image' in brackets, then that means it is up to your graphic design abilities (or google searching) to create/find an image to fit the field. For all fields with [Stat%], pick a percent between -1000% and 1000% or calculate it using the given formula. These will be used as multipliers in the game. The most favorable outcome (to the normal human who likes world peace, stability and innovation) is 1000%. Prompts may also be provided in the field.
Civilization Template 1.0: World Standings

Nation Map: [Image] [Labels encouraged]
Geography: [L]
History: [L]
Nation Morale: [Stat%] [(Innovation%+Stability%)-(Tax%•10)-(Military Population%•10)-(10•Military Units Retreating or Dislodged%)
Nation Stability: [Stat%] [(Pick 0%-200%†)-(Corruption%•15)
Nation Innovation: [Stat%] [200%-(†)-(Tax%•10)-(Corruption%•20)]
Nation Economy: [Stat%] [1000%-(Tax%•100)-(Corruption%•100)]
Civilization Template Template 2.0: Internal Affairs

Tax: [Stat%, 0%-100%] [What percent of a citizen's earnings do you take on average?]
Corruption: [Stat%, 0%-100%] [What percent of your government is corrupt?]
Legislature Passing: [Stat%] [100%+Corruption%-GM Decided Challenge Threshold%] [The success chance of passing any edit made to your Civilization templates after initial submission and finalization.]
Military Population%: [Stat%, 0%-100%] [The percent of our population that is in active military duty]
Total Population: [#1-100See Military Units Calculation•GM decided Population Modifier]
Demographics: [As many scales as you or the GM deems necessary]
Government Type: [See 'Government Types] [Apply modifiers separately to the total stat calculations]

Civilization Template 3.0: Military

Total Military Units: [#1-100[sup]as chosen in population calculation]•Military Population%, round to the nearest whole unit.]
Unit Composition:
Unit Type Name #1: [# of units of that type]
Unit Type Name #2: [# of units of that type]
Unit Type Name #3: [# of units of that type]
Civilization template 3.1: Unit Template*

Please fill one for every unit type you have.
Unit appearance: [Image] [Try to reflect the technology as best as possible]

Points
All categories are out of 6.
Total Points to Spend: [18+Government Bonus]
Leadership: [1 point per rank]
Defense: [1 point per rank]
Toughness: [1 point per rank]
Survival: [1 point per rank]
Offense: [1 point per rank]
Agility/Maneuverability: [1 point per rank]
Speed: [2 points per rank]
Environments
Preferred Environment: [+150% to all rolls if home combat hex is in this environment] [See 'Environments' under 'Military Mechanics'] [Can spend 2 points to add an environment to this list, default 1. Can receive 2 points to add slot.] [Cannot overlap with other environment categories]
Difficult Environments: [-50% to all rolls if home combat hex is in this environment] [See 'Environments' under 'Military Mechanics'][Can spend 2 points to remove one slot, default 3. Can receive 3 points to add slot.] [Cannot overlap with other environment categories]
Impassable environments: [Cannot move into a hex with this environment] [See 'Environments' under 'Military Mechanics'][Can spend 4 points to remove one slot, default 3] [Cannot overlap with other environment categories][/hider]
Unit combining

You can combine your units to create a 'super-unit', or one with higher than average points. The rules for combining are simple: If you combine (x) units, you get (x)•(18+Gov. bonus) points.
[/hider]

[hider=Military Mechanics]For all templates, the abbreviations 'S', 'M', and 'L' for short, Medium, and Long are used to represent length of writing pieces. These are comparative to each other. It simply means that if something is 'S', then you should write less for that section than you would for an 'L' section. They may represent 1, 2, and 3 lines or 1, 2, and 3 dedicated novellas depending on your style. If a section has 'Image' in brackets, then that means it is up to your graphic design abilities (or google searching) to create/find an image to fit the field. For all fields with [Stat%], pick a percent between -1000% and 1000% or calculate it using the given formula. These will be used as multipliers in the game. The most favorable outcome (to the normal human who likes world peace, stability and innovation) is 1000%. Prompts may also be provided in the field.
Civilization Template 1.0: World Standings

Nation Map: [Image] [Labels encouraged]
Geography: [L]
History: [L]
Nation Morale: [Stat%] [(Innovation%+Stability%)-(Tax%•10)-(Military Population%•10)-(10•Military Units Retreating or Dislodged%)
Nation Stability: [Stat%] [(Pick 0%-200%†)-(Corruption%•15)
Nation Innovation: [Stat%] [200%-(†)-(Tax%•10)-(Corruption%•20)]
Nation Economy: [Stat%] [1000%-(Tax%•100)-(Corruption%•100)]
Civilization Template Template 2.0: Internal Affairs

Tax: [Stat%, 0%-100%] [What percent of a citizen's earnings do you take on average?]
Corruption: [Stat%, 0%-100%] [What percent of your government is corrupt?]
Legislature Passing: [Stat%] [100%+Corruption%-GM Decided Challenge Threshold%] [The success chance of passing any edit made to your Civilization templates after initial submission and finalization.]
Military Population%: [Stat%, 0%-100%] [The percent of our population that is in active military duty]
Total Population: [#1-100See Military Units Calculation•GM decided Population Modifier]
Demographics: [As many scales as you or the GM deems necessary]
Government Type: [See 'Government Types] [Apply modifiers separately to the total stat calculations]

Civilization Template 3.0: Military

Total Military Units: [#1-100[sup]as chosen in population calculation]•Military Population%, round to the nearest whole unit.]
Unit Composition:
Unit Type Name #1: [# of units of that type]
Unit Type Name #2: [# of units of that type]
Unit Type Name #3: [# of units of that type]
Civilization template 3.1: Unit Template*

Please fill one for every unit type you have.
Unit appearance: [Image] [Try to reflect the technology as best as possible]

Points
All categories are out of 6.
Total Points to Spend: [18+Government Bonus]
Leadership: [1 point per rank]
Defense: [1 point per rank]
Toughness: [1 point per rank]
Survival: [1 point per rank]
Offense: [1 point per rank]
Agility/Maneuverability: [1 point per rank]
Speed: [2 points per rank]
Environments
Preferred Environment: [+150% to all rolls if home combat hex is in this environment] [See 'Environments' under 'Military Mechanics'] [Can spend 2 points to add an environment to this list, default 1. Can receive 2 points to add slot.] [Cannot overlap with other environment categories]
Difficult Environments: [-50% to all rolls if home combat hex is in this environment] [See 'Environments' under 'Military Mechanics'][Can spend 2 points to remove one slot, default 3. Can receive 3 points to add slot.] [Cannot overlap with other environment categories]
Impassable environments: [Cannot move into a hex with this environment] [See 'Environments' under 'Military Mechanics'][Can spend 4 points to remove one slot, default 3] [Cannot overlap with other environment categories][/hider]
Unit combining

You can combine your units to create a 'super-unit', or one with higher than average points. The rules for combining are simple: If you combine (x) units, you get (x)•(18+Gov. bonus) points.
[/hider]
Hidden 9 yrs ago Post by Rina
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Rina Coffeeholic

Member Seen 1 mo ago

It looks like it's just messy hider usage. I'm looking through it and there are a few spots that you don't have the opening or ending hider necessary to create a hider. Look through it carefully again one more time and make sure that there is both an opening and closing hider code for each hider and it should work.
Hidden 9 yrs ago Post by Ellri
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Ellri Lord of Eat / Relic

Member Seen 11 mos ago

From what we could see @UltikanaRe, there are thirteen
tags. Not sure whether the great use of funny symbols and [] characters affects the code, but try at least making sure the hider openers and closers are of the same count.
Hidden 9 yrs ago 9 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

Member Seen 25 days ago

You have to make sure if you put in [center][indent] that you put [/indent][/center]

You have to align your closing tags in reverse order to the original order you entered them in the first place. So [1][2][3] becomes [/3][/2][/1].

Hidden 9 yrs ago Post by UltikanaRe
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UltikanaRe O God Among Gods, O Lord Above All Lords

Member Seen 6 yrs ago

Alright, thanks!
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