[i][b]Sodo[/b][/i] is a land created by a random string of improbable circumstances. Long story short, a planet with a few landmasses amongst large body of water developed organic creatures that eventually stumbled onto self-awareness. Go figure. Well, these beings are lost without guidance from their gods. That's you! So why do you care? Well I am God, but you can call me DM, short for Dsn Mtr. The one and only who allowed this series of events to unfold. Yes, even I make mistakes. But fret not! For I have a plan! That plan is you, my fearless offspring. You must control these few colonies in their own form. Yes you, will lead them to victory. Divided, you must conquer this planet through expansion and power! To win means that you will be the one and only god of this planet for all its time. I know this is your one and only goal in your existence because, well, I created you. So lets play for conquest. Read all the following before applying! Most importantly, know you want to play before you start pleas! [hider=Map] [img]http://ibin.co/2Byoo8TJ0bHB[/img] [/hider] [hider=Tribes] Each of the tribes hail in different regions of the planet. This gives each one a different bonuses and penalties, however they are all mostly equal. Each of these tribes are only now discovering the power in numbers and have huddled together, clueless on what to do next. [hider=Green] A cold hardened people, plagued by a relentless icy tundra. But here lies their strength, the cold has weeded out the week and hungry leaving only the strong and full. Strength: Warrior strength +10% in enemy territories with a +20% strength bonus when attacked in own territory. Weakness: To survive, these tribesmen must remain thick. In order to accomplish this, they must consume 1.5x food each per turn as opposed to just one. Stating Camp: Tribesmen -------------------- 10 Food ------------------------- 50 Resources--------------------- 10 Shelter ---------------------- 0 Research Points ---------------0 [/hider] [hider=Red] A people raised in the trees. I know, strange right? But that is that, and they seem to like it up there so we will leave them to their thing. Strength: Food is meet, but with the excess vegetation growing in their home, hunger depletes food supplies at x0.5 population as opposed to x1. Weakness: Wood is considered sacred. In order to build a new shelter for your people, a sacrifice must be made when building shelter(s). (1 for every 5, but no less then 1) Tribesmen -------------------- 10 Food ------------------------- 50 Resources -------------------- 10 Shelter ---------------------- 0 Research Points ---------------0 [/hider] [hider=Yellow] The long rolling plains of the yellow tribe has lead them to peace. Not sure why, but I suppose it has something to do with the peacefulness of the large endless grassy fields. Strength: Their free flowing nature translates to a lot of love. Seriously, these people are like rabbits, their population grows twice as fast as everyone else. Weakness: War comes with a price when you are a people of peace. -10% strength when fighting to protect your land, but a -20% strength when fighting far from home. Tribesmen --------------------10 Food -------------------------50 Resources --------------------10 Shelter ----------------------0 Research Points --------------0 [/hider] [hider=Orange] With callus covered hands, these are a working class people. They even have legends of being born from stone; I know, it's ridiculous, they crawled out of the sea as everyone else. Strength: These people live in stone. When resources are gathered, shelters are simultaneously constructed from the mines. Weakness: Digging is a great way to get shelter and resources. But it comes with danger. Every turn gathering resources, there will be a 1 in 3 chance of a cave in, losing one shelter and one tribesmen. Tribesmen --------------------10 Food -------------------------50 Resources --------------------10 Shelter ----------------------0 Research Points --------------0 [/hider] [hider=Purple] The sea. The bringer of all life, and so on and so forth. These tribesmen gather wisdom and truth from the tides of life. Strength: Research under the calming push and pull of the ocean brings double production of research points. [i]The sea can give, but it also takes.[/i] Weakness: Once per turn they have a 1 in 12 chance of losing a structure and a tribesmen to the tide. Population -------------------10 Food -------------------------25 Resources --------------------10 Shelter ----------------------0 Research Points --------------0 [/hider] [/hider] [hider=Game Progression] Progression is simple. It is a turn based, so everyone must make their move accordingly before I respond. You can only do as much as your population allows. Results on the other hand are controlled by me, your very own DM. You are built to trust my word, and I promise it is based on a dice roll.[b] Each move you will be responsible for updating their status (population, food, etc) after the start of their next move. Cheaters will be penalized. [/b] Things you can do with your people include the following: Hunt/Gather - Send X# of tribesmen to gather food for your tribe. A roll of 1-4 will result in 1 food per tribesmen. A 5 or 6 will result in double. If it is a 6, this will result in a re-roll, if it is 6 again you will receive x4 food per member. Explore (N/E/S/W) -- This only requires one tribesmen to be effective, however some situations may only be achieved with multiple explorers. The circumstance in which you discover or don’t discover something will be on a flip of a coin. What that something is will be up to my creativity. From there your decisions will drive the new discovery. Research -- Research Points will be gathered when you set your tribesmen to thought. When it comes time to spend them, one tribesmen must be sacrificed to me and I will take your contemplation into consideration before granting you knowledge. This will be a logical progression based on current development and number of research points sacrificed. Build Shelter/farm(when researched)/etc…) -- Uses resources to build structures. The cost of these structures and number of tribesmen to complete in one turn will be provided when research is discovered. See “Starting Research” below. Other -- Will become apparent later in the game, such as declare war, and submit treaty. [hider=Example of a move] Tribe [insert name here] Worshipers of the Blahababalalkd (insert bonus here) Population ------------------ 100 (+10) Food ------------------------- 350 (+100) Resources ------------------ 50 (+0) Shelter ---------------------- 95 (+5) Research Points -----------20 (-25) Livestock -------------------- 0 (new) Crops ------------------------ 25 (+10) [b]Wisdom Gained:[/b] Shelter Fire Domestication Farming Explore to the south. 25 population with 100 food. Build Shelter x5. 10 population 40 food. Hunt east. 50 population 100 food. Research. 15 population. ------------------------------------------------------------------------- other tribe moves... yada yada -------------------------------------------------------------------------- DM: Green: Your Exploration brings you to to more icy tundra. But there is a few wild bison and you think you see smoke further in the south. You gain 50 food from the Bison. You may continue to investigate or turn back. You successfully build 4 of your structures, but one of them collapses and you loose both population working on it. Your hunting Party gathers 50 food to bring home, only half the cost to send them. Continue the Hunt or return home? Your research yields 15 points. Congratulations. -------------------------------------------------------------- yellow...purple..yada yada [/hider] [/hider] [hider=The Rules] -Cheating. It will cost you. ---So report accurately what you gained/lost at the beginning of each turn. ---Don't over spend population or resources. I.E. Attempting to build something with 5 population short. ---Don't’ edit your post after the DM’s call. When I read the turns, I will take them to quotes. If they are edited after that but you wanted to change your play, tuff. I will quote you. -Remember that I am DM. DM is not bias. If DM seems to be picking on you, then you are just unlucky. Just play the game to have fun! I will do my best to not kill you off. [/hider] [hider=Game Mechanics] --Normal Reproduction>> 50/50 chance up to two population per 10 population automatically each turn assuming sheltered and well fed. --Without shelter>> the cold and the beasts in the night has a chance to kill up to half the unsheltered population. *Note: See Fire Research --Starvation>> After two turns of being unfed, the unfed population will die. --War is simple. You must send at least 100 population to fight when another territory is discovered by exploration. The way the outcome is determined is base population times whatever bonus strength vs opposing population. --There is a chance that anything you send your population to do will result in death. [/hider] [hider=What you need to do to start!] Be sure you want to commit to the end! It may be a slow start, but it tends to grow exponentially over time.First come First Play. If this trial goes well I will run more games with more territories! 1) Select a name for your tribe! 2) Select a religion with the following details: a)One bonus for your religion upon sacrifice of a population ---This bonus cannot be OP, nor negate or strengthen existing bonus. ---Examples include things such as: Gain 5 RP, or 15% more yield from harvest/hunt. 3) Make your first move! [b]I will begin when all 5 tribes have begun![/b] [/hider] [hider=RESEARCH] Starting Research! There will be more added to this for reference as more becomes unlocked. [hider=Shelter] 5 resources 2 population 4 food [/hider] [hider=Fire] 2 Resources 1 Population [b]*Note Fire will serve as warmth and keep up to 10 population warm without shelter.[/b] [/hider] [/hider]