Hello, and welcome to Prima Luce's official rules page. This page serves as a guideline to the player on guiding their society/culture/nation/empire/kingdom/tribe through the ages from 2000 BCE to the present day. So, without further ado, welcome to the rules section.
- Be plausible.
- Remain consistent with the historical period's rate of technological innovation.
- Be consistent with previous turns unless a moderator suggests otherwise.
- Unless the turn or a section of it is implausible/ASB, then once a turn is made, there is NO bloody way you can turn back.
- The moderators' word is law.
- Speaking of which, to prevent moderator bias, they are not allowed to play under ANY circumstances, as the moderators' role is to ensure players are plausible, can follow in-game rules and finally, manage situations and out of character disputes.
- Players can create their own civilisations, societies, cultures and the like either once all the existing ones are filled up, or if you feel it is necessary. There will be some requirements on creating civilisations, though, which will be in a different section.
- The algorithm in-game will NOT be static, and will instead change and evolve over time.
- If the game extends itself past present-day equivalent technology, there must be NOT ONE TRACE of handwavium.
- Turns in this game will last 100 years until the Dark Ages, which will be reduced to 50 years, then ten in the Medieval Era, and by 1400 CE and beyond, one year.
- Have fun!
Time Specific Rules
- For specific eras to begin/end, there must a series of events that lead to the end of the old era and the starts of a new era.
- Certain governments can become available at certain periods of time. For example: a direct democracy can emerge around the classical period, but it would have to wait until the equivalent of the Enlightenment to include representative democracies. If you have a government such as a fascist/totalitarian state or a communist dictatorship, for example, you might need to wait until the Industrial Revolution for the initial ideas to take form and even then, other factors need to be involved.
- You can have innovations happen earlier or later, but ONLY to a certain extent.
The algorithm shown here is to be changed for each era as the game progresses. This is the current algorithm.
The location is determined by your location relative to your combatant (as always).
This means that your population percentage might as well count towards the region you are in (in this case, it may not be that much due to the time period, as fully formed nations were still in the youngest stages of development). This means that not all of your population will be available for use when leaving your home region. A sea zone will NOT count, and will be considered detrimental unless you have a naval concentration, which negates this, despite not being applicable no sooner than 1300 - 1200 BCE (the period when the first recorded OTL naval battle occured). As a result, the population will be as full as in a land region, should you obtain said naval concentration.
Either way, I am going to copy-paste this from PMIV's Rules and Algorithm section, just to clarify. You might want to point ou the grammatical errors:
"For each movement beyond your initially no detriment region allowance. so moving from Say Eastern Europe to Western Europe (which has to go through Central Europe) 20% of your population will effectively not be counted in the algorithm to symbolize the difficulty of resupply of a major army abroad infrastructural issues etc etc.. If your invading another continent then you suffer an automatic 35% reduction of your population involvement. Unless your an empire which straddles continents (Byzantines, Ottomans, Russia just a few examples)
Extra-continental invasions which are forced to take more than 2 major sea regions will suffer major penalties, just like in PMIV.
The least percentage of population included will remain capped at 5%
Region penalties are cumulative (i.e. add all that apply)
- List of Region Modifiers for Attackers
- Same Region: 0%
- Bordering Region - Land: 0%
- Bordering Region - Sea: -(35)%
- Naval concentration: +0%
- Next Region over (add as applicable): -(20)%
- On Same continent:-0%
- Other Continent:-35%
- Multi-continental Empire: +35%
- Hard Cap: -95%
The first thing done is an algo is that the population is found of the entire alliance for both sides—leading nation, allies, and vassals/client states.
- (Total Population * 0.02)/5000 = Score
See: System of Government section.
Specific governments will only apply as the game progresses.
- Tier I - +2
- Tier II - +3.5
- Tier III - +5
- Tier IV - +6.5
- Tier V - +8
- Tier I - +5
- Tier II - +7
- Tier III - +10
- Tier IV - +15
- Tier V - +20
Tiers will scale with the time period and will be subject to moderator approval as well as my own. Note that tech tiers for coalitions will be counted as a weighted average based on troops sent to war.
Morale in this case is used to determine a people's motive for fighting conflicts. In this case, due to the very nature of the pre-classical period, this will mainly not be that complex.
- Personal Grudge Turned to War - +1
- Control of trade - +3
- Resources - +5
- Expansion - +7
- Wars for Glory - +9
The stage may be repeated as long as it is coherent within the initial 100 year span of the game until 400 CE. NOTE: Attacker =/= first nation to declare war. It refers to the nation that the combat situation is occuring in. This stage may occur around six times, 2 for each front in one turn.
If you are having trouble with army sizes, or your suggested army size is implausible, ask any moderator for the maximum army size you can field. Army size includes all allies and vassals on the same front.
- 0.3+ Per 1,000 Men
- 0.3+ Per 1 Ship (Applicable after 1300 - 1200 BCE)
Finding Army Size
- 0.01 * total population (developed civilisations)
- 0.03 * total population (nomadic warriors)
- 0.005 * total population (tribal cultures)
- 0.008 (developing civilisations)
- 0.00001 * total population (developed civilisations)
- 0.000005 * total popilation (developing civilisations)
- Tier I - +5
- Tier II - +7
- Tier III - +10
- Tier IV - +15
- Tier V - +20
These will vary on the time period, just like economy and technology.
If you want to hire mercenaries to fight in wars, you must follow this formula. As all states hired mercenaries during this period well into the enlightenment age You have have a maximum 20% of your total military strength consisting of mercenaries. (Translation: you can multiply your troops by 1.25, but at a cost detailed below)
- A mod will run an RNG to determine the behaviour of the mercenaries.
- 1-3 = extremely professional fight on payment and promises of some sort of civilized loot system
- 4-7 = Semi Professional, will cause some scale of looting damage to your own territory or whatever territory your own. Loot system is relatively disorganized and semi violent. Their unruly behavior over long period of time may anger your allies.
- 8-10 = Unprofessional mercenaries. You have hired absolute scum, their looting system consists of burning the city, taking everything and murdering and raping the populous. Holding these troops on home soil can see national property damaged, and likewise for your allies lands. Your forces, and Allied forces will tolerate these men for a minimum of 5 years before the mercenaries are forced to leave the army for a different region.
Great Leaders may maintain control/good use over all elements of a nations military this means planning for all fronts
Great Generals are only able to lead within one army/front
- Great General or Admiral
- Great Leader - +45 (this would be considered a great king such as genghis etc etc, Event decided extremely rare)
- General - +25 (Delegated via Event, can reach Great Leader status if they are able to take the throne. Much more common, usually requires distinguished service in a large good war.)
- Admiral - +20 (Delegated via Event)
- Winter: (determined by RNG by uninvolved mod and if not applicable mod supervised uninvolved player)
- Heavy Winter: 85% 1-2
- Moderate Winter: 25% 3-6
- Light Winter: 10% 7-8
- Low Impact Winter: .5% 9-10
- Contested Mountains: 50% (this means plain and simple doing a mountain crossing, no historically traveled pathways etc etc)
- Contested Mountain Pass 15%:
- Contested River crossing: 5%
All nations will gain a maximum amount of 4 Strategic defensive areas (hinging on their population) and are used specifically to guard strategic choke points such as mountain passes, gaps in terrain, or important territories in the nation. For every 3 million people you will gain a strategic defense point/fort which will give a major boost to the defensiveness to a region and can effectively deter an enemy from a major offensive. They take roughly a decade to construct and prepare, and are a significant investment by the country. Their placement is roughly the same as a heavily fortified city, and in order to place these (and determine their coverage or even necessity as you can be denied if you lack the necessity) you must give a legitimate area for this fort, and give a predicted region of coverage. If they do not match up you will be denied. This will be handled by the resident algorithm moderator.
- Battle Tier 1: 15% of the losing force is lost. This requires both nations being within at least 25,000 troops of each other in the battlefield. In a Siege battle 10% of the losing forces will be killed wiped unless on the 2nd algo or a resounding defeat.
- Victors: will incur 10% casualties in this Tier. In a Siege battle the Attacker will incur 13% casualties
- Battle Tier 2: 30% of the losing force will be wiped out or captured. In a Siege 25% of the defeated force will be destroyed. (not applicable in a second algo defeat or in this case a siege which equates to the necessary amount to take a strategic fort or city)
- Victors: Will incur 6% casualties. In a Siege they will incur 15% casualties.
- Battle Tier 3: 75% of the losing force is wiped out or captured. In a Siege the entire force is wiped out or captured
- Victors: Will incur 2% casualties. In a Siege 5% of the attacking force suffers casualties
- Battle Tier 4: Losing force ceases to exist. In a Siege the the Losing force also ceases to exist
- Victor: Attacking force takes minimal casualties. Siege, Attacking force takes .5% of casualties
If an enemy is not within the 25,000 mark on troop comparison then all these values will be halved for the attacker. If the enemy has 50,000 less than you then they are halved once again. (this applies to the attacker.) This applies in every order of magnitude (and will be subject to change when populations have expanded enough to warrant the changing of the numerical amounts)
If an enemy attacking you is not within the 25,000 mark all values will be halved for the Defender. At another order of 25,000 the values will be halved again. (this is subject to change following the increase in population which will change the numerical values)
Victory or Defeat
To achieve a victory or be subject to a defeat, a few things must happen. You must have seized or won decisive battles or sieges in the territory in question. No longer will 200% clear an enemy from the battle all together.
To win victories the enemy must be defeated in the field or beaten while sieging. Just showing up with an army will not guarantee you victory.
- Battle Tier 1 - 200-300% - Winner has won a battle with the enemy convincingly but not decisively (normal battles). Enemy can regroup and retreat in good order. In the case of Sieges a second algo is required as 500% will be minimum for sieges of fortified cities and major forts.
- Battle Tier 2 - 300-500% - Winner has won a decisive battle and the enemy retreats in good order but with a decent amount of casualties.
- Battle Tier 3 - 500-900% - Winner has won a crushing decisive victory enemy forces have suffered at least 40-50% casualties and are retreating out of the region. If caught in a city when this happens the garrison is entirely wiped out or taken prisoner.
- Ultimate Tier - 900%+ - Winner has shattered the enemy into a full scale retreat from this region and any adjoining ones. The army will attempt to retreat to the nearest fortified city to regroup 55-60% casualties are expected. In the case of a siege the entire force is wiped out with a significant surrender as well. -5 for the next algo for the loser in this situation due to the morale of such a significant loss. That -5 morale de-buff will last 1 year.
Will be determined by a moderator based on the amount of fronts used and the results.
- Mesopotamian City States
- Van Lang
- Tribal Confedracies
- Formative Societies
- Paleolithic Societies
Ideologies and Religions
- Ideologies and Religions are the system for determining the growth of a faith and the growth of an ideology. These will be helpful in maintaining a legacy that will stand the test of time.
- For religions, there are two categories:
- Local Religions
- Organised Religions
- At the start of the game, most religions will be local, and be limited to specific regions. Once the organised religions begin to emerge, they can expand beyond their initial regions and on to the rest of the globe.
- Religions and ideologies can both be player-created much in the same way civilisation's and cultures can (in principle). However, there are different processes.
- Ideologies will not come into effect until the Industrial Revolution, hence most of the time, the religions will be the focus. HOWEVER, once ideologies emerge, these can coincide with religions and help boost prestige, though ideologies could eventually take some of the bonuses a religion would usually have in diplomacy and interaction with NPCs and other players.
- Ideologies are categorised as follows:
- The following requirements are necessary to form a religion:
- A set of beliefs
- Sacred Texts
- A doctrine for organised faiths
- A clergy
- A set of myths and stories to explain how the world, the Universe, nature and every day objects came to be, how it works, and why.
- A set of ethical and moral codes
- For local religions, the ocassional ritual.
- The following are required for ideology to emerge:
- A set of ideas as to how society should work.
- A coherent ethical code on how to run said society.
- A goal or set of goals society should reach.
- Methods for achieving said goal(s).
- Ideas on how to allocate power and for what ends power should be used.
Systems of Government
- Systems of government are the types of societal structure a group of people have, which will give you bonuses and penalties in the algorithm, societal expansion, culture, colonisation, technological advancement and others.
- The list of governments is the following:
- Absolute Monarchy - +5 bonus on the algorithm, increase in cultural development, small bonus to religious conversion, but slower ideological development.
- Constitutional Monarchy - +3 bonus on the algorithm, slight increase in cultural development and government efficiency, but comes at a reduced rate of religious conversion.
- Feudal Monarchy - +2 bonus in the algorithm, allows for increased religious conversion, a logistics bonus, and a slight increase to cultural development for 20 years, only for a subsequent penalty to emerge, along with the rate of technological and ideological development. Also has a penalty to government efficiency.
- Plutocratic Oligarchy - +6 bonus to the algorithm, with a bonus to logistics, and ideological development, but also results in a minor government efficiency penalty, along with a major cultural development and religious conversion penalty.
- Military Junta - +7 bonus on the algorithm, along with a small bonus to ideological development, and a small initial bonus to government efficiency, followed by a government efficiency penalty after 20 years. Also includes a penalty to cultural development and religious conversion.
- Theocratic Oligarchy - +9 on the algorithm, with a significant bonus towards religious conversion and cultural development, a small bonus to government efficiency, but a significant penalty to technological development.
- Confederation (National) - +2 on the algorithm with a bonus in cultural development, a slight increase in religious conversion, but a small penalty on technological progress, government efficiency and logistics.
- Confederation (Tribal) - +1 bonus in the algorithm, allows for a small bonus to cultural growth due to cultural exchange between member tribes, but significantly affects technological development, and decreased government efficiency and logistics.
- Direct Democracy - +4 bonus in the algorithm, with a slight bonus on technological development, ideological development and a significant bonus to cultural development, but a penalty to logistics, religious conversion and significant penalty to government efficiency.
- Representative Democracy - +8 on the algorithm, with a bonus to cultural development, ideological development, logistics and technological advancement, with a slight penalty to government efficiency and a penalty to religious conversion.
- Theocratic Republic - +11 in the algorithm, with a significant bonus to religious conversion and cultural development, a small government efficiency and logistics bonus for 20 years, only for a penalty to emerge afterwards for government efficiency in particular. Also includes a penalty to technological development.
- Military Dictatorship - +9 bonus on the algorithm, with a bonus to ideological development, and a slight 20 year bonus to government efficiency, with a subsequent penalty for government effiency, and a significant penalty for cultural development and religious conversion.
- Theocratic Dictatorship - +12 to the algorithm, with a significant bonus to religious conversion, and cultural development and a slight bonus for government efficiency for 20 years only to have a penalty afterwards, along with a penalty to technological development.
- Anarchy - -5 penalty in the algorithm, due to a lack of a functioning government and a significant penalty on technological and ideological development, an overwhelming penalty to government efficiency and logistics, and a small bonus to culture. Might devolve into a failed state in a worst-case scenario.
- Failed State - -10 penalty in the algorithm, and includes a significant penalty on literally all aspects. WARNING: DO NOT end up on this type of government.
- Tribe - No algorithm bonus, or bonuses of my kind. Most basic system of government.
- As time passes, most government types will be unlocked. This is determined by the technological and ideological development of the era, ideology, religion and the culture of your people.
- The rate of expansion/colonisation for a nation/civilisation/whatever is determined by several key factors:
- Logistics, which means communications, travel time, etc.
- Information, which means how efficient it is to deliver and transfer information from Point A to Point B.
- Government Efficiency, which means how effective a leader is, how effective is the various services and its branches are, degree of centralisation/decentralisation, and how effective the government is at controlling a portion of its citizens in a region.
- Culture, which means how unified is your culture, how the ethics of said culture are, how many ethnic groups and cultures you have in an Empire, and finally, if you do have multiple cultures, how they are kept from destabilising your society/empire/nation/civilisation/whatever.
- With the factors listed above, this means overextension will often lead to decline and may or may not cost your Empire (or at least your dominance over a region). Other factors that could lead to decline are many. Government inefficiency, cultural divides, overextension, lack of resources and the list goes on and on.
- Colonies are defined as the following: A nation or area under the full or partial political control of another nation, typically a distant one, and occupied by settlers from that nation. This means that depending on the degree of development of your society, a colony is basically an autonomous/semi-autonomous territory of your society, typically in another continent or a distant geographical area relative to you.
- You can only establish colonies in areas you have already explored that are distant to your society.
- The rate of territorial expansion into uninhabited land or colonisation is determined by the local geography, and the four factors I mentioned above.
- To create a civilised society, you have to meet the following requirements:
- Step One: Agriculture. You need to have a motivation for inventing agriculture and a knowledge on it as well.
- Step Two: Cities. You need to have enough food production to allow for a slurpus is population and resulting growth to allow for the creation of cities.
- Step Three: Job Specialisation: Once you have large cities, you must then begin specialising your people in specific tasks and jobs.
- Step Four: Armed Forces: As you grow and you become jealous of other cities'/tribes'/cultures' resources, you must then become capable of organising a military force.
- Step Five: Societal Order. Once you can control multiple cities (or have the capacity to do so), you then need to organise your society, which includes government, religion, social hierarchy, etc.
- Step Six: Technological and Cultural Innovation: Once the previous steps have been fulfilled, you can then proceed to allow your citizens to create new technologies or develop your culture, which leads to things such as writing, metallurgy, horseback riding, the wheel, etc.
- The player CANNOT simply just create a society in ANY geographical area. Some areas will not allow easy and rapid development of civilisation without foreign intervention (examples including Central Africa, Siberia, the Amazon, etc.), and at some point, areas for creating civilised societies will be locked out, and at one point, this mechanic might stop being applicable short of newly independent colonies (which have cultures based on the coloniser's culture).