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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.
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 slurp 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).