In this world we know that empires rise and fall. Every society has collapsed and it's assumed that every society will collapse, be it in 10 years or 10,000. On a far off, Earth-like world, there are a people free of this cynicism. Only knowing the wilds until now. They are seeing the blossoming of civilization only now. Only now are they taking their stone tools to the resources around them, creating a budding society. You are their leaders.
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name: (what your civilization goes by)
colour: (marks the map)
culture: (fluff)
starting position: (where on the map you want to start)
pop: (if your pop cap is greater than last turns pop, add your pop growth (rounded to the nearest second decimal)) 5
pop cap: ((outposts * 5) + (towns * 20) + (cities * 50)) 50
pop growth: (hygeine and medicine tech increase your pop growth while negative hunger will reduce it) 1.25
food: (determined by the amount of outpost, cities, and towns there are as well as agricultural tech and food resources) 10
hunger: (food + economy - population) 6
happiness: (Happiness of your people. Ranges from -10 to +10. Can lead to revolts which can lead to coups. Can also lead to bonuses on all rolls) 0
outposts/towns/cities: (outposts are the only ones that can be built from scratch, can be upgraded later. Building an outpost and upgrading them requires one time economy cost) player named capital (city)
buildings: (requires one time economy cost. May require certain techs) player named capitol building
public works: (public works have a name and 2 numbers associated with them. The first is the amount of happiness it provides, the second is how much it costs)
defences: (bonuses your outposts, towns, and cities get when being attacked)
army: (the amount of dice you roll for land combat. Can't be higher than 50% of pop) 1
army strength: (the bonus from your highest army tech. The type of dice you roll for combat) d1
army speed: (the distance your armies can travel in one turn when not travelling along a feature that boosts or hinders movement speed) 100
army expenditure: (the cost of maintaining your current army) 1
navy: (the amount of dice you roll for naval combat. Can't be higher than 50% of pop)
navy strength: (the bonus from the highest naval tech. The type of dice you roll for combat)
navy speed: (the distance your navies can travel in one turn when not travelling along a feature that boosts or hinders movement speed)
navy expenditure: (the cost of maintaining your current navy)
tech: Wooden spears (d1), Stone tools, Animal skin clothing, Animal skin huts, very basic crop farming, very basic animal husbandry
resources: (three types, Food, Luxury, Industrial) [one of each type to be determined by fluff and starting position]
taxes: (increasing taxes can lead to unhappiness. Decreasing taxes can lead to happiness) 10
trade power: (amount of resources + players passively trading with)
expenditure: (cost of military + public works - taxes) -9
economy: (economy of previous turn - expenditure + trade power) 10
traded resources: (requires you to be passively trading with a player who owns the traded resources. Can increase food, happiness, and building materials)
passive trading: (a list of other players you are passively trading with)
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