Civilization 6: Rules posted for discussion

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ChuckDaRighteous
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Re: Civilization 6: Rules posted for discussion

Post by ChuckDaRighteous » Fri May 02, 2014 10:39 am

I noticed you had a tweak synergies like Dead Magic zone + ley line node = special circumstances or the multiple environments.

I'm hoping for a lot more A + B = another extra effect, so that we can end up with a truly unique civilization. Right now I'm just imagining the combinations.

Things like
airborne + pirates = no wings/brittle bones but get Airships
animal riders (or a race that rides specific animals) + vorpal animals = vorpal animal riders
airborne + animal riders = no wings/brittle bones but flying animals to get around
Dweomervore + pirates = the magic energy is fixed to the tide forcing constant travel
pirates + mysterious benefactor = main population of the civilization lives on a super pirate floating city ship thing
Dragon's blood + airborne = only +1 wound from brittle bones
Racial enemy + pirates = pirate war! population can only take + 2 wounds but ships are also sturdier and take a bigger beating
Elemental shift/torn + animal riders = elemental riders
spiritually open + animal riders = spirit riders (not quite sure how that would work but it sounds cool)
animal riders + pirates = ships built on the backs of giant sea creatures
Taur + airborne = 2 sets of wings for faster more maneuverable flight
lycanthrope + elmental shift/torn= transform into elementals!

Still thinking of more and that's just the combination of 2 tweaks. I sorta want to combine them all.... airborne + pirates + dweomervore + mysterious benefactor + volcanic + steampunk = We're a civilization on a giant super airship which is capable of harvesting the magical energy from the eruptions of floating volcanic masses. Our people have adapted to survive off this harvested energy instead of normal food and in nomadic fashion travel from floating volcanic island to floating volcanic island on the armada we built around this super ship.

also you need to fix your fuzzy, taur, and scaled tabs under people/bodynevermind
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Fri May 02, 2014 11:17 am

Well, like I said, I'm taking the top 7 voted for, so ample opportunities for civilization possibilities.
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Re: Civilization 6: Rules posted for discussion

Post by ChuckDaRighteous » Fri May 02, 2014 11:48 am

Question: Is fast breeding +25% or x1.25?

Also an idea for another tweak:
interracial: Each race starts with a random additional racial pro from the other three top voted races and a random additional racial con from one of the other three races. For each shared pro and con, -5% to racial tensions between those races

You could end up with something like your drow get mystery solvent from ponies and cold blooded from lizard men. Ponies gain cannot tolerate sunlight and supreme magical skill from drow. Because they share two pros and one con, they get -15 % towards their lawful/outcast tension of ponies/drow.
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Fri May 02, 2014 11:53 am

+25%. So if a breed rate is 55%, Fast Breed shaves a year off and raises it to 80%.

I do like interracial. I'll add that to the list on my notepad file, but it won't the tension.
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Re: Civilization 6: Rules posted for discussion

Post by BadgeAddict » Fri May 02, 2014 11:53 am

On that note:
Suggestion Tweak:
Half-breed - Based on the races that are voted into play, part of the total population contains races which are a combination of two of the races in play, creating either some really interesting or really ugly races...

Half giant - Half dragon, Half Giant - Half drow, etc

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Re: Civilization 6: Rules posted for discussion

Post by Nolandking » Fri May 02, 2014 1:04 pm

ChuckDaRighteous wrote:I noticed you had a tweak synergies like Dead Magic zone + ley line node = special circumstances or the multiple environments.

I'm hoping for a lot more A + B = another extra effect, so that we can end up with a truly unique civilization. Right now I'm just imagining the combinations.

Things like
airborne + pirates = no wings/brittle bones but get Airships
animal riders (or a race that rides specific animals) + vorpal animals = vorpal animal riders
airborne + animal riders = no wings/brittle bones but flying animals to get around
Dweomervore + pirates = the magic energy is fixed to the tide forcing constant travel
pirates + mysterious benefactor = main population of the civilization lives on a super pirate floating city ship thing
Dragon's blood + airborne = only +1 wound from brittle bones
Racial enemy + pirates = pirate war! population can only take + 2 wounds but ships are also sturdier and take a bigger beating
Elemental shift/torn + animal riders = elemental riders
spiritually open + animal riders = spirit riders (not quite sure how that would work but it sounds cool)
animal riders + pirates = ships built on the backs of giant sea creatures
Taur + airborne = 2 sets of wings for faster more maneuverable flight
lycanthrope + elmental shift/torn= transform into elementals!

Still thinking of more and that's just the combination of 2 tweaks. I sorta want to combine them all.... airborne + pirates + dweomervore + mysterious benefactor + volcanic + steampunk = We're a civilization on a giant super airship which is capable of harvesting the magical energy from the eruptions of floating volcanic masses. Our people have adapted to survive off this harvested energy instead of normal food and in nomadic fashion travel from floating volcanic island to floating volcanic island on the armada we built around this super ship.

also you need to fix your fuzzy, taur, and scaled tabs under people/bodynevermind
I can already think of so many idea for some unique civilization.

Beast Kingdom = (Gnolls,Ponies,Anthro Kin/Skaven,Garou)
Army of Morder =(Citadel+Mysterious Benefactor+War Zone) + (Goblins,Orcs,Ogres/Trolls)
Ants Kingdom = (Formicids+Taur+Fast Breeding) + (Dungeon maze)
God Dragon = (Deviant Deity+Dragon's Hoard+Mysterious Benefactor) + (Lizard and Kobolds)
Dwarf Fortress = (Rocky+Resource Rich) + (Dwarves!)

so many possibilities :shock:
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Fri May 02, 2014 1:23 pm

I'm no fan of halfbreeds or I'd of included Half Elves and such in the list but I can do it... I'll add halfbreeds to Outcasts.
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Re: Civilization 6: Rules posted for discussion

Post by madmartin26 » Fri May 02, 2014 3:23 pm

Oh man, there's so much cool stuff to choose from this time! It'll be really interesting to see what ends up happening.

How will the voting be done? Does everyone get multiple votes, or only one vote per person per section?

Also, pirates is an option, therefore everyone should vote pirates. It's destiny. >:D

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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Fri May 02, 2014 5:59 pm

madmartin26 wrote:Oh man, there's so much cool stuff to choose from this time! It'll be really interesting to see what ends up happening.

How will the voting be done? Does everyone get multiple votes, or only one vote per person per section?

Also, pirates is an option, therefore everyone should vote pirates. It's destiny. >:D
10 across all the sections, I'll take the top 7.

I'm going to postpone starting a new Civ until probably August or even September. Because my living situation is so... fluid right now and can change in a heartbeat, I don't want to start anything only to be driven off from the internet by the City.
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Re: Civilization 6: Rules posted for discussion

Post by ChuckDaRighteous » Fri May 02, 2014 7:46 pm

Wow, its gonna take that long to sort things out? That bad? Good luck to you man.

Glad you like interracial. (that's a weird sentence out of context)

New ideas for tweaks:
Tolerant: Less racial tension (internal and external), but less combat capability (let you figure out the exactly how)
Accelerated maturity: kids become adults 1 year sooner (min 6 months), but eat more food.
Necrovore: The tribe's warlike nature has allowed it survive off of the energy given off by nearby carnage and death. (tribe must constantly go to war to sustain itself)
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Fri May 02, 2014 8:26 pm

Well, the lease runs out in August, which would FORCE me to move to a new location. Right now I'm most definitely on borrowed time and if I started anything we'd end up with a gap of time in play, and we all know that once I end up with a big enough gap I usually write it off (I hope Thunt doesn't end up doing that!). So rather than risk anything at all, I'm shelving my assets until I KNOW I have a solidified place. I'll add those tweaks to the list, too.
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Re: Civilization 6: Rules posted for discussion

Post by D34dlock » Fri May 02, 2014 8:45 pm

Some other possibilities. The voting scheme will not allow this because we will spoil each other.
Theory crafting:

Dweomervore + Lay Line Node = no need to worry about food in the beginning. That would shift relationships.

We would need a way to explore the world so some way to gather & store magic is needed Gaia could provide that if we get crystallized arcana or something similar but it's expensive. One Life to Live could pay for it & be explained as a result of sustaining oneself on the Lay Line. This brings our Tweak count to 2(4).

We are hurting for wounds so Racial Enemy Could help counter that. The game starts with Anthro-Kin at war with Humans so they are likely what will be chosen. So lets give ourselves some breathing room by choosing Distressingly Furry. They will be far away but implacable at getting to us. We may also have an easier time getting allies. Greed for Crystallized Arcana is A good enough reason for them to be at war with us. Our need for the Arcana & Blood enmity for being hunted will keep us from ever having peace.

So..

Anthro-Kin relationships are based on how they get along normally. Cats & Dogs if well fed get along great if they have been raised together so lets put our first Tweak to good use. We can also use our disadvantages if we try hard enough.

Starting group should be a War Party:
Avian (Eagle) 10, all Aerial Scouts (Ranged Rangers?)
Canine (Wolf) 15, 10 Hunters (Melee Rangers?), 5 tribal honor guard warriors
Feline (Panther) 15, 10 "Black guard" inquisitors (Cleric Adepts) to hunt bad Lycanthropes & guard the village, 1 Shaman & his 4 apprentices (Druid Adepts).
Lagomorph (Rabbit) 30, 5 Female Enchantresses (sorceress Adepts), 5 Male Alchemists (Wizard Adepts), 10 crossbowmen, 10 other non primary combatant jobs

Sample NPCs:
Tribe Leader Puff & Fluff Rabbit Enchantress
"You'll get along because I say so!"
War Leader Silent One Wolf Honor guard leader
"..."
Chief Undertaker/Dissectionist White Fur Rabbit Alchemist
"Waste not want not. Lets not let our enemies use our dead."
Lead Scout High Flyer
"I'll Be glad to be away from here again"
Head of the village guard Sharl Panther Inquisitor
"It's not your fault, I'll make this as painless as I can."

Tweak count 4(6) We can have 7

Let's Nerf our Enemies while we are at it Doomsday Clock

We already have a Racial Enemy so Steampunk would only double down on that & get us a mine & Tech boost crossbows to arquebuses or muskets with Magically boosted ammo. Tweaks 5(8)
We are already good against cold so lets expand on that & maybe get some good defensible terrain while we are at it. Dry & Rocky worst case is a mesa in a desert but we have Gaia so it's better for us. Tweaks 5(10)

We'd have Tech & Magic coming out of our backsides. Possible allies all around us & terrain that will discourage idle probes.

Two Tweaks left so Fast Breeding & Pirates. The ability to rapidly recover from Doomsday Clock & Sand ships if we get stuck in Desert.

Tweak Count 7(12)

With luck we could get Airborne, Underdark Connections, or Population +. Bottom 3 could unlock later in the game so here's to hoping.

As you can see the odds of this getting through the voting process are slim to none.
_______
If your having trouble organizing the lists..

Resource Rich & Poor as well as Mysterious Benefactor, Distressingly Furry, & Wyrmhoard could go in the Location zone.
Elementally torn, Elemental Shift, One Life to Live, & Spiritually Open & Closed could go in Magic.
Dragons blood, & Lycanthropy go in People & Body.
Or you could split it to Location: What the village is built on or in, Terrain: What you have in Environment right now, & Environment: larger campaign world effects.
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Fri May 02, 2014 9:29 pm

I've already divided people/body into Society and Personal, though I do like your suggestions as to where to put stuff. Location does seem to be hurting for entries somewhat.
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Sat May 03, 2014 9:56 am

Tempted to add lifespans this game, where characters can and do die from old age...
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Re: Civilization 6: Rules posted for discussion

Post by madmartin26 » Sat May 03, 2014 11:03 am

Given the (In game)running times of the previous games it probably wouldn't be a problem for all but the fastest dying races, and then it would seem unfair, having some players powerful characters that they have invested in die from something that other characters won't ever have to deal with.

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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Sat May 03, 2014 11:20 am

Yeah, that's what I thought. I just recall that in the comic Dellyn bitches to Thaco about "damn, you got old..."
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Re: Civilization 6: Rules posted for discussion

Post by Alaen » Sat May 03, 2014 11:55 am

I don't think old age will really come up. Even the shortest lived species (goblins, skaven and formicids prolly) live about 30 years on average.
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Re: Civilization 6: Rules posted for discussion

Post by ChuckDaRighteous » Sat May 03, 2014 12:20 pm

Yeah I'm thinking the same thing as martin. The only way to make it an actual issue for all races is to extend the time frame, which would either mean a guarantee this game will last that long, or extend turns to something like 3 month or 6 month time periods. The first of which seems unreliable and the second doesn't seem that appealing to me.

Also, I'm not sure I like the idea that the whole population's occupations being voted upon. Instead make it so for each vote, 30 or so are predetermined (ex: 5 crafters, 13 resource gatherers, 2 casters, 11 warriors) 20 or so reserved for tweaks (ex sailors or shipwrights for pirates, or mechanics or inventors for steampunk, or some sort of magma specialists for volcanic), and then 20 voted on by the players.
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Sat May 03, 2014 12:40 pm

Maybe I'll cut it in half then... 70 per vote, 10 warriors 10 casters 15 noncombatants 35 specialized... or up the amount to 100 per vote and cut it 15 warriors 15 casters 20 noncombatants 50 specialized... but a giant population takes a big chunk out of the threat of extermination...

... maybe for each tweak, 20 specialized to that tweak in addition to the 70 voted on...
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Sat May 03, 2014 3:51 pm

There are good "civ" threads in /b/ from time to time, and those are what inspired me to do these things in the first place. Considering linking the civ post when I start Civ 6 and see if we pull in stragglers. :P
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Sat May 03, 2014 7:55 pm

Here's an updated list of everything.

LOCATION LOCATION LOCATION: This is just background tweaking, since the stuff in this set isn't really able to be filed under "Environment" specifically.

.

ENVIRONMENT: Multiple votes here will be combined. Aquatic + Rocky would equal survival in underwater mountains. Dry + Aquatic might mean a desert planet with no land life but a rich ocean. Dry + Humid might equal a desert planet with a very large oasis and jungle around it. And yes, I'll think of something if say you decide to vote for an obscene amount of environments. Your starting location will default to any environments you pick as Tweaks, or randomly if no environments are taken. Each Environment Tweak grants 15 "specialists" (though they're neither casters nor warriors; just journeymen) trained in that element added on to the population.

.

MAGIC: Yes, Dead Magic Zone and Ley Line Node stack, providing a... unique situation, should you pursue it.

.

SOCIETY: Yes, you can pick both Population + and -, and you'll get the effects of both (so -10% population, no rogue faction and all that gear). Is it worth it, is the question, as supplies can be expended quickly.

.

PERSONAL: These are bodily Tweaks to give you a one-up on the opposition.

.[tabs: Antennae] The Civilization has visible antennae that sense surroundings as well as invisibility, making it very difficult to sneak up on. On the other hand, if the antennae are cut off, all other senses are severely impaired... and your enemy will know this. Costs two Tweaks.
[tabs: Augmentation] The Civilization has augmented physical and mental capabilities thanks to an outside source. On the other hand, if you've got the gifts, other civilizations might get them as well or covet you as slaves!
[tabs: Claws] The Civilization has razor sharp claws that deal +1 wound and can be used for digging. Can be taken multiple times to increase the damage. On the other hand, "magical" metals (especially Mithril, enchanted gold, and dragon scales) cannot be pierced through.
[tabs: Dragon's Blood] The Civilization's members are descendants of an ancient Wyrm, 1 in 3 is related to the dragon directly, 1 in 20 has markings declaring heritage, 1 in 35 has Scales (armor, elemental resistance), 1 in 70 has large wings for flight, 1 in 90 has Breath; PCs will have a 1 in 5 chance to have any or all five of these. On the other hand, you may suffer the same weaknesses dragons have (greed, elemental attacks, Familicide, etc).
[tabs: Extra Arms] The Civilization has an extra pair of arms to help with the heavy lifting (+5 Strength, +1 wound). on the other hand, other civilizations don't have these extra arms, thus their clothes, armor and otherwise aren't suited to you.
[tabs: Fuzzy] Your Civilization comes equipped with a thick layer of fur, protecting from the elements to an extent. Can be taken multiple times to increase the elemental resistance. On the other hand, -you- try wearing clothes and armor over such thick fur; in a hot environment this could be trouble!
[tabs: Giant] The Civilization is 50% bigger in size than normal, allowing access to larger than man-sized weapons and technologies which enable you to both deal more damage as well as be able to take more damage (+3 Wounds). On the other hand, have you ever tried building homes for an entire tribe of giants? Things get expensive. Cancels and is canceled by Stunty.
[tabs: Hooves] The Civilization has large hooves in place of feet. Deals +1 wound in combat (a kick attack). On the other hand, normal and magical boots are out of the question, though horseshoes are not.
[tabs: Horns] The Civilization has horns that can be used to headbutt, to knock back enemies and break down fortifications. Can be taken multiple times to increase the size and stacks with the Horns racial power of Minotaurs. On the other hand the horns are seen as very valuable in magic use, and therefore you may be hunted for them.
[tabs: Large Bone Plates] The Civilization has armor-boosting bone plates along its body, arms and legs, like a pangolin. On the other hand, all this extra bone is very heavy, slowing you down and you can't wear most forms of armor.
[tabs: Lycanthropy] 20% of the Civilization's population is a Were(mammal, chosen randomly), with power based on the animal rolled. On the other hand, this is not the controllable type of lycanthropy (nor will there be one!) :P
[tabs: Powered By Death] The Civilization gets a great deal of spiritual and regenerative power from killing mortal things. On the other hand, like any other addictive drug, the death must constantly flow and sooner or later sacrificing your own people will not be enough to sustain you.
[tabs: Powered By Pain] The Civilization gets power from physical pain, bolstering their offensive and defensive capabilities (wound resistance and a bonus to saving throws). On the other hand, such constant pain ruins your social life (-20 to all rolls) and you attract Demons.
[tabs: Scaled] Your Civilization has scales, which adds natural armor and a minor resistance to arrows. On the other hand, you're also weaker against those things that traditionally harm dragons.
[tabs: Spiny] The Civilization has evolved spines. This allows damage on contact, like a porcupine. On the other hand, the spines don't regrow and you can't wear most forms of armor.
[tabs: Stunty] The Civilization's only about 50% as big as they should be in size. This means you can fit and fight in tight spaces where others cannot reach. On the other hand, small size makes you easy to injure (+1 wound to all injuries) and you can't wield bigger things. Cancels and is canceled by Giant.
[tabs: Taur] You're quadraped, not biped. You have a greater constitution and health (+2 Wounds) and can move at a faster speed. On the other hand, large size like this will require greater amounts of food (40% greater).
[tabs: Thick Skull] The Civilization's evolved to have a very thick skull. This protects against mental effects and being knocked out or psychically assaulted. On the other hand, such skulls are valuable for magic theory and study, thus you may be hunted.
[tabs: Tiny] The Civilization is 33% normal size, which means less space is needed to live and it's easy to hide from one's enemies. On the other hand, -everything- looks big to a tiny creature and that presents its own problems. Stacks with Stunty (reducing you to 15% size and +2 wounds to injuries) but is canceled by Giant.
[tabs: Venomous] The Civilization packs a potent poison, by bite, claws or blood. Stacks with Lizard Man venom. On the other hand, surrounding civilizations will already know you're poisonous and will have taken steps to antidote it (varying degrees of success).[/tabs]

FOOD IS GOOD: I added a couple here since just Carni and Herbi are boring on their own. These'll overrule a creature's natural diet, so you can have Carni-Ponies or Herbi-Orcs or somethin'.

.

OTHER STUFF: Random stuff I couldn't fit anywhere else.

.

=========================================================================================================================

Here's the list of available races, along with their Pros and Cons. Yes, I'm even including Humans this time if you want a "regular" Civilization. The top four votes for race will be in the starting civilization. When you do your vote, also list how you want the 70 members of that race to be divided up, and I will add everything together. You can make up your own job titles/classes and I will fit them in, so if one person votes goblins and has it divided between 35 healers and 35 arcane casters, another can vote goblins and say 35 warriors, 10 "orb slingers" and 25 "stone slammers", for example. Breeding rate is listed as a percentage; I'll take the current population, modify it somewhat by current events, add bonuses from Home And Family, and then apply the new modified percentage. Garou are the exception; population there will be 6 Garou per PC (the PC plus their pack).

As a general rule:

HUMANOIDS are uncomfortable around Lawful Races, and afraid of Big Guys.
LAWFUL RACES are uncomfortable around Humanoids and openly dislike outcasts (but not enough for open fighting at the start). If there are two or more Lawful Races, they will attempt to tag-team the Humanoids into subservience and enslave the Outcasts.
BIG GUYS don't like each other, and especially dislike Outcasts (open fighting at the start is possible). They will bully Humanoids but not directly harm them. Two or more Big Guys is dangerous; three or more is asking for trouble.
OUTCASTS are uncomfortable around Lawful Races, and are afraid of Big Guys.
Skaven hate everyone and are hated equally in return.

The following combinations are currently in a state of open war: Humans and Anthro-Kin, Drow and Elves, Dwarves and Goblins/Kobolds, Centaurs and Wemics, Garou and Orcs/Skaven/Drow. These combinations are asking for the whole thing to self destruct right from the outset.

Player characters will, to start, be restricted to the top four races voted for, once the composition of the tribe is set up. Pros and cons will be averaged (so in the case of three races being voted on with social difficulties of +20%, +20% and +50% then the total difficulty would be +30%). Some things that are alien to other races (such as the Formicids' unique various skills) will remain with their race only rather than potentially spreading to the rest of the races but you won't know which skills would filter down to the entire civilization. If the various Food Tweaks are taken, they will rule over natural tendencies (so Ponies, who are naturally Herbivores, will be Carnivores instead if that Tweak is taken). The top 3 of the four get their Racial Power added to the Civilization, with the fourth remaining one becoming unlockable after 5 game years.

THE HUMANOIDS

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THE LAWFUL RACES

.

THE OUTCASTS

.

THE BIG GUYS

.
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Wed May 07, 2014 10:31 pm

More Tweaks (or rewrites to old ones), because I'd rather have too much instead of too little.

.[tabs: Monestary] Your starting location is that of a monestary which the local civilizations will have heard of and who may drop by from time to time. The monestary is well defended and stocked with food and farms enough to survive. On the other hand, *something* wants you and your ways wiped from the face of the planet and will use whatever means at their disposal to do so!
[tabs: Space] A Civilization in a space ship? It can happen. The civilization begins in a large "habitat", captured or genetically engineered by aliens (and you will know this) or it's a stolen colony ship about to land (or crash) on the surface of a new planet. On the other hand, "gods" or "magic" is next to non-existent and all but impossible to research. Spiritual power is very very low (Spiritual increases at 15% normal rate).
[tabs: Mystic] The land is enveloped in a thick mystic atmosphere. Darkness is stronger and dreams become reality. On the other hand, magic is severely bendable here, and the atmosphere will mimic the nature of any uncontrolled magic triggers (especially things with charges, such as wands)
[tabs: High Magic] Magic is a part of every day life and is 50% easier to research. Technology suffers a 25% decrease. On the other hand, magical beasts are naturally resistant to magic, or outright immune.
[tabs: Low Magic] Magic (either Arcane or Divine) is extremely rare. While it exists, it's incredibly hard to research (75% tougher, making it all but impossible). What magic is found it is exceptionally concentrated and powerful (potions for example, pack 3 times the potency). On the other hand, most things will be weak to magic (including you!) and gods as a whole simply do not exist.
[tabs: Animal] Instead of a sentient being, you are sentient animals. Not furries in the Anthro-Kin sense, but actual animals with average intelligence. Animal will be chosen by players, and all will be same animal. On the other hand, you have your place in the food chain, start as nomadic hunter/gatherers, and likely have no hands with which to manipulate the world (save some mammals, depending on what animal is voted for).
[tabs: Hivemind] The society functions off of a central hive mind. This grants several bonuses (hard to flank, psychic protection, emotional strength, etc). On the other hand, if the central Queen is killed, the civilization fragments and collapses. There is only one Queen or Central Mind, although another may be grown once every 7 years.
[tabs: Loner] The Civilization is extremely stubborn and hard headed where the characters ignore the wishes of their players, not always doing the right thing. Picking three options from the write up becomes picking two, with the third being chosen for you. SAs and FHs have a 50% to be ignored when attempted. Grants an additional four Tweaks and three Gifts not related to the Aspects.
[tabs: Nomadic] The Civilization is tribal and nomadic, traveling with the food source(s) and spending their nights in tents and minor fortifications that can be quickly broken down. On the other hand, you have to travel as fast as your food, making heavy armor and carrying a lot of goods not such a decent idea.
[tabs: Cavalry] The Civilization thrives on (something)-back. 75% of the population will have a (really stupid, but trained) riding beast of some kind. On the other hand, it's more mouths to feed and stop from wandering off or being stolen, and these beasts of burden make poor combatants...
[tabs: Golgotha] Someone of the Civilization's race just ascended to (demi)godhood. The site of ascension is a holy site for the Civilization. You will not have contact with this being (they're off in another dimension being trained :P ). Greatly boosts spiritual power and provides a powerful shrine. On the other hand, if the site is destroyed or befouled, your spiritual power will completely drain away, along with your means of magical healing.
[tabs: Pro] The opposite of Loner; the Civilization rolls twice and uses the better result on actions. Stacks with some racial skills. Costs three Tweaks and what once was unlockable becomes locked.[/tabs]

It's looking like July might be a start time, depending on the situation here. I might get saddled with legal shit and court dates and a -whole- lot of bullshit because my landlord got wind somehow of me being behind his "downfall" (he went to court once already and has served me a 30-day notice, but it might go to more court from there over rent). Still aiming for September just because that's a long time off and I -should- be settled by then.
Steam: http://steamcommunity.com/id/Capricornian/

It's Always Something. No, don't give me that look. It's Always Something.

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BadgeAddict
Saves-A-Hyena
Posts: 9145
Location: Ohio

Re: Civilization 6: Rules posted for discussion

Post by BadgeAddict » Thu May 08, 2014 5:17 am

ahhhhhhhhh......SPACE...yes yes yes

I wanna start in space...

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Aegis J Hyena
Game Master
Posts: 4293

Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Thu May 08, 2014 9:40 am

Since I put up pirates for Madmartin I thought "I might as well leave the option open, I've seen too many scifi scenarios that start like this not to." So yeah, Space will be an option. Though NOT traveling through it, unless the other tweaks chosen support it well enough that I can't escape it. :P
Steam: http://steamcommunity.com/id/Capricornian/

It's Always Something. No, don't give me that look. It's Always Something.

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ChuckDaRighteous
Floods your Ears
Posts: 2298

Re: Civilization 6: Rules posted for discussion

Post by ChuckDaRighteous » Thu May 08, 2014 9:46 am

NOMADIC SPACE PIRATES!!!! Not what I'm going for but it could be fun.
Righteous OneVengeful One in Goblin Adventurer's League
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GMing Gal Quest 10

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