Ooc: Age Of Kingdoms

emily123

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Hi friends i am new here as i joined today as member but i have been surfing here for a long time.

I liked the Village thread that Jagged started and would like to start something on similar lines.

We will use the real world map with the countries as they are.
I will act as the Game god and would like players to start from scratch.

All of the player start from the basic tribal age and move up all the ladders
each turn will be 3 months time and progres shall be made on all fronts.
The nations which are untaken will move at their own pace and you can attack them or ally with them as you expand.
Atleast this is the basic idea.

In case of attack I will controll the attacked nation.
 
I am glad you liked....and I would love to be a player. So what is allowed? what are the details?
 
Glad to hear from you Jagged i love your rp's

Well the basic idea here is to make it simple...
All players start with small tribes and go through all the evolution process i.e.
Research, Build, Harvest, War etc.
Now each player selects a dynasty name and begins off with the leader who shall marry and have offsprings. Some times a player might feel that it is getting out ofhand and he can have a newdynasty led by the player rule his lands.
Now as the case was in history with each ruler the main thrusts change.
Some like to be conquerors, some are diplomats while others like to build, technology upgradations and so on.
Each king as you move through will have two major traits that could go hand in hand.
You can abrupt it by killing your character and getting a new ruler.
Plus You are not alone there will be a lot of tribes around you with whom you can war, trade or do anything. I will also hint players and give bonuses by creating some options.

Initially all players will start from a small ruling family, and a small tribe who forage for food and have learnt agriculture.
Most advanced weapons now are simple swords and light maces.
No catapaults as yet.
Now basic details of villages.
Population except ruling families-500 divided in both sexes and from age 0 to 40.Player has option to adjust this but no at beginning shall remain same.
Huts to accomodate the families.
Towncentre (or Tribe centre for now).
A stable.
Cow and Bull shed.
A small market.
A storehouse.
A granary.
A Temple/Shrine

We will keep adding the structures as we go along.
 
This sounds like fun, but can you be more specific about these turns? When does a turn happen? Can there be more than one post by a player per turn? How about less than one?

My concern is that in order to keep any decent number of players synchronized, we'll be moving very slowly, because some people wouldn't be able to post often, and others would want to post a lot. I think it'd work best if you as the owner of the thread were the one declaring a "turn" and consequences of everyone's actions during it, but the players could write out various things in between as much as they want. They just wouldn't be allowed to have the tribe advance, or to have on hand the crop that they were just collecting that turn, etc.

One more suggestion/wish :) I have is to have the areas not be strictly defined (i.e. Building, Harvesting, Diplomacy, etc). Instead, let the players organize their activities themselves. This way the breadth of the game increases so much. For example, I could feel like writing about the nation's religion at one point, but not have much to say about harvest. Then, the areas not specifically mentioned are considered to be developing at a normal steady pace, just like the nations', which don't have players associated with them.
 
sure ur suggetions are great we can do it
by turn we mean 1 post that player does
I will declare a turn and the end In case a player misses it I will post the consequences irrespective they posted or not so all will be synchronised and no one lags.
Eg.
we have 7 players and 4 does post and 3 players missed so based on their last post their tribe will progress to next turn so none of the player is lagging in time, this will be helpful if new players want to join in or old players have to go off for a while.

I have thought one more thing during course of play each player thinks of something new now and then and as a bonus the player alone to think of new thing shall beallowed to use it for 6 turns i.e. 18 game months after which it shall be available for everyone to use.
In case of traps and weapons player shall have sole right on it for 2 wars.
Sounds ok?

what we can do is that player gives heading and leaves it
 
About new inventions, I like the idea of discoverer getting a head start. I'm only not sure about the 2 wars thing for military inventions. If a player is peaceful, he may never have wars and so the technology never propagates at all. I think it should be like you said for all inventions - 6 turns until everybody else gets it.
 
fine we will make it 6 turns for all technologies.

Now we need to decide on basic structures and their uses time needed for errection.
I have an idea why not take 4 basic resources and allocate some of them to each players.
Like
Food
Gold/Silver
Wood
Stone

Each kingdom based on its action earns each quantties and then needs to spend it
Like say for each citizen in your kingdom you need 1 unit food each turn.
For soldiers upkeep u need 1 unit of food and 1 unit of silver
mercenaries need unit of gold
Bigger structures belonging to state may need 1 unit of wood for upkeep
Castles/ fort/Walls need 1 unit of stone

You canaso trade these sources for other materials
we can fix the rates and review them say every 12 turns.
 
Buildings>Residence>

Hut- Basic place to live in with almost no facilities.
No Maintainance

Next Upgrade
Hovel-Bigger then hut with a lot of facilities for medium income families
No Maintainance

next
Mini Palace-All facilities are here but expensive to be built
No Maintainance
 
Buildings>Residential
Hut

The basic family living space for a peasant. Hold roughly 6 people and possecions.

Large Hut

A step up with no major skills needed. This Unlike a hut with a cook fire this design has a chimmey. It can hold 10 people and has a store room so each home has its own supplies.


Farmhouse

Same as the large hut but with additions. It has a larger storeroom, workshop to repair tools, and make some craft items. It has a well as well.


Huntlodge
Same as the farm but generates food by hunting wild animals. These peasants are able to serve in combat. Unlike the farm the lodge sits outside the village boundries. There they can slaughter the meat before bring it to market or the store house.


Warlodge

The "warrior factory" these places are for heroes and their families. Many of your veteran troops prefer living in this type of build then the barracks. This type of building can hold 30 people and often display the trophies from the past campaigns and hunts as well as captured booty. Banners hang from the rafters of the mainhall where most events happen while others sleep in rooms of to the sides. Besides the main building there is a large workshop for making and repairing arms and armor, a shrine to your many god or war god, and a small hunting lodge and ale house. A compound that is surrounded by a short stone wall so It can be defended. The soldiers stationed here will take time to respond to your caLLSOF SAY (1/6) TURN


Fortified Farm

This type of building is often held by wealthy warriors, merchants, and minor nobles. It is a combination of a large farmhouse, hunting lodge and a small warlodge. Depending on who owns it it appearance varies but always has a wall around the main buildings and a gatehouse. It always produces a surplus in care of seige or for economic reasons and has storerooms to relect it. Unlike other structures which have room for basic living and little else these homes have conference areas or large grand dinning rooms to conduct businesss. Often times peasants working at these facilities will live in huts nearby if not in the compound.


Storefront

For the permanent residents of a village or those who can afford the rent these facilities allow for business and residence. They are the size of a large hut with space for doing business and a workshop and store room with the family ususally living above.

Buildings>Economic
Small Market-Good for a small city. Local purchases can be done here by your citizens. The traders working here can be taxed.


TRADE HOUSE-A bigger market where merchants from other cities travel and deal with your city.
Plus your own citizens can buy and sell here.

Workshop- A place where you can put in your workers to create objects u can trade. All produce goes to the Market/ Trade House


Warehouse-A place to store all excess goods produced or brought as during game sometime i will offer deals to players.

Fortified Warehouse- An upgrade of warehouse prevents theft and offers resistance in case enemy enters your city.It will be treated as 2 warehouses.


Granary- A place to store the food generated.It can store food for 1000 peoples for 2 turns.

Fortified Granary-An upgrade of granary. Prevents theft and spoilage of food due to pests etc.It can store food for 100 people for 4 turns


Building>Religion>
Temple- A place where your people can worship gods and take their blessings. You can have as many gods as possible. The more you are creative the more benefits can be drawn.

Grand Temple- Same function as above but with more effects.

Builduing>Military>
Barracks- Place to train infantary.1 Barrack can train upto 50 soldiers per turn.


Stable-Place to train Cavalary. 1 Stable can train upto 25 Cavalary soldiers


Archers Range-Train Archers. 1 Range can train upto 40 archers per turn

Fort- Can train all unit types that 1 building does. Has rations to withstand 2 turns siege and then fight off the enemy.


Fortification-It is attached to a city with same functions as fort.
Trains double soldiers and can withstand a siege for 4 turns.


Ruling family House/Vassals House-This is your residence or a Vassal's House whom you have apointed to manage a city in case none of your family member is there.


Buildings>Others>
Dock- Place where ships can come and anchor. Same as trade house except it can only trade with sea merchants.
Can also anchor Military ships.


Ship Builder-Place where ships are manufactured.
1 ship per turn.
Ships can be sold for resources to game god and bought from him by paying resources

Tavern- A place where traders and mercenaries are found.In case you wonder down there you may find a good warrior who is ready to pledge his services to you or a trader who gives you a good deal.


Whore house-A place where flesh trade is active.


We can add buildings as we go along
 
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Tribe of the Russes

If one flies over our planet from west towards easy, coming into Europe from the Atlantic ocean, one would see curious landscapes. The lands of Spain and Portugal are rugged, mountainous, with plateus in the middle. Further on lie the forests, foothills and rivers that cover France and Germany. Then the continent really spreads its wings and explodes into vast expanses. From Poland begins Russia, which goes on, and on, never to end. It was in the southern part of those lands, in present day Ukraine, where the climate is warmer, that the civilization of Russes was born.

On the shore of a mighty river they had a prospering town of about one thousand roofs. The grasslands around it were flat like a table, and amazingly fertile. Trees were rare and while most of the local demand for wood could be satisfied, the larger trunks for large-scale construction had to be floated down the river from farther north. Tribes inhabiting those areas were similar to Russes, and always happy to trade for food, which their colder climates and pooer soil didn't allow to grow as easily. Although the land was flat, decent quantities of stone could be found scattered around, left here by the giant glaciers during the last ice age. It wasn't the prime source of building material, but the inhabitants were not doomed to a life in grass-thatched huts either.

The men of the town were mostly farmers, hunters, fishermen and shepherds. Farmers and shepherds provided the bulk of the town's food. They raised poultry, horses, sheep, pigs, cows, and goats, grew wheat, barley, sugar beets, fruits and vegetables. Those were later made into flour and bread, sweets, beer and vodka.

Every day the hunters, united and organized into bands of three to twenty men, went out into the steppes with their trusty bows. The hunting was not so much for food, although it did provide a nice source of nutrition. Food was easier to get by farming, herding, gathering fruit and nuts, or by fishing. The hunters, however, provided the all-important fur and leather, from which all clothes and many other items were made.

There was a blacksmith, too, and a couple of skilled craftsmen, who supplied the rest of the population with tools and other minor goods.

The people had a religion. Their diety was Yarilo, the god of the sun, although his presence did not exclude other gods. In Yarilo's honor, a lovely shrine was erected in the middle of the village. Unlike the huts surrounding it, the shrine was made of stone, and was larger by comparison. Inside stood a crude statue, that of the god itself. People came here to pay respects and bring sacrificies, while dignified members of the community acted as priests and conducted appropriate rituals.

Women were homemakers, craftsmen, farmers and gatherers. It was on their capable shoulders to take care of the mirriads of things men ignoredmake sure life went on happily. There was also a healer, a wise woman, who knew many good herbs to aid the others' ails.

The market plaza was usually where trades were made. It was conveniently close to the small dock, where fishermen returned to. There, people traded part of what they harvested, gathered, caught, killed, or made for other necessities. The only form of money was copper, which could be fashioned into all kinds of useful implements and therefore very valuable, while still being small and non-perishable. This made it a nice medium for exchanges.


The ruling family of Russes consisted of most skilled and powerful warriors and hunters. Through their brute force, they had authority over the rest, and as the tribe grew, these men were going out into the field less often, having many issues to resolve and mediate at home. They were the judges, the enforcers, and the leaders of war.

Their undisputed leader was named Oleg. A great big, tall, broad-shouldered man with a thick, wild beard and abundant curly hair on his powerful chest, he could crush through a stone with one hit of his deadly mace. His long hair went down to the shoulders, and together with fur armor he wore, made for a fearsome sight. He rode an equally fearsome and well-bread horse - brown, with white spots here and there, it was a beautiful and courageous animal.
 
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That is brilliant Wolk
You are the great leader of Russes.
In your village you have
5000 tribesman in between ages of 1 to 45.
And as first player to join in you shall have a bonus.
As your leader is single the ruler of your neighbhouring tribe offers you to marry his only daughter.
If you do accept you shall have an additional 3000 tribesman
 
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We still need 2 more players atleast
anybody interested to join in?
 
I, too, miss the Village Warriors thread, so I'd be willing to join in as well.

:p Wolk stole my Russians!

Heh, I'll have a 'nation' and post in an introduction as soon as inspiration hits me. (Tonight or tomorrow evening most likely.)
 
Elayne* kisses your hand* I miss you and your Russians as well madam. Perhaps there is an alliance in our future.


I was thinking perhaps building an Aztec like tribe....how does that sound?
 
Welcome Elayne, Jagged and rengadeirishman
pls post your character soon
 
The Austrians

Formerly the seat of a powerful empire which has since lost almost all of its outlying districts, the Austrians are attempting to rebuild as an imperial power.

Our capital city, Vienna, is beautifully designed with a decadent winter court and many courtly amusements. However, Austria survives as being the central trading hub between more militarily powerful nations, sitting on the trade routes and profitting from all while trying to avoid confrontation.

The current ruler of Vienna is Evelyn, a sleekly built, pale haired young woman who uses charm, diplomacy and seduction to sway the city's political tides her way. As the leader of the a noble House with a vote in the Imperial Succession, Evelyn has her eyes on becoming the Empress and rebuilding the Holy Empire, civilizing the brutes and bringing prosperity to all.
 
the Irish

from an island in the north atlantic, the irish flourish and thrive, famed for art, and the learning that its men of religion preserved, the Irish were great among "barbarians".

Ireland has a culture of war and primarily pastoral economic system. They are also know for their work in metal and in illuminated manuscripts.


the ruler of the irish is a mighty warrior named Cathaoir O'Dochartaigh who makes his capital at Cashel. from there his warriors do their best to keep the other tribes and clanns in line.
 
OOC; Age of Kingdoms.

The New World:

The horth and east coasts of the lands to be call North America in the future was home to what is refered to as the wood land tribles..Mohawks, Iriquois, Ottowa, and many others. They were all great woodsmen and could move through the forest undetected to hunt or make war. Bows and arrows, knives, lances, thomahawks amd clubs were their main weapons for the hunt and for war. Them lived in small villages that were linked to a main village to which they gave their support. the Main village had a longhouse and many villages made up a longhouse.

These tribes control the lands from eastern Canada down to the mid-Atlantic states and inland past the mountains and the woods beyound but before the great plains and the mighty river that runs south

There is a move to expand on the Longhouse, adding new nations (Tribes) to make the longhouses to grow. these tribes made trading and protection treaties aligning two or three of the Longhouses into a strong political and military force in the area.

The Pequotes consist of the Mohawks, Iroquois, Ottowas, Senicas and Windantes.. A nation of six lodges under Uncas. Presently the head of the council of six. Peace has been a welcom reprise from the past two years of war. Crops are again in the fields and fishing has begun again.
 
I would like to welcome the Austrians led by Madame Elayne first of all
The mighty Austrians led by their queen Evelyn are settled in City Vienna which is their Capital
You have a population of 5000 people and 500 soldiers.
As second player to join the thread officially you get a bonus.
here had been a savage attack on your cousin's kingdom and he is dead however 2000 citizen and 100 soldiers have managed to escape and now wish to be a part of your kingdom.Do you wish to accept them?

And please post your character and your first turn in IC soon
 
The Irish

Welcome to the Irish led by their leader Cathaoir O'Dochartaigh in their town of Cashel.
You have a base population of 5000 citzen and 500 soldiers.
As 3rd player to officially join the thread you have a bonus of 1000 citizen and 100 soldiers whom you have captured as slaves during a few of your last raids. Now decision is upo you if you wish to keep them as slaves or grant them citizenship or kill them off.
please post your bio and first turn in Ic section.
 
macmillian said:
The New World:

The horth and east coasts of the lands to be call North America in the future was home to what is refered to as the wood land tribles..Mohawks, Iriquois, Ottowa, and many others. They were all great woodsmen and could move through the forest undetected to hunt or make war. Bows and arrows, knives, lances, thomahawks amd clubs were their main weapons for the hunt and for war. Them lived in small villages that were linked to a main village to which they gave their support. the Main village had a longhouse and many villages made up a longhouse.

These tribes control the lands from eastern Canada down to the mid-Atlantic states and inland past the mountains and the woods beyound but before the great plains and the mighty river that runs south

There is a move to expand on the Longhouse, adding new nations (Tribes) to make the longhouses to grow. these tribes made trading and protection treaties aligning two or three of the Longhouses into a strong political and military force in the area.

The Pequotes consist of the Mohawks, Iroquois, Ottowas, Senicas and Windantes.. A nation of six lodges under Uncas. Presently the head of the council of six. Peace has been a welcom reprise from the past two years of war. Crops are again in the fields and fishing has begun again.

I would like to welcome the 4th player in the thread you to shall start with 5000 citizens and 500 soldiers and as 4th player you get a bonus of 500 citizens and 50 soldiers.

please post your bio and first turn in IC thread.
 
Friends now as we have started on bigger scale i would like you all to send suggetions of buildings we can use as of now in addition to those mentioned
also i would request you to post in Ic your turns covering as many aspects of governance as possible.
Main areas-
Diplomacy
Build
Military
Economy
Harvest
Research
Personal
Defence & Offence
In case any of them is missing I will assume while giving result of turn what has happened based on last turns description.
 
Hi Emily...glad to see the thread up and running was wondering would it be okay for me to play the Prussians. German people but from a specific area. I like their military traditions.


Glad you liked the frame work I developed for the village and I have noticed you have improved on it. Good job.
 
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