Ok, After having soaked in the extremes and awesomness of the RP subforum, I'm ready to make a game of my own.
A warning before you need to read the wall of text below. It's like Spore, except RP, Good, Better Civving, and no space exploration. Or maybe space exploration. Ok. Space Exploration. But still good.
Here's how it goes, it's a lot like god of evolution, except I'll only have a certain amount of players. These players will choose a civilisation, and make judgements on how they should tech, what they should do - etc. Basically a civ game, with some light RPing. As your civ updates, you'll be able to interact with other civs, form alliances, have battles, etc.
1. I need players. Looking for three to five, though I'm prepared to take a lot on.
2. I'll be updating daily, or as soon as everyone puts in commands. If you aren't in, you skip a turn. Try not to miss too many, or you may find yourself fighting the enemies guns with your axes.
3. Try to aim for something new. We don't want to recreate the world as it is now, or a 40k fan-world.
4. Every player will have a different random location, which won't be known until they have advanced sufficiently in certain areas. Needless to say, every player will be in a random and different environment.
5. Some battle is random, some is judged by me and some coinflips. Depends on what is riding on it.
6. If your civ is captured and enslaved, you will miss turns. After this time, you can revolt, appeal for more rights, or appeal for freedom. Or a random other mix of things which is limited by your imagination. The ability of your people to "escape" is calculated on a lot of things which will take too long to share. Just don't go thinking that if you get enslaved, it's over. Even being slaughtered may somehow result in a few survivors.
7. Players who are interested will do the below [earlycivevolutions] and name them and stuff. I will be following the strifepocalypse rules, where your actions are posted in a spoiler, and the results are posted back in a spoiler.
8. I'm a firm believer of "OP induced fairness." This basically means that if you have a race and you tell them to get gunpowder first up or something, you'll probably all die of starvation.
That should do it for rules.
Right - Early civving. Don't worry about research and stuff until I have enough players.
Every race gets 100 "gen points",
but can only use 50 in the initial civving which you see below. You may choose what these go into, in order to sculpt a race (or species) in your image. Higher order thinking is free for everyone, but depending on the choices they may tech at different speeds.
P.S. Also, feel free to suggest other possible mutations. I'll decide on a price, and add it to the list.
P.P.S. And certain evolutions will take place on my discretion, with your consent, if I feel they need it to have a better chance of surviving. So a quadrapede with non opposable thumbs might get a stronger jaw. Or wings.
All of these are mandatory to choose one.
A. Height.
3- Short
5- Medium
7- Tall.
B. Build
3- Weedy
5- Medium
7- Large.
C. Dexterity
3- Clumsy
5- Normal
7- High
D. Speed
3- Lumbering
5- Normal
7- Quick
E. Perception
3- Shortsighted?
5- Normal
7. Eagle-eyed
F. Language.
3- Guttural
5- Basic
7- Fluent
G. Stance.
3- Bipedal (2 legs, 2 arms)
3- Quadrapedal (4 legs, possibly with opposable thumbs)
7- Hexapedal. (2 legs, 4 arms, or 4 legs, 2 arms)
H. Diet.
3- Herbivore
3- Carnivore
5- Omnivore.
I. Sociality.
2- Solitary
2- Pack
2- Herd
J. Adaptability. (If low, you may have to research other ways to stand desert sun, for example.)
5- Low
8- Medium
12- High.
K. Attitude (This will affect your rate of tech in certain fields).
2- Warlike.
2- Survivors.
2- Thinkers.
L. Extras. (Each person needs to ask specifically for one of these. Other ones which have been given to people will be added to this list too.)
-Extra pair of limbs, +3
-Symbiotic +5
PM me any extra options you wish to be made available to you. And evolution options will be given to you later in the game, depending on the situation. The gen points needed for evolution may have something to do with your adaptability.
Also, once you have made the gen sheet, add a name for your race, and a short description. If you don't make a description, I'll make one for you, based on the stats.
Basically it's so that latecomers don't miss vital pieces of their evolutionary processes. Therefore, if you get in late, but still want to join, then I'll merely PM decisions back and forth with you until you are up to speed with the situation. However, I'll only do this for a few turns, so if we get up into double digits, don't expect me to pull you that far. I'll just make your race a few turns ago, so you can still have a mild competitive edge.
Well, many of you would have gotten a system of government, a skill, or a tech by now. These are the way they work.
Government: Basically, you have no control over government, and can't change it unless you research "government" upon settling down. The differences in government type make differences in how fast it takes to make a decision, and how the group will feel about different decisions. If there is a decision with this (-) mark next to it, it means that the group does not like this idea, and therefore choosing it will cause anything from a lowering of morale, to outright refusal - Depending on your government type!.
Skills: These are minor evolutions to your race which doesn't change their appearance much, but gives them some nifty little tricks that no other race will be able to do. A skill is activated via PM to me, whereupon I'll make the neccessary changes in the next post, or - I'll PM back with the relevant information.
Tech - or Technology: This is things that your group has learned. A group with low adaptibility is more likely to get a Tech than a Skill, and vice-versa. A tech will almost always have a number next to it, say, for instance, the most basic example - hunting.
HUNTING 1: Basic Teamwork
HUNTING 2: Spears
HUNTING 3: Bows.
This is a very rudimentry chart, and your own progress will be far different, depending on your attitude type, and sociality type. As you can also see, Hunting 2: will have an effect on the war arc as well. This is a different system. If you level up hunting enough to get bows, the next time you level up war to the point underneath bows, you will jump to bows. You cannot use bows in war until then - retarded as it sounds.
Settling down: Basically, when you settle into an area, you will gain some different things, and the "Technology" option will open up. This gives you the option to level up a specific area, instead of having it done for you. Settling down is done upon my discretion - however, those who settle down late are most likely to get some good skills for their troubles. When choosing a Technology, the rules are different. If you are a herd, you can choose two to improve slightly. If you are a pack, you may only choose one to improve. However, if you are a solitary, you may choose one, to improve greatly. It's balanced. Don't ask me why. It is also still reccommended not to look at other people's sheets.