Hello everyone! I haven't posted here before, but I've been lurking around for some time while also playing around with this idea and now I'm going to make it happen! So, I'm starting a quest and I hope it fits in here. I've done something like this
on the paradox forums a long time ago, however this will be a bit more lightweight and streamlined, both in terms of quest mechanics and the version of civilization that I will use.
The idea is this: I will play a game of civilization and with your votes, counsel and perhaps some political intrigue, you will help guide our civilization as it develops. Or is forced to abandon our home due to a foreign invasion, like last time. We will start as a Neolithic tribe of your choosing in 4000 BC. Our form of government to begin with will be a sort of tribal democracy, so the voting system will be a standard democratic "majority wins" kind of thing, but over time I will introduce other mechanics with characters and power struggles, but this will depend on how our civilization develops.
As players, you won't be controlling every in-game decision regarding what to build or research, but rather, you will be setting the overall goals and strategies. Thus, every turn of the quest won't correspond to an in-game turn, instead I will play a number of in-game turns until the current goal has been achieved or a new problem presents itself that needs a player decision. You are also very welcome to make contributions to the lore (omakes, right?) of our civilization. As time passes, I will let you know of any discoveries made that could be further expanded upon.
That will be all for now. More stuff later. I'll just add that I plan to make this a very visually pleasing quest. Thank you for reading this far and your feedback is always very welcome!
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First off, we will be creating our civilization, and for that you will vote on Civilization background (pick one) and Civilization traits (pick two). Votes will be tallied Wednesday evening (GMT).
Civilization background
Will determine in which environment we will start and which kind of biome we will be most adapted to, as well as the general aesthetic of our civilization.
[] Cuatitlan [Jungle]
We are the people of the great, lush forests of Cuatitlan. We know how to work the land and appease the forest spirits so that they will share their fruits and riches with us.
[] Kemet (Floodplains)
Since time immemorial, our people has dwelled on the banks of the Great River. A source of life in this otherwise harsh and unwelcoming world, its ebb and flow determining our lives and fates.
[] Latium (Hills)
We are the lowly sheepherders of the foothills. No invading army can defeat us, for we know every little rock of our homeland.
[] The Middle Kingdom (Grasslands)
The fertile grasslands surrounding the Yellow River are our home. We make effective use of the land and we need nothing more!
[] Tuva (Plains)
We are the nomads of the great steppes. Our city is little more than a temporary camp, but don't be fooled by its humble appearance. One day we might conquer the world!
[] Sahra (Oases)
We are the stout people of Sahra, the great desert. We wander its sands, always travelling between the oases we call home.
[] Víkinn [Coast]
We are the people of Víkinn. Every morning, we sail forth from our settlements on the frigid shores we call home to pillage the riches of… fish.
Civilization traits
These will be defining for our civilization throughout the game. You may vote for two and I will select the two with the most votes. Secondly, I will select a random negative one, but there isn't an in-game leader for every combination of three traits, hence you can only vote on the positive ones.
[] Efficient administration - Boosts health and lowers the risk of epidemics.
[] Agrarian - Boosts food output and thus growth
[] Charismatic - Boosts foreign relations and unit promotion, small boost to happiness.
[] Conquerors - Boosts cavalry and siege weapons (i.e. offensive army capabilities)
[] Creative - Boosts culture and construction of cultural buildings.
[] Colonizers - Faster production of settlers.
[] Financial - Boosts commerce, that is gold and research
[] Imperialist - Boosts great general emergence and happiness from barracks
[] Industrious - Boosts production
[] Militaristic - Better training for melee and gunpowder units.
[] Philosophical - Boosts great people emergence and research
[] Political - Boosts espionage and foreign relations
[] Progressive - Units gain experience faster and boost to research
[] Protective - Boosts archers and gunpowder units as well as great general emergence points when fighting within our own borders
[] Seafarer - Boosts trade and naval units.
[] Spiritual - No anarchy when changing our minds regarding policies, and faster construction of all religious buildings.