Welcome to Londorion! A game about civilizations, their advancements and conflicts in this vast and mysterious world. Will they discover the secret behind their world, or will they remain ignorant of the truth that is greater than them?
More Info
The World
The world of Londorion is a flat disk composed of five concentrical rings:
The Baroian ring; the first and outermost ring of Londorion.
The Valmian ring; the second ring of Londorion.
The Dralian ring; the third and middle ring of Londorion.
The Larmian ring; the fourth ring of Londorion.
The Kaetelian ring; the fifth and innermost ring of Londorion.
Outside of the rings and in the gaps between the rings there is the Oderhan, which is highly hostile to life.
The closer a ring is to the center of the world the more magic it contains, but the less mineral resources it has. This means that the innermost ring has the most magic but the least minerals meanwhile the opposite is true for the outermost ring.
Each ring also has special resources that are unique to that ring.
The Magnitude system
The magnitude system is the roll system that I will use to determinate whether your vote has succeeded or not. When a vote is made, it is assigned one of six magnitudes, these are the magnitudes in crescent order: Magnitude F, Magnitude D, Magnitude C, Magnitude B, Magnitude A and Magnitude S.
Once the magnitude has been choosen, a random number whose range depends on the magnitude will be generated and if the required statistics are equal or bigger than the number generated the vote will succeed⌠Magnitude F is the easiest magnitude to overcome, while S is the hardest. To be more precise, each magnitudeâs roll range is: F - 0-50, D - 45-100, C - 95-150, B - 145-200, A - 195-250 and S - 245-300.
Culture system
Your civilizationâs culture will have a major role in your playstyle.
To manipulate your civilizationâs culture you will use culture votes, culture votes donât have rolls and you receive 1 culture vote for each 2 normal votes you have.
Culture is divided in two sections:
Memes - memes are the general tendencies of your culture and they give minor changes. Memes can be in 1 of 3 different conditions:
Emerging - this is the first phase of a new meme appearing in your culture, emerging memes are easier to remove than estabilished ones and can be encouraged by the player to become estabilished faster, emerging memes dont affect your votes and will become estabilished if ignored for long enough. A player may choose to start making certain memes emerge by using culture votes.
Estabilished - estabished memes affect your votes and are harder to remove, an estabilished meme can become descending if something that goes in contradiction to it happens or it can become descending if a player uses enough culture votes. Estabilished memes have 3 levels, 1st, 2nd and 3rd; each level increases the effects of the meme and makes it harder to push into descending state.
Descending - the state in which memes are before being completely removed. Descending memes still affect votes and will be removed if ignored for long enough and can be removed faster by using culture votes or they can become estabilished again by using culture votes.
Precepts - they are more specific characteristics of your culture, giving more major changes than memes. Percepts are also harder to create and remove than memes, and might require both culture votes and normal votes.
Species and Civilization Templates
Name: Name of your species
Attributes:
Intelligence: Affects technology votes and other things that require intelligence
Cooperation: Affects internal organization votes and other things that require cooperation with members of the same group (does not boost interactions with NPC civs of the same species)
Charisma: Affects interactions with other civs and boosts the results of culture votes
Strenght: Affects votes that require physical strenght and attack power
Agility: Affects scouting and espionage votes, and any other vote that uses agility
Endurance: Affects votes that require physical extersion for long periods of time and defensive power
Attunement: Affects magic votes
Attribute points: 210
Min points per attribute: 5
Max points per attribute: 60
Size: Maximum size is 30 meters, minimum size is 30 cm. Size affects population growth, food comsuption, military power and how likely other civilizations are to find you.
Advantages/Disadvantages rules:
There needs to be the number of advantages minus one as number of disadvantages
A single advantage cant give an attribute boost greater than 15, two or more advantages cant boost the same attribute, the collective attribute boost off all your advantages cant be higher than 30.
You can have a max of 4 advantages. (if you have less than 4 then the effects of your advantages will be boosted)
Description: A description of your species.
Example Species
Name: Londorian Human
Attributes:
Intelligence: 30
Cooperation: 35
Charisma: 30
Strenght: 25
Agility: 30
Endurance: 40
Attunement: 20
Size: 2 m
Advantages:
Endurance Specialization - +15 endurance
Big Brain - +15 Intelligence
Better Coordinated - Takes less time to construct grand structures.
Throwing adaptations - +20% Bonus military power from ranged units.
Disadvantages:
Higer food need - requires more food.
Tribal Mind - Higher unrest gain.
Fragile - -10% defensive power.
Description: Humans are bipedal omnivores specialized in endurance hunting with a sub-specialization in throwing objects. Humans have large brains that allow them to quickly adapt in new enviroments; they are also quite social and coordinate with members of their close circles quite efficently, but they tend to be hostile towards those that are not part of their community.
Name: (Name of your civilization)
Species: (Species in your civilization)
Location: (Brief description of your civâs surroundings)
First Settlement: (Name of your civâs first settlement)
Ring: (The ring in which your civ resides )
Description: (General outlook of your civ)
Culture: (Description of your civâs culture)
Population and Civilization management
Your population growth is influenced by how much food you produce, excess food can be stored if you have the necessary storage methods, it will just be lost otherwise.
Your population is grouped in settlements, there are two kinds of settlements:
Villages and Towns, villages are the initial type of settlement that every settlement will be right after being founded, they have unlimited Carry Capacity and villages have an initial population growth boost that scales down the tinier the species is that lasts for 3 rounds. Villages are also harder to defend and have less building slots than towns.
Villages will be forced to become towns once having reached 5000 population.
Towns have more building slots than villages and are easier to defend, but have a limited carry capacity that needs to be expanded by using resources, if the townâs population is higher than the townâs CC then unrest will start to increase. Towns also have an higher productivity than villages.
Settlements also have a fortification value, fortification value affects the probability of the settlement of surviving raids and battles.
In addition, settlements are grouped into regions. Regions have stability, stability dictates how likely a region is to fall apart or to try to separate into a new nation. Other than stability there is also unrest, which is a value attributed to the entire civilization, high amount of unrest will cause negative effects.
Military system
Military power is divided into offensive power and defensive power, units can be âpositionedâ to produce either attacking power or defensive power but not both at the same time, doing this does not use a vote (But doing attacks and military manuevers does use votes).
Defensive power is needed to defend positions and offensive power is needed to attack positions. Take into account that it is generally slightly easier to defend a position than to attack it.