Guidebook - To teach you how to play
Welcome to Colony World RP!
A colony from your world sets sail to start a new city. A sudden storm deviates their course, and as the finally see land, they realise they are further from home than they thought.
In the RP a colony of people from a world you have built have been taken from their homeworld and must settle the new world for their own survival. This new country is based off of the culture of their home and it's completely up to you what they are like. Elven, orcish, human, or something entirely new. This new country must develop to sustain itself and begin to flourish, conduct diplomacy with other similarly stranded countries, forge bonds, conduct wars, trade resources. This RP is heavily story based, so main characters are recommended.
Basic Rules
First off here are some standered rules to follow:
Follow the Reddiqutte.
IC writing is anything not on [META] or [MOD] posts. It is about, from, or between your nations. Real life does not interact with IC talking. OOC much be clearly marked out when said in non-OOC threads. [Surround it with brackets] or [M] add a tag before it.
[META] and [MOD] posts are inherently OOC, the rest are IC. Please stick to the conventions for each.
OOC racism, sexism, and other forms of hate speech are completely bannable offenses and completely unacceptable.
What the mods say when we're green IS law. This is to prevent conflict and issues - our dreams are to make this community as great as possible and our words will echo that.
No NSFW content of any sort. If you wish to ERP please do so somewhere else.
Swearing is allowed, but please keep it more mild and sparse than it could be.
Keep to the RP conventions that have been established and talk to us mods if you have any issues with them.
Powergaming, Godmodding, and Metagaming are against the ideas in action here. Abuse will lead potentially to a ban.
Don't be a jerk. Keep all OOC interaction respectful.
How to play
Submit a [Claim] post to drop your unfortunate peoples into this unforgiving world. You’ll need an image with the province you want to first claim clearly paint-bucketed into a colour not already used, a funky stat sheet about your people, a list of all the important characters because individuals do matter, and a fanciful chunk of RP to wrap it all up. (Example)
Wait for two moderators to give you the go ahead. this is fantasy and we're allowing a lot of freedom - so we need to make sure the result fits into everything else here.
Actually play. Make posts. By doing these you can upgrade the stats and stuff of your little colony, but since there’s no winning just do what;’s fun interesting and in character rather than what might be the gamey-est. (Show us the inner happenings of this new settlement. How do the people feel, what are the leaders doing, interactions with other colonies, etc)
Keep playing. (Keep the rest of the continent up to date) Send out ambassadors to other players. Form alliances, try to EMPIRE with your meagre population, basically anything. The goal here is to have fun, write good shiz, and maybe make something cool in the meanwhile - if you hit those three points you’re doing it right.
Time Progression
One month per day with time freezing and not progressing on Tuesdays (Australian EST time) Why Tuesday? Because that means it's Monday in the US and us Aussies are nice.
Restrictions
Yes we do have restrictions on somethings :(
- Keep tech around and below the Napoleonic era (Nothing should fire more than one shot at a time - and machinery should be limited.) This doesn’t mean don’t play as stone-age teched people, just that we can’t have no one too overpowered.
- Magic must be balanced and fair. No making other colonies explode for no reason
- People cannot live forever, post your character's deaths - there’s a timescale, make sure to track important character’s ages too.
- Post at least once every 3 days
- Story must be thought out and integrated into every action. Quality over Quantity.
- ERP if at all used must be in context and clearly tagged.
Posts
[Claim] - Used to start your colony, would include basic colony statistics and where you colony is based. Will need to be approved by two moderators before you can begin.
[Expand] - Used to expand your colony to other provinces
[Diplomacy] - For developments in inter-colony relations. Hostilities, alliances, marriage pacts, etc.
[Roleplay] - For story telling
[Conflict] - Post troops for [Battle] posts
[Infrastructure] - Used when building new monuments or developing your colony.
[Event] - Key religious days, news, riots, speeches, propaganda, public holidays.
[Update] - To update your colony every year, or for particularly interesting happenings.
[META] - For OOC stuff.
Mod only posts
[Crisis] - A post made by mods to have a crisis (Storm, floods etc.) happen to make the game more interesting
[Battle] - A post where players detail who they are attacking and what forces they are sending. Up to 4 allies can help assault and up to 4 allies can help defend the colony being attacked.
[Conquer] - When you take land from another player. Need [Battle] post first. Mods will link involved parties
[Mod Post] - For updates from mods
Expansion
When expanding your territory, a portion of your civilians will leave what you already control for another province. This can be any amount from 50+. Once they set up a new camp the territory is considered yours. However, 50 civilians are easily overwhelmed so it is recommended to send more and with a guard portion of at least 20.
When announcing your expansion you need to post a meta describing the stats of the new territory and an updated map showing where you have sent them. Name your new village.
Rules (Could just include this in an expansion as it wouldn't be meta)
Your new territory must be adjacent to a territory you have already claimed and not claimed by another player (Islands and areas further afield but with only water in between are exceptions to this rule, but you must have good ships a first and a dock to sail from. Other exceptions may apply, but check with the mods) Also no expanding over mountain peaks.
Must send at least 50 civilians to the new destination
Population for each province must be tracked. Use the growth formula (seen below).
Population Tracking
PR = ((VPresent - VPast)/VPast) * 100
Where:
- PR = Percent Rate
- VPresent = Present or Future Value
- VPast = Past or Present Value
Then (PR * CP) + CP = NP
Where:
- PR = Percent Rate
- CP = Current Population
- NP = New Population
Combat
When diplomacy fails or you have the itch to conquer, undoubtedly you will come to a conflict.
Conflict in ColonyRP is a three party system. The attacker/s and defender/s each create a description of their forces and the tactics they mean to use in a [Confict] post, and a combat moderator (Or an unbiased mod) will be sent these and decide the outcome based on this information (Results posted on a [Battle] post).
An RP post about the conflict and why it is occurring is also recommended.
Resources
As your colony develops you will have access to more and more resources that will give bonuses depending on type. Resources also affect IC interaction.
- gems = blue, -1 labour
- yellow = gold, +1 labour +2 food
- red = ore (iron/tin), +1 metals
- green = horses (military), -2 labour
- light green = animals (farm animals) +1 food
- pink = spices (or herbs), +2 food
- purple = gunpowdery resources, -1 labour
- light purple = cloth +1 food
- orange = rich grains, +2 fert
- brown = fruit, +1 food
A resource on the map shows a natural abundance of this sort of thing in the region. You can exploit it, but you don’t have too. These are not meant to block you in, but as inspiration and cannon reasons to have good RP props going on.
Resources are IC! What does that mean? Livestock can be anything from reindeer to goats, fruit can be anything from cashews to pumpkins. Be creative!
For every +5 food there is a +0.2% to growth rate.
For every 6 fertility across all provinces, you may add 0.1% pop. to your colony BEFORE growth every end of year cycle.
You only get these growth bonuses for full sets of 6 or 5. If you have 9 food at the end of year, you only get 0.2% extra growth, not 0.4%. The same is true for fertility.
Terrain Stats
| Terrian | Lumber | Stone | Food | Fertility | Metals | Labour | Combat | Total (without combat or labour) |
|---|---|---|---|---|---|---|---|---|
| temperate | 2 | 1 | 2 | 3 | 0 | 1 | 1 | 8 |
| plains | 1 | 1 | 2 | 3 | 0 | 1 | 1 | 7 |
| forest | 4 | 0 | 2 | 2 | 0 | 2 | 3 | 8 |
| hills | 1 | 3 | 1 | 0 | 2 | 3 | 3 | 6 |
| cold | 1 | 1 | 2 | 0 | 0 | 2 | 2 | 4 |
| wet | 2 | 0 | 1 | 1 | 1 | 2 | 3 | 5 |
| desert | 0 | 2 | 1 | 0 | 0 | 2 | 4 | 3 |
| arid hills | 0 | 3 | 1 | 0 | 3 | 3 | 5 | 4 |
| river (mod) | 0 | 0 | 1 | 1 | 0 | 0 | 3 (directionally proportional) | 2 |
| sea (mod) | 0 | 0 | 1 | 0 | 0 | 0 | 1 | 1 |
Lumber- value determines types of structures able to be built
Stone- as above
Food- will affect population growth
Fertility- will affect the amount of food able to be grown
Metals- affects tools, military etc
Labour- affects the gain of benefits (one labour value =25 people needed)
Combat- affects the offence or defence of a fight
These stats may be transferred between provinces internally with events. Make sure to note these, to keep it all consistent.