Edena_of_Neith
First Post
ADVANCING YOUR CIVILIZATION - PLEASE READ, ESPECIALLY YOU, ALZEM, FORRESTER
Imagine for a moment, that we were back at the very beginning of Turn 1.
You had not yet even sent me your Templates; I had only just completed the initial Lists.
William Ronald plays the Kevellond League
Here is what his List Roster would look like, in that case (of course, this includes all the things we've added since we started the IR, so it won't look like the actual roster did, in the actual Turn 1)
- - -
WILLIAM RONALD
Celestials (Planars of Mount Celestia, lawful good) PL see the Planar Arms Race
Guardinals (Planars of Elysium, neutral good) PL see the Planar Arms Race
Earth Elementals (Planars of the Elemental Plane of Earth, in this case good) PL see the Planar Arms Race
Undead (Undead of every kind, good) PL see the Undead Arms Race
Monsters (Monsters of every kind from the MMs, all alignments but few evil) PL see the Monster Arms Race
Constructs (Constructs of every kind, neutral) PL see the Construct Arms Race
Suhfang (Humans of unknown kind, powerful undead, many kinds of monsters from the MM, all alignments) (far southwest off-map) (LL) Original PL 25, Current PL 25
People of the Kettish Hills (Gnomes, baklunish humans, oeridian humans, dwarves, all alignments) (S) Original PL 3, Current PL 3
(The Kevellond League)
(March of Bissel (Suel humans, baklunish humans, oeridian humans, elves, dwarves, gnomes, neutral and good)(S) Original PL 3, Current PL 3
Free City of Dyvvers (humans, elves, dwarves, halflings, etc., neutral and good) Original PL 2, Current PL 2
Kingdom of Furyondy (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, all alignments but few evils)(L) Original PL 7, Current PL 7
Gran March (Suel humans, oeridian humans, elves, dwarves, gnomes, neutral and good) (S) Original PL 5, Current PL 5
Kingdom of Keoland (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, all alignments but few evils) (L) Original PL 8, Current PL 8
Shieldlands (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, good) (S) Original PL 3, Current PL 3
Peoples of the Stark Mounds (Hill dwarves, mountain dwarves, gnomes, oeridian humans, suel humans, high elves, gray elves, good) (S) Original PL 4, Current PL 4
Sterich (Suel humans, flannae humans, oeridian humans, elves, dwarves, gnomes, heavily good) (S) Original PL 5, Current PL 5
Archclericy of Veluna (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, halflings, good) (M) Original PL 8, Current PL 8
Yeomanry (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, neutral and good) (M) Original PL 4, Current PL 4
Knights of Holy Shielding (Dedicated to holding the Shieldlands and stopping Iuz, neutral and good) (S) Original PL 2, Current PL 2
Knights of the Watch (Dedicated to protecting the Sheldomar Valley from the Baklunish, neutral) (S) Original PL 2, Current PL 2
Order of the Hart (Dedicated to stopping Iuz, good) (S) Original PL 2, Current PL 2
The Fellowship of the Torch (Dedicated to stopping Iuz, all alignments) (S) Original PL 2, Current PL 2
WILLIAM RONALD (Planar Celestials/Guardinals/Good Earth Elementals, Kevellond Alliance, Metallic Dragons) PL 3 + 16 + 85 + 3 = 107
THE TECHNOLOGICAL ARMS RACE
William Ronald 3 (0 / 0)
THE MAGICAL ARMS RACE
William Ronald 0
THE PLANAR ARMS RACE
William Ronald 0
THE UNDEAD ARMS RACE
William Ronald 0
THE MONSTER ARMS RACE
William Ronald 0
THE CONSTRUCT ARMS RACE
William Ronald 0
Level of your Society and Culture, in Terran terms.
William Ronald 1500
- - -
Got all that?
Good.
We'll go from here.
The 3 for the Player Character, the 16 for the Non-Player Characters, and the 3 for the Arms Races are irrelevent.
Consider that they do not exist.
That leaves William's with a PL of 85.
85 PL. Think about that. 85 PL.
That was the true strength of William's Power on Turn 1.
- - -
Your Power advances 1 year into the Renaissance, Enlightenment, and Industrial Revolution each Turn.
This is free. It is automatic. I just automatically change your number each Turn.
However, you may speed up the process. You may advance more quickly into the Renaissance, Enlightenment, and Industrial Revolution.
To do so, costs PL.
It costs 3 PL, to advance an extra year into the Renaissance, Enlightenment, and Industrial Revolution.
1 Year costs 3 PL.
When Williams reaches 1510, moving 10 years into the Renaissance, Enlightenment, and Industrial Revolution, his countries (AND ONLY COUNTRIES) gain new PL permanently.
Countries sized S gain 1 PL.
Countries sized M gain 2 PL.
Countries sized L gain 3 PL.
Countries sized LL gain 4 PL.
Thus, if William advances those 10 years, his gain would look like this:
Suhfang (Humans of unknown kind, powerful undead, many kinds of monsters from the MM, all alignments) (far southwest off-map) (LL) Original PL 25, Current PL 29 (GAINED 4 POINTS)
People of the Kettish Hills (Gnomes, baklunish humans, oeridian humans, dwarves, all alignments) (S) Original PL 3, Current PL 4 (GAINED 1 POINT)
(The Kevellond League)
(March of Bissel (Suel humans, baklunish humans, oeridian humans, elves, dwarves, gnomes, neutral and good)(S) Original PL 3, Current PL 4 (GAINED 1 POINT)
Free City of Dyvvers (humans, elves, dwarves, halflings, etc., neutral and good) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
Kingdom of Furyondy (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, all alignments but few evils) (L) Original PL 7, Current PL 10 (GAINED 3 POINTS)
Gran March (Suel humans, oeridian humans, elves, dwarves, gnomes, neutral and good) (S) Original PL 5, Current PL 6 (GAINED 1 POINT)
Kingdom of Keoland (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, all alignments but few evils) (L) Original PL 8, Current PL 11 (GAINED 3 POINTS)
Shieldlands (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, good) (S) Original PL 3, Current PL 4 (GAINED 1 POINT)
Peoples of the Stark Mounds (Hill dwarves, mountain dwarves, gnomes, oeridian humans, suel humans, high elves, gray elves, good) (S) Original PL 4, Current PL 5 (GAINED 1 POINT)
Sterich (Suel humans, flannae humans, oeridian humans, elves, dwarves, gnomes, heavily good) (S) Original PL 5, Current PL 6 (GAINED 1 POINT)
Archclericy of Veluna (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, halflings, good) (M) Original PL 8, Current PL 10 (GAINED 2 POINTS)
Yeomanry (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, neutral and good) (M) Original PL 4, Current PL 6 (GAINED 2 POINTS)
Knights of Holy Shielding (Dedicated to holding the Shieldlands and stopping Iuz, neutral and good) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
Knights of the Watch (Dedicated to protecting the Sheldomar Valley from the Baklunish, neutral) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
Order of the Hart (Dedicated to stopping Iuz, good) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
The Fellowship of the Torch (Dedicated to stopping Iuz, all alignments) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
So, William would have gained a total additional PL of 25 points.
His PL for countries increases from 85 to 110.
- - -
I choose William's Kevellond League because I started assigning PL values to his countries first, before any others, and the Kevellond League formed the basis for ALL my other decisions concerning the PL value of countries.
Therefore, the Kevellond League is the standard for Advancing Your Civilization.
A standard by which to measure other standards, and make new rules by.
If you look at the above, you will see that:
To advance 10 years, William must spend 30 PL.
30 PL, out of his total PL of 85.
Or, 35% of his total PL was required, to initially advance him.
How much did Williams advance percentage-wise?
His countries jumped in value from 85 to 110, a gain of 25 points.
That is an advance of approximately 30%.
Now, that 30% will drop off to a lower percentage in later Turns, because William's only gains 25 points each advancement, but the total value of his countries increases with each advance.
This model, can be used for the Powers of Toril.
- - -
Forrester has a PL of approximately 10,000.
If we go by the model above, Forrester should:
Have to pay approximately 3,300 PL to advance his civilization 10 years.
Gain approximately 3,000 PL with each advancement.
Alzem, with a PL of 5,000 ...
Should have to pay approximately 1,667 PL to advance 10 years.
Should gain approximately 1,500 PL for each advancement.
This allows the United Commonwealth of Toril and Hope Isle to Advance Their Civilization, just like the Kevellond League does (and everyone else, theoretically.)
However ... (and it's a big however) ....
I am introducing a new rule.
Building a civilization is costly.
Costly, in terms of infrastructure.
Costly, in terms of social change.
Costly, in vast numbers of ways.
One does not create the culture of modern Earth overnight!
It is one thing to go from 1500 to 1600 AD, and have some changes concerning firearms.
It is another, to go from 1900 to 2000 AD, with all the MASSIVE changes that occurred in the 20th century.
Therefore, the rule is this:
THE MORE ADVANCED YOUR CIVILIZATION, THE MORE IT COSTS TO ADVANCE YOUR CIVILIZATION.
- - -
How much more?
The following chart, says it all:
1500 - 1700 AD: 1 Year costs 3 PL
1700 - 1800 AD: 1 Year costs 6 PL
1800 - 1900 AD: 1 Year costs 24 PL
1900 - 2000 AD: 1 Year costs 96 PL
2000 - 2100 AD: 1 Year costs 400 PL
2100 and beyond: 1 Year costs 1,600 PL
This cost, can be halved by 11th level magic.
RESULT:
William, must pay 30 PL to gain a permanent increase of 25 PL, going from 85 PL to 110 PL total.
Forrester, must pay 16,000 PL to gain a permanent increase of 3,000 PL, going from 10,000 PL to 13,000 PL (of course, his 100 allowed Pocket Dimensions add another 400 to that.)
Alzem, must also pay 16,000 PL to gain a permanent increase of 1,500 PL.
Of course, both Forrester and Alzem have 11th level magic, so the cost for them both drops to 8,000 PL.
- - -
The Rules above were designed to reflect a number of things:
To ensure play balance (that is, to keep Forrester and Alzem from using Advancing Your Civilization to simply whelm you all in a single Turn.)
To prevent something ridiculous from happening (the Union of Oerth from going from medieval to today's civilization in 2 months IC.)
To represent the fact that it DOES cost more, as one advances.
As the Real World went into the Industrial Age, greater and greater effort was required to create the new reality.
The entire economic superstructure of Europe in 1600 could not have built the Empire State Building, much less built it in only 4 years.
The entire economic superstructure of Europe in 1700 could not have hoped to have built the Chunnel.
The Dikes of Holland, as they existed in 1800, were an Olympic Level accomplishment, created by over five hundred years of labor by medieval people.
Yet today, they are building islands in the ocean, off the coast of Japan, and setting buildings over a mile long on them.
- - -
You will note that I have not advanced the 1881 status of the Lortmil Technomancy or the Shade.
I will do so, using the new price for advancement to figure how many years they advanced over the course of the IR.
It won't be hard to figure it out - I will look at how many years GnomeWorks and Melkor have advanced (their medieval ratings, which started at 1500 like the rest of you), then do the math.
If, for instance, GnomeWorks has advanced to - say - the year 1605, then he has paid for 100 years of advancement, and gotten 5 years free (for 5 Turns.)
That 100 years cost 300 PL.
300 PL buys him 100 years of advancement, from 1500 to 1600.
But ...
300 PL buys him only 12 1/2 years, to go from 1881 to 1893.5
- - -
Now, I expect that Forrester and Alzem are not going to be very pleased with this rule.
However, I wanted to make it hard for them, since they have such an incredible jump on the rest of you, in PL.
They can still advance, if they wish.
When YOU reach PLs equivalent to theirs (which you can only do by paying the ever increasing price of Advancing Your Civilization), YOU will find that you must pay, just as they must, the exorbitant price to advance any further.
Thus, although you might catch up with Forrester and Alzem, you will find that passing them is quite difficult.
It should be difficult.
And no, the Union of Oerth cannot now spend 1,500 points to advance it's civilization 500 years into the future, to the year 2170 (or whatever it might have been) during Turn 6.
Neither can anyone else pull such a stunt, in this IR.
- - -
This is the new set of rules on Advancing Your Civilization.
The Torilian Powers may now participate in the Advancing Your Civilization race.
What do you think of these rules?
Imagine for a moment, that we were back at the very beginning of Turn 1.
You had not yet even sent me your Templates; I had only just completed the initial Lists.
William Ronald plays the Kevellond League
Here is what his List Roster would look like, in that case (of course, this includes all the things we've added since we started the IR, so it won't look like the actual roster did, in the actual Turn 1)
- - -
WILLIAM RONALD
Celestials (Planars of Mount Celestia, lawful good) PL see the Planar Arms Race
Guardinals (Planars of Elysium, neutral good) PL see the Planar Arms Race
Earth Elementals (Planars of the Elemental Plane of Earth, in this case good) PL see the Planar Arms Race
Undead (Undead of every kind, good) PL see the Undead Arms Race
Monsters (Monsters of every kind from the MMs, all alignments but few evil) PL see the Monster Arms Race
Constructs (Constructs of every kind, neutral) PL see the Construct Arms Race
Suhfang (Humans of unknown kind, powerful undead, many kinds of monsters from the MM, all alignments) (far southwest off-map) (LL) Original PL 25, Current PL 25
People of the Kettish Hills (Gnomes, baklunish humans, oeridian humans, dwarves, all alignments) (S) Original PL 3, Current PL 3
(The Kevellond League)
(March of Bissel (Suel humans, baklunish humans, oeridian humans, elves, dwarves, gnomes, neutral and good)(S) Original PL 3, Current PL 3
Free City of Dyvvers (humans, elves, dwarves, halflings, etc., neutral and good) Original PL 2, Current PL 2
Kingdom of Furyondy (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, all alignments but few evils)(L) Original PL 7, Current PL 7
Gran March (Suel humans, oeridian humans, elves, dwarves, gnomes, neutral and good) (S) Original PL 5, Current PL 5
Kingdom of Keoland (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, all alignments but few evils) (L) Original PL 8, Current PL 8
Shieldlands (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, good) (S) Original PL 3, Current PL 3
Peoples of the Stark Mounds (Hill dwarves, mountain dwarves, gnomes, oeridian humans, suel humans, high elves, gray elves, good) (S) Original PL 4, Current PL 4
Sterich (Suel humans, flannae humans, oeridian humans, elves, dwarves, gnomes, heavily good) (S) Original PL 5, Current PL 5
Archclericy of Veluna (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, halflings, good) (M) Original PL 8, Current PL 8
Yeomanry (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, neutral and good) (M) Original PL 4, Current PL 4
Knights of Holy Shielding (Dedicated to holding the Shieldlands and stopping Iuz, neutral and good) (S) Original PL 2, Current PL 2
Knights of the Watch (Dedicated to protecting the Sheldomar Valley from the Baklunish, neutral) (S) Original PL 2, Current PL 2
Order of the Hart (Dedicated to stopping Iuz, good) (S) Original PL 2, Current PL 2
The Fellowship of the Torch (Dedicated to stopping Iuz, all alignments) (S) Original PL 2, Current PL 2
WILLIAM RONALD (Planar Celestials/Guardinals/Good Earth Elementals, Kevellond Alliance, Metallic Dragons) PL 3 + 16 + 85 + 3 = 107
THE TECHNOLOGICAL ARMS RACE
William Ronald 3 (0 / 0)
THE MAGICAL ARMS RACE
William Ronald 0
THE PLANAR ARMS RACE
William Ronald 0
THE UNDEAD ARMS RACE
William Ronald 0
THE MONSTER ARMS RACE
William Ronald 0
THE CONSTRUCT ARMS RACE
William Ronald 0
Level of your Society and Culture, in Terran terms.
William Ronald 1500
- - -
Got all that?
Good.
We'll go from here.
The 3 for the Player Character, the 16 for the Non-Player Characters, and the 3 for the Arms Races are irrelevent.
Consider that they do not exist.
That leaves William's with a PL of 85.
85 PL. Think about that. 85 PL.
That was the true strength of William's Power on Turn 1.
- - -
Your Power advances 1 year into the Renaissance, Enlightenment, and Industrial Revolution each Turn.
This is free. It is automatic. I just automatically change your number each Turn.
However, you may speed up the process. You may advance more quickly into the Renaissance, Enlightenment, and Industrial Revolution.
To do so, costs PL.
It costs 3 PL, to advance an extra year into the Renaissance, Enlightenment, and Industrial Revolution.
1 Year costs 3 PL.
When Williams reaches 1510, moving 10 years into the Renaissance, Enlightenment, and Industrial Revolution, his countries (AND ONLY COUNTRIES) gain new PL permanently.
Countries sized S gain 1 PL.
Countries sized M gain 2 PL.
Countries sized L gain 3 PL.
Countries sized LL gain 4 PL.
Thus, if William advances those 10 years, his gain would look like this:
Suhfang (Humans of unknown kind, powerful undead, many kinds of monsters from the MM, all alignments) (far southwest off-map) (LL) Original PL 25, Current PL 29 (GAINED 4 POINTS)
People of the Kettish Hills (Gnomes, baklunish humans, oeridian humans, dwarves, all alignments) (S) Original PL 3, Current PL 4 (GAINED 1 POINT)
(The Kevellond League)
(March of Bissel (Suel humans, baklunish humans, oeridian humans, elves, dwarves, gnomes, neutral and good)(S) Original PL 3, Current PL 4 (GAINED 1 POINT)
Free City of Dyvvers (humans, elves, dwarves, halflings, etc., neutral and good) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
Kingdom of Furyondy (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, all alignments but few evils) (L) Original PL 7, Current PL 10 (GAINED 3 POINTS)
Gran March (Suel humans, oeridian humans, elves, dwarves, gnomes, neutral and good) (S) Original PL 5, Current PL 6 (GAINED 1 POINT)
Kingdom of Keoland (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, all alignments but few evils) (L) Original PL 8, Current PL 11 (GAINED 3 POINTS)
Shieldlands (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, good) (S) Original PL 3, Current PL 4 (GAINED 1 POINT)
Peoples of the Stark Mounds (Hill dwarves, mountain dwarves, gnomes, oeridian humans, suel humans, high elves, gray elves, good) (S) Original PL 4, Current PL 5 (GAINED 1 POINT)
Sterich (Suel humans, flannae humans, oeridian humans, elves, dwarves, gnomes, heavily good) (S) Original PL 5, Current PL 6 (GAINED 1 POINT)
Archclericy of Veluna (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, halflings, good) (M) Original PL 8, Current PL 10 (GAINED 2 POINTS)
Yeomanry (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, neutral and good) (M) Original PL 4, Current PL 6 (GAINED 2 POINTS)
Knights of Holy Shielding (Dedicated to holding the Shieldlands and stopping Iuz, neutral and good) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
Knights of the Watch (Dedicated to protecting the Sheldomar Valley from the Baklunish, neutral) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
Order of the Hart (Dedicated to stopping Iuz, good) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
The Fellowship of the Torch (Dedicated to stopping Iuz, all alignments) (S) Original PL 2, Current PL 3 (GAINED 1 POINT)
So, William would have gained a total additional PL of 25 points.
His PL for countries increases from 85 to 110.
- - -
I choose William's Kevellond League because I started assigning PL values to his countries first, before any others, and the Kevellond League formed the basis for ALL my other decisions concerning the PL value of countries.
Therefore, the Kevellond League is the standard for Advancing Your Civilization.
A standard by which to measure other standards, and make new rules by.
If you look at the above, you will see that:
To advance 10 years, William must spend 30 PL.
30 PL, out of his total PL of 85.
Or, 35% of his total PL was required, to initially advance him.
How much did Williams advance percentage-wise?
His countries jumped in value from 85 to 110, a gain of 25 points.
That is an advance of approximately 30%.
Now, that 30% will drop off to a lower percentage in later Turns, because William's only gains 25 points each advancement, but the total value of his countries increases with each advance.
This model, can be used for the Powers of Toril.
- - -
Forrester has a PL of approximately 10,000.
If we go by the model above, Forrester should:
Have to pay approximately 3,300 PL to advance his civilization 10 years.
Gain approximately 3,000 PL with each advancement.
Alzem, with a PL of 5,000 ...
Should have to pay approximately 1,667 PL to advance 10 years.
Should gain approximately 1,500 PL for each advancement.
This allows the United Commonwealth of Toril and Hope Isle to Advance Their Civilization, just like the Kevellond League does (and everyone else, theoretically.)
However ... (and it's a big however) ....
I am introducing a new rule.
Building a civilization is costly.
Costly, in terms of infrastructure.
Costly, in terms of social change.
Costly, in vast numbers of ways.
One does not create the culture of modern Earth overnight!
It is one thing to go from 1500 to 1600 AD, and have some changes concerning firearms.
It is another, to go from 1900 to 2000 AD, with all the MASSIVE changes that occurred in the 20th century.
Therefore, the rule is this:
THE MORE ADVANCED YOUR CIVILIZATION, THE MORE IT COSTS TO ADVANCE YOUR CIVILIZATION.
- - -
How much more?
The following chart, says it all:
1500 - 1700 AD: 1 Year costs 3 PL
1700 - 1800 AD: 1 Year costs 6 PL
1800 - 1900 AD: 1 Year costs 24 PL
1900 - 2000 AD: 1 Year costs 96 PL
2000 - 2100 AD: 1 Year costs 400 PL
2100 and beyond: 1 Year costs 1,600 PL
This cost, can be halved by 11th level magic.
RESULT:
William, must pay 30 PL to gain a permanent increase of 25 PL, going from 85 PL to 110 PL total.
Forrester, must pay 16,000 PL to gain a permanent increase of 3,000 PL, going from 10,000 PL to 13,000 PL (of course, his 100 allowed Pocket Dimensions add another 400 to that.)
Alzem, must also pay 16,000 PL to gain a permanent increase of 1,500 PL.
Of course, both Forrester and Alzem have 11th level magic, so the cost for them both drops to 8,000 PL.
- - -
The Rules above were designed to reflect a number of things:
To ensure play balance (that is, to keep Forrester and Alzem from using Advancing Your Civilization to simply whelm you all in a single Turn.)
To prevent something ridiculous from happening (the Union of Oerth from going from medieval to today's civilization in 2 months IC.)
To represent the fact that it DOES cost more, as one advances.
As the Real World went into the Industrial Age, greater and greater effort was required to create the new reality.
The entire economic superstructure of Europe in 1600 could not have built the Empire State Building, much less built it in only 4 years.
The entire economic superstructure of Europe in 1700 could not have hoped to have built the Chunnel.
The Dikes of Holland, as they existed in 1800, were an Olympic Level accomplishment, created by over five hundred years of labor by medieval people.
Yet today, they are building islands in the ocean, off the coast of Japan, and setting buildings over a mile long on them.
- - -
You will note that I have not advanced the 1881 status of the Lortmil Technomancy or the Shade.
I will do so, using the new price for advancement to figure how many years they advanced over the course of the IR.
It won't be hard to figure it out - I will look at how many years GnomeWorks and Melkor have advanced (their medieval ratings, which started at 1500 like the rest of you), then do the math.
If, for instance, GnomeWorks has advanced to - say - the year 1605, then he has paid for 100 years of advancement, and gotten 5 years free (for 5 Turns.)
That 100 years cost 300 PL.
300 PL buys him 100 years of advancement, from 1500 to 1600.
But ...
300 PL buys him only 12 1/2 years, to go from 1881 to 1893.5
- - -
Now, I expect that Forrester and Alzem are not going to be very pleased with this rule.
However, I wanted to make it hard for them, since they have such an incredible jump on the rest of you, in PL.
They can still advance, if they wish.
When YOU reach PLs equivalent to theirs (which you can only do by paying the ever increasing price of Advancing Your Civilization), YOU will find that you must pay, just as they must, the exorbitant price to advance any further.
Thus, although you might catch up with Forrester and Alzem, you will find that passing them is quite difficult.
It should be difficult.
And no, the Union of Oerth cannot now spend 1,500 points to advance it's civilization 500 years into the future, to the year 2170 (or whatever it might have been) during Turn 6.
Neither can anyone else pull such a stunt, in this IR.
- - -
This is the new set of rules on Advancing Your Civilization.
The Torilian Powers may now participate in the Advancing Your Civilization race.
What do you think of these rules?
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