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TreasureOP

Europa Rules

Oct 19th, 2018
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  1. OTHER RULES:
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  3. ARMIES/COMBAT:
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  5. While you can use your population count for some level of passive defense, you must raise standing armies to attack other players. Standing armies can be difficult to maintain in large numbers, since they require double the food of normal population. So if I have an army of 1000 and a population of 10,000, the total food production needed to keep my citizens fed would be 12,000. So, care must be taken when recruiting to avoid overstretching your food consumption.
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  7. GODS:
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  9. Gods will not appear right away. Instead they will come to you once you accomplish a certain threshold. The form the god takes and the powers he/she bestows will be based on your fluff and actions leading up to the discovery. Some may be stronger than others, if you feel you’ve been drastically cheated or want to complain about a significant issue let me know. New magic can be researched by using divine favor, the more powerful the magic is the more favor will be required. You can only research magic that is within the god/goddess’s sphere of influence. Gods will NOT directly intervene in worldly affairs, no matter how much you beg, and you can only worship one god/goddess at a time.
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  11. TRADING:
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  13. Civilizations can trade resources with, but you can only trade one technology per turn and it costs an action to do so. It is a free action and automatically succeeds, but note that it will still count as a roll and add to the difficulty threshold as explained below. DO NOT ROLL FOR TRADES!
  14. The one tech per trade thing means that only one tech level can be traded as well, so if Nation A has Farming V and Nation B has Farming III, Nation B would get Farming IV from the trade. However unique techs (named techs, etc.) are carried over so Nation A Farming would remain Nation A Farming.
  15. Although the one tech/resource per turn rule is still in effect, unlike with techs if resources are traded you can trade as many of one resource as you have extras of, for example if Nation A has Wheat+++ and Nation B has Iron, Nation A can trade 4 of his wheat (base resource plus 3 +s) and Nation B can trade 1 iron (just base resource) if they wanted to, or if Nation B has Cattle++ they could trade 3 cattle in one turn in return for the 4 wheat if they wanted to. But trading Wheat and Carrots for Gold and Cattle would still be an invalid action. Also keep in mind that traded resources cannot be traded again unless the prior trade is cancelled
  16. Also with traded resources or techs if the other party cancels the deal (for example if Nation A and Nation B had a trade going and Nation A attacks Nation B, Nation B could respond by cancelling the trade deal and Nation A would no longer receive whatever was traded. Nation B would no longer get Nation A's traded item as well). This is a free action.
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  18. ROLL SYSTEM:
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  20. In this game you can take as many actions as you want, but each action increases the difficulty threshold by 10. So if I wanted to do 3 actions, I’d have to roll a 30 or above for them to succeed, but if I wanted to just do 1 action I’d only have to get a 10 or above. 9 actions would mean I’d have to get a 90 or above! Note that bad things may happen if you fail a roll, and if you roll a 1 VERY bad things will happen.
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  22. HOW DIVINE FAVOR WORKS:
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  24. You can use divine favor in a variety of ways.
  25. You can use it to research magic, both for war and for peacetime.
  26. You can also use it to create a demigod, a powerful unit that will boost your military's strength greatly. (Minimum 3 favor for this)
  27. Lastly you can use it to circumvent bad stuff from happening as a result of low rolls (cost is 3 favor, note that you'll still fail the roll and critfails cannot be avoided in this manner. Favor must be used before the next update, and keep in mind that said bad stuff will happen on rolls that are less than half the roll amount needed to succeed).
  28. The more favor you put into an action in this manner, the more powerful the magic or demigod will be. Note that some spells and magic may require a LOT of favor to achieve the desired effect. Also note that you can only cast spells from within your god’s domains.
  29. The maximum amount of favor that can be spent for a single spell or demigod is 20.
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  31. HAPPINESS TOKENS:
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  33. Happiness caps at 10, but if you continue to gain happiness after that you’ll get happiness tokens which can be used to gain +5 to a roll. Happiness tokens must be used WHEN you roll and can’t be used before or after, and if you want to use a happiness token please list it with your roll. Also only one happiness token can be used per roll, they do not stack.
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  35. FAQS:
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  37. Q: What do territories do?
  38. A: While territories give little on their own mechanics-wise they allow you to build cities on them, which are vital for increasing population growth and also give you “extra lives” in the sense that when people attack they have to take each city before they can wipe you off the map. Cities also allow you to build more of each building as you can only build one of each building in each outpost/town/city.
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  40. Q: How do I find other players?
  41. A: You can either use an action to explore for them or if you expand close enough to them you’ll automatically meet. You may also meet people through other civilizations if they have prominent trade partners you haven’t met yet.
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  43. Q: How do I find new resources?
  44. A: Either by researching certain techs (e.g. Farming, Animal Husbandry, Fishing, etc.) or by using an action to search for them. Basically just ask for it and as long as it’s reasonable and you succeed on the roll you’ll probably find it.
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  46. Q: How do I get elite troops/legendary buildings?
  47. A: Roll 100s
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  49. Q: What do ships do?
  50. A: Ships primarily play a defensive role, allowing you to defend your shores from enemy navies. Enemy navies must destroy your navy before they can land ground troops to attack you. Ships are also useful in keeping the shores safe from seaborne threats (i.e. sea monsters, pirates)
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  52. Q: Why am I not getting any bonuses from my siege units?
  53. A: You have to build them first, they're units not just passive tech.
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