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A fair warning: Do not expect strict historic restrictions, which I'll be relaxing in order to let players have more fun. This will also not follow history but will loan some events of it so do not try using knowledge gained here in school tests or trivias.
Also, since this is the first time this game is being done, mistakes and errors will probably be common. If you spot some of them, feel free to point them out to the GM. All suggestions are welcomed as well, if they aren't implemented this game, they might be the one after.
Historic Conquest: Celtic Britannia
Invented by HeavenFox
Contributed by Olis750
Inspired by and several rules loaned from “Conquer the World” so credit to the creators of that as well.
Golden Rules:
The Rules of the Game Master
Rule 1) The word of the GM is LAW and FINAL!
Rule 2) The GM reserves the right to do anything at any time.
The GM approves turns by players and tells them whether their actions were successful or not and what the consequences were.
Game masters are responsible for supplying an empire’s population numbers and government expenditures and declaring victory or casualties in player’s battles.
The GM is responsible for making the game fair, but if a player finds something wrong with any post in the thread that the GM did not see, the player is encouraged to point it out, so check other players turns carefully!
If you believe that GM has made a mistake, you are encouraged to argue your point as this could result in events being changed. GM is quite within his rights to call Rule 1 or Rule 2 of GM at any time in this debate.
If you suspect a GM of being biased against you or any other player, post proof of bias publicly. Minor bias is to be expected though; thus it is good to be nice to the GM, as he holds your life in his hands. Annoying the GM, whether through messenger, mail, or in game, can be punished by the GM messing up your turns, but he's a dick if he does unless you're really pissing him off.
The GM reserves the right to amend the rules of the game or add rules that were missed in order to make the rules more complete. He will generally do this after he notices someone exploiting a loophole in the rules. When this happens, the person he noticed using the loophole will be allowed to use it as it was not in the rules at the time of that person's posting, but from then on no one can use that loophole (as it is covered by the rules). However, intentionally looking for loopholes will most likely make the GM angry, and I remind you again of Rule 1 and Rule 2.
The Rules of Turns
Once the game is started, every player has 48 hours to post their turn before the GM will check the turns. Depending on the GM's schedule (he has a life too, you know), it may take more than 48 hours for him to check, approve, and post the results of turns. However, once he does, players can expect to have 48 hours to post their next turn. Please don’t leave your turn till the last minute!
If you missed your turn, the punishment will be up to the GM. Most likely ones will be less income due to workers slacking off or perhaps a raid on your village.
The Rules of Posting
Posts should be ordered rationally, the rules of posting is that, if it makes logical sense and the GM can easily understand it and it isn’t irritating then its fine. If it annoys the GM or is impossible to understand then it’s not fine, and it is advisable to change it if the GM asks you to
or something horrible may happen.
A simple example of a suggested format:
The Rules of Attacking
You may attack as much as your tribe can handle in one turn.
If an attack does not contain any specific strategy to it, it will be assumed that your soldiers attacked with a classical frontal charge.
If a player has initiated battle with another player or native nation, they may continue battle through as many posts as necessary.. All military sub turn posts must begin with the name of the player and their tribe.
The Rules of Defending
There are no iron set rules for defending. Basically everything that is do-able goes. You may build traps, equip every member of your tribe or retreat into forest. So use your imagination!
Some game features you’re encouraged to use, be aware of or take inspiration from: (Please keep in mind, these are not strict and you can improvise all you want. These are to help the not-so-imaginative people.
Resources: For the sake of simplicity there will be no hard amount of resources. Resources main use will be in determining ETA’s when building things. They can be used for trading too.
Diplomacy: Diplomatic meetings between yourself and foreign leader (If player wishes, conversation may be emulated on skype between Player and GM acting as the NPC.)
Setting up a meeting: Easiest way to do this is to send a messenger that will request an audience. You may send an underling/missionary/diplomat instead but they will only follow the orders written for them. Unless they're bribed?
Religion: You can choose what or who your people will believe, worship and bring sacrifices to. Doing this will raise morale and may possibly cause a favourable event that just so happens to coincide with that act. :icon_wink:
Battle: A large open battle will be conducted over several sub-turns. For example, you may specify your battle formation and send the cavalry in a full front charge. After that, the enemy will take some actions and you will be given another chance to act.
Duels: It is possible to suggest the idea of an 1v1 duel to settle the matter. If this is chosen, you may choose whoever you wish to represent you in a battle to the death(or first blood if agreed upon). Remember, every term is negotiatable! Outcome will be decided by a random factor unless the skill difference is too big.
Champion: You can designate one of your warriors as the “Champion”. If he proves himself to be a great warrior, he may eventually give great boosts to morale.
Soldiers: Warriors will be normal people you can draft from your village and give equipment to. Their effectiveness is affected by their training, mindset/motivation and leadership. Warriors will gain experience from battles and skirmishes in the form of receiving “Veteran, Professional, Elite” prefixes which will be given by the GM.
“Warrior types” (Like spearmen, macemen, highlanders etc) will solely depend on the training and equipment.
Military supply: If you are marching a large force towards battle, you will need supplies! So make sure you pack some extra and take pack-animals with you. Bad supply management may result in slow travel time or low morale, which makes it easier for your enemies to fight back or demoralize your army.
Research: Research is available but don’t expect to be able to come up with things that likely wouldn’t even occur to the people of the time period. Start small if you must. Technology can be gained from pillaging other tribes and villages as well.
Currency: There is no formal currency. Trade is done for estimated similar value items. Gold is very much sought after and can be in a sense used as currency.
Trade: Trade will be done via caravans automatically if agreement is negotiated, or via ship if terrain allows. Those are however open to banditry and raiding so don’t forget to secure them! You will have to own the necessary tools of transport(humans can carry as well but will be slow and tired).
Rumours: Since information flow was very limited in that time period, a lot of what you may hear is likely exaggerated or lie so keep that in mind. It can be used in your advantage as well.
Assassins: Hired blades are available, however their skill will generally be very low unless you get lucky and find a renowned one.
Sub-turns: You can use sub-turns for doing scouting missions, raiding or other things of similar nature.
Reminder: Everything can be intercepted in this game from messengers to armies.
Item levels:
Basic - Norma(No title) - Good - Exceptional(Very hard to achieve)
Bows will have to have the wood they're made of before the name. "Yew (short)bow" or "Elm (long)bow" for example.
People will have Normal, experienced or master.
Also, since this is the first time this game is being done, mistakes and errors will probably be common. If you spot some of them, feel free to point them out to the GM. All suggestions are welcomed as well, if they aren't implemented this game, they might be the one after.
Historic Conquest: Celtic Britannia
Invented by HeavenFox
Contributed by Olis750
Inspired by and several rules loaned from “Conquer the World” so credit to the creators of that as well.
Golden Rules:
The Rules of the Game Master
Rule 1) The word of the GM is LAW and FINAL!
Rule 2) The GM reserves the right to do anything at any time.
The GM approves turns by players and tells them whether their actions were successful or not and what the consequences were.
Game masters are responsible for supplying an empire’s population numbers and government expenditures and declaring victory or casualties in player’s battles.
The GM is responsible for making the game fair, but if a player finds something wrong with any post in the thread that the GM did not see, the player is encouraged to point it out, so check other players turns carefully!
If you believe that GM has made a mistake, you are encouraged to argue your point as this could result in events being changed. GM is quite within his rights to call Rule 1 or Rule 2 of GM at any time in this debate.
If you suspect a GM of being biased against you or any other player, post proof of bias publicly. Minor bias is to be expected though; thus it is good to be nice to the GM, as he holds your life in his hands. Annoying the GM, whether through messenger, mail, or in game, can be punished by the GM messing up your turns, but he's a dick if he does unless you're really pissing him off.
The GM reserves the right to amend the rules of the game or add rules that were missed in order to make the rules more complete. He will generally do this after he notices someone exploiting a loophole in the rules. When this happens, the person he noticed using the loophole will be allowed to use it as it was not in the rules at the time of that person's posting, but from then on no one can use that loophole (as it is covered by the rules). However, intentionally looking for loopholes will most likely make the GM angry, and I remind you again of Rule 1 and Rule 2.
The Rules of Turns
Once the game is started, every player has 48 hours to post their turn before the GM will check the turns. Depending on the GM's schedule (he has a life too, you know), it may take more than 48 hours for him to check, approve, and post the results of turns. However, once he does, players can expect to have 48 hours to post their next turn. Please don’t leave your turn till the last minute!
If you missed your turn, the punishment will be up to the GM. Most likely ones will be less income due to workers slacking off or perhaps a raid on your village.
The Rules of Posting
Posts should be ordered rationally, the rules of posting is that, if it makes logical sense and the GM can easily understand it and it isn’t irritating then its fine. If it annoys the GM or is impossible to understand then it’s not fine, and it is advisable to change it if the GM asks you to
or something horrible may happen.
A simple example of a suggested format:
[Name] – [Turn #] – [Name of Tribe] – [Location of Tribe]
People: [Insert number of the tribe’s people]
Work Delegation:
[Insert numbers of people who have been set at a single task]
Warriors: 20
Senior Blacksmiths/Apprentice blacksmiths: 1/3
Lumbermen: 30
Village Healers: 2
Scouts/watchmen: 15
Buildings:
[Buildings you have]
1x tribe hall
1x storehouse
1x wooden palisade
Items of note:
[Insert items of importance you’ve made and/or bought here]
40 iron spears
10 sets of mediocre leather armour
5 horses
3 oxen
Domestic Actions:
[This is where actions concerning your tribe and its lands will go. This includes things like building houses, outposts, setting some taxes etc]
Example:
“I want a small outpost tower built on Hill (mark which hill and where) make it out of wood and assign 2 people to occupy it at all times.”
Military movements:
[Actions pertaining to using your military shall go here. This means things like raids, pillaging, attacking and defending. ]
People: [Insert number of the tribe’s people]
Work Delegation:
[Insert numbers of people who have been set at a single task]
Warriors: 20
Senior Blacksmiths/Apprentice blacksmiths: 1/3
Lumbermen: 30
Village Healers: 2
Scouts/watchmen: 15
Buildings:
[Buildings you have]
1x tribe hall
1x storehouse
1x wooden palisade
Items of note:
[Insert items of importance you’ve made and/or bought here]
40 iron spears
10 sets of mediocre leather armour
5 horses
3 oxen
Domestic Actions:
[This is where actions concerning your tribe and its lands will go. This includes things like building houses, outposts, setting some taxes etc]
Example:
“I want a small outpost tower built on Hill (mark which hill and where) make it out of wood and assign 2 people to occupy it at all times.”
Military movements:
[Actions pertaining to using your military shall go here. This means things like raids, pillaging, attacking and defending. ]
The Rules of Attacking
You may attack as much as your tribe can handle in one turn.
If an attack does not contain any specific strategy to it, it will be assumed that your soldiers attacked with a classical frontal charge.
If a player has initiated battle with another player or native nation, they may continue battle through as many posts as necessary.. All military sub turn posts must begin with the name of the player and their tribe.
The Rules of Defending
There are no iron set rules for defending. Basically everything that is do-able goes. You may build traps, equip every member of your tribe or retreat into forest. So use your imagination!
Some game features you’re encouraged to use, be aware of or take inspiration from: (Please keep in mind, these are not strict and you can improvise all you want. These are to help the not-so-imaginative people.
Resources: For the sake of simplicity there will be no hard amount of resources. Resources main use will be in determining ETA’s when building things. They can be used for trading too.
Diplomacy: Diplomatic meetings between yourself and foreign leader (If player wishes, conversation may be emulated on skype between Player and GM acting as the NPC.)
Setting up a meeting: Easiest way to do this is to send a messenger that will request an audience. You may send an underling/missionary/diplomat instead but they will only follow the orders written for them. Unless they're bribed?
Religion: You can choose what or who your people will believe, worship and bring sacrifices to. Doing this will raise morale and may possibly cause a favourable event that just so happens to coincide with that act. :icon_wink:
Battle: A large open battle will be conducted over several sub-turns. For example, you may specify your battle formation and send the cavalry in a full front charge. After that, the enemy will take some actions and you will be given another chance to act.
Duels: It is possible to suggest the idea of an 1v1 duel to settle the matter. If this is chosen, you may choose whoever you wish to represent you in a battle to the death(or first blood if agreed upon). Remember, every term is negotiatable! Outcome will be decided by a random factor unless the skill difference is too big.
Champion: You can designate one of your warriors as the “Champion”. If he proves himself to be a great warrior, he may eventually give great boosts to morale.
Soldiers: Warriors will be normal people you can draft from your village and give equipment to. Their effectiveness is affected by their training, mindset/motivation and leadership. Warriors will gain experience from battles and skirmishes in the form of receiving “Veteran, Professional, Elite” prefixes which will be given by the GM.
“Warrior types” (Like spearmen, macemen, highlanders etc) will solely depend on the training and equipment.
Military supply: If you are marching a large force towards battle, you will need supplies! So make sure you pack some extra and take pack-animals with you. Bad supply management may result in slow travel time or low morale, which makes it easier for your enemies to fight back or demoralize your army.
Research: Research is available but don’t expect to be able to come up with things that likely wouldn’t even occur to the people of the time period. Start small if you must. Technology can be gained from pillaging other tribes and villages as well.
Currency: There is no formal currency. Trade is done for estimated similar value items. Gold is very much sought after and can be in a sense used as currency.
Trade: Trade will be done via caravans automatically if agreement is negotiated, or via ship if terrain allows. Those are however open to banditry and raiding so don’t forget to secure them! You will have to own the necessary tools of transport(humans can carry as well but will be slow and tired).
Rumours: Since information flow was very limited in that time period, a lot of what you may hear is likely exaggerated or lie so keep that in mind. It can be used in your advantage as well.
Assassins: Hired blades are available, however their skill will generally be very low unless you get lucky and find a renowned one.
Sub-turns: You can use sub-turns for doing scouting missions, raiding or other things of similar nature.
Reminder: Everything can be intercepted in this game from messengers to armies.
Item levels:
Basic - Norma(No title) - Good - Exceptional(Very hard to achieve)
Bows will have to have the wood they're made of before the name. "Yew (short)bow" or "Elm (long)bow" for example.
People will have Normal, experienced or master.
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