Historic Conquest: Celtic Britannia

DeletedUser

Guest
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:
[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. ]

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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DeletedUser

Guest
Background story:
The southern part of Britannia is divided into several independent tribes. They’ve lived their lives relatively isolated with only some minimal trade between neighbours, or an occasional raid by an ambitious tribe leader.

Not much is known about the northernmost part but rumours from travellers have it that the people living there have formed large tribes and are fearless warriors.

Players:
Doomdealer's Tribe
After the unexpected drowning of the last tribe leader during a fishing trip along the river with his advisor no one else was better suited to lead than the ex-leaders good friend Doomdealer.

The tribe has experienced a very peaceful existence for now, living mainly on the fishes caught from the river and the various animals hunted from the nearby large forest. Agriculture is currently non-existant and the village itself is built on the banks of the river from wood, closely together.

Population: 86
Hunters: 17
Fishers: 18
Food levels: Good

The Onion Tribe
After killing the ex-leader of the tribe over a dispute, Onion has assumed the position of tribe leader.

The tribe of Onions is located on a flatland next to a river. Thus the people have become quite experienced in growing crops and using the nearby river for irrigation. The farms yield quite well but are dependant on the weather and climate. The tribe also owns 5 horses and has been attempting to breed them for several years since acquiring. The tribe leader and some of his retinue have managed to learn the basics of riding but the rest of the tribe remains still ignorant about the art of riding.

Population: 81
Hunters: 5
Farmers: 26
Fishermen: 8
Food levels: Decent(Average yield)

Dan's Tribe
Dan has recently been given the position of leader after his father declared to be feeling too old to manage it anymore. Being the son of the last leader has made people accept his status but there are those who think Dan is still too young and inexperienced to keep the tribe safe and looked after.

The tribe itself is located near the sea-shore and thus has always awaken the desire to brave the seas in many of the villagers. As a result Dan's tribe is quite experienced in navigating the coastal areas and catching seafood. Agricultural farming also plays a role in keeping the tribe well fed. Main crops grown is wheat.

Population: 79
Fishers: 27
Farmers: 18
Mediocre ship carpenters: 3
Food Levels: Decent
Ships: Inferior fishing boats: 7
Inferior sailing boats: 3

Rizzler's Tribe
After a hunting trip gone wrong which ended up the last leader being eaten by a pack of wolves, Rizzler has been given the honour of becoming the new tribe leader due to his contributions as a hunter to the tribe.

The tribe is located on the base of a mountain, giving it easy defensibility. Food is completely dependant on the gatherings of the hunters from the nearby forest and as a result of this your people have become excellent archers and trackers. Agriculture has been tried but the land is too rocky and hard to cultivate any plants and the grass too rare to keep cattle well fed. The mountain does however provide great resource of stones and possibly other resources.

The people are rather worried of the rumours about the people to the north since the tribe isn't too far from one of the unknown northern people's tribe.

Population: 78
Hunters: 33
Bow crafter & Fletcher: 3
Food Levels: Mediocre

The Cult of Boxxy
(Also known as Qwertyu's Tribe)
Due to the recent death of the last tribe leader, who finally succumbed to his pneumania, his ex-advisor Boxxy swiftly took the position and kept the tribe going.

Located in a small valley along the river, there has been no shortage of food for the tribe since the land is fertile and fish are a plenty. The tribe also owns a cattle of 16 sheep which are kept in a wooden fence for meat and wool. The tribe however does not have any easily accessible wood and the lumberjacks are forced to hike over the mountains to reach forests. Buildings are mainly made of clay.

Population: 91
Fishermen: 12
Farmers: 18
Shepherds: 7
Food Levels: Good(Sheep unaccounted for)

Silverphoenix's Tribe

After the unexpected drowning of the previous tribe leader and his advisor during a sailing trip to the sea gone wrong, no one protested when Silverphoenix assumed the position of leadership since he was the last leaders best friend.

The tribe has been dealing with fishing for as long as the elderly remember. Even right now nearly all of its food is composed of fish, caught from both the river and sea. The seamen have also perfected sailing against the water and wind current as that is the only way to reach back to the village more often than not. There has not been much interest towards other sources of activity since fishing has well kept the people fed and busy.

Population: 78
Fishermen: 23
Mediocre ship carpenters: 4
Food Levels: Very Good
Ships: mediocre fishing boats: 10
Inferior sailing boats: 4

The Cougarbrit's Tribe
Cougar has been the triber leader for several years. He is the son of the last leader, who died of old age.

The tribe is located in a very prosperous position. The river provides some fish, lumber is close and the land is flat allowing to grow crops. The tribe also owns 4 oxen: Willy, Schnilly, Tilly and Billy. Currently the tribe lives mainly on fish and crops, hunting is done but the hunters are rather inexperienced.

Population: 89
Hunters: 8
Farmers: 30
Fishermen: 13
Food Levels: Very Good(Average yield)

Olly's Tribe

Leader Olly is the chosen successor of the old leader who did not sire children. He passed away this year and now Olly will finally take over the reigns.

The tribe is completely surrounded by forest. This has helped the tribesmen become excellent survivalists, good bow users and trackers. It has also made the tribe completely isolated. The tribesmen worship the nature and trees as they yield them edible fruit and herbs. The land also provides them animals to hunt.

Population: 76
Hunters: 27
Bow makers and fletchers: 4
Herbalists: 5
Food Levels: Decent

Map(s):
Turn 0 Players only
hcturn0players.png


Turn 0 Players and NPC's. Larger circles mean the biggest tribes, same size circles as you mean around the same size.

Turn 3 map
hcturn3npc.png

hcturn0npc.png

hcturn0npc.png
 
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DeletedUser

Guest
Dayum this sounds interesting again for once.

Guess I'll join.
 

DeletedUser

Guest
I'll hand out the tribes this evening along with an example turn.
 

DeletedUser

Guest
First draft of player tribes up. Might be still subject to minor changes. Also, the number of workers in one field doesn't really matter. I wanted to give some kinda basis to work from.
 

DeletedUser

Guest
Dan – Turn 1 – Dan's Tribe – The Coast

People: Population: 79


Work Delegation:
Champion: 1
Warriors: 5
Senior Blacksmiths/Apprentice blacksmiths:
Village Healers:
Scouts/watchmen:
Guards: 6
Mediocre ship carpenters: 3
Apprentice Ship carpenters: 2
Builders: 10
Fishers: 28
Iron collectors: 4
Farmers: 15
Lumbermen: 11


Items of note:
Ships: Inferior fishing boats: 7
Inferior sailing boats: 3


Domestic Actions:

Set up some basic timber camps near where we have a lot of wood. This will basically just be a store in which we keep wood as well as tools for chopping down trees. Once the wood has been placed here, at the end of the day, we will transport it all back to the village to the "Main Warehouse". This timber camp will have two men guarding it during the day (as there will be nothing there at night).

Aim to make 25 axes. These will be made by getting a sturdy, wide log and attaching a sharp axe head to it. The axe head will be a very sharp rock, the way to make them is shown by this guide I found on google for making stone age tools:
Almost any rock would do. I like large rocks such as ones on the edges of streams. Porous rocks with cavities, fossil-laden and rocks that have many cracks likely won’t produce the most useful creations. Choose the solid type without visible flaws. I prefer source rocks that are heavy enough to remain in place and you can pound-away at the edges with grapefruit-sized rock without greatly risking injury to your fingers, hands or other bodily parts. Injuring yourself in the creation of a tool is counterproductive to your survival needs.

Using a large hammering rock, strike the upper leading edge of the source rock. Selectively striking the edge causes flakes and slabs of rock to shear off. Many of these will be unusable but there will be some that are promising. Various sizes can dictate what their intended purpose is for.
We will get the axe heads like this, we will hopefully get some people who are very good at getting the correct sized rock and correct sharpness for cutting down trees and use these people to make more. We will be looking at getting around 50 Axe heads, turning 25 of them into axes. We will lash them onto the logs which will be around (roughly) 50cm long so... a normal man's arm length from shoulder to finger.
Once we get these axes we will give them to some men who will use them to cut down small trees and deliver the wood to the timber camps as said above.

Start experimenting on how best to:
1) Get the correct sized rocks for making axes and weapons.
2) Attach the stones onto the logs to make them most effective and not fly off.
3) What other materials we have in our surrounding area that are stronger than normal stones and are big enough to be used for this.
4) What other materials could be used for making the handles.

With the wood that we collect, build a large storehouse for our wood. It will be around 25 metres long by 10 metres wide. Here we will collect all of our surpluss wood or wood that we are not using and keep it. There will always be 2 men guarding the only entrance. There will be 3 shifts for this so that they all get sleep and all have to do work.

After the main storehouse is built, we will start to build more houses. We will use the wood that we collect from our lumbermen and build the houses using that. We will see if we can get it so that each family has a house to themselves if that is not already achieved.


Set up a contest:
In the contest we will try and see who is the best fighter out of everyone in the village, I myself will not be entering (more later).
Each contestant will need to get himself a stick that he will use to fight, this is so we get no serious injuries. There will be rounds, so if we get around 16 entrants, there will be one person vs another person for round one leaving 8 champions from that round. The next day, they will fight one vs one leaving 4 champions. The day after that, we will have the semi final where there will be the same thing leaving only 2 people. The day after, that fight will determine the winner, he will then go on to receive the prize of:
1) Be the "Champion" of the village"
2) Get 5 days and nights off from working (he earned it).

The other 3 semifinalists will all become guards. They will receive daily training where they will constantly improve their skills along with the champion, we will also pick 4 more people from the semi-semi-final who will have the same. These guards will protect the storehouse as well as the village.

Create 5 larger fishing boats. We will use the research we are gathering (see research) and use this to make them, as well as making them larger so they can carry more fish. The idea will be that they will go on longer journeys but less, reducing the time taken to get fish. Start replacing old fishing boats with these new ones. We will keep the same sort of design as we use for our current ones. We will get two of our Ship builders doing this, the other one will be asked to train 2 more people from the village to build ships, they will be apprentices. Once they learn, they will start work so we have in total, 5 ship builders...

Start gathering drinkable water. Go around finding it and bring it back in bowls, we will take it to our large storing warehouse and keep it their in a large container. This is so we always have a stock so we don't run out and we know that it is clean.


Make a moat around our village. It will be wide enough to encompass the living area as well as the farms. To make it we will dig a trench all around our village, then gather water from the sea in buckets and fill it in, the trench will be built on low land so that we can hopefully reach sea level quicker meaning that the whole thing won't fill itself back in once we pour the water in. We will also fill in the inside of the trench with smooth stone so the water doesn't escape into the ground, the stone should be securely fixed into the trench.

Get at least 20 people fishing, this is so we never run low on food, if we have excess, make the extra fishermen either go to the building or chop wood, all excess food will be salted and kept in a cool place so it doesn't go off for a while.

Get people learned in what rocks are what to go and look for Iron. Once they do, assign 9 people to mine it (if we get picaxes from our neighbouring Tribes) and if not, they will have to use harder stones to get the iron out.


Research:

Start looking into making our boats better. We are seeing if the sailors have any ways of making their ships perform better, if they do, we may be able to adapt all of our ships to this level where and hopefully work on the idea to make them even better. Right now we are looking for speed.

Experiment using different shapes for making ships, we will see if we can get more water-dynamic kind of thing where it runs smoother through the water and requires less wind or rowing to make it move.


Foreign Relations:

Send messengers to neighbouring Tribes asking if we can all meet for a conference. We want to discuss working together, increasing trade and helping each other grow, for example if one Tribe has a lot more wood than the other, and they need iron and one Tribe needs wood and has a lot of iron, we could do trades with each other.

See if any nearby Tribes have any Good axes for sale, this is meant by things like iron or bronze axes (better than stone ones). Buy 10 if they have any.

See if any nearby Tribes are selling picaxes, again, Iron or bronze. But 10 if there are.

See if any nearby Tribes are selling Iron, if they are buy enough for testing and creating picaxes/axes.

Ask nearby Tribes if they have any expertise in medicine, if they do, we will trade them resources in return for teaching our people how to cure certain things and how to treat wounds.


Military movements:

None atm.
 
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DeletedUser

Guest
I will post a map with NPC's soon, when I figure out a balanced number of neutral tribes.

Blank turn format:

Name] – [Turn #] – [Name of Tribe]

Population: [Insert number of the tribe’s people]

Work Delegation:
[Insert numbers of people who have been set at a single task]

Items of note:
[Insert items of importance you’ve made and/or bought here]

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]

Foreign Relations:
[Anything to do with NPC tribes or other player tribes that you want to announce publicly go here. Trade deals for example.]

Military movements:
[Actions pertaining to using your military shall go here. This means things like raids, pillaging, attacking and defending. ]
 

DeletedUser613

Guest
[Rizzler] – [Turn 1] – [The Mountain Wolves]

People: 78

Work Delegation:
Hunters: 33
Scouts: 10
Lumberjacks: 17
Some smart guys workin on the rocks - 7-orso
We b diggin trenches - 8
Bow crafter & Fletcher: 3

Items of note:



Domestic Actions:
First off lets get a proper name for our tribe, name us the Mountain Wolves to pay respects to our previous leader and mark this as a new start.

Next we will be looking to find a champion.
The test will be, whoever volunteers for the challenge will go out into the forest and try to kill a wolf, the first to bring back a wolf's head will be named champion and will wear the hollowed out head to signify his position.

Gather some of our more intelligent brains, they people whos ideas have got us where we are now and send them to examine some of the rocks in the mountains nearby.
They will be trying to identify different types of rock, they will look for key differences and bring back many samples of rock and be keeping an eye out for those types with shiny streaks runnng through them.
They should then attempt to find a way to get a fire hot enough to attempt to melt the shiny streaks inside the rock, trying each individual type they collect. Get them to keep trying until success and indicate there will be high rewards for whoever can sucessfully achieve something.

Send some good trackers in multiple directions, they will be searching for good places to build lookout posts so we can keep an eye on our land, Im sure the mountains will provide some good overlooking ledges. They shall travel in 5 groups of two. Also get them to try and find out as much as possible about the surrounding area, especially for any other tribes they might see, any evidence of places with lots of "shiny rocks" and places near a water source (likely to be fertile land). Also keep an eye out for horses.

Emphasise to the people that while hunting they should stay away from unmature prey as much as possible, we want to ensure that the things that feed us keep a steady population.
Also get them to keep an eye out for edible berries and nuts, I spose the only way if we can tell if they are edibale is if we can see birds and other creatures have been eating them.

When my scouts find some good areas for lookout areas we will set 20 people to getting some wood ready to construct some outpost-like structures. All we really will want at these outposts is some shelter for sleeping and storing supplies and a small lookout tower, we will probably have 5 of these once suitable locations are found, forming a sort of ring around our tribal lands.

Every member of the tribe above 5 years old and below 65 will be required to train with their hunting bows for at least two hours each day, get an area in the forest specifically for this.

The remaining people will be put to work getting us a bit of an innter perimeter by digging a relatively deep trench around our settlement, not too far out but still giving us a bit of room for expansion, we can always fill some sections in if we need to expand more. Anyway the trench will be dug where its not rock, so basically on our unprotect sides, obviously there will be a couple of places where you can cross it. Lets make it about 1 meter deep and two meters wide.

Get the fletchers and bow crafters to ensure we have a constant stockpile of arrows and if they have time, begin experimenting on different shapes of bows and see what different effects they can come up with, eg. more accurate, or more range.


Diplomacy:

If our scouts do come across any neighboring tribes get them to try and gauge if they are well advanced and organised and keep a safe distance so as not to appear hostile.


Military movements:
 
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DeletedUser

Guest
are you going to run this on CIV?
No, not really. The map is, as you've said, for visual pleasure and to help players use their terrain/etc. I'm not really basing this on anything except what I know/could find of the relative time period.

I have decided that the total population includes children from age 12. That way you can use most of your population already and it'll make more sense if I add to the population yearly.

Edit 1: I've also given Dan and Silverphoenix "Mediocre ship carpenters" and Ryan a "Bow crafter"

Edit 2: Bows can be made by almost everyone but a bow of at least normal or higher quality needs someone who specialises in that craft.

Edit 3: Relative item levels currently planned: Deficient, Inferior, Mediocre, Normal(No "title"), Decent, Good, Excellent, Superior.
 
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