DeletedUser
Guest
Mythological Conquest: Ancient Greece
Original Concept by HeavenFox (Historical Conquest)
Contributions by Olis750
Inspired by and several rules loaned from “Conquer the World” so credit to the creators of that as well.
Mythological Conquest
This game does not strictly follow history in order to make the game interesting, some locations may have been moved or changed in too. As there’s a mythological theme this’ll probably stray even further from history than the historical conquest games so don’t worry about historic inaccuracies!
Also, since this game is still relatively new, mistakes and errors will probably be commonplace. 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.
The GM:
This game follows all the usual GM rules as with most previous games (feel free to look back for more in-depth explanation). Basically what the GM says goes (though mistakes can be pointed out and changed).
The Rules of Turns:
Once the game is started every player has 3 days to post their turn before the GM will check the turns. This is a rough time limit, allowances will be made for turns posted after if the GM is feeling kind. If all turns are in early, the GM may post the results early if they have time and can spare the effort. Preferably don’t leave your turn till the last minute
The Rules of Posting:
Posts should be set out logically and easy to understand. Try not to write huge great essays and make each point clear so it’s not missed out. Also ensure you use decent grammar and punctuation so it is actually interpretable. Other than that there are no real rules on how the turn has to be set out, though here’s a suggested format that would be worthwhile using (feel free to embellish)
The Rules of Attacking:
You can attack as many targets as you want in a turn if your faction can handle it. For the best chance of success, include a battle plan (can even make small diagrams/maps if you so wish) or you’ll be assumed to have just charged at the enemy. Battles can range from skirmishes and ambushes, to full on sieges.
Battles can take place over many posts as military sub turns where you may give orders as the GM explains what is happening in the battle at that point. Begin sub turns with name of player and faction.
Important to remember the terrain you are attacking on and supplying your army. These can have big effects on a battle. Also include how you plan on getting to the target
The Rules of Defending:
There’s no set rules for defending just as with attacking so any tactic goes as long as it’s feasible. It can be worthwhile preparing defences before you are attacked so think ahead.
Defence sub turns also may take any number of posts as the battle changes. The exception is with sieges where if they’re trying to starve you out, it can be just dealt with in the military part of your turn.
Magic/Mythology:
This game includes the existence of mythological creatures. Mythological creatures can be found in the game world as random events, quests or in certain areas. Some may be friendly and work with you, others have to be defeated. There’s usually some kind of reward for defeating one.
Heroes, villains, traders and assassins will also wonder the land. They may appear as random events or you can actively search for them or put a message out. Some may choose to stick around with you, others only for a short amount of time. They’re usually worth having for a good advantage.
Magic exists in this game. However, it’s not a common skill so you can’t just get an army of mages. The best will be wondering heroes (or villains). You may be able find the ability in some of your own people, though their talents will be far less. Most who can use magic will specialise (the GM will say where their talent lies).
Religion
In this game, religion will be of use. Each player will have their own Greek God to worship (player can choose which but only one of each). This God will bring good fortune if they are worshipped well or can smite if they are displeased with you. The effect very much depends on which God you choose. Prayers may be answered some of the time.
Other Features
Here’s just a quick summary of other points to remember of use:
- Duels – You may settle disputes through a duel in some situations. This is best done with a champion, though you can put yourself at risk (not advised).
- Champion – You may designate one of your warriors as a champion, up to you how you decide. The more situations they are in, the more skilled they become. They can get their own special equipment too.
- Army – You’ll need some sort of military to keep order and to attack or defend. Up to you how big it is, though this will have larger effects (e.g. if you have a huge army other areas may suffer or you’ll have to keep them busy)
- Research – you can research new technologies, though keep it reasonable to the time period. Technology can be gained by taking from others or random events etc.
- Currency – Went with gold as the currency. Try and price things reasonably, GM will change if they disagree.
- Income – You gain some money every turn based on your taxes and other ways of getting money. Some years it’ll be more, others less. Best to leave some money in your treasury for emergencies so don’t spend it all!
- Trade – You can trade with NPC’s and travelling traders may sometimes offer good deals. You can actively search for them
- Assassins – You can hire a killer to take out other players or NPC’s. You can either use one of your own people, or put the word out and get a trained one. Might not always be successful, you can put defences in place to prevent likelihood of assassination.
Feel free to offer any more suggestions for rules
Original Concept by HeavenFox (Historical Conquest)
Contributions by Olis750
Inspired by and several rules loaned from “Conquer the World” so credit to the creators of that as well.
Mythological Conquest
This game does not strictly follow history in order to make the game interesting, some locations may have been moved or changed in too. As there’s a mythological theme this’ll probably stray even further from history than the historical conquest games so don’t worry about historic inaccuracies!
Also, since this game is still relatively new, mistakes and errors will probably be commonplace. 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.
The GM:
This game follows all the usual GM rules as with most previous games (feel free to look back for more in-depth explanation). Basically what the GM says goes (though mistakes can be pointed out and changed).
The Rules of Turns:
Once the game is started every player has 3 days to post their turn before the GM will check the turns. This is a rough time limit, allowances will be made for turns posted after if the GM is feeling kind. If all turns are in early, the GM may post the results early if they have time and can spare the effort. Preferably don’t leave your turn till the last minute
The Rules of Posting:
Posts should be set out logically and easy to understand. Try not to write huge great essays and make each point clear so it’s not missed out. Also ensure you use decent grammar and punctuation so it is actually interpretable. Other than that there are no real rules on how the turn has to be set out, though here’s a suggested format that would be worthwhile using (feel free to embellish)
[Name] – [Turn #] – [Name of Faction] (in your chosen colour)
Treasury: [The amount of gold you have in your treasury that can be spent]
Income: [The amount of gold you get each turn, which is liable to change up or down]
Population: [Insert number of your faction’s people. This may also change up or down]
Specialists:
[List the people of special skills in your faction. This includes heroes and those who are experts in their field/special. E.g.:
- Champion
- Mage
- Hero
- Skilled healer
- High priest
- stuff like that
Towns/Cities/Villages: [Include the name of the place and any special constructs it has (such as walls, temples, castles etc). Don’t have to worry about minor things like houses]
Items of note: [Include items of importance you’ve made and/or bought here. This includes special weapons, things you’ve found and anything else important. If it’s a basic item like a sword, don’t worry about numbers]
Domestic Actions: [This is where actions concerning your faction and its lands will go. This includes things like building, policies, laws etc. If it will cost to build, include what you think the cost to be (either ask GM or base off other players]
Religion: [Put any rituals, sacrifices, prayers etc here. Can also include magic/mythological stuff here]
Diplomacy: [This includes any relations you wish to have with surrounding cities or towns plus anything else to do with diplomacy]
Military: [Include things to do with your military here such as weapons, tactics, recruitments and their movements if attacking or defending. If hitting another player you may do so by mailing the GM]
Treasury: [The amount of gold you have in your treasury that can be spent]
Income: [The amount of gold you get each turn, which is liable to change up or down]
Population: [Insert number of your faction’s people. This may also change up or down]
Specialists:
[List the people of special skills in your faction. This includes heroes and those who are experts in their field/special. E.g.:
- Champion
- Mage
- Hero
- Skilled healer
- High priest
- stuff like that
Towns/Cities/Villages: [Include the name of the place and any special constructs it has (such as walls, temples, castles etc). Don’t have to worry about minor things like houses]
Items of note: [Include items of importance you’ve made and/or bought here. This includes special weapons, things you’ve found and anything else important. If it’s a basic item like a sword, don’t worry about numbers]
Domestic Actions: [This is where actions concerning your faction and its lands will go. This includes things like building, policies, laws etc. If it will cost to build, include what you think the cost to be (either ask GM or base off other players]
Religion: [Put any rituals, sacrifices, prayers etc here. Can also include magic/mythological stuff here]
Diplomacy: [This includes any relations you wish to have with surrounding cities or towns plus anything else to do with diplomacy]
Military: [Include things to do with your military here such as weapons, tactics, recruitments and their movements if attacking or defending. If hitting another player you may do so by mailing the GM]
The Rules of Attacking:
You can attack as many targets as you want in a turn if your faction can handle it. For the best chance of success, include a battle plan (can even make small diagrams/maps if you so wish) or you’ll be assumed to have just charged at the enemy. Battles can range from skirmishes and ambushes, to full on sieges.
Battles can take place over many posts as military sub turns where you may give orders as the GM explains what is happening in the battle at that point. Begin sub turns with name of player and faction.
Important to remember the terrain you are attacking on and supplying your army. These can have big effects on a battle. Also include how you plan on getting to the target
The Rules of Defending:
There’s no set rules for defending just as with attacking so any tactic goes as long as it’s feasible. It can be worthwhile preparing defences before you are attacked so think ahead.
Defence sub turns also may take any number of posts as the battle changes. The exception is with sieges where if they’re trying to starve you out, it can be just dealt with in the military part of your turn.
Magic/Mythology:
This game includes the existence of mythological creatures. Mythological creatures can be found in the game world as random events, quests or in certain areas. Some may be friendly and work with you, others have to be defeated. There’s usually some kind of reward for defeating one.
Heroes, villains, traders and assassins will also wonder the land. They may appear as random events or you can actively search for them or put a message out. Some may choose to stick around with you, others only for a short amount of time. They’re usually worth having for a good advantage.
Magic exists in this game. However, it’s not a common skill so you can’t just get an army of mages. The best will be wondering heroes (or villains). You may be able find the ability in some of your own people, though their talents will be far less. Most who can use magic will specialise (the GM will say where their talent lies).
Religion
In this game, religion will be of use. Each player will have their own Greek God to worship (player can choose which but only one of each). This God will bring good fortune if they are worshipped well or can smite if they are displeased with you. The effect very much depends on which God you choose. Prayers may be answered some of the time.
Other Features
Here’s just a quick summary of other points to remember of use:
- Duels – You may settle disputes through a duel in some situations. This is best done with a champion, though you can put yourself at risk (not advised).
- Champion – You may designate one of your warriors as a champion, up to you how you decide. The more situations they are in, the more skilled they become. They can get their own special equipment too.
- Army – You’ll need some sort of military to keep order and to attack or defend. Up to you how big it is, though this will have larger effects (e.g. if you have a huge army other areas may suffer or you’ll have to keep them busy)
- Research – you can research new technologies, though keep it reasonable to the time period. Technology can be gained by taking from others or random events etc.
- Currency – Went with gold as the currency. Try and price things reasonably, GM will change if they disagree.
- Income – You gain some money every turn based on your taxes and other ways of getting money. Some years it’ll be more, others less. Best to leave some money in your treasury for emergencies so don’t spend it all!
- Trade – You can trade with NPC’s and travelling traders may sometimes offer good deals. You can actively search for them
- Assassins – You can hire a killer to take out other players or NPC’s. You can either use one of your own people, or put the word out and get a trained one. Might not always be successful, you can put defences in place to prevent likelihood of assassination.
Feel free to offer any more suggestions for rules
Last edited by a moderator: