DeletedUser
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Currently Turn One... Make your turn now.
Story:
The year is 1050 AD and you've just been born into a noble family. You're now 16 years of age and your father has just died. You now take the position of lord(or lordess ). Will you thrive? Or will you fall to the depths of hell? XD We'll see.
Object of game:
To win? To do this you have to survive longest, through diplomacy or with a helluvagood military. Remember, even if you ally with all of the other players, their are barbarian colonies who can kick the poo out of you. Also, other countries.
Buildings:
Wall(Stone provides 10% defensive bonus. Brick(must be researched) 20% defensive bonus.) - 20 builders
Church(May only build one per 150 acres. Provides 5% morale bonus per turn) - 50 builders
House(Houses 4 colonists each. Decreases the chance of dieing colonists per house) - 10 builders
Harbor(3 maximum. May only be made by coastal err.. Lands? Allows more trade = More money. Also, allows production of naval units) - 40 builders
Castle(May only have one. Defensive bonus of 50%) - 125 builders
Barracks(Max - 7. Produces 2 free soldier per barracks per turn) - 50 builders each
Stables(Allows you to buy horses) - 30 builders
Hospital(May only build one per 100 acres. Requires at least one doctor. Decreases percentage of dieing colonists) - 100 builders
Research Center(May only have one. Allows the ability to research) - 100 builders
Espionage Center(May only have one. Allows production of spies) - 200 builders
Trade outpost(3 maximum unless you're a land-locked country(6). Increases trade) - 50 builders
Military outpost(May only have one. 5% defensive bonus) - 10 builders
Research(Requires Research Center):
How it works is their are set things to research(see below obviously). When you start a research project, you CAN NOT cancel it after. i.e. If I wanted to research the crossbow, I would set 50 researchers for a turn. I would continue this for three more turns after because it takes 4 turns to research crossbows. Get it? Hopefully cause I'm not explaining >.>
Crossbows: 50 researchers, 4 turns
Brick: 20 researchers, 2 turns
Iron Armor(Increases fighting power of soldiers): 40 researchers, 5 turns
Longbows: 75 researchers, 5 turns
Spies: 50 researchers, 6 turns
Shoes: 70 researchers, 4 turns(Increases movement of soldiers by 1 territory)
Better houses: 100 researchers, 3 turns (Houses now hold 5 people per)
Things to buy:
Soldier(Primarily meelee troops) - 10 Gold each
Horse(Requires stables, basically a knight) - 20 gold each
Doctor(Reduces death rate per) - 50 gold each
Spices(Decreases chance of revolt.) - 5 gold each
Frigate(Requires Harbor, primairily for sea battles) - 100 gold each
Gallaleon(Requires Harbor, primairily for sea transport.) - 100 gold each
Archer - 20 gold each
Crossbowman(Stronger then archers, require research of crossbows) - 25 gold
Longbowman(Stronger then crossbowman, require research of longbows) - 30 gold
Spies(Requires research, and Espionage research) - 50 gold
How to make your turn:
Once we start you have 48 hours to make your turns. You MUST put everything you already have near the top of each turn. This is not how you HAVE to do it, just an example. Example of a turn could be;
Other:
Gold
You gain 50 gold each turn through trade. Harbors and trade outposts increase gold per turn.
Spying
Their are several things you can do with spies... I shall make more up as we go along as well. All spying is to be done through PM... Unless you're stupid.
Each spy mission cost 50 gold.
Destroy production(70% chance of success) - Will cause whatever building is being built to be started over... Basically you'll have to try to build it again next turn.
Destroy building(35% chance of success) - Will cause one random building to be destroyed.
Corrupt Citizens(30% chance of success) - Lowers moral.
Diplomacy
You are more then welcome to make alliances with your fellow players, however they're not binding. Meaning they can backstab you at any time.
Rules of Attacking
You will describe exactly with what you're attacking with. Horses/Archers/Soldiers ect. You may also explain HOW you're attacking for an increased chance of winning the battle.
Rules of Defending
Defenders have an advantage as they can use their entire population to defend, HOWEVER this comes at a cost because desertion rates will increase if you choose to use civilians who are not properly trained as soldiers. If you are attacked and you do not post as to how you will defend the attack, it is assumed you did not fight back and the attacker loses no troops and gains all of your land.
Blockades
You may use FRIGATES to blockade other harbours thus rendering them useless until your frigates are immobilized, i.e. destroyed with your frigates or something .
Miscellaneous
Things may be added as this goes along seeing as Im kinda making it up as I go
Moral affects how well your troops will fight in engagements that turn.
Random events may happen.
I reserve the position as God, meaning what I say goes.
Prices are subject to change.
Story:
The year is 1050 AD and you've just been born into a noble family. You're now 16 years of age and your father has just died. You now take the position of lord(or lordess ). Will you thrive? Or will you fall to the depths of hell? XD We'll see.
Object of game:
To win? To do this you have to survive longest, through diplomacy or with a helluvagood military. Remember, even if you ally with all of the other players, their are barbarian colonies who can kick the poo out of you. Also, other countries.
Buildings:
Wall(Stone provides 10% defensive bonus. Brick(must be researched) 20% defensive bonus.) - 20 builders
Church(May only build one per 150 acres. Provides 5% morale bonus per turn) - 50 builders
House(Houses 4 colonists each. Decreases the chance of dieing colonists per house) - 10 builders
Harbor(3 maximum. May only be made by coastal err.. Lands? Allows more trade = More money. Also, allows production of naval units) - 40 builders
Castle(May only have one. Defensive bonus of 50%) - 125 builders
Barracks(Max - 7. Produces 2 free soldier per barracks per turn) - 50 builders each
Stables(Allows you to buy horses) - 30 builders
Hospital(May only build one per 100 acres. Requires at least one doctor. Decreases percentage of dieing colonists) - 100 builders
Research Center(May only have one. Allows the ability to research) - 100 builders
Espionage Center(May only have one. Allows production of spies) - 200 builders
Trade outpost(3 maximum unless you're a land-locked country(6). Increases trade) - 50 builders
Military outpost(May only have one. 5% defensive bonus) - 10 builders
Research(Requires Research Center):
How it works is their are set things to research(see below obviously). When you start a research project, you CAN NOT cancel it after. i.e. If I wanted to research the crossbow, I would set 50 researchers for a turn. I would continue this for three more turns after because it takes 4 turns to research crossbows. Get it? Hopefully cause I'm not explaining >.>
Crossbows: 50 researchers, 4 turns
Brick: 20 researchers, 2 turns
Iron Armor(Increases fighting power of soldiers): 40 researchers, 5 turns
Longbows: 75 researchers, 5 turns
Spies: 50 researchers, 6 turns
Shoes: 70 researchers, 4 turns(Increases movement of soldiers by 1 territory)
Better houses: 100 researchers, 3 turns (Houses now hold 5 people per)
Things to buy:
Soldier(Primarily meelee troops) - 10 Gold each
Horse(Requires stables, basically a knight) - 20 gold each
Doctor(Reduces death rate per) - 50 gold each
Spices(Decreases chance of revolt.) - 5 gold each
Frigate(Requires Harbor, primairily for sea battles) - 100 gold each
Gallaleon(Requires Harbor, primairily for sea transport.) - 100 gold each
Archer - 20 gold each
Crossbowman(Stronger then archers, require research of crossbows) - 25 gold
Longbowman(Stronger then crossbowman, require research of longbows) - 30 gold
Spies(Requires research, and Espionage research) - 50 gold
How to make your turn:
Once we start you have 48 hours to make your turns. You MUST put everything you already have near the top of each turn. This is not how you HAVE to do it, just an example. Example of a turn could be;
Ackcody(Your name) / Turn One(Turn number) / Red(Your color)
100 citizens, 250 gold, 25 soldiers, 5 horses, 2 frigates, 10 houses, a wall, a church. (All of your buildings, number of citizens, and... Everything you have, here. Oh, money too.)
Building(100):
5 houses - 50 builders
1 Barracks - 50 builders
Research(0):
N/A
Buying(150):
10 soldiers - 100 gold
1 doctor - 50 gold
Attacking:
N/A
And ya know... Just figure it out =P We're gonna be learning together seeing as I just made this whole game XD.
100 citizens, 250 gold, 25 soldiers, 5 horses, 2 frigates, 10 houses, a wall, a church. (All of your buildings, number of citizens, and... Everything you have, here. Oh, money too.)
Building(100):
5 houses - 50 builders
1 Barracks - 50 builders
Research(0):
N/A
Buying(150):
10 soldiers - 100 gold
1 doctor - 50 gold
Attacking:
N/A
And ya know... Just figure it out =P We're gonna be learning together seeing as I just made this whole game XD.
Gold
You gain 50 gold each turn through trade. Harbors and trade outposts increase gold per turn.
Spying
Their are several things you can do with spies... I shall make more up as we go along as well. All spying is to be done through PM... Unless you're stupid.
Each spy mission cost 50 gold.
Destroy production(70% chance of success) - Will cause whatever building is being built to be started over... Basically you'll have to try to build it again next turn.
Destroy building(35% chance of success) - Will cause one random building to be destroyed.
Corrupt Citizens(30% chance of success) - Lowers moral.
Diplomacy
You are more then welcome to make alliances with your fellow players, however they're not binding. Meaning they can backstab you at any time.
Rules of Attacking
You will describe exactly with what you're attacking with. Horses/Archers/Soldiers ect. You may also explain HOW you're attacking for an increased chance of winning the battle.
Rules of Defending
Defenders have an advantage as they can use their entire population to defend, HOWEVER this comes at a cost because desertion rates will increase if you choose to use civilians who are not properly trained as soldiers. If you are attacked and you do not post as to how you will defend the attack, it is assumed you did not fight back and the attacker loses no troops and gains all of your land.
Blockades
You may use FRIGATES to blockade other harbours thus rendering them useless until your frigates are immobilized, i.e. destroyed with your frigates or something .
Miscellaneous
Things may be added as this goes along seeing as Im kinda making it up as I go
Moral affects how well your troops will fight in engagements that turn.
Random events may happen.
I reserve the position as God, meaning what I say goes.
Prices are subject to change.
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