Preface: I will not be playing this game, as I will be the war judge. This game is intended to be a fusion of the Hegemony’s lax warfare system, the Kingdom’s structured environment, and the political cutthroat-ness of both (:)). The rules aren’t overwhelmingly complex, and there’s a clear objective, and a way to actually win. This game is more about gameplay than realism, so saying something isn’t realistic isn’t a legitimate argument point on the thread. Note, though, that for this game my word is law. If you don’t like the outcome of one of your battles, too bad. I’m likely going to feel bad for having to be like that, but it’s really the only way to ensure that the game doesn’t devolve into a shouting match. However, regardless of past differences and rivalries, I will remain impartial in my judgment to the best of my abilities. If you get eliminated from the game, try not to be too pissed off at either me or the other players. If the game goes well I might be willing to do another one. ********* This game is to be treated as a work in progress. All build times, rules, limits, and bonuses are subject to change at any time, in the interest of good gameplay. For example, if it turns out the army bonus for holding the promised land is too large, then it will be adjusted accordingly. Don’t get mad if some of your armies disappear because of a rule change. The Promised Land Story: Your tribe has scratched out a living for centuries off the desolate landscape of mountains, hills, deserts, and marshes. There’s never enough food to eat, never enough wood to build, never enough iron to forge, and never enough clean water to drink. The only thing that has kept your people alive is the long lost myth of the promised land, handed down from generation to generation. A tale of a long lost oasis, full of rich farmland, clean rivers, thick forests, and deep mines. For centuries your tribe has migrated, always searching for this lost land, and now you finally know where it is. Across stormy seas lies this mythical land. But, there is trouble, as other tribes have come seeking this land as well, and it is not large enough to share between one another. Only one tribe can flourish and prosper in the promised land, and your people are intent on making that tribe them. Starting off: You start off in a single region on the map, one not connected to the main sea. Your lands are poor, so you can only manage to muster a single army. The goal is to conquer one of the coastal regions and hold onto it for as long as it takes to gather the resources to build a harbor, build a fleet, and then take the promised land. Turns: Turns will be done when I have time. Hopefully I can keep it 1 turn = 1 day, but since I’m not a robot there may be trouble with that. It’ll be worked out though. If the turns get too erratic, I will wait for as long as I think is reasonable for every player to get their orders in. Victory: Victory will only be achieved through military might. There is no cultural conquest, since there are no resources to build giant structures for others to awe at. There’s no diplomatic victory, since this is a dog-eat-dog world, and you’re in it for the prosperity of your tribe. To achieve victory: You must hold the promised land for 15 years (15 days IRL). Warfare Army Structure: Armies are made up of 50,000 soldiers. You cannot have more armies then you have regions (exception: the promised land counts as 4 regions). If you end up with more armies than regions you hold, then your army disappears (they starve to death since every region but the promised land sucks balls at producing food). If you have the additional 4 armies that the promised land grants and you lose the promised land, those 4 armies disappear. The maximum number of armies you can have is THREE (3) unless you hold land in the promised land. Holding the promised land raises your army cap by 4. So, even if you control every region on the map but the promised land, you can only have 3 armies; but your rival who holds the promised land can have 4. If he controls 3 other regions outside the promised land he can have 7 (which is the true army cap). It takes 5 years to build an army (but you can build as many at a time as you like). Troop types: There are 5 troop types: Swordsmen Spearmen Cavalry Archers Chariots The combat system works on a very simple rock-paper-scissors (err, gun, dynamite) formula. Swordsmen -Beats spearmen, archers Spearmen -Beats chariots, cavalry Cavalry -Beats swordsmen, archers Archers -Beats spearmen, chariots Chariots -Beats swordsmen, cavalry -You can only have THREE (3) troop types in an army, an entire army of a single troop type, or two of one type and 1 of another. (basically just mix around and play with different armies). It takes 1 year to change your army around (say if you have an army of cavalry + swordsmen + chariots, it’ll take you 1 year to change to cavalry + spearmen + archers). Army changes have to be announced publicly. KEEP TRACK OF THIS STUFF YOURSELF, since I can’t be arsed to do it. The different numbers can be decided upon by each player accordingly. Terrain doesn’t have much effect on combat, as I wanted to keep the combat relatively simple so that I’m not bogged down as Arch was during the Hegemony wars. Fleets: Basics: Fleets are a bunch of ships. They’re necessary to transport your people across the sea to the promised land. You can only have 2 fleets at one time (no fleet limit bonus for the promised land). 1 fleet can only transport 1 army. If the fleet is destroyed at sea with an army on board, the army is destroyed (your people are idiots that don’t know how to swim). Fleets take 5 years to build, just like armies, and two can be built at one time. (Trial – Might be removed later) Advanced Fleets: When a fleet is built, it’s ½ transport and ½ military. However, you can mix your fleet so that you have a fleet that is 1/1 transport ships, and 1/1 military. It’s kinda risky, as if your transport fleet is attacked, it has a 99% chance (yay pulling statistics out of thin air) of being destroyed. However, an attack on a standard fleet (half n’ half) with an entirely military fleet is a lot more likely to succeed. A fleet sitting in port is not invulnerable. Actually, it’s the exact opposite, so having a fleet with no military ships to protect it is a very dangerous move. **Note: This may be removed later as it might just be a major annoyance for me to keep track of. Army Movement: Armies move 1 region per turn. The exception being that if your army is entirely cavalry/chariots, it moves at 2 per turn (balanced by the fact that a single troop type, spearmen, beat both cavalry and chariots). Post your army locations on the thread (since armies are horrendously hard to hide, and there is no “ninja” troop class). Also, post moves in the thread, unless you’re planning a surprise attack (those go under attacks anyways, though, so will be PM’d to me). Surprise attacks have a high chance of failing and leaving your army in a worse position than before, so keep that in mind (I’ll roll a dice). They give you a nice bonus if they succeed though. Armies are represented on the map by your tribe’s flag. 1 flag = 1 army. Battles: Battles are fought between armies. There are no citizen militias to rally to the defense of a region, and no peasant uprisings to repel invaders. If someone attacks one of your regions and you don’t have an army there, they take it (so don’t build walls unless you’re prepared to have an army sit there and defend them). However, if someone attacks one of your provinces and one of your armies are there, there is a battle weee. I’ll determine the victor of the battle, depending on strategy, disposition of forces, available defenses, and however much I have been drinking at the time. If you lose, you lose. If you win, yay. If an army is defeated, it is destroyed, there are no survivors (the play dead tech is around 100 years away still). There can be battles between multiple armies in a single region, as well as three-way (or 4 way depending on how kinky you are) battles. Building: I’d be extremely wary of building any sort of static defenses anywhere, considering that because of the army limitations, it’s very likely that a wall you construct will be a wall you will later need to assault. However, you can build a few things to help defend. Earth palisades give you a slight bonus for defense, and don’t take too long to build (5 years – keep track of it yourself and don’t cheat). Wooden walls can be built, those take 10 years. And finally stone walls can be build, but those take 20 years. Keep track of the times yourself please, as the game isn’t “make Dusty go and search through a bunch of old posts” (if you can’t find the post where you started construction, then it’ll be assumed construction wasn’t started at all). Walls and whatnot have to be announced publicly, as it’s impossible to hide something like that. Harbours have to be built before you can build a fleet (and a fleet has to be built before you can take the promised land). Harbours take 5 years to build (so theoretically you could just wait for a neighbor to complete his harbour and then zerg rush him [or her] and take it, saving you the resources and time). Once a structure has been built (wall, palisade, harbour) it cannot be destroyed. Once the construction has completed, post the icon on the region of the map you built it. A good idea for keeping track is to make the post, and then write down the date the building will be finished somewhere (notepad doc, the profile notes on tif, hell, you could even use one of those weird old things called…payper? Papper? Eh whatever, it comes from trees). Alliances: This game is a FFA. However, I can’t impose any sort of an alliance rule, as people will do as they will. Just keep in mind that there can only be 1 victor, so someone who you form an alliance with is liable to attack you if you get too weak. Tl;dr -Build armies -Take coastal regions -Build ports and fleets -Take promised land -Hold the promised land for 15 turns (Insert kill, maim, backstab, and murder between every step as needed) So yeah, that should cover it all. Good luck.