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Tip.it Kingdoms


The Dark Lord

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Welcome

"Tip.it Kingdoms" is a multi-player strategy game that involves micromanagement of your tribe, cities, armies, technology, and land. It also involves a unique battle system that can be compared to games such as Fire Emblem or Chess. (although much more exciting!)

 

Your objective is to begin as a small tribe with its own culture, and you have to acquire more land through conquest. Pillaging and exploring can also be used in order to gain more wealth, or you can do a combination of pillaging, exploring, and conquest for hours of fun! You may also develop your tribe's technology and become even more powerful, as well as building up your cities in order to create a respectable nation later on in time.

 

 

 

Warfare Rules

Each unit has a set value; this comes in the form of:

OS, offensive skill, this determines the units attack power. It is the base damage a unit will do to an opposing unit.

DS, defensive skill, this determines the unit’s defensive power. This is deducted from the opposing units OS to work out the damage dealt

RNG, the units range, this is how far the unit can attack from. Most melee units have a RNG of 1.

MS, movement speed, this is how many times each unit can move in one turn.

HP, this is the groups strength, it always starts at 20, and cannot go above that. If it reaches 0, the unit is considered dead, and is removed from the map.

All maps have a point value, meaning only a certain amount of troops may be bought in to fight with. Different units have different point values.

Terrain can give bonuses or penalties, depending on which type it is.

There are some varieties of units with special abilities, such as rouges, who can pick the locks which appear on certain maps.

Multiple players can fight on maps, assuming the map has the space for however many players you want to join in, up to a limit of four on the largest maps.

Units CANNOT move or fire diagonally.

Mounted units cannot move past mountains. No unit can move through water unless otherwise specified.

3 Hero Units per tribe, 1 per battle, maximum.

Garrisoned structures need to be destroyed before the unit inside can be harmed

 

[hide=Unit Caps]OS - 19

DS - 8

MS - 9

RNG - 5

 

All normal units have a HP of 20, divided into 10 people with HP 2. [/hide]

 

 

Mapping Rules

The map is divided into a large grid, with each square of said grid representing an entire map, which can be captured.

If you capture a map, it is up to YOU to secure it. You will spend your citizen’s tax money on building fortifications and such to hold off an opposing army.

You will create features on the map as you build them, walls, garrison-able towers and buildings and such. Towns and resources must also be noted.

On uncontrolled tiles, a monster, or group of monsters will often lurk, and these must be cleared out before you can capture that tile. The monsters will be controlled by another player for that battle and that battle ONLY.

Occasionally, a monster will attack a random tile on the map, and must be fought off by the controlling player.

Monsters can either be few in number, but very powerful, or set out in the same way a normal army would be.

Monsters cannot, under any circumstance, be tamed or otherwise work with players.

Some monsters will break the HP limit, but that will only be large monsters, of which there will only be a maximum of three on the map at once.

Hero units can break the stat caps, including HP.

Hometowns have a point value of 2500, and cannot be edited other than repairing defenses which were already destroyed.

Meaning no new things can be built, however, units can still be placed.

No more than one town can be under construction at any single point in time.

 

Monetary System

You need to have at least 12 houses in your current town before you can start building a new one.

Houses will cost 300 each to build, and you can pillage other peoples houses as well, which gives you 250g per house pillaged.

Money is spent on troops, buildings and research

A light wall will cost 200g, heavy wall will cost 300g, tower will cost 750g, etc.

Just state a cost which you think is reasonable, and if it is deemed correct, then you can use it.

All hometowns earn 1000g per day.

To create a new town, ten houses must be built on a tile, and only then will it begin to gain money.

A non-hometown city can have a maximum of twenty houses, and each house earns 50g per day.

Units can be placed in towns etc, but you should specify which map tile they're in using the new map that has numbers and letters at the side.

Each house also adds 50 point value to the maps base value of 250.

 

Terrain list

[hide=Terrain Types]10zmt6o.png[/hide]

 

-----

 

[hide=Technology]

[hide=Tech Tree]Q5yX7.png[/hide]

[hide=Tech Description]Basic Farming:

Requires: None

Allows Agriculture

 

Irrigation:

Requires: Basic Farming

Increases crop yields around sources of fresh water

Cost: 2

Crop Rotation:

Requires: Basic Farming

Allows use of the same fields over multiple years

Cost:2

Basic Fertilizers:

Requires: Irrigation, Crop Rotation

Allows larger scale farming, increases yields by 25%

Cost:4

Farmsteads/Ranches:

Requires: Basic Fertilizers, Animal Husbandry

Allows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently

Cost:5

Food Preservation:

Requires: Irrigation

Allows excess food to be stored from year to year.

Cost:4

Herding:

Requires: None

Allows domestification, and use of animals.

 

Animal Husbandry:

Requires: Herding

Improves the yields of livestock.

Cost: 4

Basic Mining:

Requires: Access to a mine or quarry

Allows mining

 

Copper Working:

Requires: Basic Mining, Copper Mine/Source

Allows production of Copper

Cost: 2

 

Copper Tools:

Requires: Copper Working

Increases mining, farming, and infrastructural efficiency

Cost: .5

 

Copper Armor:

Requires: Copper Working

Allows production of copper armor, increases unit Defense

Cost: .5

Copper Weapons:

Requires: Copper Working

Allows production of copper weapons, increases unit Attack

Cost: .5

 

Iron Working:

Requires: Basic Mining, Iron Mine/Source

Allows production of iron

Cost: 2

 

 

Iron Tools:

Requires: Iron Working

Increases mining, farming, and infrastructural efficiency

Cost: 1

 

Iron Armor:

Requires: Iron Working

Allows production of copper armor, increases unit Defense

Cost: 1

 

Iron Weapons:

Requires: Iron Working

Allows production of iron weapons, increases unit Attack

Cost: 1

 

Advanced Metalworking

Requires: Iron Weapons, Iron Armor, Copper Weapons, Copper Armor

Increases production efficiency of metal related buildings/objects by 50%

Cost: 8

 

Basic Construction:

Requires: None

Allows Construction

 

Naval Specialization:

Requires: Basic Construction

Unlocks Ship techs

Cost: 4

 

Basic Ship Building

Requires: Naval Specialization

Allows construction of basic ships (ie: Fishing boat)

Cost: 2

 

Fishing:

Requires: Basic Ship Building

Allows fishing (note: fishing from boat, not from shore.)

Cost: 2

 

Medium Ship Building

Requires: Basic Ship Building

Allows production of more advanced ships, ie: longboats

Cost: 5

 

Advanced Ship Building:

Requires: Medium Ship Building

Allows construction of advanced ships, ie: Warships, Basic Fish Trawlers

Cost: 10

 

Advanced Fishing:

Requires: Advanced Ship Building, Fishing

Increases yields from fishing by 25%

Cost: 8

 

Nautical Mapping:

Requires: Advanced Ship Building

Allows creation of sea maps, increases ship speed by 5%

Cost: 5

 

Compass:

Requires: Advanced Ship Building

Allows creation of Compasses, increases ship speed by 3%

Cost: 5

 

Astronomy:

Requires: Advanced Ship Building

Allows creation of star maps, and easier navigation. Allows Calendars

Cost: 5

 

Calendar:

Requires: Astronomy

Require for other technology

Cost: 5

 

Ocean Faring Craft:

Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation, Academies

Allows production of Ocean Faring Ships (ie: Caravels)

Cost: 25

 

Civilization Specialization:

Requires: Basic Construction

Allows Civilian infrastructure technology.

Cost: 2

 

Basic Infrastructure:

Requires: Civilization Construction

Increases civilian structure build rate by 10%, population growth rate by 5%

Cost: 2

 

Medium Infrastructure

Requires: Basic Infrastructure

Increases civilian structure build rate by 10%, population growth by 5%

Cost: 5

 

Advanced Infrastructure

Requires: Medium Infrastructure

Increases civilian structure build rate by 10%, population growth by 5%

Cost: 10

 

Large Population Sustainment:

Requires: Calendar, Homesteads/Ranches, Advanced Infrastructure

Increases population growth by 25%

Cost: 15

 

Defense Specialization:

Requires: Basic Construction

Allows construction of palisades

Cost: 2

 

Basic Fortifications:

Requires: Defense Specialization

Allows construction of Towers, and light walls, increases fortification build rate by 5%

Cost: 2

 

Medium Fortifications

Requires: Basic Fortifications

Allows construction of Heavy Walls, increases fortification build rate by 5%

Cost: 5

 

Advanced Fortifications:

Requires: Medium Fortifications

Allows construction of castles, increases fortification build rate by 15%

Cost: 10

 

Wall Specialization:

Requirements: Not specialized in towers, Advanced fortifications

Increases wall health by 15, and decreases build time by 33%

Cost: 6

 

Tower Specialization:

Requirements: Not specialized in walls, Advanced fortifications

Increases tower health by 5, and range bonus by 1

Cost: 8

 

Advanced Weaponry:

Requires: Advanced Fortifications, Advanced Metalworking

Allows production of advanced weaponry, and speeds production of weapons and armor by 20%.

Cost: 15

 

Basic Science:

Requires: None

Required for unlocking science tree

 

Herbal Medicines:

Requires: Basic Science

Decreases death from disease by 15%

Cost: 4

 

Education:

Requires: Basic Science

Increases # of research points per year by 20%

Cost: 5

 

Academies:

Requires: Education

Further increases # of research points per year by 5%

Cost: 7

 

Advanced Science:

Requires: Academies

Allows more advanced science techs

Cost: 20

 

Engineering:

Requires: Advanced Science

Allows production of advanced siege weapons

Cost: 5

 

Dry Docks:

Requires: Engineering

Increase Ship Production by 30%, Ship Repair by 50%

Cost: 10

 

Printing Press:

Requires: Engineering

Allows mass production of books.

Cost: 15

 

Regular Schooling:

Requires: Printing Press

Increases Research points per turn by 35%

Cost: 20

 

Chemistry:

Requires: Advance Science

Allows production of basic Chemical Compounds

Cost: 5

 

Advanced Fertilizers:

Requires: Chemistry

Increase agricultural yields by 50%

Cost: 20

 

Gunpowder:

Requires: Chemistry, Advanced Weaponry

Allows creation of gunpowder, and gunpowder units.

Cost: 30

 

Government:

Requires: None

Allows you to rule

 

Census:

Requires: Civic Government

Allows accurate count of your people, unlocks tech

Cost: 4

 

Taxes:

Requires: Census

Allows you to better tax your people (increases income by 10%)

Cost: 3

 

Conscription:

Requires: Census

Allows you to draft, increasing military production but lowering loyalty of your citizens

Cost: 5

 

Slavery:

Requires: Census

Allows use of slaves, increasing production of each slave-citizen by 60% but lowering happiness of all citizens by 30%

Cost: 2

 

Emancipation:

Requires: Slavery

Abolishes Slavery. Increases happiness by 35% (5% from pre slave levels)

Cost:

15

You may pick either Feudalism or Democracy

 

Feudalism:

Requires: Non Democratic government, Conscription, Taxes

Increases Agricultural, infrastructural, and military production by 10%

Cost: 10

 

Democracy:

Requires: Non Feudalistic government, Conscription, Taxes

Increases Citizen Happiness by 35%

Cost: 10

[/hide]

 

[hide=Research]The six starting techs are free for everyone.

 

Each tribe starts with 20 research points. Every 10,000 people (each tribe starts with that many) generate 1 research point per year.

 

Your people start out at 0% happiness and 0% Unhappiness. They receive no bonuses for this. At 100% happiness, you earn 25% more money, and produce infrastructure is built 10% faster. at -100% happiness, you lose 25% of your money, and buildings are built 10% slower. Happiness can be increased with certain researches, and decreased with others, but also can be decreased by sickness, famine, etc.[/hide]

[/hide]

 

[hide=Maps]

[hide=The World]

 

[hide=World Map (Globe)]latetriassicglobal.jpg[/hide]

 

[hide=Gridded Map]fixedmap2.png[/hide][/hide]

 

[hide=Hometowns]

[hide=Aresians]aresiancapitalmap.png[/hide]

 

[hide=Mongols]mongoliancapital.png[/hide]

 

[hide=Garlons (Garlond)]tipitkingdomgarlonds.png[/hide]

 

[hide=The Egyptian Nomads]kingdom.png[/hide]

 

[hide=The Incas]Incahovedstad.jpg[/hide]

 

[hide=The Phoenicians, (Tyre)]tyre.png[/hide]

 

[hide=The Han]hanhometown.jpg[/hide]

 

[hide=The Florentines (Florence)]mapofflorence.png[/hide]

 

[hide=The Romans (Rome]pZCXo.png[/hide]

 

[hide=The Swedes (Stockholm)]30aewt5.png[/hide]

 

[hide=The Shu (Shikou)]ShuHometown.png[/hide]

 

[hide=The Brazilians (Brasilia)]townmap.png[/hide]

 

[hide=The Huns (Edoras)]hometown1.png[/hide]

 

 

 

[/hide]

 

[hide=Civilisations (Pretty Maps)]

[hide=The Shu Kingdom]ShuKingdom.png[/hide]

[hide=Al Nour]9t1m3p.png[/hide]

 

[/hide]

[/hide]

 

 

[hide=Tribes in Play]

-The Aresians (Ross_the_Knight)

-The Mongols (Roccodog)

-The Norsemen (Serephurus)

-The Swedes (Hedgehog1)

-The Florentines (Dungeonal)

-The Byzantines (TTanT)

-The Garlons (RpgGamer)

-The Incas (TheMather1)

-The Egyptian Nomads (Fadooda)

-The Phoenicians (Paul)

-The Brazilians (Doomsavenger)

-The Shu (Granzi)

-The Han (Grimdeath)

-The Romans (Dusty668)

-The Huns (Penguingeek)[/hide]

 

[hide=Tribal Stats]

[hide=The Florentines]I tried to balance these from the units in the example roster Ross gave me. No "Values" are included as I didn't know what to base this on.

 

[hide=Archer section: Skirmishers] Young Florentine men who wield a shortbow. These men are the hunters of Florence, the men who bring back the meat for their families dinner. They're experts in tracking the enemy, in moving swiftly and silently.

OS - 7

DS - 3

RNG - 1-4

MS - 4[/hide]

[hide=Light Infantry: Scouts] These small soldiers are cunning and ruthless in their efforts to provide the main body of the Florentine army with information. They can do little defensively, but if able to flank an opposing vulnerable unit, they will surely prevail.

OS - 12

DS - 1

RNG - 1

MS - 6[/hide]

[hide="Medium infantry: Shortswords men] These soldiers, using the techniques coined by the Romans form the bulk of the army. Their range is small and they move slowly, but as a fighting unit they excel. Lumbering into battle with their huge shields infront of them, they are a sight to behold.

OS - 11

DS - 6

RNG - 1

MS - 1[/hide]

[hide="Heavy infantry: Pikemen] These brutes, these monsters of men, carry long pikes to do their deadly work. Easily dismounting a knight on horseback, they excel at defending the army from enemy charges. While they do little offensively, without these units the Florentine army is extremely vulnerable defensively.

OS - 8

DS - 8

RNG - 1-2

MS - 1[/hide]

[hide=Siege unit: Ballistae] The ballistae is like a huge crossbow. It does little damage to walls, but can strike into enemy units with the ferocity of a God.

OS - 14

DS - 1

RNG - 2-7

MS - 1[/hide]

[hide=Cavalry unit:Horse archers] A light cavalry unit, used mainly for harassing as they will be destroyed in melee combat. A relatively new unit to the Florentine arsenal, there are not many units of these in the army.

OS - 6

DS - 2

RNG - 1-5

MS - 3[/hide][/hide]

 

 

[hide=Romans]

[hide=Velites (Skirmishers)]The lightly-armed velites, or skirmishers, were the fourth part of the Republican legion. They were also the poorest, as they could not afford even an infantryman's equipment, but instead were armed only with throwing javelins, which they flung at the enemy before the lines of infantry met. Velites were occasionally used to significant effect, as at Zama where Scipio Africanus used their javelins to drive away charging Carthaginian elephants. Velites disappeared after the Marian reforms, which made the legion a professional army in which men did not have to pay for their own weapons.

OS - 7

DS - 2

RNG - 2-4

MS - 4[/hide]

[hide=Hastati (Light Infantry)]The Roman legion was made up of three kinds of infantry, the first of which were the hastati. Normally the youngest men of the legion, they were armed with two throwing javelins (pila is of shorter range than those of velites) and a sword. As they were less experienced than the other two lines of infantry, and also went into battle first (being in front), they often suffered the heaviest casualties. Those who survived the hastati were eminently qualified to move on to the more experienced principes.

OS - 10

DS - 4

RNG - 1

MS - 2[/hide]

[hide=Principes (Medium Infantry)]These principes were normally men slightly older, in their 20s perhaps. They were, as mentioned before, more experienced, and as such were expected to shift the tide of the battle, after the hastati in front of them had worn down the enemy. They also carried two pila and a sword. Like the other two lines, they had an oval shield called a scutum.

OS - 13

DS - 3

RNG - 1

MS - 2[/hide]

[hide=Triarii (Heavy Infantry)]The cream of the legion, the triarii was made up of men approaching middle age. These hardened veterans were literally the toughest infantry you could find in the ancient world. The triarii, behind the other two lines of infantry, were not always required to go into battle, but when they did, their enemies had reason to be worried. These men carried a long thrusting spear and a sword. Being richer, they could also afford better equipment. There were also less of them than of the other two lines.

OS - 14

DS - 7

RNG - 2

MS - 2[/hide]

[hide=War Dogs]Used occasionally in battle by various nations, these dogs were deliberately starved to make them all the more fierce (and hungry!). They were trained to target horse�s hamstrings and therefore could be used against either infantry or cavalry. They can be a fairly formidable deterrent to any group of infantry.

OS - 5

DS - 1

RNG - 1

MS - 4[/hide]

[hide=Equites (Cavalry)] Service in the Roman legions depended largely on one economic standing. While the infantry was made up of those who merely owned land (and not even that, after the reforms of Marius), the cavalry consisted of people from the equestrian class, the "knights", who could afford their own horses and weapons, and who in peacetime were often the businessmen of the middle class. Armed with spears, they were useful for ambushes, for pressuring the enemy flanks, and more importantly than is often realized for chasing a fleeing enemy and cutting men down before they could escape. They are armed with spears, swords, and shields.

OS - 8

DS - 2

RNG - 1

MS - 6[/hide][/hide]

 

[hide=The Aresians]

[hide=Aresian Judge]

aresianjudgeknight.png

[/hide]

[hide=Aresian Bloodletter]

aresianbloodletter.png

[/hide]

[hide=Aresian Reaper]

aresianreaper.png

[/hide]

[hide=Aresian war drummer]

aresiandrummer.png

[/hide]

[hide=Ares Biahorae, Hero unit 1]

hellknightaresherounit1.png

[/hide][/hide]

 

[hide=The Swedes]

[hide=Longboats]Swift, Swedish longboats, with 100 experienced sailors, patrol the ports and seas nearby Sweden, and are called into almost all battles.

OS: 12

DS:9

RNG:1

MS:6

These can only travel in water. [/hide]

[hide=Basic Infantry]Basic soldiers, equipped with a shield, sword, dagger, and a long beard.

OS:4

DS:6

RNG:1

MS:3[/hide]

[hide=Archers]Equipped with long bows, these guys generally stay behind the infantry and cavalry and bombard the enemy with arrows.

OS:8

DS:2

RNG:6

MS:5[/hide]

[hide=Cavalry]The Swedes were known for their fine horses, loyal and majestic, these horses would gallantly charge into battle.

OS:6

DS:5

RNG:1

MS:7[/hide]

[/hide]

 

 

[hide=The Garlons]

 

Civilian:

 

OS: 2/19

 

DS: 0/7

 

MS: 4/6

 

RNG: 1-2

 

Value: 4

 

Soldier(archer):

 

OS: 5/19

 

DS: 3/7

 

MS: 5/6

 

RNG: 1-5/8

 

Value: 8

 

Soldier(sword): http://www.chromatrix.com/assets/images/Archetypen-Moha.gif

 

OS: 5/19

 

DS: 4/7

 

MS: 5/6

 

RNG: 1/5

 

Value: 8

 

Elephant Soldier: http://membres.lycos.fr/frodon9/hpbimg/oliphant.jpg

 

OS: 17/19

 

DS: 6/7

 

MS: 4/9

 

RNG: 1-2/5

 

Value: 35

 

Knight: http://images3.wikia.nocookie.net/fireemblem/images/thumb/c/c0/Marcus.jpg/250px-Marcus.jpg

 

OS: 12/19

 

DS: 5/7

 

MS: 8/9

 

RNG: 1/5

 

Value: 18

 

Tiger Soldier: http://media.photobucket.com/image/tiger%20calvary/boba64/TigerCalvaryBlergh.jpg

 

http://media.photobucket.com/image/tiger%20cavalry/SuperSaiyanBowser2/Motivational%20Posters/MotivationalTigerCavalry.jpg

 

OS: 14/19

 

DS: 2/7

 

MS: 9/9

 

RNG: 1/5

 

Value: 20

 

Hero:

 

http://www.whsliberalarts.org/zulu-king-shaka-zulu.jpg

 

OS: 15/20

 

DS: 4/9

 

MS: 5/7

 

RNG: 2/5

 

Value: 40

 

*Effect: Morale Shout (increases OS/DS by +2/+1 for all adjacent units)

 

[/hide]

 

[hide=The Huns]

[hide=Light Cavalry (Swords/Pikes)]Typical light cavalry units. Fast and powerful on offense. Useless on defense.

OS - 10

DS - 1

RNG - 1

MS - 6

[/hide]

[hide=Light Cavalry (Archers)]The backbone of the Hunnic army. Extremely fast (I would've maxed it out but that probably would've been too unfair), efficient for hit-and-run tactics. Capable of doing a lot of damage, as long as they can evade enemy fire. Not very useful for defense, however.

OS - 12

DS - 1

RNG - 1-5

MS - 8

[/hide]

[hide=Infantry (Swords/Pikes)]Infantry with light armor. Mainly used for defense.

OS - 3

DS - 4

RNG - 1

MS - 2[/hide]

[hide=Archers]Archers with very little armor, allowing them to move quickly. Main unit for defending cities and forts.

OS - 2

DS - 6

RNG - 1-4

MS - 3[/hide]

[/hide]

 

[/hide]

 

[hide=History]

[hide=The Aresians]Aresian History

Long ago, a sect which worshipped the Greek god Ares was formed. Since Ares was the Greek god of war and bloodshed, people began to think that this sect was dangerous, and that they would declare war on somebody if they weren’t stopped. In reality, that wasn’t true, but the people were afraid of them, and forced them into exile. They found a new home on the tundran plains of the north, but this was not exactly a luxurious existence. They were almost decimated by the cold and snow, and thus slowly grew bitter and twisted, wishing to take the pain of their exile out on others.

For a brief period, they became pirates and raiders, having a lot in common with Vikings. However, this era soon ended, and they began to create a heavily fortified city, nigh on impenetrable from the outside, they then closed themselves off from the rest of civilisation and began to plot in silence.

Now that they have opened their gates, they only wish to fight and conquer, with little time for anything else. Their warriors are sadistic and cruel, but their skills are not to be doubted, for if you do so, you will pay a terrible price indeed.[/hide]

 

[hide=The Mongols]

My tribe has a population of about 10,000. It is lead by Hath the Khan, a merciless warlord. We have about 200 troops (10 heavy troops, 50 medium troops, 50 light troops, 25 archers, 20 cavalry archers, and 45 lancers.[/hide]

 

[hide=The Florentines]It's me, Skrryd Medici. Head of the Medici family, come a millenium early to steer the people of Florence into a new dawn.[/hide]

 

[hide=The Incas]My tribe is Incan and is located in the small dense forest area at the upper line, right below the small snowy mountains. [/hide]

 

[hide=The Egyptian Nomads]Living in the desert plains of western Egypt, these warriors have been hardened by the tough circumstances in which they grew up in. Most men can handle a scimitar and some are master with bow and arrow. The Nomads found an oasis and settled around it, calling it Al Nour; this event marked the end of their trekking. They became trained fighters and formed an army, out to conquer the rest of Egypt. Al Nour has bad defense at the moment, but there are skilled craftsmen in the village that arm the soldiers. Let's say a population of about 10.000 people in the town of Al Nour, of which 5000 men, 3000 women and 2000 children under 18.[/hide]

 

[hide=The Norsemen]Living in the hellhole that is the North, the Norse have to learn to survive the frigid temperatures and shortage of food. Because of their miserable homeland, the Norse frequently explore new areas and pillage them, often leaving behind a trail of dead bodies. The Norse are also extremely brutal and barbaric, and they will stop at no costs in order to steal all of your gold and women. Every male is trained in the arts of war from the age of seven, and the women are taught to be tough.[/hide]

 

[hide=The Phoenicians]A rising empire, the Phoenicians are well known for their vast trading networks across the continent. They are especially known for their craftsmanship in glass, dye, and weapons. Although they are a trading empire, do not expect them to be passive when a war comes.[/hide]

 

[hide=The Shu]The people and culture of what are known as the Shu descend from an earlier kingdom. It is not known where the Wei was originally from, but local legends attribute their past to migration from forgotten lands. On the fertile terrain at the junction of the Zhu and Song River, the Wei developed into farmers, skilled artisans, and proficient metalworkers. They did not have a large army, but there simply was no need for one; the earth was bountiful and peace had reigned for almost a hundred years.

 

Everything changed in the fifth year of the rule of the Konggu Emperor. Nomadic horsemen, spurred by an unknown impetus, began raids against frontier towns adjoining the northern grasslands. Striking with near impunity at first, they would swiftly overcome weak Wei resistance before stripping the locale of valuables and destroying what could not be carried off. With pleas for aid coming in from his officials, the Konggu Emperor decided to lead a grand military expedition himself in a bid to crush the barbarians for good.

 

He marshaled his soldiers and called upon the largest contingent of peasant levies in Wei history. This large military force marched out the capital in early March, with plans to relieve the garrison of a small fortress under threat from the wandering hordes. However, the army was lured into a narrow mountain pass, where the unwieldy bulk of so many units became a deadly disadvantage. The Emperor, his hundred advisors, and the cream of the Wei administration perished on the field of battle that day. Wholesale slaughter of Wei forces followed, as many were trapped between the enemy and impassable terrain.

 

Following this military catastrophe, there was nothing to stop the waves of nomads from sweeping deep into the heart of the Wei Kingdom. All of the outlying villages were burned, and what was a steady flow of refugees early in the war became a rising flood. The desperate and destitute peasantry flooded into the major cities, but with farmland either abandoned or destroyed, famine gripped the nation. Further defeats in the field led to the sacking of Zongdian and Nanfang.

 

Into this chaos, one man stepped forward to save his people. Sun Tai, Governor of Shikou, was born the third son of a low-ranked civil administrator. As his father possessed neither great rank or wealth, young Tai was forced to rely on his wits and hard work to succeed. After graduating from the Royal Academy with high marks, he was sent to a post in a border province, from where he rose to become governor.

 

Sun Tai foresaw the imminent collapse of the Wei Kingdom and took protective measures to safeguard his territory. Since both the Wei society and army were now headless, Governor Tai rallied the remainder of the local militia and began an extensive fortification of his city. Drawing upon his previous military studies at the academy, Tai believed that the only way to break the nomads' strength was to avoid open combat and rely on strong walls to hold back their cavalry until their numbers were depleted by the starvation and disease of a long seige. When the moment was right, he launched an armed sortie that pinned the horsemen against the city walls. Unable to manuveur, their forces were killed or routed.

 

The governor had won a great victory, but the country he had known was in shambles. Ten of thousands had died, and the survivors would have to deal with critically low supplies of food and other essentials. Almost all the infrastructure would have to be built again from scratch. Yet, Sun Tai was ready to take on the challenge. After cementing his position as the new king, he proclaimed a new nation. One that would be titled as... the Shu.[/hide]

 

[hide=The Romans]qh5wX.jpg

Senatus Populusque Romanus. The Senate and the People of Rome. Rome is a republic, with a senate elected from the leading aristocrats to represent the people as a whole. It is a haven for all outcasts and cutthroats, as long as they give their service to the glory of Rome.[/hide]

 

[hide=The Swedes]Situated in the far north of the planet lies a powerful and hardy civilization, the Swedes. The Swedes tend to be fairly peaceful, but are by no means weak. Strong enough to overpower many nearby countries, the Swedes are a force to be reckoned with. The position of their settlements, in the far north, makes it difficult for distant invaders to attack them. It is nearly impossible to move forces in the deep snow of the north, thus the only feasible way to attack a Swedish city is through the water. Most nations will fall short; however, as the ports are heavily fortified by many towers and a strong navy. All that I have to say to invaders is good luck.[/hide]

 

[hide=The Garlons]

The Garlons are a rather secretie society, only recently discovered by the more "civilized" of nations. It seems they have lived in secrecy for numerous years without even trying to contact any more human life. Their language mostly consists of movement and grunting, however there are some distinguishable "words" that sound almost Celtic in nature. Their origins are unknown.[/hide]

 

[hide=The Brazilians]

 

The Brazilian people are best known for their ships, and sailing prowess. Being 450km from the closest island, and even further to the mainland has forced them to use ships as their main mode of transportation for trading. The town of Brasilia is located in an extremely temperate area, allowing for several harvests in one year. Though the northern regions of their island have yet to be explored, a possible mine was discovered by an explorer a few dozen km to the north.[/hide]

 

[hide=The Huns]After the fall of the Hunnic Empire (the one for which Attila is famous for), the Huns were largely dispersed and broke all bonds of fellowship. However, years later, from the ashes a fire has been woken, from the shadows a light has sprung. The crownless once more are king. The Hunnic Empire was reborn.

The culture is largely the same, with horses being a central part of society, being treated by Huns as brethren. The army is renowned for their skill in mounted warfare, especially mounted archery. They are capable of hand-to-hand combat though. The Huns are still a relatively nomadic people, but they have established a few minor cities, and have begun to learn in the ways of building fortifications. Agriculture, especially animal husbandry, is the primary industry. Equality, freedom and education are highly valued in Hunnic society.[/hide]

[/hide]

SWAG

 

Mayn U wanna be like me but U can't be me cuz U ain't got ma swagga on.

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Cast Your Ballots

This section is dedicated to handling different issues that need ratification from the thread's members. These issues may include changes to the map (adding new land or content) or changes in the Rules themselves.

 

What should the building times for different objects (towns, houses, etc) be?

 

Vote on Paul's proposal for trade.

 

[hide=Proposal]I think trade should be another concept in this game. Here is my proposal:

First off, some new technologies would need to be added. First tech could be basic trading, which takes 2 points to complete, and the effect is that you can trade with one other town in a 10x10 square radius on the map, and this would yeild 2.5% bonus income for the city that is trading. You must be trading with another city to get this bonus. If the city you are trading with dones not have the trading tech, then they do not get a bonus.

 

Following basic trading could be a few more levels, which allow more cities to trade, a larger radius, an increase in profits, and let you have more trading. As an example, after basic trading, there could be "better trading" (can't think of name). This would allow two of your cities to trade, increase the radius to 15x15, increase the base bonus to 3.0%, and allow for two trade routs per city. There would be several more techs after this increasing the bonuses.

 

An offshoot of "better training" would be a "trade caravans" tech. This would add trade caravans, which increase the trading distance to 30x30, but also has a penalty on the base trading profit. If a caravan finds another city in the 30x30 area that is willing to be an outpost, the caravan range then increases 10x10 only from the distance of that city. So the base range still stays at 30x30, but the range is extended from the outpost city. If you find another city within the 10x10 radius from the first stop, you can extend your caravan even further.

 

As an example (for trade caravans), lets say that the Han want to trade with Egypt. They use a caravan, which increases the range to 30x30, but they still cant reach Egypt! :( However, they notice that there is a Mongolian town within that radius, and they both agree that the Han can use the Mongolian town as an outpost. Now, the trade caravan's range is extended to the 10x10 squares by Mongolia, which then allows the Han to reach the Egyptian Nomads :D !! They can then trade with the Egyptians, but...if they get approval from the Pharaoh, they can use their city for another caravan stop! Once again, the range is extended to 10x10 squares, and then they can reach Rome, and if they get the privilege to stop there also, they get another 10x10, so they can reach Phoenicia :-o . However, the rulers of the cities may not be happy when they see the bill for how much money was spent on the caravan's stay. In order to make things a bit more challenging, the caravans charge an upkeep fee for each city they stop at. This fee is a yearly charge, and the cost of their upkeep is the number of stops times 100. So for our example, Mongolia would have to pay 100g for the stay, Egypt 200g, and etc. The destination city has to pay no upkeep fee. Note that the fee is charged to the owner of the city, so there needs to be negotiation and compromise in order for a long caravan to work. So why caravans? This will be explained.

 

So why use caravans, you ask? Well the answer to that questions is districts. Several trade districts will be outlined on the world map (i.e central desert, island chains, north and south hemisphere, etc.) and depending on your location, trading with towns in these different districts adds a % bonus on top of the basic trading bonus for the city. If you manage to get a trade caravan from the Han to Aresia, there will be a large percent bonus for the trade. Please note that a trade caravan takes a trade route for a city, so at "better trading" you could have 2 trade caravans and no regular trade routes, or have a mix, or no caravans at all. And THAT is my proposal for trade :thumbup:

 

[hide=Trade Map]trademap.png[/hide][/hide]

SWAG

 

Mayn U wanna be like me but U can't be me cuz U ain't got ma swagga on.

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Miscellaneous

IRC channels: #medi*, #tavern

 

* #medi is the primary IRC channel for Kingdoms discussion. #tavern functions as a discussion channel for all games in the Falador Tavern.

 

Reminders

 

-Design your hometown (Refer to the hometown maps for an example).

-Post your tribal name and history.

-People will get to select a starting location when the world map is finished.

-Money begins to be generated as of Today, 28 October 2009.

-VOTE IN THE POLL

 

We would like to welcome our newest player: Granzi :)

 

 

[hide=Change Log]

10/28/2009

-Amended the monetary system and mapping rules.

-Edited the information for the various tribes.

-Edited the map.

-Added a poll topic: What should the building times for objects be?

 

---

 

10/29/2009:

-Added Tech info

-Changed some tribal info

-Amended the rules for the map's basic value from 100-250.

 

---

 

10/30/2009:

-Edited technology section.

[/hide]

SWAG

 

Mayn U wanna be like me but U can't be me cuz U ain't got ma swagga on.

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Hex really needs to learn to read everything that's posted, and not just the first sentence.

 

I'm playing as a custom tribe, Sere has my stat sheet. Should I bother reposting them?

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Anyone who likes logic is incapable of tacos.

 

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It's me, Skrryd Medici. Head of the Medici family, come a millenium early to steer the people of Florence into a new dawn.

 

Super.

 

[hide=The city of Florence]mapofflorence.png[/hide]

 

[hide=Important things to note]

 

Wherever the river is only one tile wide, consider it a fjord.

The forests on the east side of Florence have spawned magnificent hunters, and their skills will become applicable to war through the medium of archery.

I tried to balance the map by adding various points of attack. The first is in the Northwest, where once the fort is taken out it's easy to build defensive fortifications while the attacking army prepares to cross the river Arno and go over the hills.

The hills are defended only by light walls, because they are hills themselves, and I thought it'd be a bit lame if everywhere was a heavy wall.

The Eastern side of the map allows for a more defensive/stealthy push into Florence, however game hunters may spot approaching armies early.

And finally the Southern part of the map is a long open plain, which would be ideal for siege warfare.

I used a slightly different shade of blue for housing so they would stand out more. [/hide]

 

[hide=Text based unit roster]I tried to balance these from the units in the example roster Ross gave me. No "Values" are included as I didn't know what to base this on.

 

[hide=Archer section: Skirmishers] Young Florentine men who wield a shortbow. These men are the hunters of Florence, the men who bring back the meat for their families dinner. They're experts in tracking the enemy, in moving swiftly and silently.

OS - 7

DS - 3

RNG - 1-4

MS - 4[/hide]

[hide=Light Infantry: Scouts] These small soldiers are cunning and ruthless in their efforts to provide the main body of the Florentine army with information. They can do little defensively, but if able to flank an opposing vulnerable unit, they will surely prevail.

OS - 12

DS - 1

RNG - 1

MS - 6[/hide]

[hide="Medium infantry: Shortswords men] These soldiers, using the techniques coined by the Romans form the bulk of the army. Their range is small and they move slowly, but as a fighting unit they excel. Lumbering into battle with their huge shields infront of them, they are a sight to behold.

OS - 11

DS - 6

RNG - 1

MS - 1[/hide]

[hide="Heavy infantry: Pikemen] These brutes, these monsters of men, carry long pikes to do their deadly work. Easily dismounting a knight on horseback, they excel at defending the army from enemy charges. While they do little offensively, without these units the Florentine army is extremely vulnerable defensively.

OS - 8

DS - 8

RNG - 1-2

MS - 1[/hide]

[hide=Siege unit: Ballistae] The ballistae is like a huge crossbow. It does little damage to walls, but can strike into enemy units with the ferocity of a God.

OS - 14

DS - 1

RNG - 2-7

MS - 1[/hide]

[hide=Cavalry unit:Horse archers] A light cavalry unit, used mainly for harassing as they will be destroyed in melee combat. A relatively new unit to the Florentine arsenal, there are not many units of these in the army.

OS - 6

DS - 2

RNG - 1-5

MS - 3[/hide][/hide]

'Tis I, 'tis Vindice, 'tis I!

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I think we're assuming hometowns are already built, really.

Also, I'm going to remove the hide tags from that, since apparently the forum shrinks it automatically.

 

I havn't added any units to that map yet, either.

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K, here's my stronghold civilization. I think that's how it works anyway.

 

tipitkingdomgarlonds.png

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Anyone who likes tacos is incapable of logic.

Anyone who likes logic is incapable of tacos.

 

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This sounds like a very interesting game to participate in.

 

My tribe: The Egyptian Nomads (gotta stay true to my roots :P)

 

Living in the desert plains of western Egypt, these warriors have been hardened by the tough circumstances in which they grew up in. Most men can handle a scimitar and some are master with bow and arrow. The Nomads found an oasis and settled around it, calling it Al Nour; this event marked the end of their trekking. They became trained fighters and formed an army, out to conquer the rest of Egypt. Al Nour has bad defense at the moment, but there are skilled craftsmen in the village that arm the soldiers. Let's say a population of about 10.000 people in the town of Al Nour, of which 5000 men, 3000 women and 2000 children under 18.

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My map has the same key as anyone else's. my "plain" just looks like an uglier yellow than Ross's.

 

And to Fadooda, welcome :D

 

I don't think we're using an Earth map though, so just a sa heads up from your Egyptian takeover plan.

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Anyone who likes tacos is incapable of logic.

Anyone who likes logic is incapable of tacos.

 

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Steam: NippleBeardTM

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My map has the same key as anyone else's. my "plain" just looks like an uglier yellow than Ross's.

 

And to Fadooda, welcome :D

 

I don't think we're using an Earth map though, so just a sa heads up from your Egyptian takeover plan.

 

Meh, I'll just call the region around me Egypt lol.

Also, do I need to make a map and such of my surrounding area?

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My map has the same key as anyone else's. my "plain" just looks like an uglier yellow than Ross's.

 

And to Fadooda, welcome :D

 

I don't think we're using an Earth map though, so just a sa heads up from your Egyptian takeover plan.

 

Meh, I'll just call the region around me Egypt lol.

Also, do I need to make a map and such of my surrounding area?

 

It wouldn't hurt, I guess. People are designing their hometowns, using each square to represent part of a wall or a tower, among other things.

SWAG

 

Mayn U wanna be like me but U can't be me cuz U ain't got ma swagga on.

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My scientists and alchemists have gathered in the castle for briefing on a project they will undertake: research on greek fire. This should take at least 10 years to complete.

 

 

Woah, Woah, Woah. Lets wait until everyone's stats are up before we start announcing upgrades. If Sere doesn't post them by tommorow, I'll jus tedit my first post with them.

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Anyone who likes tacos is incapable of logic.

Anyone who likes logic is incapable of tacos.

 

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oh fine. but that leaves afew people at a distinct disadvantage.

 

I open trade with any player, food for ironcast armor or weaponry.

 

I am also "researching" advanced husbandry to further improve my rider's skills.

 

"research" also placed in advanced wall construction, possibly to make strong rock walls.

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Anyone who likes tacos is incapable of logic.

Anyone who likes logic is incapable of tacos.

 

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Why can't i do both? It's not like theres 5 people in a room thinking about it. It's a simple matter of my normal construction workers becoming more skilled through practice. Same principle applies to my animal riders. The more they do it, the more skilled they'll get at it. It's not really "research" per say. But that's what we all recognize it as.

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Anyone who likes tacos is incapable of logic.

Anyone who likes logic is incapable of tacos.

 

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we can pick our own stats for the terrain?

I wish I knew that.

 

also, I figured that farm land was jsut implied, with no need to represent.

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Anyone who likes logic is incapable of tacos.

 

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Nonono.

Each terrain has its own stats.

For example, the "Grass" on that map would actually be "Plains"

However, if a terrain has not bee created yet (Eg, desert) then you can make the stats for it and those stats will be used from now on.

 

Rpg is correct, farmland is implied.

A garrisonable building is meant to mean that the building must be destroyed before the unit can be touched, you can't put more than one unit in each building.

 

 

Argh, I'll sort the rules out concerning terrain after I'm done with this grid.

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