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Ye olde high fantasy Hegemony


Grim_

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Here is what we have got so far

World map:

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Races

Reds

 

Warriors - can raise cheap(er) raiding parties or militias

Raiders - raiding boosts income

Eagle Eye - high accuracy in archers / mages

 

Factionalism - risk of rebellion is high

Untrained - casters cost more to recruit

Unfriendly - have a generally harder time cooperating with other races

Gordillo%2B-%2Bpst_low.jpg

 

Wood elves:Long lived and with a slow reproductive rate

 

bonus to income from artisans and wood work

Bonus to druidic magic

Bonus towards archers and skirmisher units

 

Negatives towards most agriculture

Low troop pool (heightened troop cost by 25%)

Individualist Higher risk of rebellions

Negative towards divine magic

 

Mixed Society/Humans

bonus towards income from trade

 

Chance of rebellion

 

Dwarfs: A shorter lived race than elves but longer lived than humans with a slightly lower reproductive rate than humans but a higher reproductive rate than elves.

Favors Divine magic over arcane or druidic magic in general

Pros: Lessened cost of smithing metal weapons

Lessened cost of fortifications

Lessened cost of buildings using stone

Finely crafted weapons for armies

Bonuses towards income from mining and crafting

Lessened chance of rebellion

Cons:

Smaller armies than humans or Greenskins

Almost no druicic magic and very little arcane magic

Negatives towards income from farming, wood work and raids

 

Greenskins: Short lived race that breed like rabbits. Orkoid in nature.

Pros:

Warlike in nature: Cost of units is reduced

Breeds like [bleep]ing rabbits: Much larger army size (-25% troop cost)

boost to income from raiding

Cons:

We's all gonna die!: Lower quality troops

Probably the smallest number of casters in them of any race

Factionalism: Risk of rebellion is heightened

Lack of cavalry

 

Undead:

Pros:

The dead don't eat: Lessened cost of units in general

Liches: A lessened cost to build colleges of necromancy and a lessened cost of necromancers

The dead don't breath: No real need of boats to cross shallow bodies of water

No need for supply lines

Cons:

Most gods will not accept them as servants

Druidic magic is a no-no

NPCs tend not to like the dead that walk the earth (spawning the occasional crusade against them)

 

 

 

 

MAGIC:

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Arcane magic:

 

Schools of magic

 

Abjuration: Your basic protection, dispelling and shielding type magic.

Conjuration: Encloses Teleportation, summoning, healing and the binding of various beasts

Divination: Your scrying and to a lesser degree interrogation school

Enchanting: Causes status effects and is useful for interrogation/making sleeper agents

Evocation: The school of fire balls, lightning bolts and explosions

Illusion: Creates illusions

Necromancy: Negative effects and raising the dead

Transmutation: Changing one thing to the other as well as certain abjuration like effects

 

 

 

Divided into schools arcane magic users (henceforth called mages) can be trained at either generalist universities or specialist colleges. While the generalists can use pretty much all of the schools it takes a

specialist (well a group of them) to perform a ritual

 

Rituals: Rituals may only be performed by specialists from the school of magic that the ritual is classified under. In addition to the practitioners they require research into and a variety of regents depending upon the ritual in question.

 

Training mages: After the college or university has been set up you must wait four years before gaining your first crop of mages be they specialists or otherwise. On a slightly different note you there is a maximum number of mages each college/university can produce per year and a maximum number of mages each race can have (due to the small number of candidates)

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Divine magic:

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Very similar to arcane magic divine magic instead of relying on colleges draws power from the user (henceforth to be called clerics) faith and the power of the god in question.

 

Training clerics: A requirement for them is to be a theocracy of that god in question. They may be trained at a church or cathedral for a certain price.

 

Miracles: With enough clerics praying simultaneously (and enough study into religous studies to perform the ceremony) you may ask your god for a miracle provided that it fits in their interest and there are appropriate sacrifices.

Note: Divine magic relies almost entirely upon the power of the god in question so if you are not acting in said gods interest or with his dogma odds are you will not get anything more than a fizzle and a pop. If a country radically goes against their gods wishes and is a heavy user of divine power they can expect powerful repercussions to fall upon them (depending upon the god in question). Rather than the schools of arcane magic divine magic focuses mostly on healing, curing disease, divination, strengthening allies and the odd blasting spell thrown in.

 

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Druidic magic:

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Druidic magic relies upon the power of nature to pull power out to defeat your enemies.

 

To train druids you must create a coven or grove or other appropriate structure

 

Rituals: Druidic rituals function almost the same way as arcane ones in that they require research and regents.

 

Notes: You can lose the power of your druids if you destroy too much forest, upset the balance of nature or in general [bleep] around with the natural order of things. Druidic magic focuses mostly on summoning creatures to aid in the fight and influencing the organisms around you to help (awakening trees to create ents for a time). They also have the odd blast (which makes them effective in that regard as well)

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Budget:

Budget is to be done in gold coins and be given every five years.

Your starting province will give you 10 million gold pieces towards troops and any other projects you may want

 

Year/day ratio

Each day is worth one year in game

 

Military units:

Peasants: 100-150

Spearmen: 250

Pikemen: 400

Archers: 400

Heavy Horse Archers: 700-800

Men at Arms: 500

Elite template: Add 300 gold to the cost for an increase of effectiveness

Mages: 4,000 each, requires a univesity or a specialized college

Cleric: 4,000 each

Druid: 4,000

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Just so we're clear, magic is a substitute for technology in this, correct?

 

So really, aside from realism (Ha!), there is little difference from a regular hegemony.

 

Also, shouldn't that map include terrain? I'd like a mountainous region, being dwarves and all. Of course, I wouldn't ask that you add terrain to every region, just a seperate map with that sort of thing, perhaps?

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I can the undead demon overlord who likes to throw dead things at live people.

FaladorTavern.png

Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

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