Motep
07-08-2007, 01:10
The Land of Arnamor is in a state of turmoil. It's inhabitants have been fighting against each other for time uncounted, and have even split the gods into factions. Each god favors his nation, and grants his people gifts, so that they may conquer thier foes. But a great evil, under the guidance of the Dragon God Motep, threatens to destroy the lands and even the very gods of his foes. Who can stop him?
Geographic Map (New Map!!!)
https://i95.photobucket.com/albums/l156/Motep_the_Great/Map.jpg
Current Faction Map
https://i95.photobucket.com/albums/l156/Motep_the_Great/resizedmap2.jpg
playable factions
each Area will get terrain bonuses dependent on their god
Allarian Island- {{Motep}} powerful navy/ weak cavalry/ use of Dragons / strong at sea
Temil- {{Xehh II}}powerful infantry/ weak cavalry
Somaria- {{The Stranger}} powerful cavalry / weak infantry / strong in the plains
Eleria - powerful archers and cavalry/ weak infantry/ stromg in forests and plains / weak in mountains
Yaltar - {{TwilightBlade}} powerful cavalry and archers/ weak infantry / exceptional in the plains
Plain of Aryth {{Sarathos}}- powerful cavalry and infantry/ weak archers/ strong in the plains /
Nordmaar - {{Pevergren}} weak cavalry/ powerful infantry/ exceptional archers / weak in mountains
Mearan- {{Greaterkhaan}}powerful infantry/ have use of dwarves/ exceptional in mountains and forests / weak in the plains/ weak in the sea
Romaria - powerful cavalry/ weak infantry/ strong in the plains
Aracia- powerful archers cavalry/ weak infantry / strong in forests
Mara- powerful infantry/ weak cavalry/ weak navy
Cantral Waste - {{Orb}} use of desert elves/ exceptional infantry/ no cavalry / exceptional in mountains, deserts, and plains/ strong in forests/ pitiful at sea/ move twice as fast as regular armies/ weak navy
Plain of Caleim - {{Garcilaso}} exceptional cavalry/ weak infantry / strong in the plains / strong at sea
Dormii - powerful cavalry / powerful navy
Turns will begin on monday, and end on friday (this is subject to change)
Diplomacy is strongly encouraged, but please send me the diplomatic results. Everyone starts as neutral, btw.
Culture - culture expands simply through settlement. Settling cities is simple, all you need to do is spend 3000 gold on a city to have it become an active, contributing settlement to your tax and trade income, anything less than that places the city on the map, but does not make it economically important enough to be taxed or traded with. You can even improve the cities stackpiles and defences by upgrading the walls. There are three wall stages; Pallisade for 500 gold, and 1 defence, 1 stockpile (three turns in a seige); Stone wall for 1000, and 2 defence, 2 stockpile (five turns in a seige); and Fortress for 3000, with 3 defence, 3 stockpile (seven turns in a seige).
Cultural Actions
- Found a New City
- Settle an Existing City
- Build a better wall
The Economy will be an issue in this game. Trade and income are important factors. Each active cities economies will be rated on a scale of 1-5. All cities start at level 1. This number, multiplied by 200, will give you the total taxes taken from that city each turn. You can increse the level of a city by paying 500 to get to level 2, 1000 to get to to three, 2000 to get to four, and 3000 to get to five (you may not skip a level; i.e, go from level 1 to 5) . Trade is also important, all neighboring players trade with each other automatically unless they are at war. Trade adds 25 gold income per trade route. You will start with a treasury of 5000
The military aspect of my game are handled simply. Players can recruit the following units, with the following costs and upkeeps. All units equal 100 men.
Infantry - 50 gold recruit / 25 gold upkeep
Archers - 50 gold recruit / 25 gold upkeep
Cavalry - 125 gold recruit / 75 gold upkeep
Fleets - 400 gold recruit / 200 gold upkeep
Dwarves- 100 gold recruit / 50 gold upkeep
Elves - 125 gold recruit / 25 gold upkeep
Dragons - 300 gold recruit / 200 gold upkeep
The order of battle is simple. Archers fire first, then infantry engage, then cavalry. When players order a march, they must also set a priority of attack. Example -
Caliem's Army marches on Nai' Wen's Army.
Missiles priority is Infantry, Archers, then Cavalry.
Infantry priority is Infantry, Archers, then Cavalry.
Cavalry priority is Archers, Cavalry, then Infantry.
I will use an online die to determine the results
The benefits and problems of the different unit types are -
Weak units suffer 5% penalty
powerful units gain 5% bonus
Exceptional units gain 10% bonus
Dragons get a 20% bonus in all (count as a cavalry, minus the bonuses and drawbacks of regular cavalry)
Dwarves get a 5% attack/defence bonus (count as an infantry)
Elves get a 10% attack bonus (count as an archer unit)
Archers always fire first even if the enemy has no archers, but suffer a 25% loss to their defence efficiency if attacked by infantry or cavalry.
Infantry are the core of most armies and have no particular advantages or setbacks.
Cavalry, in the first round of combat, negate 25% of the enemies defence efficiency due to their first round charging power, but lose 25% of their own defence efficiency due to losing that charging momentum immediately thereafter in the second round of combat, they stabilize in the third round and neither gain or suffer anything.
3 rounds of combat will be tallied before the results are shown to the players. Combat rounds will be tallied in the following way.
For each side, a 100 sided die and a 10 sided die will be rolled for each group of the army, and that is the percent that successfully strike an opponent, then a 100 sided die and a 10 sided die are rolled for the opposing side, that is the percent that block the strike, then the remaining strikes that get through are multiplied by .35, and that is the number of casualties inflicted for that round. 00 and 0 on the die are treated as 0, not 100 and 10.
Example -
Civs - Caleim vs. Nai'Wen
Archers - 1,600 vs. 1,000
Infantry - 10,000 vs. 14,000
Cavalry - 2,000 vs. 800
Round 1 - Archers
Caliem rolls 0% for Archers attack, Nai'wen doesn‘t even need to roll defence.
Nai'wen's archers retaliate (assuming they posted an identical priority of attack)
Caliem attacks with 14% attack efficiency, Nai'wen rolls a 95% defence efficiency, so Caleim only suffers (1,000 x .14 x .05 {the reverse of the defence is taken to tally the losses rather than survivors}) = 7 deaths. A rather pitiful display by both sides in regards to missile fire.
Round 1 - Infantry
Caleim's infantry roll 36%, and Nai'wen’s roll 56% defence, Nai'wen loses a total of 1584 infantry. (Again, 10,000 x .36 x .44 = 1584)
Nai'wens’s infantry retaliate with 28%, Caleim rolls a 1% defence, so Caleim suffers 3,881 infantry losses.
Round 1 - Cavalry
Caliem’s cavalry attack for 87%, Nai'wen’s missiles roll 33% defence, but it’s reduced to 17% by the cavalry’s charging power and the fact that they‘re archers and much less prepared for close combat. (2,000 x .87 x .83 ) = 1,444. Since Nai'wen only has 1,000 archers, their archer regiment is completely overrun by the Caleim cavalry.
Nai'wen’s cavalry attack for 24% efficiency, and Caleims archers defend for 75%, but this is reduced to 36% by the same factors. Nai'wen scores 123 kills.
The casualties are tallied and armies recounted.
Civs - Caliem vs. Nai'wen
Archers - 1477 vs. 0
Infantry - 6,112 vs. 12,416
Cavalry - 2,000 vs. 800
Two more rounds will continue after this, and then the combat will end, and the player’s will have the option to give new orders to these armies the next turn.
In the event that an army loses 50% of it’s entire force in a single round before reaching round 3, that army will break and route, and the battle will be considered over. The defeated army will retreat one turn’s marching distance and the victorious army will remain where it is.
It is also possible to fortify regions with castles, castles are the only places where large standing armies can be housed. They can be fortified from a level of 1-3. Castles cost 2,000 gold to build, 1,000 gold to upgrade, and can hold up to 10,000 troops soldiers per level. They can be built anywhere.
When ordering armies to march, name the army itself and its target or its destination. I will path the quickest route there and place the armies location 1 turn’s march from its starting point.
One turn’s marching distance is roughly one inch on the map (one-half inch in rough terrain)
Castles that are besieged can either be destroyed or occupied. Cities that are captured can either be occupied, sacked or exterminated. Occupying cities keep them under your control. Sacking cities gives you 4 turns worth of it’s income but drops it to a level 1 city. Exterminating a city erases it from the map, gives you 2 turns worth of it’s income, and prompts the war to fall to the next level, “Instinctive National Loathing”, but it has the benefit of never coming back to bite you later.
Sieges to siege a city, you must specify so in a PM when an army reaches a city. You will not assault the city, but instead you will lay siege. The benefit is that if your army assaults the city next turn and is repulsed, the defenders will still be under siege and can't hire more troops. The drawback is you can't attack immediately, and so nearby armies can attack you. Cities can resist a siege for (defence + stockpile + 1) turns (so, a pallisade will give you three turns of survival, as It has one defence, one stockpile, and the extra one turn all cities have), before starvation hits and defenders must either attack or surrender. (in event of surrender, the army will be hald hostage, and the faction to whom it belongs must pay full price to get them back again. The money goes to the attackers treasury)
Military Orders -
- Build Castle
- March Army
- Occupy / Destroy captured castle.
- Occupy / Sack / Exterminate captured city.
- Seige City
You will need to give me the name and the location of the capital city, and a specific faction name and color. That is, unless you want the name of the region for your faction. Choosing a region does not give you complete control of the region, just the area around the capital. There is a limit of two nations per region. No two can choose the same name and color.
Geographic Map (New Map!!!)
https://i95.photobucket.com/albums/l156/Motep_the_Great/Map.jpg
Current Faction Map
https://i95.photobucket.com/albums/l156/Motep_the_Great/resizedmap2.jpg
playable factions
each Area will get terrain bonuses dependent on their god
Allarian Island- {{Motep}} powerful navy/ weak cavalry/ use of Dragons / strong at sea
Temil- {{Xehh II}}powerful infantry/ weak cavalry
Somaria- {{The Stranger}} powerful cavalry / weak infantry / strong in the plains
Eleria - powerful archers and cavalry/ weak infantry/ stromg in forests and plains / weak in mountains
Yaltar - {{TwilightBlade}} powerful cavalry and archers/ weak infantry / exceptional in the plains
Plain of Aryth {{Sarathos}}- powerful cavalry and infantry/ weak archers/ strong in the plains /
Nordmaar - {{Pevergren}} weak cavalry/ powerful infantry/ exceptional archers / weak in mountains
Mearan- {{Greaterkhaan}}powerful infantry/ have use of dwarves/ exceptional in mountains and forests / weak in the plains/ weak in the sea
Romaria - powerful cavalry/ weak infantry/ strong in the plains
Aracia- powerful archers cavalry/ weak infantry / strong in forests
Mara- powerful infantry/ weak cavalry/ weak navy
Cantral Waste - {{Orb}} use of desert elves/ exceptional infantry/ no cavalry / exceptional in mountains, deserts, and plains/ strong in forests/ pitiful at sea/ move twice as fast as regular armies/ weak navy
Plain of Caleim - {{Garcilaso}} exceptional cavalry/ weak infantry / strong in the plains / strong at sea
Dormii - powerful cavalry / powerful navy
Turns will begin on monday, and end on friday (this is subject to change)
Diplomacy is strongly encouraged, but please send me the diplomatic results. Everyone starts as neutral, btw.
Culture - culture expands simply through settlement. Settling cities is simple, all you need to do is spend 3000 gold on a city to have it become an active, contributing settlement to your tax and trade income, anything less than that places the city on the map, but does not make it economically important enough to be taxed or traded with. You can even improve the cities stackpiles and defences by upgrading the walls. There are three wall stages; Pallisade for 500 gold, and 1 defence, 1 stockpile (three turns in a seige); Stone wall for 1000, and 2 defence, 2 stockpile (five turns in a seige); and Fortress for 3000, with 3 defence, 3 stockpile (seven turns in a seige).
Cultural Actions
- Found a New City
- Settle an Existing City
- Build a better wall
The Economy will be an issue in this game. Trade and income are important factors. Each active cities economies will be rated on a scale of 1-5. All cities start at level 1. This number, multiplied by 200, will give you the total taxes taken from that city each turn. You can increse the level of a city by paying 500 to get to level 2, 1000 to get to to three, 2000 to get to four, and 3000 to get to five (you may not skip a level; i.e, go from level 1 to 5) . Trade is also important, all neighboring players trade with each other automatically unless they are at war. Trade adds 25 gold income per trade route. You will start with a treasury of 5000
The military aspect of my game are handled simply. Players can recruit the following units, with the following costs and upkeeps. All units equal 100 men.
Infantry - 50 gold recruit / 25 gold upkeep
Archers - 50 gold recruit / 25 gold upkeep
Cavalry - 125 gold recruit / 75 gold upkeep
Fleets - 400 gold recruit / 200 gold upkeep
Dwarves- 100 gold recruit / 50 gold upkeep
Elves - 125 gold recruit / 25 gold upkeep
Dragons - 300 gold recruit / 200 gold upkeep
The order of battle is simple. Archers fire first, then infantry engage, then cavalry. When players order a march, they must also set a priority of attack. Example -
Caliem's Army marches on Nai' Wen's Army.
Missiles priority is Infantry, Archers, then Cavalry.
Infantry priority is Infantry, Archers, then Cavalry.
Cavalry priority is Archers, Cavalry, then Infantry.
I will use an online die to determine the results
The benefits and problems of the different unit types are -
Weak units suffer 5% penalty
powerful units gain 5% bonus
Exceptional units gain 10% bonus
Dragons get a 20% bonus in all (count as a cavalry, minus the bonuses and drawbacks of regular cavalry)
Dwarves get a 5% attack/defence bonus (count as an infantry)
Elves get a 10% attack bonus (count as an archer unit)
Archers always fire first even if the enemy has no archers, but suffer a 25% loss to their defence efficiency if attacked by infantry or cavalry.
Infantry are the core of most armies and have no particular advantages or setbacks.
Cavalry, in the first round of combat, negate 25% of the enemies defence efficiency due to their first round charging power, but lose 25% of their own defence efficiency due to losing that charging momentum immediately thereafter in the second round of combat, they stabilize in the third round and neither gain or suffer anything.
3 rounds of combat will be tallied before the results are shown to the players. Combat rounds will be tallied in the following way.
For each side, a 100 sided die and a 10 sided die will be rolled for each group of the army, and that is the percent that successfully strike an opponent, then a 100 sided die and a 10 sided die are rolled for the opposing side, that is the percent that block the strike, then the remaining strikes that get through are multiplied by .35, and that is the number of casualties inflicted for that round. 00 and 0 on the die are treated as 0, not 100 and 10.
Example -
Civs - Caleim vs. Nai'Wen
Archers - 1,600 vs. 1,000
Infantry - 10,000 vs. 14,000
Cavalry - 2,000 vs. 800
Round 1 - Archers
Caliem rolls 0% for Archers attack, Nai'wen doesn‘t even need to roll defence.
Nai'wen's archers retaliate (assuming they posted an identical priority of attack)
Caliem attacks with 14% attack efficiency, Nai'wen rolls a 95% defence efficiency, so Caleim only suffers (1,000 x .14 x .05 {the reverse of the defence is taken to tally the losses rather than survivors}) = 7 deaths. A rather pitiful display by both sides in regards to missile fire.
Round 1 - Infantry
Caleim's infantry roll 36%, and Nai'wen’s roll 56% defence, Nai'wen loses a total of 1584 infantry. (Again, 10,000 x .36 x .44 = 1584)
Nai'wens’s infantry retaliate with 28%, Caleim rolls a 1% defence, so Caleim suffers 3,881 infantry losses.
Round 1 - Cavalry
Caliem’s cavalry attack for 87%, Nai'wen’s missiles roll 33% defence, but it’s reduced to 17% by the cavalry’s charging power and the fact that they‘re archers and much less prepared for close combat. (2,000 x .87 x .83 ) = 1,444. Since Nai'wen only has 1,000 archers, their archer regiment is completely overrun by the Caleim cavalry.
Nai'wen’s cavalry attack for 24% efficiency, and Caleims archers defend for 75%, but this is reduced to 36% by the same factors. Nai'wen scores 123 kills.
The casualties are tallied and armies recounted.
Civs - Caliem vs. Nai'wen
Archers - 1477 vs. 0
Infantry - 6,112 vs. 12,416
Cavalry - 2,000 vs. 800
Two more rounds will continue after this, and then the combat will end, and the player’s will have the option to give new orders to these armies the next turn.
In the event that an army loses 50% of it’s entire force in a single round before reaching round 3, that army will break and route, and the battle will be considered over. The defeated army will retreat one turn’s marching distance and the victorious army will remain where it is.
It is also possible to fortify regions with castles, castles are the only places where large standing armies can be housed. They can be fortified from a level of 1-3. Castles cost 2,000 gold to build, 1,000 gold to upgrade, and can hold up to 10,000 troops soldiers per level. They can be built anywhere.
When ordering armies to march, name the army itself and its target or its destination. I will path the quickest route there and place the armies location 1 turn’s march from its starting point.
One turn’s marching distance is roughly one inch on the map (one-half inch in rough terrain)
Castles that are besieged can either be destroyed or occupied. Cities that are captured can either be occupied, sacked or exterminated. Occupying cities keep them under your control. Sacking cities gives you 4 turns worth of it’s income but drops it to a level 1 city. Exterminating a city erases it from the map, gives you 2 turns worth of it’s income, and prompts the war to fall to the next level, “Instinctive National Loathing”, but it has the benefit of never coming back to bite you later.
Sieges to siege a city, you must specify so in a PM when an army reaches a city. You will not assault the city, but instead you will lay siege. The benefit is that if your army assaults the city next turn and is repulsed, the defenders will still be under siege and can't hire more troops. The drawback is you can't attack immediately, and so nearby armies can attack you. Cities can resist a siege for (defence + stockpile + 1) turns (so, a pallisade will give you three turns of survival, as It has one defence, one stockpile, and the extra one turn all cities have), before starvation hits and defenders must either attack or surrender. (in event of surrender, the army will be hald hostage, and the faction to whom it belongs must pay full price to get them back again. The money goes to the attackers treasury)
Military Orders -
- Build Castle
- March Army
- Occupy / Destroy captured castle.
- Occupy / Sack / Exterminate captured city.
- Seige City
You will need to give me the name and the location of the capital city, and a specific faction name and color. That is, unless you want the name of the region for your faction. Choosing a region does not give you complete control of the region, just the area around the capital. There is a limit of two nations per region. No two can choose the same name and color.