View Full Version : Clash of Civilization - Forum Game
Ibn-Khaldun
12-31-2011, 12:17
Clash of Civilizations
I have been working for the past couple months on a forum game similar to the one Jolt hosted some time ago. You can find his game in here (https://forums.totalwar.org/vb/showthread.php?134054-Rome-Total-War-Forum-Game-Version-I-Concluded). Though the idea is similar my game would be a bit more complicated. I hope to get 4-6 people to sign up and then I am ready to start. Since I'm not exactly sure how much work it takes to run this game(though test showed me it's not that hard) then I don't accept more than 6 players.
About the game then..
* Game starts in 270 BC and each turn lasts 5 years.
* You can pick one of the 20 factions that are available in Europa Barbarorum. Or you can pick a faction that is not among the 20 EB ones.
* The map:
https://i259.photobucket.com/albums/hh311/ibnkhaldun/gameroom/game_map_v2.png
The map is not made by me but by an another member who posted it in EB forum.
The map with Sea regions:
https://i259.photobucket.com/albums/hh311/ibnkhaldun/gameroom/game_map_v3.png
* You have several government types and you can progress from a simple Chiefdom to an Empire. Government types: Chiefdom(Tribal), Chiefdom(Nomad), Tribal Kingdom, Republic, Monarchy, Dictatorship(unique), Imperial(unique).
* This is more like "you-write-your-own-history" kind of game and does not follow history that closely. However, there will be some historical events that may arise if the conditions are right.
* All the "empty" provinces are actually Independent states and it is possible to do limited diplomacy with them as well.
* NPC nations(those that have their own color on the map) will have their own goals but with them you have more diplomatic options available.
* It's possible to create client states or force NPC states to become one.
* If you want to succeed then a good economy is important. There are many resources but the most important ones are: Stone, Wood, Food, Iron, Horses and Gold(generated in cities as a tax).
* Resources allow you to improve your provinces by upgrading resource gathering, cities and constructing buildings. The maximum upgrades level is Lvl 5.
* In each city you have 3 building slots. These can allow you to recruit new units, improve your factions stability or economy etc. There are about 20 buildings in this game but some of them are only available if you have the correct government type.
* There are 3 basic units: Archers, Infantry and Cavalry. The latter need Horses resource. If you have access to Iron then you can also recruit Heavy Infantry and Heavy Cavalry. There are also Horse Archers, Elephants(~;)) and many unique units available for players to choose.
* Players can recruit the same number of units as they have provinces. This rule has an exception: Chiefdoms can recruit twice as many units as they have provinces. (So, if you pick Arverni you can recruit 3 provinces*2=6 units but if you pick Romans then you can recruit 6 units as well because you have 6 provinces)
* There are also 3 mercenary units available(Archers, Infantry, Cavalry).
* You can't recruit unique units. They are offered to you through events. Whether you accept them or not is your choice. However, you can have as many of them as you want and their number is not limited by the number of provinces you own.
* Navies are more important now because the players have the option to create trade routes(with other players or NPC factions). Stable trade routes can generate a lot of Gold.
* There are different types of ships available and they have different abilities. Faster ships to raid enemy coastal provinces and larger ships to engage the enemy in naval battles.
* Players can recruit the same number of ships as they have coastal provinces.
* Instead of having generic skill they have in this game traits. These traits give bonuses and penalties to the characters. Traits are randomly given to the characters.
* Besides using characters as generals(which is their main purpose) it is possible to use one of them as a Governor. With good traits he can help you boost the economy of your faction.
* You can attack who ever you want and when ever your want but it is wise to do so if you have a Casus Belli. CB allows for a short period of time to have larger army and you also get more resources from your provinces. However, it only last for a short period. So, use it to the fullest.
* There is a special feature for Chiefdoms(and one province minors) called "A Call To Arms". If someone attacks them then a random number of random units are generated to protect their lands during that turn.
Factions(with their government types):
Aedui - Chiefdom (Tribal),
Arche Seleukeia - Monarchy,
Arverni - Chiefdom (Tribal),
Baktria - Monarchy,
Casse - Chiefdom (Tribal), - Ishmael
Epeiros - Monarchy,
Getai - Chiefdom (Tribal),
Hayasdan- Tribal Kingdom,
Karthadastim- Republic,
Koinon Hellenon- Republic, The Celtic Viking
Lusotannan - Chiefdom (Tribal),
Makedonia- Monarchy,
Pahlava- Chiefdom (Nomad), - Erebus
Pontos - Monarchy,
Ptolemaioi- Monarchy, - Double A
Romani - Republic, - rickinator9
Saba - Chiefdom (Tribal),
Saka Rauka - Chiefdom (Nomad),
Sauromatae- Chiefdom (Nomad), - Arjos
Sweboz - Chiefdom (Tribal)
Rules are in the second post.
Ibn-Khaldun
01-01-2012, 13:41
So, I'll give more details about the game.
1. Governments
As I said previously there are 5 government types: Chiefdom(Tribal), Chiefdom(Nomad), Tribal Kingdom, Republic and Monarchy. There are two unique government types as well: Dictatorship and Imperial. In this section I'll introduce each of them little bit.
Chiefdom(Nomad)
Probably one of the easiest government types when it comes down to resource management and economy. Nomads will receive each turn Gold(as a tax) from the settlements they own and the resource Horses. They can not improve their provinces by making their provinces produce other resources nor can they build any buildings except Nomad Camp. This building, Nomad Camp, allows them to recruit Horse Archers and Heavy Cavalry. It also raises the Stability in the province and allows creation of Trade Routes. So, basically it combines the effects of many other buildings into one.
Nomads, however, can't conquer more than 5 provinces. If the Player, who plays as a Nomad faction and have already control 5 provinces, want to conquer some new lands he have to release some of his provinces as Client States(or the Player can just abandon one of his provinces). This is actually what I recommend the Player to do since the Client States can provide resources to their Nomadic masters that the Nomads themselves can't collect. The only exception to this is when the Nomads conquer a province that already has a resource(Note: More about the resources in the Economy section). Another good way to get resources that the Nomads don't have is Raiding neighboring provinces.
Nomads can recruit 2 units per every province but only one mercenary unit per every province he owns. However, they can't recruit Heavy Infantry from the Nomad Camps. Though, who needs them if you have Horse Archers and you can pillage and plunder the countryside of your enemies?! In case the Player wants to conquer enemy city then he can order his Client States to provide him some extra units and it's possible to get Heavy Infantry this way.
Nomads, just like the other Chiefdom(Tribal one), don't have succession crisis. If the Chief should die then the strongest general will become the next Chief. So, assassination of Nomad ruler does not destabilize the faction.
Nomad Chiefdom can also enjoy the benefits of a special feature called "A Call to Arms". This means that a random number of random units will be generated to protect the homelands of the Nomads. What makes it unique for them is that all units generated this way are mounted units. This makes conquering the steppes just as hard as it was historically.
From this Government type it's possible to advance to Tribal Chiefdom or to Tribal Kingdom.
Chiefdom(Tribal)
This government type is a bit more complex than the Nomad one but it also gives more options to build up the faction. This is more common in the Western Europe. In Tribal Chiefdom, Players can gather all the resources and most buildings are also available for them. They also have a unique building called Sacred Grove. This allows them to recruit a special unit called Druids. More about that unit later.
Just like Nomads, Tribal Chiefdom can only conquer 5 provinces. Once that limit is reached the Player must release one of his provinces as a Client State.
Tribal Chiefdoms can also recruit 2 units per every province but only one mercenary unit per every province he owns. The good thing is that they can recruit Heavy Infantry.
Tribal Chiefdoms don't have succession crisis. If the Chief should die then the strongest general will become the next Chief.
Tribal Chiefdom also enjoys the benefits of "A Call to Arms". Random number of random units will be generated if they are attacked. What makes it different from the Nomads is that the units range from basic units to heavy units and the emphasis is on Infantry units.
From this government type it's possible to advance to Tribal Kingdom or to Republic.
Tribal Kingdom
This is the most advanced Tribal government types. It allows creation of most buildings and there is no limitation to the number of provinces the Player can conquer. The bad thing is that Players will loose the "Call to Arms" feature. In Tribal Kingdom succession crisis may also happen. By default if the old King dies his lands will be divided between his sons. The player can then choose which part of the Kingdom he wants to keep playing. If the King had 3-4 sons then this means that the Player might find one turn controlling 10-15 provinces but the next turn only 3-5 of them. Since assassination and imprisonment of your own characters is allowed then playing Tribal Kingdom will be quite interesting.
Tribal Kingdom also looses the chance to recruit 2 units per province and can only recruit 1 unit. However, they can recruit 2 mercenary units per every province they control.
The good thing is that if the Player advances it's faction into Tribal Kingdom then they can keep the unique buildings that were built as a Nomad or Tribal Chiefdom. Players can't upgrade them anymore but they can keep the buildings and will receive the bonuses from them as well. So, transforming from a Nomad Chiefdom to Tribal Kingdom allows the Player keep recruiting Horse Archers.
Republics
Playing as a Republic could be fun but it could be very frustrating as well because the Player can't be sure whether his orders go through or not. And who can disallow Players orders? It is the Senate(Council).
The Senate have 3 parties that struggle to gain power in the Republic. During the election of new Consuls(Sophets or Archons) the Player must choose one of the parties as his own. The more powerful it is the less Player have to worry about Senate deciding against him and disallowing his orders. The Senate votes(random dice rolls) for each point of the order and it means that some orders go through and some not. Consuls term last for 2 turns. So, the first election takes place in 270 BC and the next one in 260 BC and so on. Republics don't have succession crisis. If one of the Consuls should die then another one will be automatically elected. This however does not allow time for character development.
With enough support in the Senate the Player can declare Dictatorship and make one of the Consuls to Dictator. This freezes the Senate and all orders the Player sends will be carried out. However, if the Dictatorship lasts too long then Republican Senators may instigate a Civil War to restore the Republic. So, Dictatorship could be useful during wartime but if the Player does not want a Civil War then he should use it only as a last result.
Republics don't have any limitations to the number of provinces they can conquer and it's possible to build most buildings in the game. They can also recruit a special unit called Magistrate. More about it later.
Republics can recruit 1 unit and 2 mercenary units per province.
It is possible to advance from a Republic to Monarchy or to Imperial government type.
Monarchy
There are no limitations to the number of provinces Monarchies can conquer. Most buildings are also available for them. From special buildings, Palaces, they can recruit Palace guards.
Monarchies however could suffer greatly during succession crisis. If the King dies without a Heir then the Kingdom could fall into Civil War. Monarchies also have harder time to control larger states. The more provinces the harder it is to control the Kingdom.
They can recruit 1 unit and 2 mercenary units per province as well.
Monarchy can advance to Imperial government type.
Empire
Well, IF you get that far then I'll tell about this government type.
Client States
When ever Player want they can release some of their provinces as Client States. They can also force "Eleutheroi/Independent" states(or even NPC factions) to become ones as well. Client States can't have more than 5 provinces. However, the larger they are the more freedom they want. In the same time the larger they are the more taxes and resources Players may expect to get from them as a Tribute. All Client states will receive their own color on the map.
Players can set Tribute level from Low to Normal and to High. Lower Tribute will make them like their Masters much more and their units will be more loyal and with higher morale. Higher Tribute will make them hate their Master but Players will receive more resources and Gold from them.
To set a Tribute, Player must say what resource he wants from the Client state and the Tribute level(Low/Normal/High).
Player can order his Client states to send units into his army. These units do not use unit slots of Players faction. Player however, can't determine what units his Client state will send him. Those units can be incorporated into the armies of Player(and thus making them larger) or they can be a separated army under Players control. Player can also determine whether he wants a local(someone from the Client State) to control the army or he gives command over it to one of his Characters.
Just like Chiefdoms, Client states can have 2 units and 1 mercenary unit per province. Player does not pay upkeep for those units.
If the old client king dies then Player have the chance to appoint a new one. Several candidates will be offered and the Player then must choose who is going to be the next client king.
If Player is attacked then his Client states will automatically join the war on his side. However, if Client state is attacked the player can choose when(if at all) he wants to join the war.
Client states can wage wars against "independent states"(until they reach 5 provinces) but will not attack Player or NPC faction without their masters approval.
2. Economics
Creating and managing the Resources
As I said before there are many Resources. They are divided into two categories: primary and secondary resources. Primary resources are Stone, Wood, Food, Horses, Iron and Gold. Players can create these in their provinces that have no resources present. There can be only one primary resource per province. It's possible to upgrade the resource level up to Level 5(the same goes for cities and most buildings).
Gold is generated automatically in settlements. To get other resources the Player must use an order to create the resource he want in the province he chose. I know that this could lead into some very peculiar results(Horses in Sicily, Iron in Nile Delta etc) but this was the only way. Since all other resources are generated in the provinces it is possible for the enemies to raid the province and this way downgrade the resource level there. So, players should think carefully where they create what resource.
Primary Resources and their uses:
Stone - Needed to upgrade settlements, construct buildings etc.
Wood - Is also needed to upgrade settlements and construct building. Players also need Wood to construct ships.
Food - Needed for unit recruitment and later for their upkeep. Units will loose morale if there isn't enough Food and they also might desert.
Horses - Needed if the Player wants to recruit Cavalry units. Horses are also alternative Food resource(1 unit of Horses=2 units of Food).
Iron - Allows recruitment of Heavy Infantry and Heavy Cavalry.
Secondary resources are randomly generated. They will then be proposed to the Player whether he wants them or not. These resources are not necessary to win the game. However, these will allow the Player to use some hidden features.
There are also couple resources that are between primary and secondary ones. Elephants are one of these resources. Players can't directly create them and they needs to be offered to him. However, in a province they occupy the primary resource slot.
Manpower and Slaves
Manpower is one of the most important resources. It takes MP to recruit/reinforce units, build resource upgrades or construct buildings. Running out of MP is the worst thing that could happen. MP is generated randomly. So, one turn the Player might receive a lot of MP and next turn almost none.
Slaves are resource as well. If the Player have access to Slaves then he can use them to build upgrades or construct buildings. This spares MP for unit recruitment only. Slaves markets make them available. Slaves are also randomly generated. The bad thing is that if the number of Slaves become too high and they outnumber available MP then an uprising against the Player is quite possible.
Trade
There are two ways to deal with trade(and they can be used in the same time). Player can create a Trade Route or he can propose a Trade Agreement to another player/NPC/independent faction.
Since each faction can have only one Trade Route then they should carefully select the faction with whom they want to trade. This is a long term deal and it takes time to notice it's real benefits such as increase of Stability and extra income for both factions. Trade Route can only be signed with another Player or with a NPC faction.
Trade Agreement can be signed with everybody and even if two factions already have a working Trade Route.
Buildings
Buildings allow recruitment of units, improved trade, increase in Stability etc. There are only 3 building slots available in each province. If the city is destroyed(yes, it is possible to remove cities from the map) then Players can't construct any buildings there.
The main buildings are:
Barracks - Allow recruitment of additional 2 units(by default Players can recruit 1 unit with an Order even if he doesn't have Barracks built). Militia units will become available in that province.
Harbour - Allow construction of ships. Allows signing a Trade Route.
Temple - Increases Stability and makes rebellions less likely to happen even with low Stability. Allows Sacrifices.
Market - Allows signing a Trade Route. Makes it possible for the Republics to recruit Magistrates.
Slave Market - Makes Slaves resource available. Must be built next to an independent(Eleutheroi) state.
Walls - Gives Defence bonuses to garrisoned/defending units. Militia units will become available in that province.
Weaponsmith - With the Iron resource makes the Heavy Infantry and Heavy Cavalry units recruitable.
There are some other buildings such as Amphitheater, Theater, Aqueduct and Tavern that also increase Stability in the province.
3. Military
Units
Militia
Don't think that they are pushovers. They have quite decent defence skill and with the help of Walls that skill will rise more. It's possible for them to route(or even destroy) Infantry units when defending the settlement but don't expect them to last long against Heavy Infantry. Their main task is to keep peace in the province they were recruited. They can not be moved to another province. Players can recruit them if the province have Walls or Barracks built. Each level of these buildings allow recruitment of 3 Militia units. When other units are tied to the number of provinces faction controls then Militia units are tied to the level of Walls/Barracks in their province.
Archers
They are cheap unit but they can do a lot of damage. Archers have a special ability called "First Strike". This allows them to attack enemy unit with missiles and return behind the rest of the troops. In melee this unit is easily destroyed.
Infantry
Probably the main unit Players recruit. They are strong in melee but vulnerable to missiles. Infantry receives a bonus when defending against Cavalry but will receive penalties when attacking them.
Cavalry
A bit "hard to get" unit but very capable. With enough luck they can defeat almost any unit. But they probably should be used to catch enemy Archers. Their special ability is "Flanking". If successful they can attack enemy unit from behind and destroying them in the process.
Heavy Infantry
If the Player wants something to be done correctly then he should get this unit. They are invulnerable to missiles, have a bonus against Cavalry and are perfect unit when attacking enemy settlements. However, they are expensive to recruit and to upkeep.
Heavy Cavalry
They are the strongest from the main units that can be recruited. But they are also one of the most expensive units. Their special ability is "Charge". If successful then this can obliterate the enemy unit completely.
Palace Guards
A bit stronger than Heavy infantry they are also a bit more expensive. These units work just like Militia. They can not be moved from the province where they were recruited unless they are attached to a General and become his bodyguards. Just like Militia units, Palace Guards are tied to the level of Palace and not to the number of provinces faction controls.
Horse Archers
They have Archers special ability, "First Strike", and they also have an ability called "Extra Ammo". This allows them to act as Archers twice as long. If the "Ammo" is over they will act as Cavalry. They are however weaker than normal Cavalry unit and in a melee fight against Infantry they might be destroyed.
Naval units
Lemboi fleet
Cheap ships that can be used to raid enemy coastal provinces. They can outmaneuver most ships and thus are ideal for this job. Don't expect them last long against proper navy in a battle though.
Pentekonteroi
Perfect for fighting against Pirates. Can be used to raid enemy coastal provinces but they can not outmaneuver enemy ships like Lemboi can.
Trireis
These ships should be used to form a proper fleet. However, they can not be used to raid enemy coastal provinces. However, they are still better than the other previously mentioned ship types and can easily destroy them in a battle.
Tetrereis
The best ships you can build. Expensive but very powerful ships. With the "Marines" ability they can board enemy ships and thus it's possible to capture them.
Special units
Druids
They can be recruited by the Tribal Chiefdoms from the Sacred Grove building. However, they can not be used as a normal unit meaning they can't be used in a battle. They are Militia-like unit and thus can be used in garrisons only. Since they use one of the unit slots the Player should think carefully before recruiting them. Their main purpose is their ability to keep the people happy. No matter how rebellious province is just one unit of Druids will keep them calm and not rebelling.
Magistrates
Unique for Republics, these units are a better version of the Druids. Just like Druids, they keep rebellious province under control but they also increase Gold and Resource income from the province they are garrisoned. Unfortunately, they also use one of the unit slots. So, the best time to recruit them is when the Republic is enjoying peace. They can be recruited from Markets.
Armies(recruitment etc)
Recruitment
Players can recruit as many units as they are allowed(more Barracks=more units) using just one order. The number of units recruited can not exceed the limits imposed by the number of provinces(there are exceptions to this like mentioned in the Governments section).
Armies
Players have to designate an Army base in one of his provinces. Army base is not a building! This just shows where the army is stationed by default. Barracks or any other building does not have to be present in that province. Best provinces where to create Army bases are border provinces. If the Player haven't moved his army and that province is attacked then the army will protect it.
If a faction have more than 8 provinces they can have two armies, with more than 16 provinces they can have 3 armies etc.
Armies must be led by a general!
Units in the Army
It is very important how you list your units in the army since this I use it to calculate the outcome of battles. So, please list them like this:
1st Army
Commander: G J Caesar
1. Archers
2. Heavy Infantry
3. Infantry
4. Infantry
5. Cavalry
The reason is this - your first unit attacks enemy first unit in the list and so on. Once I reach the bottom of the list but both armies have still some morale left I'll start from the top again.
So, taking this example army you can see Archers softening enemy for the Heavy Infantry attack. This will probably destroy enemy opposing unit and lowers enemy morale. Caesars Infantry units will benefit from this and have a chance to win their fights as well. Cavalry attack in the end could make the enemy retreat or even route.
4. Characters
Characters allow the Players govern their factions and lead their armies. Their abilities come from more than 50 traits. By default traits are randomly generated but it is possible to influence the appearance of some of them using the character in certain ways. For example, character who leads an Army, is attached to a unit and keeps winning battles will most likely receive traits like Brave or Great Commander. On the other hand retreating from battles might bring trait Coward to the character.
With 5 years per turn it gives about 10-12 turns to develop your characters.
Recruitable Generals
It's possible for the Players to recruit generals to lead their armies. This might be a good idea if Player have a King without a Heir. Recruited Generals can not become Heirs usually. Only in Chiefdoms it's possible for them to become leaders of a faction. The Players can always dismiss their recruited generals. In that case they become available for hire by other players.
5. Diplomacy
There are no limitations to the Player-Player or Player-NPC diplomacy. Players can sign alliances, trade, backstab allies, give gifts, force factions to become their client states etc. Players can conduct diplomacy with NPC factions just like they would with Player factions. No diplomatic orders need to be used. Just a PM with your proposal is good enough.
Diplomacy with Independent states is more restricted. Players have predetermined options they can use.
Casus Belli
Players can declare war against anyone when ever they want. They can even attack someone without declaring war. However, with Casus Belli they can double the number of units allowed for a short period of time. Some Casus Bellis also allow Players to increase resource production. If CB is received it will last maximum of 3 turns and after that the Player will loose it.
6. List of Orders
Each Player have 5 orders + 3 diplomatic/espionage orders. The Sequence of orders is important! Also, please send in your orders in the following format because it will make it easier for me to go through them:
Orders
1. Attack this
2. Construct that
3. Recruit them
4. Create those
5. Upgrade it
Diplo/Spy orders
1. Spy them
2. Gift this
3. Sabotage that
Miscellaneus
What ever more you want to add.
List of Orders
Economy
1. Construct a "building" in province "X"
2. Upgrade "building" in province "X"
3. Create "resource" in province "X"
4. Upgrade "resource" in province "X"
5. Change "resource X" into "resource Y"
Military
1. Recruit "x" nr of "infantry/cavalry/etc" for "Army Q" in "province x" (Army base must be in that province)
2. Raid "faction Z" "province X" with "Army Q"
3. Conquer "province X" (Occupy/Sack/Destroy)
4. Move "Fleet F" to "Sea region Y"
5. Raid "province X" with "Fleet F(or it can be just one ship)"
6. Load "Army Q" onto "Fleet F"
7. Unload "Army Q" from "Fleet F" to "province X"
8. Move "Army Q" to "province X"
9. Reinforce "Army Q"
10. Garrison "Army Q" in "province X" (makes it part of the garrison but can't receive new units)
Character
1. Move "Character Z" to "province X"
2. Appoint "Character Z" as Governor of Your faction. (You can make Characters into generals without using an order)
3. Recruit General
4. Dismiss General
5. Imprison "Character Z" (uses a diplomatic order)
6. Execute "Character Z" (uses a diplomatic order)
Espionage
1. Infiltrate Administration of "faction Z" (Reveals resources/buildings/etc)
2. Infiltrate Military of "faction Z" (Reveals armies/units/defences/etc)
3. Sabotage "building/resource" in "province X"
4. Disrupt a trade route between "faction Z" and "faction C"
5. Assassinate "Character Z" (it's possible to try to assassinate your own characters)
6. Bribe defenders in "province X"
7. Bribe "Character Z"
8. Sponsor Rebels in "province X" with "x" amount of Gold (can be used only when Rebels are present in the target province)
9. Fabricate some "faction Z" documents (might give you a Casus Belli)
Diplomacy
1. Offer Gift to "Independent state W" (improves relations)
2. Send envoy to "Independent state W" (improves relations)
3. Offer protection to "Independent state W"
4. Guarantee independence of "Independent state W"
5. Offer trade agreement to "independent state W" (should be mentioned what resources you want to sell/buy and what you want to get in return)
6. Force "Independent state W" to become Client State.
7. Force "Independent state W" to join Your faction.
8. Influence "Independent state W" through culture. (makes them more likely to join your faction peacefully)
9. Ask military aid from "Independent faction W"
Cost of buildings/units/etc
Diplomacy and Espionage
1. All Diplomatic orders cost 5 Gold. Exceptions are giving Gifts(these can be resources or gold) and Influencing through Culture(this costs 15 Gold).
2. All spy orders cost 5 Gold. Exceptions are Sponsoring Rebels(the amount of Gold can be what ever you want), Assassination(this costs 15 Gold) and Bribing orders(you just have to guess how much gold it takes to bribe a character or city defenders). If you fail to Bribe then you will still loose 5 Gold.
3. Recruiting a general will cost 10 Gold.
Economy
These are the costs of Lvl 1 buildings and resource creation. Each following Lvl will cost the resources multiplied with the Lvl. Each level will also consume 1 MP(even higher levels consume 1 MP)
Resource creation
(Name of the resource - Stone / Wood / Gold )
Food - 1 / 2 / 2
Wood - 1 / 3 / 2
Stone - 3 / 2 / 3
Horses - 2 / 4 / 4
Iron - 4 / 4 / 5
City upgrade
Each city starts as Lvl 1 settlement. However, it should be remembered that Players can't create settlements in provinces where they have been destroyed(erased from the map). Upgrading city will also consume 3 MP.
City upgrade - 8 / 8 / 10
Building costs
Some buildings on Lvl 4-5 may need additional (secondary) resources before they can be upgraded. Each level will also consume 1 MP(even higher levels consume 1 MP).
(Name of the building - Stone / Wood / Gold )
Barracks - 2 / 3 / 5
Harbour - 5 / 3 / 5
Temple - 5 / 5 / 10
Market - 3 / 3 / 5
Slave Market - 3 / 3 / 5
Walls - 8 / 4 / 15
Weaponsmith - 4 / 2 / 5
Aqueduct - 6 / 3 / 10
Theater - 5 / 5 /10
Amphytheater - 5 / 5 / 10
Tavern - 2 / 4 / 10
Nomad Camp - 0 / 2 / 5
Palace - 6 / 6 / 15
Estates - 3 / 3 / 5
Mines - 4 / 4 / 5
Sacred Grove - 1 / 5 / 5
Unit costs
Every unit also consumes 1 MP. Upkeep each turn is half the Gold and Food.
Land units
(Unit - Gold / Food / Iron / Horses )
Militia - 0 / 1 / 0 / 0
Archers - 2 / 1 / 0 / 0
Infantry - 3 / 1 / 0 / 0
Cavalry - 4 / 2 / 0 / 1
Heavy Infantry - 6 / 2 / 1 / 0
Heavy Cavalry - 8 / 3 / 2 / 2
Palace Guards - 10 / 3 / 2 / 0
Horse Archers - 4 / 2 / 0 / 2
Merc Archers - 3 / 0 / 0 / 0
Merc Infantry - 4 / 0 / 0 / 0
Merc Cavalry - 5 / 0 / 0 / 0
Naval units
(Unit - Gold / Food / Wood )
Lemboi fleet - 10 / 3 / 10
Pentekonteroi - 15 / 3 / 15
Trireis - 20 / 6 / 20
Tetrereis - 30 / 12 / 30
7. Maps
Provinces in 270 BC
https://i259.photobucket.com/albums/hh311/ibnkhaldun/gameroom/game_map_v2.png
Sea provinces
https://i259.photobucket.com/albums/hh311/ibnkhaldun/gameroom/game_map_v3.png
Well, every game needs a weak player that makes the others feel better about themselves, so if this goes ahead I'll be the maroon faction to the top-right (whose name escapes me at present).
Ibn-Khaldun
01-02-2012, 15:54
That would be Saka Rauka.. a nomad faction. ~:)
And good to have you.. just need few others to join and we can start.
Will add to the second post all other information about the game soon..
johnhughthom
01-02-2012, 16:16
I really shouldn't as I don't have time, but I am curious to see if I-K (or should we call you T-K now?) can actually finish a game. :wink:
I'll take Pahlava, the true nomads.
edit: You might be better to ask for the game to be moved to the Gameroom proper, I-K. The game is fully designed and in sign ups, and it is much more likely to get sign ups in the main forum, with it's heavier traffic.
I'm in as the Sauromatae ^^
Muahahhahaah steppe FTW :)
Hey! Stop crowding the steppes, you guys! :beam:
Ibn-Khaldun
01-02-2012, 20:30
3 out of 3 nomad factions are taken. Will we see "Barbarian Invasion" 600-700 before it happened in history?!~:eek:
@john - I'll keep the thread here for 1-2 days until all information about the game is posted.
I really should write it down in some text file and later just copy-paste it here.
Kagemusha
01-02-2012, 20:42
Alright. I will take Karthadastim!
johnhughthom
01-02-2012, 20:50
Alright. I will take Karthadastim!
Coward! Getting as far from the mighty nomads as possible I see.
Are we allowed to change our choice? Saka Rauka appealed to me as it was off in my own little corner, but seeing as some people are crowding the area (*glares at Arjos and JHT*), I wouldn't mind playing as the Casse.
EDIT: JHT, I'm a coward too! :beam:
Kagemusha
01-02-2012, 20:57
Coward! Getting as far from the mighty nomads as possible I see.
Like any sensible being would do! :P
Ibn-Khaldun
01-02-2012, 21:20
Are we allowed to change our choice?
Yes, you can change your choice.
Edit: The minimum of 4 players I needed to start the game have signed up. So, give me max 2 days to get all the info up. Then I'll ask the mods to move this thread to Gameroom. If you have any questions then feel free to ask because the sooner we get them answered the easier it is later when the game starts.
The first turn is kind of a "prologue" turn. All players can send orders just as they would later in the game but during that turn no one have to pay anything for any building they construct, any resource they create, any unit they recruit etc.
Coward! Getting as far from the mighty nomads as possible I see.
Quickly JHT, let's switch for Massylim and Masaesylim in Numidia, no one can run away from nomads! :P
Kagemusha
01-03-2012, 14:52
Quickly JHT, let's switch for Massylim and Masaesylim in Numidia, no one can run away from nomads! :P
Be my guest´s.:mellow:
Ibn-Khaldun
01-03-2012, 22:00
Updated Military section and added Characters section to the second post. Diplomacy will be added tomorrow.
Edit: Btw, does anyone have a good idea for a name for this game? This current one just does not sound good to me anymore.
Rome Wars: Revenge of the Nomads.
...that is, I've got nothing. I'm not the most creative person.
Hellenistic Era: a Clash of Civilizations.
I dunno :D
Kagemusha
01-04-2012, 14:15
Clash of civilizations seems a good one.
johnhughthom
01-04-2012, 14:28
Kage and Ishmael cower from the mighty steppe warriors? or Kage murders all the babies?
Kagemusha
01-04-2012, 15:00
Kage and Ishmael cower from the mighty steppe warriors? or Kage murders all the babies?
:laugh4:
Kage and Ishmael cower from the mighty steppe warriors? or Kage murders all the babies?
Hey! I can kill kids too!
*Goes looking for a goat*
johnhughthom
01-04-2012, 20:37
Hey! I can kill kids too!
*Goes looking for a goat*
I don't want to know what you dirty Aussies get up to in your spare time. :sick:
No, you're thinking of Kiwis :beam:
EDIT: And sorry, The King. I'll stop derailing your thread now. :shame:
Ibn-Khaldun
01-04-2012, 21:36
I'll ask GH to move this thread to Gameroom.
Clash of Civilizations is a good name.
I just have to add lists with Actions/Orders to the second post as well and then we can start.
And just like I said in here...
The first turn is kind of a "prologue" turn. All players can send orders just as they would later in the game but during that turn no one have to pay anything for any building they construct, any resource they create, any unit they recruit etc.
The game is going to start tomorrow. You will have then up until Saturday to send me your "prologue" turn orders.
Double A
01-05-2012, 03:17
In as Ptolomy. Selucid buttrape is imminent.
johnhughthom
01-05-2012, 03:42
In as Ptolomy. Terrible spelling is imminent.
Indeed.
What do you want? He's the product of inbreeding XD
The Celtic Viking
01-05-2012, 05:20
Ah, hullo there again, I-K! Glad to see you back. If no one else minds (but especially if they do), I'll take over the Civilization of Civilizations: sign me up as the Koinon Hellenon.
classical_hero
01-05-2012, 07:59
This is an advertisement, so you can do what you want with this.
But this looks very much list an IOT(Imperium OffTopicum) game that we have over at CFC. http://forums.civfanatics.com/forumdisplay.php?f=446
So maybe you could have a look over there, since some of us came over from there to here to play mafia.
Ibn-Khaldun
01-05-2012, 15:08
Double A and TCV - Thank you for joining! I have now 6 players and no more sign ups are accepted. However, in the future if I should expand the game a bit then all those who showed interest will have priority right to join the game.
Edit: Read from the Westeros game thread that johnhughthom left from org. ~:( If that is true then one player can still sign up.
Ibn-Khaldun
01-05-2012, 20:34
List of Orders is up in here (https://forums.totalwar.org/vb/showthread.php?139577-Clash-of-Civilization-Forum-Game&p=2053409145&viewfull=1#post2053409145).
I'll try to send out your factional information now(it will take some time though). After that you are welcome to send me your orders. These are pre-game orders. The date(270 BC) will not move on. At the moment you will just prepare yourself for the game. You can do diplomacy with NPC factions now as well. But for the sake of my sanity please send all messages to various NPC faction in one PM! I'll try to answer them as soon as possible.
Edit: PMs have been sent. You all have 5 orders + 3 diplomatic orders that you can use. But this turn you don't pay anything.
How long before the turn ends?
The Celtic Viking
01-06-2012, 00:47
Do we start with neutral diplomacy towards everyone, or is the situation like it is from the start in EB? Or some third jokeresque alternative? :p
Double A
01-06-2012, 02:26
Me, the Selucids, Carthage, and Rome are all allied, and everyone else is at war with everyone.
How much do all the units and buildings cost?
If JHT is really not available I'm willing to take over for him. I'll use the same faction as well.
Is there a resource that has the name of all the provinces for handy reference? I don't currently own a copy of Total War.
*Edit Nevermind, I think I found a good resource https://www.europabarbarorum.com/features_map.html is the mod your basing this off of correct?
Ibn-Khaldun
01-06-2012, 14:29
How long before the turn ends?
This turn ends in Saturday.
Do we start with neutral diplomacy towards everyone, or is the situation like it is from the start in EB? Or some third jokeresque alternative? :p
Diplomacy is not neutral but it's not exactly like it is in EB. For example, no one is at war at the start(yet).
Me, the Selucids, Carthage, and Rome are all allied, and everyone else is at war with everyone.
How much do all the units and buildings cost?
I knew I forgot something.. The list with their cost will be up sometime before the next turn. Since everything is free during this turn then you don't have to worry about that. I do suggest all of you to invest into economy and create some of the primary resources.
If JHT is really not available I'm willing to take over for him. I'll use the same faction as well.
Is there a resource that has the name of all the provinces for handy reference? I don't currently own a copy of Total War.
*Edit Nevermind, I think I found a good resource https://www.europabarbarorum.com/features_map.html is the mod your basing this off of correct?
Hi!
Good to have you. I'll send your starting factional info today when I have some spare time. And yes, the game is based on Europa Barbarorum. Actually it combines EB, RTW and Europa Universalis: Rome.
Double A
01-06-2012, 22:35
Everything is free? As in we can make all our provinces level 5 resources, 3 buildings, and have as many units as possible?
Also, you may want to explain mercenaries.
The way I read it is (I don't have any of my information at this point) you are still restricted to any other limitations, however all the costs are waived this turn only.
You only have 5 orders (+3 diplomatic orders), so whatever legal combination you can do with those orders is fair game. Remember without a barracks you are limited to building one army per turn.
The Celtic Viking
01-07-2012, 00:00
Remember without a barracks you are limited to building one army per turn.
No, that's not quite true. You are confusing armies with units here and the actual limit depends on your government type. For example, tribal chiefdoms can recruit 2 units and 1 mercenary per province per turn, while Republics can recruit 1 unit and 2 mercs per province per turn. Having barracks in a province means that you get an extra unit creation slot from that province per turn. So if you have 3 provinces and are a republic, you can create 3 units and 6 mercs per turn with no barracks; with barracks in one province, you can get 4 units and 6 mercs. The number of armies you are allowed depends on how many provinces you control.
I am not in as I have my own other commitments, but for game design, make NPC 'buffer expansion zones' not be so formidable as other people had theirs. There was nothing worse then wasting turns trying to attack a measily province with a force which overpowers it, losing so badly. It just seemed that Host was punishing players unnecessarily.
Double A
01-07-2012, 08:18
The way I read it is (I don't have any of my information at this point) you are still restricted to any other limitations, however all the costs are waived this turn only.
You only have 5 orders (+3 diplomatic orders), so whatever legal combination you can do with those orders is fair game. Remember without a barracks you are limited to building one army per turn.
So... what's stopping me from making infinite heavy infantry, exactly?
Ibn-Khaldun
01-07-2012, 10:34
The way I read it is (I don't have any of my information at this point) you are still restricted to any other limitations, however all the costs are waived this turn only.
You only have 5 orders (+3 diplomatic orders), so whatever legal combination you can do with those orders is fair game. Remember without a barracks you are limited to building one army per turn.
No, that's not quite true. You are confusing armies with units here and the actual limit depends on your government type. For example, tribal chiefdoms can recruit 2 units and 1 mercenary per province per turn, while Republics can recruit 1 unit and 2 mercs per province per turn. Having barracks in a province means that you get an extra unit creation slot from that province per turn. So if you have 3 provinces and are a republic, you can create 3 units and 6 mercs per turn with no barracks; with barracks in one province, you can get 4 units and 6 mercs. The number of armies you are allowed depends on how many provinces you control.
Barracks allow you to recruit 2 more units(including mercs). What you talk about here is the limit of units allowed for a faction. So, using your example, 3 province Republic with no Barracks have the unit limit of 3 units and 6 mercs. But they can just recruit 1 unit. If Lvl 1 Barracks is built then they can recruit 3 units per action/order.
Everything is free? As in we can make all our provinces level 5 resources, 3 buildings, and have as many units as possible?
Also, you may want to explain mercenaries.
No, as Erebus said there is no cost but you are still confined to the 5 order (+3 diplomatic orders) limit. You can use all those 5 orders to get a Lvl 5 resource for free if you want. But that would mean you have wasted all your orders for that.
I am not in as I have my own other commitments, but for game design, make NPC 'buffer expansion zones' not be so formidable as other people had theirs. There was nothing worse then wasting turns trying to attack a measily province with a force which overpowers it, losing so badly. It just seemed that Host was punishing players unnecessarily.
NPC factions are not overpowered. They fight back but shouldn't be seen as superpowers(except Arche Seleukeia :clown:)
So... what's stopping me from making infinite heavy infantry, exactly?
If you can afford them then nothing. Just as long as they don't exceed the unit limit. Also, it may be difficult to pay their upkeep.
Ibn-Khaldun
01-07-2012, 14:36
Deadline for orders is 8 and half hours from this post!
If there are any problems with them I'll contact you. ~:)
Write up will be(hopefully) up in the Sunday evening.
Double A
01-07-2012, 21:34
I would really like to know how much everything costs before submitting my orders for free stuff. It's extremely odd if you honestly expect me to not want to know exactly what I'm getting.
Ibn-Khaldun
01-08-2012, 15:16
I would really like to know how much everything costs before submitting my orders for free stuff. It's extremely odd if you honestly expect me to not want to know exactly what I'm getting.
The costs will be up shortly. I apologize, had a busy weekend and couldn't do it before. Because of that I'll extend this turn to Monday(or until I have all the orders). Will respond to your PM's in a second.
The Stranger
01-08-2012, 15:46
* Players can recruit the same number of units as they have provinces. This rule has an exception: Chiefdoms can recruit twice as many units as they have provinces. (So, if you pick Arverni you can recruit 3 provinces*2=6 units but if you pick Romans then you can recruit 6 units as well because you have 6 provinces)
wouldnt this rule make chiefdoms op in the long run? or will they upgrade from chiefdom to something else when they reach a certain size?
Ibn-Khaldun
01-08-2012, 16:08
wouldnt this rule make chiefdoms op in the long run? or will they upgrade from chiefdom to something else when they reach a certain size?
Chiefdoms can't directly control more than 5 provinces. The maximum number of units they can have is 10 + 5 mercenary units. Other government types don't have limitations to the number of provinces they can control. So, I don't think they are overpowered. They may have easier start but in the long term their 5 province limit should force them to convert to another government type if they want to survive..
Ibn-Khaldun
01-08-2012, 16:56
The Cost of buildings/units/etc is up.
I am still waiting orders from two players.
Double A
01-08-2012, 19:44
If someone doesn't procure a way of obtaining stone or food this turn, won't they be dead in the water?
Ibn-Khaldun
01-08-2012, 19:55
If someone doesn't procure a way of obtaining stone or food this turn, won't they be dead in the water?
No, you can trade it from the NPC factions or from the Independent states. Also, events may sometimes offer you some resources(but this is a secret.. so don't tell anyone).
Edit: Also, raiding enemy provinces will give you some resources.
Ibn-Khaldun
01-08-2012, 22:36
It seems we have a little misunderstanding here. These current order will represent the actions of your factions before 270 BC(that is when the game starts). So, during this turn you can't attack anyone! You can however recruit an army and conquer provinces next turn. I apologize for being unclear about this.
EDIT: I also noticed that I haven't specified Sea regions.
These are currently available Sea regions:
Black Sea
Aegean Sea
Adriatic Sea
Eastern Mediterranean(From Syria to Greece)
Central Mediterranean(From Greece to Sardinia-Corsica)
Western Mediterranean(From Sardinia-Corsica to Spain)
Atlantic Coast (From Gibraltar to Irish Coast)
The Channel (Waterway between Gaul and Britain)
North Sea
Baltic Sea
Red Sea
Arabian Sea
Persian Gulf
I will create a new map with these Sea region on it as well. They are important for naval invasions and trade routes.
Will also add a small part about Client States that I found is missing from the Governments section.
Double A
01-08-2012, 23:08
What's the upkeep (if any) for ships? If it's half, no one is going to have any of the big ones for like 10 turns. In fact, with only 5 actions per turn, it seems like this game is going to take months to get anywhere, and that militia or even archers are a waste of a build under most circumstances.
Ibn-Khaldun
01-08-2012, 23:15
What's the upkeep (if any) for ships? If it's half, no one is going to have any of the big ones for like 10 turns. In fact, with only 5 actions per turn, it seems like this game is going to take months to get anywhere, and that militia or even archers are a waste of a build under most circumstances.
Yes, it is half the cost. Militia is not actually a wast since they don't use units slots. They can garrison your provinces that have Barracks or Walls built. Also, you shouldn't think they are pushovers. And.. have a little faith in me! ~:)
EDIT: Client states part is up as well.
Double A
01-09-2012, 00:47
It seems to me like if you had a high-tier ship you won't be able to pay for anything else. :tongue:
Ibn-Khaldun
01-09-2012, 10:16
It seems to me like if you had a high-tier ship you won't be able to pay for anything else. :tongue:
Well, high-tier ships are for those who have established good economy for themselves. You are right that it will take some time before anyone can recruit them but most of you don't need them actually. Unless you want to control the Seas of course. Also, 1 unit of Tetrereis is enough. More than that would be showing off. ~;)
EDIT: 1 person haven't send me his regular 5 orders. I will wait 12 more hours but that's it. I really-really hope that future orders could be sent faster. ~:)
Ibn-Khaldun
01-10-2012, 11:57
This turn is over. Short write up will be posted soon. Factional PM's will be sent out asap.
Ibn-Khaldun
01-10-2012, 12:51
-270 BC-
After decades of constant warfare, cities and provinces in the known world lay in a desperate situation. Most of the resources are gone, people dead, once breathtaking cities reduced to mere small town status. However, not all is lost. Some states and nations have raised their banners to bring order.. their order.. into the world. Only time will tell who will repeat what Alexandros did just sixty years ago..
In the steppes, Sauromatae and Pahlava have reorganized their armies. This can only mean bad thing for their neighbors. From the tales of the travelers it is certain the world will hear from them soon enough..
In their little corner of the world the Casse have become the dominant tribe. Under their Chief Barae they have learned new ways to cultivate the land and the fields in Cassemorg are rich in wheat.
All Mediterranean states knew an old truth that the Gold makes the world work. In these troubled times the shining beacon of light comes from Egypt. Just recently Alexandreia became the largest city in the known world and people who see it are in awe.
Messages from NPC factions:
Romani is looking for trading partners. They have in their warehouses about 15 Iron and they would sell it for a good price to whomever is interested.
Arche Seleukeia is displeased to find a spy in their lands. They look towards their neighbors.. "You should fear our wrath!"
All PM's have been sent. Will send some clarifications once I get back from work why some things went the way they did.
Deadline for orders is Thursday. And this time please send them in time.
Edit: Gah, I sat down several times but got no inspiration to write anything. So, this turn you'll have to accept this really really short version of what happened "last turn".
Ibn-Khaldun
01-11-2012, 23:01
You have exactly 24 more hours to send your orders.
Well, as some sort of "mentor" of this game, I must say that I don't really have the time to play the game. I do wish everyone the best of luck, and I'll be watching from the sidelines.
I am not in as I have my own other commitments, but for game design, make NPC 'buffer expansion zones' not be so formidable as other people had theirs. There was nothing worse then wasting turns trying to attack a measily province with a force which overpowers it, losing so badly. It just seemed that Host was punishing players unnecessarily.
As I believe I had told you in our old game, Beskar, there wasn't that much wrong with your attacks. You were just having tremendous continued bad luck. :)
I do also hope this game will have bad luck to some of the players.
Ibn-Khaldun
01-12-2012, 23:08
Deadline for orders is up. I hope to post the write up in Saturday evening.
Ibn-Khaldun
01-13-2012, 23:21
Kagemusha had to drop out of the game so this means 1 player slot is open. If someone wants to join then I would prefer if he picks Karthadastim. However, all other NPC factions are open as well. ~:)
Ibn-Khaldun
01-15-2012, 18:54
-265-
The map
https://i259.photobucket.com/albums/hh311/ibnkhaldun/gameroom/265.png (https://i259.photobucket.com/albums/hh311/ibnkhaldun/gameroom/265.png)
In the north-west corner of Europe the Casse is showing their power over surrounding territories. After years of cultural influence the people in Corieltauvae decide to join the mighty Casse. King Barae, wanting to show himself as a great warrior as well, attacks Cornovae. After a long battle in the main settlement of the province, Ictis, he is forced to retreat.
Gallic and Iberian tribes have been in peace for years now. This peaceful time have allowed few of them to gather enough power to become dominant tribes in the region. However, this may spark a war between Aedui and Arverni who both want to become undisputed rulers of Gallia.
South of them, Romani conquered Liguria. This brings them closer to the problems of Gallia. However, with the Gold they received from the Ptolemaioi in return of their Iron, they are in a better position than any of the Gallic tribes. As the Romani gain influence over territories in Gallia their southern neighbor, Karthadastim, is doing the same thing in North Africa.
The situation in Greece is getting more tense every year and now a war between Koinon Hellenon and Epeiros could start. Koinon Hellenon offered protection to the Aitolians but only few month later Epirote forces raided Aitolia. It's up to the Archons of the Hellenes to decide whether they honor their pact or not. In the same time Makedonia conquered Chersonesos Thraikia. They are now in a position to stop all trade routes that go from Aegean Sea to the Black Sea when ever they want.
In the steppes the Sauromatae showed their strength by influencing the Bosporan Kingdom to become his Client State. This is the first time in recent years when steppe people have managed to force settlers become their serfs. If Sauromatae managed to do this then tribes and kingdoms near the Black Sea should be very careful.
Pontos attacked and conquered Trapezous(Pontos Paralios) and thus they gained access to the sea. Their success was not unnoticed by the Arche Seleukeia but they had problems of their own to do something about the rise of Pontic power in Mikra Asia. Far far from the Mediterranean, several provinces revolted against the Seleucid king Antiochus I and gained independence. How long their freedom lasts is a big question since both Baktria and Pahlava have set their eyes on Seleucid eastern provinces. Through extreme luck Pahlava managed to captured Kangha. They are now in a position to split the remaining Seleucid province in the East from the rest of the kingdom. Phrapates, knowing that one should keep his friends close but enemies even closer, sent gift of powerful Pahlavan war horses to Baktria hoping to establish prolong trade with them. However, Seleucid problems were not over. Ptolemaios I, using his large wealth, finally turned his eyes towards upgrading his military strength. This can only mean that a war between the two superpowers in east is just around the corner.
Notes:
I will send out PM's as soon as possible.
If some of you wonder why you are low on Gold then it's the upkeep of these large armies that eats away your Gold income.
Double A
01-15-2012, 21:17
How much did everyone bid on the Roman iron? I bid 21 or 22 gold, can't remember which.
And I might as well ask this here: How much do generals cost to recruit? I can't find it in the rules (very possible that I just missed it).
Generals cost 10 gold, and I didn't bid at all on the Iron.
Diplomacy and Espionage
1. All Diplomatic orders cost 5 Gold. Exceptions are giving Gifts(these can be resources or gold) and Influencing through Culture(this costs 15 Gold).
2. All spy orders cost 5 Gold. Exceptions are Sponsoring Rebels(the amount of Gold can be what ever you want), Assassination(this costs 15 Gold) and Bribing orders(you just have to guess how much gold it takes to bribe a character or city defenders). If you fail to Bribe then you will still loose 5 Gold.
3. Recruiting a general will cost 10 Gold.
Ibn-Khaldun
01-15-2012, 22:59
Double A, you were the only one interested in that Iron. And like Erebus said it costs 10 Gold to recruit a General.
All PM's have been sent now.
Double A
01-16-2012, 07:49
Huh, that's a surprise.
Now I feel cheated out of a minute amount of gold. I was originally going to offer 18.
Ibn-Khaldun
01-16-2012, 15:28
Deadline for orders is 48 hours from this post.
A little advice..
Unless you plan to conquer new provinces then keeping a large army will cripple your economy. If you are at peace and don't border any NPC factions or player led factions then having few units of Militia in couple of your main provinces is enough to keep your faction stable.
Double A
01-18-2012, 00:13
So... do any of yall want to open a trade route? I have gold. Lots of gold. I'll take anything but iron, I suppose.
Is there any penalty for making a trade route halfway across the known world?
Ibn-Khaldun
01-18-2012, 15:17
Is there any penalty for making a trade route halfway across the known world?
I'll give you one word = Pirates. ~:)
They appear with undefended trade routes.
Also, deadline for orders is up. I'll post the write up in Friday.
Ibn-Khaldun
01-20-2012, 16:39
It seems that with so many NPC factions it's actually harder for me, as a host, to run this game. I thought it would be easier but I guess I was wrong.
So, if there are anyone interested joining then you are welcomed! I think 10 players is the maximum though. ~:)
Double A
01-20-2012, 20:36
Maybe you could simplify their actions?
rickinator9
01-21-2012, 00:20
I would love to play as the Romani
Ibn-Khaldun
01-21-2012, 09:59
Hi, rickinator9!
Romani are yours! You will get the factional info when I send PM's to other players as well. If you have any questions then I'm happy to answer them. ~:)
@Double A - That's what I did yesterday. This is one of the reasons why I haven't posted the write up. It will be posted soon though. ~:)
Ibn-Khaldun
01-26-2012, 12:47
-260-
The map:
https://i259.photobucket.com/albums/hh311/ibnkhaldun/gameroom/260.png
The Casse on the British Isles are still expanding their borders. After failed attempt conquering Cornovae some years ago Chief Barae tried it again and this time with luck. Following his example Arverni, Aedui and Sweboz also expand their territories.
Another war might break out between Karthadastim and Romani. While Karthadastim expands their influence in Africa Romani conquers last free states in Italy. Romans are now in a string position from where they can expand to every direction.
Greece becomes more and more crowded. Epeiros conquers Aitolia while Makedonia sets it's eyes on Mikra Asia. Koinon Hellenon have now some tough decisions to be made. Whether they honor their deal with the Aitolians to protect them or let Epeiros go unpunished.
Baktria, Pontus and Hayasdan, using the weakness of Arche Seleukeia, conquer some neighboring smaller states and thus becoming increasingly more dangerous to the once mighty superpower. Arche Seleukeia managed to defeat the Palmyrans but still they can't hold their eastern territories. Saka Rauka, taking their chances, attack Seleucid distant province and conquers it. Both Baktria and Pahlava should be alarmed by these turns of events. War near their borders could lower the stability in their provinces as well.
However, the real superpower lies in the steppes north of Pontus Euxinus(Black Sea). Warlike Sauromatae keep expanding their power. With the help of Bosporan Kingdom they conquer several new territories. To keep the population in check they install a client ruler in Maeotis. Sauromatae basically control the steppes. Getai who now share the border with them have every reason to be afraid.
Notes:
I apologize not ending this turn sooner. I had a flue and I just couldn't do it. Anyway, I made some small changes to the trade system. I'll tell more about that after I get back from work. I'll send PM's then as well.
I apologize not ending this turn sooner. I had a flue and I just couldn't do it.
No worries and take care of yourself ^^
Good to see the game still alive and kickin' :)
rickinator9
01-27-2012, 00:01
What's the yellowish province near the sarmations?
Anyway, this will pretty much my primary game because I got lynched the other day.
Ibn-Khaldun
01-27-2012, 01:05
What's the yellowish province near the sarmations?
That is Sauromatae client state. They have two of them: Maeotis and Bosporan Kingdom.
rickinator9
01-27-2012, 14:38
Where can I find the costs of everything?
The Celtic Viking
01-27-2012, 16:18
In the second post, in the list of orders spoiler.
Ibn-Khaldun
01-30-2012, 19:10
The turn will end 20 hours from this post.
I also was thinking that perhaps we should move the game to Monastery? It's not exactly the type of game you could play there but I'm not sure I can get the game move faster than 1 turn per week.
rickinator9
01-30-2012, 22:53
Were my orders correct? I wasn't sure if I had done it correctly
Ibn-Khaldun
01-30-2012, 23:12
Were my orders correct? I wasn't sure if I had done it correctly
Yes, they were. Don't worry. ~:)
Ibn-Khaldun
02-02-2012, 15:58
The write up will be posted on Sunday. I have very little computer access during the next few days so unfortunately I have no other options.
rickinator9
02-11-2012, 01:42
So is the writeup still coming?
Ibn-Khaldun
02-12-2012, 23:45
Yeah, it's coming! Sry about the long period of silence.
I made some changes to the game so that it could be easier for me to process everything. Your last orders were processed using the old system. All new ones will be processed using these new ones.
Changes
1. All players have now only 6 orders! They include both general and diplo/spy orders. This also mean that all diplomacy with the NPC factions will be done with orders. If you want to clarify your orders then you can put that into "Misc" section.
2. Trade routes are changed. If signed they start giving both sides 1 main resource(Food/Wood/Stone/etc) each turn and this will increase by +1 during each following turn.
3. Although this does not affect you directly I made NPC faction decision making and control much easier for myself. This means however that you shouldn't expect some really clever and smart behavior from them.
4. Cavalry units can dismount and used to attack settlements this way. However, players must say they want to dismount their cavalry or otherwise I just let them sit on their horses during sieges. Don't expect them to be in melee as strong as Infantry units though.
5. To construct buildings you don't need Manpower anymore. It is necessary for recruiting units. How MP is generated is also changed. I noticed that it didn't matter whether you built or recruited MP still grew. Removing MP requirement means that Slaves and Slave market will be removed from the game. MP is now loosly tied with the amount of provinces you control.
6. Small changes in the battle mechanics and unit stats. They were made because of the dismount option I made available.
PM's and write-up will be posted/sent out about 16-17 hours from now after I come back from work. Hopefully there will be no more distractions in RL.
Double A
02-13-2012, 01:14
No more slavery? That just doomed the existence of every single minor NPC.
Ibn-Khaldun
02-15-2012, 23:25
I'm sorry but I can't continue this. This is just too much work for me at the moment and with me making few steps up in the carrier ladder I just don't have enough time. I'm just too tired from work and when I'm in front of my laptop I just stare it's screen. I'm sorry again. I'll post the last map from 255 BC so you at least have some ideas what happened.
https://i259.photobucket.com/albums/hh311/ibnkhaldun/gameroom/255.png
If someone could be called a victor then it should be Arjos and the Sauromatae. Through luck and aggressive politics against neighboring provinces he managed to become the superpower in the steppes. He controls 5 provinces and 3 client states.
Argh, it's a fun concept ^^
Maybe a smaller map, with less factions suits this better...
Much appreciated your effort and cordiality King :)
Btw party time in the steppes! :clown:
Ibn-Khaldun
02-15-2012, 23:32
Yes, perhaps smaller map would have been better.
Edit: Smaller map and some certain period/war that could have encouraged rp.
Double A
02-16-2012, 02:20
Gah, again? At least you're not dropping off of the face of the org for months on end without telling us what's happening this time...
Anyway, I think a smaller map would do wonders. This is a bad example if you want more than 2 players, but something like the War of the Roses would be better. Maybe the 100 Years War? That had a few countries on the sidelines.
... The only time periods I can think of either have only 2 factions, or 2 factions and everyone else is a either bystander or essentially can't make it on their own by themselves (like Burgundy in 100 Years War).
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.