Dawn of Man: Interactive History
The year is 3,000 BC.
For thousands of years, humans have lived in scattered tribes, living off the land and moving whenever they ran out of resources. But now - humans are settling down in city-states, forming countries, setting up organized governments and civilizations. Agriculture, the wheel, writing, all these inventions make civilization possible.
But human progress has its dark side. Tribes - and now cities and countries - have begun to clash violently, not just for food but for territory, for women, or even out of sheer pride. And to make things worse, magic is in the air; while magic has naturally bettered people's lives, it has also been used to wreak havoc and in war.
And worst of all, man is slowly being drawn into the eternal struggle between the Celestial and Infernal Realms, representing Light and Darkness...
Player list:
KippyK - Assuwa League
Vuvuzela - Empire of Campania
Frederick II - Kingdom of Byzantium
Dan the Man - Kingdom of Israel
Kaitsar - Holy Patriarchate of Krimaia
The Holy Pilgrim - Greater Kingdom of ManBearPig
Master Magic Mage - City-State of Ebusos
Lord Marshmallow - Kingdom of Ireland
MuttonChops - Kingdom of Saleh-Natel
Kiljan Arslan - Kingdom of Jutland
Agamemnon - Kingdom of Lacedaemon
Holger Danske
The DoM Team:
Barry Goldwater - host
MuttonChops - war mod
Kaitsar - official mapper
Map:
Spoiler Alert, click show to read:
Note: When claiming land for your factions, please claim a reasonable amount of land for a Bronze Age faction.
Faction creation:
Spoiler Alert, click show to read:First, please apply here and pick a province on the game map. Then, create a faction thread in the Diplomacy section. You can build your faction to be whatever you want it to be and craft its history from nothing - just be realistic (this is 3000 BC, after all) and please don't build a Mary Suetopia. You can also raise your starting army there. All factions start out with 100% economy and 0% Faith. Please keep track of your own military, Faith and economy.
When creating a faction, be sure to include at most three royal family members/government ministers if you don't have a monarchy/whatever the rulers and important court figures of your civilization are called.
To expand your faction, claim a region (be reasonable now) and build a city there (-10% econ, 1 turn). You can name the city whatever you want or even leave it nameless.
Your initial decisions will be based on the kind of faction you have - for example, a theocratic monarchy will get a different set of questions than a nomadic tribe or a merchant oligarchy.
Important things to have in your faction thread:
-Flag (optional, actually, but it'd be nice )
-Government
-Three royals/ministers/whatever your leaders are called
-Military stats
-Buildings (note: all factions automatically gain Wooden Walls for their capital, free of charge)
-The present turn's econ (everyone starts at 100%, subtract whatever you've recruited & built from this)
-'Faith Meter' (everyone starts at 0%, change this as you build Faith structures)
-Brief history & cultural description (I don't need you to write a novel, but please don't write a pamphlet either )
Military rules:
Spoiler Alert, click show to read:
Soldiers are purchased in units of 100 each.
Unit types:
Light infantry - slingers, scouts, javelineers etc. - 1% of your econ
Heavy infantry - swordsmen, macemen, axemen etc. - 1% of your econ
Spear infantry - spearmen, pikemen etc. - 1% of your econ
Archers - self-explanatory - 1% of your econ
Light cavalry - scouts, mounted militia etc. - 5% of your econ
Heavy cavalry - nobles, shock troopers etc. - 5% of your econ
Chariots - the tanks of the Bronze Age, a combination of horse archers & heavy cavalry - 10% of your econ
Siege engine - rams, catapults etc. - 8% of your econ, 2 turns
Siege ladder - self-explanatory - 1% of your econ, 1 turn
Bireme - 2% of your econ, 2 turns
Trireme - 4% of your econ, 2 turns
Quadrireme - 6% of your econ, 3 turns
Quinquereme - 10% of your econ, 3 turns
Training:
Militia - 1 turn - 0% econ
Regular - 2 turns - 2% econ
Elite - 4 turns - 4% econ
Fortifications:
Wooden Walls - 1 turn - 5% of your econ
Stone Walls - 3 turns - 10% of your econ
Great Stone Walls - 6 turns - 15% of your econ
You may occasionally be approached by a mercenary captain. Mercenaries come in all kinds and sizes - some may be small bands of charioteers, others masses of barbarian light infantry and archers. You may even have a mercenary Magus turn up at your court at some point. Of course, their price will vary widely as well - the aforementioned barbarian horde may ask for a small sum of gold or some land to settle in, while a dark sorcerer may demand a huge sum of gold or the construction of a Dark Cathedral.
Movement rules: Armies move at a pace of 1 province/RL day, unless you have attached a character with an ability/Artifact to allow faster movement to that army. (these rules will not apply to units on Quests)
When going to war, please avoid gangbanging - the tactic of bringing a massive alliance network into a war against one faction. Two-on-one is fine, three-on-one will need some work to justify, and four-on-one or more is unacceptable. Gangbanging factions will suffer penalties.
Economic rules:
Spoiler Alert, click show to read:
Like the BG games, your economy will be measured with a percentage. All civilizations begin at 100%. Training units, constructing religious buildings and the effects of magic will knock that down; meaningful economic reforms, trade with other civs, the development of infrastructure and certain magical spells can raise that.
Your economy will naturally strengthen every turn, unless of course you are struck with magic or something else that harms your economy, such as a rampaging enemy army.
Note that trade will always increase your econ by 5%. However, you can be blockaded, and if either side cancels the trade agreement then both sides lose this bonus.
Lastly, note that it is not advisable to have your economy fall below 50%, at which point you will begin to suffer from shortages and riots (which will, of course, only get worse the further away you fall from that 50% mark).
What affects your economy's growth at the end of every turn:
5% - capital
1% - every other province you have
1-5% - meaningful economic reform (coinage, tax reform etc)
2% - infrastructure development (once per province only)
5% - per trade agreement
Faith rules:
Spoiler Alert, click show to read:
Faith can move mountains, and that is no different here, in a world where the angels of the Celestial Realm and the demons of the Infernal Realm constantly clash and meddle in human affairs.
On one hand stands the Celestial Realm or 'Heaven', the brilliant realm of white skies, rolling green hills and crystal-clear rivers ruled by the Peerless One Above All, whose true Name is not known even to His chief lieutenants. The Celestial Realm is a place of absolute order, where the angels ruthlessly enforce their Father's Inexorable Will and where only humans who have lived good, pure and orderly lives (and, of course, believe in the Father) live safe and prosperous, if extremely strict, Second Lives.
On the other hand rests the Infernal Realm or 'Hell', a land of red skies, blasted and blackened countryside and toxic waters governed by the Scarlet Serpent, a former Archangel who led a third of the Heavenly Host into rebellion against his Father and was thrown into the Abyss with the surviving rebels after his defeat. The Infernal Realm is a place of absolute chaos, where the demons do what they please and where the humans who fail to meet the Celestial Realm's strict admission standards live out their Second Lives.
Every faction starts out at 0% on their 'Faith Meter'; the construction of churches or temples can either raise this (bringing you over to the side of the Celestial Realm) or lower it (bringing you over to the side of the Infernal Realm). At +25%/-25%, +50%/-50%, +75%/-75% and +100%/-100% Faith, you will gain bonuses from the side of the Faith Meter you are on.
Of course, you can choose not to align with either Heaven or Hell and instead rely on your own human strength and ingenuity.
Faith buildings:
Church: +5% Faith, -5% econ, 2 turns
Cathedral: + 10% Faith, -10% econ, 4 turns
Basilica: + 15% Faith, -15% econ, 6 turns
Temple: -5% Faith, -5% econ, 2 turns
Henge: -10% Faith, -10% econ, 4 turns
Dark Cathedral: -15% Faith, -15% econ, 6 turns
Faith effects:
Divine Protection: +25% Faith - the Peerless One rewards His faithful with guardian angels, drastically reducing the chances a spy or assassin (especially one relying on dark magic) has of surviving, much less succeeding in their mission, in your country.
Gift of Plenty: +50% Faith - the Peerless One rewards the faithful by commanding the Earth to become fertile for them and giving them just the right amount of rain, increasing your economy by 15% for an entire year (2 turns).
Acts of God: +75% Faith - the Peerless One sees fit to smite down the enemies of His faithful with fire and brimstone. You may ask Him to either inflict 50% casualties on a random army or knock out 20% of their economy.
Light the Way: +100% Faith - the Peerless One is moved by your Faith, and has offered to send an Archangel of your choice to your capital for two years (4 turns).
Bloodthirst: -25% Faith - the Fallen Son of the Morning is intrigued by your loyalty to him and is willing to harden the hearts of one of your armies, making them blood-thirsty berserkers who will never run from combat for half a year (six months).
Famine: -50% Faith - the Fallen Son of the Morning is amused by your loyalty and has offered to strike one of your enemies with famine, destroying their harvest (-15% econ) for a year.
Zombie Horde: -75% Faith - the Fallen Son of the Morning is more than pleased by your faith and will raise a horde of undead monsters for you in one region. However, these zombies are especially poor fighters and will only last half a year (1 turn).
The Dark Side: -100% Faith - the Fallen Son of the Morning is very pleased by your faith and offers to send a Dark Lord of your choice to your capital for two years (4 turns).
Magic rules:
Spoiler Alert, click show to read:
Only a few individuals are born with any sort of magical potential at all, and even fewer awaken that potential. These individuals, known as 'Magi', may either be trained at your court, or wander the earth and be recruited as a mercenary.
Training a Magus allows you to shape their character and choose their magical school. However, training them will cost you 20% on your econ meter, and they take 4 turns to train. Once they have finished their studies and are ready for action, your Magus will always start at Tier 1 of their magical school. If you are training a White or Black Magus, you must choose between one of the two paths opened to them (Savior/Paladin for White Magi, Shadow/Destroyer for Black Magi).
If there are two or more Magi on the battlefield, they will automatically seek each other out, and woe betide anyone who gets in their way - unless they are explicitly ordered not to.
Magi automatically ascend to Tier 2 four turns after they are recruited, and to Tier 3 in another four turns (eight turns after recruitment). However, if Magi play a hand in a Decisive Victory, they will automatically jump to the next Tier.
At higher Tiers, your magic can be used outside of combat. For example, a Tier 3 Water Magus can flood your enemies' coasts or destroy their ships with a storm.
Some Magi are wandering mercenaries. They may be an amateur pyromaniac, or an extremely powerful and extremely old dark sorceress. Their cost and ability will differ.
Lastly, you can have your Magi 'dual-class' - that is, take courses in two Magical Schools. However, the Magus will then be unable to advance to the third (and most powerful) tier of either School. In addition, the White and Black Magic Schools are mutually exclusive, which means you cannot have a Magus who can pull off both White and Black Magic.
The Magical Schools and their Tiers:
Fire:
Tier 1: Fireball - the Magus can shoot a fireball from his/her hands. Combat only.
Tier 2: Firestorm - the Magus can engulf the battlefield in a firestorm that will reduce both allies and enemies to ashes. Can be used out of combat to, say, burn an enemy nation's crops. This may only be cast once a year outside of combat.
Tier 3: Meteor Strike - the Magus can pummel an opponent's city or army with a giant boulder from space. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns).
Water:
Tier 1: Water Missile - the Magus can take the moisture in the air or water from any nearby source (say, a lake) and turn it into a deadly missile. Combat only.
Tier 2: Torrent - the Magus can create a torrential downpour out of nowhere, affecting the battlefield for better or for worse. Can be used out of combat to, say, create a regional flood or to assist your farmers. This may only be cast once a year outside of combat.
Tier 3: Deluge - the Magus can call on the sea to flood a coastal region, drowning its inhabitants and destroying its structures. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns).
Earth:
Tier 1: Boulder - the Magus can magically hurl large rocks at the enemy. Combat only.
Tier 2: Green Thumb - the Magus can command even the most barren desert to become fertile for a year (2 turns), increasing your economic output by 5%. This may only be cast once a year outside of combat.
Tier 3: Earthquake - the Magus can command the earth to shake beneath your enemies' cities and strongholds, reducing even the largest of cities and mightiest of bastions to rubble. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns).
Air:
Tier 1: Razor Wind - the Magus can cut his/her opponents neatly with the wind. Combat only.
Tier 2: Tornado - the Magus can decimate armies or devastate an enemy's countryside with a fierce tornado. This may only be cast once a year outside of combat.
Tier 3: Hurricane - the Magus can command the wind to level an opponent's coastal settlement in the form of a massive hurricane, causing great loss of life and severely damaging their economy - or, perhaps, destroy an enemy fleet at sea. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns).
Lightning:
Tier 1: Thunderbolt - the Magus can smite his/her enemies with lightning bolts. Combat only.
Tier 2: Thunderstorm - the Magus can shower an area with lightning bolts, inflicting great loss on the unfortunate enemy army or civilians. This may only be cast once a year outside of combat.
Tier 3: Wrath of the Heavens - the Magus can devastate an entire region with multiple severe thunderstorms, destroying crops and buildings and killing anyone foolish enough (or unlucky enough) to remain outdoors. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns).
Light:
Path of the Savior:
Tier 1: Healing Hands - the Magus can magically restore 2% of your casualties to full fighting condition after a battle. After combat only.
Tier 2: Plenty - the Magus can multiply weapons and rations, meaning that the army he/she is attached to will never need a supply line. Outside of combat, he/she can make sure the people never go hungry for a year (2 turns), increasing your economic output by 5%. This may only be cast once a year outside of combat.
Tier 3: Resurrection - the Magus can raise the dead, magically restoring 5% of your casualties to life - and full fighting condition - after every battle. Outside of combat, he/she can restore one named character to life for a year (2 turns) before they must return to their Afterlife - however, this can only be done once per Magus for the entire game. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns).
Path of the Paladin:
Tier 1: Holy Light - the Magus can fire a beam of light at the enemies of your faction. Combat only.
Tier 2: Shining Righteousness - the Magus can destroy 'living shadows' and disorient armies by glowing a bright, burning white. Combat only.
Tier 3: Judgment - the Magus can bombard an area with laser beams, scorching everything in his/her path. Outside of combat, this can be used to very quickly depopulate an area, dealing up to 15% damage to an opponent's economy. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns).
Darkness:
Path of the Shadows:
Tier 1: Merge with Shadow - the Magus can merge with his/her shadow, making him/her an excellent spy or assassin. Non-combat only.
Tier 2: Living Shadow - the Magus can turn his shadow into a tangible killing machine for use in combat or off the field (as an assassin). This may only be cast once a year outside of combat.
Tier 3: Shadow Army - the Magus can turn the shadows of his/her army into another army of killing machines for one battle. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns). Combat only.
Path of the Destroyer:
Tier 1: Locusts - the Magus can direct a massive swarm of locusts into an area, damaging the targeted faction's economy by 5% for six months (one turn) or confusing and frightening their army.
Tier 2: Drought - the Magus can devastate an area with a drought, damaging the targeted faction's economy by 10% for a year (2 turns). Non-combat only. This may only be cast once a year outside of combat.
Tier 3: Plague - the Magus can strike down armies or populations with a six-month (one turn) deadly plague. This spell consumes so much energy that its caster will be incapacitated for an entire year (two turns).
Espionage rules:
Spoiler Alert, click show to read:
Why bother sending hundreds or thousands of men to their deaths, when the war you are involved in can end with only one life taken? Espionage can allow you to open city gates just before a siege, damage the enemy's harvest, poison their water supplies, provide intelligence on their movements or take out their leaders.
These characters come in two flavors: spies and assassins. Spies can sneak into enemy cities and open their gates when your army arrives, knock out between 1% and 10% of their economy and find enemy armies or characters. Assassins, as you can guess, are used to kill enemy characters - or, perhaps, mythological beings.
Both spies and assassins require 4 turns' training time and 10% of your economy. Mercenary spies and assassins may randomly approach your court, but like other mercenaries, their price will vary wildly.
RP & Quest rules:
Spoiler Alert, click show to read:
In the RP subforum, you can roleplay whatever you want concerning your faction - court intrigues, assassination & spying missions, etc. However, please keep diplomacy to the diplomacy subforum. Naturally, you will be expected to refrain from Godmoding - controlling someone else's characters.
To go on a Quest to kill, capture, negotiate with or drive out a mythological being, first you must organize a 'band of adventurers' - a 100-strong unit of soldiers. You can pick multiple types of units, including Magi, for this warband.
Next, please open a thread in the RP subforum. From there, we will start your adventurers' journey...
NOTE: To make way for this, I must regrettably shut down the 1930 IH.
Turn 1: http://www.twcenter.net/forums/showt...47#post7740047