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Thread: The Age of Discovery

  1. #1
    Dan the Man's Avatar S A M U R A I F O O L
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    Default The Age of Discovery

    The Age of Discovery
    History


    It is the year 1519 and European interests in the New World are coming to a pique as the plunder-hungry Spanish and seafaring Portuguese venture further and further into the new found continent. The Spanish, having annihilated the local Caribs, are now the dominant power in the Caribbean, have established a few outposts in the isthmus of Panama, and, just recently, founded the settlement of Vera Cruz on the coast of a largely unknown land known as "Anahuac" or "Mēxihco" by its mysterious inhabitants.
    These inhabitants, known as the Aztecs, maintain a powerful and wealthy empire and worship a pantheon of gods, at the head of which is the serpent god of wind, Quetzalcoatl. Shortly after the arrival of the Spanish, it is said that Lake Texcoco, the lake upon which the Aztec's island capital of Tenochtitlan is founded, turned to blood, and that the sun in the sky turned crimson. The priests of the Aztecs declared that this could only be an omen, and a party was sent out to determine its source. Upon reaching the shore, they found a small force of Spanish soldiers under the famed adventurer Hernan Cortez. Upon seeing their shining steel weapons and clothing, the Aztecs believed them to be gods, and presented them with rich gifts including jade, tropical bird feathers, and, most importantly to the Spanish, gold. The emperor of the Aztecs, Montezuma, welcomed them to Tenochtitlan, but many of the Aztecs are suspicious of these "greedy gods," and sense an imminent confrontation.
    Further to the South are the lands of the Maya, an ancient, pyramid-building, civilization of the Yucatan peninsula, and the Inca of the great Andes, who maintain a decadent empire that could, without much inaccuracy, be seen as the Rome of South America.
    Just as the Aztecs are not alone in these mysterious lands, the Spanish and Portuguese are not either. Across the Atlantic Ocean, ambitious monarchs in the great kingdoms of England, France, and the Netherlands plan their own New World expeditions, and already have ample ships and troops to make these plans a reality.
    These are turbulent times in the history of the Americas, and the fate of generations will be decided in the coming years. Can the Aztecs, Inca, and Maya defend their homeland from the pale invaders from across the sea, or will the Europeans forge their own empires in blood and steel?
    Playable Factions
    Europeans The Spanish - Yellow (Claimed by Perry)
    The Portuguese - Light Blue (Claimed by EB)
    The English - Red (off map) (Claimed by Aggy)
    The French - Blue (off map) (Claimed by Rose)
    The Dutch - Orange (off map) (Claimed by LI)

    Native The Aztecs - Green (Claimed by Eugen)
    The Maya - Light Green (Claimed by Confederate Jeb)
    The Inca - Purple (Claimed by Soph)
    The Tarascans - Light Orange (Claimed by Thracius)
    The Chichimeca - Black (Claimed by Stig)
    The Apache - Tan (Claimed by Fred)
    Maps
    Political

    Economic

    Last edited by Dan the Man; August 22, 2011 at 10:29 PM.
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  2. #2
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Age of Discovery

    Troop Trees

    Europeans
    Spain
    Strengths: Highly effective melee troops and heavy cavalry which can be requested from the homeland as needed.
    Weaknesses: Troops come in small numbers, lacking light and medium cavalry.

    Sword and Buckler Infantry:
    Basic light infantry armed with buckler shields, short swords, and wearing steel helmets. Cheap and somewhat reliable in combat, but should not be expected to hold off enemy troops for long.
    2 points. 50 men per unit. 1 day to train.
    Tercio Pikes: Extremely well trained infantrymen armed with long pikes and swords for close combat. Armored in thick steel cuirasses and wearing morion helmets, these units are highly effective in most combat situations but are likely to lose out to ranged troops.
    3 points. 50 men per unit. 2 days to train.
    Halberds: Heavy infantrymen armed with the halberd, a polearm that combines the anti-cavalry benefits of a spear or pike with a battle axe, making it devastating to infantry as well.
    3 points. 50 men per unit. 1 day to train.
    Crossbows: Sharpshooters armed with deadly crossbows. While these weapons have slowly been losing favor to more modern weapons like firelocks, they are still employed by many European armies and can easily outrange native warriors.
    3 points. 30 men per unit. 2 days to train.
    Musketeers: Missile troops armed with the firelock, a deadly new weapon that fires a stone or led projectile at high speeds using gunpowder! While these are not the most accurate weapons yet, the smoke and loud noises they produce will frighten enemy troops, especially natives who have never had any experience with them before.
    4 points. 20 men per unit. 2 days to train.
    Garrochista Lancers: Heavy lancer cavalry wearing thick steel armor, effectively functioning as living wrecking balls. Absolutely devastating to anything but anti-cavalry troops.
    6 points. 20 men per unit. 3 days to train.
    Espadachin Swordsmen: Elite heavy swordsmen wearing heavy steel cuirasses and helmets. These men will make short work of lighter infantry and anything not wearing heavy armor.
    5 points. 40 men per unit. 4 days to train.
    Conquistadores: Adventurers who traveled to the new world in search of wealth and fame, they function as highly effective general purpose heavy cavalry. Armed with arquebuses (light firearms), lances, swords, and wearing heavy armor, they are truly a force to be feared on the battlefield.
    7 points. 20 men per unit. 5 days to train.
    Spanish Galleons: The Spanish navy was famous for its heavy galleons, revered as some of the finest military vessels in the world!
    12 points. 120 sailors per vessel. 14 cannons per vessel. 7 days to build.
    Portugal
    Strengths: Many elite units and excellent naval capabilities. Troops can be requested from the homeland as needed.
    Weaknesses: Troops come in small numbers, lacking in cavalry and heavy infantry.

    Sword and Buckler Infantry:
    Basic light infantry armed with buckler shields, short swords, and wearing steel helmets. Cheap and somewhat reliable in combat, but should not be expected to hold off enemy troops for long.
    2 points. 50 men per unit. 1 day to train.
    Pikes: Basic infantrymen armed with long pikes and swords for close combat. Generally wearing a cuirass and perhaps a cabasset helmet if it can be afforded, they are reliable enough to hold a line but certainly are not comparable to the aventuriers.
    2 points. 50 men per unit. 1 day to train.
    Aventurier Pikes: Extremely well trained elite infantrymen armed with long pikes and swords for close combat. Armored in thick steel cuirasses and wearing morion helmets, these units are highly effective in most combat situations but are likely to lose out to ranged troops.
    3 points. 50 men per unit. 2 days to train.
    Halberds: Heavy infantrymen armed with the halberd, a polearm that combines the anti-cavalry benefits of a spear or pike with a battle axe, making it devastating to infantry as well.
    3 points. 50 men per unit. 1 day to train.
    Aventurier Crossbows: Sharpshooters armed with deadly crossbows. While these weapons have slowly been losing favor to more modern weapons like firelocks, they are still employed by many European armies and can easily outrange native warriors. The Aventurier Crossbows of the Portuguese army are an elite, and far more effective than those of other armies.
    3 points. 30 men per unit. 2 days to train.
    Musketeers: Missile troops armed with the firelock, a deadly new weapon that fires a stone or led projectile at high speeds using gunpowder! While these are not the most accurate weapons yet, the smoke and loud noises they produce will frighten enemy troops, especially natives who have never had any experience with them before.
    4 points. 20 men per unit. 2 days to train.
    Lancers: Medium cavalry wearing steel armor, effectively functioning as living wrecking balls. Absolutely devastating to anything but anti-cavalry troops and more steadfast infantry.
    5 points. 20 men per unit. 3 days to train.
    Organ Gun: A multi-barreled light artillery piece, the organ gun can fire off a volley of small cannonballs at rapid speed. Although somewhat archaic by now, the organ gun will not fail in wreaking havoc and destruction amongst enemy troops, particularly natives with no experience with them.
    4 points. 10 men per unit. 2 guns per unit. 3 days to train.
    Carrack: Called the "nau" in Portuguese, the carrack is a medium sailing ship that can easily out-maneuver most vessels all while possessing heavy enough fire power to go toe-to-toe with heavier ships.
    8 points. 80 sailors per vessel. 8 guns per vessel. 5 days to build.
    England
    Strengths: Highly versatile army. Troops can be requested from the homeland as needed.
    Weaknesses: Troops come in small numbers, homeland less likely to send troops (salutary neglect)

    Sword and Buckler Infantry: Basic light infantry armed with buckler shields, short swords, and wearing steel helmets. Cheap and somewhat reliable in combat, but should not be expected to hold off enemy troops for long.
    2 points. 50 men per unit. 1 day to train.
    Pikes: Basic infantrymen armed with long pikes and swords for close combat. Generally wearing a cuirass and perhaps a cabasset helmet if it can be afforded, they are reliable enough to hold a line but certainly are not comparable to the Portuguese aventuriers and Spanish tercios.
    2 points. 50 men per unit. 1 day to train.
    Halberds: Heavy infantrymen armed with the halberd, a polearm that combines the anti-cavalry benefits of a spear or pike with a battle axe, making it devastating to infantry as well.
    3 points. 50 men per unit. 1 day to train.
    Crossbows: Sharpshooters armed with deadly crossbows. While these weapons have slowly been losing favor to more modern weapons like firelocks, they are still employed by many European armies and can easily outrange native warriors.
    3 points. 30 men per unit. 2 days to train.
    Musketeers:
    Missile troops armed with the firelock, a deadly new weapon that fires a stone or led projectile at high speeds using gunpowder! While these are not the most accurate weapons yet, the smoke and loud noises they produce will frighten enemy troops, especially natives who have never had any experience with them before.
    4 points. 20 men per unit. 2 days to train.
    Demi Lancers: Heavily armored lancer cavalry who also carry swords for close combat, they serve as battlefield wrecking balls and are effective against everything but anti-cavalry and ranged troops.
    6 points. 20 men per unit. 4 days to train.
    Light Lancers: Lightly armed and armored lancer cavalry recruited from the fringes of the English kingdom, especially the Celtic regions of Ireland, Wales, and the Scottish borderlands. They are excellent for running down enemy missile troops, light infantry, and any routing forces.
    5 points. 20 men per unit. 4 days to train.
    Harquebusiers: Highly versatile medium cavalry who also carry harquebuses, lighter "carbine" versions of the arquebus firearm, to double as short-range, high-speed, skirmisher cavalry.
    5 points. 20 men per unit. 4 days to train.
    France
    Strengths: Excellent heavy cavalry, troops can be requested from the homeland as needed.
    Weaknesses: Lacking in light cavalry and infantry, units come in small numbers.

    Pikes: Basic infantrymen armed with long pikes and swords for close combat. Generally wearing a cuirass and perhaps a cabasset helmet if it can be afforded, they are reliable enough to hold a line but certainly are not comparable to the Portuguese aventuriers and Spanish tercios.
    2 points. 50 men per unit. 1 day to train.
    Halberds: Heavy infantrymen armed with the halberd, a polearm that combines the anti-cavalry benefits of a spear or pike with a battle axe, making it devastating to infantry as well.
    3 points. 50 men per unit. 1 day to train.
    Crossbows: Sharpshooters armed with deadly crossbows. While these weapons have slowly been losing favor to more modern weapons like firelocks, they are still employed by many European armies and can easily outrange native warriors.
    3 points. 30 men per unit. 2 days to train.
    Musketeers:
    Missile troops armed with the firelock, a deadly new weapon that fires a stone or led projectile at high speeds using gunpowder! While these are not the most accurate weapons yet, the smoke and loud noises they produce will frighten enemy troops, especially natives who have never had any experience with them before.
    4 points. 20 men per unit. 2 days to train.
    Coureur du Bois: "Timber Runners" in French, these men are fur traders pressed into the French army as militiamen. Due to their knowledge of the land and its people they are excellent skirmishing troops armed with the caliver, a light firearm.
    3 points. 20 men per unit. 2 days to train.
    Cuirassiers: Heavy infantrymen encased in thick steel armor, these men wield both swords and buckler shields, making them highly effective at hacking and slicing their way through enemy lines.
    5 points. 30 men per unit. 3 days to train.
    Mounted Cuirassiers: Medium cavalry wearing thick steel armor and wielding swords, they are highly effective at running down nearly any troops that aren't armed with pikes, halberds, etc.
    6 points. 20 men per unit. 4 days to train.
    Gendarmes: The cream of the French cavalry, these men may as well be made of iron seeing as it covers nearly every part of their body! Riding powerful warhorses and brandishing lances and swords, they are a truly terrifying force for any enemy to behold.
    7 points. 20 men per unit. 5 days to train.
    Netherlands
    Strengths: Elite pike and halberd units, troops can be requested from the homeland as needed.
    Weaknesses: Lacking in cavalry, units come in small numbers, no crossbows.

    Sword and Buckler Infantry: Basic light infantry armed with buckler shields, short swords, and wearing steel helmets. Cheap and somewhat reliable in combat, but should not be expected to hold off enemy troops for long.
    2 points. 50 men per unit. 1 day to train.
    Pikes: Basic infantrymen armed with long pikes and swords for close combat. Generally wearing a cuirass and perhaps a cabasset helmet if it can be afforded, they are reliable enough to hold a line but certainly are not comparable to the Portuguese aventuriers and Spanish tercios.
    2 points. 50 men per unit. 1 day to train.
    Halberds: Heavy infantrymen armed with the halberd, a polearm that combines the anti-cavalry benefits of a spear or pike with a battle axe, making it devastating to infantry as well.
    3 points. 50 men per unit. 1 day to train.
    Oranje Pikes: Elite pikemen of the Dutch military forces, they are some of the only troops who can measure up to the Spanish tercio in pitched combat.
    4 points. 50 men per unit. 3 days to train.
    Nassau Halberds: Elite halberdiers of the Dutch army mostly serving as bodyguards to the House of Nassau. Though their status as royal guardsmen means that they are smaller in size than standard infantry, they are incredibly well trained and will not disappoint in pitched combat.
    5 points, 30 men per unit. 3 days to train.
    Musketeers: Missile troops armed with the firelock, a deadly new weapon that fires a stone or led projectile at high speeds using gunpowder! While these are not the most accurate weapons yet, the smoke and loud noises they produce will frighten enemy troops, especially natives who have never had any experience with them before.
    4 points. 20 men per unit. 2 days to train.
    Ruyters: The Dutch form of the German "Schwarze Reiter," or Black Riders, these men serve as highly effective skirmisher cavalry. More lightly-armored than their German cousins, this allows them greater freedom of mobility on the battlefield. They are armed with light swords to function as light cavalry as well, but should not be expected to hold their own against more steadfast infantry and cavalry. Fortunately, they are able to outrun most of said infantry and cavalry units.
    4 points. 20 men per unit. 3 days to train.


    Artillery (Europeans Only)
    Falconets: A light artillery piece used mainly for targeting enemy infantry.
    3 points. 10 men per unit. 2 guns per unit. 3 days to train.
    Culverins: A medium artillery piece used for targeting enemy units and some fortifications.
    4 points. 10 men per unit. 2 guns per unit. 3 days to train.
    Basilisks: A heavy artillery piece used for devastating attacks on enemy units and fortifications.
    5 points. 10 men per unit. 2 guns per unit. 3 days to train.
    Mortars: An upward-aiming artillery piece that can fire above the heads of yours and enemy troops to land explosive shells within the walls of enemy settlements. Highly effective siege artillery.
    4 points. 10 men per unit. 2 guns per unit. 3 days to train.


    Ships (Europeans Only)
    Sloop: A light ship useful for sailing swift circles around heavier enemy ships. Due to their small size they will, however, be absolutely devastated when presented with heavy fire.
    6 points. 40 sailors per vessel. 4 guns per vessel. 3 days to build.
    Caravel: A medium ship useful for scouting and exploration, but can also hold its own in engagements on the high seas.
    8 points. 80 sailors per vessel. 6 guns per vessel. 5 days to build.
    Galleon: A heavy warship packed with cannons for delivering devastating assaults on enemy ships and even seaside fortifications.
    12 points. 120 sailors per vessel. 12 guns per vessel. 7 days to build.
    Mortar Ship: A warship armed with four regular cannons and a single mortar for bombarding fortifications along enemy coastlines.
    10 points. 80 sailors per vessel. 5 guns per vessel. 6 days to build.
    Fire Ship: A warship packed to the gunwales with gunpowder, straw, and other combustibles which can be steered into enemy ships by its small crew before they disembark. While the chance for success is not high, the ship will, upon contact, explode, instantly sinking the enemy ship it made contact with as well as causing collateral damage to any nearby ships.
    4 points. 10 sailors per vessel. 0 guns per vessel. 2 days to build.
    Last edited by Dan the Man; August 21, 2011 at 02:58 PM.

  3. #3
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Age of Discovery

    Reserved 2 - Military Rules
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  4. #4
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Age of Discovery

    Economic Rules
    Unlike previous IHs that relied on % economies, I've decided to go with something new this time around. Each province will contribute a set number of Points (representing both money and industrial/military supplies) to your economy. Provinces occupied by an enemy force will not contribute a single florin to your treasury.

    Please check the economic map to discover how much each province makes.

    Level 1 - Red: 1 point/turn
    Level 2 - Blue: 5 points/turn
    Level 3 - Light Green: 10 points/turn
    Level 4 - Dark Green: 15 points/turn

    You can upgrade a province's infrastructure level for a set amount of florins.

    Level 1 to Level 2:
    5 points - 1 turn
    Level 2 to Level 3:
    15 points - 3 turns
    Level 3 to Level 4:
    25 points - 6 turns

    Each province's infrastructure level will also be a deciding factor in how many troops you can recruit, as lower level provinces will not be able to support many units while high level provinces will be able to support a lot.

    Level 1 - Red: 3 units
    Level 2 - Blue: 5 units
    Level 3 - Light Green: 7 units
    Level 4 - Dark Green: 9 units

    One of the most alluring things about the mysterious new world to foreign adventurers was the legendary treasures rumored to be hidden in the deep wilderness of the continent. To take account for these legendary locations, several treasures have been hidden throughout the game in different provinces. Conquer the right province, and you'll find the treasure. Each treasure has its own persistent benefits and is worth a reward of a certain amount of reward points when discovered. Beware, if you lose the province where the treasure is located, you will lose its benefits and another faction will take them! Treasures include:

    The Fountain of Youth: This mystical fountain is rumored to give those who drink from it the gift of immortality!
    Reward: 50 points.
    Persistent Bonus: Longevity and endurance - Your troops will fight harder in combat and will not grow tired as quickly.
    The Golden City of El Dorado: An ancient city said to be made of solid gold!
    Reward: 80 points.
    Persistent bonus: Money trickle - You will gain an additional 10 points on your turnly income.
    The Sword of el Pollo Guapo: A sword that once belonged to the mythical Pollo Guapo!
    Reward: 30 points.
    Persistent bonus: Increases the effectiveness of your troops when attacking.
    The Cuirass of el Pollo Guapo: A suit of armor that once belonged to the mythical Pollo Guapo!
    Reward: 30 points.
    Persistent bonus: Increases your troops' defense abilities, meaning that they will fight harder when under attack.
    The Shield of el Pollo Guapo: A steel buckler that once belonged to the mythical Pollo Guapo!
    Reward: 30 points.
    Persistent bonus: Increases your troops' morale on the battlefield.
    Generic Treasure (level 1): A small treasure trove.
    Reward: 10 points.
    Persistent bonus: None
    Generic Treasure (level 2): A medium-sized treasure trove.
    Reward: 25 points.
    Persistent bonus: None
    Generic Treasure (level 3): A large treasure trove.
    Reward: 50 points.
    Persistent bonus: None
    Generic Treasure (level 4): A very large treasure trove.
    Reward: 70 points.
    Persistent bonus: None
    Last edited by Dan the Man; August 18, 2011 at 03:19 PM.

  5. #5
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Age of Discovery

    Reserved 4 (just in case)
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  6. #6
    The Stig's Avatar Protector Domesticus
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    Default Re: The Age of Discovery

    I'm still with the Chichimec, unless you've changed your mind about Courland.
    Quote Originally Posted by Ancient Aliens
    Yes. The Stig is Jesus.
    People's Republic of Cascadia

  7. #7

    Default Re: The Age of Discovery

    No Sweden?

    I am disapoint... -.-

  8. #8
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: The Age of Discovery

    Sweden had colonies in America in 1500? I know they settled in Pensylvania but...

  9. #9
    Praepositus
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    Default Re: The Age of Discovery

    Dutch

  10. #10

    Default Re: The Age of Discovery

    English

  11. #11

    Default Re: The Age of Discovery

    Quote Originally Posted by ♔EmperorBatman999♔ View Post
    Sweden had colonies in America in 1500? I know they settled in Pensylvania but...
    1600s. But we can make exceptions. :3

  12. #12
    The Stig's Avatar Protector Domesticus
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    Default Re: The Age of Discovery

    Quote Originally Posted by Marshy View Post
    1600s. But we can make exceptions. :3
    Courland had colonies in the 1600s, but I can't play as them
    Quote Originally Posted by Ancient Aliens
    Yes. The Stig is Jesus.
    People's Republic of Cascadia

  13. #13
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: The Age of Discovery

    Can I be the Circle of Ossus or the Knights of St. John?

    If not, I'll stick with Portugal.

  14. #14

    Default Re: The Age of Discovery

    Quote Originally Posted by ♔EmperorBatman999♔ View Post
    Can I be the Circle of Ossus or the Knights of St. John?
    LOL

    I like you.

  15. #15
    Agamemnon's Avatar Comes Limitis
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    Default Re: The Age of Discovery

    I'll take England, and for my region I'll have that one north of Florida. Then my colonies will flourish, 'til the USA revolts.

  16. #16

    Default Re: The Age of Discovery

    Quote Originally Posted by Agamemnon View Post
    I'll take England, and for my region I'll have that one north of Florida. Then my colonies will flourish, 'til the USA revolts.
    Quote Originally Posted by HMS England View Post
    English

  17. #17
    Agamemnon's Avatar Comes Limitis
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    Default Re: The Age of Discovery

    Called it like yesterday dude...

  18. #18
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: The Age of Discovery

    My claim was and is Spain.


  19. #19

    Default Re: The Age of Discovery

    I guess my claim is L'Royamue du Francais, if the claims from yesterday/day before are valid.

  20. #20
    Agamemnon's Avatar Comes Limitis
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    Default Re: The Age of Discovery

    U sux.

    But I'll be England, so it won't matter.

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