European Wars VAlright, here goes. I've been asked to do the next European Wars so here it is, European Wars V!! Please be patient with me as it is the first ever rolls to dodge game in which I have been game master, and to make it even harder for me my first is this one, which is without doubt the most popular. I'll generally upload the turns between 5 and 6, but there will most likely be the occasional day in which I cannot, so I'll ask someone else to do it for that day.
Also, the new colonial system, which was introduced in the last game, will be implemented in this one as well at some point, much earlier than in VI probably, so y'all can enjoy for a bit longer.
Here are the rules:
*Each turn ends at 17:00 GMT+0
*Every turn is 24:00 long. People post their map on their next action (their next region to annex), then I roll to see how well their actions are going to be.
*To make it fair, the game master (that is me) doesn't have a faction.
*The new players won't lose their region due Epic Fail effect in the first 5 turns.
*The new players can't be attacked in the first 5 turns.
*If a player losses his capital he will get -[1] in the next turn.
*If a player doesn't reply in one turn, he'll lose the turn.
*The players shall do diplomacy via PMs or whatever they want and add GM as a recipient.
*The game begins in 1480 (It doesn't effect anything).
* Each turn is 6 months (Again doesn't effect anything).
*The black areas are unsuitable and too hostile for any settlements.
*Any bordered area that has more than 10 white pixels in it is counted as a separate region. Otherwise it is part of the nearest over 10 pixels big area.
*A player who loses all his regions to another player, will be able to make a revolt in two turns in the province which was taken by the enemy 1-3 turns ago. I will roll to see how the revolt is going to be each turn. The last and counted point is the average point.
*A player who doesn't have any region in 3 turns will be eliminated.
*The player who owns 100 regions wins the game and gets rep from all players.
*NEW FEATURE Any regions that have blacks lines between the two are impassable areas. This means that you cannot attack the region adjacent to yours if it is split by this line. You must attack around the line to attack your desired region (credit goes to General Maximus for this new feature).
Attacking Regions
[0]: You are unable to make a move next turn and the enemy have a chance of taking your region.
[1]: Epic Fail. You lost the battle, and the enemy have chance to take your region. And you will get the point -[1] next turn, due to the morale losing.
[2]: Fail. You fail to take to region.
[3]: Meager success: The battle is unresolved. But with the better experience, you'll have the point +[1] if you attack the region again next turn.
[4]: Success: You take the region successfully.
[5]: Great Success: You take the region successfully, and you can choose to attack 2 regions next turn.
[6]: Overshot: You take the region successfully, and you can choose to attack 2 regions next turn with the point +[1].
[7]: Epic Success: You take the region successfully and you can choose to attack 3 regions next turn.
[8]: Complete Wipe out: You take the region successfully and can choose to attack 3 regions next turn with an extra point +[1].
Ships Ships building:
[0] You are unable to make a move next turn.
[1]. The construction is epically failed. Next time when the player tries to build ship again, he'll lose a point.
[2]. The construction is failed. The builders will have to try again.
[3]. The construction is ongoing, and not finished yet. Next turn when the player continues to build the ship, he'll get a bonus point.
[4]. A small-size ship is completed. Hit point (HP): 3.
[5]. A medium ship is completed. Hit point (HP): 5.
[6]. A large ship is completed. Hit point: 8.
[7] A magnificent ship is finished. Hit point: 12
[8] A monstrous ship is finished. Hit point: 17
Moving ships:
If you chose to move your ship in a turn to another sea region, and you only have 1 move in that turn, you lose your rights to attack in that turn. But if you have 2 or 3 moves, you can still attack another region, or move another ship. Also, if you roll a [0] or a [1] whilst moving your ship, it is in danger of sinking. I will roll again to determine whether your ship survives. From [1] to [3] your ship survives, but if you roll [4] to [6], the ship is destroyed.
[0] Sailing fails, your ship is in danger of sinking, and you are unable to make a move next turn
[1] Sailing fails and your ship is in danger of sinking, and even if it survives you will lose a point if you try to move it again next turn
[2] Sailing fails and you will have to try again next turn
[3] Sailing , but if you try again next turn you will get a bonus point to succeed.
[4] Sailing to the next sea region is successful, but they take a long time
[5] Sailing is successful and you can do two moves next turn
[6] Sailing is very successful and you can do two moves next turn with a bonus point
[7] Sailing is hugely successful and you can do three moves next turn
[8] Sailing is immensely successful and you can do three moves next turn with a bonus point
Sea battles:
When 2 ships of 2 enemies players meet in the same sea, they'll crash to the heat of battles.
When comes to the battle of 2 fleets, the GM will roll and see how well they fight.
GM will use the the ship with higher point (fights better) minus to the lower. If the result is...
[0]. A draw and no ship gets any damage.
[1] => [5]. The ship with lower point gets the damages of the result point.
The average point is calculated by all the points the ship got in the battle.
Example A medium-size ship (HP:5) vs a magnificent great ship(HP:10):
[2] [1]. The magnificent ship gets 1 point damage.
[5] [1]. The magnificent ship gets 4 points damage.
[3] [4] The medium-size ship gets 1 points damage.
[5] [2]. The magnificent ship gets 3 points damage.
[3] [4] The medium-size ship gets 1 points damage.
[3] [3]. 2 ships don't do any damage to each others.
[6] [1]. The magnificent ship gets 3 points damage and get sunk.
The medium-size ship wins.
Average point:
The medium-size ship: (2+5+3+5+3+3+6)/7 ~ 4
The magnificent ship: (1+1+4+2+4+3+1)/7 ~ 2
The players can only make an attempt of sabotage/assassination once every 3 turns, so they won't be massively used every turn, like it used to be. To use an agent PM the GM (except for spies).
The Revolt System An empire which gets 20 regions or more and gets two times [1] in a row have the chances to get revolts in some provinces which they got 3-5 turns (the rebels see that it's a good chance to revolt, since the Faction Leader seems to be very unlucky).
And a player can also make revolts in others's empires by sending saboteurs. He can ask me through PM and I'll roll his point to see how it'll work, and usually will tell him the result via PM as well.
[1]: The saboteur fails to make a revolt, and he's caught. News that a Kingdom send saboteur to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the next turn the player tries to send saboteur, he'll lose [1] point due the morale lost.
[2]: The saboteur killed while trying to create the revolt. That way he'll never be able to open his mouth and tell who's his boss. But the other saboteurs will lose [1] point the next turn they try to create a revolt, since fear is growing in them.
[3]: The saboteur fails to create a revolt, but he manages to get away with it.
[4]: The saboteur somehow succeed to create the disharmony between the people in that region, but the revolt doesn't happen yet. Next turn if he continues, he'll get the point + [1].
[5]: The saboteur succeeds to create the revolt, and turns the region into rebels.
[6]: The saboteur is better than you thought, when the revolt grows in every lands near the target region. The target is turned to rebels of course, and the saboteur can have one bonus point when trying to create the revolt in nearby provinces.
Spying A player may use spies to gather information from his enemy's region. When you want to use spies, post it together with your turn, I'll roll and tell you the result:
[1]. The spy fails to gather information, and he's caught. News that a Kingdom send spies to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the player tries to send spy, he'll lose [1] point due the morale lost.
Player will lose -1 point in attack.
[2]: The spy is killed by the guards while trying to gather information in this place. That way he'll never be able to open his mouth and tell who's his boss. But the other spies will lose [1] point the next turn they try to go into other cities, since fear is growing in them.
[3]: The spy fails to get any information of the enemy, but he'll have more chance (+[1]) to succeed in his next attempt if he spies the same region.
[4]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point.
[5]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 2 spies on actions.
[6]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 2 spies on actions, with a bonus point to succeed.
[7]: The spy succeeds to get informations of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 3 spies on actions.
Assassinations When a player wants to kill someone quietly, he can send the GM a PM on his target. I'll roll and see the result.
[1]. The assassin fails the mission, and he's caught. News that a Kingdom send assassins to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the player tries to send assassins, he'll lose [1] point due the morale lost.
[2]: The assassin is killed by the guards while trying to kill his target in. That way he'll never be able to open his mouth and tell who's his boss. But the other assassin will lose [1] point the next turn they do their missions, since fear is growing in them.
[3]: The assassin fails his mission, but he manages to get away with it.
[4]: The assassin fails to kill his target, but he manages to get away with it, with a better knowledge on his target. The next turn he'll have more chance (+[1]) to succeed his mission.
[5]: The assassin succeeds his mission and killed his target successfully.
[6]: The assassin succeeds his mission and killed his target successfully. This assassin's success will encourage other assassin on their next missions, which they will have better chance to succeed.
Diplomacy here are currently few kinds of diplomacy:
- Trade rights: The first step to bring 2 nations closer.
- Alliance: Two nations are allied and with help each other in various things.
- Peace agreement: A nation offer the Peace Agreement in an amount of turns. In this period, no one can do aggressive actions against each other.
For example: Kingdom A offers the Peace Agreement to Kingdom B for 8 turns or something like that.
- A player has rights to give another player a region as a gift, but you are only allowed to gift up to 3 regions to other players every 5 turns.
- Player upon quitting isn't allowed to cede his regions to another player.
- Military access: With the Military Access agreement, the nations can bring army cross each other lands without fighting (unless they want to...). So they can get a shortcut to the land they want to get.
And remember that crossing a region will also cost you a turn.
Important cities system When a player wants to build an important city, places a dot on the map, I'll roll and tell the bonus you're going to get for the city.
[1] Saboteurs's Guild: +1 points with sabotage once every 3 turns.
[2] Thieves's Guild: +1 points with spying once every 3 turns.
[3] Assassins's Guild: +1 points with assassinations once every 3 turns.
[4] Sailors's Guild: +1 naval movement once every 3 turns.
[5] Banners Bearers's Guild: +1 land movement (can attack a bonus region) once every 5 turns.
[6] Town Watchers's Guild: -1 points of assasinations/spying or sabotage attempted on this country.
Colonial Rules
Ships Only [6] Large ships or bigger are able to sail and discover America. But you are able to upgrade your current ships to better ones from on, which will cost a turn. The upgrading can only be done once to one ship if it succeeds, but if it fails then you are able to try again. Only [5] medium ships and lower ships can be upgraded. I will roll and see how well the upgrading goes.
Spoiler Alert, click show to read:[1] Upgrading totally fails (Chance to get -1 for your ship)
[2] Upgrading doesn't bring good results at all (-1 for the next turn you try to upgrade a ship)
[3] Upgrading fails
[4] Upgrading is almost finished (+1 if you try upgrading your ship again)
[5] Upgrading succeeds (Your ship advances by 1 level)
[6] Upgrading succeeds (Your ship advances by 1 level, +1 roll if you try to upgrade another ship)
[7] Upgrading succeeds (Your ship advances by 2 levels)
[8] Upgrading succeeds (Your ship advances by 2 levels, +1 roll if you try to upgrade another ship)
Sailing To discover the newly included sea areas, you sail with a fleet there. If roll for it is [6] or higher you will discover another nearby sea zone.
When your fleet will finally reach land, I will do a separate roll which doesn't add up to your average point. With that roll you will discover as much land which the sea borders as high is your roll. Even with [1] you will discover 1 region, but with [6] you will discover 6 regions.
Colonization And then on the discovered land you will be able to set up a colony. Works like with conquering regions. You just need a fleet nearby to get at least 1 colony there, from then you can expand from that one colony further. And then when you set up a colony, will be another round for roll, which doesn't add up to average point. From [1] to [3] you fail to discover any land, but from [4] to [6] you succeed in discovering new land by setting up your colony successfully. When it succeeds, I will roll how much land you discover again. You can't fail here too, because with [1] you would still discover 1 land region.
Explorers Yes, a new agent is included! You are able to use it separately from spies and assassins/saboteurs, but only powers who have at least 1 successfully set up colony can use it. How to send it? Simply mark a red dot in your map to the black place where you want to send him, but behave if he's sent to unlockable land, then he automatically dies. I will roll and see how good your explorer is. Spoiler Alert, click show to read:[1] Explorer is captured by natives and is forced to reveal the colonial plans (-1 for the next time you try to use an explorer)
[2] Explorer is killed by natives.
[3] Explorer doesn't discover anything, but is able to get away (+1 if you try to send him to the same place again)
[4] Explorer succeeds and discovers one region!
[5] Explorer succeeds and discovers 2 regions!
[6] Explorer succeeds and discovers 2 regions (+1 for using him in the next time)
[7] Explorer succeeds and discovers 3 regions!
[8] Explorer succeeds and discovers 3 regions (+1 for using him in the next time)
Trade posts Trade posts work like an important city and one can be built if you have at least 3 colonies connected to each other (Can be separate if they islands). And only one of it can be built, but bring good bonuses. I will roll and see how the building goes and what you get in the end. Note - The bonuses you get from trade posts only apply to in the new world
Spoiler Alert, click show to read:[1] Explorers guild - +1 when trying to explore every three tunrs
[2] Sailors guild - +1 naval movement every three turns
[3] Conquistadors guild - +1 bonus when trying to colonize every five turns
[4] Native Mercenaries guild - +1 land movement (can attack a bonus region) once every 5 turns.
This will need some more work
Achievements and rules 1st player to reach the americas mainland coast recevies rep from all players
The 1st player to make a successful colony receives rep from all players
The 1st player to build a trade post will also receive rep from all players
Players aren't allowed to make a new faction in the colonial lands until at least 20 regions are discovered of it.
Other Rewards The first player who does one of these actions will also get rep from all players:
- Owning 20 provinces.
- Owning 30 provinces.
- Owning 40 provinces.
- Attacking another player's region.
- Getting a six for 2 turns in a row.
- Getting a revolt.
- Winning the first sea battle.
- Eliminating a player
- Owning 50 provinces.
- Owning 75 provinces.
- Owning 100 provinces.
Current players and their factions
Prinz Ferdinand:
Name: Kingdom of Portugal
Government: Absolute Monarchy (Kingdom)
Language: Portuguese
Currency:Chalo/s
Capital: Lissabon
National Anthem: "A Portuguesa"
Leader: Tiago da Silva
Religion: Muslim (Sunnite)
Color: (157,2,26)
Warrior Cat:
Name: The Kingdom of Egypt (currently it’s just The Kingdom of Lower Egypt).
Government: an absolute monarchy. The king, also known as pharaoh, or the queen has divine right to rule.
Language: native Egyptian, Arabic, and some Hebrew and Greek.
Currency: gold coins stamped with either the face of the current pharaoh or the symbol of a god or goddess.
Capital: the ancient city of Memphis in the land of Egypt.
National Anthem: Lotus on the Nile .
Leader: Pharaoh Ankhor III (age: 23) and Queen Amunet VIII (age: 21). They are brother and sister and rule Egypt with a firm, but loving, grip. They have a daughter named Sekhmet (age: 2). Ankhor is a tall muscular man with bronze skin, sharp green eyes, and short black hair. Amunet is tall, curvy, has white skin, sharp green eyes, and long wavy black hair.
Religion: Ancient Egyptian Religion .
Color: gold (240,240,0)
Flag: a black Eye-of-Horus above a black Ankh with a blue-green Feather of Ma’at on either side of them, all of which is upon a golden-colored background.
L-Burna:
Name: Emirate of Mrsylya
Government: Theocracy under Shariah Law
Language: Arabic
Currency: Dinar
Capital: Mrsylya (Marseille)
National Anthem: Bizzy Bone - I Am Muslim
Leader: Emir Mustafa I
Religion: Sunni Islam
Color: Yellow (255,205,32)
LegolasGreenleaf:
Name: League of Avodor
Government: Absolute Monarchy
Language: Unspecified
Currency: Silver Talent
Capital: Constantinople
National Anthem: (To be added)
Religion: Unspecified
Leader: High Lord Senarius
Colour: (255, 130, 0)
Satrio Eko:
Name - Kingdom of New Scotland
Goverment Type - Monarchy
Languange - Scots,Gaelic,English
Capital - Burgh
Currency - Scottish Crown
Religion - Catholic
Current Leader - King Kanneth
National Anthem - Flower of Scotland
Colour - Blue
Pyrrhus the Molossian:
Name: Republic of Syracuse
Government: Tyranny
Language: Ancient Greek
Currency: Drachma
Capital: Syracuse
National Anthem: Greece's National Anthem
Leader: Dionysus the Elder
Religion: Ancient Greek
Color: Dark Green
The Kybrothilian
Government: (Eastern Roman) Despotic monarchy
Motto: Ελευθερία δεν είναι καλά πωλούνται για όλο το χρυσάφι (Greek for "Liberty is not well sold for all the gold")
Language: Illyro-Greek
Currency: Ducats
Capital: Ragusa
National Anthem: http://www.youtube.com/watch?v=xT_lO7CYWnA
Leader: Bardyllis VI
Religion: Orthodox Christianity
Color: Purple
Gandalf:
Name: Kingdom of England
Official Name: Regnum Angliae
Government: Absolute Monarchy
Language: English
Currency: Ducats
Capital: London
National Anthem: God Save the King!
Leader: By the Grace of God, King of England, King of Scots, King of France, Prince of Wales , Lord of Ireland and Duke of Normandy, Edward IV of York
Religion: Roman Catholic
Color: Red
Ciloron:
NAME – The Frisian Tribes
OFFICIAL NAME – Magna Frisia
GOVERNMENT TYPE – Tribal Chiefdom
HEAD OF THE STATE – Wiebe the Elder
REFERENCE TITLE - Chief
CAPITAL - Dokkum
CURRENCY - Florins
LANGUAGE – Frisian, Old-Dutch
RELIGION – Roman Catholic
CULTURE – Medieval Dutch Culture
NATIONAL ANTHEM - None
NATIONAL FLAG - LINK
COLOUR - Red (153, 217, 234)
XI Varangian Cohort:
Name: The Koravesky Coalition
Motto: Land. Honour. Freedom. Power
Government: Provincial government
Language: The Ueravitch dialects
Currency: Zloty
Capital: Vosagreskk-Norlavas
National Anthem: Link
Battle theme: To raise the morale and bloodlust of our soldiers before battle our drummers and musicians who accompany our armies play this
Leader: Lord Defender Strenyr Iroski
Religion: No official state religion
Colour: Grey 130,130,130
Finska Lejonet:
Name: Kingdom of Hungary
Government: Monarchy
Language: Hungarian
Currency: Hungarian Pengo
Capital: Budapest
National Anthem: Magyar Himnusz
Spoiler Alert, click show to read:
Leader: Ferenc Szombathelyi
Religion: Roman Catholicism
Color: (0,0,0)
NobleWoman:
Name: The kingdom of Gandhara
Government: absolute monarchy
Language: Greek, Persian, local indic dialects
Currency: pana
Capital: Bukephala
National Anthem: The Golden Sword
Leader: Queen Arachidameia
Religion: Greek Pantheon, Buddhism and local Persian and Indic gods
Color: (181, 165, 213): violet
mic1402:
Name: Schyvian Reik
Government: Monarchy
Language: Schyvian
Currency: Drachma
Capital: Cambria
Leader: Valkar the great.
Religion: Tribal Beliefs,Zoroastrianism, Christian, Muslim.
General Maximus:
OFFICIAL NAME - Heilige Römische Reich (Latin - IMPERIVM ROMANVM SACRVM)
NAME - Holy Roman Empire
GOVERNMENT TYPE - Imperial Elective Monarchy
HEAD OF THE STATE - Kaiser Heinrich IV von Hohenstaufen
REFERENCE TITLE - His Imperial Majesty
CAPITAL - Frankfurt Am Main
CURRENCY - Thaler
OFFICIAL LANGUAGES - Latin, German
UNOFFICIAL LANGUAGES - Italian, French, Dutch, Frisian, Czech, Slovene, Sorbian, Polish
RELIGION - Roman Catholic
PRIMARY CULTURE - German
SECONDARY CULTURES - Italian, French, Dutch, Czech, Frisian, Sorbian, Polish, Slovene
NATIONAL ANTHEM - LINK
COLOUR - 53, 76, 119
Aquila Praefortis:
Name: the Restored House of Valois
Government: elective dual monarchy/Merchant’s Guild
Language: Low Alemannic German (not French)
Currency: Assorted coins, mostly Mrsylya Dinar, English Ducats, Holy Roman Thalers, and Portuguese Chalos
Capitol: Dijon, House of Valois (not France)
Leader: Grand Dukes Phillip and Dolan, Guild-master (/unofficial Chancellor) Copernum
Religion: religious tolerance, but biblical Christianity is . . . highly encouraged and prevalent.
Color: the actual true purple
Kirila the Brave Kitten:
Name: Aragion , The Barbarians of East
Government: no, we are a horde
Language: lots of them
Currency: the gold we take from sacking cities
Capitol: The city of the region on the map, but we don't like staying there...
Leader: Kirila Longbeard
Religion: religious tolerance ,but we don't like Pagans
Color: a kind of pale green
Color: #330099
Fredericus_Rex:
Name: Twentse platnland
Government: Monarchy
Language: Twents
Currency: Florins
Capital: Hengelo
National Anthem: orkest vant oosten- twents volkslied
Leader: Koning frederik
Religion: Roman Chatoliek
Color: (203,28,18) (red)
Final Map
The social group can be found here
To make your faction simply fill this:
Name:
Government:
Language:
Currency:
Capital:
National Anthem:
Leader:
Religion:
Color: (0,0,0)
Including a short (or long if you wish) description of your country and the map which is in the OP with your starting region and expansion.