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Thread: European Wars VII [FINISHED]

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    Default European Wars VII [FINISHED]


    Roll to Dodge games are open to new players all the time If you like, join whenever you wish. First fill out this template, then read the rules carefully so you're familiar with them.

    Name of Faction:
    Government Type:
    Official Language(s):
    Official Currency:
    Name of Capital:
    National Anthem:
    Faction Leader:
    Official Religion(s):
    Faction Color:
    (red: 0, blue: 0, green: 0)
    Faction History:
    (Including a short, or long if you wish, description of your faction’s past).
    Map:
    (Save the map in this post to your computer and open it with either Paint or Gimp program to fill in your capital region and mark your move)..
    The Regular Rules
    All players must abide by the TOS when playing this game. If they do not, they will be kicked Everyone is recommended to read the rules in full, as we have lots of new ones.

    Turns & Time
    Every turn is 24 hours long, but there will be times when I will take 48 hrs In-game a turn lasts 6 months, but that is just for role-play purposes. The game begins in 1481 C.E. and that too is just for role-play purposes.

    People post their next move(s) and/or map with their move(s) on it during this time. A move is either attacking a region or building something. The Game Master (GM) will roll to see how well their actions are going to be.

    If a player doesn't post a move in time, he/she will lose the turn. Each turn ends at 8:30 am GMT (7:00 PM Australia time).


    Prestige
    Your nation was able to rise up from the ashes of chaos that consumed the world. As such you have garnered some prestige and should attempt to acquire more. When you first join the game, your faction starts with 1 point of Prestige.

    You can gain prestige in a couple ways including:
    1) Winning great battles
    2) Constructing great fleets
    3) Constructing a high-level fortification
    4) Constructing an important city
    5) Standing by an ally during war
    6) Completing an achievement.
    7) Maintaining important cities

    You can also lose prestige if you
    1) Suffer terrible defeats
    2) Lose your capital region
    3) Get caught while trying to do a sabotage/assassination mission on a neutral/ally
    4) Breaking an alliance while your ally is at war, and 5) betraying an ally.

    Throughout the rules you will see specifically how much prestige you gain or lose by these actions.

    You can win the game by obtaining 250 prestige points or by owning 100 regions. The player(s) who win the game shall receive reputation from all the other players.


    Factions & Creativity
    Although the game is set in 1480, you are not limited to nations from that era. You can play almost anything, so long as it's not based on
    – high fantasy (like elves, dwarves, talking trees or eagles, etc.)
    – science fiction (like cyborgs, genetically engineered people, androids, etc.)
    – gangs
    – terrorists
    – mythological creatures (like centaurs, satyrs, Cyclops, etc.)

    You can base your faction off of some mythological people like the Amazons or Gondorians, as long as they are humans with no magical abilities.

    Inventing new nations and civilisations are perfectly fine too.

    The new players won't lose any regions due to Beyond Epic, Epic, or Great Fail affects in their first 5 turns. The new players cannot be attacked by the other players in their first 5 turns of the game. New players also cannot attack for their first 5 turns (this is for your own protection). When I say “attack” I mean any hostile action including assassinating, sabotaging, or naval attacks as well as invading regions.

    If a player losses his/her capital region he/she will get a -1 penalty point in the next turn and it applies to everything they do that turn including agent missions. You may change your capital to a different region at anytime, but it will take a move. The move does not require a roll by the GM; it will just happen immediately.

    If a player is inactive, his/her faction will not be deleted from the map unless he/she specifically requests so.

    Multiple players may get together to create a single faction when they first join the game. This is a good idea if you want a republic-type faction. However, players are not allowed to merge factions during the game. This would result in mass-gifting of regions which is not allowed. So trying to form a dual-monarchy 40 turns into the game where two factions combine their regions to make one faction is not allowed, for example.


    Regions & Invasions
    Your nation is a militaristic and expansionist one. As such you have gathered great armies to subjugate nearby lands and build a large empire! Players attack other regions by filling them with their faction’s colour on the map and posting it on the main game thread. Or they can simply say on the main game thread which direction they attack towards such as north, south, east, etc. The GM will roll for the results of the invasion and post them on the main game thread when the turn ends.

    Results of the Invasion:
    [0]: Beyond Epic fail – Your army is totally crushed and the enemy has the chance to launch a counterattack against you! You lose 2 Prestige points. You will be unable to make a move, and next turn you’ll have a -1 penalty point if you attack any region.
    [1]: Epic Fail – Your army is crushed and the enemy has the chance to launch a counterattack against you! You lose 1 Prestige point. If you attack the same region, you'll have a -1 penalty point.
    [2]: Great Fail – Your army is defeated and you fail to take the region. You are able to do 1 move.
    [3]: Fail – Your army is fought to a draw by the enemy and the situation of the region is unresolved. Since your army has experience, you’ll get a +1 bonus point if you attack the same region again.You are able to do 1 move.
    [4]: Success – Your army defeats the enemy and conquers the region successfully.You are able to do 1 move.
    [5]: Great Success – Your army achieves a great victory over the enemy and successfully conquers the region. You are able to do 2 moves.
    [6]: Epic Success – Your army crushes the enemy and conquers the region very successfully. You gain 1 Prestige point. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – Your army obliterates the enemy and easily seizes the region. You gain 2 Prestige points. You are able to do 3 moves.
    [8]: Divine Success – The very sight of your army turns the bowels of the enemy into water, putting them to flight and allowing you to very easily seize the region! You gain 3 Prestige points. You are able to do 3 moves each with a +1 bonus point.

    If a player gets a [0] or a [1] the enemy forces in the region have a chance to counterattack. The GM will roll to see how successful the enemy counterattack is. If it is a [1], [2], or [3] the counterattack is defeated. If it is a [4], [5], or [6] the counterattack succeeds and the player looses the region or fleet he/she attacked from. A [6] results in the enemy pressing their advantage and attacking another of the player’s regions.

    Penalties [1] and bonuses [3] only last one turn.

    A region on the map is determined by how many pixels it has. Any bordered area that has 14 or more white pixels in it is counted as a separate region. Otherwise it is part of the nearest over 14 pixels big area.

    Any regions that have thick black lines between them as borders are impassable borders due to mountain ranges. 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 get your desired region.

    Rivers
    Dark blue lines are rivers and players can use them to attack downstream quickly. With 1 move you may attack a region that is up to 3 regions downriver from your region. Other than that, the rivers act like regular region borders.

    However, to replicate rivers as obstacles (as they were often used throughout history), you will suffer a -1 penalty if you attack across a river if you or an ally doesn't have an territory on the other side allied territory on the other side of it. If you or an ally has territory at any point across the river, this penalty will not apply.

    Spoiler Alert, click show to read: 

    Example A: The player is attacking across the river without any territory or allied territory at any point on the other side. The attack therefore has a -1 penalty.



    Spoiler Alert, click show to read: 

    Example B: The player is attacking across the river, but because they have territory at some point on the other side, there will be no penalty for crossing. You can also think of it this way; they're attacking downstream on the north side of the river, rather than crossing it.

    If an ally has territory at any point on the other side of the river, and you have military access with them, the penalty will alsonot apply.



    A player who loses all his/her regions to another player will be able to make a revolt once every two turns in the province which was taken by the enemy 1 to 3 turns ago. The GM will roll to determine the results of the attempted revolt. [see “Revolts and Saboteurs” section for more details]

    A player who doesn't have any regions in 4 turns will be eliminated.


    Fleets & Sea Battles
    Your nation is a militaristic and expansionist one. As such you should construct great fleets to transport your armies to distant lands or protect your shores. Control of the seas will significantly help you in your conquests of land. Players can build a fleet if they have a coastal region. They must say which sea zone they want their fleet to be built in. It takes a move to build a fleet. The GM will roll for the results of the fleet construction and post them on the main game thread when the turn ends.

    Construction of Fleet Results:
    [0]: Beyond Epic Fail – The construction turns into a disaster and many workers are killed! You lose 1 Prestige point. You will be unable to make a move, and next turn you’ll have a -1 penalty point if you attempt to build another fleet.
    [1]: Epic Fail – The construction of the fleet is a total failure. If you attempt to construct a fleet again, you’ll have a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – Problems cause the construction of a fleet to fail. You are able to do 1 move.
    [3]: Fail – The construction is ongoing and the fleet is not yet finished. If you attempt to build a fleet again, you’ll get a +1 bonus point. You are able to do 1 move.
    [4]: Success – A small fleet is completed. Ships: 3. You are able to do 1 move.
    [5]: Great Success – A medium-size fleet is completed. Ships: 5. You are able to do 2 moves.
    [6]: Epic Success – A large fleet is completed. Ships: 8. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – A magnificent fleet is completed. Ships: 12. You gain 1 Prestige point. You are able to do 3 moves.
    [8]: Divine Success – A monstrous-size fleet is completed. Ships: 17. You gain 2 Prestige points. You are able to do 3 moves each with a +1 bonus point.

    Listing fleets
    The Game Master will fill out an update this table when fleets are build/ destroyed// upgraded or they move to a different sea zone


    Navy Size Limits:
    Your faction can only have so many fleets. How many fleets you can build is determined by how many regions you have –
    Up to 10 regions, max of 3 fleets
    Up to 20 regions, max of 6 fleets
    Up to 30 regions, max of 9 fleets
    Up to 40 regions, max of 12 fleets
    Up to 50 regions, max of 15 fleets
    Up to 60 regions, max of 18 fleets
    Up to 70 regions, max of 21 fleets
    Up to 80 regions, max of 24 fleets
    Up to 90 regions, max of 27 fleets.

    This means that at the beginning of the game you can only build up to 3 fleets. When you have more than 10 regions you may build up to 3 more fleets so that you have a total of 6 and so on.

    Moving Fleets:
    It takes a move to move your fleet between sea zones. A player must state which fleet in what sea zone he/she wishes to move to what other sea zone. For example: “I move my medium-size fleet from the Baltic Sea to the North Sea.” The GM will roll to see how successful the sailing is and post the results on the main game thread when the turn ends.

    Sailing of Fleet Results:
    [0]: Beyond Epic Fail – The fleet sails into a storm and gets badly damaged, maybe even sunk! You will be unable to make a move and on the turn after you’ll have a -1 penalty point if you attempt to sail any fleet.
    [1]: Epic Fail – The fleet sails into a storm and gets badly damaged, maybe even sunk! If it survives the storm and you attempt to move it next turn, you’ll get a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – Logistic problems render the fleet unable to move from port. You are able to do 1 move.
    [3]: Fail – The fleet sails but then the winds die. If you attempt to sail the same fleet to the same sea zone next turn, you’ll get a +1 bonus point. You are able to do 1 move.
    [4]: Success – The fleet successfully sails to the other sea zone. You are able to do 1 move.
    [5]: Great Success – The fleet successfully sails to the other sea zone. You are able to do 2 moves.
    [6]: Epic Success – The fleet smoothly sails to the other sea zone. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – The fleet quickly sails to the other sea zone. You are able to do 3 moves.
    [8]: Divine Success – The fastest winds move the fleet almost instantaneously to the other sea zone! You are able to do 3 moves each with a +1 bonus point.

    If you get a [0] or a [1] whilst moving your fleet, it is in danger of sinking. The GM will roll again to determine whether your fleet survives. If you get a [1], [2], or [3] the ships will all be sunk and the fleet destroyed. But if you get a [4], [5], or [6] the fleet will emerge from the storm unharmed. If a magnificent or monstrous fleet is destroyed, you will lose 1 prestige point.

    Fleet Stances:
    Fleets have 2 stances: Patrol, and Anchor.
    You can switch between these stances freely (it does not take any moves) by simply stating on the game thread what stance you want them in.
    Example: “Anchor my small fleet in the North Sea”, or “Patrol the Arabian Sea with my magnificent fleet”, etc.

    Patrol Stance – Your fleet will patrol the sea zone it's located in. If an enemy fleet decides to attack any of your coastal regions in that sea zone, the GM will roll to see if your patrolling fleet will intercept it. A [1], [2], or [3] will be a failure to intercept. A [4], [5], or [6] will be a successful interception and result in a sea battle. Fleets are set to the “Patrol” stance by default as soon as they’re constructed. If a player does NOT want his/her fleets to automatically intercept enemy fleets, they must put their fleet into the “Anchored” stance. Anchored Stance – An anchored fleet cannot automatically intercept enemy fleets. Damaged fleets regenerate 1 ship per turn while they are in the “Anchored” stance in a sea zone bordering one of your regions. If you want to attack an enemy fleet with an anchored fleet it will take a move that is rolled for.

    Sea Battles:
    Sea battles are fought between 2 fleets only. By defeat if there are more than one fleet of the same faction in a sea zone, the largest fleet will be used in the battle

    The GM will roll and see how well they fight. The GM will use the rolls of the fleet that initiated the attack minus to the rolls of the attacked fleet. If the result is a 0 then it is a draw and no ships get sunk. The average point for moves is calculated by all the points the fleet got in the battle.

    Example of a Sea Battle
    A medium-size war fleet (Ships: 5) VS. a large war fleet (Ships: 8):
    [2]-[1]=1. The large fleet looses 1 ship.
    [5]-[1]=4. The large fleet looses 4 ships.
    [3]-[4]=-1. The medium-size fleet looses 1 ship.
    [3]-[4]=-1. The medium-size fleet looses 1 ship.
    [3]-[3]=0. No ships get sunk.
    [6]-[1]=5. The large fleet looses its last 3 ships and is completely destroyed! (all 8 ships were sunk)

    The medium-size war fleet wins!

    Average points for the two players:
    The medium-size fleet faction: (2+5+3+3+3+6)/6 = 4
    The large fleet faction: (1+1+4+4+3+1)/6 = 2


    As you can see, fleets get damaged in battle. Players can repair their victorious fleets by placing them in the anchor stance and waiting.


    Agents

    Agents are used to improve your chances of successfully taking a region, hampering an enemy's chance of a successful invasion, or negatively affecting their moves. Agents do not count as a move, but there are limits of how often they can be used.

    The five agents in the game are: Saboteurs, Spies, Assassins, Missionaries (colonies only) and Explorers (colonies only)

    Revolts & Saboteurs
    When a player that has 20 or more regions gets a [1] during 2 turns in a row there is a chance that he/she will get a revolt in one of the regions he/she conquered 3 to 5 turns ago. The people of this region think this a good opportunity to rebel and declare independence since their current rulers seem to be suffering from defeats and failures.

    A saboteur is an agent that spreads propaganda and encourages the people in a region to rebel against their current rulers. Players can only use a saboteur once every 5 turns. To use a saboteur, send a PM to the GM saying which region belonging to another player you want to start a rebellion in. Or post a map to the GM with the target region clearly marked. The GM will roll for the results of the mission and PM the player back with the results.

    Saboteur Results:
    [0]: Beyond Epic Fail – Your saboteur completely fails to cause a disturbance and is caught, tortured, and made to tell who his employer is before being killed! You are unable to use a saboteur until after 6 turns and when you do use a saboteur, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your saboteur completely fails to cause a revolt and is caught, tortured, and made to tell who his employer is before being killed. The next time you use a saboteur he’ll have a -1 penalty point.
    [2]: Great Fail – Your saboteur is killed while trying to create the revolt. He does not reveal who his employer is however, but the next time you use a saboteur he’ll have a -1 penalty point.
    [3]: Fail – Your saboteur fails to cause a revolt, but he manages to create a disturbance among the populace. If you send him to the same region again next time, he’ll be able to exploit this and get a +1 bonus point.
    [4]: Success – Your saboteur succeeds at starting a revolt in the region and a rebellion breaks out. The target region goes back to rebel control.
    [5]: Great Success – Your saboteur succeeds at starting a revolt in the region and a rebellion breaks out that threatens to spread. The target region goes back to rebel control. If you send a saboteur to any region bordering the target region next time, he’ll have a +1 bonus point.
    [6]: Epic Success – Your saboteur easily succeeds at starting a revolt that turns into a rebellion threatening to spread! The target region goes back to rebel control. If you send a saboteur to any region bordering the target region next time, he’ll have a +1 bonus point.
    [7]: Beyond Epic Success – Your saboteur is a badass who causes massive anarchy among the populace and starts a rebellion which spreads like wildfire! The target region and a region next to it belonging to the same faction go back to rebel control.
    [8]: Divine Success – Your saboteur is a badass who causes massive anarchy among the populace and starts a rebellion which spreads like wildfire! The target region and a region next to it belonging to the same faction go back to rebel control.

    If you get a [0] or a [1], news that your faction used a saboteur against this other faction will be announced publically on the main thread. And you’ll lose 3 Prestige points. If you get a [2] or a [3], news that an unknown saboteur was detected by the other faction will be announced on the main game thread. If you get a [4] or higher, news that a rebellion causing the loss of a region in the other faction will be announced on the main thread.


    Spies & Spying
    A spy is an agent used to obtain information on the enemy forces and plans. Players can only use a spy or spies every 3 turns. To use a spy a player posts its mission alongside their regular move of attacking a region. The GM will roll for both the spy and the attack and post the results together at the end of the turn.

    Spying Results:
    [0]: Beyond Epic Fail – Your spy is easily caught, tortured, and made to reveal information about your army’s plans before being killed! Your attack against this region has a -1 penalty point. You are unable to use a spy until after 6 turns have passed and when you do use a spy, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your spy is caught, tortured, and made to reveal information about your army’s plans before being killed. Your attack against this region has a -1 penalty point. The next time you use a spy, he’ll have a -1 penalty point.
    [2]: Great Fail – Your spy is detected and killed while trying to obtain information.
    [3]: Fail – Your spy is detected and has to flee for his life. He will learn from his mistakes. If you send him to the same region again next time, he’ll get a +1 bonus point.
    [4]: Success – Your spy succeeds in obtaining information on the enemy. Your attack against this region has a +1 bonus point.
    [5]: Great Success – Your spy succeeds in obtaining good information on the enemy. Your attack against this region has a +1 bonus point. You are able to use 2 spies next time.
    [6]: Epic Success – Your spy easily succeeds in obtaining the plans of the enemy. Your attack against this region has a +1 bonus point. You are able to use 2 spies next turn, each with a +1 bonus point.
    [7]: Beyond Epic Success – Your spy is a shadow who easily and quickly obtains all the plans of the enemy. Your attack against this region has a +1 bonus point. You are able to use 3 spies next time.
    [8]: Divine Success – Your spy is practically invisible and seems to give a report on the very enemy’s thoughts through telepathy! Your attack against this region has a +1 bonus point of course. You are able to use 3 spies next time, each with a +1 bonus point.


    Assassins & Assassinations
    An assassin is someone hired to kill a prominent rival person quietly and cause panic. Players can only use an assassin once every 5 turns. To use this agent, send a PM to the GM saying which character of what faction you want eliminated. Targets can be any characters a player has made up for role-play including generals, princes, senators, admirals, etc. The default target will be the faction’s faction-leader. The GM will roll for the results of the mission and PM the player back with the results.

    Assassination Results:
    [0]: Beyond Epic Fail – Your assassin is easily caught, tortured, and made to reveal who his employer is before being killed! You are unable to use an assassin until after 6 turns have passed and when you do use an assassin, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your assassin is caught, tortured, and made to reveal who his employer is before being killed. The next time you use an assassin, he’ll have a -1 penalty point.
    [2]: Great Fail – Your assassin is detected and killed by the target’s guards.
    [3]: Fail – Your assassin is detected and has to flee for his life. He will learn from his mistakes. If you send an assassin against this same faction again, he’ll have a +1 bonus point.
    [4]: Success – Your assassin just manages to kill the target and escape undetected. The target’s faction will have a -1 penalty point on one of its moves this turn.
    [5]: Great Success – Your assassin kills the target quickly and quietly and easily escapes undetected. The next time you use an assassin, he will have a +1 bonus point. The target’s faction will have a -1 penalty point on one of its moves this turn.
    [6]: Epic Success – Your assassin kills the target quickly and quietly and easily escapes undetected. The next time you use an assassin, he will have a +1 bonus point. The target’s faction will have a -1 penalty point on all its moves this turn.
    [7]: Beyond Epic Success – Your assassin comes in like a total badass and easily eliminates the target before disappearing like a shadow! The target’s faction will have a -1 penalty point on all its moves this turn.
    [8]: Divine Success – Your assassin comes in like a total badass and easily eliminates the target before disappearing like a shadow! The target’s faction will have a -1 penalty point on all its moves this turn and a -1 penalty point on one of its moves next turn.

    If you get a [0] or a [1], news that your faction used an assassin against this other faction will be announced publically on the main thread. And you’ll lose 3 Prestige points. If you get a [2] or a [3], news that an unknown assassin was detected by the other faction will be announced on the main game thread. If you get a [4] or higher, news that a prominent character of the other faction was killed by an unknown assassin will be announced on the main thread.


    Diplomacy
    Diplomacy is the art and practice of conducting negotiations between representatives of groups or states. There are a few kinds of diplomacy in this game despite being a game about war and conquest. Diplomacy is conducted either via PMs with the GM included as a recipient, or faction's throne room in the game group.

    Here are the kinds of diplomacy a player can engage in:

    Trade Agreements – This is the first step to bring two factions together. It can only be offered to neutral factions. Offering trade shows the other player that you are friendly and do not want hostilities between you. If you attack a faction you are trading with, without having first cancelled the agreement, you’ll lose 2 Prestige points.

    Peace Agreement – This can only be offered to another faction you are at war with. You propose an amount of turns to your enemy that you want peace to occur for. Once agreed upon the two factions should not engage in hostilities for that amount of time. If one side attacks the other faction before the agreement expires, that faction will lose 5 Prestige points.

    Military Access – This can only be offered to factions you have Trade Agreements with. If agreed upon, you can attack regions on the other side of that faction. It will take a move (which is not rolled) to have the army cross the faction and another move (which is rolled) for the army to attack your desired region. Likewise, it will take a move (which is not rolled) to board your army onto the faction's fleet if you wish to attack a region bordering the sea zone the fleet’s in (a move that is rolled).

    An Alliance – This can only be offered to factions you have Trade Agreements with. This shows the other player you want to be friends in-game. Military Access is automatically included. If an alliance is agreed upon, the two factions cannot go to war against each other for 5 turns. If one member of the alliance attacks another member without cancelling the alliance first, that player will be labeled as a Backstabber! and will not receive any reputation for any achievements he/she makes and will have their Prestige reset to 1. If you declare war on an enemy of your ally, you’ll gain 3 Prestige points.

    Large Alliances - More commonly called leagues, confederations or coalitions - These are unofficial alliances of three or more players, who work together to achieve a common goal. There are no limits on how many large alliances there can be in the game, or how many players are in them (though obviously not everyone can be in the same League). It is recommended for the members of a large alliance to either a) create their own Group so their members can chat and plot without their plans being read by their enemies or b) PM each other the details of the large alliance plan.

    Gifts – You can offer gifts to another faction in the form of regions and war fleets. If you are at war with a faction you can only offer them gifts if you include a Peace Agreement. Regardless, if the gift is accepted the two factions should not engage in hostilities for 2 turns. You can only offer up to 3 regions once every 5 turns. You can only offer up to 3 fleets once every 5 turns. You cannot gift your capitol region. If one side attacks the other faction before the 2 turns are up, that faction will lose 3 Prestige points.


    Important Cities & Guilds
    Important Cities are cities that you invest in to be the greatest metropolises in your faction. Construction of said city will take a couple moves. To build an important city, a player must place a grey round dot in one of their regions and announce that they are building an important city. The GM will roll to see how well the construction is going and post the results on the main game thread when the turn ends. It takes 10 points to complete a city.

    Construction of City Results:
    [0]: Fail – Construction totally fails and many workers are killed! You are unable to do a move, and next turn if you attempt to build an important city you’ll get a -1 penalty point.
    [1]: Tiny Success – Construction goes very slowly. 1 point generated. You are able to do 1 move.
    [2]: Small Success – Some progress is made on the city. 2 points generated. You are able to do 1 move.
    [3]: Meager Success – Progress is made on the city. 3 points generated. You are able to do 1 move.
    [4]: Success – Good progress is made on the city. 4 points generated. You are able to do 1 move.
    [5]: Good Success – The city is half-way completed! 5 points generated. You are able to do 2 moves.
    [6]: Great Success – Great progress is made on the city. 6 points generated. You are able to do 2 moves each with a +1 bonus point.
    [7]: Epic Success – Huge progress is made on the city. 7 points generated. You are able to do 3 moves.
    [8]: Beyond Epic Success – Tremendous progress is made on the city and it’s almost finished! 8 points generated. You are able to do 3 moves each with a +1 bonus point.

    Completing an important city will give you +3 Prestige points. A large and efficiently run city that is given emphasis by the faction’s rulers will attract powerful guilds to it. A guild that establishes its headquarters in one of your important cities will grant you faction-wide benefits. When the city is completed, the GM will roll to see which guild builds its chapter house there.

    Guild Results:
    [1]: Saboteurs’ Guild – This guild helps train your saboteur agents and gives them a +1 bonus point for all their missions.
    [2]: Thieves’ Guild – This guild helps train your spy agents and gives them a +1 bonus point for all their missions.
    [3]: Assassins’ Guild – This guild helps train your assassin agents and gives them a +1 bonus point for all their missions.
    [4]: Sailors’ Guild – This guild helps train your sailors and allows your fleets to cross 2 sea zones in 1 move once every 3 turns.
    [5]: Banners Bearers’ Guild – This guild helps train your army officers and allows your army to always be ready for war and attack an extra region once every 5 turns.
    [6]: Town Watchers’ Guild – This guild helps train your town militias and gives a -1 penalty point to all attempted spying, sabotaging, or assassination attempts on your faction.

    A player can build up to 3 cities: 1 – 25 regions: 1 city. 26 – 50 regions: 2 cities. More than 50 regions: 3 cities. A player can therefore build up to 3 cities during the game. An important city cannot be built in a region that already has an important city or a fortification. Players can own any number of cities.

    Refurbishing an Important City/Trade Post:
    If a player is dissatisfied with the guild he/she got, he/she can refurbish their important city or trade post. This works just like constructing an important city/trade post, but it only takes 5 points to complete, not 10. When completed, the GM will roll for a new guild. It won't be the same guild as before because the GM will roll again should the same guild-determination-roll come up until a different guild-determination-roll occurs.

    An important city gives your faction a +1 Prestige point every turn you own it.

    A special important city can be built at anytime called the Suez Canal which can only be built in Suez region. No guild chapter houses can be established there, but it allows the player to move his/her fleets between the Red Sea and the Eastern Mediterranean Sea and vice versa.

    Important cities may be destroyed at anytime, but it will take a move. The move does not require a roll by the GM; it will automatically happen. This may be useful in a “scorch-earth” strategy to deny an encroaching enemy faction the guild’s benefits

    Conquest of a city:
    If you successfully take a player's region that has a city, it will be damaged due to the fighting. You won't be able to use the benefits and prestige from it until you repair it.
    Repairing cities takes 5 points, the player must tell the GM they want to repair the city. The GM will roll to see how well the rebuilding goes.
    [0]: Rebuilding totally fails and many workers are killed! You are unable to do a move, and next turn if you attempt to repair the city you’ll get a -1 penalty point.
    [1]: A little progress is made. You can do 1 move
    [2]: A good amount of effort is put in to the repair work. You can do 1 move
    [3]: Solid work is made, and the city will soon be completed. You can do 1 move
    [4]: A lot of work is put it, and the city is nearing fully repaired. You can do 1 move
    [5]: A large amount of effort is put in, and the city is now fully functional. You can do 2 moves

    Rebel counter-attack taking a city:
    if a rebel counterattack takes your city, it will be damaged due to the fighting. If you capture a rebel held city (either once your own or someone else's), you won't be able to use the benefits and prestige from it until you repair it.
    Repairing cities takes 5 points, the player must tell the GM they want to repair the city. The GM will roll to see how well the rebuilding goes.
    [0]: Rebuilding totally fails and many workers are killed! You are unable to do a move, and next turn if you attempt to repair the city you’ll get a -1 penalty point.
    [1]: A little progress is made. You can do 1 move
    [2]: A good amount of effort is put in to the repair work. You can do 1 move
    [3]: Solid work is made, and the city will soon be completed. You can do 1 move
    [4]: A lot of work is put it, and the city is nearing fully repaired. You can do 1 move
    [5]: A large amount of effort is put in, and the city is now fully functional. You can do 2 moves

    Saboteur's inciting a revolt where a city is will not damage the city, so once you retake the region you can use it and its prestige straight away


    Fortifications & Defence
    Fortifications are purely military constructions designed for defence in warfare and/or be used as military bases. To build a fortification, a player must place a grey square in one of their regions and announce that they are building a fortification. The GM will roll to see what type of fortification it is.

    Fortification Results:
    [0]: Beyond Epic Fail – The construction turns into a disaster and many workers are killed! You are unable to make a move, and next turn if you attempt to build a fortification you’ll get a -1 penalty point.
    [1]: Epic Fail – The construction turns into a disaster and many workers are killed! If you attempt to build the fortification again, you’ll get a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – Problems cause the construction to fail. You are able to do 1 move.
    [3]: Fail – Construction is stalled but might pick up later. If you attempt to build the fortification again, you’ll get a +1 bonus point. You are able to do 1 move.
    [4]: Success – A Fort is completed. This small wooden structure will give a -1 penalty point to any attack on this region. You are able to do 1 move.
    [5]: Great Success – A Castle is completed. This stone structure will give -2 penalty points to any attack on this region. You are able to do 2 moves.
    [6]: Epic Success – A Fortress is completed. This stone settlement will give -3 penalty points to any attack on this region. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – A Citadel is completed. This city made of stone and iron will give -3 penalty points to any attack on this region and a -1 penalty point on any spying missions on this region. You gain 1 Prestige point. You are able to do 3 moves.
    [8]: Divine Success – A God’s Citadel is completed. This impenetrable city of stone and iron will give -3 penalty points to any attack on this region and a -1 penalty point on any spying missions and on any saboteur missions on this region. You gain 2 Prestige points. You are able to do 3 moves each with a +1 bonus point.

    Build limits:
    A player can build up to 5 fortifications: 1 – 20 regions: 1 fortification. 21 – 40 regions: 2 fortifications. 41 – 60 regions: 3 fortifications. 61 – 80: 4 fortifications. More than 80 regions: 5 fortifications. A player can therefore build up to 5 fortifications during the game.

    Capturing forts:
    Unlike cities, forts don't require repairing if you take a region that has one. As they are military structures build for withstanding heavy assaults, they will still be fine after the attack, allowing you to benefit right away from its bonuses.

    Upgrading Forts:
    If a player is unsatisfied with the level of a fortress, they can choose to upgrade it. The GM will roll, and if the result is between a 1 - 4, the fortress will upgrade one level, so a fort will become a castle, a castle a fortress and so on. If the result is a 5 or 6, the fortress will upgrade two levels, and if the result is a 7 or 8, it will upgrade three levels.

    However, forts can only be upgraded once to prevent continuous spamming of the rule until every fort is a level 8.


    Random Events
    Life is random sometimes… and to make this game more realistic, some randomness will be included.

    Every 5 turns the GM will roll to determine if there will be a random event. If it is a [1], [2], or [3] there will not be a random event. If it is a [4], [5], or [6] there will be a random event and the GM will roll to determine what it is. The affect will last only for that 1 turn.

    [1]: Plague! – A terrible plague sweeps across the continents and all players’ moves this turn will have a -1 penalty point.
    [2]: Freak Storms! – Terrible storms ravage the coasts and no fleets may sail safely. No moves involving fleets will be allowed this turn.
    [3]:Espionage Secrets Revealed! – All players’ agent missions will get a -1 penalty point.
    [4]: Economic Boom! – Resources are plentiful and everyone is employed. All players’ moves of constructing a fleet, important city, fortification, or trade post will get a +1 bonus point.
    [5]: Bumper Crops! – Farms are very productive this year with high food yield. And since armies march on their stomachs, campaigns should go well. All players’ moves of attacking regions will have a +1 bonus point.
    [6]: Nationalism! – “For King/Queen and Country!” Patriotic fervor sweeps across the lands and all players’ moves will have a +1 bonus point.


    Achievements
    The first player who does one of these actions will get a reputation point from all the other players (unless they’re labeled as a Backstabber!):
    – Owning 25 provinces - Rhinelander
    – Owning 50 provinces - Rhinelander
    – Owning 75 provinces.
    – Starting the first war against another player - Lenin Cat
    – Getting a roll of [6] for 2 turns in a row.
    – Getting the first revolt - Rhinelander
    – Winning the first sea battle - Spartan999
    – Being the first to reach the American mainland coast - Sonofabooyah
    – Being the first to colonize a region in the New World - Sonfoabooyah and High Fist
    – Being the first to own 3 important cities - Rhinelander
    – Being the first to own 5 fortifications.
    – Being the first to have his/her faction completely destroyed - Phalanx300
    – Owning 100 provinces (Ultimate Victory).


    The Colonial Rules

    Come into effect on Turn 26 in 1493 July – December.
    Exploration Fleets

    La Santa María, La Pinta, and La Niña were the ships that composed the first exploration fleet to the New World. It was a small fleet that couldn’t explore very long or transport an army. Seeing as your faction is a militaristic and expansionist one, you will need to send larger fleets than that one. Only Large Fleets (Ships: 8) or bigger will be able to sail and discover the Americas for you. You are able to upgrade your current fleets that are smaller than a Large Fleet to bigger ones if you so choose, though this will take a move. The upgrading can only be done once to one fleet if it succeeds, but if it fails then you are able to try again. The GM will roll and see how well the upgrading goes.

    Upgrading Results:
    [0]: Beyond Epic Fail – The upgrading turns into a disaster as many workers are killed by accidents! You are unable to make a move next turn and if you attempt to upgrade any fleet next turn, you’ll get a -1 penalty point.
    [1]: Epic Fail – The upgrading is a total failure with many accidents happening. If you attempt to upgrade this same fleet again next turn, you’ll get a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – The upgrading fails due to logistical problems. You are able to do 1 move.
    [3]: Fail – The upgrading fails due to lack of supplies, but more will come soon. If you attempt to upgrade the fleet again next turn, you’ll have a +1 bonus point. You are able to do 1 move.
    [4]: Success – The upgrading succeeds and your fleet advances up 1 level. You are able to do 1 move.
    [5]: Great Success – The upgrading succeeds and your fleet advances up 1 level. If you attempt to upgrade any fleet next turn, you’ll get a +1 bonus point. You are able to do 2 moves.
    [6]: Epic Success – The upgrading quickly succeeds and your fleet advances up 2 levels. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – The upgrading goes totally as planned and your fleet advances up 2 levels. If you attempt to upgrade any fleet next turn, you’ll get a +1 bonus point. You are able to do 3 moves.
    [8]: Divine Success – The upgrading goes flawlessly and your fleet advances up 3 levels! You are able to do 3 moves each with a +1 bonus point.

    Damaged fleets cannot be upgraded; a player first must put them in the anchor stance, let them replenish to full strength, then they can be upgraded.

    You may build fleets in the New World sea zones. But if they are smaller than a large fleet, they cannot be used until they are upgraded to a large or bigger. The specific sea zones where this applies are: Denmark Strait, Labrador Sea, North Atlantic Ocean, Bermuda Island Waters, Azores Islands Waters, Central Atlantic Ocean, and Amazonian Waters.


    Exploration and Colonization

    Your militaristic nation seeks to discover new lands filled with valuable resources to aid the war effort. As such you will sail a fleet westwards towards the New World to explore it. If a player has a Large Fleet (or bigger) in either the Icelandic Sea, Celtic Sea, Bay of Biscay, Canary Islands Waters, or Cape Verde Islands Waters then he/she can simply say “Sail west!” The GM will roll to see how successful the sailing is. [see “Sailing” under “War Fleets and Sea Battles” section of the Regular Rules]

    When your fleet reaches land, the GM will do a separate roll which doesn’t factor in to your average point. With that roll you will discover as much land which the sea borders as high is your roll. You can’t fail here, because even with a [1] you will discover at least 1 region, but with [6] you will discover 6 regions. And then upon discovering the new land you will be able to set up a colony which works just like invading and conquering a region. [see “Regions and Invasions” section of the Regular Rules] When you have successfully established a colony, the GM will do another separate roll which doesn’t factor into your average point. If you get a [1], [2], or [3] your colonists fail to discover any new land, but if you get a [4], [5], or [6] your colonists succeed in discovering new nearby land. When it succeeds, the GM will roll again to see how much land you discovered. You can't fail here too, because with a [1] you will discover at least 1 region.

    Players aren't allowed to make a new faction in the New World until at least 20 regions are discovered of it. And the new faction must start in one of those discovered regions. When I say “New World” I mean all the areas that are initially dark in the western part of the map.


    Explorers

    Amerigo Vespucci, John Cabot, Juan Ponce de León, and Robert de La Salle are famous explorers who served various crowns of Europe and led them to claim large parts of the New World. Your faction can discover and claim large parts of the Americas too! Players use the Explorer agent by placing a bright red dot on an undiscovered region on the map and/or saying which direction they want him to go in. Only factions that have at least 1 colony (region) in the Americas can use this agent. Explorers can only be used in the New World and can only be used once every 3 turns. The GM will roll to see how successful the explorer is and post the results on the main game thread at the end of the turn.

    Explorer Results:
    [0]: Beyond Epic Fail – Your explorer gets completely lost and is found by hostile natives who kill him! You are unable to use an explorer until after 6 turns and when you do use an explorer, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your explorer gets lost and is found by hostile natives who kill him. The next time you use an explorer, he’ll have a -1 penalty point.
    [2]: Great Fail – Your explorer is killed by hostile natives.
    [3]: Fail – Your explorer doesn’t reveal any new regions, but he makes a few native friends. If you send him to the same region again next time, he’ll be able to exploit this and get a +1 bonus point.
    [4]: Success – Your explorer makes friends among the natives and discovers 1 new region.
    [5]: Great Success – Your explorer makes many friends with the natives and reveals 1 new region. You can use 2 explorers next time.
    [6]: Epic Success – Your explorer is given guides by the friendly natives and discovers 2 new regions. You can use 2 explorers next time and one will have a +1 bonus point.
    [7]: Beyond Epic Success – Your explorer treats the wilderness as his own backyard and reveals 2 new regions. You can use 2 explorers next time and each will have a +1 bonus point.
    [8]: Divine Success – Thick fog evaporates before this man’s very eyes and nothing is hidden! Your explorer easily discovers 3 new regions and you can use 3 explorers next time!


    Missionaries

    Missionaries are priests sent by a religious institution abroad to convert heathens to the true faith. If they succeed they will build a mission where the natives will undergo cultural assimilation. Cultural assimilation will lead to easy annexation by the agent’s faction. A player uses this agent by filling in with their faction’s colour the New World region they want and saying they are using this agent. Only factions that have at least 1 colony (region) in the Americas can use this agent. Missionaries can only be used in the New World and can only be used once every 5 turns. The GM will roll to see how successful the missionary is and post the results on the main game thread at the end of the turn.

    A successful missionary will annex the target region, except they do not count as one of the player's moves. They can be a very useful tool for taking an extra region when you normally couldn't.

    Missionary Results:
    [0]: Beyond Epic Fail – Your missionary insults the natives and is killed gruesomely! You are unable to use a missionary until after 10 turns and when you do use a missionary, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your missionary insults the natives and is killed quickly. The next time you use a missionary, he’ll have a -1 penalty point.
    [2]: Great Fail – Your missionary angers many natives and has to flee for his life.
    [3]: Fail – Your missionary is viewed suspiciously by the natives, but they are willing to have him come later. If you send the missionary to the same region again next time, he’ll have a +1 bonus point.
    [4]: Success – Your missionary makes friends and successfully converts most of the natives to your religion. The region falls to you through annexation.
    [5]: Great Success – Your missionary makes many friends and successfully converts most of the natives to your religion. The region falls to you through annexation. You are able to use 2 missionaries next time.
    [6]: Epic Success – Your missionary makes many friends, including the native leaders, and easily converts the majority of the natives to your religion by building a mission. The region falls to you through annexation. You are able to use 2 missionaries each with a +1 bonus point next time.
    [7]: Beyond Epic Success – Your missionary causes the majority of the natives, including their leaders, to eagerly convert to your faith and help build a mission. The region falls to you through annexation. You are able to use 3 missionaries next time.
    [8]: Divine Success – How appropriate! All the natives sink to their knees in religious rapture and quickly build a mission! The region easily falls to you through annexation. You are able to use 3 missionaries each with a +1 bonus point next time.


    Trade Posts

    Trade Posts are important bases/forts that your colonists will use to more easily spread your influence over the New World. Trade Posts work like an Important City; to build a trade post a player must place a gray dot in one of their regions in the New World and announce that they are building a trade post. It takes a move to build a trade post. The GM will roll to see how well the construction goes and post the results on the main game thread when the turn ends. It takes 10 points to complete a trade post. [see “Important Cities and Guilds” section of Regular Rules]

    A large and profitable trade post given emphasis by the faction’s rulers will attract powerful guilds to it. A guild that establishes its headquarters in one of your trade posts will grant your colonists in the New World unique benefits. When the post is completed, the GM will roll to see which guild builds its headquarters there.

    Guild Results:
    [1]: Missionary Guild – This guild helps train your missionaries and gives them a +1 bonus point on their missions when you use that agent.
    [2]: Exploration Guild – This guild helps train your explorers and gives them a +1 bonus point on their expeditions when you use that agent.
    [3]: Buccaneers’ Guild – This guild helps train your sailors and gives your fleets in New World sea zones a +1 bonus point to their moves.
    [4]: Conquistadors’ Guild – This guild helps train your armies in the New World and gives you a +1 bonus point when trying to colonize (conquer) a region once every 5 turns.
    [5]: Native Mercenaries Guild – This guild recruits and trains natives for your service and allows your armies to invade a bonus region once every 5 turns.
    [6]: Colonial Militia Guild – This guild raises and trains militia to help defend your important colonies. Other factions attempting to seize your colonies will get a -1 penalty point to their attack roll.

    A player can build up to 3 trade posts: 1 when you have 3 colonies, 2 when you have 8 colonies, and 3 when you have 16 colonies.



    Current Players and Their Factions

    Player: Rogue General
    Faction: Crown of Aragon
    Capital: Zaragoza (Saragossa)
    Political System: Monarchy
    Religions: Roman Catholic (majority), Islam and Judaism (minorities)
    Official Religion: None
    Faction Color: Pink (R: 253, G: 120, B: 241)

    Player: Rhinelander
    Name: Deutsches Kaiserreich
    Capital:
    Berlin
    Government: Constitutional Monarchy
    Religions: Protestantic (majority), Catholic (minority)
    Official Religion: Christianity
    Faction Colour: Brown (117,72,49)
    Leader: Seine Majestat, Kaiser Georg Friedrich II
    Languages: Deutsch
    Currency: Deutsche Mark (DM)

    Player: Lenin Cat
    Name of Faction: Most Serene Republic of Venice
    Government Type:
    Republic
    Official Language(s):
    Italian (Venetian dialect)
    Official Currency:
    Florin
    Name of Capital:
    Venice
    National Anthem:
    GLORY!
    Faction Leader:
    Doge Kirilus
    Official Religion(s):
    Orthodoxism, Catholicism
    Colors :
    Dark Red
    Faction history :
    A merchant republic whose military is mainly based on experienced crossobwmen, feudal infantry and communist axemenPlayer: High Fist
    Faction: Merchant Republic of Norway
    Capital: Oslo
    Faction Leader: Karlof Feldstad has been elected Chairman of The Norwegian Union of Merchantmen. He will serve in this role for a period of 7 years.
    Religion: Catholic
    Colour: Grey

    Player: Lord of Dread
    Faction: Crown of Castile (Corona Castellae)
    Faction Leader: King Ferdinand III
    Capital: Toledo
    Government Type: Absolute Monarchy
    Primary Language: Spanish
    Secondary Language: Latin
    Religion: Roman Catholic
    Currency: Spanish Real
    Faction colour: Gold (Red:230, Green:194, Blue:0)
    "Kind to our allies, merciless to our enemies"

    Player:
    Spartan999
    Faction: Ptolemaic Dynasty
    Government type: Principality Confederation
    Official Language:
    Arabic, Kurdish
    Religion:
    Islam, Catholic, Protestantism, anything really we don't care
    Leader:
    Saladin
    Heir:
    Al-Aziz Uthman
    Capital:
    Cairo
    Colour:
    Dark Green (Red: 0, Green:64, Blue:0)

    Player:
    Helius
    Name of Faction:
    Gondorian Rebel Remnants.
    Government Type:
    Oppressive absolute Monarchy
    Official Language(s):
    Westron
    Official Currency:
    Unknow
    Name of Capital:
    North Osgiliath
    National Anthem:
    Lost realm of Gondor
    Faction Leader:
    King Teldumeir
    Official Religion(s):
    Eru Illuvator
    Colors :
    Dark blue
    Faction history :
    The unrest that created the Kin-strife began when Valacar, the son of the Gondorian king Rómendacil II, married a woman of the Northmen ofRhovanion, Vidumavi. She bore him a son Eldacar, but many Gondorians of Númenórean blood were angered by this mixing of blood ofMiddle Men and Númenóreans, and the coastal provinces rebelled when Valacar grew old.When in TA 1432 Eldacar succeeded his father the unrest grew into open rebellion, as many Gondorians saw Eldacar as a half-breed who had no right to rule. The chief of them was his distant relative Castamir the Usurper, Lord of Ships, who in TA 1437 usurped the throne, forcing Eldacar into exile. During the rebellion Osgiliathwas burned, and the great Dome of Stars was lost, together with itsPalantír. Castamir also murdered Eldacar's son and heir Ornendil. Eldacar fled to Rhovanion, and Castamir ruled in his stead.A full decade later, in TA 1447, Eldacar returned with Rhovanion troops; at the same time a rebellion against Castamir's cruel rule took place. Eldacar managed to kill Castamir at the Battle of Erui, but Castamir's sons and many of their supporters fled south to Umbar, once arrived in Umbar, Castamir's sons Prince Angamaite (the iron fist) and Prince Teldumeir began to prepare their defense against Eldacar's troops, having successfully defended Umbar , Prince Teldumeir knew he had nothing meaningful to do anymore in Middle earth, as a result of the ended war and only controlling a small fraction of the once so mighty kingdom of gondor , Teldumeir became depressed and deceided to leave middle earth forever with a small army of 1000 dunedain archers, after he said farewell to his brother Angamaite, he and his dunedain army began to walk endlessly into the south, after months and months of hunger and thirst they met for the first time with new people, Teldumeir began to ask them where they were, ofcourse those people who spoke to Teldumeir could not understand him and instead gave him a map of this new earth, It's clear Teldumeir and his dunedain army were completely lost and had no hopes of returning, the only logical choice they had was to settle them down in this new world and securing their superior Numenor race if they want to reunite with The corsairs of umbar and their king angamaite , Will Teldumeir and his dunedain rangers be able to survive in this new world, will they even perhaps reunite with Angamaite, king of the corsairs of umbar ?, or are they doomed to dissapear.

    Player: Lord of Cats
    Name of Faction:
    The Queendom of Amazonia
    Government Type:
    Theocratic constitutional monarchy
    Official Language(s):
    Amazonian, Scythian, and Sarmatian
    Official Currency: N
    one
    Name of Capitol:
    Themiskyra
    National Anthem:
    We Are the Great Ones!
    Faction Leader:
    Queen Hippolyta XXIII of the 10th dynasty
    Faction Heir:
    Crown Princess Penthesilea
    Official Religion(s):
    Amazonism
    Faction Color:
    Blood Red (red: 164, green: 0, blue: 0)
    Area of Interests:
    Anatolia, Black Sea coast, Caucasus Mountains, Thrace, and Eastern Mediterranean islands
    Faction History: The Amazonians are fierce and beautiful warrior women that have been around since the 1700sBCE. They rather die than submit to any man. This eccentric matriarchy wishes to re-take its ancient homelands and perhaps build a mighty empire. They also wish to give empowerment and fun to girls everywhere… See my thread in the social group for more details.

    Player:
    General Maximus
    Official Name:
    Kingdom of France
    Government Type:
    Absolute Monarchy
    Head of the State:
    Roi Henri IV de Bourbon
    National Capital:
    Paris
    National Anthem:
    Marche Henri IV
    National Currency:
    Livre Tournois
    Official Languages:
    French, Latin
    State Religion:
    Roman Catholicism
    RGB colour: 11, 12, 23
    Player: Finska Lejonet
    Name of Faction: Rossijskaja Imperija
    Government Type: Absolute Monarchy
    Official Language(s): Russia and several others
    Official Currency: Ruble
    Name of Capital: St. Petersburg
    National Anthem: Bozhe, Tsarya khrani
    Faction Leader: Nicholas II
    Official Religion(s): Russian Orthodox
    Faction Color: Yellow

    Player: Fredtrotter
    Name of Faction: The Swiss Mercenary Confederation
    Government Type: Technocracy
    Current Faction Leader: Sir Francis Builler the 7th
    Official Language(s): German
    Currency: Gold and plenty of it.
    Economic System: Many of the nation’s men are hired out to various foreign armies in return for vast amounts of gold
    Name of Capitol: Nil – The Confederacy has numerous cities that govern each state however Zurich is seen as the most important city.
    Official National Anthem: Nil
    Official Religion(s): Mixture between Protestant and Catholic
    Faction Colour: Red (255,0,0)
    Faction notes: The word 'Mercenary' in the name is not only for roleplay. The services of my armies and agents can be bought in exchange for regions.

    Player: Phalanx300
    Name:
    Most Serene Republic of Genoa
    FACTION DESTROYED

    Player: Sonofabooyah
    Faction:
    Kingdom of England
    Government type:
    Semi-constitutional monarchy
    Official language(s):
    Middle English (declining), Early modern English
    Official currency:
    Pound Sterling
    Name of capital:
    London
    Faction leader:
    King George 1
    Official religions(s):
    Roman Catholic
    Faction colour:
    (255, 201, 14)

    Player:
    NobleWoman
    Name of Faction: Queendom of Greater Gandhara
    Government Type: Elected diarchy (two queens)
    Official Language(s): Pali, Scythian, Greek, local Indic dialects
    Official Currency: Kasharpana
    Name of Capital: New Bukephala
    National Anthem: Daughters of the Sword
    Faction Leader: Queens Huvishka and Varahika
    Official Religion(s): Amazonism, Buddhism, worship of Greek, Scythian and local Indic deities
    Faction Color: (red: 0, blue: 0, green: 0) Blue

    Name of Faction: The Holy See
    Government Type: Theocratic Democracy
    Official Language(s):
    Latin; French; Italian; English (Latin or the Faith, French due to the Neighbours, England due to their major influence.)
    Official Currency: Denarii
    Name of Capital: Jerusalem
    National Anthem:
    God Marches With Us.
    Faction Leader: Pope Maximus The Avenger
    Official Religion(s): Strict Roman Catholic
    Faction Color: (red: 247, blue: 12, green: 200)
    Faction History:
    Storm Clouds gather over the World. As the Ancient City Of Rome has been violently taken by the Venetians. The Men Of Faith sail to the Holy Lands for Refugee. Successfully setting up in Jerusalem, the Papal Elections were suspended. A new Pope rose to power, He is
    angry, and wants Rome back in the Hands of the Almighty! The anger of Men and God alike has been lit. Pope Maximus is expansionist. With God on the Side of these men, may they NEVER fail. The Papal Elections are reinstated and Cardinals assigned to each Roman Catholic Nation.

    Player: Aspasia
    Name of Faction: Chechyan Republic
    Government Type: Republic
    Name of Capital: Grozny
    Faction Leader: Dzokhar Dudayev
    Official Religion(s): Secular republic, but a lot of civilians are muslims
    Faction Color: Dark teal

    Current map



    I will try to do 24 hr turns, but the first move will be 48 hrs, to give people time to fill out their faction details as they wish and for people to join.
    Social group
    Last edited by ✠Ikaroqx✠; February 28, 2015 at 03:23 AM. Reason: map updated
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  2. #2

    Default Re: European Wars VII

    ♔ Crown of Aragon ♔



    Capital: Zaragoza (Saragossa)

    Political System: Monarchy

    Religions: Roman Catholic (majority), Islam and Judaism (minorities)

    Official Religion: None

    Faction Color: Pink (R: 253, G: 120, B: 241)

    Move: Use the river to attack the Mediterranean coast. Send in a spy before invading the region.
    Last edited by ♞Rogue General♞; February 23, 2014 at 12:02 PM. Reason: Faction Color

  3. #3
    Rhinelander's Avatar Domesticus
    Join Date
    Oct 2011
    Location
    Cologne, Germany
    Posts
    2,279

    Default Re: European Wars VII

    Deutsches Kaiserreich




    Name : Deutsches Kaiserreich
    Capital : Berlin
    Government : Constitutional Monarchy
    Religions : Protestantic (majority), Catholic (minority)
    Official Religion : Christianity
    Faction Colour : Brown (117,72,49)
    Leader : Seine Majestät, Kaiser Georg Friedrich II.
    Languages : Deutsch [German] (divided into hundreds of dialects)
    Currency : Deutsche Mark [DM]

    We Germans fear nobody apart from god."
    Wir Deutschen fürchten niemand sonst, als Gott."



    Map and Moves


    March from Berlin towards Stettin!


    National Anthem




    Finally, the time has come for me to play as Germany, after I have been playing as other factions than my home country in the last 3 EW's.
    Last edited by Rhinelander; February 21, 2014 at 10:50 AM. Reason: Adding Faction

  4. #4
    Kirila the Kitten's Avatar Primicerius
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    Default Re: European Wars VII


    MOST SERENE REPUBLIC OF VENICE

    Name of Faction: Most Serene Republic of Venice
    Government Type: Republic
    Official Language(s): Italian (Venetian dialect)
    Official Currency: Florin
    Name of Capital: Venice
    National Anthem: GLORY!
    Faction Leader: Doge Kirilus
    Official Religion(s): Orthodoxism, Catholicism
    Colors : Dark Red
    Faction history : A merchant republic whose military is mainly based on experienced crossobwmen, feudal infantry and communist axemen

    MAP AND CLAIMS:HAHA!


    MY MOVE: Attack East of our Glorious Capitol!

    Last edited by Kirila the Kitten; April 05, 2014 at 08:01 AM.

  5. #5
    High Fist's Avatar Vicarius
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    Default Re: European Wars VII

    The Merchant Republic of Norway

    Capital: Oslo
    Faction
    Leader: Karlof Feldstad has been elected Chairman of The Norwegian Union of Merchantmen. He will serve in this role for a period of 7 years.
    Religion:
    Catholic
    Colour: Grey

    Map:
    Spoiler Alert, click show to read: 


    Move: attack west.

    I know how lacklustre my faction is compared to everyone else's! Leave me alone!
    Last edited by High Fist; February 22, 2014 at 08:03 AM. Reason: Move

  6. #6
    Cyrene's Avatar Vicarius
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    Default Re: European Wars VII

    5th

  7. #7
    Lord of Shadows's Avatar Campidoctor
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    Default Re: European Wars VII




    Faction Name: Crown of Castile (Corona Castellae)
    Faction Leader: King Ferdinand III
    Capital: Toledo
    Government Type: Absolute Monarchy
    Primary Language: Spanish
    Secondary Language: Latin
    Religion: Roman Catholic
    Currency: Spanish Real
    Faction Color:
    Gold (Red: 230, Green: 194, Blue: 0)
    "Kind to our allies, merciless to our enemies."

    Starting Position



    Move: Attack the marked region and use a spy.
    Spoiler for Map
    Last edited by Lord of Shadows; March 21, 2014 at 05:04 AM.

  8. #8

    Default Re: European Wars VII

    Ayyubid Dynasty

    ​GovernmentType: Principality Confederation

    Official Language: Arabic, Kurdish

    Religion: Islam, Catholic, Protestantism, anything really we don't care

    Leader: Saladin

    Heir: Al-Aziz Uthman

    Capital: Cairo

    Color: Dark Green (Red: 0 Green: 64 Blue: 0)


    Spoiler for Starting point


    Faction move:

    Spoiler Alert, click show to read: 


    Spoiler for Claims



    Last edited by Spartan999; February 23, 2014 at 07:26 AM.

  9. #9
    Mary The Quene's Avatar Praeses
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    Default Re: European Wars VII






    Name of Faction: Gondorian Rebel Remnants.
    Government Type: oppressive absolute Monarchy
    Official Language(s): Westron
    Official Currency: unknow
    Name of Capital: North Osgiliath
    National Anthem: Lost realm of Gondor
    Faction Leader: King Teldumeir
    Official Religion(s): Eru Illuvator
    Colors : Dark blue
    Faction history :

    The unrest that created the Kin-strife began when Valacar, the son of the Gondorian king Rómendacil II, married a woman of the Northmen of Rhovanion, Vidumavi. She bore him a son Eldacar, but many Gondorians of Númenórean blood were angered by this mixing of blood of Middle Men and Númenóreans, and the coastal provinces rebelled when Valacar grew old.When in TA 1432 Eldacar succeeded his father the unrest grew into open rebellion, as many Gondorians saw Eldacar as a half-breed who had no right to rule. The chief of them was his distant relative Castamir the Usurper, Lord of Ships, who in TA 1437 usurped the throne, forcing Eldacar into exile. During the rebellion Osgiliath was burned, and the great Dome of Stars was lost, together with itsPalantír. Castamir also murdered Eldacar's son and heir Ornendil. Eldacar fled to Rhovanion, and Castamir ruled in his stead.A full decade later, in TA 1447, Eldacar returned with Rhovanion troops; at the same time a rebellion against Castamir's cruel rule took place. Eldacar managed to kill Castamir at the Battle of Erui, but Castamir's sons and many of their supporters fled south to Umbar, once arrived in Umbar, Castamir's sons Prince Angamaite (the iron fist) and Prince Teldumeir began to prepare their defense against Eldacar's troops, having successfully defended Umbar , Prince Teldumeir knew he had nothing meaningful to do anymore in Middle earth, as a result of the ended war and only controlling a small fraction of the once so mighty kingdom of gondor , Teldumeir became depressed and deceided to leave middle earth forever with a small army of 1000 dunedain archers, after he said farewell to his brother Angamaite, he and his dunedain army began to walk endlessly into the south, after months and months of hunger and thirst they met for the first time with new people, Teldumeir began to ask them where they were, ofcourse those people who spoke to Teldumeir could not understand him and instead gave him a map of this new earth, It's clear Teldumeir and his dunedain army were completely lost and had no hopes of returning, the only logical choice they had was to settle them down in this new world and securing their superior Numenor race if they want to reunite with The corsairs of umbar and their king angamaite , Will Teldumeir and his dunedain rangers be able to survive in this new world, will they even perhaps reunite with Angamaite, king of the corsairs of umbar ?, or are they doomed to dissapear

    Start location
    Spoiler Alert, click show to read: 



    Moves coming later today with rp

    Veritas Temporis Filia

  10. #10
    Lord of Cats's Avatar Vicarius
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    Default Re: European Wars VII

    AMAZONIA


    Name of Faction: The Queendom of Amazonia
    Government Type: theocratic constitutional monarchy
    Official Language(s): Amazonian, Scythian, and Sarmatian
    Official Currency: none
    Name of Capitol: Themiskyra
    National Anthem: We Are the Great Ones!
    Faction Leader: Queen Hippolyta XXIII of the 10th dynasty
    Faction Heir: Crown Princess Penthesilea
    Official Religion(s): Amazonism
    Faction Color: Blood Red (red: 164, green: 0, blue: 0)
    Area of Interests: Anatolia, Black Sea coast, Caucasus Mountains, Thrace, and Eastern Mediterranean islands
    Faction History: The Amazonians are fierce and beautiful warrior women that have been around since the 1700sBCE. They rather die than submit to any man. This eccentric matriarchy wishes to re-take its ancient homelands and perhaps build a mighty empire. They also wish to give empowerment and fun to girls everywhere… See my thread in the social group for more details.

    First Move: A new era has dawned for the Queendom of Amazonia. An army of ten-thousand women has been gathered and trained by the Supreme Queen, Hippolyta XXIII. In a grand ceremony she transfers command of this force to her daughter, Crown Princess Penthesilea, who has recently become 18 years of age. Having taken rigorous courses in tactics and leadership, Penthesileais is confident in her abilities. Still… it remains to be seen how she will fare in actual battle.
    The neighboring Turkish sultanates have collapsed into various squabbling rebel city-states. One of these cities to the northwest, Sinope, has a significant port on the coast of the Black Sea. Eager to expand trade with the peoples in the north across the sea, the Queen of Amazonia orders Sinope to be seized.
    As the national anthem of Amazonia plays, the army marches proudly out the west gate of Themiskyra. Clip clop clip, go the horse hooves on the street stones. Citizens cheer and wish them good luck. The warriors bid farewell to their loved ones. With their princess at the head of the column, the Amazonians cross the River Thermodon. Splish splash splish! A bridge was never built because this crossing point is so shallow and narrow, there is no point.
    The army is made of two legions: one cavalry, and one missile. The horse archers and lancers will wipe out any rebel army that appears. Then the city will be besieged and the missile legion will smash the walls with their trebuchets, allowing the horsewomen to charge in and slay the rebel garrison. Before the imminent battle begins, Penthesilea rides up and down the ranks shouting, “Women! Today we take the first steps toward glory! The world has changed and we will take advantage of it as we take back our ancient homelands. Now fight hard, Daughters of Ares, Servants of Artemis! Show the enemy men no mercy! May Nike, Goddess of Victory, be with us!”

    Meanwhile… An Amazonian spy, Thraso, who had recently completed her training, was sent ahead of the army in secret on a black horse. Her mission: infiltrate Sinope, obtain any battle plans the rebel Turks have made, and sneak out with them to give them to Princess Penthesilea. May Nyx, Goddess of Night and Sneakiness, watch over her!
    Map of Amazonian Invasion


    Last edited by Lord of Cats; February 21, 2014 at 06:53 PM. Reason: added music

  11. #11
    Mary The Quene's Avatar Praeses
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    Default Re: European Wars VII




    'It's very quiet down the river there' Madril said, We've sent some scouts to gain access, it seems this river has many secrets to hide for us' Yes Madril, this place remembers me of Osgiliath in middle earth, soon we will build a city equal to Osgiliath in it's greates beatifulness under the capable lead of Ornendil but however we must capture the southern part in order to build a city like osgiliath said King Teldumeir' For sure you're right my king but note we know nothing of this world , i'd wonder how all is going on in middle earth. Me too....me too Madril. I'll lead the scouts over the river and try to gain access my king, for gondor and the king!







    move
    Spoiler Alert, click show to read: 



    Last edited by Mary The Quene; February 21, 2014 at 03:23 PM.
    Veritas Temporis Filia

  12. #12
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: European Wars VII



    KINGDOM OF FRANCE

    Official Name - Kingdom of France

    Government Type -
    Absolute Monarchy

    Head of the State -
    Roi Henri IV de Bourbon

    National Capital -
    Paris

    National Anthem -
    Marche Henri IV

    National Currency -
    Livre Tournois

    Official Languages -
    French, Latin

    State Religion -
    Roman Catholicism

    RGB Colour -
    11, 12, 23


    TERRITORIAL CLAIMS


    STARTING CAPITAL PROVINCE
    Last edited by General Maximus; February 23, 2014 at 09:28 PM.
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
    स्वर्गपुत्र पीतसम्राट - चीन
    महाराजानाभ्याम महाराजा - पारसिक

  13. #13

    Default Re: European Wars VII




    Name of Faction: Rossijskaja Imperija
    Government Type: Absolute Monarchy
    Official Language(s): Russia and several others
    Official Currency: Ruble
    Name of Capital: St. Petersburg
    National Anthem: Bozhe, Tsarya khrani
    Faction Leader: Nicholas II
    Official Religion(s): Russian Orthodox
    Faction Color: Yellow

    Map:
    Spoiler Alert, click show to read: 

    1st move is to attack west to city of Vyborg!

    Tzar Nicholas II summons Cavalry General G.G. Mannerheim to winter palace and discuss with him about hes ambithions to rebuild once great Russian Empire and hands general order to move hes army to west and seize important city of Vyborg.
    Last edited by Flavius Aemilianus Finnicus; February 22, 2014 at 11:30 AM. Reason: Faction





  14. #14
    fredtrotter's Avatar Centenarius
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    Default Re: European Wars VII

    Name of Faction: The Swiss Mercenary Confederation
    Government Type: Technocracy
    Current Faction Leader: Sir Francis Builler the 7th
    Official Language(s): German
    Currency: Gold and plenty of it.
    Economic System: Many of the nation’s men are hired out to various foreign armies in return for vast amounts of gold
    Name of Capitol: Nil – The Confederacy has numerous cities that govern each state however Zurich is seen as the most important city.
    Official National Anthem: Nil
    Official Religion(s): Mixture between Protestant and Catholic
    Faction Colour: Red (255,0,0)
    Faction notes: The word 'Mercenary' in the name is not only for roleplay. The services of my armies and agents can be bought in exchange for regions.

    Move: Attack here please.
    Bringing Awesomeness to twc since 2011

    Australia 5, Poms 0
    Hockey world champions once more!
    Freo will win this year.

  15. #15
    Rhinelander's Avatar Domesticus
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    Default Re: European Wars VII

    I think we need some river rules.
    I doubt that what you're doing fred is possible without that you've built a ship.

  16. #16
    Kirila the Kitten's Avatar Primicerius
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    Default Re: European Wars VII

    Where to show that ship Rhine?


    By the way, what do you guys say about my claims

  17. #17

    Default Re: European Wars VII

    I'll be fine with it as long as you get out of the Egyptian claims I make

  18. #18
    Kirila the Kitten's Avatar Primicerius
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    Default Re: European Wars VII

    I NEED THE SUEZ!

  19. #19
    High Fist's Avatar Vicarius
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    Default Re: European Wars VII

    Oh, I don't think anyone is paying anyone else's "claims" any heed.

    I am though, Spartan you should give Lenin the Suez. It's only fair.
    Last edited by High Fist; February 22, 2014 at 11:02 AM.
    The only self-discipline you need is to finish your sandwiches

  20. #20
    Phalanx300's Avatar Protector Domesticus
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    Default Re: European Wars VII



    Respublica superiorem non recognoscens

    The Most Serene Republic of Genoa

    Name: Most Serene Republic of Genoa
    Government Type: Republic
    Official Language: Italian (Genoese)
    Official Currency: Florin
    Name of Capital: Genoa
    Official Religion: Catholicism
    Color: Lime
    History: A Merchant Republic out to dominate the Mediterranean Sea and to hold its historical possesions.

    Click image for larger version. 

Name:	Genoa.png 
Views:	21 
Size:	187.5 KB 
ID:	302477



    Genoa attacks the coastal province to its west.

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