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Thread: The World War RTD (II)

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    Default The World War RTD (II)

    The World War RTD (II)

    12 turn per year game

    Starting date will be 1250 (or if you want it to be actual World war we can make it

    1914 or 1939). Also some changes in the rules were made since the map is so huge.

    The most notable would be the city and fortress. Read it on the New rule section, and

    for the fortress patches just go to the fortress section. In this RTD you start out with 15 regions

    and if the army system is implemented by vote you start with one small army (you can position

    the army anywhere, and 10 prestige.

    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.

    New Rules

    (For the moves)
    No more intercepting other players moves. You’re no longer allow to go
    “Intercept “xxx” if he takes my region”
    (For the cities)
    An additional rule for the World War RTD is that the guild bonus will now work in assigned continents so a guild in Europe will only grant you that specific bonus in Europe/Middle East and nowhere else, vis-versa in Asia, the North America and South America, or Africa. You also can only build up to 3 cities in each of the continents. This rule was made due to the sheer size of the map and to make sure no city bonus stacked.
    Another note: The Sailors’ Guild is now changed so that you get a plus when if you are moving the fleet instead of giving you a bonus to moving an extra sea zone.


    Victory Conditions
    Any player would win the game if he/she gets 400 prestige points or conquers 150 regions and
    must own at least 20 regions from each of the five continents (whichever happens first)

    Rules
    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 1200 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. Um I guess I'll post the results during 2:00 PM during (USA) EST




    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.

    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 400 prestige points or by owning 125 regions. The player(s) who win the game shall receive reputation from all the other players.


    Factions and Creativity
    Although the game is set in 1250, 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.
    http://i.imgur.com/SeMw5Xv.png
    Spoiler Alert, click show to read:
    http://i.imgur.com/pzU6qv0.png

    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 also not 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.
    Upgrading Fleets:
    [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.
    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 loses 1 ship.
    [5]-[1]=4. The large fleet loses 4 ships.
    [3]-[4]=-1. The medium-size fleet loses 1 ship.
    [3]-[4]=-1. The medium-size fleet loses 1 ship.
    [3]-[3]=0. No ships get sunk.
    [6]-[1]=5. The large fleet loses 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 gives you plus one to moving a fleet.
    [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 in each individual (Europe/Middle East, Asia, Africa, and North America and South America) continent, so in theory you should be able to build 15: 1 – 30 regions: 1 city. 31 – 45 regions: 2 cities. More than 45 regions: 3 cities. A player can therefore build up to 3 cities during the game in each continent. 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 25 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 in each (5) continents continent.

    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
    – Owning 50 provinces
    – Owning 75 provinces.
    - Owning 100 provinces.
    – Starting the first war against another player
    – Getting a roll of [6] for 2 turns in a row.
    – Getting the first revolt
    – Winning the first sea battle
    – Being the first to reach the American mainland coast
    – Being the first to colonize a region in the New World
    – Being the first to own 3 important cities
    – Being the first to own 5 fortifications.
    – Being the first to have his/her faction completely destroyed
    – Owning 100 provinces (Ultimate Victory).


    Map


    Continent Map (might changed the continent map)


    Okay let’s vote on the NEW army rule as to whether you would like to try this or not, or
    have it so that the amount of region you own is how much moves you can make.
    Also lets put a vote on the continent map as to whether the Middle East should be it's
    own continent and South America should be merged with North America to form one continent
    so that the Middle East can be it's own continent (note: my limit is five since
    I don't want to keep track of six continents for cities/army/fortress) or just let
    it stay as it is. Please put your vote in your faction creation post

    Army& Land Battles


    New: You must specify in your move if you want to use the army for

    the extra attack move or plus one.

    Example: Attack X region with the help of the army (with plus one bonus)

    Attack X region with the army (as the military move)

    Army moves are separate from regular moves and does not count as

    your average towards your roll. So you can use a army to have plus

    one attacking a region with a regular move by sacrificing a military

    move or just use the military move to attack a region and regular move

    to build a fleet/city/fortress/attack a region by sacrificing the plus one with

    the army (this only applying for the small and medium army though). Also the army

    can attack only one region with the military move. You get one small army at the start

    and you can place it anywhere you want.

    The army in this version works a wee bit different compare to the old ones. An army is not required to make an attack move; it does however give plus bonus to players if they are using it to attack a region with it with your regular move or you can use it as an military move (military move=extra move you could make with the military trade post (you do not need a military post here though) like the one in the new world in the Europe RTD) to attack one region without a bonus, (this applies only for the small and medium armies, not for large and monstrous). The army also prevents counter attacks from the rebel/player if you get a 1 or a 0 roll, but you do get the penalty for the rolls (Getting a 1 will still give you a minus one for attacking the same region and 0 will prevent you from making a move next turn) and you lose at least 2 regiments in exchange. If the conquest of the said region is successful (by either military move or the plus one) by the army, your army moves to the said region.

    EDIT: I didn't put it in the rule, but there is no limit as to how much time you can use your armies.

    They have no wait turn like spies (hence why I never said anything about waiting turn in the rules)

    NOTE: Your army cannot be upgraded for the first 15 turns, and a army can
    be upgraded every 7 turns.
    Army movement: The army movement counts as a military move and does not take up from your “regular” move; its movement however depends on what number roll you get:
    [0] Your army cannot move for this turn
    [1] Your army moves through only one region
    [2] Your army moves through two regions
    [3] Your army moves through three regions
    [4] Your army moves through four regions
    [5] Your army moves through five regions
    [6] Your army moves through six regions
    [7] Your army moves through seven regions
    [8] Your army moves through eight regions

    The army can also use fleets to move around sea zones by getting into

    a nearby fleet to transport around the world. (Read the Fleet rules as the army

    will under the same rule when it comes to moving in sea). One should put their

    destination on the map as to where you want the army to be at once the fleet

    reaches the sea zone. This does not take up a move but you cannot use the army

    during the landing turn.

    The army move roll does not count toward your overall move rolls. Also an army going through a river or a mountain will get minus one to its movement roll (much like attacking a region).
    How many armies you can move is tie down to your prestige, instead of your overall roll.
    1-60 prestige: You can only move/attack a region with one of your armies
    61-150 prestige: You can move/attack a region with two of your armies
    151-280 prestige: You can move/attack a region with three of your armies
    281-390 prestige: You can move/attack a region with four of your armies
    Army recruitment:
    [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 attempt to recruit a new army is a total failure. If you attempt to recruit an army again, you’ll have a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – Problems cause the recruitment of an army to fail. You are able to do 1 move.
    [3]: Fail – The recruitment is ongoing and the army is not yet finished. If you attempt to recruit a army again, you’ll get a +1 bonus point. You are able to do 1 move.
    [4]: Success – A small army is completed. Regiment: 3. You are able to do 1 move.
    [5]: Great Success – A medium-size army is completed. Regiment: 5. You are able to do 2 moves.
    [6]: Epic Success – A large army is completed. Regiment: 8. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – A magnificent army is completed. Regiment: 12. You gain 1 Prestige point. You are able to do 3 moves.
    [8]: Divine Success – A monstrous-size army is completed. Regiment: 17. You gain 2 Prestige points. You are able to do 3 moves each with a +1 bonus point.
    Upgrading army:
    [0]: Beyond Epic Fail – The upgrading turns into a disaster as many recruiters are killed by the recruits! You are unable to make a move next turn and if you attempt to upgrade any army 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 army 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 army again next turn, you’ll have a +1 bonus point. You are able to do 1 move.
    [4]: Success – The upgrading succeeds and your army advances up 1 level. You are able to do 1 move.
    [5]: Great Success – The upgrading succeeds and your army advances up 1 level. If you attempt to upgrade any army 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 army 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 army advances up 2 levels. If you attempt to upgrade any army 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 army advances up 3 levels! You are able to do 3 moves each with a +1 bonus point.
    Small to large army will give plus one attacking a region (not vs army though) using your regular move, the small and medium armies however does not get the plus one if you are using military move.
    Magnificent to monstrous army will give plus one attacking a region (and plus one for the first three roll vs an army)
    Listing armies
    The Game Master will fill out an update this table when armies are build/ destroyed// upgraded or they move to a different land zone

    Army Size Limits:
    Your faction can only have so many armies. How many army you can build is determined by how many regions you have –
    Up to 1-20 regions, max of 1 army
    Up to 21-35 regions, max of 2 armies
    Up to 36-40 regions, max of 4 armies
    Up to 41-50 regions, max of 5 armies
    Up to 51-60 regions, max of 6 armies
    Up to 61-70 regions, max of 7 armies
    Up to 71-80 regions, max of 8 armies
    Up to 81-120 regions, max of 9 armies
    Land Battles:
    Land battles are fought between 2 armies only.
    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 army. If the result is a 0 then it is a draw and no regiments are lost. The average point for moves is calculated by all the points the army got in the battle.
    Example of a Land Battle
    A medium-army war fleet (regiment: 5) VS. a large army fleet (regiment: 8):
    [2]-[1]=1. The large army loses 1 regiment.
    [5]-[1]=4. The large army loses 4 regiment.
    [3]-[4]=-1. The medium-size army loses 1 regiment.
    [3]-[4]=-1. The medium-size army loses 1 regiment.
    [3]-[3]=0. No regiment lost in the ensuing battle.
    [6]-[1]=5. The large army loses its last 3 regiment and is completely destroyed! (all 8 regiments were destroyed)
    The medium-size army fleet wins!
    Average points for the two players:
    The medium-size army faction: (2+5+3+3+3+6)/6 = 4
    The large army faction: (1+1+4+4+3+1)/6 = 2
    As you can see, army gets damaged in battle. Players can replenish their victorious army by placing them stationary in a region owned by you or by your allies. In your region your replenish rate is +2 while in allied region it is +1
    Last edited by Spartan999; May 16, 2015 at 11:47 AM.

  2. #2

    Default Re: The World War RTD (II)

    I'll start posting the turns at Friday or Thursday

  3. #3
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: The World War RTD (II)

    Hey, if you will have me:

    Name of Faction: Mamluk Sultanate of Egypt
    Government Type: Monarchy
    Official Language(s): Arabic; Turkic; Circassian
    Official Currency: Dinar
    Name of Capital: Cairo
    National Anthem:
    Spoiler Alert, click show to read: 

    Faction Leader: Hasim ibn Asma ibn Dana ibn Hadi al-Baelgoi
    Official Religion(s): Sunni Islam
    Faction Color: (red: 255, blue: 194, green: 13)
    Faction History: Coming from a long line of nobles, laying claim to ancestry dating back to the beginning of Islam, Hasim al-Baelgoi earned the loyalty of the Mamluks of the Caliph of Egypt. In on a warm, moonless night, the Caliph was overthrown, the Mamluks raising Hasim to the Sultanate. With a vast brood of strong sons and daughters to carry on his line, Hasim has called forth all loyal servants of Allah to unite the world in the name of their great deity.
    Map:
    Move: A spy scouts ahead of the Egyptian army, which attacks the red region indicated.

    As to the voting, I am not experienced at all, so I would like to refrain if that is acceptable.
    Last edited by Iron Aquilifer; May 12, 2015 at 03:43 AM. Reason: Corrected

  4. #4

    Default Re: The World War RTD (II)

    Welcome, hope ye enjoy the game. Also

    You start with 15 regions so you need to fill up

    a little bit more of your territory (since we are using

    the globe), also yeah you don't have to vote if you want to.
    Last edited by Spartan999; May 11, 2015 at 04:34 PM.

  5. #5
    Lord of Cats's Avatar Vicarius
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    Default Re: The World War RTD (II)

    ~ Imperium Matrianum ~



    "Resolve the weaknesses of your heart
    Yield to the goodness that surrounds you
    Obey the laws of your Empress
    Bring wrath upon those who will destroy
    Inspire love of living righteously
    Vest in yourself the Code of Libra"
    -- The Code of Libra, as revealed by the Goddess Herself to the first priestesses.

    Name of Faction: Matriana Empire

    Government Type: matriarchal theocratic absolute monarchy

    Official Language(s): Matrium (similar to Latin)

    Official Currency: none. An elaborate and fair system of bartering is done for exchange of goods.

    Name of Capital: Waterfall City

    National Anthem: Tempest Vernum (Spring Time)

    Faction Leader: Empress Laverna II

    Official Religion(s): The Order. It is a pantheon of goddesses, though Libra, Goddess of Order, is held highest in the Empire.

    Faction Color: Imperial Purple (red: 111, blue: 221, green: 0)

    Faction History: A tribe of warrior women and their male slaves were pulled into a portal and deposited in a lush rainforest. They founded a settlement near a beautiful waterfall they named Angel Falls. It built up around the falls into a great city, complete with libraries, baths, paved streets, theaters, and stone walls. The surrounding peoples marveled at the might of these women bearing steel weapons and wondered at their technological achievements. Having converted to The Order, most of the surrounding tribes became absorbed within the Empire. However, many new tribes the Matriana have come in contact with are hostile. The priesthood has also predicted a time of great strife in the near future. With these tidings, Empress Laverna, second of that name, has commanded the Imperial Army to increase in size.

    Faction Society: All mothers are seen as semi-divine for having birthed new life. Therefore children are taught to practically worship their mothers and obey them without question. This obedience is transferred into religion and politics where the monarch, advised by the priesthood of The Order, rules with divine right. Men are treated as property and work as slaves for their mistresses. Men are not allowed to become priests or hold many positions of authority. Religion is a huge part of Matriana life. All citizens must embrace the Code of Libra and strive to live by its tenets. Many attend ritual services. Priestesses also function as judges in law courts to make sure Order reigns supreme over society.

    Location Map:

    Star is my capital region. If I went over 15 let me know. Thanks.

    First Move: The Imperial Army led by Crown Princess Varina marches west towards Lake Maracaibo (region is marked on the map) to crush some insolent rebels that have arisen there. A spy is sent ahead to gather intelligence before the attack is launched. Then horse-archers will soften the enemy up before our mighty halberdiers slash them to pieces! Glory for the Empire! If two moves are allowed, build a fleet in the East Caribbean Sea.

    Cheers! Cats
    Last edited by Lord of Cats; May 14, 2015 at 09:41 PM. Reason: changed national anthem

  6. #6
    NobleWoman's Avatar Campidoctor
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    Default Re: The World War RTD (II)

    I am going to join too. Just need to think up my faction.

  7. #7
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: The World War RTD (II)

    Quote Originally Posted by Spartan999 View Post
    Welcome, hope ye enjoy the game. Also

    You start with 15 regions so you need to fill up

    a little bit more of your territory (since we are using

    the globe), also yeah you don't have to vote if you want to.
    Sorry about that, will change it asap.


    EDIT: Changed
    Last edited by Iron Aquilifer; May 12, 2015 at 03:41 AM.

  8. #8

    Default Re: The World War RTD (II)

    Name of Faction: The Viking Settlers of Vinland, or Vinland for short
    Government Type: The Council of Chieftains
    Official Language(s): Norse, Inuit languages
    Official Currency: to be determined
    Name of Capital: Vinland
    National Anthem: to be determined
    Faction Leader: Jarl Bjorn Einarsson
    Official Religion(s): Mix of Norse mythology and Inuit animism
    Faction Color: (red: 115, blue: 255, green: 186)
    Faction History:
    Spoiler Alert, click show to read: 
    (Pretend the actual historical details of the vikings landing on North America are here) As the decades flew by, there was less and less contact between the Norsemen of Vinland and their brethren back in Europe. Instead, contact with Native American tribes (Inuits in particular) have steadily increased, and the two cultures have started to mix in the considerably-grown realm of Vinland. However, the expansionist ways of the vikings are sure to find some resistance among some of the tribes...

    Map:
    Spoiler Alert, click show to read: 


    For the first move, we start building a city in our capital (red dot).

    I'm indifferent about the new army system.

    EDIT: The army can still attack only one region per turn with the extra military move, right?
    Last edited by Sleeping Bear; May 12, 2015 at 06:02 AM.

  9. #9
    AntonisTheGreek's Avatar Senator
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    Default Re: The World War RTD (II)

    The Greek City-States Confederation


    Government Type:Confederation
    Official Language(s):Ancient Greek
    Official Currency:varies throughout the city-states
    Name of Capital:Athens(We don't actually have a capital,but since Athens is our most important city,we shall consider it our capital)
    National Anthem:-
    Faction Leader:We have no central authority.Each city-state has its own governor.
    Official Religion(s):Greek Paganism
    Faction Color: (red: 197, blue: 194, green: 129)
    Faction History:The Greeks have a right to be proud. They are the fathers of democracy and reason, bringers of civilization and culture to the lands around the Mediterranean. There are few corners of the known world that have not felt the tread of a Greek army, or been graced by the magnificence of Greek architecture. The world is only the way it is because Greeks fought off the despots of Persia, and because Alexander led Greeks to the ends of the earth!Now, however, the Greeks are reduced in power, and largely confined to their original homelands. A loose confederation of city-states and petty kingdoms, held together by a need for mutual protection, is what remains. But there could still be greatness within Greece. The same blood that once defied Xerxes still runs in the veins of Athenians, Thebans, Spartans and the rest. The men of Greece still value their independence and civilization, and could still take this back to every corner of the world.
    Map:
    (the region with the red star is our capital)

    Our move:attack the red region normally,and the green region with the army.Use a spy on the attack against the coastal region:



    My views on continents and army system:keep the continents as they are,and use the new army system.
    Last edited by AntonisTheGreek; May 15, 2015 at 05:22 AM.

  10. #10

    Default Re: The World War RTD (II)

    Quote Originally Posted by Sleeping Bear View Post
    EDIT: The army can still attack only one region per turn with the extra military move, right?
    Yes since the army can be used as a military moves or a plus one

    bonus attacking a region, and it can only attack one region.

    The only time the army can jump though regions is when they

    are moving through allied or your own regions
    Last edited by Spartan999; May 12, 2015 at 07:22 AM.

  11. #11

    Default Re: The World War RTD (II)

    Alright, I'll post my faction tomorrow, but I do have some questions: How can I know if a region is larger than 14 pixels? Is the circumnavigation of the earth possible (moving from Micronesia to Hawai)? Also, how many regions should the victor conquer, 150, 125 or 100? Finally, How exactly armies work? Can you use them every turn or every five turns? Is their special move something like the missionary mission for the colonies?

  12. #12

    Default Re: The World War RTD (II)

    Quote Originally Posted by Abdülmecid I View Post
    How can I know if a region is larger than 14 pixels? Is the circumnavigation of the earth possible Also, how many regions should the victor conquer, 150, 125 or 100?
    Eh I am pretty chill about that rule, as long as the regions has more then three white dots, it counts as a region.

    Quote Originally Posted by Abdülmecid I View Post
    Finally, How exactly armies work? Can you use them every turn or every five turns? Is their special move something like the missionary mission for the colonies?
    You can use armies anytime you want without a waiting period to make the game move faster, hence

    why I never specified a cool down. Their special move is more like the spy as it give you plus one attacking a region (but the plus one is guaranteed),

    the army can also be used to make a extra attacking move to attack a region by forgetting about the plus one it gives

    attack a region using the "regular" move to attack with the army

    (this only applies for small and medium army, maybe for large as well)
    Last edited by Spartan999; May 12, 2015 at 08:11 AM.

  13. #13

    Default Re: The World War RTD (II)

    What about Maggelan? Can sb move from Asia to America? Finally (really, finally this time), an army that has attacked successfully, is it moved to the conquered region or does it remain in the same region?

  14. #14
    Speedlion's Avatar Ordinarius
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    Default Re: The World War RTD (II)

    I propose for the continents to be a little different... Instead of cutting off half of Asia, put the Middle East with Asia and put all of Russia, Kazachstan, Turkey, Azerbeidzjan, Georgia and Armenia with Europe to create something like Eurussia. I'd have voted for Oceania to be a sixth continent, but since you don't want more than six continents, I guess we'll have to put that with Asia. I'll post a map to show what I mean...

    ¬¬ The Speedy Detective ¬¬ ||| Attention: User has a severe case of insanity! Approach with caution! ||| Big anime fan. Favors Shounen and Tsundere ||| Doesn't actually play TW. Is here just for the fun ||| Is a proud Dutchie |||

  15. #15

    Default Re: The World War RTD (II)

    Quote Originally Posted by Abdülmecid I View Post
    What about Maggelan? Can sb move from Asia to America?
    Uh sure why not.

    Quote Originally Posted by Abdülmecid I View Post
    Finally (really, finally this time), an army that has attacked successfully, is it moved to the conquered region or does it remain in the same region?
    Yes the army moves to the conquered regions (by either military move or provided the plus one).

    Quote Originally Posted by Speedlion View Post
    I propose for the continents to be a little different... Instead of cutting off half of Asia, put the Middle East with Asia and put all of Russia, Kazachstan, Turkey, Azerbeidzjan, Georgia and Armenia with Europe to create something like Eurussia. I'd have voted for Oceania to be a sixth continent, but since you don't want more than six continents, I guess we'll have to put that with Asia. I'll post a map to show what I mean...
    I mean I can try to go for six continent

  16. #16
    Speedlion's Avatar Ordinarius
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    Default Re: The World War RTD (II)

    As promised:

    Spoiler Alert, click show to read: 




    I propose using this map as the actual map for downloads and for turn updates, as it is clear what the continents are, yet it isn't hideous. Another thing, I propose sea moves are not done per continent, but globally... Either have sea moves be independent of whatever continent's moves you want to spend on a sea move (i.e. it doesn't matter where your ship is, as long as you still have a move from Africa or America or whatever, you can use it on a sea move) or you make a whole different set of sea moves altogether, next to each continent. This does not go for building and upgrading a ship, of course...

    Go with whatever you feel is best... if we were to add Oceania to the mix, I propose every island that is not connected to mainland Asia and above Australia (Papua New Guinea, Indonesia, Philippines, Taiwan, half of Malaysia, Brunei) belongs to Oceania. As you can see, though, Oceania would have a very small amount of regions, making it hard for more than 3 players to gain more than 20 regions on Oceania... This'll increase the tensions between nations trying to win, which is good =3

    That is, if you are sure you wanna go with six continents... you could have a second GM do half of the continents...

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  17. #17

    Default Re: The World War RTD (II)

    By the way, it seems our World Wars map doesn't have rivers at all. Probably not worth making a new map over, though.

  18. #18

    Default Re: The World War RTD (II)

    Kingdom of Portugal
    History
    So, once upon a time, King Ferdinand IV the Easygoing was a happy feudal lord in central Portugal. Then, in a silent night, Lady of Fátima appeared in one of his dreams.
    Quote Originally Posted by Lady of Fátima
    'Sup, Ferdie? Y'know, in the future, there'll be a gr8 strategy game, featuring the military struggles across history.
    Quote Originally Posted by King Ferdinand IV the Smiling
    Oh, that's cool, Fattie. Good for them, I guess.
    Quote Originally Posted by Lady of Fátima
    Yeah, listen. One of their games will be about medieval Japan, which you tried to convert a bit later.
    Quote Originally Posted by King Ferdinand the Happy
    Great! I wish I could convert Japan with my Portuguese missionaries, too!
    Quote Originally Posted by Lady of Fátima
    Actually, Portugal isn't playable, bro. No starting positions, ya know. But there'll be another game about Europe in the early 19th century and a French conqueror
    Quote Originally Posted by Ferdinand IV the Not So Happy
    Oh, well, it's a pity for Japan, but it'd be fun to halt the French tyrant with my Portuguese grenadiers, wouldn't it?
    Quote Originally Posted by Lady of Fátima
    What r u talking about, dude? Portugal isn't playable in that game, either. Better luck with the Empire game, where Portugal has one of the largest colonial empires.
    Quote Originally Posted by King Ferdinand IV the Meh
    Too bad for the French ruler, but crossing the oceans with my Portoguese galleons, crushing exotic Kingdoms, establishing tradin...
    Quote Originally Posted by Lady of Fátima
    Cool story, bro, but Portugal is unplayable, ya know. However, there's another game, concerning the Penninsular War with four factions, Spain, France, the United Kingdom and, of course, Portugal, with all of them being playable...
    Quote Originally Posted by King Ferdinand IV the Frustrated
    I knew it! About time Portugal gets some love, too, for a ch...
    Quote Originally Posted by Lady of Fátima
    Ferdie, plz, let me finish. All of them playable, apart from... Portugal! LAWL!:rofl:
    Quote Originally Posted by King Ferdinand IV the Upset
    What the ! Are they out of their ing minds? Is there any ing Almohadan in charge of that producer?!
    Quote Originally Posted by Lady of Fátima
    Quote Originally Posted by King Ferdinand IV the Furious
    So, King Ferdinand IV was blessed with the charisma of rage. In a violent Rampage, he singlehandedly conquered southern Brazil, Bristol Bay in Alasca, parts of Morocco and a diagonical line in the island of Timor. Still holding grudge against the anti-Portuguese jerks, he and his Kingdom are determined to vanish everyone standing in their path to Ultimate Playability.
    Language: Portuguese Currency: Chill Pills (really valuable) Name of the Capital: Fortaleza Fúria
    Faction Leader
    Ferdinand IV the Furious
    Spoiler Alert, click show to read: 
    Colour: Red-255 Green:128 Blue: 0
    Religion
    Christianic Playabilitism (A Christian sect, according to which, we care more about the fact that Our Precious Portugal isn't ing playable than we do about the non-Portuguese who got crucified. Life goes on, guys...).
    Orange marks our territories, the blue square marks our capital, the blue X marks the position of the army, the red in Morocco marks the region that is going to be attacked by the army and the red in Alaska marks the region we're going to attack with the help of a spy.
    Spoiler Alert, click show to read: 
    I vote for the new army system and the North/South America map. No problem with Spedillion's suggestion, either, but don't go for a sixth continent, as that'll mess the game, with no symmetrical continents. Whoever controls the smallest one will win the game.

  19. #19
    Speedlion's Avatar Ordinarius
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    Default Re: The World War RTD (II)

    Yo, Abdulmecid, you start with 15 regions in this game =3

    ¬¬ The Speedy Detective ¬¬ ||| Attention: User has a severe case of insanity! Approach with caution! ||| Big anime fan. Favors Shounen and Tsundere ||| Doesn't actually play TW. Is here just for the fun ||| Is a proud Dutchie |||

  20. #20

    Default Re: The World War RTD (II)

    he totally got 15 regions..... in every continent that is

    (I prob should have set a rule where you can only start

    in either one or two continent)

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