Rules Changes and Proposals

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  1. Lord of Cats
    Lord of Cats
    If anyone has any proposals for some new rules, or the changing of any existing ones, post it here. Anyone and everyone in the group can chip in if they like, and please don't be frightened to propose a rule!

    These are our current rules:
    THE REGULAR RULES:

    Rule #1 is this: all players must abide by the TOS when playing this game. If they do not, they will be kicked out.
    Turns and Time

    Every turn is 24 hours long. In-game a turn lasts 6 months, but that is just for role-play purposes. The game begins in 1480 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 within one turn he/she will lose the turn. Each turn ends at _____________.

    Prestige and Victory

    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, and 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 150 prestige points or by owning 100 regions. The player(s) who win the game shall receive reputation from all the other players.

    Factions and Creativity

    To make your faction simply fill out this template:

    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).

    Factions cannot be 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, cyclopes, 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.

    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 would also lose 3 prestige points. 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.

    The players shall do diplomacy among their factions initially via Private Messages (PMs) with the GM receiving a copy of it. Later, diplomacy will be conducted in a social group that the GM will create. If you cannot join the social group yet, continue to do diplomacy by PMs.


    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 and 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 color 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 any region, you’ll have a -1 penalty point.You are able to do 1 move.
    [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.

    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.

    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.

    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 and 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 their coastal region is bordering that they want the fleet to be 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.



    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. 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.


    Revolts and 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 send the map with the region marked by a bright red dot. 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 and 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.
    [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 and 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 and Alliances

    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. 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.

    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 and 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 gray 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 when you have 15 regions, 2 when you have 30 regions, and 3 when you have 60 regions. 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.


    Fortifications and Defenses

    Fortifications are purely military constructions designed for defense in warfare and/or be used as military bases. To build a fortification, a player must place a gray 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.


    A player can build up to 5 fortifications: 1 at 15 regions, 2 at 30 regions, 3 at 45 regions, 4 at 60 regions, and 5 at 75 regions. Fortifications cannot be built in a region that already has a fortification or an important city. Fortifications cannot be completely destroyed and therefore are permanent. Players can own any number of fortifications.


    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]: Edward Snowden Leaks Espionage Secrets! – 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.
    – 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).



    THE COLONIAL RULES:

    Come into effect on Turn 26 in 1492 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.

    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 color 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.

    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.
  2. ✠Ikaroqx✠
    ✠Ikaroqx✠
    - New Feature proposal -

    Fortifications

    Overview
    These will be highly defensible buildings placed in strategic locations to help defend your empire. Only one fort can be built per region. Depending on the level of the fortification they negate the enemy's attack for -1 and -2, yet each attack will weaken a fort. However a limit of 5 forts can be built by each player, so choose carefully where you place your fortifications. They also can't be dismantled and rebuilt - once a fort is built, it is there permanently.

    Building forts
    Building them works the same as as ship building and city building works. You can built one in any region of your choice and the size of the region does not affect the building of the fort in any way. When a player wants to built one, they say in their turn 'I built a fort in thisaplace' and show on a map exactly where they want it to be placed. It is beneficial for the player to specify where they want their fort to go.

    Building
    As with ships and cities, forts have different levels. The numbers are not the strength of the fort, but the type that is built depending on your roll results.
    [1] Total failure to built fort.
    [2] Construction goes well, but workers run out of supplies. +1 next time you built a fort
    [3] Encampment built
    [4] Motte and Bailey built
    [5] Keep built

    [6] Castle built
    [7] Citadel built
    [8] Epic citadel built

    Fort levels
    Fort level is how strong the fort is and the effect it has on enemy attacks against it.
    [1] Encampment [-1 effect on enemy attack]
    [2] Motte and Bailey [-2 effect on enemy attack]
    [3] Keep [-2 effect on enemy attack]
    [4] Castle [-3 effect on enemy attack]
    [5] Citadel [-3 effect on enemy attack]
    [6] Epic citadel [-4 effect on enemy attack]

    Attacking forts
    Attacks launched against forts are done exactly the same as regular moves - just say where you want to attack and the GM will roll your move. However forts will effect your roll, so whatever your roll will be negated by the negative effect from the fort. As such against an epic citadel any attack will fail unless an 8 is rolled. Against a citadel and castle a 7 or 8 has to be rolled to take it. Against a keep and Motte and Bailey a 6, 7 or 8 has to be rolled to take it. Against an encampment a minimum of 5 has to be rolled to take it.

    Weakening and destroying forts
    Forts weaken each time from enemy attack, and for the sake of gameplay there is no way to repair them and otherwise someone could live on far longer than they should by sheltering behind their mostly invincible epic citadel. Forts weaken after every enemy attack and given enough attack they will be destroyed from the effects of battle. Every failed attack removes 1 level from the fort, so an epic citadel becomes a citadel, which becomes a castle, a castle becomes a keep, etc. Once a fort is level [0], it is destroyed and the region is open for the attacking player to attack normally as the defensive bonus of the forts have been removed. As such it takes six unsuccessful attacks to bring down an epic citadel. As such it is just as beneficial for the attacker to get a high roll as they will capture the fort will a successful attack, whereas lower attacks will eventually destroy the fort and they will be denied capturing it for themselves.

    Captured enemy forts
    If you successfully capture a fort in your turn it isn't destroyed, but you capture it. Just say you've already built your five forts, but then you capture territory from another player which includes a fort of their own. As you captured it, you're allowed to keep it plus your five other forts - captured forts don't count as the five you're allocated to built. As such you could theoretically have dozens of forts around your empire, yet only five of them were built by you.

    Rebuilding destroyed forts
    Destroyed forts can't be rebuilt - so once down, always down. Unless you capture enemy ones you won't be allowed to built more to get your total back up to five, so choose carefully where you place them. This is to prevent players on the brink of defeat of ringing their dwindling empire with an impregnable border.

    Benefits
    They will allow players to defend strategically defensible places such as the Alps, Caucasians, Pyrennes, Baltic, Bosphoros and coastlines - a fort placed in one of the few passable mountain regions will be a very formidable barrier for any invading player.

    On the map
    They will be represented with a red X, but for players who have a red as their faction colour colour will be changed.

    Additional
    To keep track of each player's forts and level a new content box will be made below the ones for map, regions and ships after every turn.
    For example:
    Fortifications
    IX Varangian Cohort - Three (West Alps (2), East Alps (5), Southern Italy (8)


    The GM will have to remember to -1 from the relevant fort after each unsuccessful attack, or remove it from the player who looses it. Players who capture an enemy fort don't have it added to their total of 5 as it isn't part of their allocated 5.
  3. General Maximus
    General Maximus
    My God, that is awesome! I wanted to propose the 'fortification' feature ever since I began playing EW-IV a long time ago. I support this.

    The only thing is, it might become too much for GM to handle.
  4. SonofaBooyah
    SonofaBooyah
    This looks like a fantastic idea, I praise you for the amount of effort you have put into it as well. My only issue is that I think a [-4] would be too much.
  5. Lord of Cats
    Lord of Cats
    Noted and ADDED: http://www.twcenter.net/forums/showt...1#post13027243 . Changed citadel's effects and removed the "weakening fortification" part. Cheers! Your humble game master, Warrior Cat.
  6. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Thanks for the support guys. I must say your interpretation of it makes more sense WC and it'll make it easier on you and future GMs.
  7. Lord of Cats
    Lord of Cats
    Thank you Varang! Ha ha, that is why I am not affiliated with any religion: my own interpretation of the universe makes the most sense to me and not others'. I'll suggest to the other players to give you a +rep for coming up with this. Cheers! WC
  8. Lord of Cats
    Lord of Cats
    Quote Originally Posted by General Maximus
    And why so many weird rules?
    They are not weird in my opinion. You have a problem with them? Let's talk about it here. WC
  9. Ciloron
    Ciloron
    The "For 5 turns no hostility for newcomers rule" is not weird at all. It was added to the game in the first EW to protect newcomers, since the newcommers with only 1 or 2 regions got destroyed immediatly by the larger nations.
  10. Lord of Shadows
    Lord of Shadows
    Shouldn't there be some bonus for the newcomers?
  11. Ciloron
    Ciloron
    No, that wouldn't be fair to the people who started playing from the start
  12. Lord of Shadows
    Lord of Shadows
    Ok.
  13. ♞Rogue General♞
    ♞Rogue General♞
    IMHO, there should be some bonus for newcomers. Lets face it, all the players who started in the past 2-3 turns (and me as well) have very little (basically none) chance of winning.
    Unless WC's dice has magical properties that enhances the rolls of all players that are located in Iberia/North Africa.

    ^ Btw, I'm not complaining, just stating the facts. This game is fun, regardless of who wins imo.

    Quote Originally Posted by Warrior Cat View Post
    PPS: Also you have made a trade agreement with the Kingdom of Simon. You cannot declare war on a faction you made a trade agreement with until 2 turns have passed. Did you read the new diplomacy rules?

    Quote Originally Posted by General Maximus View Post
    And why so many weird rules?
    @General Maximus,

    What do you mean by "weird" rules?

    It makes sense, actually. What would be the point of establishing trade rights otherwise?
    I'm happy that diplomacy has real gameplay effects, and is not just there for role-play only (even though role-play is also fun ).
  14. Ciloron
    Ciloron
    Uhm, this game is not only based on chance, but also how you play the game. If played well, someone could start at turn 50 and still win the game.
  15. SonofaBooyah
    SonofaBooyah
    Not really Ciloron. You can be a tactical genius at this game but ultimately you're at the mercy of WC's dice.
    However I also don't think it would be fair if newcomers got massive bonuses so they can keep up with people who have been here from the start.
  16. Ciloron
    Ciloron
    I started in EW IV a long time after the first turn. Before I left I was one of the larger factions, so it is possible to win while you started later.
  17. SonofaBooyah
    SonofaBooyah
    If the rolls are in your favour, of course it's possible.
  18. Ciloron
    Ciloron
    And that is why im so against bonusses. In combination with a lot of good rolls, it will get too easy for newcomers.

    Besides, its only realistic that new nations between a lot of larger nations will have a harder time than those who were playing from the start.
  19. Lord of Shadows
    Lord of Shadows
    I didn't think of massive bonuses. Just a little ones to help you conquer your first regions.
  20. SonofaBooyah
    SonofaBooyah
    I suppose a few little bonuses wouldn't be too bad, but only for a limited amount of time, like during the 5 turns of immunity.
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