Rise of the Republic II

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  1. ♞Rogue General♞
    ♞Rogue General♞
    Rise of the Republic II


    In this Rome-themed game of conquest, players can build up towns/cities, recruit armies, and expand their glorious empire.

    [Update September 9, 2014]
    I am in the process of rewriting the rules to make things simpler, and easier to understand.

    Creating a Faction/ Joining the Game

    To join the game, simply fill out this faction template and post your turn:

    Template
    Spoiler Alert, click show to read: 
    Required Fields
    *Name of Faction:
    *Name of Capital:
    *Faction Color: (red: 0, green: 0, blue: 0)
    *Location Map: (save the map in this post to your computer and open it with a program such as Pain to fill in your starting capital region).

    Optional Fields

    Faction Leader:
    Government Type:
    Official Language(s):
    National Anthem:
    National Flag:
    Official Religion(s):
    Faction Military:
    Faction History:


    Factions must be based on history (no fantasy). If you're having trouble deciding which faction to play as, simply pick a faction from this list: http://www.honga.net/totalwar/rome2/faction.php?l=en


    Players and their Factions
    Kingdom of Pontus (✠Ikaroqx✠)
    Roman Republic (Kirila the Kitten)
    Kingdom of Sparta (Lord of Cats)
    Kingdom of Iceni (theworldstage)
    Republic of Carthage (Cyrus Kabir)
    Seleucid Empire (Helius)
    Kingdom of Armenia (Rhinelander)
    Athens (Lord of Shadows)
    Uluti Tribe (High Fist)
    Kingdom of Parthia (NobleWoman)
    Kingdom of Macedon (General Maximus)
    Greco-Baktrian Kingdom (SonofaBooyah)
    Slavic Tribes (Librarian)
    Ptolemaic Kingdom (Sleeping Bear)
    Kingdom of Gallaeci (Rಠgue)


    Questions? Rule change suggestions? You can ask here.
    You may also sign up for factions here.
  2. ♞Rogue General♞
    ♞Rogue General♞
    Edited "Diplomacy" and "Techology".

    Next on to-do list:
    Militia Garrison done
    Map edit done!
    Update: rules and map are complete!
  3. Lord of Shadows
    Lord of Shadows
    Looks great but, will you be able to manage all these things?

    1 question:
    Quote Originally Posted by Rogue General
    Is it possible to make a trade route if red faction places a merchant fleet in Central Mediterranean and purple faction places it in Eastern Mediterranean?

    1:
    Players can destroy some of their buildings to regain some gold.

    2:
    Quote Originally Posted by Rogue General
    If you are
    Quote Originally Posted by Rogue General
    allied to 2 factions who happen to be at war with each other, you may terminate one of the alliances without any penalty.

    Players
    must terminate an alliance with 1 of those 2 factions. I think it's more realistic.

    3:
    Players can name their armies for role-play, and I guess it's easier for GM.
  4. ♞Rogue General♞
    ♞Rogue General♞
    Quote Originally Posted by Lord of Dread
    1:Players can destroy some of their buildings to regain some gold.
    Of course! I had this in the back of my mind when I was formulating this game, but somehow I forgot. Thanks, added.
    Quote Originally Posted by Lord of Dread
    Spoiler Alert, click show to read: 
    2:

    Originally Posted by Rogue General
    If you are




    Originally Posted by Rogue General
    allied to 2 factions who happen to be at war with each other, you may terminate one of the alliances without any penalty.




    Players
    must terminate an alliance with 1 of those 2 factions. I think it's more realistic.
    While I do agree that this is more realistic, I don't want to force players down a linear path. It is natural for a player to break one of their alliances that situation, but I don't want to make it a requirement.
    Quote Originally Posted by Lord of Dread
    3:Players can name their armies for role-play, and I guess it's easier for GM.
    Good suggestion! Added under "Armies and Militia Garrisons" section.



    EDITS


    Added this in "Regions, Capitals, Mountains and Rivers" Section. This is not a rule change... just organized things better for easier readability.
    Spoiler Alert, click show to read: 

    All Rebel regions are Garrisoned by 3 Units of Militia. The Militia garrison strength of a Player's region depends on how developed that region is:
    • Region with no buildings: 1 Unit of Militia
    • Region with a Trading Post: 1 Unit of Milita
    • Region with Town or City (no Barracks): 2 Units of Militia
    • Region with Town or City (with Barracks): 3 Units of Militia

    Note: Militia Garrisons are invisible on the map. They do not have any upkeep. They cannot be ordered to launch in invasion of other regions- they are for defense purposes only.


    Also added this under "Gold, Treasury, and in-Game Economy" section (only the destroying buildings rules are new):
    Spoiler Alert, click show to read: 
    Certain things generate Gold for your faction each turn:
    ● Capital: 200 Gold per turn
    ● City: 100 Gold per turn
    ● Trade Agreement: 25 Gold per turn
    ● Destroying a structure: Half of the initial construction cost will be returned to your Treasury. You can destroy up to 3 structures/buildings every 5 turns.
    Spoiler Alert, click show to read: 
    Destroying Buildings
    Trading Post: 25 Gold is returned to your treasury.
    Barracks: 100 Gold is returned to your treasury.
    Port: 100 Gold is returned to your treasury.
    Town (without Barracks): 50 Gold is returned to your treasury.
    City (without Barracks): 150 Gold is returned to your treasury.
    Town (with Barracks): 150 Gold is returned to your treasury.
    City (with Barracks): 250 Gold is returned to your treasury.


    Armies and War Fleets cost Gold to keep around, called "upkeep". If you are suffering from high upkeep cost each turn, chances are that you have too many Armies or War Fleets.
    You can disband Armies and War fleets at any time, and it costs no Gold to this.
  5. Lord of Shadows
    Lord of Shadows
    You didn't answer my question.
    2: I think you should make a poll for that.
  6. ♞Rogue General♞
    ♞Rogue General♞
    Quote Originally Posted by Lord of Dread
    1 question:
    Spoiler Alert, click show to read: 

    Is it possible to make a trade route if red faction places a merchant fleet in Central Mediterranean and purple faction places it in Eastern Mediterranean?
    Regarding your question, if you mean like this:
    Spoiler Alert, click show to read: 


    Then the answer is yes! I've update the "Trade Routes" section to make it clear.
    Quote Originally Posted by Lord of Dread
    2: I think you should make a poll for that.
    Sure, we can do that.

    --------------------

    Poll: If a faction is allied to 2 other factions who are at war with each other, should the first faction be required to break one of the alliances? (Perhaps a Gold penalty would be paid if the faction chose not break either alliance)
    Votes
    Yes: 2 (Lord of Dread, High Fist)
    No: 1 (me)
  7. ♞Rogue General♞
    ♞Rogue General♞
    Technology has been updated. "Construction Technology (Level 2)" has been fixed, and other things were changed.

    Changes marked in red:
    Spoiler Alert, click show to read: 
  8. Lord of Shadows
    Lord of Shadows
    Quote Originally Posted by Rogue General
    Spoiler Alert, click show to read: 
    Yes, I meant that.
  9. High Fist
    High Fist
    I vote yes.
  10. High Fist
    High Fist
    Looks fantastic. Excited for it already. Nice faction colour for me too, I like it.
  11. Lord of Shadows
    Lord of Shadows
    Green! My favorite color! My capital is the same as for RotR I.
  12. ♞Rogue General♞
    ♞Rogue General♞
    Glad you guys like your colors. When should we start this? Dread has voted "Asap", how about you High?

    You can vote here: http://www.twcenter.net/forums/showt...7#post13669057
  13. ♞Rogue General♞
    ♞Rogue General♞
    Minor updates:

    ● Factions start off with 500 Gold (previously 200 Gold).
    ● Cost of moving armies is reduced. It now costs 25 Gold to move an army (previously 50 Gold).
    ● The "Construction" technology gives players' a bonus when building, and now destroying structures as well.
    ● Ports cannot be destroyed.

    Destroying a structure: Half of the initial construction cost will be returned to your Treasury. The GM will roll dice to see if you were successful in destroying the structure. [1-3] is a failure, while [4] and higher is a success. Chance of success can be increased by researching the "Construction" Technology.
    Spoiler Alert, click show to read: 
    Destroying Buildings
    Trading Post: 25 Gold is returned to your treasury.
    Barracks: 100 Gold is returned to your treasury.
    Town (without Barracks): 50 Gold is returned to your treasury.
    City (without Barracks): 150 Gold is returned to your treasury.
    Town (with Barracks): 150 Gold is returned to your treasury.
    City (with Barracks): 250 Gold is returned to your treasury.
    Fort: 100 Gold is returned to your treasury.
    Ports cannot be destroyed.

    Note: Destroying any structure completely removes it from the map... with the exception of Cities. If a City is destroyed, it will turn into "Ruins". Ruins can be rebuilt into a City.



    Poll: If a faction is allied to 2 other factions who are at war with each other, should the first faction be required to break one of the alliances? (Perhaps a Gold penalty would be paid if the faction chose not break either alliance)
    Votes
    Yes: 3 (Lord of Dread, High Fist, Lord of Cats)
    No: 1 (me)
  14. Lord of Cats
    Lord of Cats
    I have finally read through the whole thing. And I must say… hats off to you sir! This is awesome-spectacularness!!! I would devote all my free-time to playing this if there were no other games going on at the moment.

    Quote Originally Posted by Rogue General
    Poll: If a faction is allied to 2 other factions who are at war with each other, should the first faction be required to break one of the alliances? (Perhaps a Gold penalty would be paid if the faction chose not break either alliance)

    Yes, a faction should be required to break an alliance if two of their allies are fighting each other. One of them is bound to ask for aid in its war, or wishes it could, and needs to know if they have an ally or not. I don’t agree with the gold penalty; the faction must choose. There is no escape! Muwhahaha!!! Cats
  15. ♞Rogue General♞
    ♞Rogue General♞
    Alright then, it seems just about everyone wants it to be a requirement.

    How does this sound:
    You cannot ally yourself with a faction who is currently at war with one of your existing allies.
    If you are allied to 2 or more factions who happen to be at war with each other, you must choose a side, and break one of the alliances. If you do not terminate any of the alliances within 2 turns, the alliances you have (with the factions that are at war with each other) will automatically be broken.


    @LoC
    Glad you like it.
    If you guys have any more suggestions, don't hesitate to ask.

    Also, minor edit. Cats, I know how much you dislike multiple maps, but I think for the sake of clarity I will have a "blank" map along with the "current" map posted for End of Turn results. Reason: It may be difficult to make out some region borders with the Army icons blocking the view. Also, it might be easier to plan your conquests and mark your moves on a blank map:

    Blank Map (with sea zones)

    Map (with starting positions)

  16. Lord of Shadows
    Lord of Shadows
    I'm fine with it.
  17. High Fist
    High Fist
    Same, handy to have it I'd say. Later on it might get crowded.

    Not to be picky but can I start one region south of where it is now? Funnily enough the county I live in is divided between those two regions, but the southern one is more strategic I think.
  18. Mary The Quene
    Mary The Quene
    I'm going to start in Seleucia on the tigris RG not in Antioch on the orontes
  19. ♞Rogue General♞
    ♞Rogue General♞
    @High Fist and Helius
    Map is updated with your new starting locations.
  20. High Fist
    High Fist
    Yeah buddy! Now we play the waiting game...
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