It is being worked on and most of the rules will follow the Asia War RTD rules set up by Helius. Will not be Gmed by me. Will start after Lenin's RTD ends (so really depends on Lenin releasing his RTD first) Rules part one: Spoiler Alert, click show to read: Turns Rule #1 is this: all players must abide by the TOS when playing this game. If they do not, they will be kicked out. 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 180 AD 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 GMT (will establish a time Faction list: Spoiler for Faction list: Chinese factions: Liu Bei: Max Cao Cao Sun Ce Liu Zhang Tao Qian Liu Biao Yuan Shao Yuan Shu Lu Bu Ma Teng Meng Huo Zhang Lu Li Jue Zhang Yan Gongsun Zan Yan Baihu Zhang Xiu Han Xuan Germanic faction (make up a story): Steppe factions: Mongols: Rogue 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.) 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 also cannot be attacked by other players in their first 5 turns of the game. If a player losses his/her capital region he/she will get a -[1] penalty point in the next turn. 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. 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 the 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. 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]: Epic fail – Your army is totally crushed and the enemy has the chance to launch a counterattack against you! You will be unable to make a move next turn and the next time you do invade a region you’ll have a -[1] penalty point. [1]: Great Fail – Your army is crushed and the enemy has the chance to launch a counterattack against you! The next time you attack a region you will have a -[1] penalty point. [2]: Fail – Your army is defeated and you fail to take the region. [3]: Meager Success – 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 choose to attack the same region again next turn. [4]: Success – Your army defeats the enemy and conquers the region successfully. [5]: Good Success – Your army achieves a great victory over the enemy and successfully conquers the region. You can make 2 moves next turn. [6]: Great Success – Your army crushes the enemy and conquers the region very successfully. You can make 2 moves next turn each with a +[1] bonus point. [7]: Epic Success – Your army obliterates the enemy and easily seizes the region. You can make 3 moves next turn. [8]: Beyond Epic Success – The very sight of your army loosens the bowels of the enemy and puts them to flight! You very easily seize the region and can make 3 moves next turn 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 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. 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] The player who owns 75 regions wins the game and gets rep from all the players. War fleets and Sea battles Your nation is a militaristic and expansionist one. As such you should construct great war 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 war 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. In this move the players will not be able to attack any regions. But if they got [5], [6], or [7] in the last turn, they will have other moves with which to attack 1 or 2 regions. 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]: Epic Fail – The construction turns into a disaster and many workers are killed! You will be unable to make a move next turn. The next time you attempt to build a fleet again you’ll get a -[1] penalty point. [1]: Great Fail – The construction is a total failure and next time when you attempt to build a fleet again you will get a -[1] penalty point. [2]: Fail – The construction of a fleet fails. [3]: Meager Success – The construction is ongoing and the fleet is not yet finished. Next turn when you choose to continue the construction you’ll get a +[1] bonus point. [4]: Success – A small war fleet is completed. Ships: 3 [5]: Good Success – A medium-size war fleet is completed. Ships: 5 [6]: Great Success – A large war fleet is completed. Ships: 8 If you roll a 7 or 8 you will get the normal bonus from land battle's Navy Size Limits: You can create only 3 fleets at most to prevent to get the map becoming to crowded Fleets are upgradable though. 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 zone to the North Sea zone.” In this move the players will not be able to attack any regions. But if they got a [5], [6], or [7] in the last turn, they will have other moves with which to attack 1 or 2 regions. 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]: Epic Fail – The fleet sails into a storm and gets badly damaged, maybe even sunk! You will be unable to do a move next turn and the next time you attempt to move a fleet you’ll get a -[1] penalty point. [1]: Great Fail – The fleet sails into a storm and gets badly damaged, maybe even sunk! If it survives the storm, the next time you attempt to move it you’ll get a -[1] penalty point. [2]: Fail – Logistic problems render the fleet unable to move from port. [3]: Meager Success – The fleet sails but then the winds die. The next time you attempt to sail the same fleet to the same sea zone you’ll get a +[1] bonus point. [4]: Success – The fleet successfully sails to the other sea zone. [5]: Good Success – The fleet successfully sails to the other sea zone and you have 2 moves next turn. [6]: Great Success – The fleet smoothly sails to the other sea zone and you have 2 moves each with a +[1] bonus point for next turn. [7]: Epic Success – The fleet quickly sails to the other sea zone and you have 3 moves next turn. [8]: Beyond Epic Success – The fastest winds move the fleet almost instantaneously to the other sea zone! You have 3 moves each with a +[1] bonus point for next turn. 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. Sea Battles: To begin a sea battle a player must use a move to order his/her fleet to intercept and engage an enemy’s fleet in the same sea zone. When 2 or more fleets on either side of 2 at-war players meet in the same sea zone they will automatically crash into battle and neither player has to use a move to begin the battle. Sea battles are fought between 2 fleets per turn. 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. If the result is [1] --> [5] then the attacking fleet gets 4 ships sunk. The average point 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] - the large fleet loses 1 ship. [5] [1] - the large fleet loses 4 ships. [3] [4] - the medium-size fleet loses 1 ship. [3] [4] - the medium-size fleet loses 1 ship. [3] [3] - no ships get sunk. [6] [1] - the large fleet loses its last 3 ships and is completely destroyed. 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 must repair their victorious fleets with a move next turn to get them back to full strength. Only a fleet in a sea zone bordering one of your regions can be repaired. The GM will roll to see how the repairs go. Repairing of Fleet Results: [0]: Beyond Epic Fail – Repairs turn into a complete disaster and your fleet gets destroyed! You are unable to do a move next turn and on the turn after you’ll get a -1 penalty point if you attempt to repair a fleet. [1]: Epic Fail – Repairs turn into a disaster and a ship gets destroyed! If you attempt to repair your fleet next turn, you’ll get a -1 penalty point. [2]: Great Fail – No ships are repaired yet due to problems. [3]: Fail – No ships are repaired yet as the workers are still working. If you attempt to repair the fleet next turn, you’ll get a +1 bonus point. [4]: Success – Up to two ships are repaired. [5]: Great Success – Up to four ships are repaired. You are able to do 2 moves next turn. [6]: Epic Success – Up to six ships are repaired. You are able to do 2 moves next turn each with a +1 bonus point. [7]: Beyond Epic Success – Up to eight ships are repaired. You are able to do 3 moves next turn. [8]: Divine Success – All ships are repaired and your fleet advances up 1 level since your workers built so many vessels! You are able to do 3 moves next turn each with a +1 bonus point. Rivers: You can only cross rivers at the black spots you see the river, those are supposed to represent the bridges. Rules part two: Spoiler Alert, click show to read: 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 3 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]: Epic Fail – Your saboteur completely fails to cause a disturbance and is caught, tortured, and made to tell who employed him before being killed. News that your faction used a saboteur against this other faction will be announced publically on the main thread. You will be unable to use a saboteur until after 6 turns and when next time you can use a saboteur he will have a -[1] penalty point. [1]: Great Fail – Your saboteur completely fails to cause a revolt and is caught, tortured, and made to tell who employed him before being killed. News that your faction used a saboteur against this other faction will be announced publically on the main thread. The next time you use a saboteur he will have a -[1] penalty point. [2]: Fail – Your saboteur is killed while trying to create the revolt. He does not reveal who his employer is however. [3]: Meager Success – Your saboteur manages to create a disturbance and unrest in the populace, though not a revolt. If you send him to the same region again next time he will 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 occurs that makes the region go back to rebel control. [5]: Great Success – Your saboteur is better than most and when he starts a revolt in the region it becomes a full-blown rebellion that threatens to spread! The target region goes back to rebel control and if you send a saboteur to one of the regions belonging to the same faction next to it he will have a +[1] bonus point. [6]: Great Success – Your saboteur is better than most and when he starts a revolt in the region it becomes a full-blown rebellion that threatens to spread! The target region goes back to rebel control and if you send a saboteur to one of the regions belonging to the same faction next to it he will have a +[1] bonus point. [7]: Epic Success – Your saboteur walks into the target region like a total badass and causes massive chaos and anarchy among the people. He starts a revolt which like a wildfire spreads to nearby regions and becomes a full-blown rebellion! The target region and a region next to it belonging to the same faction go back to rebel control. [8]: Epic Success – Your saboteur walks into the target region like a total badass and causes massive chaos and anarchy among the people. He starts a revolt which like a wildfire spreads to nearby regions and becomes a full-blown rebellion! The target region and a region next to it belonging to the same faction go back to rebel control. 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 move 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]: Epic Fail – The spy completely fails trying to gather information and is caught, tortured, and made to give information on your forces and plans to the enemy before being killed. You cannot use a spy until 6 turns have passed and when you can use a spy again he will have a -[1] penalty point. Plus your attack against the region you sent the spy to will have a -[1] penalty point. [1]: Great Fail – The spy completely fails trying to gather information and is caught, tortured, and made to give information on your forces and plans to the enemy before being killed. The next time you use a spy again he will have a -[1] penalty point. Plus your attack against the region you sent the spy to will have a -[1] penalty point. [2]: Fail – The spy is killed by guards while trying to gather information on your enemy. He does not reveal any information about your forces or plans however. [3]: Meager Success – The spy obtains almost no information before barely escaping. If you send the spy to the same region again next turn he will get a +[1] bonus point. [4]: Success – The spy succeeds in obtaining information of the enemy forces and plans and sends it to you. Now your forces know the enemy well and have a good chance at victory. Your attack against the region you sent the spy to will get a +[1] bonus point. [5]: Good Success – The spy succeeds very well in obtaining information of the enemy forces and plans and sends it to you. Now your forces know the enemy well and have a good chance at victory. Your attack against the region you sent the spy to will get a +[1] bonus point. You’ll be able to use 2 spies next time you can. [6]: Great Success – The spy succeeds superbly in obtaining information of the enemy forces and plans and sends it to you. Now your forces know the enemy well and have a good chance at victory. Your attack against the region you sent the spy to will get a +[1] bonus point. You’ll be able to use 2 spies next time you can and each will have a +[1] bonus point. [7]: Epic Success – The spy succeeds so awesomely that he basically gave a report on the enemy leader’s very thoughts! Now your forces know the enemy very well and have a great chance at victory. Your attack against the region you sent the spy to will get a +[1] bonus point. You’ll be able to use 3 spies next time you can. [8]: Beyond Epic Success – The spy succeeds so awesomely that he basically gave a report on the enemy leader’s very thoughts! Now your forces know the enemy very well and have a great chance at victory. Your attack against the region you sent the spy to will get a +[1] bonus point. You’ll be able to use 3 spies next time you can and each will have a +[1] bonus point. Assassins An assassin is someone hired to kill a prominent rival person quietly and cause panic. Players can only use an assassin once every 3 turns. To use an assassin, send a PM to the GM saying which character of what faction you want eliminated. Targets can be faction leaders, heirs, or generals that the player created for role-play. The GM will roll for the results of the mission and PM the player back with the results. Assassination Results: [0]: Epic Fail – Your assassin completely fails to even get close to the target before being caught, tortured, and made to tell who employed him before being killed. News that your faction used an assassin against this other faction will be announced publically on the main thread. You will be unable to use an assassin until after 6 turns and when next time you can use an assassin he will have a -[1] penalty point. [1]: Great Fail – Your assassin fails trying to kill the target and is caught, tortured, and made to tell who employed him before being killed. News that your faction used an assassin against this other faction will be announced publically on the main thread. The next time you use an assassin he will have a -[1] penalty point. [2]: Fail – Your assassin is killed by guards while trying to eliminate the target. He does not reveal who his employer is however. [3]: Meager Success – Your assassin fails to eliminate the target and barely manages to escape from the guards. No harm is done, but your assassin has learned from his mistakes. If you send the assassin against the same target next time he will get a +[1] bonus point. [4]: Success – Your assassin succeeds in killing the target and escapes unawares! The faction that has now lost a major character will suffer a -[1] penalty point in one of its moves they do. [5]: Great Success – Your assassin kills the target quickly and escapes unawares! The faction that has now lost a major character will suffer a -[1] penalty point in all the moves they do. The next time you use an assassin he will have a +[1] bonus point. [6]: Great Success – Your assassin easily kills the target quickly and leaves without being seen! The faction that has now lost a major character will suffer a -[1] penalty point in all the moves they do. The next time you use an assassin he will have a +[1] bonus point. [7]: Epic Success – Your assassin walks in like a total badass and seems to kill the target just by glancing at him. The faction that has now lost a major character will suffer a -[1] penalty point in all the moves they do this turn and a -[1] penalty point in one of their moves next turn. [8]: Epic Success – Your assassin walks in like a total badass and seems to kill the target just by glancing at him. The faction that has now lost a major character will suffer a -[1] penalty point in all the moves they do this turn and a -[1] penalty point in one of their moves next turn. 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. Here are the kinds of diplomacy a player can engage in: Trade Agreements – This is the first step to bring 2 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 trade is agreed upon, the 2 factions cannot go to war against each other for 2 turns. 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 cannot engage in hostilities for that amount of time. 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 1 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. 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 2 factions cannot 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 war fleets once every 5 turns. You cannot gift your capital region. Important cities Important Cities are cities that you invest in to be the greatest metropolises in your faction. Construction of said city will take a while. 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. Next time you attempt to build a city you’ll get a -[1] penalty point. [1]: Tiny Success – Construction goes very slowly. 1 point [2]: Small Success – Some progress is made on the city. 2 points [3]: Meager Success – Progress is made on the city. 3 points [4]: Success – Good progress is made on the city. 4 points [5]: Good Success – The city is half-way completed! 5 points [6]: Great Success – Great progress is made on the city. 6 points [7]: Epic Success – Huge progress is made on the city. 7 points [8]: Beyond Epic Success – Tremendous progress is made on the city and it’s almost finished! 8 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 in your faction’s regions. A player can build up to 3 cities: 1 when you have 12 regions, 2 when you have 25 regions, and 3 when you have 50 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. Important cities may be destroyed at anytime, but it will take a move. The GM will roll to see if the move was successful: [1] to [3] means the city was not destroyed while a [4] to [6] or higher means the city was destroyed. This may be useful in a “scorch-earth” strategy to deny an encroaching enemy faction the guild’s benefits. 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. Fortifications 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 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 fortification. [see “Important Cities and Guilds” section of Regular Rules] Once a fortification is completed it will have a certain level of defenses. The GM will roll to see what level it is. Level Results: [1]: Motte and Bailey - This small wooden keep with a palisade in this region gives enemy players a -[1] penalty point on their attacks. [2]: Castle - This stone keep with a thick wall in this region gives enemy players a -[2] penalty point on their attacks. [3]: Castle - This stone keep with a thick wall in this region gives enemy players a -[2] penalty point on their attacks. [4]: Fortress - This large stone settlement with thick walls and many supplies in this region gives enemy players a -[3] penalty point on their attacks. [5]: Fortress - This large stone settlement with thick walls and many supplies in this region gives enemy players a -[3] penalty point on their attacks. [6]: Citadel – This huge stone fortification with many thick walls and stock full of supplies in this region gives enemy players a -[3] penalty point on their attacks and a -[1] penalty point on spy moves. A player can build up to 5 fortifications: 1 at 10 regions, 2 at 20 regions, 3 at 30 regions, 4 at 40 regions, and 5 at 55 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. Emperor (Being worked on) 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 continent 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 fleet movements are allowed this turn. [3]: Edward Snowden Leaks Espionage Secrets! – All players’ agent moves will get a -[1] penalty point. [4]: Economic Boom! – Resources are plentiful and everyone is employed. All players’ moves of constructing a war fleet, important city, 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. Achievments -owning 75 regions (winning the game) -Be the first one to roll a 0 --- -Be the first one to roll a 8--- -Be the first one the get your faction completely wiped --- -Win the first sea battle--- Map Any suggestions? Should I change the map to include Korea, and Vietnam more? Any changes on the rules that should be made?
Originally Posted by Spartan999 Spoiler for Faction list: Chinese factions: Liu Bei: Max Cao Cao Sun Ce Liu Zhang Tao Qian Liu Biao Yuan Shao Yuan Shu Lu Bu Ma Teng Meng Huo Zhang Lu Li Jue Zhang Yan Gongsun Zan Yan Baihu Zhang Xiu Han Xuan Germanic faction (make up a story): Steppe factions: Can I join as the Mongols? I guess it falls under "Steppe faction" category. Edit: I see you have rivers, but no river rules yet. Will you be adding them later?
I'll take some steppe faction. Need to cook up one.