Peloponnesian war.

  1. Mary The Quene
    Mary The Quene
    431 BC

    Peloponnesian war


    General information

    Gm : Fredtrotter
    Rules : based on EW
    Army system : yes
    Special cities : yes (such as delphi etc )
    Able to be launched in : 7-8 days
    Waiting for Lord of cat's map




    FINISHED Map


    RULES

    Army system
    Your militia was able to form your faction, but to be able to build an empire you should recruit armies to crush your enemies. You can only conquer regions with army's

    It takes a move to recruit an army. The player must say or mark which region he/she wants to recruit an army in or it will automatically be raised in the capitol region. The GM will roll to see how well the recruitment is.
    Results of Recruitment:
    [0]: Beyond Epic Fail – No army is recruited and you are unable to recruit an army this turn. -2 Prestige.
    [1]: Epic Fail – No army is recruited and if you attempt to recruit an army again, you’ll get a -1 penalty point. -1 Prestige.
    [2]: Great Fail – No army is recruited.
    [3]: Fail – No army is recruited, but if you attempt to recruit an army again you’ll get a +1 bonus point.
    [4]: Success – A small army (3 battalions) is recruited in the region.
    [5]: Great Success – A medium army (5 battalions) is recruited in the region. +1 bonus point on 1 move
    [6]: Epic Success – A large army (8 battalions) is recruited in the region. +1 bonus point on 2 moves. +1 Prestige.
    [7]: Beyond Epic Success – A magnificent army (12 battalions) is recruited in the region. +1 bonus point on 3 moves. +2 Prestige.
    [8]: Divine Success – A monstrous army (17 battalions) is recruited in the region. +1 bonus point on 4 moves. +3 Prestige.

    Army Size Limits: Your faction can only have so many armies. How many armies you can recruit is determined by how many regions you have –
    Up to 10 regions, max of 3 armies
    Up to 20 regions, max of 6 armies
    Up to 30 regions, max of 9 armies
    Up to 40 regions, max of 12 armies
    Up to 50 regions, max of 15 armies
    Up to 60 regions, max of 18 armies
    Up to 70 regions, max of 21 armies
    Up to 80 regions, max of 24 armies
    Up to 90 regions, max of 27 armies
    Up to 100 regions, max of 30 armies
    This means that at the beginning of the game you can only recruit up to 3 armies. When you have more than 10 regions you may recruit up to 3 more armies so that you have a total of 6 and so on.

    Moving Armies:
    It takes a move to march or invade with your army. A player must say or mark on the map which army in what region he/she wishes to move to what other region.The GM will roll to see how well the marching is.
    You can march through 2 when you're in allied regions and 1 when in rebel/enemy regions
    Results of Marching:
    [0]: Beyond Epic Fail – Your army does not move from the region and is ambushed by rebels. You are unable to march your army this turn. (no counterattack when in allied territory)
    [1]: Epic Fail – Your army does not move from the region and is ambushed by rebels. If you attempt to move an army again, you’ll get a -1 penalty point. (no counterattack when in allied territory)
    [2]: Great Fail – Your army does not move.
    [3]: Fail – Your army does not move, but if you attempt to move it again you’ll get a +1 bonus point.
    [4]: Success – Your army moves to the desired region.
    [5]: Great Success – Your army moves to the desired region. +1 bonus point to 1 move.
    [6]: Epic Success – Your army moves to the desired region. +1 bonus point to 2 moves.
    [7]: Beyond Epic Success – Your army moves to the desired region. +1 bonus point to 3 moves.
    [8]: Divine Success – Your army moves to the desired region. +1 bonus point to 4 moves.

    Ambushes: If you get a [0] or a [1] whilst moving your army, it is in danger of being destroyed by a rebel ambush. The GM will roll again to determine whether your army survives. If you get a [1], [2], or [3] the battalions will be wiped out and the army destroyed. But if you get a [4], [5], or [6] the army will thwart the ambush and emerge unharmed.


    Regions and invasions
    Regions: A region on the map is determined by how many pixels it has and/or by the Game Master’s discretion. Any bordered area that has 14 or more white pixels in it is usually 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 2 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 5 turns will be eliminated. But he/she can come back as a diffrent faction from the factions who have to be filled

    Invasions: Your nation is a militaristic and expansionist one. As such your people are eager to go to war and conquer nearby lands! Players attack other regions with armies. They must specify which army to use and mark the region they wish to invade on the map in their move post.


    Attacking by Land: only regions bordering your regions may be attacked by land.
    Attacking by Sea: only regions bordering the sea zone that one of your fleets is in can be attacked by sea.

    Army/Militia Battles: Battles are fought between two armies/militias only. The GM will roll and see how well they fight. The GM will use the rolls of the army/militia that initiated the attack minus to the rolls of the attacked army/militia. If the result is a 0 then it is a draw and no battalions get destroyed. An average point will be calculated from all the rolls your army/militia got in the battle to determine bonuses.

    Example of land battle's
    A medium army (battalions: 5) VS. A large army (battalions: 8):
    [2]-[1]=1. The large army losses 1 battalion.
    [5]-[1]=4. The large army losses 4 battalions.
    [3]-[4]=-1. The medium army losses 1 battalion.
    [3]-[3]=0. No battalions are destroyed.
    [4]-[6]=-2. The medium army loses 2 battalions.
    [6]-[2]=4. The large army loses its last 3 battalions.
    The medium (battalions: 2) army wins the battle!

    Average Points for each player:
    Medium army player: 2+5+3+3+4+6/6 = 4
    Large army player: 1+1+4+3+6+2/6 = 3


    Armies obviously get damaged in battle, so how do you repair them? As long as your army is in one of your regions and is not moved or used in any way, it will regenerate 1 battalion per turn.


    Turns
    Every turn is 24 hours long. In-game a turn lasts 1 months, . The game begins in 431 BC.

    When a turn gets posted, each time the GM of this rtd game posts the attic greek month name to improve the greek element of this game, the greek months are

    Gamelion - January
    Anthesterion - February
    Elaphebolion - March
    Mounichion - april
    Thargelion - may
    Skirophorion - June
    Hekatombaion - July
    Metageitnion - August
    Boedromion - september
    Pyanepsion - october
    Maimakterion - november
    poseideon - december



    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 or sailing towards a sea region. 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 ? .



    Factions
    As this is designed to be a historical RTD, we are going to work with pre-set factions for obvious reasons. Most of the factions are in a league except for the neutral one's
    The factions who have to be filled from start are :

    Delian league :

    Athenai
    Rhodos
    Aetolian league
    Ionian cities
    Thessaly

    Peloponnesian league :

    Sparte
    Thebai
    Syrakousai
    Corinth
    Elis

    Neutral :

    Achaemenid empire
    Gortyn
    Argos

    Additional factions when the needed factions are filled and more players join

    Tarentum- (pro sparte)
    Achaean league (neutral)
    Chalkidian league (pro athenai)
    Makedon (pro sparte)
    Epirus (neutral)




    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. 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, each with a +1 bonus point.
    [7]: Beyond Epic Success – Your spy is a shadow who easily and quickly obtains all the plans of the enemy. Your attack against this region has a +1 bonus point. You are able to use 3 spies next time.
    [8]: Divine Success – Your spy is practically invisible and seems to give a report on the very enemy’s thoughts through telepathy! Your attack against this region has a +1 bonus point of course. You are able to use 3 spies next time, each with a +1 bonus point.




    Assassins

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

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

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



    Diplomacy
    Diplomacy is the art and practice of conducting negotiations between representatives of groups or states. There are a few kinds of diplomacy in this game despite being a game about war and conquest. 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. Only the head a of a league (Athens and sparta) can negotiate peace between the two leagues

    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/league 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 .

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


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

    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.

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


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

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

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


    Achievements

    Unlike other RTD's there's no single winner this time. For this RTD there will be multiple winners.

    Neutral states don't have any achievements as they're supposed to join a league sooner or late.

    The Achievements for The Pelopnnesian league and Delian Leagua is to overthrow every single state from your opposing league.

    If these Achievements are met with then every player of league-x receives a reputation point from the defeated league.









  2. ♞Rogue General♞
    ♞Rogue General♞
    I totally forgot what faction I signed up for. Was it Macedon?
  3. Mary The Quene
    Mary The Quene
    Yup

    Peloponnessian league + friends

    Sparte : NobleWoman
    Thebai :
    Elis : Spartan999
    Makedon : ?
    Corinth : Lenin cat
    Syrakousai : Lord of Cats

    Delian league and friends

    Athenai : High fist
    Ionian cities : Helius
    Aetolian league : ?
    Rhodos : Rhinelander
    Chalkidian league : ?
    Thessaly : Lord of dread


    Neutral states :
    Achaemenid empire : SonofaBooyah
    Argos : General maximus
    Gortyn : Rogue general


    5 vs 3

    we need at least two more players for the delian league
    Spread the word so that people sign up for this
  4. Lord of Shadows
    Lord of Shadows
    I would like to play as Thessaly. But, where exactly is Thessaly?
  5. SonofaBooyah
    SonofaBooyah
    I'll play as the Achaemenid Empire
  6. Mary The Quene
    Mary The Quene
    @LOD
    It's the light grey faction

    added the players
  7. High Fist
    High Fist
    But I think Rhinelander said he won't really get involved in the war as Rhodes, so can that be taken into account also?
  8. Spartan999
    Spartan999
    I thought I was Elis
  9. Mary The Quene
    Mary The Quene
    Ok guys some unique regions with special wonders will give you some benefits if you own the region


    Delphi
    Morale boost
    cooldown of 5 turns
    +1 to one of your moves


    Olympia
    Motivation
    cooldown of 5 turns
    +1 move

    Mount olympus
    Home of the gods, home of Ares, god of the armies and war
    cooldown of 5 turns
    +1 by raising an army

    Piraeus
    Greatest naval port in the greek world
    Cooldown of 5 turns
    +1 raising a fleet
  10. Mary The Quene
    Mary The Quene
    @HF

    No, what would he do when he's not in war? all regions are owed by a faction and the northern one's are going to be probably captured by Athens,persia and syrakousai in sicily anyways

    it's not like EW where you just conquer some rebel regions, instead you take someone's else regions as it was done in the peloponnesian war
  11. Lord of Shadows
    Lord of Shadows
    Do we start with 1 or more regions?
  12. Mary The Quene
    Mary The Quene
    Regions showed on map
  13. ♞Rogue General♞
    ♞Rogue General♞
    What are the win conditions for neutral factions?
  14. Spartan999
    Spartan999
    I think none, you have to join a league in order to win (or I think)
  15. ♞Rogue General♞
    ♞Rogue General♞
    Well then. There seems to be too many players in the Peloponnesian League.
    I'll switch to Gortyn.
  16. Mary The Quene
    Mary The Quene
    UPDATE : finished altering the map, it's complete now, armies and navys will be present tomorow when i post info about them

    pre set Armies and navy numbers coming tomorow
  17. Mary The Quene
    Mary The Quene
    Update : rules posted
  18. ♞Rogue General♞
    ♞Rogue General♞
    Rules look good Helius. You forgot an important section though: Victory conditions! What will they be for neutral factions, and for factions that are part of a league?
  19. Mary The Quene
    Mary The Quene
    Gonna finish this weekend
  20. Mary The Quene
    Mary The Quene
    Ok Achievements are done,

    Just have to put those armies and navies on the map and then we're 100 % done
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