Rules & Proposals

  1. High Fist
    High Fist
    Rules shall be ironed out here.

    Armies and Marching

    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 invade and conquer regions with just your militias, but your chances of success are higher with armies.
    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
    Up to 150 regions, max of 35 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. You can cross your entire faction with 1 move, if it is a contiguous path. The GM will roll to see how well the marching is.
    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.
    [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.
    [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. If a magnificent or monstrous army is destroyed by the ambush, the player of it will lose 1 Prestige point.

    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 Insurgents” 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 new faction somewhere else.


    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 militias or armies. They must specify which army to use and mark the region they wish to invade on the map in their move post.


    A militia only has 2 battalions. Every region, including rebel regions, has a militia. A player can use a militia to attack a nearby region with a move, and if it succeeds in conquering the region it becomes that region’s militia while the region it attacked from raises a new militia. You cannot move and group militias in your faction.


    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 (that’s carrying an army) 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 a Land Battle

    A medium army (battalions: 5) VS. A large army (battalions: 8):
    [2]-[1]=1. The large army loses 1 battalion.
    [5]-[1]=4. The large army loses 4 battalions.
    [3]-[4]=-1. The medium army loses 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

    When both the enemy army and militia in a region have been destroyed, that region falls to the victorious player and his/her army/militia moves into it.
    To repair a damaged army, keep it in one of your regions. It will regenerate 1 battalion per turn if it is not used in any way until fully repaired.
    If your army defeated an enemy army without losing a single battalion, you gain 3 Prestige.
    If your army was destroyed by a smaller army, you lose 2 Prestige.

    Fleets and Sailing

    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 to see how well the construction is.
    Results of Fleet Construction:
    [0]: Beyond Epic Fail – No fleet is constructed and you are unable to build a fleet this turn. -2 prestige.
    [1]: Epic Fail – No fleet is constructed and if you attempt to build a fleet again, you’ll get a -1 penalty point. -1 prestige.
    [2]: Great Fail – No fleet is constructed.
    [3]: Fail – No fleet is constructed, but if you attempt to build a fleet again you’ll get a +1 bonus point.
    [4]: Success – A small fleet (3 ships) is built in the sea zone.
    [5]: Great Success – A medium fleet (5 ships) is built in the sea zone. +1 bonus point on 1 move
    [6]: Epic Success – A large fleet (8 ships) is built in the sea zone. +1 bonus point on 2 moves. +1 prestige.
    [7]: Beyond Epic Success – A magnificent fleet (12 ships) is built in the sea zone. +1 bonus point on 3 moves. +2 prestige.
    [8]: Divine Success – A monstrous fleet (17 ships) is built in the sea zone. +1 bonus point on 4 moves. +3 prestige.


    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
    Up to 100 regions, max of 30 fleets
    Up to 150 regions, max of 35 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 sail your fleet between sea zones or attack an enemy fleet in the same sea zone. A player must say or mark on the map which fleet in what sea zone he/she wishes to move to what other sea zone. The GM will roll to see how well the sailing is.
    Results of Sailing:
    [0]: Beyond Epic Fail – Your fleet does not move from the sea zone and enters a storm. You are unable to sail a fleet this turn.
    [1]: Epic Fail – Your fleet does not move from the sea zone and enters a storm. If you attempt to move a fleet again, you’ll get a -1 penalty point.
    [2]: Great Fail – Your fleet does not move from the sea zone.
    [3]: Fail – Your fleet does not move from the sea zone, but if you attempt to move it again you’ll get a +1 bonus point.
    [4]: Success – Your fleet moves to the desired sea zone.
    [5]: Great Success – Your fleet moves to the desired sea zone. +1 bonus point to 1 move.
    [6]: Epic Success – Your fleet moves to the desired sea zone. +1 bonus point to 2 moves.
    [7]: Beyond Epic Success – Your fleet moves to the desired sea zone. +1 bonus point to 3 moves.
    [8]: Divine Success – Your fleet moves to the desired sea zone. +1 bonus point to 4 moves.


    Storms: If you get a [0] or a [1] whilst moving your fleet, it is in danger of being destroyed by a storm. 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 sunk by the storm, the player of it will lose 1 prestige point.


    Transporting Armies: Fleets can transport certain armies based on their size. A player must say which army is boarding which fleet and its ultimate destination. A small fleet can transport a small army. A medium fleet can transport a medium or a small army. A large fleet can transport a large, medium, or a small army. And so on. Militias do not require a fleet in order to attack a region on the other side of a sea zone your faction borders; they have a special “flotilla” function that allows them to attack such regions.


    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 tries to land an army on 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 Zones and Naval Battles

    A sea zone is a blue area with a name in it surrounded by a black border. They can be owned and shared by players to create contiguous paths for their armies. In other words if Faction A is in the Netherlands and England and controls the North Sea, its armies can move from the Netherlands to England with 1 move without having to board a fleet. How do you “own” a sea zone? By having the most fleets you control in it. You can “share” sea zones with your allies, meaning you give them the benefit of moving their armies quickly through their factions too. An owned sea zone is one with a second border marked in the controlling faction’s color. The player who owns the sea zone cannot prevent other players from sailing in it with their fleets.


    Fleet 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 Naval Battle

    A medium-size war fleet (Ships: 5) VS. a large war fleet (Ships: 8):
    [2]-[1]=1. The large fleet loses 1 ship.
    [5]-[1]=4. The large fleet loses 4 ships.
    [3]-[4]=-1. The medium-size fleet loses 1 ship.
    [3]-[4]=-1. The medium-size fleet loses 1 ship.
    [3]-[3]=0. No ships get sunk.
    [6]-[1]=5. The large fleet loses its last 3 ships and is completely destroyed! (all 8 ships were sunk)
    The medium-size war fleet wins!
    Average points for the two players:
    The medium-size fleet faction: (2+5+3+3+3+6)/6 = 4.
    The large fleet faction: (1+1+4+4+3+1)/6 = 2.

    Fleets are repaired when they are in the anchored stance in a sea zone bordering one of your regions. If a magnificent or monstrous fleet is sunk in battle, the player of it will lose 1 prestige point. If your fleet wins without losing a single ship, your faction will gain 3 Prestige points.

    Spies and Spying

    A spy is an agent used to obtain information on the enemy forces and plans, giving your army a significant advantage in battle. Players can only use a spy or spies every 5 turns. To use a spy a player posts its mission alongside their regular move of attacking a region or intercepting a fleet. 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 caught and tortured, and you are unable to use a spy next time. All your army attack rolls will have a -1 penalty point.
    [1]: Epic Fail – Your spy is caught and tortured, and when you use a spy again, he’ll have a -1 penalty point. All your army attack rolls will have a -1 penalty point.
    [2]: Great Fail – Your spy is killed in the mission.
    [3]: Fail – Your spy is detected and must flee, but if you send him to the same region again, he’ll have a +1 bonus point.
    [4]: Success – Your spy succeeds in the mission. All your army attack rolls will have a +1 bonus point.
    [5]: Great Success – Your spy succeeds in the mission. All your army attack rolls will have a +1 bonus point. You are able to use 2 spies next time.
    [6]: Epic Success – Your spy succeeds in the mission. All your army attack rolls will have a +1 bonus point. You are able to use 3 spies next time.
    [7]: Beyond Epic Success – Your spy succeeds in the mission. All your army attack rolls will have a +1 bonus point. You are able to use 4 spies next time.
    [8]: Divine Success – Your spy succeeds in the mission. All your army attack rolls will have a +1 bonus point. You are able to use 4 spies next time.

    Revolts and Insurgents

    When a player that has 50 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. The GM will roll to determine if there will be a revolt. A [1], [2], or [3] means a revolt happens and the region goes back to rebel control. A [4], [5], or [6] means the revolt is put down by the militia.


    An insurgent is an agent that spreads propaganda and encourages the people in a region to rebel against their current rulers. Players can use an insurgent once every 5 turns. To use an insurgent, send a PM to the GM saying which region belonging to which 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.
    Insurrection Results:
    [0]: Beyond Epic Fail – Your insurgent is caught and tortured, and you are unable to use another insurgent next time.
    [1]: Epic Fail – Your insurgent is caught and tortured, and when you use an insurgent again, he’ll have a -1 penalty point.
    [2]: Great Fail – Your insurgent is killed in the mission.
    [3]: Fail – Your insurgent is detected and must flee, but if you send him to the same region again he’ll have a +1 bonus point.
    [4]: Success – Your insurgent succeeds in the mission and the target region goes to rebel control.
    [5]: Great Success – Your insurgent succeeds in the mission and the target region goes to rebel control. If you send an insurgent to any region bordering the rebelled region, he’ll have a +1 bonus point.
    [6]: Epic Success – Your insurgent succeeds in the mission and the target region goes to rebel control. If you send an insurgent to any region bordering the rebelled region, he’ll have a +1 bonus point.
    [7]: Beyond Epic Success – Your insurgent succeeds in the mission and the target region, as well as a region bordering it, goes to rebel control.
    [8]: Divine Success – Your insurgent succeeds in the mission and the target region, as well as a region bordering it, goes to rebel control.


    If you get a [0] or a [1], news that your faction used an insurgent 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 insurgent 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(s) in the other faction will be announced on the main thread.

    Assassins and Assassinations

    An assassin is someone hired to kill a prominent rival person quietly and cause panic. Players can 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 caught and tortured, and you are unable to use an assassin next time.
    [1]: Epic Fail – Your assassin is caught and tortured, and when you use an assassin again, he’ll have a -1 penalty point.
    [2]: Great Fail – Your assassin is killed in the mission.
    [3]: Fail – Your assassin is detected and must flee, but if you send him against the same target again, he’ll have a +1 bonus point.
    [4]: Success – Your assassin succeeds in the mission and the target is eliminated. The target faction will get a -1 penalty point on one of its moves this turn.
    [5]: Great Success – Your assassin succeeds in the mission and the target is eliminated. The target faction will get a -1 penalty point on two of its moves this turn.
    [6]: Epic Success – Your assassin succeeds in the mission and the target is eliminated. The target faction will get a -1 penalty point on three of its moves this turn.
    [7]: Beyond Epic Success – Your assassin succeeds in the mission and the target is eliminated. The target faction will get a -1 penalty point on all its moves this turn.
    [8]: Divine Success – Your assassin succeeds in the mission and the target is eliminated. The target faction will get a -1 penalty point on all its moves this 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 is killed by an unknown assassin will be announced on the main thread.

    Magnificent Cities and Guilds

    Magnificent 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.
    Results of City Construction:
    [0]: Fail – No points are generated.
    [1]: Tiny Success – 1 point is generated.
    [2]: Small Success – 2 points are generated.
    [3]: Meager Success – 3 points are generated.
    [4]: Success – 4 points are generated.
    [5]: Good Success – 5 points are generated. +1 bonus point on 1 move.
    [6]: Great Success – 6 points are generated. +1 bonus point on 2 moves.
    [7]: Epic Success – 7 points are generated. +1 bonus point on 3 moves.
    [8]: Beyond Epic Success – 8 points are generated. +1 bonus point on 4 moves.
    Completing an important city will give you +3 prestige points. And every turn you own an important city, your faction gets 1 prestige point.


    Guilds: 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 chapter houses 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]: Insurgents’ Guild – This guild gives a +1 bonus point to all your insurgent agent missions.
    [2]: Spies’ Guild – This guild gives a +1 bonus point to all your spy agent missions.
    [3]: Assassins’ Guild – This guild gives a +1 bonus point to all your assassin agent missions.
    [4]: Sailors’ Guild – This guild gives a +1 bonus point to all fleet sailing moves.
    [5]: Road Builders’ Guild – This guild gives a +1 bonus point to all army marching moves.
    [6]: Town Watchers’ Guild – This guild gives a -1 penalty point on all attempted spying, sabotaging, or assassination missions on your faction.
    If your city is not in a coastal region and gets a Guild roll of [4], the GM will roll again for a different Guild.


    A player can build up to 5 cities: 1 when you have 25 regions, 2 when you have 50 regions, 3 when you have 75 regions, 4 when you have 100 regions, and 5 when you have 125 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. You will never have the same Guild in two cities unless you own more than 6 cities. The GM will keep redoing the Guild roll until a different value pops up.
    There are two special important cities that any of the players can build: the Suez Canal and the Panama Canal. They are region-specific and do not get guilds, though they still grant Prestige. A player that controls the Suez Canal can have his/her fleets move from the Red Sea to the Eastern Mediterranean Sea and vice versa. A player that controls the Panama Canal can have his/her fleets move from the Eastern Caribbean Sea to the Galapagos Island Waters 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 a 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.
    Results of Fortification Construction:
    [0]: Beyond Epic Fail – No fortification is built and you are unable to build a fortification this turn.
    [1]: Epic Fail – No fortification is built and if you attempt to build one again, you’ll get a -1 penalty point.
    [2]: Great Fail – No fortification is built.
    [3]: Fail – No fortification is built, but if you attempt to build one again, you’ll have a +1 bonus point.
    [4]: Success – A Fort is built. This small wooden structure will give a -1 penalty point to any attack on this region.
    [5]: Great Success – A Castle is built. This stone structure will give -2 penalty points to any attack on this region.
    [6]: Epic Success – A Fortress is built. This stone settlement will give -3 penalty points to any attack on this region.
    [7]: Beyond Epic Success – A Citadel is built. This city made of stone and iron will give -3 penalty points to any attack on this region and a -1 penalty point to any spying missions on this region. +1 Prestige.
    [8]: Divine Success – A God’s Citadel is built. This impenetrable city of stone and iron will give -3 penalty points to any attack on this region and a -1 penalty point to any spying or sabotage missions on this region. +2 Prestige.


    A player can build up to 7 fortifications: 1 at 25 regions, 2 at 50 regions, 3 at 75 regions, 4 at 100 regions, 5 at 125 regions, 6 at 150 regions, and 7 at 175 regions. Fortifications cannot be built in a region that already has a fortification or an important city. Fortifications can be torn down at anytime, though 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 fortification. Players can own any number of fortifications.

    Diplomacy and Alliances

    Diplomacy is the art and practice of conducting negotiations between representatives of groups or states. There are a couple of treaties that can be made in this game. They are: trade agreements, cease-fire, peace, alliance, gifts, and client-state treaties.
    Trade Agreement – This is essentially a “nonaggression pact.” You offer this to a faction you want friendly relations with. If one faction attacks a faction they are trading with without having cancelled the trade treaty on the previous turn, it will lose 5 Prestige.
    Cease-fire – This can be offered to a faction you’re at war with. You propose an amount of turns you want hostilities between your factions to cease for. If accepted, the two factions should not attack each other in any way until the treaty expires. If one faction attacks the other before the treaty expires, it will lose 5 Prestige.
    Peace Treaty – This can be offered to any faction as well as enemies. If agreed upon, hostilities between the two sides immediately ends and the factions go back to neutral stances. If one faction attacks another they have a peace treaty with, it loses 5 Prestige.
    Gifts Treaty – You can offer regions, armies, and fleets as gifts to another faction. You can offer up to 3 items once every 5 turns. If accepted, there is a 5 turn “enforcement” period; if one faction attacks the other before this time expires, it loses 5 Prestige.
    Alliance Treaty

    This can only be offered to factions you have trade agreements with. If agreed upon, the two factions can do the following:
    - move their armies through each other’s factions.
    - station their armies in each other’s regions.
    - share sea zones.


    If a faction attacks an enemy faction of their ally, it gains 3 Prestige. If a faction cancels the treaty while their ally is at war, it loses 5 Prestige. If a faction attacks their ally without having cancelled the alliance on the previous turn, it loses 25 Prestige.

    Client-states

    This can only be offered to a neutral or enemy faction if your prestige value is higher than theirs and if one of these two conditions is met:
    - the neutral faction is losing a war against another faction.
    - the enemy faction has less than 5 regions, none of which have magnificent cities.
    If agreed upon, the Master and Client factions have an alliance treaty with each other as well as these aspects:
    - the master faction gains 1 Prestige per client state per turn.
    - if the client state is destroyed by another faction, the master faction loses 25 Prestige.
    - if the master faction cancels the treaty while its client state is at war, it loses 10 Prestige.
    - if the client state attacks another client state of its master, or a regular ally of its master, the treaty is broken and the client state loses 5 Prestige.
    - a client state cannot win the game unless it becomes independent.
    If the client state has a higher prestige than its master’s for 3 turns, it can request its master to cancel the treaty and be independent. If the master faction refuses, the client state can choose to rebel against it. The GM will roll virtual dice to determine if the rebellion succeeds or not. 1 to 3 is a fail, while 4 to 6 is a success. If it fails, the client state loses 3 Prestige and remains bound to the master faction. If it succeeds, the client state becomes independent and the master faction loses 3 Prestige.


    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 and missions 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 Leaked! – All players’ spy 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, or fortification 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 recruiting, and marching armies will have a +1 bonus point.
    [6]: Nationalism! – “For King/Queen and Country!” Patriotic fervor sweeps across the lands and all players’ moves, attacks, missions, etc. 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:


    – Owning 175 regions (Victory Requirement). +5 prestige
    – Obtaining 105 Prestige points (Victory Requirement).
    – Owning 12 sea zones (Victory Requirement).
    – Owning 1 region on each of the 6 continents (Victory Requirement).
    – Starting the first war against another player.
    – Being the first to have his/her faction completely destroyed.
    – Being the first to control an entire continent. +5 prestige
    – Completing all 4 Victory Requirements (Ultimate Victory).
  2. Rhinelander
    Rhinelander
    Hey guys,

    why don't we use my map?
    It fixes all bugs from the Victoria 2 map, that we are currently using.
    It also has rivers and mountain ranges all over the planet.
    And the sea zones are made that way, that you don't need too long to sail to other continents.

    -Rhine
  3. High Fist
    High Fist
    The current map: http://i1051.photobucket.com/albums/...b.png~original
    Rhine's map: http://i.imgur.com/TPzcMAg.png

    I'm liking Rhine's map for fixing all the bugs and its nice colour. Its drawback is that there are less regions. Worth it? Might cause more friction between players.

    I really feel like there should be more regions in west Africa, where Mali is, though.
  4. Rhinelander
    Rhinelander
    There are only a few less regions :/ ()
    If you want you can put some more regions in, where you want.
    Though think that the mapper from V2 did the regions map pretty well.
  5. High Fist
    High Fist
    Just Mali-area, if I had to be picky, but we'll wait for the others to cast their opinions in. It is a very pretty map.
  6. Lord of Cats
    Lord of Cats
    I like Rhinelander's map. If you want to use that instead of the current one, that is fine with me.

    Cheers! Cats
  7. fredtrotter
    fredtrotter
    Rhinelander's map is excellent. I do agree with High Fist about the regions in West Africa though.
  8. High Fist
    High Fist
    Yeah,I added it anyway though. It's too pretty to pass up, not to mention all the wee bugs that have been fixed.
  9. Rhinelander
    Rhinelander
    Cool.
    Could you maybe explain the moves and invading system for dummies? I didnt really understand it, because we have kind of 2 start provinces.
  10. High Fist
    High Fist
    Of course.
    Spoiler Alert, click show to read: 
    You can move an army anywhere in your faction so long as there is a continuous path between your army and where you want it to go. This takes a move which succeeds if you roll a 4 or higher (subject to change).

    Every region has a "militia", which has two "Health Points", hereafter known as battalions. You can use these militia to attack adjacent regions - even regions bordering the same sea zone as your own region. If you attack with a militia and it gets destroyed, it automatically gets replenished.

    Attacks do not require a separate roll to determine if it succeeds. If you say "attack this province" you can be sure that it is going to be attacked. I'll immediately start the battle rolls.

    As it is 50:50 on whether your militia beats the enemy militia, it is safer to recruit armies to do your conquering because they have more battalions. If you use armies, however, you cannot attack regions bordering the same sea zone as your own like militia can. To do that you need a fleet for your army to board and sail on.


    Does that help in any way?
  11. ♞Rogue General♞
    ♞Rogue General♞
    I like the map, but can we please add mountains back in? The new map has removed the Mountains in the Americas, and I picked my starting location primarily due to the mountains in the original map.
  12. Rhinelander
    Rhinelander
    Ah thanks HF, but how many moves do I have each turn? Does it depend on the previous roll/s again? Or on the prestige (which I prefer)?
  13. Lord of Cats
    Lord of Cats
    Moves are determined by prestige in this rule-set. That can be easily changed to the regular RtD system if people want.

    And yeah, I would like mountains too. You can probably copy/paste them onto Rhinelander's map. Should be no big deal. Cats
  14. fredtrotter
    fredtrotter
    Is it fine if we change the turn time to 1 year?
  15. High Fist
    High Fist
    Seems a bit much, no? 6 months is a long time. I don't mind though, we'll see what the others say.
  16. Rhinelander
    Rhinelander
    I dont know how the turn time is right now but 1 year for 1 turn seems fair
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