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Thread: European Wars II - Roll to Dodge

  1. #1
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    Default European Wars II - Roll to Dodge

    Here's the rules:
    *Every turn is about one day. People post their map on their next action (their next region to annex), then I roll to see how well their actions is gonna be:

    [1]: Epic Fail. You lost the battle, and the enemy have chance to take your region. And you will get the point -[1] next turn, due to the morale losing.
    [2]: Fail. You fail to take to region.
    [3]: Meager success: The battle is unresolved. But with the better experience, you'll have the point +[1] if you attack the region again next turn.
    [4]: Success: You take the region successfully.
    [5]: Epic Success: You take the region successfully, and you can choose to attack 2 regions next turn.
    [6]: Overshot: You take the region successfully, and you can choose to attack 2 regions next turn with the point +[1].


    The players can only make an attempt of sabotage/assassination once every 3 turns, so there won't be massly used every turn, like it used to be.

    *The revolt system:
    Spoiler Alert, click show to read: 
    An empire which gets 20 regions or more and gets two times [1] in a row have the chances to get revolts in some provinces which they got 3-5 turns (the rebels see that it's a good chance to revolt, since the Faction Leader seems to be very unlucky).

    A player who loses all his region to another player, he will be able to make a revolt in two turns in the province which was taken by the enemy 1-3 turns ago. I will roll to see how the revolt is going to be each turn.The last and counted point is the average point.
    Player will lose -1 point in attack.

    And a player can also make revolts in others's empires by sending saboteurs. He can ask me through PM and I'll roll his point to see how it'll work, and usually will tell him the result via PM as well.

    [1]: The saboteur fails to make a revolt, and he's caught. News that a Kingdom send saboteur to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the next turn the player tries to send saboteur, he'll lose [1] point due the morale lost.
    [2]: The saboteur killed while trying to create the revolt. That way he'll never be able to open his mouth and tell who's his boss. But the other saboteurs will lose [1] point the next turn they try to create a revolt, since fear is growing in them.
    [3]: The saboteur fails to create a revolt, but he manages to get away with it.
    [4]: The saboteur somehow succeed to create the disharmony between the people in that region, but the revolt doesn't happen yet. Next turn if he continues, he'll get the point + [1].
    [5]: The saboteur succeeds to create the revolt, and turns the region into rebels.
    [6]: The saboteur is better than you thought, when the revolt grows in every lands near the target region. The target is turned to rebels of course, and the saboteur can have one bonus point when trying to create the revolt in nearby provinces.


    *Spying:
    Spoiler Alert, click show to read: 
    A player may use spies to gather informations from his enemy's region. When you want to use spies, PM me and tell the region you want to send your spy to, I'll roll and tell you the result:
    [1]. The spy fails to gather informations, and he's caught. News that a Kingdom send spies to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the player tries to send spy, he'll lose [1] point due the morale lost.
    Player will lose -1 point in attack.
    [2]: The spy is killed by the guards while trying to gather information in this place. That way he'll never be able to open his mouth and tell who's his boss. But the other spies will lose [1] point the next turn they try to go into other cities, since fear is growing in them.
    [3]: The spy fails to get any informations of the enemy, but he'll have more chance (+[1]) to succeed in his next attempt if he spies the same region.
    [4]: The spy succeeds to get informations of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point.
    [5]: The spy succeeds to get informations of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 2 spies on actions.
    [6]: The spy succeeds to get informations of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 2 spies on actions, with a bonus point to succeed.


    *Assassinations:
    Spoiler Alert, click show to read: 
    When a player wants to kill someone quietly, he can send the GM a PM on his target. I'll roll and see the result.
    [1]. The assassin fails the mission, and he's caught. News that a Kingdom send assassins to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the player tries to send assassins, he'll lose [1] point due the morale lost.
    [2]: The assassin is killed by the guards while trying to kill his target in. That way he'll never be able to open his mouth and tell who's his boss. But the other assassin will lose [1] point the next turn they do their missions, since fear is growing in them.
    [3]: The assassin fails his mission, but he manages to get away with it.
    [4]: The assassin fails to kill his target, but he manages to get away with it, with a better knowledge on his target. The next turn he'll have more chance (+[1]) to succeed his mission.
    [5]: The assassin succeeds his mission and killed his target successfully.
    [6]: The assassin succeeds his mission and killed his target successfully. This assassin's success will encourage other assassin on their next missions, which they will have better chance to succeed.


    *A player who doesn't have any region in 3 turns will be eliminated.

    *The new guys won't lose their region due Epic Fail effect in the first 5 turns.

    *If a player don't reply in one turn, he'll lose the turn.

    *The players shall do diplomat via PMs or whatever they want.

    Diplomacy:

    Spoiler Alert, click show to read: 
    here are currently few kinds of diplomacy:

    - Trade rights: The first step to bring 2 nations closer.

    - Alliance: Two nations are allied and with help each other in various things.

    - Peace agreement: A nation offer the Peace Agreement in an amount of turns. In this period, no one can do aggressive actions against each other.
    For example: Kingdom A offer the Peace Agreement to Kingdom B for 8 turns or something like that.

    - A player has rights to give another player a region as a gift. But the men's morale will be lowed in the next 3 turns, causing penalties to the chance to win.

    - Military access: With the Military Access agreement, the nations can bring army cross each other lands without fighting (unless they want to...). So they can get a shortcut to the land they want to get.


    And remember that crossing a region will also cost you a turn.

    Examples:

    Spoiler Alert, click show to read: 
    The Green move the Army across the Red's land:

    ...And take the region.

    - Gives regions: A player has rights to give another player a region as a gift. But the men's morale will be lowed in the next 3 turns, causing penalties to the chance to win.



    *A player who loses all his region to another player, he will be able to make a revolt in two turns in the province which was taken by the enemy 1-3 turns ago. I will roll to see how the revolt is going to be each turn.The last and counted point is the average point.

    * A player who doesn't have any region in 3 turns will be eliminated.

    *It takes 2 turns for the players to sail from land-to-land.
    - Turn 1: Build the fleets and prepare to sail. In this turn the players will lose their rights to attack 1 region (busy building fleets). But if they got [4], [5], or [6] in the last turn, they can still attack 1, or 2 region.
    - Turn 2: They sail to the land they want to, and attack the coast region.

    * Important Cities system:

    Spoiler Alert, click show to read: 
    When a player wants to build an important city, places a dot on the map, I'll roll and tell the bonus you're going to get for the city.
    [1] Saboteurs's Guild: +1 points with sabotage once every 3 turns.
    [2] Thieves's Guild: +1 points with spying once every 3 turns.
    [3] Assassins's Guild: +1 points with assassinations once every 3 turns.
    [4] Sailors's Guild: +1 naval movement once every 3 turns.
    [5] Banners Bearers's Guild: +1 land movement (can attack a bonus region) once every 5 turns.
    [6] Town Watchers's Guild: -1 points of assasinations/spying or sabotage attempted on this country.


    *A player who owns 75 regions will win the game and get the reps from all the players.

    *Other rewards. The first player who does one of these actions will also get reps from all the players:


    Spoiler Alert, click show to read: 
    - Owning 20 province.
    - Owning 30 province.
    - Owning 40 province.
    - Attacking another player's region.
    - Getting a six for 2 turns in a row.
    - Getting a revolt.
    - Winning the first sea battle.
    - Eliminating a player
    - Owning 50 province.


    Time frame is Renaissance.

    *If you have further questions, don't hesitate to ask me.

    Here's the current map :
    Spoiler Alert, click show to read: 


    Current players and their Factions:
    Spoiler Alert, click show to read: 

    Player: AceMcKillYoFace
    name: The Inubashiri Clan
    Government Type: Monarchy
    Language: English
    Currency: ???
    Capital: Rennes (Brittany)
    National Anthem: ???
    Leader: ???
    Religion: ????
    Color: Light Red (158,81,89)



    Player: LolISuck
    Name: Duchy of Limburg
    Government Type: ???
    Language: Limburgian
    Currency: reputation
    Capital: Heerlen
    National Anthem: ???
    Leader: ???
    Religion: ????
    Color: light green (30,228,25)


    Player: Twilight Sparkle
    Name: Babylonian Empire
    Government Type: Islamic Dictatorship
    Language: Turkish
    Currency: Sheqel
    Capital: Babylon (Baghdad)
    National Anthem: MC Ren - Shock Of The Hour
    Leader: Mahmoud Ahmadinejad
    Religion: Shia
    Color: Light Purple (200,191,231)



    Player: The Mysterious F
    Name: The very mysterious kingdom of Lusitannia, better known as Lusitannia
    Government Type: Monarchy
    Language: Portuguese
    Currency: ???
    Capital: Lisboa (Lisbon)
    National Anthem: ???
    Leader: king João II
    Religion: ????
    Color: Royal blue (7,11,152)

    Player: Kameraden
    Name: Kingdom of Karjala
    Government Type: ???
    Language: Finnish
    Currency: Gold and salt.
    Capital: Viipuri
    National Anthem: ???
    Leader: Warrior King Kurjen Matti
    Religion: Worship of Perkele
    Color: Dark green (0,50,0)



    Player: simbion
    Nation: The Sri Lankan Confederacy of Sri Lanka
    Government Type: ???
    Languages: indian
    Currency: Funka
    Capital: Sri Jayawardenapura Kotte
    National Anthem: ???
    Leader: ???
    Religion: ????
    Color: Bright yellow (233,255,0)


    Player: edse
    Name: Omani tribes
    Government Type: ???
    Language: Arabic
    Leader: ???
    Capital: Salalah
    National Anthem: ???
    Current Leader: ???
    Religion: ???
    Color: Orange (255,100,0)



    Player: Everto
    Name: Polish Commonwealth
    Government Type: Constitutional Monarchy
    Language: Polish
    Currency: Reputation
    Capital: Warsaw
    National Anthem: Bogurodzica
    Leader: Stefan Batory
    Religion: ????
    Color: Light Red (249,138,131)


    Player: tyboman
    Name: Clan Webster
    Governments Type: Clan system/Democracy
    Currency: Silver Pieces
    Language: Scottish/Norwegian
    Leader: ???
    Capital: Krakenburgh
    National Anthem: Bogurodzica
    Current Leader: Stefan Batory
    Religion: ????
    Color: Maroon (100,0,0)



    Player: Ciloron-Celebmîr
    The Celedhil
    Government Type: Monarchy
    Currency: Silver Coins
    Language: Sindarin, Avarin, Westron and a tad of Noldorin
    Capital: Ost-in-Celeb
    National Anthem: ???
    Leader: Cilothár (son of king Celebmîr(aka Ciloron))
    Religion: Worshipping of Eru Ilúvatar
    Color: Grey/Silver (147,147,147)


    Player: Enarec
    Name: The Sassaemenid Empire
    Government Type:
    Currency: Daric and Siglos (gold coins, 1 daric = 20 siglos)
    Language: Persian
    Capital: Persepolis
    National Anthem: ???
    Leader: ???
    Religion: Zoroastrianism
    Color: Dark Green (0,125,0)


    Player: Speedlion
    Country's name: Minecraftia
    Currency: DIAMONDS!
    Language: Rémtald
    Leader: Lord Creeper I
    Capital: Cedjeic
    National Anthem: Fól Flata Am Chalaçoch'ijd
    Religion: Glozdamtin
    Color: Light Red (255,0,0)


    Player: Derpy Hooves
    Country's name: The Immortal Empire
    Currency: ???
    Language: English
    Leader: the Immortal Emperor
    Capital: Constantinople
    National Anthem: ???
    Religion: ???
    Color: Purple (189,25,176)



    Player: Fancy Cahoma
    Country's name: The Imperium of Fancy.
    Currency: Monocleuro. Gold/silver/bronze.
    Language: Fancy English.
    Leader: King Edmund the Fancy
    Government type: Constitutional monarchy.
    Capital: London
    National Anthem: ???
    Religion: Christianity
    Colour: Blue (63,72,204)


    Player: Zanger Rinus
    Name: Twente
    Currency: Gulden.
    Language: Niedersachsisch.
    Ruler: Joop Munsterman I
    Government Type: Totalitarian Communist Dictatorship
    Capital: Royal Grolsch City Enschede
    National Anthem: ???
    Religion: ???
    Colour: Light Orange (255,194,14)


    Player: martin616
    Name: The Kingdom of Egypt
    Leader: Ptolemy XX
    Government Type: Military Dictatorship
    Language(s): Egyptian
    Capital: Alexandria
    National Anthem: ???
    Religion: Sunni
    Colour: Emerald Green (49, 105, 85)


    Player: Andrey27
    Name: Nation of The Ancient Dnieper
    Currency: Ancient Rouble
    Language: Italian-Russian
    Leader: Ptolemy XX
    Government: HM's Goverment
    National Anthem: ???
    Religion: ???
    Color: Light Blue (0, 179, 255)



    Player: Pinkie Pie
    Name: Equestria
    Government type: Absolute Diarchy
    Currency: the Bit
    Rulers: Princess Celestia & Princess Luna
    National Anthem: Equestrian National Anthem
    Religion: ???
    Colour: Bottle Green


    Player: Soarin'
    Name: Kingdom of Tomivia
    Languages: English
    Currency: Bits
    National Anthem: ???
    Religion: ???
    Capital: Cork.
    Color: Light Blue (0;138;255)


    Player: Lyra
    Name: Hyl'Binar Tagzimdas Jasbionalo (Empire of the Eternal White Dawn of the House of Jasb)
    Leader: ???
    Language: Dunabar
    Currency: Talaks
    Color: Golden Yellow
    Capital: Ketros
    Religion: ???
    National Anthem: ???
    Color: Orange (255, 201, 14)



    Player: Rero
    Nation: Buymoreia
    Leader: ???
    Government Type: Dictatorship
    Leader: The High Manager Morgan Grimes
    Currency: Buymoreian Tokens
    Languages: Burbankian English
    Capital: New Burbank
    Religion: ???
    National Anthem: ???
    Colour: Deep Green. (23,107,48)


    Player: Diamond
    Name: Svenska Staten av Polis
    Colour: RGB 41, 123, 143
    Currency: Swedish Kronas
    Language: Swedish
    Capital: Stokermo
    Religion: ???
    National Anthem: ???
    Colour: (41, 123, 143)


    Ok I think that's it now. Have fun!
    Last edited by L-Burna; January 19, 2012 at 10:22 AM.

  2. #2
    AceMcKillYoFace's Avatar Barbarus
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    Default Re: European Wars II - Roll to Dodge

    AceMcKillYoFace

    Faction
    Spoiler Alert, click show to read: 
    The Inubashiri Clan
    Government Type: Monarchy
    Language(s): English
    Capital: Rennes (Brittany)
    Colour: Light Red


    Map
    Spoiler Alert, click show to read: 


    The Inubashiri Clan begins it's conquest of France, and heads East.
    Last edited by AceMcKillYoFace; January 02, 2012 at 10:53 AM.

  3. #3
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: European Wars II - Roll to Dodge

    name: Duchy of Limburg
    language: Limburgian
    currency: reputation
    color: light green
    capital: Heerlen

    light green is starting land
    Attachment 197662
    Last edited by lolIsuck; January 02, 2012 at 01:28 PM.

  4. #4
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    Default Re: European Wars II - Roll to Dodge

    Name: Babylon
    Colour: Light Purple (?:?:?) (That later)
    Currency: Sheqel
    Language: Turkish
    Capital: Babylon (Baghdad)
    Map (Put it in spoilers):
    Spoiler Alert, click show to read: 

    Babylon heads South.


    You guys create it in the same way as me.
    Last edited by L-Burna; January 02, 2012 at 10:52 AM.

  5. #5
    Lуra's Avatar Praeses
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    Default Re: European Wars II - Roll to Dodge

    Name: Tagzimdasbin Jasbionalo (The Empire of the Eternal White Dawn of the House of Jasb)
    Languages: Dun, Kypchac, Cuman, Tartar, Alan
    Currency: Tanaks
    History: hailing from the plane of the river Dunabar, the Dun hav come hither by some mysterious way. They find themselves in a new and unknown land. For now, they shall have to survive by the use of Sword, Lance and arrow.
    Color: Yellow

    More info tmrw.

    ~Lyra

    The Dread Pirate Roberts IV

  6. #6
    the mysterious F's Avatar Vicarius
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    Default Re: European Wars II - Roll to Dodge

    Nation: The very mysterious kingdom of Lusitannia, better known as Lusitannia
    Color: Royal blue
    Language: Portuguese, more languages may be added.
    Capital: Lisboa (Lisbon)
    Lusitannia is a monarchy, ruled by king João, the second


    King João assembles an army and starts what he hopes to be a great sucesseful campaign by marching north, to take the Beira Region.

    Last edited by the mysterious F; January 02, 2012 at 12:56 PM.

  7. #7
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    Default Re: European Wars II - Roll to Dodge

    Babylon proposes alliance and trade agreement to Tagzimdasbin Jasbionalo.

  8. #8
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    Default Re: European Wars II - Roll to Dodge

    Can I join?

    BLM - ANTIFA - A.C.A.B. - ANARCHY - ANTI-NATIONALISM

  9. #9
    AceMcKillYoFace's Avatar Barbarus
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    Default Re: European Wars II - Roll to Dodge

    Quote Originally Posted by Hobbes. View Post
    Can I join?
    Anyone is free to.

    I also purpose a trade agreement to the Duchy of Limburg.

  10. #10
    Kameraden's Avatar Campidoctor
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    Default Re: European Wars II - Roll to Dodge

    Name: Kingdom of Karjala
    Colour: Dark green (0,50,0)
    Currency: Gold and salt.
    Language: Finnish
    Capital: Viipuri
    Current Leader: Warrior King Kurjen Matti
    Religion: Worship of Perkele
    Last edited by Kameraden; January 02, 2012 at 11:12 AM.

  11. #11
    Raritу's Avatar Glück auf!
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    Default Re: European Wars II - Roll to Dodge

    When (GMT) do you end a turn? (Yeah I'll sign up later)
    Honored filly of M and happily taking my glance over Milner and Diamat

  12. #12

    Default Re: European Wars II - Roll to Dodge

    Nation:The Sri Lankan Confederacy of Sri Lanka
    Color: Bright yellow
    Currency: Funka
    Languages: indian
    Capital: Sri Jayawardenapura Kotte

    map:
    Spoiler Alert, click show to read: 


    advances to the northern half of sri lanka
    Last edited by Crackle the Dragon; January 02, 2012 at 11:13 AM.

  13. #13
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    Default Re: European Wars II - Roll to Dodge

    Quote Originally Posted by Soarin' View Post
    When (GMT) do you end a turn? (Yeah I'll sign up later)
    GMT +2, now till the 8th January I can make it in 13:00, but then I've school and then only at 16:00.

  14. #14
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: European Wars II - Roll to Dodge

    Quote Originally Posted by AceMcKillYoFace View Post
    Anyone is free to.

    I also purpose a trade agreement to the Duchy of Limburg.
    we accept this great offer, we send vlaai and beer to you

  15. #15
    Hobbes's Avatar Vicarius Provinciae
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    Default Re: European Wars II - Roll to Dodge

    What does the timeframe mean exactly?

    BLM - ANTIFA - A.C.A.B. - ANARCHY - ANTI-NATIONALISM

  16. #16
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: European Wars II - Roll to Dodge

    It starts in the renaissance, up to the game mod to pick a date, I do want to propose 1 turn as 1 year not the sick stuff of 5 years

  17. #17
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    Default Re: European Wars II - Roll to Dodge

    Quote Originally Posted by lolIsuck View Post
    It starts in the renaissance, up to the game mod to pick a date, I do want to propose 1 turn as 1 year not the sick stuff of 5 years
    Same. 1 turn is 1 year from now on.

    BTW where is that stuff written?

  18. #18
    AceMcKillYoFace's Avatar Barbarus
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    Default Re: European Wars II - Roll to Dodge

    Quote Originally Posted by Hobbes. View Post
    What does the timeframe mean exactly?
    The time frame doesn't really effect anything gameframe wise, so you don't need to worry about that.

    Quote Originally Posted by lolIsuck View Post
    It starts in the renaissance, up to the game mod to pick a date, I do want to propose 1 turn as 1 year not the sick stuff of 5 years
    I agree to the 1 year per turn. That makes it less confusing.

  19. #19
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: European Wars II - Roll to Dodge

    IDK, last time it was 5 years in 1 turn, saw it somewhere

  20. #20
    Kameraden's Avatar Campidoctor
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    Default Re: European Wars II - Roll to Dodge

    Quote Originally Posted by lolIsuck View Post
    It starts in the renaissance, up to the game mod to pick a date, I do want to propose 1 turn as 1 year not the sick stuff of 5 years
    This.

    Also @GSC: to make thing easier please start every roll-post with a number of that turn. Then I can search your posts from this thread to pinpoint every new turn

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