Fortifications |
Fortifications
A fortification is a defensive structure. Build it at strategic regions (such as choke points) to better defend your empire.
There are 4 levels of fortifications:
1. Fort
2. Castle
3. Fortress
4. Citadel
The type of defensive structure you build depends on the dice roll:
[0] = Nothing is built
[1] = Nothing is built
[2] = Nothing is built
[3] = Nothing is built (+1 bonus if you attempt to build a fort again within 1 turn)
[4] = Fort (+1 defense when region is attacked)
[5] = Castle (+2 defense when region is attacked)
[6] = Fortress (+3 defense when region is attacked)
[7] = Citadel (+3 defense when region is attacked, enemy Agents have -1 penalty when conducting missions in this region)
For every 15 regions you own, you can BUILD one fortification:
1-15 regions: 1 fortification
16-30 regions: 2 fortifications
31-45 regions: 3 fortifications
46-60 regions: 4 fortifications
and so on...
Additional Notes on Fortifactions:
- If you CAPTURE an enemy's fortifcation you can make use if it, and it will not count towards your fortification build limit.
- A region cannot have both a Fortification AND a Great City.
- Fortifications cannot be built in your Capital, and you cannot build 2 fortifications in the same region.
- It takes 1 move to destroy a fortification, if you wish to move it elsewhere.
- If your fortification is located on a coast, during sea battles you will receive +1 to your initial combat roll within that Sea Zone. This bonus can stack.
Posting your turn: If you want to build fortifications, please indicate which region you want to build it in.
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Great Cities |
Great Cities
Constructing a Great City is a massive undertaking. But it will provide you a faction-wide buff and improve your reputation.
Once completed, a Great City generates +1 Prestige for your faction each turn!
You need to a total of 10 Build points to fully construct a Great City. If you want to build a Great City, please indicate which region you want to build the city in. It takes a Move to start the construction (or continue construction).
The higher dice-roll you get, the more build points you get for this turn.
Great City completion status:
[0] = No progress is made
[1] = +1 to Build points
[2] = +2 to Build points
[3] = +3 to Build Points
[4] = +4 to Build Points
[5] = +5 to Build Points
[6] = +6 to Build Points
[7] = +7 to Build Points
When you reach 10 build points, your Great City is completed and will now generate +1 Prestige per turn.
If you don't finish building the City in a given turn, you need to spend another Move to resume building it. Your build progress is saved between turns.
Note: You can postpone construction of the Great City for as many turns as you want, without penalty. But you will only get the +1 Prestige bonus once the City is completed.
You can build 3 Great Cities in total:
- 1 city if you have 1-25 regions.
- 2 cities if you have 26-50 regions.
- 3 cities if you have more than 50 regions.
However, if you capture a city from an enemy you will get bonuses from that city, but it will not count towards your 3 city build-limit!
Additional benefit of Great Cities:
- If your City is a coastal city, you will get +1 bonus on all sea battle rolls within that Sea Zone. This bonus can stack.
- Building or capturing a Great City also grants you a random faction-wide bonus, called an "Edict". Read more below!
Invading a rebel-controlled Great City (Rule added on Turn 21)
A rebel-controlled city is a Great City which no faction currently owns. If a faction invades a "rebel" Great City, they must specify whether they wish to "Liberate" or "Conquer" it when they post their move.
- "Liberate": If invasion is successful, this will return the City back to its original owner (meaning the faction that built the city). If the original owner happens to be an NPC, that NPC will become a client state of the gifting faction (only if the 2 factions are at peace with each other, and neither is already a Client State). See Advanced Rules > Client States for more info.
- "Conquer": If invasion is successful, the invading faction keeps the city for itself. Choosing this option is considered a declaration of war against the original owner of the city (i.e. the faction that built the city).
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Edicts |
Edicts
Edicts give you faction-wide buffs.
For each Great City you construct (or capture), an Edict is immediately passed.
The GM rolls the dice to see what Edict you get:
[1] = Royal Guard: Your capital has +1 defense when attacked, and enemy Agents have a -2 penalty when conducting Missions in your capital. Additionally, you are able to move your capital for FREE (meaning you don't have to use a Move) once every 10 turns.
[2] = Advanced Espionage (Double-Agent): Your Agents get +1 bonus when sent on Spy missions.
[3] = Advanced Espionage (King-slayer): Your Agents get +1 bonus when sent on Assassination missions.
[4] = Advanced Espionage (Revolutionary): Your Agents get +1 bonus when attempting to incite rebellions.
[5] = Maritime Supremacy: During sea battles, you get +1 to all rolls. You get +1 when attempting to build fleets. Additionally, once every 5 turns you may move a fleet from one Sea zone to the next without using a move.
[6] = Drillmaster: Every 5 turns, you are able to do 1 extra move. (Ability is not automatically activated. If you want to use this buff, you must explicitly say so in your turn. Example: “Build a fortification in Sparta, and with my extra move from Drillmaster Edict, attack North.”)
Changing Edicts
You can "Renovate" a Great City if you don't like your current Edict. Renovating a City only takes 5 build points (as opposed to 10 for constructing a new city). Once the renovation is complete, you will get a different Edict base on the dice-roll.
You cannot have duplicate Edicts. If you own multiple cities, each city will be guaranteed to give you a different Edict.
Destroyed/Demolished Cities
BE WARNED: If another player captures your region that has a Great City, your Edict will be removed! The player who captured your City will get a new Edict (GM rolls dice to see which Edict is passed).
You can also demolish a Great City. Demolishing a Great City takes a move. This can be used as a tactic to prevent an invading enemy from benefitting from the city. To rebuild a demolished city, it will take the full 10-build points again.
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Secret Agents |
Secret Agents
Secret Agents are well-versed in the art of espionage. As the leader of a nation you may sometimes need to employ an Agent to do your dirty work. You unlock the use of a Secret Agent once you build or conquer your first Great City.
Once unlocked, Secret Agents can perform certain missions for your faction. See the mission types below for details.
The number of Secret Agents your faction has access to depends on how many Great Cities you own:
- 1 Great City = 1 Secret Agent
- 2 Great Cities = 2 Secret Agents
- 3 Great Cities = 3 Secret Agents
- 4+ Great Cities = 4 Secret Agents
Secret Agent Missions
There are three types of missions a Secret Agent can perform:
1) Spy
2) Assassinate
3) Incite a Rebellion
1) Mission Type: Spy
Secret Agents can spy on enemy regions. If successful, you will get a bonus if you attack the region in the same turn. After performing a spy mission, the agent cannot perform any type of mission the next 2 turns.
A 6-faced virtual dice (https://rolz.org) is used to determine the outcome of the Spy mission:
[0] = Legendary Failure: (-1 penalty to your next spy mission, -1 penalty for attacking this region this turn.)
[1] = Epic Failure: (-1 penalty to your next spy mission. If the region is owned by another Faction, -1 penalty for attacking this region this turn.)
[2] = Failure: Your agent gains no valuable information.
[3] = If spy mission was in a region owned by a Faction, the mission fails. But if spy mission was in a rebel-controlled region, mission success (+1 for attacking this region this turn).
[4] = Success: Your spy has uncovered info that will help you in your attack against this region (+1 bonus if you attack this region this turn)
[5] = Success: Your spy has uncovered valuable info that will help you in your assault (+1 bonus if you attack this region this turn)
[6] = Success: Your Agent managed to waltz right into the enemy General's tent, and steal detailed plans! (+1 bonus if you attack this region this turn, +1 bonus if you decide to perform another spy mission in the next 3 turns)
[7] = Success: Your Agent knows the enemy like the back of his hand! (+2 bonus if you attack this region this turn, +1 bonus if you decide to perform another spy mission in the next 3 turns)
To perform a spy mission, post it along with your turn. Example:
“Send a Secret Agent to spy on the region of Carthage, and attack the region by sea”
or
“Send an agent to spy on the rebel region north of our empire, and attack the region by land”
etc...
2) Mission Type: Assassinate
Secret Agents can also assassinate important enemy figures, causing chaos among their ranks.
To perform an assassination, PM (private message) me which faction you would like to target. After performing an assassinate mission, the agent cannot perform any type of mission the next 5 turns.
The GM will roll a 6-faced virtual dice (https://rolz.org) to see how successful your Secret Agent was in his assassination mission:
[0] = Legendary Failure: (-2 Prestige, -1 penalty to your next assassination attempt. Everyone will know that it was your Secret Agent.)
[1] = Epic Failure: (-1 Prestige, -1 penalty to your next assassination attempt. Everyone will know that it was your Secret Agent.)
[2] = Failure: (-1 Prestige. Everyone will know that it was your Secret Agent.)
[3] = Failure: Your agent fails the mission but learns from their mistake. No one will know it was you who sent the agent. (+1 for your next Assassination attempt.)
[4] = Success: (-1 penalty to one enemy move this turn)
[5] = Success: (-1 penalty to all enemy moves this turn)
[6] = Success: (-1 penalty to all enemy moves this turn, +1 bonus if you decide to send an assassin again in 6 turns)
[7] = Success: (-1 penalty to all enemy moves this turn, -1 penalty to one enemy move next turn, +1 bonus if you decide to send an assassin again in 6 turns)
NOTE: If a player is targeted by multiple assassination missions in a given turn (and the assassins succeed), the -1 penalties do NOT stack. Only the first assassination will cause the -1 penalties. After that, the targeted player will lose prestige in accordance with this chart:
[4] = Success: (-1 Prestige to target)
[5] = Success: (-1 Prestige to target)
[6] = Success: (-2 Prestige to target)
[7] = Success: (-3 prestige to target)
3) Mission Type:Incite a Rebellion
Secret Agents can incite a rebellion in other factions. If successful, the targeted region will fall back into rebel control, and the region will be colored white.
To incite a rebellion in a region, send me a private message (PM) and tell which region you want to target. After attempting to incite a rebellion, the agent cannot perform any type of mission the next 5 turns.
A virtual 6-faced dice (https://rolz.org) is used to determine the outcome of the mission:
[0] = Legendary Failure: (-2 Prestige, -1 penalty next time you attempt to incite a rebellion. Everyone will know that it was your Secret Agent.)
[1] = Epic Failure: (-1 Prestige, -1 penalty next time you attempt to incite a rebellion. Everyone will know that it was your Secret Agent.)
[2] = Failure: (-1 Prestige, Everyone will know that it was your Secret Agent.)
[3] = Failure: Your agent fails the mission but learns from their mistake. No one will know it was you who sent the agent. (+1 for attempting a rebellion in 6 turns.)
[4] = Success: The targeted region now belongs to rebels.
[5] = Success: The targeted region now belongs to rebels.
[6] = Success: The targeted region now belongs to rebels (+1 bonus if you decide to incite a rebellion in 6 turns)
[7] = Success: The targeted region now belongs to rebels, and in the chaos that ensues, a nearby enemy region also falls to the rebels! (+1 bonus if you decide to incite a rebellion in 6 turns)
You cannot incite a rebellion in a faction that has 3 or fewer regions.
Final notes on Secret Agents:
- If your agent is revealed while they are conducting an Assassination or Rebellion mission against an Ally, you will lose an additional 3 Prestige.
- In any given turn, a maxiumum of 2 Secret Agents in your faction may perform the same type of mission. For example, if you have 3 Secret Agents you can perform 3 missions, but only 2 of the missions can be Assassinations. The third mission must be either a Spy mission, or an attempt to incite a rebellion.
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Diplomacy |
Diplomacy
Diplomatic actions can have a positive or negative affect on your faction's Prestige. Back-stabbing, breaking alliances, and general skulduggery is allowed... but be warned that it will cause Prestige penalties.
On the other hand, entering into alliances and other "positive" diplomatic actions will increase your Prestige.
Some terms to know before we proceed:
Ceasefire: A temporary pause in military action between 2 warring factions. No military actions can be taken against a faction if you have a ceasefire with that particular faction. Secret Agents can still be used. Players must negotiate how many turns the ceasefire lasts. Players cannot declare war with a faction they have a ceasefire agreement with, or they will lose 15 Prestige. The 2 factions are automatically at war with each other when the ceasefire expires.
Peace Treaty: An agreement between 2 warring factions. This treaty immediately resets the 2 factions into a "neutral" stance towards each other.
If you declare war on a faction within 10 turns of signing a Peace Treaty with that faction, you will lose 15 Prestige. Declaring war on a faction after 10 turns of the Peace Treaty have passed is allowed, and you will not get any penalties.
Non-aggression pact: An agreement between 2 neutral factions. They agree to not engage in hostilities for a certain number of turns.
Alliance: Allied factions have Military Access over each other. This means that when allies share borders, one ally can “travel” through the other ally's territory and attack an enemy region on the other side.
The following list shows the bonuses (or penalties) a player gets for each Diplomatic action.
Diplomacy with Neutral Factions:
- Establishing an Alliance: [+3 Prestige] if with another player, [+2 Prestige] if with NPC faction. Both players involved in alliance get this bonus (not NPCs though). If you were allied with a faction previously but later broke your alliance, you are allowed to become allies with them again. However, you will NOT get the +3 Prestige bonus the second time. Also, after your first 5 alliances you will no longer gain prestige for establishing additional alliances.
Attacking a neutral faction, without declaring war in the previous turn: [-5 Prestige] (rule removed)- Establishing a Non-Aggression Pact for "X" number of turns, where "X" is a number agreed upon by the 2 Faction leaders: [No Prestige Effect]
Diplomacy with Allied Factions:
- Terminate an Alliance using diplomacy = [-5 Prestige] (only the faction that terminates the alliance gets this penalty)
Refusing to join a defensive war: [-5 Prestige] (Defensive war means that your Ally was attacked by another faction. If your ally was the aggressor, you are not obligated to join the war and you will not get any penalty for refusing to help) (Rule removed on turn 25. Replaced with rule below...)- Refusing to join an ally in a war: The alliance is terminated. [-8 Prestige] (Rule added turn 25)
Diplomacy with Hostile (at war) Factions:
- Announce a Ceasefire until ___ turns ( fill in __ with the number you agreed on with the other faction) [No Prestige Effect]. While a Ceasefire is in affect, both factions cannot perform military actions against each other, or declare war on each other. Breaking a ceasefire results in [-15 Prestige] penalty.
- Announce a Peace Treaty [No Prestige Effect]. This treaty immediately resets the 2 factions into a "neutral" stance towards each other. If you declare war on a faction within 10 turns of signing a Peace Treaty with that faction, you will receive a [-15 Prestige] penalty. Declaring war on a faction after 10 turns of the Peace Treaty have passed is allowed, and you will not get any penalties.
Oath-breaking
Penalties of violating diplomatic norms:
- Betraying an alliance (attacking your allies without breaking Alliance first) = [Your Prestige is reset to 1]
- Violating the terms of a Non-Aggression Pact or Ceasefire: [-15 Prestige]
Casus Belli
“Casus Belli” is an act or situation that can be used to justify war. If you get a Casus Belli on another faction, you will get a Prestige bonus if you declare war on them. You can even get a Casus Belli against an ally! If this happens, you will receive no penalty for breaking the alliance, and in fact you will gain certain bonuses if you decide to declare war on them.
There are 2 ways to get a Casus Belli:
1) A player fails in an assassination attempt against your faction, and is revealed.
2) A player fails when trying to incite a rebellion in one of your regions, and is revealed.
If either of those 2 events occur you will gain a Casus Belli against the opposing faction, and if you declare war on them in the next 2 turns, you will:
- Gain [+2 Prestige].
- All military actions that you take against them for the next 3 turns will receive a +1 bonus.
Note: You cannot gain a Casus Belli on a faction that you are already at war with.
Gifts
- You can gift up to 3 regions every 5 turns.
- If you send a gift to a faction that you are at war with, the gift must be part of an Ceasefire/Peace Treaty agreement.
- You cannot gift a region if your faction has 5 or fewer regions.
- Gifts can be a part of other negotiations, such as Alliances. The 3 region limit every 5 turns still applies.
To negotiate Alliances, Non-aggression pacts, Peace treaties, etc, you may communicate privately or publicy with the owner of another faction to establish an agreement.
But to make the agreement official you must publicly announce it on the main game thread.
Diplomacy with NPC Factions
You may also conduct diplomacy with non-Player controlled (NPC) factions.
Players may spend "Prestige" to try to persuade/bully an NPC faction to do something. The amount of Prestige you need to spend depends on how many cities you own:
- 0 or 1 city = costs 1 Prestige
- 2 cities = costs 2 Prestige
- 3 or more cities = costs 3 Prestige
GM rolls dice to determine outcome. Rolling a 1-3 means your persuasion attempt fails. 4-6 means your persuasion attempt is successful.
What can you bully er, persuade an NPC faction into doing?
- Declare war on another NPC faction
- Attack a specific region
- Build a fleet (rule added: turn 21)
- Trade a region with you
- Sign a peace treaty or a 5-turn ceasefire/non-aggression pact with you or another NPC
- Establish an alliance with your faction or with another NPC
- Force them to break an alliance (-1 to persuasion attempt)
NPC Diplomacy: Rule clarifications
Rule clarifications |
- Persuasion attempt does NOT cost a Move! It only costs Prestige. If you have a large amount of Prestige saved up, you can try to persuade multiple NPCs in a single turn.
- Once any faction convinces an NPC to do something that action is locked in. The NPC won't change their mind regarding that action for the current turn.
- NPC factions may attempt diplomacy with each other. This costs them Prestige, just like it does for player-controlled factions. GM rolls dice to determine outcome.
- To persuade an NPC to attack a specific region/sea zone, they must already be at war with the owner of that region, and they must be able to attack it this turn
- You cannot ask NPCs to trade capitals, cities, or fortifications
- NPC factions cannot break a peace treaty or ceasefire
- NPC factions cannot gain or lose Prestige due to any diplomatic actions they take (or actions they are bullied/persuaded into taking).
- NPC factions will always join their allies in war, unless they've signed a Peace Treaty/Ceasefire/Non-aggression pact with the opposing faction.
- NPC factions cannot declare war on an ally, unless war breaks out between 2 of their allies and they are forced to choose sides. If an NPC is forced to choose sides in this manner, they will remain loyal to their oldest allies (meaning, whichever faction was allied to them for a longer duration).
- NPC factions cannot be forced to break an alliance on the same turn the alliance was created.
- NPC factions cannot be forced to sign a peace treaty or ceasefire within the first 2 turns of a war. (I.e, they must be at war for at least 2 full turns before they consider any form of peace).
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Client States | Client States
You can force a non-Player controlled faction (NPC faction) to become your Client State, thus making them subservient to you. This will grant your faction powerful bonuses. It will also guarantee your protection to the client state.
Overlord Benefits
For each Client State that is subservient to you, your faction (the Overlord) gains:
- +1 Prestige per turn
- A free Edict
- The ability to dictate the Client State's military and construction moves (for free) once every 5 turns.
- Both overlord faction and the Client State gain military access with each other (meaning they can "travel" across each others territory to attack an enemy region on the other side)
- Overlord also gains full control of the Client State's foreign policy.
When a faction becomes a Client State, any treaties they've previously established become null and void. The client state's diplomatic status with other factions is reset. Whoever the Overlord is allied with will now become the client state's allies, and the Overlord's enemies become the client state's enemies.
A client state cannot establish alliances, declare war, or sign ceasefire/non-aggression/peace treaties with other factions. The overlord faction now manages these decisions; Client States will declare war with whoever the overlord faction declares war on, make peace with whoever the overlord faction makes peace with, and so on.
Overlord Responsibilities
There are many benefits to being a King of Kings, but this power comes with certain responsibilities. Since a Client State cannot conduct diplomacy on its own accord, they rely on the Overlord faction to ensure its safety. If a client state is attacked, the Overlord faction is expected to help protect it.
Client States understand that wars are unpredictable. They will tolerate their fleets being destroyed, territory taken, and even their capital being captured... if any (or even all!) of these tragedies occur they will still remain loyal to their Overlord. But the one thing they cannot overlook is the loss of their original Great Cities (meaning any city they originally built).
If a Client State loses control of their original city (or cities), they will expect their Overlord to help them reconquer it.
If the city is not reconquered & returned to the client state within 3 turns, the contract with their overlord is considered broken, and 2 things will immediately happen:
- The Client State breaks free: it is no longer subservient to the overlord faction. It is now a fully-independent faction once again, and its diplomatic status with all other factions is reset to neutral.
- The (former) client state is then immediately put into a state of war against any faction that controls any of its original cities.
How to acquire a Client State
Step 1: Acquire a Great City that was originally built by an NPC faction.
Step 2: Inform the GM that you wish to return the City to its original NPC owner, in exchange for that NPC becoming your Client State. If that NPC is currently at Peace with you, and is not already a Client State, this diplomatic move is successful. You have now acquired a Client State!
There is no dice-roll or luck involved in creating a Client State. If you meet the requirements above, you can turn an NPC into your client state.
To avoid a Matryoska "nesting doll" situation of client states within client states (though entertaining it might be):
- Client States that are subservient to an Overlord cannot have clients states themselves.
- If an NPC "Overlord" suddenly becomes a "Client State" to another faction, the former-Overlord immediately loses control of all its client states (meaning they become independent factions again).
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