I made a boardgame-style forum game that is some kind of cross between Risk and Civilization with a high-fantasy theme. I'm looking for three players, one for each race/empire (elves, humans, and dwarves). You win by either having 75% of the land tiles in your borders, owning all six of the magical artifacts, or simply being the last civilization alive. Your starting action should be to claim a single tile for your empire to start at and assign your 1 population to perform an action. You will have 5 food to start. Also pick your empire's color (red, cyan, or hot pink) . Here's the map Map:
Blue tiles are water, light green are plains, dark green are forests, yellow are deserts, and grey are mountains. The six orange rings are extremely powerful magical artifacts, each guarded by a legendary monster. I have included coordinates along the sides so that you may post your actions more easily.
General Rules:
On a turn you can take a certain number of actions based on how many populations and armies you have. The actions you may perform are: construct a structure within your borders, conscript 1 population to become an army, claim 1 tile for your empire (costs 1 population for a tile adjacent to your current border, and 1 more population for every 1 tile it is further away from your border), assign one of your current structures to be worked by a population, or allocate as much of your population as you like to research (1 population per research point). Each of your population will require one food per turn. Every turn that your population does not receive adequate food, you will lose one population (you lose two if you can't feed half of your population). All trading of any kind between empires is also allowed; from food to armor to artifacts. Trading is actually required if any of you wants Mithril equipment.
Races:
Each race has a different set of starting technologies, and each has a unique construction or two.
Elf- Starts the game with the Preservation and Fishing technologies, can build Elf ambushes and Elf villages, and is the only race that can smith mithril into workable bars.
Dwarf- Starts the game with the Mining and Subterranean Farming (but not Farming) technologies. Can build Dwarf Fortresses and Mountainhalls, and is the only race able to mine Mithril.
Human- Starts the game with 2 population and the Farming and Fortress technologies. Can build Human Fortifications and Towns.
Armies and Fighting:
You may turn one population into an army. Once this army is created, you may place it anywhere within you borders. Armies cost 2 food each to maintain, and will disband if they are not fed every turn. An army by default can move one tile per turn (they can move diagonally), but their speed can be increased by one if they are using unicorns as mounts (or if you have an artifact which increases their speed). An army can release a tile from another empire's command by attacking that tile. The attacker rolls a D6+modifiers against the tile, which also rolls a D6+defensive modifiers. If the army succeeds, the tile becomes neutral and can be claimed again by an empire. If the tile wins, the original empire remains in control of it. An army can also attack an enemy army by moving into its tile. The attacker rolls a D6+its weapon modifiers against the defender's D6+armor modifiers. On a tie, the defender wins. Weapon and armor bonuses are determined from the type of metal that an army's equipment is made of. Iron weapons and armor give +1 bonuses, Steel gives +2, and Mithril gives +4.
Structures:
Farm (represented by an F): Can be built on plains tiles with the Farming technology and can be built on mountain tiles using the Mining and Subterranean Farming technologies.
When worked by a population, produces two food.
Mine (M, with a colored stripe denoting the ore mined): Can be built on mountain tiles using the Mining technology. It produces 1 unit of ore every turn worked by a population. The ore of the mine is determined by a one-time d10 roll: 1-5=iron (red), 6-7=coal(black), 8-9=double iron (x2 every turn, denoted by two red stripes), 10=native Mithril (cyan)
Forge (I): Can be built with any of the Metalworking technologies on any land tile. Is used in conjunction with metalworking technologies you have researched to produce metal goods.
Nature Preserve (N): Can be built on forest tiles using the Preservation technology. Produces 1 food without having to be worked by a population and produces 2 food when worked by a population. Each nature preserve will also have enough unicorns to serve as mounts for one army (+1 movement, +1 attack). You may trade away a nature preserve's unicorns to another empire's army, but they will be lost from the nature preserve tile forever.
Dwarf Fortress (R): Built on mountains by Dwarves using the Fortress technology. Gives +2 to defense rolls when being attacked by another empire's army.
Elf Ambush (E): Built on forest tiles by Elves using the Fortress technology. Gives +2 to defense rolls when being attacked by another empire's army.
Human Fortification (C): Built on any land tile by Humans using the Fortress technology. Gives +1 to defense rolls when being attacked by another empire's army.
Mountainhall (H): Built on mountain tiles by Dwarves. Provides +1 to defense rolls when attacked by another empire's army. Produces 1 population when worked by a population.
Town (T): Built on any land tile by Humans. Produces 1 population when worked by a population.
Elf Village (V): Built on a forest tile or plains tile which is bordered by at least one forest tile. Produces one population when worked by a population.
Technologies:
Mining: Allows the construction of Mines. Requires 10 research points.
Mithril Mining: Allows mines that have received a '10' roll upon construction to produce Raw Mithril. Requires Mining, 15 research points, and the empire must be Dwarves.
Farming: Allows the construction of farms on plains tiles. Requires 5 research points.
Subterranean Farming: Allows the construction of farms on mountains. Requires 5 research points, Farming, and Mining.
Smelting: Allows one metal ore and one coal or charcoal to be smelted into one metal bar of the appropriate metal at a forge when the forge is worked by a population. Requires 10 research points.
Magma Smelting: Allows metal bars and steel to be forged without the use of coal or charcoal at a forge that is placed on a Mountain tile. Requires: Smelting and 10 research points.
Steel Smelting: Allows two iron bars and two coal or charcoal to be forged into one steel bar. Requires Smelting and 10 research points.
Armoring: Allows 5 metal bars to be forged into 1 armor of the appropriate metal. 1 armor may be equipped to 1 army, giving it a defensive boost. Requires: 10 research points.
Weapon smithing: Allows 3 metal bars to be forged into one weapon. Requires: 10 research points.
Mithril Smithing: Allows Raw Mithril to be refined into Mithril bars at a forge using one Raw Mithril and 10 coal or charcoal. These Mithril Bars can then be forged into mithril weapons or armor using the weapon smithing and armoring technologies respectively. Requires: Smelting, 15 research points, Empire must be Elves.
Charcoal Burning: Allows a forest to be worked by a population, turning it into a plains tile and producing 10 charcoal for your empire in the process. Requires: 5 research points.
Preservation: Allows the construction of nature preserves on forest tiles. Also allows a plains tile to become a a forest tile when worked by a population. Allows a desert to become a plains tile when when worked by a population. Requires: 15 research points.
Fishing: Allows you to work water tiles within you borders with a population to produce 2 food. Allows you to expand your borders over water tiles which are adjacent to land tiles. Requires: 5 research points.
Sailing: Allows your armies to travel in water tiles and allows you to expand your borders over water. Requires 10 research points.
Fortress: Allows Elves to construct Ambushes, Dwarves to construct Dwarf Fortresses, and Humans to construct Fortifications. Requires: 10 research points.