This game is designed to be mechanically similar to Galatic Emperor by Iituem, which seems to have been abandoned. The main differences being that supply will be simplified, combat and units will be handled a bit more in depth, research will be a bit more accessible, players will not all be part of the same 'empire' (Thus creating a greater chance for PvP), the main threat is a bit more vauge (Also creating more PvP friction), and the setting will be Fantasy instead of Science Fiction.
Without Further Ado: Game Stuff
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Lore:
Since the dawn of time most of the world has been divided between eight warring God Dragons and the Greater Races that serve them, and the lesser races made due living in the Small Garden Valley. For the most part the lesser races were left unmolested, as the Garden Valley sits at the center of the world, a strategically unimportant spot due to the fact that the God Dragons historically only war with their closest neighbors. Sometimes the God Dragons would visit the lesser races to accept tribute from those who worshiped them, or destroy tribes that were becoming too powerful, but in general they considered the races of the Garden Valley below their notice.
All this changed however when the Gold Dragon of the Northeast reached the conclusion that the lesser races of the Garden Valley were an unclean blight on the world, and had to be destroyed. She rallied her army of angels, and stormed the valley. The Lesser races responded by putting aside their own petty wars and uniting forces to face judgement in battle. With great difficulty the mortals were able to beat back the Angelic Hoards, and then they did the unthinkable: They cut off the Northeast Dragon's escape route at the Temple of Purity, bound her with the sacrifice of 13 maidens, and struck the god dragon down with their mightiest heroes.
The corpse, soul, and magic of the slain God Dragon was divided among the various victorious lesser race tribes, who used the sudden influx of power to conquer their neighbors and form fledgling kingdoms. The Garden Valley is now rife with unease as the new kingdoms desire expansion and the acquisition of power, and nearly everybody fears that one or more of the remaining dragon gods may be planning to avenge their sister or to put the upstart kingdoms in their place...
The God Dragons and their Servants:Each God Dragon represents a direction on the Compass, and an element or concept. Their position on the compass determines which of their fellows they are likely to fight or work with, while their element or concept dictates what they bring to the table when they attack or aid another faction.
The Dragon of the North: The Dragon of the North is the white dragon who represents frost, snow, and the cold. The Dragon of the North is served by the Walrusmen, who are noted for their resilience and fishing skill. The Dragon of the North considers the Dragons of the Northwest and Northeast her greatest rivals and prefers to do peaceful business with the dragons of the South, Southeast, and Southwest.
The Dragon of the Northeast: The Dragon of the Northeast is the gold dragon who represents purity, cleanliness, and light. The Dragon of the Northeast is served by the Angels, who are noted for their ability to fly and purify the souls of others. The Dragon of the Northeast considers the Dragons of the North and East her greatest rivals, and prefers to do peaceful business with the dragons of the Southwest, South, and West. The Dragon of the Northeast is dead, but her empire still stands, so some of her forces may seek vengeance. Also it is entirely possible that a God Dragon may not stay dead forever...
The Dragon of the East: The Dragon of the East is the blue dragon who represents rain, rivers, lakes, and oceans. The Dragon of the East is served by the Merfolk, who are noted for their beauty and their shapeshifting. The Dragon of the East considers the Dragons of the Northeast and Southeast to be his greatest rivals, and prefers to do peaceful busniess with the dragons of the West, Northwest, and Southwest.
The Dragon of the Southeast: The Dragon of the Southeast is the green dragon who represents plants, insects, medicine, and poison. The Dragon of the Southeast is served by the Trolls, who are noted for their regeneration and venomous tusks. The Dragon of the Southeast considers the Dragons of the South and East to be his greatest rivals, and prefers to do peaceful business with the Dragons of the Northwest, North, and West.
The Dragon of the South: The Dragon of the South is the red dragon who represents fire, heat, and violent geological activity. The Dragon of the South is served by the goblins, who are noted for their pyromania and ruthlessness. The Dragon of the South considers the Dragons of the Southeast and Southwest to be her greatest rivals, and prefers to do peaceful business with the Dragons of the North, Northwest, and Northeast.
The Dragon of the Southwest: The Dragon of the Southwest is the black dragon who represents death, darkness, and corruption. The Dragon of the Southwest is served by the Phantoms, who are noted for their intangibility and necromancy. The Dragon of the Southwest considers the Dragons of the South and West to be her greatest rivals, and prefers to do peaceful business with the Dragons of the Northeast, North, and East.
The Dragon of the West: The Dragon of the West is the grey dragon who represents innovation, craftsmanship, and construction. The Dragon of the West is served by the Gnomes, who are noted for their quick wits and inventiveness. The Dragon of the West considers the Dragons of the Northwest and Southwest to be his greatest rivals, and prefers to do peaceful business with the Dragons of the East, Northeast, and Southeast.
The Dragon of the Northwest: The Dragon of the Northwest is the purple dragon who represents dreams, insanity, and the unknown. The Dragon of the Northwest is served by the Shoggoth, who are noted for their amorphous bodies and voracious appetites. The Dragon of the Northwest considers the Dragons of the North and West to be his greatest rivals, and prefers to do peaceful business with the Dragons of the Southeast, South, and East.
Each God Dragon starts with a 3% Chance of asserting itself in the Garden Valley each turn. Dragons have a much higher chance of asserting themselves in their homelands should the players try to settle them. Each Player Controlled kingdom has an affinity score with each dragon, that helps determine how good or bad it will be for that kingdom should that dragon become active.
Races, Towns, and Experts:The Four Playable Lesser Races are as Follows...
Orckind: Orcs are large green humanoids famous for their aggression and might. Orcs are the best at producing fighters.
Mankind: Humans are mediumsized humanoids with tan or pink skin famous for their numbers. Humans are the best at producing farmers.
Elfkind: Elves are tall and slender humanoids with fair skin famous for their wisdom. Elves are the best at producing scholars.
Dwarfkind: Dwarves are short pale humanoids famous for their their industry. Dwarves are the best at producing craftsmen.
Each kingdom starts with three towns. Each town has a 50% chance of producing their races favored expert and a 2% of producing a maiden. When a player founds a town he may distribute 100 percentage points to that town's chance of producing fighters, farmers, scholars, and/or craftsmen. A town attempts to produce an expert at the start of each Peace Phase, except for the first.
Each town can support 2 military squads, and 1 civilian squad by default. A kingdom cannot have more squads than it's towns can support.
During the Peace Phase a player may add improvements to his or her town by spending experts. Except under special circumstances each town may only have one improvement. Below are a list of improvements that can be built.
New towns can be acquired through settlement or conquest. A town you build and settle yourself starts with a 50% chance of producing your race's prefered expert and 100 percentage points to spread among the chance of producing other standard experts as you see fit.
A Conquered Town retains its improvements and expert chances, but gains a 50% chance of producing a slave. You may spend 2 fighters and gain 1d6+1 slaves to convert a conquered town into a town of your own design, replacing its 50% racial expert chance with a 50% chance of producing your racial expert, redistributing the 100 standard expert percentage points as you see fit, removing the 50% slave chance, an keeping or destroying the improvement as you see fit.
Farm: A Farm is built by spending 3 farmers and 3 scholars. A farm increases a town's odds of producing a farmer by 75%, its odd's of producing a craftsman by 25%, its odds of producing a scholar by 25%, and its odds of producing a fighter by 25%.
Silo: A Silo is built by spending 3 farmers and 3 craftsmen. A town with a Silo can support an additional 2 civilian squads. A Silo increases a town's odds of producing a farmer by 50%.
Barracks: A barracks is built by spending 3 farmers and 3 fighters. A town with a barracks can support an additional 4 military squads. A barracks increases a town's odds of producing a fighter by 50%.
Tower: A Tower is built by spending 3 fighters and 3 craftsmen. A town with a tower increases its defense by 20. A kingdom that controls a tower may produce archers. A tower increases a town's odds of producing a fighter by 50%
Archive: An Archive is built by spending 3 fighters and 3 scholars. Each archive a kingdom controls increases the success rate of their scout squadrons by 15%. An Archive increases a town's odds of producing a scholar by 50%.
Smithy: A Smithy is built by spending 3 Craftsmen and 3 Scholars. A Kingdom with a Smithy may build a squadron by spending one less standard expert than that squadron usually costs. The ability may be used a number of time per peace phase equal to (The number of Smithies your kingdom controls/2) rounded up. A Kingdom with a Smithy may build Phalanx Squadrons. A Smithy increases a town's odds of producing a craftsman by 50%.
Capitol: A Capitol is built by a faction that has researched politics by spending 2 Scholars, a Craftsman, and 3 of your race's preferred experts. A faction may only have one Capitol, and it must be built, not captured. A captured capitol improvement is automatically destroyed. A capitol raises a faction's max social policy count to 2. A faction with a capitol may add or change a Social Policy by spending a scholar. A Capitol raises a towns chance of producing a Scholar by 50%, and a towns chance of producing its race's preferred expert by 50%.
Temple: A Temple is built by a faction that has researched the basics of magic by spending 3 Scholars, 1 Craftsman, 1 Farmer, and 1 Fighter. You can perform any ritual found at the temple of purity or any other unique temple at your own temple with the following restrictions: You may only perform 1 ritual per turn at a regular temple, and regular temples requires twice the amount of sacrificed specialists to perform a ritual. A temple increases a town's chance of producing a Maiden by 50%.
Inn: An Inn is built by a faction that has researched either politics or espionage by spending 3 farmers, 1 Scholar, 1 Fighter, and 1 Craftsman. An Inn allows a faction that has researched politics to build a diplomat squadron and/or a faction that has researched espionage to build a spy squadron. An Inn increases a towns chance of producing each type of standard expert by 15%
There are six kinds of experts divided into the two categories. The Standard experts are the farmers, fighters, craftsmen, and scholars. Each race has a favored standard expert. Standard experts are used to create town improvements and units. There are also two special experts; Slaves and Maidens.
Slaves represent an underclass without any rights. Each slave a Kingdom holds creates a 1% chance of a nasty slave rebellion, so it is best to get rid of them quickly. At the start of the game the only way to get rid of slaves is to sacrifice them at the Temple of Purity or by using a racial social policy.
Maidens are women who meet three standards. They are virgins, they match their races highest standards for beauty, and they have a hint of magic in their blood; either by having a member of a greater race as an ancestor or by being blessed at the Temple of Purity. Maidens are sacrificed to fuel rituals at the temple of purity, and may be involved in other magical feats if the right research is performed. Maidens are also the favorite food of the God Dragons, and can be used to barter or plead with the beasts should they set their sights on your kingdom. Each town has a small chance of producing a Maiden each turn, and a maiden can also be created by sacrificing three experts of any type at the Temple of Purity.
Squads and Combat:Each Squad is either a civilian squad or a military squad. Civilian Squads can be assigned to go out into the world and do things that benefit the kingdom. Military squads can be assigned to attack or defend a town or civilian squad.
Civilian Squads: A civilian squad is deployed during the peace phase, and assuming it isn't captured or destroyed during the War Phase, you will reap the rewards from their actions at the start of the next peace phase. To change a Civilian Squad's orders (What they are looking for, what town they are feeding, ect) you must pull them from the world and rest them for a turn before redeploying them. You might also want to consider resting and redeploying your undefended civilian squads if you think another player's scout has found them. Any military squad that tries to attack a resting or redeployed civilian squad will waste its turn. Below are the types of Civilian Squads avaible at the start of the game...
Hunter Squad: A hunter squad is created by spending on fighter and one craftsman. When you deploy a hunter, pick one of your towns for it to provide food for. A town being fed by a hunter has its chances of creating a farmer, a craftsman, a scholar, and/or a fighter increased by 15%.
Scout Squad: A scout squad is created by spending two scholars. When you deploy a scout squad you can tell it to look for something within a specific set of parameters (IE A Civilian Squad belonging to Player X), or may be sent to look for anything of interest. A scout without a specific set of parameters has a 70% chance of finding something. A scout with specific parameters to follow has a 55% chance off finding what it is looking for, should such a thing exist.
Diplomat Squad: A diplomat squad is created by a faction that has researched politics and controls a Tavern. A diplomat squad can be sent to an NPC town to try and create a special event or trade opportunity. A diplomat squad has a 40% chance of making something good happen, a 40% chance of making nothing happen, and a 20% chance of making something bad happen.
Settler Squad: A settler squad is created by spending two scholars, two fighters, two craftsmen, and two farmers. Once deployed, a settler squad must survive two war phases; if it survives it is consumed and becomes a new town.
Military Squads: A military squad is deployed during the war phase to attack or defend. A military squad may attack a player controlled town that existed at the start of the game, the Temple of Purity, or any town or civilian squad that has been discovered through scouting or that has been revealed to you by another player (Either because they own it, or found it themselves through scouting). A military squad may be assigned to defend any town or active civilian squad that you own. Each military squad has an attack score and a defense score. Below are a list of the military squads available at the start of the game.
Warrior Squad: A warrior squad is created by spending a fighter and a farmer. Warrior squads have an attack score of 0 and a defense score of 50.
Phalanx Squad: A phalanx squad is made by a kingdom with a smithy by spending a fighter and a craftsman. Phalanx squads have an attack score of 20 an a defense score of 65.
Archer Squad: An archer squad is made by a kingdom with a tower by spending a scholar and a craftsman. Archer squads have an attack score of 15 and a defense score of 30. An archer squad assigned to defend a town has a defense score of 80
Wizard Squad: A wizard squad is made by a kingdom that has researched the basics of magic by spending a scholar, a farmer, and a maiden. Wizard Squads have an attack score of 10 and a defense score of 50. A wizard squad increases the attack and defense scores of all allied squads in combat with it by 7. If a wizard squad defends a civilian squad, and no combat occurs, any numerical value associated with that civilian squad is increased by 7 for the turn. No squad may gain benefit from more than one wizard squad at a time.
The War Phase: The war phase is split into two components: Attack Planning and Defense Planning.
During Attack Planning every player must declare which targets they are attacking, and which squadrons will be participating in the attack(s). Until you have completed the proper research your targets get to know you are coming, and you may not attempt to use any deception or trickery during the attack planning phase. You may work with other players while attacking, but if you and your allies can't agree on how to split the fruits of victory you all split the slaves evenly and any other prize is lost in the chaos. Once you submit your attack orders they are set in stone, and any attempt to edit your attack orders post will be penalized by forfeiting your right to any military action at all for the turn. The GM will begin the attack planning phase by declaring which if any targets the NPCs will be attacking.
After each player has declared what if anything they are attacking, Defense Planning takes place. During defense planning you may choose to send any squads that are not attacking to attempt to thwart somebody elses attack. You may help a neighbor defend their towns and civilian squads if you wish.
The Fruits of Victory:
Recruitment:
Any victorious battle you participate in has a chance of inspiring citizens to enlist in new squads. Assuming your kingdom can support another military squad, one of the following lists will be rolled for you.
Recruitment List 1 (Avaible for any player): 50% Chance of gaining nothing, 40% Chance of gaining a warrior squad, 8% chance of gaining a greater race warrior squad, 2% chance of gaining a greater race Archer or Phalanx squad
Recruitment List 2 (Avaible for players with at least 2 tier 1 research projects completed): 40% Chance of gaining nothing, 30% chance of gaining a soldier squadron, 20% Chance of gaining a phalanx squadron, 8% Chance of gaining a greater race Archer or Phalanx squad, 2% Chance of gaining a greater race squad from a tier 2 research project.
Slaves: Any successful military action yields 1dX slaves. X is the number of experts invested in the enemy forces your conquered or vanquished. In practice the value of X is increased by 2 for each enemy squad, 8 for each enemy town, and 6 for each enemy improvement.
Conquered Towns: Upon defeating all the defenders of a town, you may claim any of the following three actions...
Claim It: You take control of the town directly. Its expert spawn rate and improvements remain the same, but it gains a chance to produce slaves.
Loot It: You pillage the town for resources. You destroy any improvement in the town and may gain two standard experts of your choice that were used in the improvement's construction. At the start of the next peace phase you gain any experts rolled for that town instead of the rightful owner. The town then returns to the control of its rightful owner. If you choose to loot a town instead of claiming it, you only gain 1/2 the slaves you normally would for winning the battle.
Raize It: You loot the town (see above), and then burn it to the ground! If your raize a town you only gain 1/4th the slaves you normally would for winning the battle.
Conquered Squads: When fighting in the open fields over a civilian squad, the victor can easily claim the vanquished's supplies after the fight. The looted supplies are used to quickly train new experts. The victorious side gains 1 expert per kingdom involved in the battle. The experts gained may chosen by the victors from the prefered racial experts of any kingdom involved in the battle.
Kingdoms and Regions:There are five regions; The Northlands, the Southlands, the Eastlands, the Westlands, and the Garden Valley. Each Kingdom starts with three towns in the Garden Valley. Kingdoms may not interact with other lands until they research mountaineering and have their scouts discover a mountain pass. This section will be updated when that happens...
The Garden Valley:
Contains Special Town: The Temple of Purity
3% Chance of North Dragon Involvement
3% Chance of Northeast Dragon Involvement
3% Chance of East Dragon Involvement
3% Chance of Southeast Dragon Involvement
3% Chance of South Dragon Involvement
3% Chance of Southwest Dragon Involvement
3% Chance of West Dragon Involvement
3% Chance of Northwest Dragon Involvement
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Known Special Towns:
The Temple of Purity: This temple, and the town built around it, was constructed 200 years ago by the lesser races and the angels in an attempt to dissuade the Northeast Dragon from the idea that the lesser races were unclean and needed to be destroyed. Although ultimately unsuccessful in its original goal, it bought the lesser races 190 years of uneasy peace, and ironically was key to binding and killing the Gold Dragon when she did attack. The town has a 50% chance to produce each kind of standard expert and a 10% chance to produce a. The temple itself is an improvement with the following effect...
A Maiden may be created at the temple of purity by sacrificing any three non-maiden experts. An invasion force of greater races or kobolds can be pacified by sacrificing 3 maidens at the temple. An invading force that includes a God Dragon can be pacified by sacrificing 7 maidens at the temple. When pacifying an invading force, the group performing the ritual may decide to banish it from the Garden or simply ban it from attacking any number of factions that they choose. An invading force that includes a God Dragon can be bound to one spot by sacrificing 13 maidens at the temple.
The Temple of Purity starts the game controlled by a faction of NPC temple elders and defended by 3 Warrior Squads. Until the Temple is captured by a PC, the temple elders will save all farmers and fighters generated to replace fallen warrior squads, and will use all scholars, craftsmen, and slaves acquired or generated as sacrifices to create maidens. The Elders will automatically pacify any invading force from outside the garden if the have the maidens to do so, and will allow any player controled kingdom to perform any pacify or binding ritual they wish if the elders do not have the maidens to do so themselves. The temple elders will allow a player who has never attacked them to create maidens at the temple, but will charge kingdoms looking to do so a tax of 1 non-slave expert per maiden created.
Once the Temple of Purity is captured by a player, that player gets to decide who gets to perform rituals at the temple, and at what cost.
Research:There are five tiers of research. Each tier is unlocked when all remaining players have completed enough research projects from the previous tier. Each research project is split into 3-4 prerequisites. You complete a research project by completing all prerequisites. You may trade or gift your knowledge of a a completed research project to another player so long as that player has met at least one prerequisite for that research project. If you have completed at least one prerequisite for a research project, you may steal completed knowledge for that research project by capturing a town from a kingdom that has already completed it.
The first person to unlock a new research gets a surprise bonus!
Tier 1 Research Projects:
Mountaineering: Allows the discovery, exploration, and settlement of other lands...
-Spend 4 Farmers for any reason
-Construct a Tower
-Build a Settler Squad
Espionage: Allows for the construction and use of spy squads...
-Spend 4 Fighters for any reason
-Construct an Archive
-Build a Scout Squad
Basic of Magic: Allows for the construction and use of Temples and Wizard Squads...
-Spend 4 Scholars for any reason
-Construct a Smithy
-Build a Hunter Squad
Politics: Allows for the construction and use of a Capitol...
-Spend 4 Craftsmen for any reason
-Construct a Barracks
-Build a Warrior Squad
Tier 2 Research Projects:
Unlocked when all remaining players have completed at least one tier 1 research project...
Social Policies and Starting Boons:Each Kingdom enters play with a boon they acquired from killing and gutting the Gold Dragon. Choose one from the following list...
Bonus Maidens: Your Kingdom used some of the Dragon's magic to purify some local women. Start with 3 maidens.
Bonus Standard Experts: Your Kingdom used some Dragon Meat to cause a population boom. Start with an additional 2 Standard Experts of each type.
Greater Race Squads: Your Kingdom used some of the dragon's magic to create and bind to your service members of a greater race. Receive two squads, which will be either warrior, hunter, or scout, with a bonus effect based on the dragon your kingdom historically worshiped.
Research Head Start: Your kingdom tore into the Dragon's mind to gain new knowledge. Choose a first tier research project; that research project will be unlocked after you meet just one of its prerequisites.
Each kingdom also starts with a social policy. You get a second social policy and the ability to change social policies upon researching politics and building a capitol. Choose a social policy from the list below...
Armed Citizens: Up to twice per turn during the peace phase, you may spend a fighter to grant a civilian squad the ability to defend itself with the stats of a warrior squad.
State Sponsored Construction: When building any improvement, you may spend up to two craftsmen in place of other non-craftsmen experts.
Freedom of Speech: Once per peace phase, you may spend four scholars to check off a research pre-requisite as if you had met it normally.
Draft the Serfs: Once per peace phase when building a squad, you may spend a farmer in the place of any non-farmer expert required to build said squad.
Dracotheism Fundamentalism: Your affinity score with any dragon may never drop below 0.
Anthrotarianism (Orc Only): You may build a farm by spending 7 slaves and one fighter. Farms built this way have a 25% chance of creating a farmer but a 75% chance of creating a fighter.
Slave Reeducators (Elf Only): You may build a barracks by spending 7 slaves and one scholar. Barracks built this way have a 50% chance of producing a scholar instead of a fighter.
Slave Labor (Dwarf Only): You may spend 7 slaves and one craftsman to build a Silo. Silo's built this way have a 50% chance of producing a craftsman instead of a farmer.
Cultural Integration (Human Only): At the start of each peace phase, one of your slaves becomes a random standard expert.
Application Sheet:Kingdom Name:
Leader Name:
Race: (Choose Human, Orc, Elf, or Dwarf)
Kingdom History: (Your kingdom is young, having just been founded from a bunch of smaller tribes 1-3 years ago. Feel free to go into the history of the ruling tribe, what your people did during the war against the Northeast Dragon, and anything else you'd like to add)
Social Policies: (Choose one from the above list to start)
Starting Boon: (Choose one from the above list)
Preferred Dragon: (Which of the dragons from the above list did the tribes that made up this kingdom originally worship most intensely. You can choose none if you want)
Dragon Affinity: (You start with 20 affinity for your preferred dragon, -20 affinity for dragons described as your preferred dragon's rivals, 7 affinity for dragons your preferred dragon likes to work with peacefully, and 0 affinity for the rest. If you have no preferred dragon, you start with a 0 for each. Some social policies may effect your starting affinity.)
North Dragon Affinity - X
Northeast Dragon Affinity - X
East Dragon Affinity - X
Southeast Dragon Affinity - X
South Dragon Affinity - X
Southwest Dragon Affinity - X
West Dragon Affinity - X
Northwest Dragon Affinity - X
Starting Experts: (You start with 5 of the experts your race is known for, and 1 of each of the other three standard experts. You start with no Maidens or Slaves. Some starting boons may affect your starting experts)
Farmers: X
Fighters: X
Scholars: X
Craftsmen: X
Slaves: X
Maidens: X
Starting Towns: (You start with 3. Each town starts with no improvement, a 50% chance of producing your race's prefered standard expert, a 2% Chance of producing a Maiden, and 100 percentage points that you can distribute to the chance of producing whichever standard experts you choose.)
Town 1 Name:
Town 1 Improvement: None
Farmer Chance: X
Fighter Chance: X
Scholar Chance: X
Craftsman Chance: X
Slave Chance: 0%
Maiden Chance: 2%
Town 2 Name:
Town 2 Improvement: None
Farmer Chance: X
Fighter Chance: X
Scholar Chance: X
Craftsman Chance: X
Slave Chance: 0%
Maiden Chance: 3%
Town 3 Name:
Town 3 Improvement: None
Farmer Chance: X
Fighter Chance: X
Scholar Chance: X
Craftsman Chance: X
Slave Chance: 0%
Maiden Chance: 3%