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Author Topic: Fantasy Conquest II - Game #1 in progress!  (Read 3626 times)

Haspen

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Fantasy Conquest II - Game #1 in progress!
« on: February 06, 2014, 10:23:28 am »

FANTASY CONQUEST:

An upgrade of Fantasy Conquest.
Game for 5 players; each of them will become a leader of a nation of custom-designed creatures, and then try to conquer the land which was once united by single Empire, which succumbed to civil war and 100 years of chaos.

There are three ways to win Fantasy Conquest:
Reunification: Take control of Old Empire Capital + form alliances with all other players + destroy remaining non-allied players.
Domination: Take control of 30 Provinces while no other Player has more than 10 Provinces.
Conquest: Eliminate all other players by taking control of their Capital Provinces.
---

ECONOMY:

Economy is very simple; each Province can generate Food to sustain your armies. You cannot have more armies than you have Food production.
Grasslands give +2 Food, Forests and Swamps give +1 to Food, while Deserts and Mountains don't produce any food. Capital Province always gives +3 Food bonus, no matter the terrain.
Example: You have 4 Grasslands (including Capital), 2 Forests and Desert; therefore, you can control: (3x2)+3+(2x1)+0 = 11 Armies.
If for some reason your Food production drops below amount of Armies you control, randomly choosen armies are destroyed until amount of Armies is equal to Food production again.

Producing armies in a Province, no matter its type, takes 4 Turns. This can be lowered by Horde perk.
You can produce Armies in any Province you control, however you cannot produce more than 5 Armies at one given moment.
---

MAP LEGEND:

The map is divided into provinces. Each of these Provinces has its own type, shown by the color:

Grassland (light green), 14 provinces
Forest (dark green), 8 provinces
Swamp (teal), 8 provinces
Mountains (grey), 8 provinces
Desert (light yellow), 5 provinces
Lake (light blue), 3 tiles, not counted as Provinces

Mountains give +1 to Defense bonuses to any armies stationed there.
Deserts give -1 to Attack/Defense bonuses to non-native neutral armies and races without 'Desert Dwellers' perk.
Lakes are impassable without 'Amphibians' perk.
Old Empire Capital is randomly choosen from all remaining, neutral provinces.

Capital Provinces:
Capital Province as well as Old Empire Capital, no matter the terrain, provide +1 Defense bonus.
At beginning of the game, two Armies are created in Capital Provinces of all players.
Capital Provinces of two Players cannot be adjacent to each other!
---

LEADER/RACE CREATION:

Each player needs to create a nation by filling in this information:

Leader: name, eventually title (username)
Race: name (short description, vaguely humanoid)
Color: Magenta / Red / Purple / Blue / Brown / Cyan / Orange
Perks: you pick 2 Perks from the list below. Some Perks cannot be mixed with others - the restrictions are below Perk list.
Starting Province: you can start at any Grassland. Certain perks allow you to start on different terrain. Map for game #1 is HERE!

Perk list:
Agrarian Experts: Grasslands under your control have +3 Food bonus instead of the usual +2.
Amphibians: Your Armies can travel through non-province 'water' hexes on the map, and get +1 to Attack rolls when attacking enemy Provinces from that terrain.
Builders: Your Armies get +1 to Defense rolls.
Desert Dwellers: Your Capital Province can be located in Desert; your armies aren't affected when fighting in Desert terrain.
Forest Dwellers: Your Capital Province can be located in Forest; your armies get +1 to Attack/Defense bonuses in Forests.
Horde: Your Armies take 1 turn less to produce.
Magic: Landheal: Once per 5 turns, you can change Desert province you control into Grassland province.
Magic: Storm: Once per turn, you can summon a storm that destroys 1 Army in a province adjacent to your provinces.
Magic: Teleport: Once per turn, you can move 1 Army from one Province you control to other, no matter how far the provinces are from each other.
Mountain Dwellers: Your Capital Province can be located in Mountain; your armies get +1 to Attack/Defense bonuses in Mountains.
Nomadic Herders: All lands, including Grassland, give 1 Food.
Raiders: Your Armies get +1 to Attack rolls.
Silvertongues: During Diplomacy, there's 20% chance that the other side will automatically agree to Silvertongues' proposal, even if their leader (Player) disagrees.
Swamp Dwellers: Your Capital Province can be located in Swamp; your armies get +1 to Attack/Defense bonuses in Swamps.

Perk restrictions:
Builders and Raiders are mutually exclusive.
Nomadic Herders and Agrarian Experts are mutually exclusive.
Any 'Dwellers' perk is mutually exclusive with any other 'Dwellers' perk.
Amphibians and Mountain Dwellers are mutually exclusive.
---

WARFARE:

When two armies of nations hostile to each other meet in the same province, they fight.

Fighting involves a 1d6 roll for both sides + their respective bonuses (attack/defense, terrain).
The army that loses the roll is destroyed. In case of multiple armies on both sides, the rolls continue until only one side remains in the Province.

At the beginning of the game, ten neutral Provinces have Natives in them. These armies do not move on the map, and get +1 Defense bonus no matter the type of Province they dwell in.
---

DIPLOMACY:

There are several diplomatic stances that two kingdoms can be at:

WAR - self-explanatory; fighting of armies and seizure of provinces can happen at this state.
NON-AGRESSION - No fighting or conquest of provinces, and borders are mutually-respected.
TRADE DEAL - Two bordering nations form a pact that provides them with +X Food bonus, where X is amount of provinces at the border. This bonus caps at +3.
MILITARY PACT - Like Non-Aggression, but Armies of two bordering nations can freely march through Provinces at neighbours' border, but not deeper than that.
ALLIANCE - Combines Trade Deal and Military Pact, plus is requirement for Reunification victory. Attacking one member of Alliance automatically puts its partner at WAR against the aggressor.

Trade Deal counts bordering provinces on both sides to calculate the food bonus coming from economical exchange.
For example; if Nation A has 3 provinces sharing border with only one Province of Nation B, the resulting bonus is only +1 for both sides.

When 'First Contact' between two nations occurs, the Players have to decide if they enter WAR or NON-AGGRESSION. No other forms of diplomatic agreement are allowed at that point.
Diplomatic talks can occur at any point of the turn, but the deals take effect at the beginning of the next turn - this includes WAR declaration.

When you attack your neighbour when WAR is not in affect, you risk a Revolt; same thing might happen when you declare WAR in the same turn after you agreed on Non-Aggression or any other deal.
Revolt pick one of your Provinces and turns it, along with two neighbouring ones, into Neutral provinces along with all armies stationed in them. If there are no armies in revolting Province, one Army is spawned in it.
These armies however retain the 'perks' of the original nation, and their previous affiliation is shown by a dot of respective color, in the middle of their white army tokens.

When Capital Province of one Player is destroyed by other, the remaining Provinces turn Neutral and retain their respective armies which turn Neutral and immobile as well.
They retains the 'perks' of their original race; see Revolt.
---

Player list for Game #1:
Spoiler: Whitius Opus (click to show/hide)
Spoiler: escaped lurker (click to show/hide)
Spoiler: darkpaladin109 (click to show/hide)
Spoiler: RangerCado (click to show/hide)
Spoiler: GreatWyrmGold (click to show/hide)
« Last Edit: February 06, 2014, 12:52:03 pm by Haspen »
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WhitiusOpus

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Re: Fantasy Conquest II
« Reply #1 on: February 06, 2014, 10:27:16 am »

reserved. Race forthcoming.
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escaped lurker

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Re: Fantasy Conquest II
« Reply #2 on: February 06, 2014, 10:28:43 am »

I lurked the original for a bit - Calling "In" on this one ;3

Race in work


Spoiler: Sheet (click to show/hide)
« Last Edit: February 06, 2014, 10:47:35 am by escaped lurker »
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darkpaladin109

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Re: Fantasy Conquest II
« Reply #3 on: February 06, 2014, 10:40:26 am »

Spoiler: Sheet (click to show/hide)
We can choose any names we want for the leader, right? Also, do we get to pick the name of our capital?
« Last Edit: February 06, 2014, 10:50:24 am by darkpaladin109 »
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Haspen

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Re: Fantasy Conquest II
« Reply #4 on: February 06, 2014, 10:43:42 am »

Yes, leader/race names + description are all up to player's imagination.

Unlike the original Fantasy Conquest, provinces will not have listed names, only numbers. So keep a sheet for your names.
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WhitiusOpus

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Re: Fantasy Conquest II
« Reply #5 on: February 06, 2014, 10:45:31 am »


Leader: Antarkus Biblios, Lord (WhitiusOpus)
Race: Skierkin. The Skierkin are a medium sized, unassuming race. They are relatively similar to humans, averaging 6' and having bipedal movements. The only major differences, are that Skierkin are a slight greenish color, and have no ears. This is due to their mainly living in forests and grasslands, where their natural skin color helped with camouflage.
Color: Blue
Perks: Agrarian Experts, Magic: Landheal
Starting Province: 1
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Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

RangerCado

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Re: Fantasy Conquest II
« Reply #6 on: February 06, 2014, 10:55:55 am »

Spoiler: Telorin! (click to show/hide)
« Last Edit: February 06, 2014, 12:25:33 pm by RangerCado »
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Haspen

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Re: Fantasy Conquest II
« Reply #7 on: February 06, 2014, 10:57:27 am »

So far we have little farmers, pretty wood elfs and on other hand two different kinds of eldritch abominations? Works for me :P

I wonder if/when GWG will show up, heh

EDIT: RangerCado, I forgot to mention that two Capital Provinces cannot start adjacent to each other. You need to pick some other forest. And I have to include that in the rules.
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scapheap

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Re: Fantasy Conquest II
« Reply #8 on: February 06, 2014, 11:08:38 am »

All the slots are gone, oh well.
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Haspen

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Re: Fantasy Conquest II
« Reply #9 on: February 06, 2014, 11:09:23 am »

What? I see four races so far :P

And this is game for 5 ya know.
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GreatWyrmGold

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Re: Fantasy Conquest II
« Reply #10 on: February 06, 2014, 11:36:09 am »

Spoiler: The Deeps (click to show/hide)
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Haspen

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Re: Fantasy Conquest II
« Reply #11 on: February 06, 2014, 11:38:37 am »

Well, now all slots are taken.

I just need RangerCado to change starting province and I will be posting game starter shortly.
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Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

WhitiusOpus

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Re: Fantasy Conquest II
« Reply #12 on: February 06, 2014, 11:58:41 am »

((So, do you have to have an army somewhere to own that province?))
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Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

Haspen

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Re: Fantasy Conquest II
« Reply #13 on: February 06, 2014, 11:59:53 am »

Nah, you just need to put an army there once to take control of it. Then the province stays with you until Revolt happens or someone else puts their army there :)
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Truly, we have the most uniquely talented spy network in all existence.
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RangerCado

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Re: Fantasy Conquest II
« Reply #14 on: February 06, 2014, 12:20:55 pm »

Why is my choice invalid? 17 is forest and i'm forest dwellers. Or do we need to start on an edge?
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