News has reached the capitals of the old world that a new habitable island was recently found, which is positively brimming with resources. You have been chosen to lead a small colonial force that is to take the island and settle on it. An agreement has been signed, that authorizes you to use deadly force for the glory of your Metropolis, without risking a war in the home countries.Conquest of Island is an experimental real time strategy for the forum. The basic concept behind this is the action point (AP).
Action points probably your most important resources, and they are what allows you to actually "do" stuff.
Each player may collect up to 30 action points.
Each player who hasn't reached maximum action points recessives 1 action point each hour, on the hour by forum clock- your post's time stamp is sued to determine how many action points you have at that point.
All players start with 10 AP when the GM says "the game has started" in bold font (not when you register or first post or when the GM posted the rules).
Each player has a resposibility to keep track of their own AP, and is encouraged (but by no means obligated) to post how many AP they think they have at the time of the post, to make sure both they and the GM have the same numbers.
Actions are carried out when they are posted- the first person to post a contradicting action is the one who succeeded.
A declared action which you don't have the action points for, or that is impossible to carry out will be ignored (won't happen, and you won't lose points).
Editing a post is considered cheating (even if it occurs before the next person posts), and will be dealt with in accordance with what the GM thinks you're trying to achieve- honest mistakes may be forgiven, repeated violation punished by AP reduction and evidence of malicious editing with replacement by another player. Be warned, GM will err on the side of paranoia.
The following actions are available to players:
Harvest (1AP): gain 1 ore from each mountain, 1 wood from each forest and 1 food from each field you control. gain one of each from the Ruins.
Build (3AP): build a building on the map. Only one building may be built in the same hex.
Recruit Unit (1AP): recruit a unit.
Move (?AP): move any amount of units from one hex to an adjacent hex. movement costs for destination hex are listed with the terrain types. Moving into an uncontrolled hex gives it's control to you. Moving into enemy hexes (of non allied players) is impossible, to prevent you accidentally losing your units.
Attack (?AP): move any amount of units from one hex to an adjacent enemy hex. If enemy forces or fortifications are present, a battle occurs. movement costs are listed with the terrain types. winning a battle against an enemy (or attacking an unoccupied hex) gives the control of the hex to you.
Declare Alliance (1AP):Choose a player. Allows the target player to move through your territory without conquering it and prevents your from attacking them.( They may still choose attack you if they wish, unless they also declared alliance)
Break Alliance(1 AP):Choose an ally. both you and the target player are no longer allies. Armies in enemy territory attack.
Offer Trade (1AP): state how many of each resource you offer and how many you want in return. You may choose to restrict the offer to a limited set of players.
Accept Trade(1AP): send and receive the resources mentioned in the trade offer. Imposible if you or the player offering don't have the required amounts of resources. Trade offer becomes unavailable.
Rescind Trade offer(0 AP): Trade offer becomes unavailable. AP may not be traded.
Split (12AP): name any amount of units, hexes, resources and a non-playing forum member. They are now in control of all those assets, share your country of origin, and are allied to you. They start with 6 AP.
Send expeditionary force (1AP): choose an ally. transfer any amount of units from one hex to the target player. They must be on a hex of a player allied to the target player.
Desert:
- resource:None
- move cost: 2
- special unit: rough rider
- special effect: if at any points a desert tile contains more than 5 units, the player who added units last must destroy 1 of their units. They may do this after the battle, if this is an enemy tile.
Mountain:
- resource:1 iron
- move cost: 3
- special unit: catapult
- special effect: all defending units, gets +1 defense
Forest:
- resource:1 wood
- move cost: 2
- special unit: native archer
- special effect: each cavalry unit gets -1 to their attack when in this hex
Field:
- resource:1 food
- move cost: 1
- special unit: peasant
- special effect: cavalry units on both sides gain +1 attack and defense
Ancient City Ruin ("Ruin" for short):
- resource:1 food, 1 wood, 1 iron
- move cost: 3 (you are in a maze of twisty passages, all alike)
- special unit: none
- special effect:
- worth 10 victory points
- can not be built on
- contains 100 units of each resource, when that runs out (after 100 harvests), produces no resources
Deep water:
- resource:none
- move cost: 1
- special unit: none
- special effect:
- worth 0 victory points
- can not be built on
- can not be entered by non-ship units
- whenever units enter or are attacked in deep water, 1 unit must be destroyed. attacker may chose to destroy unit after battle. defender always destroys their cheapest unit before battle. (this is not a place you're supposed to stay in)
Shallow water:
- resource:none
- move cost: 1
- special unit: none
- special effect:
- worth 0 victory points
- can not be built on
- can not be entered by non-ship units
- galley units for both players are +1 attack and defense
Fort:
- cost: 50 wood
- special effect:
- all non-cavalry units get +1 defense
- catapult (also) gets +2 attack.
- adds an additional +1 defense not assigned to a unit, which must be defeated first
- tiles not linked by a non interrupted path of friendly (own or allied) tiles to a fort or port do not produce resources
Port
- cost: 40 wood
- special effect:
- Must be built on the shore (i.e. non-water hex adjacent to a shallow water)
- allows recruitment of ships in any adjacent shallow water tile
- tiles not linked by a non interrupted path of friendly (own or allied) tiles to a fort or port do not produce resources
Recruitment Center
- cost: 30 wood
- special effect: allows recruitment of non-ship units in the tile
Peasant:
- availability:field
- cost:3 food
- attack:1
- defense:1
- special:none
Militia:
- availability:all
- cost:2food 1 iron
- attack:1
- defense:1
- special:none
Swordsman:
- availability:all
- cost:3 food, 4 iron
- attack:2
- defense:2
- special:none
Pikeman:
- availability:all
- cost:4 food, 16 iron
- attack:3
- defense:3
- special:for each cavalry unit in opponent stack, one pikeman unit receives +2 attack and defense (a pikeman unit may only receive this bonus once per battle, and if there are more pikemen then cavalrymen, some won't get it)
Archer:
- availability:all
- cost:4 food, 16 iron
- attack:3
- defense:4
- special:archer
Mounted Scout:
- availability:all
- cost:4 food, 16 iron
- attack:4
- defense:3
- special:cavalry. for each archer unit in opponent stack, one Scout unit receives +2 attack and defense (a Scout unit may only receive this bonus once per battle, and if there are more scouts then archers, some won't get it)
Man-At-Arms:
- availability:all
- cost:5 food, 32 iron
- attack:4
- defense:4
- special:none
Halebardier:
- availability:all
- cost:6 food, 64 iron
- attack:5
- defense:5
- special:for each cavalry unit in opponent stack which exceeds the amount of pikemen, one halebardier unit receives +2 attack and defense (a halebardier unit may only receive this bonus once per battle, and if there are more pikemen and halebardiers then cavalrymen, some won't get it)
Longbowman:
- availability:all
- cost:6 food, 64 iron
- attack:5
- defense:6
- special:archer
Knight:
- availability:all
- cost:6 food, 64 iron
- attack:6
- defense:5
- special:cavalry. for each archer unit in opponent stack that exceeds the amount os Scouts, one Knight unit receives +2 attack and defense (a Knight unit may only receive this bonus once per battle, and if there are more scouts and knights then archers, some won't get it)
Native Archer:
- availability:forest
- cost:16 food, 16 wood
- attack:3
- defense:4
- special:archer. ambush (a native archer gains +1 attack and +2 defense when fighting in a forest or ruin.)
Rough Rider:
- availability:all
- cost:64 food, 6 iron
- attack:5
- defense:5
- special:
- cavalry
- for each archer unit in opponent stack that exceeds the amount of Scouts and Knights, OR each cavalry unit in opponent stack that exceeds the amount of Pikemen and Halebardiers one Rough Rider unit receives +1 attack and defense (a Rider unit may only receive this bonus once per battle, and, you know the drill, some might not get it)
- desert survival: unit does not count when calculating desert destruction special, and may not be (chosen or forced) destroyed that way
Catapult:
- availability:mountain
- cost:16 food, 16 iron, 16 wood
- attack:5
- defense:4
- special:
- archer
- slow: All moves and attacks (except inside a ship) involving a catapult take +1 AP (this penalty does not stack)
Transport ship:
- availability:shallow
- cost:2 food, 4 wood
- attack:0
- defense:1
- special:
- transport: for each transport in the stack, a single non-ship unit may move into it. when the transport moves, it's cargo moves with it
- ship:may move on and only on shallow or deep water
- convoyed: the attacker my not choose to kill a convoyed unit, if any non-convoyed units still exist (he may lose or destroy them as normal)
Galley:
- availability:shallow
- cost:3 food, 8 wood
- attack:2
- defense:2
- special: ship:may move on and only on shallow or deep water
Barque:
- availability:shallow
- cost:5 food, 32 wood
- attack:4
- defense:4
- special: ship:may move on and only on shallow or deep water
Galleon:
- availability:shallow
- cost:7 food, 128 wood
- attack:6
- defense:6
- special:
- ship:may move on and only on shallow or deep water
- Oceanfaring: the ship is immune to the deep water special and may not be (chosen or forced) destroyed that way
Supply ship:
- availability:shallow
- cost:2 food, 1 wood
- attack:0
- defense:0
- special:
- ship:may move on and only on shallow or deep water
- convoyed: the attacker may not choose to kill a convoyed unit, if any non-convoyed units still exist (he may lose or destroy them as normal)[/li
if a player chooses to do the attack action (or in some special circumstances like breaking of an alliance), a battle is carried out. The side which caused the battle to happen is the attacker, the other side is the defender. Strength is calculated: the attacker adds up the attack value of their units, while the defender adds up the defense value of their units. Whichever side has less strength loses all it's units in the tile. The remaining side must lose units subtracting their strength (attack or defense as appropriate) from the defeated forces strength until all their remaining units have more strength then the defeated force. Defender wins ties (retains hex). Regardless of who won, attacker chooses which units are killed/lost.
f.e.: attacker has 2 militias and a pikeman, the defender has 4 militias. attacker strength is 5, defender strength is 4. defender is annihilated, and attacker must take 4 strength damage. he can choose the archer, bringing the loses to 1 and then choose a militia, leaving him with 1 militia. He can also choose to be sneaky and choose both militias first (bringing the strength losses to 2), since he now doesn't have a unit that has less or equal strength then 2, he retains the archer.
f.e.2: attacker has 4 militias, the defender has 1 pikeman and 2 militias. attacker strength is 4, defender strength is 5. attacker is annihilated, and defender must take 4 strength damage. Attacker chooses the pikeman (bringing their strength losses to 1), and kills a militia (spending all the losses). Not only that, but now the cavalry Scout stationed in a nearby forest can crush the remaining militia without taking losses
If at the end of sea combat, a player has less transport ships then he has units loaded onto them, he must destroy excess land units until there is, before taking any other action.
Each player starts the game with a single port in a coastal hex of his choosing (determined before the start of the game), which they control. 35 food, wood and iron, a Barque and 3 Transports, with 3 swordsmen inside anchored near the port. They also have 10 AP.
If at any point all the players who have any hexes agree to end the game, it ends. Each player gets the amount of points equal to the amount of land hexes they control, with the exception of the Ruin, which is wirth 10 points (even if all resources are used up, it's still a treasure trove of histroic artifacts.) Getting as many points as possible is the "stated goal" of the game, and It would be appreciated if players tried to maximize this number, even if secretly they don't care who wins.
Sign Up sheet:
Main Roster:
- 1.scapheap
- 2.GWG
- 3.Remuthra
- 4.kj1225
Replacements and splitting candidates:
- mastahcheese
- notquitethere
Note: I seem to have spent quite a bit more time figuring this out then I intended, so it's now very late (or I should probably say "early"). If I've missed something or something doesn't make sense feel free to point me at it.