And the time is finally here for the annual TRIBAL GAMES! The show watched by over 50 planets and trillions of humans all over the empire! As usual there will be five contestants, commanding and their own tribes, preparing them for war against the other players. There will be intrigue, assassinations, betrayal and ofcourse, war! The last player standing wins, and fame and glory beyond imagination awaits. For the others, only death awaits.
This year we are going back to the roots of humanity, the tribes will start the game with very crude equipment. Swords, leather-armour, and other barbaric equipment. But as the game progress, the game makers has promised to throw in several surprises for us! Very exciting!
And as a last announcement; There is still a few days until registration closes. If you want to be one of the players fighting in THE TRIBAL GAMES. Feel free to sign up. Don´t do it lightly though, to lead a tribe to glory you need to have leadership skills, courage, a tactical knowledge, and style. If you win the viewers favour they will sponsor your tribe with strange equipment and other wonderful gifts!
Who are you? (Name, gender, age, former profession etc)
Why do you want to join THE TRIBAL GAMES?
Describe your ideal pocket-world and tribe! (Climate, size, surroundings etc, your starting tribe will have around 150 members, where 100 will have some minimal combat training)
What skills distinguish you from the plebs? (Choose two)
Players;
Glossary
Battle: Every unit has some hidden stats, armour, attack, and defence all plays a role, as does numeric advantage and tactics. In combat your unit will try to follow orders you have commanded previous to the battle. You can also command the battle personally, but that is a risky move since you will be a prime target for other players.
Defeat: A tribe is defeated when its commander is dead. The former tribe will be att the killers mercy, and the pocketworld will dissapear from the game the next turn.
Trading: Its possible to open traderoutes between two pocketworlds. Both players must agree to open a permanent portal between these worlds. The portals will open in the outher tula of both pocketworlds. Be sure to trust your trading partner, since the portals can be used for attacks aswell. It takes one turn both to open and close a trade-portal.
Turn: Everything seems to go faster in the pocket-worlds. A turn represents an entire season, but its only a week of earth-days. This means that plants, trees and animals grow and die much faster than in the normal worlds. This does not affect humans though.
Tribe: Each player will be assigned a tribe in the beginning of the tribal games. These tribes largely consists of slaves, criminals or humans bread specifically for these games. Most of the tribesmen know a little of this and that. They have all been trained in farming, mining, fighting, crafts etc. They are the embodiment of jack of all trade, master of none.
Gaining new tribeskills and knowledge: There are several ways to learn new tribeskills. First and foremost you can research this is the slowest but safest way of gaining new knowledge. Your tribe will try to find ways of doing whatever you want to do in theory before applying it practically. You can also experiment, which means trying to learn something by applying the skill practically. This goes faster, but accidents happen alot. Lastly you can also train, if someone in your tribe (or the player) want to teach something to the other tribemembers he or she can teach them. This is safe and goes quite fast, but you need someone with the skill you want for it to work. Sponsors can also buy skills for its favorite tribe, and its possible to win new skills in competitions during the tribal war...
Viewers reputation: Viewers all over the empire watch the game with a passion. And some of them even sponsor their favourite team with gifts. Brave, dramatic and cunning players who finds ways to make its tribe stand out from the others have a higher chance of winning public favour. Therefore it can sometimes be a good idea to use sub-optimal tactics if it got style.
Underground buildings: Underground buildings take twice as many manturns to construct, but only half its resources. (Rounded up) , you need someone skilled in tunnelling to build underground buildings.
Tribeskills: Every tribemember in the tribal games are equipped with a memory chip. This chip stores all the permanent skills of the Tribe. Permanent skills kan be used by all tribemembers. There are also skills which only parts of the tribe knows, this skills can be forgotten of the people who knows the skill dies. If enough people a taught a skill it becomes permanent. Skills have different requirements in how many who needs to know the skill for it to become permanent. Fighting skills tends to have the highest requirements. Skills marked with () is not yet permanent.
Food consumption: Every human consume 1 unit of food every turn.
Sturdy wood: This wood is more durable than typical wood. And you can make superior weapons made of wood.
Superior iron: This iron seems to be harder and stronger than average, and its possible to make sharper and more dangerous weapons made of Iron.
Huge beasts: Huge beats seem to roam the land, they are hard and dangerous to catch.
Healing potions: Is able to heal most disease, injuries and poisons
Poison: May be used to injure or kill humans and animals. Can also be used to make traps and weapons temporary more effective.
Hovel (Hosts 10 people each)
Cost: 10 Unit of wood/stone
10 manturns.
Farm (Provides 200 units of food every autum, demands 5 workers on spring and autm)
Cost:
50 manturns.
5 Iron Tools.
Mine (Hosts up to 10 miners, gives 0.5 units per worker every turn)
Cost: 40 manturns.
10 Tools.
Stone quarry (Host up to 10 workers, provides 0.5 unit per worker every turn.)
Cost: 40 manturns.
10 Tools.
Lumberers hut (Host up to 5 workers, provides 1 unit per worker every turn.)
20 manturns.
5 Tools.
Hunters lodge (Hosts up to 10 hunters, provides somewhere between 1 and 20 units of food per worker every turn, can also be used to captures hides, and capture the large beasts)
10 manturns.
10 weapons.
Forge (Hosts up to 3 workers, produces 5 tools and or weapons per worker very turn. 1 unit of mineral per worker.)
10 wood/stone
5 Tools.
20 manturns.
Fishermen hut: Hosts up to 10 workers. Provides somewhere between 1 and 25 units of food per turn. But cant be used during winter.
10 wood/stone
10 Iron Tools.
20 manturns.
Carpenters hut Hosts up to 3 workers, produces Produces 5 wooden tools/weapons every turn. Needs 1 units of wood per worker.
10 wood/stone
5 Tools.
20 manturns.
Posion hunter: Houses up to 5 workers. Hunts posionus animals and plats and extracts its venom. Produces 2 units of posion per worker every turn.
20 wood/stone
20 manturns.
5 tools.
Herb gatherer hut: Houses up to 5 workers. Gathers herbs. Gathers 2 units of herbs per worker every turn.
10 wood/stone
20 manturns.
5 tools.
Trappers hut: Hosts up to five workers. Provides between 5 and 25 units of food per turn. Can also be used to capture animals.
10 wood/stone
5 Tools.
5 Traps.
20 manturns.
Trapmaker: Hosts up to 3 workers. Produces five traps per worker every turn. Needs 2 units of wood every turn.
10 wood/stone
5 Tools.
20 manturns.
Herbalist: Houses up to 3 workers. Produces healing potions. Is able to produce 2 units of potions per worker every turn. Needs 2 units of herb per worker.
10 wood/stone
20 manturns.
Glasfurnace Hosts up to 3 workers, produces 10 glasscrafts per worker every turn. Needs 2 units of sand per worker.
10 wood/stone
5 Tools.
20 manturns.
Granary Stores up to 200 units of food and or water.
30 manturns.
20 wood/stone.
Storage Stores up to 100 resources.
30 manturns.
20 wood/stone.
The Empire: The unified human federation, or more commonly called the empire controls 95% of civilised space. It is also the host of The Tribal games. Mostly used to soothe the population.
Pocketworld: A pocket-world is somewhere between 5 and 20 square kilometres in size. Every tribe has its own pocket-world isolated from the others. The pocketworld can have very different climate and surroundings. And pocket-world is usually divided between the inner and outer tula. The inner tula mostly contains the village, the inner portal and the farms. The outer-tula contains most of the other resources like the mines and forests. There is also here the outer portals spawn.
Innerportal: This is your connection to the other worlds. From time to time the portal opens either to other players pocket-worlds or neutral combat-grounds. Giving your tribe a chance to show its worth!As the game progress the portal may open permanently to the other players pocket-worlds.
Outer-portal: When other players enter your world a temporary outer-portal is created somewhere in your outer tula.
PSI-unit: Short for personal space invader-unit, this unit attached to your arm monitor you during the game. But its also your way of communicating with the audience. Here you can write on your personal blog, respond to questions from the viewers, and communicate with the other players directly.
Militia solders: Most of your tribes has received some basic militia training. These units are still equipped with simple tools when fighting. These units will still get slaughtered by well equipped trained solders.
Civilians: The worst of the worst, doesn't have any training at all. Is good for nothing but meat shields.
Mining: Mining is requirement to mine minerals from the ground.
Lumbering: A tribe needs to know lumbering for it to understand how to cut down trees efficiently.
Stone-harvesting: Needed to build and use a stone quarry
Smithing: Needed to craft the most basic tools and weapons. Like spears and farming equipment.
Simple hunting: Needed to hunt animals at an efficient rate.
Glassmaking: Needed to craft things made of glass.
Carpentry: Needed to craft tools and weapons made of wood.
Farming: Needed to use and build farms.
Militia training: Only tribesmen who has revived militia training can be converted to militia soldiers in battle.
Trapping: Needed to build and use traps against animals and humans alike.
Fishing: Needed to catch fish efficiently.
Herb Gathering: Needed to find and harvest plants which can be used in potions.
Gather poison: Needed to find and harvest poison from animals and plants.
Basic medicine: Needed to create healing potions from herbs.
Yeah..this will be a merge of a strategy game, game of thrones, and hunger games. Unlike most forum games the players interests will clash quickly, within the first few turns some players will be stronger than others. Also remember that this is a TV-show, to have good relations with the viewers is VERY important. And its encouraged to make your make something special of your starting (generic) tribe. The viewers also wants DRAMA. Be it alliances, war decelerations and betrayals. If you have any questions feel free to ask.