Turn 1Turn 2Turn 3Turn 4Currently in Turn 4-5
Based on my on-going
Conquest Game, with a few new features.
How To JoinPost your starting territory number, faction name and faction colour (Keep it canon, if you can!)
RulesLand Units- One unit costs four gold to recruit and one gold per turn in upkeep.
- You choose where the units spawn. They cannot spawn in border territories. They can always spawn in capitals.
Sea Units- Ships cost eight gold to recruit and one gold per turn in upkeep, except when docked.
- Ships can be built in any coastal territory.
- Ships can carry two units per ship.
Spying- Sending a spy to a territory will reveal their troops in that territory, as well as the religion and their relationship towards you.
- This will cost 2 gold, per territory.
- You can send as many spies in a turn as you like.
- The report is a good estimate unless they require their units elsewhere. ie; If they are attacked, or their own spy report shows them non-ally units on their border.
Combat* Combat strength is primarily based on numbers.
- Crossing rivers is -1 to attack strength. (Note: Some territories hold both sides of a river. They will show a crossing marker, which means they get the benefit).
- Crossing Forests is -1 to attack strength.
- Crossing Mountains is -3 to attack strength.
- Simultaneous attacking (Flanking) from different territories will increase attack by +1 per extra territory attacking.
- There will also be a random factor of 1d4.
* An army has to win a siege to occupy a territory, by staying in a territory for the amount of turns equal to the territory's defence level.
Improvements-
Most territories can have their economies and defences improved through gold.
- Economies offer more gold per turn per territory.
- Defences cost gold per turn in upkeep - Economies do not.
Diplomacy- NPCs have opinions of you - it's very Europa Universalis. See figure 1 below.
- Opinions effect the likelihood of vassals joining you in war, going to war with you or accepting offers and requests (Vassalisation, I need money, I need troops, etc).
- You have a finite number of hero units that will improve your troops in battle, but these can die.- The more territories you have, the less others will like you. You should vassalise to avoid this.
- You can form Non-Aggression Pacts.
- You can form any sort of agreement you like, with both NPC or Player.
- You can join each other in war.
-
However, there can only be one winner.
How To Win- A: You must either conquer all territories in Westeros, excluding beyond the wall.
- B: You must have all territories in Westeros as vassals, excluding beyond the wall.
-
Vassals are technically not winning. In the Game of Thrones, you win or you die (Or are subdued, heh).The Situation- The Night's Watch protects the realm from the north. Their only support is you. Give them gold and units as they request it, lest they fall into ruin under any attack.
- The game will be very broken up into vassals. No huge kingdoms to start with... probably 3-6 starting territories for most people.
Special Places-
The Eyrie is the most well-defended location in Westeros - fact.
-
Casterly Rock is the richest location in Westeros - fact.
-
The Wall cannot be economised.
Please note that I may have to tweak the system in the first few turns to balance this economy system.How To Play- Each turn you can Train new units. These will cost four gold to recruit and will cost two gold per unit, per turn.
- Each turn you can Improve territory's economies and/or defences.
- Each turn you can spy on territories.
- Each turn you can move units, one territory per turn.
- Each turn you can talk with other players openly or in PM.
- Each turn you can talk with NPCs openly, or in PM
(Send them to me and make sure to address it to one of their territory numbers and house name).