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Author Topic: Conquest: Westeros  (Read 12723 times)

Azkanan

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Conquest: Westeros
« on: August 12, 2014, 08:31:19 pm »



Turn 1
Turn 2
Turn 3
Turn 4
Currently in Turn 4-5



Based on my on-going Conquest Game, with a few new features.

Spoiler: Political map (click to show/hide)
Spoiler: Terrain Map (click to show/hide)

How To Join
Post your starting territory number, faction name and faction colour (Keep it canon, if you can!)

Rules
Land 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).
« Last Edit: August 25, 2014, 05:05:32 am by Azkanan »
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Comrade Shamrock

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Re: Conquest: Westeros
« Reply #1 on: August 12, 2014, 08:49:19 pm »

PTW

I think I'll play these type of games one at a time. But please someone be the Boltons.

Elfeater

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Re: Conquest: Westeros
« Reply #2 on: August 12, 2014, 09:23:54 pm »

Ill be in for this one.
Grey - Ironborn
« Last Edit: August 12, 2014, 10:27:37 pm by Elfeater »
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Varee

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Re: Conquest: Westeros
« Reply #3 on: August 12, 2014, 10:17:17 pm »

I dont know much of GoT lor but I would like to play
I would liek to play white habor 171 maroon
« Last Edit: August 13, 2014, 06:58:06 am by Varee »
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Salsacookies

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Re: Conquest: Westeros
« Reply #4 on: August 12, 2014, 10:22:22 pm »

I'd like to play, but I've never seen game of thrones. What factions are canon? Any small ones barely mentioned
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Elfeater

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Re: Conquest: Westeros
« Reply #5 on: August 12, 2014, 10:28:02 pm »

I'd like to play, but I've never seen game of thrones. What factions are canon? Any small ones barely mentioned
The Vale of Arryn is a good start, well defended
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Varee

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Re: Conquest: Westeros
« Reply #6 on: August 12, 2014, 10:29:24 pm »

I'd like to play, but I've never seen game of thrones. What factions are canon? Any small ones barely mentioned
The Vale of Arryn is a good start, well defended
That is eyrie on the map 121 and the surrouinding
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Orange Wizard

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Re: Conquest: Westeros
« Reply #7 on: August 12, 2014, 10:34:22 pm »

PTW. This looks... interesting. I might join, but I have no idea where to go.
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Salsacookies

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Re: Conquest: Westeros
« Reply #8 on: August 12, 2014, 10:37:39 pm »

KK, I'll be House Tollett on 120.
« Last Edit: August 13, 2014, 07:13:34 am by Salsacookies »
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Elfeater

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Re: Conquest: Westeros
« Reply #9 on: August 12, 2014, 10:38:18 pm »

KK, I'll be the Vale of Arynn on 121. Do they act a certain way?
Quite defensive
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Varee

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Re: Conquest: Westeros
« Reply #10 on: August 12, 2014, 10:38:57 pm »

umm from my limited knwoledge they keep away from everyone and be alone
Also on 123 are alot of mountain bandit ....
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Elfeater

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Re: Conquest: Westeros
« Reply #11 on: August 12, 2014, 10:39:48 pm »

umm from my limited knwoledge they keep away from everyone and be alone
Also on 123 are alot of mountain bandit ....
Unbeatable bandits, dont even try
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Azkanan

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Re: Conquest: Westeros
« Reply #12 on: August 13, 2014, 04:59:56 am »

My apologies, I shouldn't have presumed.

Here's a few houses:
223 - Bear Island - Mormont
190 - Winterfell - Stark
199 - Dreadfort - Bolton
208 - Karhold - Karstark
240 - The Wall - Night's Watch
171 - White Harbour - Manderley
143 - The Twins - The Freys
121 - The Eyrie - Arryn
107 - Riverrun - Tully
69 - King's Landing - Baratheon
94 - Casterly Rock - Lannister
18 - Oldtown - Tarly
46 - Highgarden - Tyrell
7 - Sunspear - Martell
62 - Storm's End - Baratheon
77 - Dragonstone - Baratheon
111 - Harrenhal - Baelish
73 - Tarth - Tarth
109 - Acorn Hall - Smallwood
157 - Pyke - Greyjoy
86 - Maidenpool - Mooton
112 - Quiet Isle - Faith of the Seven
117 - Gulltown - Grafton
146 - Greywater Watch - Reed
149 - Flint's Finger - Flint
180 - Torrhen's Square - Tallhart
187 - Deepwood Motte - Glover
133 - Sisterton - Borrell
227 (and surrounding mountains) -  First Flints, Wulls, Norreys, Burleys, Harclays, Liddles, Knotts, etc.
Territories north of the wall - Feel free to make up your own Wildling tribe
Skagos Isles - Crowl, Magnar, Stane. (Skagosi are considered savage, little more than tribes of raiders who are thought to be cannibals.)
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Patrick Hunt

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Re: Conquest: Westeros
« Reply #13 on: August 13, 2014, 05:30:38 am »

240. The Nights Watch.  Blue.
« Last Edit: August 13, 2014, 05:51:39 am by Patrick Hunt »
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Azkanan

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Re: Conquest: Westeros
« Reply #14 on: August 13, 2014, 06:47:42 am »

Updated the OP with some interesting stuff.
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