MAP:HERE IS WORLDMAP OF THE FIRST GAMEMap is divided into Territories inhabited by various tribes; either Player-controlled, or NPCs that dwell in their home territories only.
There are 4 types of Terrain:
-Plains, colored light green. Main source of foodstuffs, they provide +1 to Max.Army limit, or even more if the Tribe knows the secret of Agriculture.
-Deserts, colored light yellow. They do not provide any bonuses unless your Tribesmen are Desert Dwellers, and War Chariots excel at fighting on Deserts.
-Mountains, colored dark brown. Armies unaccustomed (read: not Mountain Dwellers) to the terrain receive -1 penalty to all their Rolls when on Mountain.
-Sea, colored light blue. Impassable, but Seafaring Tribe can harvest its bounty of fish.
ORDER OF THE TURN:At the beginning of the game, every Tribe is given a number; then a RNG decides the order in which they shall move.
ARMIES:Each Player Tribe starts with an 2 Armies (NPCs with 1 Army) in their home Territory (Home Territory provides +2 to Max.Army limit extra) and 1 Army in other Territories (if City-State/Kingdom).
Armies can be moved to adjacent provinces in hopes of conquering them.
New Army is created in Home Territory when the Player's turn begins. If the Max.Army limit is reached, no more Armies will be created.
If there is more Armies than Max.Army limit allows, the excess Armies will be destroyed at rate of 1 Army per 1 Turn.
COMBAT:Attacking army rolls a 1d8 dice; the Defender does the same (Defenders gain +1 to their Defense roll when in Home Territory).
The side that loses the roll has its Army destroyed.
One army = one attack, so if you want to destroy 3 Armies at once, better bring 3 Armies of your own to attack them!
In case of a tie, the Attackers retreat to their starting point.
DISASTER:Each turn, a Disaster strikes one of the Territories on the map. The Disasters are:
Crop Failure: This Territory won't provide to Max.Army limit of the Tribe for 1 Turn.
Earthquake: Temporarily nullifies bonuses from Construction and Architecture in the Territory for 1 Turn.
Pestilence: Destroys 1 Army in the Territory.
Tsunami: Combines Crop Failure and Pestilence, but can affect only Territories adjacent to the Sea.
DESTRUCTION OF A TRIBE:When the Tribe loses its Home Territory, the rest of the Tribe surrenders to the conquerors.
The conquerors have 33% chance to learn the 1 random Gimmick of the Player Tribe they conquered.
If the conquered Tribe was an NPC Tribe, there is only 16% chance to learn 1 random Gimmick from all Gimmicks available.
They cannot learn Gimmicks with prerequisities unless they already know the prerequisite Gimmick.
VICTORY OF A TRIBE:When one Tribe remains on the Map, or controls 50% +1 of Territories, it is declared the strongest in the Region and wins the game.
DIPLOMACY:Conducted over PM or in the thread, all treaties and dealings are Diplomacy-esque; so feel free to backstab, lie, break deals and double-cross your so-called friends!
TRIBE CREATION SHEET:Name of the Tribe: remember to use plural
Leader of the Tribe: name (username)
Traits: refer to Tribal Traits below; Size first, then Gimmicks
Home Territory: #number
Color of the Banner: Silver, Red, Yellow, Green, Dark Green, Cyan, Teal, Dark Blue, Blue, Pink, Purple, Orange. (NPCs use White)
Tribal Traits:Each Tribe starts with 3 Trait Points.
You can spend them to increase the starting size of your Tribe or to gain Gimmicks.
Starting Size: (each Territory starts with 1 Army in it; your Home Territory starts with 2).
Tribe: 0 Points
Default size of a Tribe; you start with 1 Territory.
City-State: 1 Point
You start with 3 Territories.
Kingdom: 2 Points
You start with 5 Territories.
Gimmicks: a special thing that characterises your Tribe. Each costs 1 Point; some gimmicks, marked with a *, have a prerequisite!
Agriculture AGR: Plains provide your Tribe with +2 to Max Army limit instead of usual +1.
Animism ANI: Your Tribe worships supernatural forces that shape the world, and they repay for your worship by giving you best the land has to offer, increasing Max Army limit by 2, and occassionaly protecting you from Disasters: If there's a Disaster about to strike you, you have a 33% chance that it won't do anything.
Archery ARC: Javelins and slings are so last millenia; your men are armed with bows and arrows! +1 to all Army rolls.
*Architecture ACH (requires Masonry): Your Tribe excels at construction. Your Armies gain additional +2 to Defense rolls.
Bronze Working BRW: Your Tribe can work tin and copper into sturdy bronze. Your Armies gain +2 to Attack rolls against other Tribes; +1 if the enemy has Bronze Working too.
*Blood Sacrifices BLD (requires Animism): Your Tribe guts open a small part of captured populace to appease your scary Gods, and in return they empower your soldiers to fight and provide even MORE captives! This means your Armies gain +2 to their Attack rolls for 1 Turn whenever you capture a Territory (does not stack).
Desert Dwellers DST: Your Tribe lives and thrives on the unhospitable Deserts. Your Armies gain +1 to rolls when attacking/defending a Desert Territory, and Deserts also provide +1 to your Max Army limit.
*Iron Working IRW (requires Bronze Working): Your Tribe knows how to work iron into useable metal. Your Armies gain additional +2 to Attack rolls against other Tribes; +1 if the enemy has Iron Working too.
*Irrigation IRG (requires Agriculture): Extra water improves agricultural output, in turn increasing your overall Max Army limit by 2; also, Deserts can be supplied with water and now provide +1 to Max.Army limit also.
Masonry MAS: Your Tribe can shape stones into marvelous buildings and also into fortifications. Your Armies gain +2 to Defense rolls.
Mountain Dwellers MOD: Your Armies do not receive a -1 Penalty when at Mountains, and thanks to sheep and goat herding, Mountain Territories provide +1 to Max.Army limit of your Tribe.
*Polytheism POL (requires Animism): Your Tribe has worked its religion into a pantheon of deities that rule over numerous domains. They reward you by protecting you from Disasters better (total 66% chance), and by infusing your soldiers' spirits with determination which grants them +1 to Defense rolls.
Pottery PTR: Your Tribe uses ceramic vessels for storage of items, mostly foodstuffs. +1 to Max.Army limit; additional +1 for every other Max.Army limit boosting Gimmick you get (Agriculture, Animism, Desert Dwellers, Irrigation, Mountain Dwellers, Seafaring).
Seafaring SEA: Men of your Tribe sail on the waters to catch fish and hunt seabeasts. You gain +1 to Max.Army for each Territory that borders Sea.
*Shamanism SHM (requires Animism): Your Tribe has powerful mystics that can plead the spirits to strike your enemies. If a Disaster fails to affect you, it will befall a Territory of a Tribe adjacent to yours instead. Also, their rituals incense the spirits of your soldiers, giving your Armies +1 to Attack rolls.
Siegecraft SIG: Your army knows how to build siege towers and battering rams. Enemies with Masonry and Architecture receive only half of their usual Defensive bonus against you (that's +1 with Masonry, +2 with Architecture).
War Chariots WCH: Your Tribe gains +2 to Attack rolls when attacking enemies on Plains; +3 when on Deserts.
Writing WRT: Increases chances for your Tribe to gain a Gimmick of the Tribe you conquer by 33% (to the total of 66% with Player Tribes, and 50% for NPC Tribes).