Another arms race game, inspired largely by (and mostly stolen from) Iituem's Wands Race game. If something looks stolen, all credit to Iituem.
Long ago the land of Relt was inhabited by a race of ingenious dwarves. At some point in the distant past, the entirety of dwarven civilization was destroyed in a terrible cataclysm. Little was left of their once power nation and the magics they possessed. In time, an unknown amount of time later, humans arrived on the small continent of Relt. Two nations eventually arose, the northern nation of Vunico and the southern nation of Goria. The two countries have hated each other from a time immemorial, each coveting what the other had. Between the two lay an almost impassible mountain range. The ocean surrounding the continent is treacherous. Terrible beasts roam the seas there, making naval warfare impossible. Truly the only thing keeping the two nations from all out war was the impossibility at getting at eachother.
Last year, 512 years after humans first settled this continent, a terrible earthquake shook the entire continent. Giant mountains sprung up on the north west and south east corners of the continent. While this was rather unfortunate for the poor souls who once lived where the new mountains are, it revealed an ancient dungeon that connected the two countries! Whats more, each side found ancient dwarven relics which would give them an advantage in the coming war! The most powerful and important among these is the summoning circle your scouts discovered. Its power will allow you to create/summon creatures and soldiers to help you in the war.
You are a member of your nation's magic and technology research division, set with the task of providing your nation with new weapons and magic to help them gain control of the massive dungeon beneath Relt. Goria Thread:
http://www.bay12forums.com/smf/index.php?topic=163351.0Vunico Thread:
http://www.bay12forums.com/smf/index.php?topic=163353.0The Nations:Goria is the southern nation on the continent of Relt. It is a hot dry nation mostly composed of endless grasslands, deserts, and rocky badlands. There is plenty of arable land, a decent amount of natural resources, but few forests. The Gorian army is large, but is poorly trained and managed. It's mostly made up of roving bands of nomads who are more used to hunting than actual combat. Its national animal is the dragalo. Glory to Goria!
War sickle: A curved sickle, previously used in the fields. Inexpensive. Requires little training.
Atlatl: A small device used to launch darts over long distances. Deadly, but requires a lot of training. Expensive.
Padded armor: Cloth armor made out of layers of dragalo wool and reinforced with leather. Not incredibly durable, but keeps the elements at bay. Inexpensive.
Hide shield: A shield made out of leather. Inexpensive.
Dragalo: A large animal that has the upper body of a buffalo and the lower body of a dragon. Native to the southern half of Relt. Its large curved horns are typically used to headbutt other dragalo, but are equally as capable of ramming Vunicians. Breathes fire. Expensive.
Ring mail: Officer armor. A set of interlocking metal rings in the shape of a long shirt. Expensive.
Broadsword: Officer weapon. A large straight sword. Expensive.
Summoning Circle: A magical device located at the entrance to your dungeon (from your country). Allows you to summon creatures to aid in the war effort.
Vunico is the northern nation on the continent of Relt. It is a cold wet nation mostly composed of forests, tundra, and swamps. There are plenty of trees, a decent amount of natural resources, but little arable land. The Vunico army is small, but it is highly trained and well managed. A few decades ago there was a small civil war in Vunico, and while the tensions have (mostly) resided, the army has retained a strict training regiment. Its national animal is the brog. Victory for Vunico!
Woodcutting axe: A small axe previously used to split wood in preparation for harsh Vuncian winters. Equally good at splitting skills. Inexpensive.
Crossbow: A small wooden crossbow. Very steady and easy to use, but takes a long time to reload. Inexpensive.
Fur armor: Armor made from the furs and hides of various animals. Inexpensive.
Wooden shield: A shield made of wood. Pretty straightforward. Inexpensive.
Brog: A giant frog with a little bit of bear mixed in. It is larger than a bear and hairy like a bear, and has large tusks, but all in the shape of a wide mouthed frog. Its long tongue has been the death of many who wander too deeply into Vuncio's swamps.
Plate mail: Officer armor. A large metal plate designed to cover the chest and neck. Great armor. Very Expensive.
Broadsword: Officer weapon. A large straight sword. Expensive.
Summoning Circle: A magical device located at the entrance to your dungeon (from your country). Allows you to summon creatures to aid in the war effort.
In either nation's thread, you may suggest what to do each turn, and vote in favor other suggestions. Please stick to one nation, nobody likes a turncoat! Turns occur in two phases:
-In the Design Phase, you may suggest a new product (EG a brand new spell). I will secretly roll some dice, and depending how ambitious your new project is, I will assign an Expense to it, and possibly introduce Bugs. If you want, you can simply revise an old project instead of making a new one.
-Once you've seen the results of your efforts, we move to the Revision Phase- you can try to reduce the expense, remove bugs, or add features to a product. This doesn't have to be the product you started in the first phase, if you're happy with it.
-Then the fighting happens! I'll provide a description of who has the advantage on which fronts, and roll some dice. Resources will be gained and lost sometimes. The next year will start, and we will move to a new Design phase.
Sometimes, you might earn a Design Credit or a Revision Credit, which will allow you one extra design or revision action in one turn.
Expense: Regular equipment can be given to everyone in your army. If a piece of equipment is difficult to produce, it has expense levels: 1 is Expensive, 2 is Very Expensive, and 3 is A National Effort. It doesn't matter how many different types you have, as you'll still only be making enough to equip everyone. Inexpensive equipment could be given to every soldier, if you want. Expensive equipment can be given to officers, or one per squad (5-10 soldiers). Very Expensive equipment can be used by special squads only, about 1 in 100 soldiers. Your nation can only deploy one National Effort at a time. If you have multiple weapons at a price tier, then soldiers/squads choose one for the situation. Some weapons don't benefit much from being Inexpensive because there aren't many situations where you'd want everyone using one.
You might gain an Expense Credit for a certain type of unit, reducing the expense by 1- for example, if the King desperately wants a new giant monster, they'll offer an expense credit for it, which might reduce your new lightning jellyfish monstrosity from A National Effort to Very Expensive.
The expense of equipment is determined when you design it. The more new features, or the more ambitious, the more likely it is to be expensive. You can attempt to reduce the expense when revising equipment- this might introduce bugs, or it might permanently reduce the expense of that technology.
Included for those interested in the behind the scenes of this, and potentially might help with your design decisions.
Each land battle has three stages; skirmish, melee and rout. During a war, each side will make a number of advances against their foes in contested territories, roughly equal to the amount of troops they have in the theatre. Troops with attack bonuses will get them throughout the advance phase, as will troops with defensive bonuses on the defending side. Some territories give a flat bonus to all defence. Each advance will engage in 2-4 skirmishes, one melee and if successful a rout.
Skrmishes are fought by light, mobile, and usually ranged troops. As a rule, archers and certain mages fight in this stage, but not most infantry. Numbers don't count in this stage (since guerrilla warfare is underway) but highly skilled troops and ambushers get bonuses. Light infantry and light cavalry can both act as support during the skirmish stage, but are not usually primary participants. Each successful skirmish will give a bonus to the victor in the main battle; a highly capable skirmish side may get a flat bonus of 2-4 to their rolls in the melee.
Melees are fought by the main body of troops, typically massed and heavy infantry. Numbers count, so if you can field large numbers of infantry they get a bonus, and large numbers of supporting troops such as archers can help out more than small numbers. Archers and mages typically support.. After adding the skirmish bonus (if any) this battle decides victory or defeat in an attempted advance. If successful, the advancer may gain land and forces a rout. If unsuccessful the defender holds onto the land they have.
Routs only happen if a melee is successful during an advance. During a rout cavalry are the primary participants; fleeing cavalry will screen the rest of their retreat whilst attacking cavalry will try and run down routing forces. On a successful rout, the defenders will lose a significant portion of troops in the theatre. Both sides only produce a limited amount of reinforcements per turn, so even if land captures are unsuccessful as a whole, attrition can help you win a war in the long run.