As the Old King's grip on life fades, so too does his hold over the Kingdom of Falas...
The Last King of Falas is dying, and as he withers from this world, the noble houses grow hungry and begin to claim the king's land for themselves. You play as one such ruler, a noble lord or lady of one of the noble houses, who has claimed a region as their own. Whether you did so for the sake of power, or because the Old Kingdom's power has faded to the point where it can no longer protect your lands, it is up to you. The wild beasts and monsters that were once held back by the Royal Guard have regained their footholds and now threaten your people once again. The Witchhunters no longer have the authority to burn practitioners at the stake and magic has begun to trickle back into the world. The world grows more dangerous by the day and you must do whatever you can to keep the peace, lest you parish along with the Last King...
I haven't completely worked out the systems yet, but the game will mostly be freeform (I am quite bad at bookkeeping). Players will have property and units under their command in addition to their personal character. There aren't really any rules to the gameplay, you will receive briefings about the state of affairs of your new country every season and will use that to determine your actions for the following season.
This is an interest check and sign up page (and will become the OOC), so some things aren't definite. More things will be finalized if there is interest, but in the meantime feel free to make suggestions and ask questions.
Character SheetLeader Name:
Leader Description: (Personality and physical)
Country Name:
Country Description: (Location, terrain, that sort of thing)
Government/Culture Description: (Your government type may not need explanation if it is straight forward)
Starting Unit: (Choose 1: Soldiers, hunters, scholars, alchemist, thief, spy, or if you desire a unit not listed here, PM me about it. This is not an exhaustive list).
Building Costs:
Harbors (Free in existing cities)
Small farmlands: 300 to build, 100 to maintain
Farmlands: 500 to build, 200 to maintain
Large farmlands: 700 to build, 300 to maintain
Farms are a food producing building.
Small fishery: 300 to build, 100 to maintain
Fishery: 500 to build, 200 to maintain
Large fishery: 700 to build, 300 to maintain
Mine: 400 to build, 100 to maintain (provides iron, access to which is required for building heavy units, but not for maintaining them)
Gold Mine: 400 to build, provides 100 coin per turn. Must know of a gold deposit.
Workshop: 500(?) to build, provides 200 income (requires iron to function)
Mage Academy: 700 to build, 400 to maintain. Allows for the creation of mage units.
Vineyard: 200 to build, 100 to maintain. Allows for wine production, a valuable trade good. Must have proper climate.
Quarry: 400 to build, 100 to maintain. Provides marble, a trade good and above average building material. Must have marble in your country.
Units:
Militia: 100 to build, 100 to maintain.
Soldier (and variants): 300 to build, 200 to maintain.
Mercenary: 500 to build, 300 to maintain.
Slayers (and variants): 500 to build, 300 to maintain.
Slave units: -100 maintenance cost
Ships (and variants): 300 to build, 100 to maintain.
Scholar (and variants): 500 to build, 100 to maintain
Mages (and variants): 600 to build, 300 to maintain.