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Author Topic: Fantasy Greek Hegemony (SG)  (Read 2652 times)

Nirur Torir

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Re: Fantasy Greek Hegemony (SG)
« Reply #15 on: March 04, 2019, 06:33:58 pm »

The Promethean region is a fiction region basically replacing .. let's say Thessaly. Wikipedia has this to say about Thessaly during this time period:
"In the summer of 480 BC, the Persians invaded Thessaly. The Greek army that guarded the Vale of Tempe evacuated the road before the enemy arrived. Not much later, Thessaly surrendered to the Persians.[4] The Thessalian family of Aleuadae joined the Persians subsequently.

In the 4th century BC, after the Greco-Persian Wars had long ended, Jason of Pherae transformed the region into a significant military power, recalling the glory of Early Archaic times. Shortly after, Philip II of Macedon was appointed Archon of Thessaly, and Thessaly was thereafter associated with the Macedonian Kingdom for the next centuries. "
It appears to have done little of note during the Classical era, and is likely to be conquered soon. It's perfect!


You are Pliny the Elder, ruler of Promothe, a skilled space mage, and head of the Promoth Mage's Association.

Promethe is the foremost city-state in the Promethean region, as the oldest and largest. Promethe sits in the east. It sits along the coast, and does minor trading with exports of food and metalcrafts.
In the south is the port town of Aileen. About half of the Promethean trade goes through their ports. While you have your own shipwrights, most of your ships are bought from them, being slightly superior.
In the west is Garrett, which oversees the majority of the region's mining efforts.
Near the center, upriver of Aileen, is Taner. Taner serves as a market town for the many scattered farms and farming villages nearby, and provides an abundance of food. It also supplies horses to the region.

Promethe holds strong influence over the region, but not true control. In the event of war, you can count on them to supply troops, but they will be upset if you take the brunt of the spoils while they take the brunt of the casualties, or if they disagree with the war. Similarly, if you build a permanent portal to one city and usurp its leadership to form a giant city, the others may see the writing on the wall and seek aid from outside city-states.

The Promethean region has no colonies, and is relatively unremarkable to the rest of Greece.

All of the Promethean region seems to have a similar spread of potential mages, but only Promethe has an organized Mage's Association. Your Mage's Association has a small branch in Aileen. Occasionally, curious hopefuls from across the region spend time in Promethe learning magic.

Promethe directly controls a population of around 150,000, while the Promethean region has another estimated 250,000. You have 60 full mages, of varying skill, and 200 part-time students, all with low skill.

The military consists of citizen-soldiers who supply their own gear. The standard levy is currently 4%, or 6000, which will have minimal economic impact if only raised for one season. Standard composition is 2000 hoplites, 3750 light infantry, and 250 light cavalry. No mage support is used. Note that heavy casualties, especially amongst the noble cavalrymen, may cripple your economy. Expected casualties from fighting a similar-strength Greek opponent without mage support is 10%-15%.

The navy is 70 galleys strong, enough to carry your entire levy and light loot.

Promethe is walled, has trading docks, and a shipyard. The Mage's Association has a prototype trading portal with its Aileen branch. The portal opens once for a few hours every few days, enough for compact and high-value trade goods, or fairly wealthy people traveling quickly between the two. Naturally, Mage's Association members have easy use of it, keeping the main Association membership centralized and slightly increasing part-time students.


Spoiler: Ruler stats (click to show/hide)



Spoiler: Mage Tiers (click to show/hide)

[spoiler=Spells known]Space Magic
Warp Space (Cantrip-Low) [1.5] - Increases or decreases the distance between two points in space. It can also add a curve or a twist. User must maintain concentration, space slowly untwists afterwards.
As a cantrip, it's enough to help grasp something just out of reach, and takes several seconds to cast.
As a low level spell, it can be cast very fast. It can be cast within standard line-of-sight. It can be cast through obstructions, but becomes far more expensive.
Higher power increases area, magnitude of effect, and allows maintaining multiple effects.
As a high level spell, it can reliably be cast semi-permenantly, creating a room or container that's bigger on the inside than it is on the outside. It needs to be stabilized occasionally.

Short Portal (Medium) [1.05] - Creates a pair of portals within line of sight. Can be cast through obstructions. Casting time is a few minutes. Portals cannot be moved after creation, but may be disrupted by any space mage. Duration affected by mana cost, usually lasts from 2-30 minutes. May instead be a concentration spell with unspecified duration. Standard portal size is slightly larger than a human.
Portal edges are hazardous, able to cut cleanly through any tested object. Edges have shining light for unknown reasons.
Disruption is hazardous for anything in the portal, but not instant. A space mage will have time to get clear, but a muggle likely won't notice until it's too late.

Strategic Portal (High*) [Prototype 0.25] - Creates a portal between two points. Requires mages at point B to create an beacon and cast half the spell. Is mana-intensive to maintain. Size can vary, and it's effectively limited to a 15 foot diameter before becoming too draining and inefficient. Seems to gets negligibly more expensive at longer ranges.
*Expected to become a medium level spell after the spell is improved.



Turn time is 4 years.
It is the year 510 BC. Historically, the Greco-Persian wars started in 499 BC.
Remember: Your ruler gets 4 dice to assign for city projects, your advisor gets 1 dice, and your mage guild gets 1.
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Demonic Spoon

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Re: Fantasy Greek Hegemony (SG)
« Reply #16 on: March 05, 2019, 03:24:27 am »

Nice Nirur. :) There are a lot of tough choices to make here, but in the end I've managed to narrow it down somewhat hopefully.

Our current choices should be made in light of the fact that Persia will invade soon. Persia has enslaved Greek cities, and thus trying to be friendly with them is not on the table as far as I'm concerned. It would only paint us as a traitor, which is bad if you're in the center of Greece. And Egypt is too distant to help. As such, I think we should try and get friendly with the rest of the Greeks, and hopefully become part of the leaders of the alliance, using our space mages to transport Greek armies to outmaneuver the Persians.

Economy should be disregarded until we have an advisor who actually knows what they're doing, our home diplomacy situation seems to be tolerable for now, we are apparently managing to feed our people so agriculture isn't a priority, if we wanted to be a naval player we should have played Athens, and personal power is not important right now (and would benefit from the mage's guild getting more toys first anyway).

Additional Comments: Another advisor is a must for the sweet advisor die. I'm not sure what tier edits actually do, so decided not to touch them. I believe next turn we should do military applications of magic and integration of mages into the army. Moving Pyromancers to their own association can wait until we've established them better within the existing structure? We can branch out our guild once portals are more efficient and we've bolstered our military.

As such.



[Advisor Die][General] Friends within Greece - Be friendly with your neighbors! It might help your merchants get better deals, or get access to their unique magic services, or move you towards an alliance. (Expected options are Athens, Sparta, Macedonia, colonies, or all/general spread.)

[1 Die] Tracking the students - Nearly anyone in Promethe is allowed to learn space magic. You can set up a network of people to track them, so you'll know where they are, and that they're not doing anything insidious or being kidnapped by rivals.

[1 Die] Smithing: Hiring from abroad - Your smiths are good at what they do, but can't seem to compare with some of the works of foreign smiths you've seen. Have your merchants look for any smiths who might be willing to move, and entice them with money.

[1 Die] Use city resources to help with the Mage Association's action, if applicable.

[1 Die][Steward] A second advisor - Managing a city-state is hard. You could search for a second advisor (of what type?), and have another die for actions or general support for tasks you're bad at. You could really use a general, steward, or spymaster, but could also use this to increase your strengths.

Mage Guild
[Mage Die] 2, Study Trade Portals - Our long-distance portal is still a prototype. It's very magepower-expensive to keep running, although even the most novice space mage is able to help keep it up, and takes most of an hour to start up. We can focus on studying it, trying to make it easier and more efficient.
We can't say whether this choice or #1 is more effective for improving it, but this is certainly easier.

[State Die] 11, Pyromancers - We worship Prometheus, the fire giver, yet neglect our pyromancers. Now that we have the resources, we should begin encouraging those with the pyromancy talent to figure out their gift, and trying to help them with our experience in space magic.
This project will benefit from state financing.
CAMPAIGN PROMISE! - This gets a higher emphasis on automatic increases, if an intensive action isn't chosen. It receives a bonus if its the action chosen.

Have I done this correctly Nirur?
« Last Edit: March 05, 2019, 05:22:13 am by Demonic Spoon »
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IronyOwl

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Re: Fantasy Greek Hegemony (SG)
« Reply #17 on: March 05, 2019, 03:34:34 am »

State:
1 die to Learning->Better Farming and Herding
1 die to Magic->Assist With Guild Action
1 die to Personal->Magical Study
1 die to Personal->A Second Advisor: Steward

Advisor:
Diplomacy->Distant Friends: Egypt

Guild:
11, Pyromancers

Boost agriculture and trade, acquire somebody who knows what a "currency" is, achieve ultimate power, and get our more combat worthy magic specialization up and running.


Nice Nirur. :) There are a lot of tough choices to make here, but in the end I've managed to narrow it down somewhat hopefully.
Quote
You appear to disagree with me on almost everything! Except hiring a steward, if I'm reading your [Economy] right.

It's true that Persia will likely be invading soon, but we're probably not on a strictly historical timeline and the rest of Greece will probably join in even if we're not super friendly with them. Conversely, our agriculture and long distance trade are vital for growth and maintenance, particularly during an extended conflict (which, if we're not blown over immediately, this promises to be).
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Demonic Spoon

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Re: Fantasy Greek Hegemony (SG)
« Reply #18 on: March 05, 2019, 03:40:26 am »

State:
1 die to Learning->Better Farming and Herding
1 die to Magic->Assist With Guild Action
1 die to Personal->Magical Study
1 die to Personal->A Second Advisor: Steward

Advisor:
Diplomacy->Distant Friends: Egypt

Guild:
11, Pyromancers

Boost agriculture and trade, acquire somebody who knows what a "currency" is, achieve ultimate power, and get our more combat worthy magic specialization up and running.


Nice Nirur. :) There are a lot of tough choices to make here, but in the end I've managed to narrow it down somewhat hopefully.
You appear to disagree with me on almost everything! Except hiring a steward, if I'm reading your [Economy] right.

It's true that Persia will likely be invading soon, but we're probably not on a strictly historical timeline and the rest of Greece will probably join in even if we're not super friendly with them. Conversely, our agriculture and long distance trade are vital for growth and maintenance, particularly during an extended conflict (which, if we're not blown over immediately, this promises to be).
Certainly, there's a lot of ways to approach it, and yours is also quite good. I had to prioritize, and other people, like you, might prioritize differently.

I think we all agree we need to get another advisor though. ^_^
« Last Edit: March 05, 2019, 05:19:40 am by Demonic Spoon »
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Nirur Torir

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Re: Fantasy Greek Hegemony (SG)
« Reply #19 on: March 05, 2019, 06:28:19 am »

Have I done this correctly Nirur?
I like your formatting, but your advisor is more of a diplomat than a general-purpose advisor.

[State Die] 11, Pyromancers - We worship Prometheus, the fire giver, yet neglect our pyromancers. Now that we have the resources, we should begin encouraging those with the pyromancy talent to figure out their gift, and trying to help them with our experience in space magic.
This project will benefit from state financing.
CAMPAIGN PROMISE! - This gets a higher emphasis on automatic increases, if an intensive action isn't chosen. It receives a bonus if its the action chosen.
I'm not sure I want to allow this. The point was to pour money, builders, etc. on your problem and hope it helps.
I think I'm willing to try it, at reduced effectiveness.

Quote
I'm not sure what tier edits actually do, so decided not to touch them.
Not much right now, but the option's there for later. The idea is that when your mages have more width of spells, you can trade that for depth or numbers. If that makes any more sense.

Quote
Moving Pyromancers to their own association can wait until we've established them better within the existing structure?
It has trade-offs and isn't necessarily something you'll want to do. For one, you'll get less automatic drip growth and won't be able to ride on the coattails of the established association, but they'll get their own die.
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Demonic Spoon

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Re: Fantasy Greek Hegemony (SG)
« Reply #20 on: March 05, 2019, 07:56:23 am »

Have I done this correctly Nirur?
I like your formatting, but your advisor is more of a diplomat than a general-purpose advisor.
Sure, I'm sending him to do diplomacy?

Quote
[State Die] 11, Pyromancers - We worship Prometheus, the fire giver, yet neglect our pyromancers. Now that we have the resources, we should begin encouraging those with the pyromancy talent to figure out their gift, and trying to help them with our experience in space magic.
This project will benefit from state financing.
CAMPAIGN PROMISE! - This gets a higher emphasis on automatic increases, if an intensive action isn't chosen. It receives a bonus if its the action chosen.
I'm not sure I want to allow this. The point was to pour money, builders, etc. on your problem and hope it helps.
I think I'm willing to try it, at reduced effectiveness.
Ah, it wasn't intended? I'm fine with it not working. Just tell me and I'll rejigger my actions.
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Nirur Torir

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Re: Fantasy Greek Hegemony (SG)
« Reply #21 on: March 05, 2019, 01:03:26 pm »

Oops, I read it as the type of advisor instead of the target.
I'll allow it, since you have a mage ruler. It'll help with getting somewhere interesting with magic before I burn out on the game.
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Nirur Torir

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Re: Fantasy Greek Hegemony (SG)
« Reply #22 on: March 06, 2019, 08:03:22 pm »

I'm accepting suggestions for your rivals' magic. Gotta be something useful if you want it selected though, a choose your own poison pill sort of thing. Be reasonably detailed, not just Divination - combat precog. You can change their society somewhat as part of this, using flavortext guide how I stat them out. (And when making dangerous magics, assume their mages are ruled by mundanes with a mortal's common sense :v)

Much like you at creation, their magical starting points vary with how many points they've spent in other areas. And some, like space magic, are a bit slower to start out.

Why give the GM ideas? Because a Delphi with an elite corps of soldiers that have 1-3 seconds of combat precog is an entirely different beast to one that can reliably see 3 months into the future and owns the trade across Greece, and needs different planning to tackle.

If I take your suggestion, I'll let you know, giving reliable intel. If I only need a few minor tweaks I might say what those are, but if I need to entirely re-power it, I might just say that I'm using the general idea. If you give a generic city-state, you probably won't instantly know which one it's for, but I'll tell you later when I draw it from the pool, as it becomes relevant.

I already have Ideas for Persia's magic, so I don't need those. Ahh, so many fun things I can do with Immortals <3
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Urist Mc Dwarf

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Re: Fantasy Greek Hegemony (SG)
« Reply #23 on: March 06, 2019, 09:07:26 pm »

The Macedonians to the north are masters of Beast-magic. They can bond with animals, granting both man and beast traits of the other, and supposedly their most skilled mages can summon hordes of animals and turn into platonic ideals of creatures.

TopHat

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Re: Fantasy Greek Hegemony (SG)
« Reply #24 on: March 07, 2019, 11:31:08 am »

Ruler:
1 Die - Intrigue -> Spying on rivals
1 Die - Magic -> Use city resources to assist mage's association action.
1 Die - Personal -> A second advisor: A general.
1 Die - Learning -> Smithing: Hiring from abroad.

Advisor:
1 Die - Diplomacy ->  Friends within Greece: General spread.

Mage Guild:
1 Die - 11, Pyromancers.

Broadly similar to Demonic Spoon's proposal, but building up intel on the other cities instead of our own students, and hiring a general instead of a steward - the economy should largely be able to handle itself, and Petyr knows enough to stop us making any critical mistakes. At the same time, we will soon need to start preparations against the looming threat of Persian invasion, and could really use someone who can handle the military.
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Nirur Torir

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Re: Fantasy Greek Hegemony (SG)
« Reply #25 on: March 16, 2019, 08:07:21 pm »

Anyone else? Remember, you can vote for more than one plan, and I'm not mixing and matching options.
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IronyOwl

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Re: Fantasy Greek Hegemony (SG)
« Reply #26 on: March 16, 2019, 10:54:51 pm »

I guess I'll switch my vote to Demonic Spoon's for tiebreaking purposes.
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Nirur Torir

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Re: Fantasy Greek Hegemony (SG)
« Reply #27 on: March 17, 2019, 02:31:47 pm »

508 BC
War Mini-turn

Things are going well, mostly. Unfortunately you're having trouble finding those with the pyromancy gift who've figured out even the basics of control.

More urgently, you're being raided! Scouts report that their numbers seem to be about even to yours. Much of your navy is being used for trade, and so you were unable to contest the landing.

1 - Give them what they want (-1 action next turn): Just make them go away. This won't affect your civilian reputation.
2 - Withstand the siege (-10 to all state rolls this turn): They'll pillage the farms and surrounding villages. Your civilians won't be happy, and might suffer a bit of population loss, but your milita will remain at full readiness.
3 - Stand alone: You have allies, but should be able to repel them alone, unless they have battle magic, and both you and your troops could use the experience. A close defeat should be enough to chase them off after only a token pillaging.
4 - Portal in help: You can start getting reinforcements from Aileen immediately, using magic. You'll overwhelm the raiders before they can cause any significant damage. On the downside, your rivals may notice your capabilities and have a chance of realizing what a threat you'll become.
5 - March in help (-2 to all state rolls this turn): You can call for your allies to support you, the slow way. The raiders will have time to do some damage, but you might be able to flank and slaughter the raiders, causing crippling damage to whoever sent the raid for several years.

Write-ins are allowed on how you perform something. By default, you're not using your mages. Tier 1s aren't useful for battle yet, but you could choose to try to flank them with Tier 2&3 portal casters (Difficult - Your troops are undisciplined [trained by their parents], and you haven't practiced this maneuver), or try a night attack, etc. Depending on what you try, it might work out badly for this battle, but give you experience towards that in the future or unlock research actions.
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IronyOwl

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Re: Fantasy Greek Hegemony (SG)
« Reply #28 on: March 17, 2019, 03:09:59 pm »

3 - Stand Alone

Just raiders, no reason to get fancy or scared.
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

King Zultan

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Re: Fantasy Greek Hegemony (SG)
« Reply #29 on: March 18, 2019, 01:52:04 am »

3 - Stand Alone

Just raiders, no reason to get fancy or scared.
+1
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