game set in Brittania. It has a few differences from normal Warring States: kings, formal alliances, and joint victories.
INTRODUCTION:
A Player (maximum of 10?) picks a State, a Color (Red, Gold, Green, Cyan, Orange, Silver, Purple, White, Teal, Lavender), and from there, they must take control of neighbouring lands and declare their own Kingdom.
Only then can they start a campaign to reunite the lands of Brittania, and forge a new Empire!
If any Player gets eliminated, another can take their color, pick an independent State, and try their hand in the fight for the throne.
TURN ORDER:
The turns of all Players are SIMULTANEOUS. Orders can be sent through Personal Messages to the GM (NQT), or if you're not caring about what people see, in the game thread itself.
For your orders to be valid, they must be bolded using the forum bbcode.
A simple example of a Player's turn:
5 Grain for Defense of Essex.
5 Grain for Investing of Essex.
10 Grain for Conquest of Kent.
You cannot edit your orders once you've send the post! Think twice before posting!!
STATES, KINGDOMS, AND THE EMPIRE:
The map is divided into 49 States, each with its own name. A Player starts with one State (their capital state). Note that said State can be located in a KINGDOM-type State (underlined).
Each Player starts with 10 Grain, which is used to support their forces when conquering and defending, and can be used to invest into states so that they generate more Grain.
Each player starts with a petty King (or Queen) in their capital state. Give your leader a name! Before forming a full kingdom, the collection of states a player owns is sometimes referred to as a 'Petty Kingdom'.
To create a Kingdom, one must control a KINGDOM-type State (underlined) plus minimum of 3 States adjacent to it. Some of the KINGDOM-states have more than 3 States adjacent to them, allowing for some wiggling room when it comes for planning your diplomacy and conquests.
There's special Grain bonus for being a Kingdom: a non-State dependent +5 to your Grain count, and this bonus persists until end of the game (or your early demise).
Once you create a Kingdom, you're viable for creation of a new Empire. The process is more time- and rice-consuming than making a mere Kingdom.
First, you must control at least 6 other KINGDOM-type States, out of total of 10: ESSEX, GLAMORGAN, YORK, LANCASTER, LOTHIAN, ABERDEEN, ARGYLL, UI NEILL, CONNACHTA, LAIGHIN.
Second, your dominion must be continuous; any gaps between your provinces (whether due to rebels, or other Players' conquest) must be filled up with your glorious state color!
JOINT VICTORY
Two players in a formal alliance can gain a joint victory if, collectively, they hold all eight kingdom-type states and, individually, each of their dominions is continuous.
INDEPENDENT STATES:
Non-Player States will always dedicate themselves to defense of their borders, meaning that 10 Grain will always be spent on Defense.
The independent States will never use Grain for Conquests, nor they will Invest Grain to improve their economy. Fools, all of them!
GRAIN AND INVESTMENTS:
Grain is used twofold; to supply soldiers fighting abroad or defending the states, or to improve the economy of the state.
If you do not dedicate any Grain to defense of a province, any opportunistic Player can simply walk their well-fed soldiers into it and automatically take control of the state!
The more Grain you dedicate for defense, the greater chances of repelling the enemy. Same with conquering your neighbours; the more Grain you set aside for the conquest, the greater chances of success.
You can also Invest your Grain in a State that you control. Each State at start lets you use 10 Grain per Turn.
For each 5 Grain Invested into a State, the State will provide you with 1 extra Grain, starting from next Turn.
Example: You have 90 Grain, and your home State, Oxford, provides you with 15 Grain. If you invest half of your Grain, 45, into Oxford, this will raise Oxford's Grain output to 24 (15 + [45/5=9] = 24).
CONQUESTS, DEFENSE, AND THE DIE OF WAR:
Once you decide to conquer some of your neighbours, you must know that each combat is resolved using a d10 die. You can only Conquer States adjacent to the ones you control (or across Seas, look into paragraph below).
Combat formula is simple: d10 + Grain = your number. If you roll higher than the opponents' defending force, you win and the State is yours!
Example: You decide to conquer State of Mide, and dedicate 19 Grain to the task. State of Mide can afford to dedicate only 12 Grain for defence of its borders. You roll is 6, their roll is 4. 19+6 = 25, 12+4 = 16. State of Mide loses the fight and its lands are now yours!
If a State is attacked by more than 1 Player at once, the Grain spent on Defense is spread as equally as possible with any leftover spent against the Player with highest amount of Grain dedicated to the conquest.
If a State is defeated by more than 1 Player at once, the control of the State falls into the hands of the Player that dedicated more Grain into the State's Conquest.
Once a State is conquered, inevitably there will be looting, pillaging and destruction at hands of victorious soldiers. The Grain output of the State is thus HALVED, and the new owner of the devastated land will need to re-invest into it.
KINGS
Each player has a king. If they attack a state with their king, they gain the equivalent of +2 grain to the attack. If they defend a state that contains their king, they gain the equivalent of +2 rice to the defence. If a king gives an attack bonus in their turn, they can't also give a defence bonus that turn. A king can only give their defence bonus for one state in their turn.
Each turn a player can choose to move their king to an adjacent state (this can be across the ocean), or include them in an attack on a province adjacent to the king.
If the king is in a state that is taken over, he will attempt to flee to a random adjacent owned state (a state that was both owned at the start of the turn and the end of the turn). If that is not possible, he dies and all alliances end at the end of the turn, and an heir appears as the new King in the capital state at the beginning of the next turn. If the capital state is occupied, then no new King will appear until the turn following the capital state being recaptured.
FORMAL ALLIANCES
Two players can undergo a ceremony of formal alliance. Both parties must spend 5 grain and declare the formal alliance on the same turn. An alliance is dissolved if either party's king dies or if either party attacks the other or if either party begin a new formal alliance.
Members of a formal alliance get access to the following new actions:
Territory Swap: The player can pick one of their territories to swap for their allied partner's territory. This action only works if both players pick the same territories in the same turn. This costs all the grain the swapped territory produces. If not enough grain is spent by either party, the swap fails. Capital states cannot be swapped.
E.g. Player 1 owns Oxford which produces 5 grain and Player 2 owns Essex which produces 8 grain. They both submit the Territory Swap action, and Player 1 spends 5 grain and Player 2 spends 8 grain and the territories are swapped.
Send Grain: One player can gift the other grain if they are adjacent to one another. It appears as a bonus income in the recipient's next turn. Gifting grain over sea costs 5 grain for the shipment, just like attacking.
Members in a formal alliance can achieve a joint victory (see above).
THE SCARY SEAS OF BRITANNIA:
Seas are numbered 1 to 7, allowing conquest of islands and between Britain and Ireland. Oversea conquest require preparations and preparations require extra Grain; to launch an attack across a sea, you must spend extra 5 Grain on the attack.
Note that this requirement is NOT in effect if you have a land state adjacent to the target - then its assumed your attack simply comes through that land state instead.
Example: You own Ulaid, in Ireland, and decide to attack Ayr, in Britain, and spend 15 Grain on this attack. This means only 10 Grain will be used to attack Ayr, while 5 Grain will be spent on 'preparations'.
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