NATION SHEET:
Name: Try to match it to your government, I guess
Government Type: One of the four available, see 'Nation Traits'.
Starting Tech(s): One 'basic' tech.
Traits (Points left): These are stored within 'Nation Traits' spoiler. Remember, you must have 0 or more points left. Please list your traits in this order: [government][size][deity][miscellaneous (if any)]
Capital Province #: CANNOT be adjacent to another Capital!
Other Provinces: List them here.
National Color: Preferably bright colors, #RRGGBB values much appreciated. Please avoid colors already on the map!
History: Purely for fluff purposes, skip if world-building isn't your forte.
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GAME PROGRESSION:
Game starts at Turn 0. During this turn, players are allowed to:
A) Deploy armies in their provinces.
B) Set up the location of their Rally Camp.
After all Players finish army deployment, game starts proper with Turn 1.
The game ends when one of these conditions is fulfilled:
A) One Nation controls 2/3 of all Provinces (36 in EoG).
B) Turn 50 ends; the Player with most Provinces wins.
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MAP:
The map is divided into 54 Provinces.
>>>Here is the link to the initial map<<<8 Provinces are 'Populous' provinces, which give bonus +1 to Max Army limit. These provinces are choosen at random,
after Players submit their sheets.
Each Nation has Capital Province, choosen by their owners (Players) or GM (NPC Nation).
There are 3 types of Provinces, each with its own Tile:
-Plains (green field with blue sky). Your bog-standard, grass-and-valley filled, province. At least 50% of all Provinces (27) must be Plains.
-Forest (dark green treeline with greyish sky). A heavily wooded land full of wild game. Similar to Plains, but much more rare. ~9 of them on the Map.
-Desert (yellow field with blue sky). A wasteland with little water. Armies suffer -1 to Defense rolls in here. Never adjacent to Water area. ~9 of them on the Map.
-Mountains (mountain peak with greyish sky). Hilly and rugged terrain. Armies gain +1 to Defense rolls in here. Adjacent to Mountain Passes (brown areas). ~9 of them on the Map.
Water and Mountains are impassable, except at Water Crossings (red lines on blue) and Mountain Passes (red lines on brown). Attacking through these incurs -1 penalty.
'Unclaimed' Provinces after start of the Game require to be conquered, behaving as if there's 1 Army stationed inside (without modifiers). For all religious purposes, these are considered 'pagans' or 'heathens'.
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CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government. It counts as Rally Camp for purposes of Army deployment.
Capital Province provides some important bonuses: +2 RP/Turn, +1 Max Army limit, and +1 to Defense rolls of your Armies stationed within.
Losing the Capital does not mean the end of the game for you, but it can severely damage your ability to 'bounce back'. Protect it well!
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ARMY MANAGEMENT:
The max number of Armies you depends on several factors. At the very least, you get +1 Max Army Limit from your Capital.
Your Government, Settlements and their upgrades, some of patron Deities, Populous provinces you own and certain Technologies can increase your Max Army limit.
At start of your Turn, you can place Armies at your Capital and Rally Camp, if you have one. You can place 1 Army at Capital/Rally Camp per Turn. Once you research Fortifications, Forts can also be used to place Army Tokens.
Rally Camps can be moved to another Province as if you were building a Provincial Improvement; but you cannot place an Army Token at the new location of Rally Camp until next Turn.
When you have more Armies than Max Army size, you lose 1 Army per Turn till the number of your Armies goes down to appropriate limit.
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ARMY MOVEMENT:
You can move as many Armies as you wish; they move 1 Province per turn. You cannot move newly placed Armies.
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COMBAT:
When you move your Armies to enemy Province where enemy Armies are stationed, combat follows.
Attacking Armies get Attack bonuses, while Defending Armies get Defense bonuses.
If you attack through Mountain Pass or Water Crossing, your Armies receive -1 penalty to their rolls.
Combat roll itself is a 1d6+bonuses and penalties. Whichever army loses the roll, is destroyed. The rolls are repeated until all Attackers or Defenders are destroyed.
In case of a Draw, the Attacking Army returns to the Province they've attacked from.
When a Province is captured AFTER combat, one random Improvement is razed to the ground (Cities and Metropolises are degraded instead). If Province was captured without fight, nothing is razed.
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RESEARCH:
Each Turn, your Nation produces a certain amount of Research Points (RP).
Your Capital Province gives +2 RP/Turn.
These values can be modified by your Government, Deity, Provincial Improvements and Technologies.
Research topics and required RP values are in 'Research and Technologies' spoiler.
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PROVINCIAL IMPROVEMENTS:
You can build 1 per Turn. Each Province can have maximum of 3 Provincial Improvements (Settlement upgrades do not count to this limit), and the same Improvement cannot be build in the Province twice.
Certain Technologies increase the amount of PI's per turn you can build. You also get +1 PI/Turn bonus per each 10 Provinces you own.
You can also dismantle Provincial Improvements, albeit this counts into 'PI/Turn' limit.
Rally Camp (no requirements):
Allows placement of 1 Army per Turn. Can have 1 per Nation.
Settlement (no requirements):
+1 Max Army Limit. Can be upgraded to:
*City (requires ARCHITECTURE from Stoneworking):
+2 Max Army Limit and +1 to Defense rolls of Armies in Province. Can be upgraded to:
**Metropolis (requires SANITATION from Health):
+3 Max Army Limit and +1 to Defense rolls of Armies in Province while local scribes and wise men provide +2 RP/Turn.
Temple (no requirements):
Provides +1 to Defense rolls of Armies in Province. Further bonuses can be added with RELIGION Technologies.
Fort (requires FORTIFICATIONS from Stoneworking):
+2 to Defense rolls of Armies in Province. Allows placement of 1 Army per Turn.
Academy (requires ACADEMICS from Learning):
Provides +2 RP/Turn.
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CRUSADE:
Once you research HOLY WAR in Religion category, you can start a Crusade against a particular Nation.
You and all other Nations worshipping the same God as you gain +2 Max Army Limit, as well as +1 to all Combat rolls against target Nation.
A Nation that worships the same Deity as yours cannot be the target of your Crusade.
Crusades last until destruction of either the target Nation, or the Nation that called it.
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PLAGUE:
Plague outbreaks occur via Random Events.
A Province with Plague cannot be used to place Armies, unless it is the Capital Province. Settlements and Cities cannot be upgraded in a Plague-stricken Province.
If the Province is Populous, it also reverts to 'normal' if hit by Plague.
At start of a Turn, if there's still Plague in a Province, a local Metropolis will degrade to City, and a City will degrade to Settlement.
At start of each Turn, Plague-affected provinces will roll a 1d6 dice. The outcomes are as follows:
1-3: Plague spreads to adjacent Province that has a Settlement or better.
4-5: Nothing happens.
6: Plague outbreak ends.
Researching 'Pharmacy' and 'Sanitation' gives +1 to above roll, greatly increasing chances to stop Plague from laying waste to your Nation.
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RANDOM EVENTS:
1.Plague Outbreak:
Province is hit with Plague!
2.Earthquake:
2 random Improvements in the Province are destroyed (Cities and Metropolises degrade instead); 1 if you worship ELKATON.
3.Emmigration Wave:
Only Populous Provinces; Province reverts to normal.
4.Wise Man:
Current Research Project gains 10% of required RP.
5.Immigration Boom:
Only normal Provinces; Province becomes Populous.