This is the game thread for AoR II. It is for the posting of turns. Any discussion should take place in the
discussion topic.
Game rules. mostly shamelessly stolen from Vanigo:Each turn represents one year. You direct city production, research, and military units, and may provide as much detail as you like. More detailed plans may give you bonuses to random rolls, so try to be a bit more in-depth than "three guys mine the hills, and I'm building a library"!
Turns will last roughly three days each. If a turn is missed, the minimum food will be produced, and everyone else idles.
Your city starts with 10,000 people. Each 1000 people generate 1 labor and consume 1 food. Labor points may be used to work the terrain surrounding your city, producing resources, or used in the city to build or staff buildings. The primary resources are food, wood, and stone, along with various ores. Other resources exist, but you won't know about them at the beginning of the game.
Your city is surrounded by 18 tiles of varying terrain types. Rivers and special resources (like ores, luxury foods, or magical reagents) can be found in some tiles. Each tile can be fully worked by one labor point, providing the appropriate resources for the terrain type and any upgrades there.
Labor may also be spent on construction (in or out of the city) or on manning buildings.
Unused resources will automatically be stored. Standard warehouses can store 20 resources of each type. Resources may be used in the same turn they are produced. Extra resources over the storage limit are given away to the populace.
Some buildings are made in the city itself, like a smithy, library, or shrine. Some of these have modest staffing requirements and provide a constant benefit. A generic shrine, for instance, gives a passive bonus of 10 spirituality luxury points. Others allow new types of labor to be performed in the city. A smithy allows ores to be processed, for instance, and a hall of learning allows labor to be spent on research.
You may also construct terrain upgrades. These generally increase the resource output of the tile they are built in. Plains, for instance, can be irrigated to raise their food output from two to three. Most upgrades are mutually exclusive - you can't build a quarry and irrigation in the same tile - but a few, like watermills, are 'free'.
]The attitude of your citizens is very important! The happier your people are, the more immigrants you attract and the faster your population grows. What's more, at very high and low morale, their productivity is affected. Morale ranges from one to ten, with a base of five, and can be adjusted by many factors. The effects of morale are as follows:
Morale:yearly population growth
1:-4%, -30% production
2:-2%, -20% production
3:0, -10% production
4:2%
5:4%
6:5%
7:6%
8:7%, +10% production
9:8%, +15% production
10:10%, +20% production
Some luxury goods can be consumed for morale bonuses. Each luxury good may be converted into 10 luxury points. Every 1000 population requires 1 luxury point for a morale bonus. Additional luxury goods of the same type provide no benefit; different types are needed. If you have more than three luxury goods, further bonuses become harder to get; each additional point of morale takes two different resources.
The most common luxury good is clothing, available by refining wool produced by hills. Your people can scrounge for furs and such to keep themselves dressed, but they're happier if they don't have to.
Every civilization has a few citizens with unusual skills and aptitudes. They may be great military leaders, ingenious engineers, wise sages, or any number of other things. Leaders can provide bonuses to appropriate activities - a sage can lead research efforts in your hall of learning to speed your research, for instance. Possibly more important, however, many buildings cannot be built or operated at all unless you have an appropriate leader available. Without a general, for example, a military school cannot be built, nor can it be used while he is away. Other structures only require a leader to be built - building a huge castle requires a skilled engineer, but once it's done he can move on to other things.
Leaders of the same class have the same basic abilities, but each also has their own special ability. You may not initially know what this ability is, however; it must be discovered either by putting the leader in an appropriate situation or through a random event. Alduf the Sage might be a brilliant teacher of magic, giving bonuses to your wizards, but you might not know it if you never put him in charge of a magical college.
To create a military unit, you must be able to equip them - typically this means creating weapons at a smithy or military workshop. Almost all units may be trained in a single turn, and will be ready to move out on your next turn. Initially, you may only train one unit a turn, but there are ways to increase this limit. Military units draw personnel from the population of your city. Most units consist of 100 population. Units with heavy equipment, such as knights, may require more population to help carry their equipment while traveling. They can be left out, but the unit will travel more slowly.
Simple wooden weapons can be made with 2 labor and 1 wood for a unit's worth, and wooden shields also take 2 labor and 1 wood.
Most units may move a couple hundred miles a turn in known territory - they have a year to do it in, after all! Supplies may be an issue on long journeys, though, so be careful. Also, exploring uncharted territory is much slower. Major battles (including all PVP) takes place in a combat sub-turn at the end of the regular turn.
During combat, players will PM their tactics to me. Conditionals are allowed. Example: My archers will setup on a hill. My swordsmen will be in front of my archers, screening them from attacks. The cavalry will be behind the hill, waiting for a good opportunity to charge. If flanked, my archers will attempt to get away, while my cavalry charge the flankers. Otherwise, my cavalry will attempt to charge the enemy archers.
Units have ratings for attack, defense, range, health, movement, and morale. Special abilities may be learned through a year of training. The exact combat formulas will remain secret. Units will fight at reduced efficiency as morale drops, and units that have 'broken' lose the benefit of any known abilities.
Units will gain experience, and eventually increase their morale. They may be trained for a year to gain the "trained" level of experience, but further levels require combat experience.
Naval units are generally small enough to navigate rivers, although they receive a 50% bonus to attack and defense if at sea. If designed to be too large for rivers, they'll receive a 100% bonus at sea. Each naval unit will be able to transport at least one standard military unit.
As noted earlier, each 1000 people consume 1 food a turn. If extra food is available, it provides morale bonuses - each extra food gives 2 luxury points.
Famine can easily be disastrous. If there is not enough food, your city's population drops by 1000 every turn and morale is reduced by two until the situation is resolved.
Military units consume double food. That is, a standard unit of archers with 100 population will consume 200 food per turn. If forced to forage in the wilderness (Extended global travels without supplies), they'll lose morale and possibly health.
Excess population beyond a 1000 mark will add into a sort of labor pool, to the nearest 100. This will continue to increase each turn. When it reaches 1000, the population will be considered to have an extra 1000 people for the next turn. They'll produce more labor, require food, use luxuries, and be taxed just like a normal 1000 people. This extra will be noted in the turn text.
Initially, your people don't use money much. This changes once you research Trade. Money is used mostly for upkeep of military units and for trading. Each 2000 people produce 1 gold in tax income, and each military unit requires 1 gold in upkeep costs. Before trade is researched, you may only support three military units.
Research points are produced primarily with labor spent at the Hall of Learning. You may tell your researchers what you want them to work on, but they may surprise you from time to time. Plus, there is a large random component to research speed, so don't assume much.
The 18 tiles surrounding your city are available for production, but tiles being used for production may need to be protected. Enemies can keep you from working tiles, and may also destroy improvements in them. Units in your city may be ordered to defend terrain tiles, or not, as you prefer. Walls improve the strength of your units when they're defending any tile they enclose, but are of no use outside them.
Your tiles may be referred to by number as follows: The tile directly above your city is tile 1, and the remainder of the inner ring is numbered 2 through 6 clockwise. The northmost tile is number 7, and the rest of the outer ring is numbered 8 through 18 clockwise.
Civilizations with an appropriate technology can produce settler units by spending 5 labor, 5 food, and 5 wood. This also reduces the city's population by 5,000. Settlers move like military units, and can be expended to produce a colony or town, depending on the technology used.
Colonies take 10 money in startup costs, and represent relatively small settlements dependent on their parent city for most production. They grow slowly, and require steady upkeep costs (2 money a turn for starting colonies), but send resources back to their parent civilization based on their location. Colonies with little or no farmland may require steady food shipments, as well. Colonies initially have no ability to raise military units, and rely on their parent city for protection.
A player may only control one city at a time, although the possibility exists for independent towns to loosely align themselves with a player, trading resources for protection.
Random events will probably occur as the game goes on. These can be beneficial or harmful. Bad harvests, raiders, abundant harvests, or traveling merchants are a few possibilities. There is no way to prevent them, but bad harvests can be negated by having a granary with enough food stored. Raiders won't be able to do much if there is an army defending the town.
Colonies will have separate chances of random events.
Horses, similar beasts of burden, and slaves, have a few uses. Two maybe be turned into a labor point for the express purposes of working terrain or improving it. They may be eaten if times are hard, for +2 food. With the proper training, horses or beasts of burden may be used as part of a military unit, for cavalry.
Horses or other beasts of burden may be gained through random event, exploration, or raiding. Building a horse farm with them is advised, so that more may be trained.
Horse farms can never be improved to give more then +1 horse.
Reference:Plains (Yellow)
2 food
Hills (Brown)
1 food, 1 wool
Forest (Green)
1 food, 1 wood
Swamp (Sea-Green)
1 food, 1 wood
Mountains (Grey)
1 stone
Ocean/lake (Blue)
2 food
River (Blue line)
+1 food
Terrain improvements (and technology required)
Irrigation (Farming)
Plains or hills
Requires river or lake present or adjacent
no resources, 2 labor
+1 food
Quarry (Construction)
Hills or mountains
no resources, 2 labor
+1 stone
Pasture (Animal taming)
Hills
1 wood, 3 labor
+1 food OR +1 wool OR +1 animal (and -1 food)
Woodcutting village
Forest
2 wood or stone, 2 labor
+1 wood
Hunter's camp (Archery)
Forest or Swamp
2 wood or stone, 2 labor
+1 food OR +1 leather
Fishing wharf (Fishing)
Ocean/Lake
Requires land adjacent
2 wood, 2 labor
+1 food
Horse Farm (Animal Taming)
Plains
1 wood or stone, 1 horses, 2 labour
+1 horses
Mine (Mining)
Mountains or hills
Requires ore present
1 wood, 3 labor
Production depends on ore type
Deep mine (Deep mining)
Replaces existing mine
2 wood, 4 labor
Doubles mine production
(You can build a mine and a deep mine on the same turn if you want. There's no discount.)
Watermill (Engineering)
Any land
Requires river present
Stacks with other non-mills
2 wood or stone, 1 wood, 4 labor
+1 to any one resource already produced
Windmill (Mechanics)
Any land
May not be adjacent to other windmills
Stacks with other non-mills
2 wood or stone, 1 wood, 1 wool, 4 labor
+1 to any one resource already produced
Palisade
Any land, including city tile
2 wood, 2 labor
+25% strength to defenders within wall
Stone wall (Construction)
Any land, including city tile
3 stone, 3 labor
+50% strength to defenders within wall
Hall of Learning
2 wood or stone, 2 labor
No tech required
Allows up to three labor to be used on research
Standard Warehouses
Free
No tech required
Stores 20 of each resource type
Stables
2 wood or stone, 2 labor
Horseback riding
Allows production of mounted units
Dockyard
3 wood, 3 labor
Sailing
Allows production of ships
Granary
2 wood or stone, 2 labor
Construction
Allows storage of up to 20 food
Warehouse
2 wood or stone, 2 labor
Construction
Allows for an additional 20 goods of a specified type to be stored. This can be changed at any time the warehouse is empty.
Shrine
2 wood or stone, 2 labor
No tech required
+10 Spirituality luxury
Tombs
3 wood or stone, 3 labor
Ceremonial Burial
+10 Spirituality luxury
Library
3 wood or stone, 4 labor
Literacy
Requires Hall of Learning
Increases max researchers to five, unlocks more advanced technology
Smithy
2 stone, 1 ore (any ore allowed), 3 labor
Metalworking
Allows production of metal weapons and armor
Marketplace
2 wood or stone, 3 labor
Trade
+50% tax income
Military workshops
2 wood or stone, 2 labor
No tech required
Doubles production speed of weapons and armor (Normally 2 labor for each)
Clothier's workshops
2 wood or stone, 2 labor
No tech required
Doubles production speed of clothing (Normally 1 labor for each)
Military school:
2 stone or wood, 4 labor
No tech required
Requires General to build and operate
Train up to 2 units/turn
Canoe Workshops
3 wood or stone, 3 labor
Requires Canoe Building
Build up to 1 canoe unit/turn
Fortress
4 stone, 5 labor
Engineering
Requires Engineer to build
+50% strength to defenders in city
Mechanic's workshop
1 wood, 1 stone, 1 wood or stone, 6 labor
No tech required
Requires engineer to build and operate
+33% to all construction
Watchtower
2 stone, 3 labor
Construction
Requires engineer to build
+10% strength to defenders within city radius
Construction
Build stone walls, quarries, granary
Animal Taming
Build Pasture
Build Horse Farm
Horseback Riding
Build Stables, Horsemen
Farming
Build irrigation
Mining
Requires construction
Build mines
Fishing
Build fishing villages
Archery
Build hunter's camp
Build archery units
Literacy
Build library
Trade
Enables money
Build marketplace
Ceremonial Burial
Build Tombs
Engineering
Requires construction
Build watermill
Build fortress (with Engineer)
Metalworking
Requires mining
Build smithy
Deep mining
Requires Mining
Requires Engineering
Allows deep mine
Mechanics
Requires Engineering
Allows windmill
Tactics: Looting
Allows the looter ability, which grants units an increased chance of returning from a raid with loot
Wooden spears
No tech, no building
2 labor, 1 wood
Wooden shields
No tech, no building
2 labor, 1 wood
Leather armor
No tech, no building
2 labor, 1 leather
Bows
Archery, no building
2 labor, 1 wood