Whelp, Paranatural convinced me, and now I'm doing it. Let's hope I have the motivation to carry this on to the end.
This is the world as it is now. Currently, not much is happening. Yeah. But that's about to change, because your job is to take it over. However, you're not the only one who's trying to do it...
Current map now:
See this if you want to know more about the highs and lows of the world. (Note: I suck at names)
Mountains.
Lakes. (note: beard of sana is the frozen lake between Norbel's Wall and Norbell's Dam)
Forrests.
Deserts.
Signing up uses colors in certain areas, because I simply don't have the patience to use any other way.
Note, you HAVE to state the area, otherwise I will skip you until you pick an area.Valid: Red, pink, brown, green, dark green, blue, dark blue, purple, yellow, cyan.
Valid: Red, green, dark cyan, cyan, orange, brown, purple, dark gray, light gray, pink, dark red, light purple, blue, dark blue, light green, light blue.
Valid: Red, pink, yellow, green, cyan, dark blue, dark cyan, blue, purple, light purple, very dark cyan, dark red, orange, dark green, light blue, dark yellow, brown, very dark blue, light green.
Once you pick an area and country, decide the name of the country (optional)
and the color you will use (needed) [your custom color. not the map color, for your empire].Rules.
If you invade, you use the color maps again. or a direction if it's not all that confusing. Or the name of your opponent's territory if they only have one territory and it shares the border of the country that your troops are in.
You can conquer neutral countries too, they are randomly generated with units as soon as you attack/probe them, the way they are generated is;
roll one: Roll to how many, lower means less.
roll two (two dice): The counters, lower it is the more of your units counter theirs, the higher it is the more of their units counter yours.
Mountains, lakes and Oceans are impassible, otherwise we would be having an all-out brawl. Glaciers are passable, so don't be afraid to take a empire to the west.
Rivers are only passable by shallows, which are shown in a slightly brighter color. So for example; center dark cyan cannot get to east pink without going though east red.
Unit costs is counted in seasons (turns).
Units randomly pick a opponent based on a 6 sided die. 1=fail to target, 2 or 3= bad choice, 4 or 5= good choice, 6= same unit (if applicable) or good choice.
I roll a 6 sided die on fighting, bonuses/penalties on rolls are as follows;
extremely weak; -2
weak; -1
effective; +1
extremely effective; +2
Unit morale controls how long they can keep on fighting without retreating when your side is fighting poorly.
Each unit can only do one thing per turn.
Each territory you have can build a unit, but they have to have been in your country for at least one turn. (Cannot build from them the turn you conquer them)
You can make custom pacts, or use these: War, Preemptive Strike (partial war) Neutral, Non-Aggression Pact, Mutual Defense pact (sort of like an alliance, but only when you pact ally is attacked first, not when your pact ally attacks first.), Alliance.
Custom pacts are kept in memory (except hidden pacts), you can secretly make pacts by PMing me and the other player. Hidden custom/default pacts are revealed when something triggers them (such as a Mutual Defense pact when your pact ally is attacked).
You can also trade units and territories (but not your capital), to other players.
NOTE: 'Season's are turns.
NOTE: Morale has been removed, there's already too much to keep track of, so your army will retreat when the battle looks hopeless.
NOTE: Military Town Watches have been removed due to being useless now that morale has been removed.
You can upgrade units, but only to their more advanced type, the time it takes them is the recruit season difference+1 between the two units. An example; a Light Spear can be upgraded to a Heavy Spear, but it takes three seasons. Yet a Medium Spear takes two seasons.
Militia: Global bonuses; none.
Angry mob (Neutral only): for when a unit sucks so much it can't be a Town Watch. These guys get -1 to all rolls.
Town Watch, 1 season: Extremely weak infantry, the only good thing about them is that they can be raised in one season.
Spear: Global bonuses; always rolls first when in melee.
Light spear, 2 seasons: Weak against any other spears, effective against cavalry.
Spear, 3 seasons: Weak against any other spears, effective against cavalry and other infantry.
Heavy Spear, 4 seasons: Extremely effective against cavalry, effective against other infantry (except other spears).
Longsword: Global bonuses; (+1 to fighting after the first turn of fighting.)
Light Longsword, 2 seasons: Basic unit.
Longsword, 3 seasons: effective against any light units.
Heavy Longsword, 4 seasons: effective against any light or medium units.
Cavalry: Global bonuses; (+1 to escaping)
Light Cavalry, 2 season: Extremely weak against any spear based melee infantry. +2 to charging.
Cavalry, 3 seasons: Extremely weak against any spear based melee infantry, effective against anything else but other cavalry. +1 to charging.
Heavy Cavalry, 5 seasons: Weak against any spear based melee infantry, effective against anything else.
Chariot, 4 seasons: Ranged (no counterattack) attack against units, extremely weak against any Cavalry.
Archer:
Archer, 2 seasons: Ranged (no counterattack) attack against units. Extremely weak against anything in melee.
Heavy Archer, 4 seasons: Effective ranged (no counterattack) attack against units. Weak against anything in melee.
The game is closed to new players.
Current nations:
Paranatural: The Glorious Emerites. Blue. Capital location, Center red.
Center red. One Light Longsword. One Longsword. One Spear.
Center Glacier. One Archer. One Light Longsword.
Archangel: The Glorious Empire of Glory. Very dark blue. Capital location, East very dark blue.
East brown. One Light Longsword.
East orange. One Light Longsword. One Longsword. One Spear. And one Archer.
Emperor Ultimuh (Ultimuh): The Golden Empire. Orange. Capital location, East purple.
East purple. Archer.
East blue. Two Light Longswords. One Longsword. One Spear. And one Archer.
Neyvn: The Kingdom of Bristing. Cyan. Capital location, Center pink.
Center pink. Light Calvary.
Center dark red. Two Light Longswords. One Longsword. And one Spear.
Center dark gray. One Archer.
Emperor Jonathan. Red. Capital location, Center dark blue.
Center dark blue. One Light Calvary.
Center blue. Two Light Longswords. One Longsword. One Spear. And one Archer.
Wimdit: Tribe of Shoshone. Brown. Capital location, West green.
West green. One Light Longsword.
West dark green. Two Light Longswords. One Longsword. One Spear. And one Archer.
King Canalan (Canalan): Lebenrhine. Green. Capital location, East green.
East green. One Light Longsword. One Longsword. And one Archer.
Askot Bokbondeler: the republic of The Port. Pink. Capital location, Center orange.
Center orange. One Light Spear.
Center brown. Two Light Longswords. One Longsword. One Spear. And one Archer.
Neutral units:
Center dark cyan. Four Spears, six Town Watches.
Center cyan. Four Light Spears. Four Light Longswords. Two Town Watches.
Center yellow. Five Longswords, Three Town Watches, One Archer.
Center green. Two Archers. Two Longswords. Five Light Spears.
Center gray. Two Heavy Longswords. Two Heavy archers. Two Light longswords.
Center light purple. One Town Watch. One Light Spear. Five Light Longswords. One Longsword.
Center light green. Five Light Longswords. One Archer. Two Longswords. One Spear. One Heavy Spear.
Center light purple. One Heavy Spear. Three Light Longswords. One Archer. Two Town Watches.
Center purple. NONE!
East blue. Three Town Watches. One Light longsword.
East very dark cyan. One Longsword. Three Town Watches. Six Light Longswords.
East purple. Three Longswords. Three Town Watches. four Light Longswords.
East cyan. One Spear. One Town Watch. Two Light Spears.
East yellow. Three Longswords. Three Light Longswords.
East Light green. Two light spears. Three Longswords. One Heavy Longsword.
East dark yellow. One Heavy Longsword. One Town Watch. Three Light Longswords.
East light purple. One Heavy Spear. One Archer.
East dark red. One Spear. One Heavy Cavalry. Three Light Longswords. One Archer.
Status on diplomacy:
You can make custom pacts, or use these: War, Preemptive Strike (partial war) Neutral, Non-Aggression Pact, Mutual Defense pact (sort of like an alliance, but only when you pact ally is attacked first, not when your pact ally attacks first.) Alliance.
Custom pacts are kept in memory (except hidden pacts), you can secretly make pacts by PMing me and the other player. Hidden custom/default pacts are revealed when something triggers them (such as a Mutual Defense pact when your pact ally is attacked).
You can also trade units and territories (but not your capital), to other players.
1: Trade pact (Neyvn and Emperor Jonathan). Members: Neyvn and Emperor Jonathan. Causes a season of training to literally disappear every three seasons, breaking this adds four seasons of additional training cost for all production.
2: Trade pact (Canalan and Askot Bokbondeler). Members: Canalan and Askot Bokbondeler. Causes a season of training to literally disappear every three seasons, breaking this adds four seasons of additional training cost for all production.
W=War, P=Preemptive Strike, N=Neutral, G=Non-Aggression Pact, M=Mutual Defense pact, A=Alliance.
Hostility state:
P A U N E W C A
A R L E M I A S
R C T Y J M N K
A H I V O D A O
PARA X N N N N N M N
ARCH X N N N N N N
ULTI X N N N N N
NEYV X M N N N
EMJO X N N N
WIMD X N N
CANA X M
ASKO X
Custom pacts:
PARA |
ARCH |
ULTI |
NEYV |1
EMJO |1
WIMD |
CANA |2
ASKO |2