Heya, this is my first time creating an RTD, so bear with me'f it sucks.
The basic outline is this:
There will be eight players. Two monarchs, two generals, two advisors and two ambassadors. (If I get enough interest, I will bump it up to 12 players, with 1 more of each class)
There will be four people to a civilization, one of each class. Each civilization will be competing for resources and survival against the other and neutral random events that will be decided by yours truly.
To conquer another civilization, you have to establish your dominance by reaching 50 civilzation points. Civ points can be earned in various ways, but more on that later.
Here is a basic turn layout for each class:
A general can either:
Enlistment. roll to train soldiers (number rolled + nationalism value = number of soldiers)
Conquest. roll to attack another civilization or enemy (info in misc rules)
An advisor can do one of three things:
Propaganda. roll to increase nationalism (number rolled/3 then rounded down)
Research. roll to increase research potential. The number rolled can be given as a + to roll for any other class on your side. (number rolled/3 then rounded down)
Culture. roll to create culture. This could be anything from building bathhouses to commissioning statues. The number rolled will be added to your civilization points (number rolled/3 rounded down - 1)
An ambassador can do one of two things:
Diplomacy. The ambassador can attempt to convince the other country to trade information. The ambassador chooses a class from another country and then both roll, with both classes getting a + bonus from their nationalism values. If the ambassador wins, then he gains the effect of that classes next roll as well. CANNOT BE USED ON KINGS (number rolled + nationalism value v.s. number rolled + nationalism value)
Olive Branch. A potentially game-changing move. The ambassador attempts to bring about peace by forming a peace treaty with an opposing nation(s). The number rolled is divided from both countries soldiers. If the number is less than 1, it will be brought to one. If the number of soldiers after the roll is a decimal, it will be rounded up. (number rolled + nationalism value then that number is divided by the opposing countries nationalism value)
A monarch can do one thing and one thing alone:
Royal Decree. Anything any of the other classes can do. He is basically a wild card, and can make any move that any of his subjects can in a turn.
And then,
- Any roll of 1 is counted as an automatic failure and will result in a -1 nationalism point reduction
- Whichever country has the largest army gets civilization points equal to the difference in sizes divided by 10 rounded down
- A country gets civilization points equal to their nationalism point value divided by 10 rounded down
- Combat between countries is decided by both parties rolling and adding their number of soldiers. Ones will not count as automatic failures here. The difference in rolls will be subtracted from the losing parties number of soldiers, and they will have 1 civilization point stolen from them.
- Combat against megabeasts will be a secret for now
And there you have it! Kingdom Come!
And thheeennn,
To make your order, you should PM me so that the other team doesn't learn your strategy for the round. If you want (this is advised) you can also PM other members of your country in order to coordinate your moves for the best possible results.
If you would like to sign up, it's first-come-first serve. Just state which class you want to be. Once all spots are filled, each king will decide which historic culture their civilization most resembles (i.e. Ancient Egypt, Ancient Rome, The Vikings, etc etc etc) and a name, then we will get rolling (harr harr I've made a pun.)
So let's get started!
1. Goter76
2. Spartan 117
3. Toaster
4. 100killer9
5. Wimdit
6. Paranatural
7. Batista
8.