IntroductionTribal Empires is a game where players control an empire and must fight or ally to unite, or destroy, the land. It's a sort of Civ-4 / Europa Universalis III mix-up.
Termsr = Resource
f = Food
Pop = Population
xp = Experience
a = Attack
d = Defence
mov = Movement Score
On your turn, you can;
- Rename Unit
eg. "Rename Warrior(12,56) to Bob's Warrior's"
eg. "Rename Warrior, first choice, in Town X to Bob's Warriors"
- Move a unit
A unit can move according to his Mov score. This score counts also for diagonally.
If a unit can move at 2 or faster, he must move at 1 if he attempts to cross a river, cross a mountain or pass through a forest.
When grouped, an army moves at the slowest unit's Mov.
If a unit is not named, then use their current coordinates in the move.
eg. "Move Warrior (12,49) to X.
- Build a unit
Units cost Population, Resources and Food.
eg. "Build a Warrior at Village X"
- Group a unit into an army (Army must be named if its new)
This costs nothing. Minimum of 2 units required.
eg. "Group Bob's Swordsmen with the Fifth Archers, name the army "Hell's Legion""
- Ungroup a unit
This costs nothing. When you ungroup a unit, say what you want to split it into.
eg. "Split Hell's Legion into three armies and one unit. "Army A must consist of Bob 1, Bob 2," "Army B must consist of Bob 3, Bob 4,"" etc.
- Attack
This is to attack with units.
eg. "Attack Azkanan's army at 39,41 with Hell's Legion from 39,40"
- Garrison
This is to put soldiers into a town or fort.
eg. "Garrison Hell's Army at Village X"
- Fortify
This makes your soldiers "Dig in" where they are. Cannot fortify in a town.
This will give the unit a defence bonus, according to available technology. Default is +1.
eg. "Fortify Hell's Army"
- Send out settlers
This sends out settlers to form a new town. Costs 150 Population.
Three conditions must be said to do this action; Where they're from, who they're grouping with (Must be in-town) and where they're going. They'll then auto-move there.
"eg. Form Settlers from Village X. Group them with Hell's Army and send them to 39,41 to form Village Y"
- Rename a Town
eg. "Rename Village X as bob's shithole"
- Build an improvement
Improvements can only be built in your borders.
"Build a Planation at 39,41"
- Spend Resources on infrastructure
You need to spend resource (r) on infrastructure to improve it. Once it reaches the threshold, the infrastructure is improved.
eg. "Spend 20 resources on Housing in Village X"
- Buy a Boost
This can only be done if you have Tech Points to spend. These can be accumulated and spent in bulk.
eg. "Buy a Boost in Science"
- Buy a Buff
Same as above.
eg. "Buy a Buff in Science"
- Change a Settlement Focus
This can be done at any time, but costs 50 Resources.
"Change settlement focus to Science in Village X"
- Change Government Types
This can be done at any time, but has variable costs according to the tech.
"Change Government Type to Communism."
- Diplomatic Conversations [Just Tawk!]
"You're a bitch, die."
"Want to trade 20 resource for 20 food?"
International Diplomatic LawsWar1. You cannot start a war with soldiers within 1 tile of the victim's borders.
2. You cannot start a war during a Peace Treaty cooldown (Formed after peace is agreed on, the cooldown is negotiated).
3. If an ally calls you into war against another Ally, you must choose which alliance to keep - turning down to aid your ally will break the alliance, and turning on your ally will break the alliance and you will be at war with them.
Peace Treaty1. Peace Treaty's must contain any conditions or demands, such as villages to be taken, resources/food/units to be given to anybody included or not included in the war itself, and how many turns the cooldown should last for.
2. Peace Treatys must be agreed on by all participants in the war.
Alliances1. If an alliance is formed, allies must answer the call of war, if asked to join the war.
2. If a player dishonours this call, the Alliance is broken between the dishonoured and Call-of-war-person.
Military Access1. If military access is given from player A to player B, player B can pass through Player A's borders, but Player B cannot pass through Player A's borders.
Trade1. Any single Trade Deal costs 50 Resource from each partner.
2. Only one item can be agreed for trade from each partner per Trade deal.
3. Only Resources, Elements and Food can be traded.
4. Trade Caravans will take a Trade Route.
4.1. Trade Routes are attackable by other players, the attacking player will gain 50% of each item from both partners that passes through that Trade Route.
4.1.1. Players attacking the Trade Route will, if the route was openly attacked, go to war with both partners.
4.1.2. Players cannot openly attack Trade Routes if they are in a Peace Treaty with one or both of the partners.
4.2. Trade Routes will be visible on the map, when agreed on.
4.3. Trade Routes must be drawn up, tile-by-tile, and agreed on by both partners.
* Culture
Boost: Increase Culture Tech LevelBuff: +100 Culture for one city* Science
Boost: Increase Science Tech LevelBuff: +50xp to any other Technology* Military
Boost: Increase Military Tech LevelBuff: +5 to one Army's Attack/Defence for 15 turns* Naval
Boost: Increase Naval Tech LevelBuff: +5 to one Army's Attack/Defence for 15 turns* Religion
Boost: Increase Religious Tech LevelBuff: +200% Divinity for 15 turns* Government
Boost: Increase Government Tech LevelBuff: Change Government Type
Water tiles give +2 to Food production. The tile must be covered at least in 50% blue-colour/both sides of a river must be present in the tile.
Forest tiles give +1 to Food production and +1 to Resource production. The tile must be covered at least in 50% woodland to count as this.
Mountain tiles give +2 to Resource production. The tile must be covered at least in 50% Sand-colour.
Savannah tiles give +1 to Food production. Savannahs are the result of less than 50% water (excluding rivers), woodland or mountain tiles present. Savannahs are quicker to build on, as opposed to other tiles.
ResourceResource is your basic building block of everything. Later in the game, you can build improvements to increase/create resource output from tiles, or discover Elements, by minimum technology, that gives a boost from that tile.
The more people you have in your city will increase the output of these resources by a "Production Multiplier".
FoodFood is what your people consume. Cities may require X food before it can attempt to grow to a new level. Each city level will increase tax output, production multipliers, and so forth.
Example Settlement
How Things WorkUnits & ArmiesYou use Resource to create two things: Improvements and Units.
Every unit is 50 men. Every time a unit is created, your city loses 50 population. Units can be grouped with others Units to form an "Army".
Units can fight and travel on their own, and armies are just for simplicity/strength-in-numbers.
Infrastructure & ImprovementsImprovements are buildings you can build in the countryside.
Infrastructure are buildings built inside your city.
You can only build improvements within your own borders.
Food & ResourceFood is used to feed your population and to keep them growing. Your population will stagnate (Not grow) until you have enough food coming into that city.
Resource is pooled from all cities and used to build new units/improvements/infrastructure.
CitiesCities are where your people live!
To create a new city, 1000 people must leave your city and become a "Settler" unit. Your city loses 1000 population. To move them out of your borders, they must be grouped with a military unit - the land is full of dangerous beasts and bandits!
TechnologyTechnology makes your kingdom run better!
Culture will make your borders grow faster.
Science will sometimes make breakthroughs that will unlock new resources/buildings.
Military will make your soldiers fight better.
Naval will make your ships fight better.
Religion will make your kingdom holier.
Government will sometimes unlock new government forms.