Sigma Posted December 23, 2011 Share Posted December 23, 2011 1) Introduction: Welcome to Lords of Talicon! This is a turn-based strategy game meant to pit your abilities as a commander and leader of your own small nation against that other players! Gameplay is simple and easy to follow and can be picked up quickly without difficulty. You can learn how to play in fifteen minutes, but you should keep your head on straight and ready to experiment, learn, and master (or fail). In order to get started, all you need to do is claim a square, make a leader, and you are good to go! Read the rules so you understand the world and how it functions and read the appendix's when you feel like it and are ready to delve into the finer details of the game. The official start date is December 26th, but we will be more than willing to accept people both before and well after that start date. Table of Contents Introduction Getting Started The World The Homefront Combat Leaders Technology Sign Up Appendix 1: Units Appendix 2: Buildings 2) Getting Started Lords of Talicon is not a difficult game to get started in. In order to get underway, all you need to do is claim a currently unoccupied terrain square, make a leader for yourself, and you can get going right away. Posting in LoT happens very quickly and simply. After your initial starting post, you will be allowed two posts before the Game Master (that's a-me!) makes a post updating the entire world for everyone. Posting follows in this manner, with every player getting two posts before the Gamemaster posts and updates the world. These Gamemaster posts happen roughly once every day and a half. There is no need to rush both posts, but don't dally about. I'm not a harsh GM so if you posting ends up a little late or you have some reason why you could not post, I will be understanding in the matter. Just remember that missing a day is not the end of the world. You will still get resources in the general post and everything. You just won't be able to move or train troops and the like. As you get started, every terrain square will offer up a certain amount of resources. My personal suggestion is that you spend your first few days making buildings to get up and running with a simple economy. After that, a few troops and such to protect yourself. The economy, though important, isn't so dominating that you have to spend a lot of time working on it once you have it set up. I want the focus to be on combat and diplomacy, not grain counts (that's Farmville's department). Just by following those basic outlines, you should be more than set for your first few days. 3) The World The world of LoT is made up of 42 squares made of varying terrain types. Each terrain type gives its own unique amount of resources and sometimes special bonuses. There are four primary resources for you to manage, each with its own unique niche in combat. These are as follows. Food: Used to feed your armies. This is more of a max cap/support resource and is not used for actual purchasing or training of units. You need a lot of food to make bigger armies, but on its own it cannot make any units. Wood: Wood is the main resource used to make lighter units and is valuable for building buildings. It is highly valuable as well as ranged units use a lot of wood and is used in practically everything else. Stone: Stone is a largely defensive resource. Most of the things that can be made with stone are defensive building or siege equipment and the like. It also is useful in building roads and other economic or support structures. Metal: Metal is mainly used for heavier units and is sometimes used in buildings. Things like heavy armor, gates, and the like all steam from metal. Don't worry if your terrain square only has a few of these resources or you have a overabundance of one you do not use. Resources can be traded for others at a rate of 4:1 with neutral traders for any other resource. So if you have 100 wood, but really need stone for that one wall, you can trade that wood for 25 stone. However, these traded resources do not arrive in your inventory until the next gamemaster post. My personal suggestion is trading with others as it can be faster and potentially offer better deals. The types of terrain are as follows. Plains: Plains are the most basic type of land. Flowing fields, usually with verdant grasslands and the like. Plains offer a base resource income of 200 food, 50 wood, 0 stone, and 0 metal. This is great for supporting large armies later in the game, but doesn't offer much in the way of military might. Also mounted units preform very well on plains. Forest: Thick lands full of trees, what did you expect? Forests offer large amounts of wood for people to harvest. Forests offer a base income of 100 food, 150 wood, 0 stone, and 0 metal. Forests are very good for making large amounts of simple buildings and ranged units, but people looking for stronger things will want to look elsewhere. Mountains: Large mountains that are difficult to traverse, sometimes even impossible from certain directions. However, they offer the best amount of stone and metal that you can find. 25 food, 0 wood, 150 stone, and 100 metal. Mountains are difficult places to manage and offer little in the way of support for armies, but they are difficult to breach and offer a lot of potential power. Just remember to support them! Islands: Small tropical paradises set out at sea. They are often secluded, but can offer large amounts of untapped resources for those who want to venture out to them. Since they are often untapped and have not been capitalized on, many of their natural resources, especially metal, still remain to be found. However, in order to travel about to/from/between islands you need to build ships. Food: 50 food, 50 wood, 0 stone, 150 metal. Desert: Dry lands with little moisture to be found, deserts can seem daunting at first, but can offer up large amounts of stone if properly tapped. Units passing through deserts have their upkeep costs increased by 50%. Offers 25 food, 0 wood, 200 stone, and 25 metal. Lakes: Wide lakes full of water. As such, they are capable of offering up large bounties of resources, though do not specialize in anything. Offers 75 food, 75 wood, 50 stone, 50 metal. Nice and simple places, they can be good for starting if you aren't sure what your goal is, but if you are intending to specialize, other places can be better. Tundra: Cold and desolate lands full of ice, snow, and frozen forests and plains. Both sides have their resource upkeep costs increased by 25% (attackers to 125%, and occupiers to 75% instead of 50%) 50 food, 100 wood, 100 stone, 0 metal. Oceans: Oceans are full of lots and lots and lots of water. This immense amount of water makes them nigh-impassible and impossible to be settled. Any attempts to settle them will result in Aquaman and Whales sinking the colony. They cannot be passed except by on boats. Offers resources of Food (Sushi): 200, Wood: 200, Stone: 200, Metal: 200. Oceans cannot be colonized or picked as starting squares. Also, with every GM post, several random events will happen on random squares. Usually three random events will happen across three random squares. Some can be beneficial, like rainfall boosting food supplies, while others can be bad, like bandits appearing that need to be dealt with. These should always be looked forwards to however as they are usually helpful or key in some other way. I've made a large list of events that can happen. Some are specific to one terrain type, while others offer up unique events that can be ignored or can lead to immense treasure. Just hope you don't get a dragon! I am sorry I cannot provide a map, but I do not have many art skills. If one of you is willing to draw a map up, I would be grateful. The terrain grid is as follows. A1: Tundra (unoccupied), A2: Mountain (unoccupied), A3: Tundra (unoccupied), A4: Mountain (unoccupied), A5: Forest: (unoccupied), A6: Tundra (unoccupied), A7: Tundra (unoccupied) B1: Lakes: (unoccupied), B2: Forest (unoccupied), B3: Plains (unoccupied), B4: Lakes (unoccupied), B5: Plains (unoccupied), B6: Forest (unoccupied), B7: Plains (unoccupied) C1: Mountain (unoccupied), C2: Plains (unoccupied), C3: Ocean (unoccupied), C4: Desert (unoccupied), C5: Plains (unoccupied), C6: Lakes (unoccupied), C7: Desert (unoccupied). D1: Forest (unoccupied), D2: Plains (unoccupied), D3: Islands (unoccupied), D4: Desert (unoccupied), D5: Desert (unoccupied), D6: Mountains (unoccupied), D7: Ocean (unoccupied) E1: Swamp (Can't Enter) , E2: Ocean (unoccupied), E3: Ocean (unoccupied) E4: Islands (unoccupied), E5: Forest (unoccupied), E6: Ocean (unoccupied), E7: Islands (unoccupied). F1: Mountains (Too hostile to enter), F2: Ocean (unoccupied), F3: Ocean (unoccupied), F4: Ocean (unoccupied), F5: Island (unoccupied), F6: Ocean (unoccupied), F7: Island (unoccupied) There is a string of impassible mountains between A2 and B2, A4 and A5, C6 and D6, D1 and E1, and F1 and F2. These cannot be passed between except by flying units. The swamp is a special location that is uninhabitable. Alligators will eat you if you try. There is 31 inhabitable squares out of the 42 total. 9 of the inhabitable ones can be traveled across as well. Only E1 and F1 cannot be inhabited or traveled across. 4) The Homefront Building yourself at home is essential to making your army strong and powerful. Without a solid home base, you cannot build many units and what few units you can build will starve. Therefore it is important to keep up a strong and healthy home base. You can start off with one square under your control, but you can expand to up to three total bases. However, this does not mean you cannot conquer as many squares as you please. Just that you only get resources from up to three at most. In your base, there are several important buildings for any square to have. Your town center, resource production buildings, normal buildings, and defensive buildings. Too start, all colonies will need a village center for you to control the square from. You lose your town center, you can no longer get resources from the square. This does NOT mean you lose control of the square or can't have troops there, just that you can't get income from it. A town center costs 200 lumber, 200 stone and 100 metal to build. A village center also controls how many buildings you can have in your base (please note that you cannot have more than 2 resource production buildings in your square regardless of base size). A village center at base level allows you to build three buildings, of which only can be resource production. However, with every level you upgrade (from village to town to city) you gain one more economic building slow. You get your first town center free and, if you lose all your town centers, you can build another for free in a square you occupy. Takes two GM posts to build. A town center though only allows you to collect resources from a square at their base rates. In order to increase from this you can build a variety of economic buildings to increase your income by a percentage. The buildings are as follows. Farm: Increases food income by 25% of the base income. Costs 100 lumber and 25 stone to build. Lumber Mill: Increases Wood production by 25% of the base income. Costs 100 lumber and 25 stone to build. Mine: Increases Stone production by 25% of the base income. Costs 100 lumber and 25 metal to build. Metalsmith: Increases metal production by 25% of the base income. Costs 100 lumber and 25 stone to build. Do not worry, these buildings can be upgraded later to increase the amount that they yield. You cannot have more economic buildings than your base allows. However, you can upgrade your center to allow you to have more economic buildings. These can be of the same type (so you can have two farms) as well. Secondly, there are buildings such as Barracks which are known as 'normal buildings'. These buildings usually reduce the cost it takes to make troops. Lastly you will want to be able to defend your town from outside attacks. To accomplish this you will want defensive buildings such as walls and towers. These buildings serve to keep your town safe and aid defenders out, however, keep in mind that they cannot defend themselves and need people to man them. These are not minor buildings either. Building a stone wall, for example, can cut off travel for non-allied players across one entire side of your square! Please see the appendix for more building ideas! Other buildings of note that may be worth building are roads (to cut down travel time), and docks (to build ships to let you travel across water). One other very important thing to note is this. No matter how large your army, so long as it is located inside a square you are collecting resources from, you only have to pay HALF their upkeep cost! So that square that gives only 25 food? Can support up to 50 units without any trouble. Why does support matter though? When you have more units than you can feed your units will slowly become demoralized and leave your army until the number of units in your army is equal to the amount of food is supplied. For every RP post where you have more units than food, you lose 10% of your total troops until your troop count is low enough to be supported. While within your own squares, all your units cost half of the food they normally would to upkeep. However when they are outside their squares, they cost full price. The main way to get food to a army outside your borders is through suppliers who can carry food to your army. One supplier can bring food from your lands to support ten of your units, but they are vulnerable and easy to kill! Be sure to protect them! 5) Combat Whooo boy. Here is the meat of the game. Combat is a delicate matter that is key to conquering and winning the game. No dice rolls are involved, thankfully, and combat can be wrapped up swiftly without interference from anyone else. Combat deals with five primary stats, Health, Attack, Defense, Lethality, and Moral. Stats Explained Hit Points – When you are getting your own army lined up for battle, the entire line gets their individual hit points added up together to form the line hit-point total for the entire line. The line only gets defeated when either their HP or moral drops to 0. Despite that you are taking casualties, you do not suffer any decrease in your lines fighting ability until they are ALL destroyed. So if you have a line with 200 HP and you take 199 lethality, you can keep fighting as if all 200 were standing even though only 1 soldier is alive. However, in the next battle, your line would only have that one soldier in it. Attack and Defense – Attack and Defense work against each other to see what share of your lethality you actually get to inflict on the enemy or how much you can reduce your enemies lethality. It's quite simple really. You add together the entire attack of your line, the entire defense of your enemy, add those two numbers as a result, then divide your attack by the number. So for example, let's assume you have a line with 10 attack fighting against a enemy line that has 10 defense. You would add both your attack and enemy defense (10 + 10 = 20 total), then divide your attack by that number (10 divided by 20 is .5). That is how much of your lethality stat you will deal in damage to your enemy! Simple enough. So if you have 10 lethality in this example, you would only deal 5 lethality (since 10 X .5 = 5). Let's assume you had 10 attack, but your opponent had 20 defense. Then you would add your attack and their defense (10 + 20 = 30), divide your attack by that number (10 divided by 30 = .33). So if you had 10 lethality, you would only be able to deal 3 lethality to your opponent. For ease of use, always round down on everything and when figuring out the math, don't go beyond two decimal places. Lethality – So you're probably wondering just what that 'lethality' stat described above does. Well, simply put, it is what allows you to actually harm your enemies line. After attack and defense are figured out, you multiply your lethality by the result and that's how much damage you actually inflict on a enemy. Inflicted lethality reduces a enemies line hitpoints by the amount inflicted. If they drop below 0 at any point, they die. Strength alone cannot win the battle, nor can adamant defenses. However, lethality is weak on its own since it can be quickly reduced by high enemy defenses and it needs strong units backing it up so it can be truly lethal. Moral – Every army starts with 100% moral. Whenever you deal 2 hit points of damage to an opposing army your army gains 1% moral. Whenever your army takes 1 hit point of damage your army loses 1% moral. Why does this matter though? Well, Moral has a huge impact on how well you defend and how well you attack in subsequent rounds of battle. When you are figuring out your attack or defense values, you multiply the total by your current moral. So let's take those lines with 10 attack and defense from above, but this time apply moral. The attacker has 50% moral (he just got fired from his job) and the defender has 110% moral (he has ice cream). First we tally up the attack of the offenses line (which is 10), then multiply it by 50% (10 X .5 = 5), then we take the enemies defense (10), multiply it by 110% (10 X 1.10 = 11) to get our final totals. Then it's on like normal (5 + 11 = 16. 5 divided by 16 = .31. 10 lethality X .31 = 3 lethality inflicted (instead of 5 like normal)). That's not a minor difference. Moral is typically better for people who have more defense and less a bunch of low-stated guys. Additionally, if you moral drops to 0 at any point in the fight, both your offensive lines flee in terror (You lose 50% of all remaining troops and the army reforms in a nearby ally square). Please note, your moral is for your entire ARMY. Not just your front or back line. Additionally, at the start of the battle, it is always 100% and only goes down once both sides start taking damage. Alright, so your probably wondering at this point things like 'okay, when do I take moral damage' 'who attacks first' and other such things. Combat consists of rounds where both the attackers and defenders attack and deal their damage simultaneously to each other. Your gains and losses in moral are calculated at the end of each round, and then, at the end of the round, you launch right into the next one! You can wrap up combat as fast or as slow as you desire. Movement – Movement dictates how fast individual units move. An army consisting of various units cannot move any faster than the slowest unit in the army. Units on roads get their movement speed doubled (so a slow unit would only take two days to cross a square with a road in it). The movements are as follows. Slow – Takes four posts to move your units to an adjacent square. Normal – Takes two posts to move your units to an adjacent square. Fast – Takes one post to move your units to an adjacent square. Mounted – Mounted units have the same movement as fast units, but have special bonuses apply. Flying – Flying units move at the same speed as mounted units, but can traverse terrain without penalties. Additional Abilities Mounted: – Gives a bonus or handicap based on terrain Island: – Terrain Movement (Not combat movement) is reduced to slow Lakes: + 10 attack Planes: +10 attack Forest: – 10 attack and Terrain Movement is reduced by one level Mountains: – 10 attack and Terrain Movement is reduced to slow Ranged – Can attack the front row from your back row. Can target flying units specifically. Units with this ability must be placed in back row. Flying – Movement is not inhibited by terrain. Combat Setup and Execution Outline 1) Combat is initiated whenever one faction attacks units of another faction. When entering combat you choose which units (if any) you would like to leave out of combat, however these units can be immediately attacked if your main force is defeated. 2) Then you decide which units will be in your front row and which ones will be in your back row. Units in your back row cannot attack the enemy unless they are ranged. In return, they can only be attacked if there is not enough people in the front row to defend them. Usually for every two people in the back row, you need one defender in the front row or else they can be attacked like normal. 3) Next any applicable leader bonuses are applied. Leaders will be explained very soon. 4) Leaders, mages, and priests as well as some other units have special abilities that can be activated. These abilities can aid your army or harm your enemies army. However, you can only choose one ability per unit type per battle. So declare your abilities at the start of the battle. 5) Next you enter the combat phase which was explained above. Just follow the outline provided for applying attack, defense, lethality, and moral. 6) After the blows are exchanged, tally casualties, adjust moral, and keep going until one side either withdraws, has no more moral, or gets outright destroyed. 6) Leaders. Leaders form the backbone of your army. They are the ones who lead your troops into battle and serve as your own personal voice into your nation. Every player starts with one leader of their own. This leader is gifted with the shards of a mysterious medallion that prevents them from ever truly experiencing death. However, they can be captured like any mortal. You may have multiple leaders well beyond this initial starting leader though. Leaders are largely gained through combat or random events. In combat, leaders provide specialized combat abilities to help the people under their command become stronger. From simple moral bonuses to more specialized things like Frenzy which increases the attack of each unit in the squad by 1. Leaders are essential for leading armies outside of your home turf and can also take a small squad of units under their wing to command independent of the larger army. These units form a squad and any squad bonuses the leader gives apply to them. There are five different levels for leaders. All leaders start initially at level 1, but level up for winning battles. To be specific, each battle gives one experience point and when a leader wins enough battles, they can level up. The costs are as listed. Level 2: 2 EXP Level 3: 3 EXP Level 4: 4 EXP Level 5: 5 EXP. Leveling up a leader allows them to learn more abilities and give better bonuses to their troops. Please read the appendix on leaders for a list of abilities that they can have. Upon creation, each leader gains one ability. They can also get another ability at levels 3 and 5. Abilities are divided into three main categories, common, uncommon, and rare. When you gain a ability, roll a D32 (Invisible Castle allows for custom dice) three times and whatever three abilities you get you can pick one from (reroll if you get the same number). See the appendix for the list of leader abilities. In order to get a leader, you must first be in a battle. Upon winning a battle, divide 100 by the number of leaders you have at that moment then roll a D100 on Invisible Castle (be sure to link the roll). If it is equal to or below the number, you get a leader! So for example, if I have two leaders and win a battle, I take 100 and divide it by 2 for a total of 50. Then I roll the dice and if it comes up between 1-50, I get a leader. If I lose a battle, the same formula applies, except that instead of 100, the number is 50. So if I lose a battle and have two leaders currently I divide 50 by 2 for a total of 25. Then I roll the dice and any number between 1-25 will give me a new leader. You can make a leader unkillable by battle for 1,000 of two resources. Leaders who are unkillable can still be captured and ransomed, but cannot be killed off. They can still be captured and so-forth though. 7) Technology Within LoT, it is possible to upgrade weapons, armor, troops, and the like with a little bit of your extra resources. However, be careful, it might be better to get more troops or build more buildings before upgrading. Technology is not required to 'win', but it is helpful towards that goal. Some things, such as upgrading your soldiers to Halberdiers, are obvious increases in power for example. However, do not fall into the trap of thinking that promoted armies will always win against unpromoted armies. The promoted will have an advantage, but if you are outnumbered it will do little good. There are no economic upgrades (we don't want people wasting turns doing simple upgrades to resource production buildings), so don't worry about those. However, this does not mean upgrades are superficies. For example, a soldier has a defense of 15, but a Halberdier has a defense of 25. That is not a upgrade to be scoffed at! However, in order to upgrade a troop from its base type to a more advanced type costs 100 times its base cost for building one unit. So for example, let's assume you want to upgrade a soldier. A soldier costs 10 lumber to build, so in order to upgrade from soldiers to Halberdiers it will cost 1,000 lumber to upgrade. However, this is a one-time cost! Once you pay it, all your soldiers can become Halberdiers. Additionally, each troop type has two possible upgrades (soldiers can become lancers or halberdiers), once you upgrade each independently, you can recruit either type of troop. 8) Sign up! Okay! Here we go! This is the actual sign-up form. Just fill one of these out and get it approved by me and you are good to go. Nation name: Whatever you want to name your nation. Leader: The leader of your nation. Be sure to include abilities (please link dice rolls). Feel free to flesh them out and make them full on characters. Starting Square: Where you want to start off. Description of Nation: Technically not needed, but feel free to have fun. National history: Same as above. Just fill it out and submit! 9) Appendix A. (Troops) The idea behind the appendix is that it isn't something you need to read all the way through. Rather, it is simply a reference guide for unit stats and abilities and so forth. You are not required to read them all (technically), so don't let it ruin your fun. However, it is highly suggested that you read over at least the basics of troops and buildings. Soldiers Soldier Hit Points – 2 Attack – 10 Defense – 15 Lethality – 1 Movement – Normal Costs – 10 Lumber and 1 food Lancer Hit Points – 2 Attack – 20 Defense – 15 Lethality – 1 Movement – Normal Costs – 10 Lumber and 1 food + 1 lethality per Lancer when paired with a mounted unit (a mounted unit can only be paired with one Lancer or Halberdier) Halberdier Hit Points – 2 Attack – 10 Defense – 25 Lethality – 1 Movement – Normal Costs – 10 Lumber and 1 food + 1 lethality per Halberdier when paired with a mounted unit (a mounted unit can only be paired with one Lancer or Halberdier) Knights Knight Hit Points – 2 Attack – 10 Defense – 30 Lethality – 1 Movement – Slow Costs – 20 Metal and 2 food Great Knight Hit Points – 3 Attack – 15 Defense – 30 Lethality – 1 Movement – Normal Costs – 20 Metal and 2 food Mounted Gain a one percent moral reserve for every great knight in your army. When your moral would drop below 100% it doesn't, instead reduce your moral reserve by that amount until it reaches 0. Heavy Knight Hit Points – 4 Attack – 20 Defense – 40 Lethality – 1 Movement – Slow Costs – 20 Metal and 2 food Swordfighter Swordfighter Hit Points – 2 Attack – 5 Defense – 10 Lethality – 2 Movement – Normal Costs – 15 Metal and 1 food Assassin Hit Points – 2 Attack – 5 Defense – 10 Lethality – 2 Movement – Normal Costs – 15 Metal and 1 food Can bypass the front line and attack the rear line Sword Master Hit Points – 2 Attack – 5 Defense – 10 Lethality – 2 Movement – Normal Costs – 15 Metal and 1 food Can automatically deal 25% of its lethality in combat in addition to its normal attack (if you have 100 swordfighters with 200 lethality, you automatically deal 50 lethality in addition to the normal lethality you would deal) Warrior Warrior Hit Points – 2 Attack – 20 Defense – 10 Lethality – 1 Movement – Normal Costs – 15 Lumber and 1 food Pirate Hit Points – 2 Attack – 25 Defense – 15 Lethality – 1 Movement – Normal Costs – 15 Lumber and 1 food Can traverse terrain as if it had flying. When fighting on the ocean, gets +5 to attack and defense. Berserker Hit Points – 2 Attack – 20 Defense – 15 Lethality – 1 Movement – Normal Costs – 15 Lumber and 1 food Can gain 10 attack at the end of each attack phase Archer Archer Hit Points – 1 Attack – 20 Defense – 0 Lethality – 1 Movement – Normal Costs – 10 Lumber and 5 Stone/5 Metal and 1 food Ranged Sniper Hit Points – 1 Attack – 20 Defense – 0 Lethality – 1 Movement – Normal Costs – 10 Lumber and 5 Stone/5 Metal and 1 food Ranged Can automatically deal 50% of its lethality in combat bypassing defenses in addition to its normal attack Nomad Hit Points – 1 Attack – 20 Defense – 0 Lethality – 1 Movement – Fast Costs – 10 Lumber and 5 Stone/5 Metal and 0.5 food Ranged Priest Priest Hit Points – 1 Attack – 0 Defense – 0 Lethality – 0 Movement – Normal Costs – 50 Metal and 2 food Passive – Increases friendly moral by 5 after moral is calculated each round (cannot exceed 100) Shine Barrier – Adds 20 Frontline Squad units with 0 Hit Points, 0 Attack, 0 Defense and 0 Lethality Cardinal Hit Points – 1 Attack – 0 Defense – 0 Lethality – 0 Movement – Normal Costs – 50 Metal and 2 food Passive – Increases friendly moral by 5 after moral is calculated each round (cannot exceed 100) Burning Shine Barrier – Adds 20 Frontline Squad units each with 0 Hit Points, 1 Attack, 0 Defense and 0 Lethality Righteous Indignation – Adds + .3 lethality for up to 10 units Divine Punishment – Adds + 2 Attack for up to 20 units Inquisition – Nullifies the Passive or Active abilities of target Mage, Sage or Arc-Mage Purge – Deals 5 Lethality against monsters only Nosferatu – Instead of gaining one moral for every two enemies killed, gain two moral for every three killed. Bishop Hit Points – 1 Attack – 0 Defense – 0 Lethality – 0 Movement – Normal Costs – 50 Metal and 2 food Passive – Increases friendly moral by 5 after moral is calculated each round (cannot exceed 100) Blinding Shine Barrier – Adds 50 Frontline Squad units each with 0 Hit Points, 0 Attack, 0 Defense and 0 Lethality Divine Protection – Adds +2 Defense for up to 20 units Instruct – Copy and add 1 target stat of 1 enemy (Attack/Defense/Lethality) to a unit of your choice for 1 turn Conviction – Restores 10 Moral to your army after combat (cannot exceed 100) Purge – Deals 5 Lethality against monsters only Rewarp – escape spell, discontinue combat after this round. Mage Mage Hit Points – 1 Attack – 0 Defense – 0 Lethality – 0 Movement – Normal Costs – 50 Metal and 2 food Passive – Damages enemy moral by and additional 1 per two lethality dealt when calculating moral loss from enemy deaths (can pair up to 20 lethality inflicted, same lethality inflicted not parable with other mages/sages/Arc-Mages) Fireball - Deals 1 lethality damage automatically. Sage Hit Points – 1 Attack – 0 Defense – 0 Lethality – 0 Movement – Normal Costs – 50 Metal and 2 food Passive – Damages enemy moral by and additional 1 per two lethality dealt when calculating moral loss from enemy deaths (can pair up to 20 lethality inflicted, same lethality inflicted not parable with other mages/sages/Arc-Mages) Rally – Restores 10 Moral to your army after combat (cannot exceed 100) Fireball - Deals 1 lethality damage. Spiked Ice-wall – Up to 5 units gain +1 lethality if opposing army has at least 5 mounted units in its front line (not stackable with same units or enemies) Tempest – Up to 10 enemy troops can't act as blockers this turn Arc-Mage Hit Points – 1 Attack – 0 Defense – 0 Lethality – 0 Movement – Normal Costs – 50 Metal and 2 food Passive – Damages enemy moral by and additional 1 per two lethality dealt when calculating moral loss from enemy deaths (can pair up to 20 lethality inflicted, same lethality inflicted not parable with other mages/sages/Arc-Mages) Meteor – Deals 2 Lethality in combat automatically. Void Spirit – Deals 10 moral damage to an opposing army after combat (can only use 3 Void Spirits per turn) Bolting – Up to 5 units gain +1 lethality when an enemy army has at least 5 flying units in its front line (not stackable with same units or enemies) Horsemen Horseman Hit Points – 2 Attack – 15 Defense – 15 Lethality – 1 Movement – Fast Costs – 10 Lumber and 2 food Mounted Paladin Hit Points – 2 Attack – 25 Defense – 25 Lethality – 1 Movement – Fast Costs – 10 Lumber and 10 Metal and 2 food Mounted Heavy Cavalry Hit Points – 3 Attack – 30 Defense – 20 Lethality – 1 Movement – Normal Costs – 10 Lumber and 10 Metal and 2 food Mounted Mounted bonus and penalty is increased by 50% Horse Archer Horse Archer Hit Points – 2 Attack – 15 Defense – 0 Lethality – 1 Movement – Fast Costs – 15 Lumber and 5 Stone and 2 food Ranged Mounted Armored Horse Archer Hit Points – 2 Attack – 30 Defense – 5 Lethality – 1 Movement – Fast Costs – 15 Lumber and 5 Stone and 2 food Ranged Mounted Rider Hit Points – 2 Attack – 10 Defense – 10 Lethality – 1 Movement – Fast Costs – 15 Lumber and 5 Stone and 2 food Ranged Mounted Can move to the font lines. Can target the enemies rear line if in the front lines Pegasus Knight Pegasus Knight Hit Points – 2 Attack – 10 Defense – 10 Lethality – 1 Movement – Fast Costs – 15 Lumber and 5 Metal and 2 food Flying Can target Flying units specifically and gain +2 lethality Falco Knight Hit Points – 2 Attack – 20 Defense – 10 Lethality – 1 Movement – Fast Costs – 15 Lumber and 5 Metal and 2 food Flying Can target Flying units specifically and gain +2 lethality and +10 attack Serph Knight Hit Points – 2 Attack – 10 Defense – 10 Lethality – 1 Movement – Fast Costs – 15 Lumber and 5 metal and 2 food Flying Rally – Restores 10 Moral to your army after combat (cannot exceed 100) Reinforce – Can summon any of your Sreph Knights within two days travel time to appear at the end of this combat step Wyvern Rider Wyvern Rider Hit Points – 2 Attack – 20 Defense – 20 Lethality – 1 Movement – Fast Costs – 10 Lumber and 20 Metal and 2 food Flying Wyvern Knight Hit Points – 3 Attack – 20 Defense – 20 Lethality – 1 Movement – Fast Costs – 10 Lumber and 20 Metal and 2 food Flying +10 defense when fighting against armies with flying units. Wyvern Lord Hit Points – 3 Attack – 30 Defense – 20 Lethality – 1 Movement – Normal Costs – 10 Lumber and 20 Metal and 2 food Flying Terror – +1 lethality when there are no enemy fliers. Siege Units Siege units are specialized units. Either they can be posted on walls and towers or be used against them. However, they are largely useless outside of these functions. Ballista Hit Points – 2 Attack – 100 Defense – 0 Lethality – 10 Movement – None Costs – 50 Lumber, 25 Metal, 25 stone. Must be built in the same territory it is used in. Number of Ballista cannot exceed number of towers or walls. Ranged Catapult Hit Points – 2 Attack – 5 Defense – 0 Lethality – 2 Movement – Slow Costs – 100 Lumber, 50 Metal, 100 stone. Automatically deals 30 lethality to structures it is attacking. Ranged Battering Ram Hit Points – 2 Attack – 0 Defense – 20 Lethality – 0 Movement – Slow Costs – 120 Lumber, 50 metal, and 50 stone. Automatically deals 50 lethality to structures it is attacking. Cannot activate its effect in the first round of combat. Petard Hit Points – 0 Attack – 0 Defense – 0 Lethality – 0 Movement – Normal Costs – 50 lumber and 100 metal and 1 food. Automatically deals 75 lethality to structures it is attacking, however unit dies upon use. Siege Tower Hit Points – 20 Attack – 0 Defense – 0 Lethality – 0 Movement – Slow Costs – 100 Lumber, 50 Metal, and 50 stone. After two turns of combat allows 50 units to bypass walls, towers or castles to engage in combat normally. Non-Combat Units Healer Hit Points – 1 Attack – 0 Defense – 5 Lethality – 0 Movement – Normal Costs – 10 Lumber and 10 Metal and 1 food When supporting an army – While calculating deaths after a battle decrease your losses by 3 Master Healer Hit Points – 1 Attack – 0 Defense – 5 Lethality – 0 Movement – Normal Costs – 10 Lumber and 10 Metal and 1 food When supporting an army – While calculating deaths after a battle decrease your losses by 5 Supplier Hit Points – 1 Attack – 5 Defense – 0 Lethality – 1 Movement – Fast Costs – 10 Lumber or 10 stone or 10 metal and 0.5 food 10 supply. Supports 10 troops in one territory when connected to an adjacent source of supply Master Supplier Hit Points – 1 Attack – 5 Defense – 0 Lethality – 1 Movement – Fast Costs – 10 Lumber or 10 stone or 10 metal and 1 food 20 supply. Supports 20 troops Wyvern/Pegasus Supplier Hit Points – 1 Attack – 5 Defense – 5 Lethality – 1 Movement – Fast Costs – 10 Lumber or 10 stone or 10 metal and 1 food 10 supply. Supports 10 troops Flying Boats Hitpoints: 10 + (boarded units) Attack: 0 + (boarded units) Defense: 10 + (boarded units) Lethality: 0 Movement: Normal* Costs: 20 lumber A Boat can travel over Ocean and Island squares as if they were plains. A single boat can hold 20 units. Leaders Leader Level Bonuses Level 1 Leader gains access to one of three leader bonuses (randomly chosen). Your leader can command up to 20 units. Level 2 Your leader can give +1 attack to each unit under its command OR your leader can give +1 defense to each unit under its command OR your leader can command an additional 10 units. Cost 2 experience points. Level 3 Your leader can give +1 attack to each unit under its command OR your leader can give +1 defense to each unit under its command OR your leader can command an additional 10 units AND your leader gains access to a second leader bonus (choice between 2 options). Cost 3 experience points. Level 4 Your leader can give +1 attack to each unit under its command OR your leader can give +1 defense to each unit under its command OR your leader can command an additional 10 units AND your leader can command an additional 10 units. Cost 4 experience points. Level 5 Your leader can give +2 attack to each unit under its command OR your leader can give +2 defense to each unit under its command OR your leader can command an additional 20 units AND your leader gains access to a third leader bonus (choice between 2 options). Cost 5 experience points. Possible Leader Bonuses 1) Wrath – When your army falls under 30% HP your squad gains +30% attack 2) Celerity – Movement speed of your squad is increased by one level (max of fast) 3) Gamble – Your squad deals 25% of lethality automatically in addition to normal attack, but has 25% less attack 4) Guard – Can transfer lethality taken in your back row to your front row equal to the number of troops in your front row 5) Unite – Automatically restores 100% moral after your armies moral drops below 80% (usable once per battle) 6) Fear – Automatically cause the enemy to lose 20% moral before the first round of combat 7) Protection – Your army takes 50% less automatic damage from abilities 8) Steel Will – Your army loses 1 less moral per two damage taken but gains 0.5 less moral for every two damage inflicted. 9) Battle Chant – Start the battle with 150% moral. Reduces to 100% after the first combat phase 10) Mimic - Your squad can mimic the stats of a unit in the enemy army if it so chooses (lasts for two rounds). 11) Flank – The leader may take their personal squad to attack the enemy back row. 12) Paragon – It costs one less experience point for this leader to level up 13) Frenzy – Increases the attack of each unit in your squad by 1 14) Forage – Your squad no longer needs supply to function 15) Stature – Your leader can command 50% more troops than he would normally be able to command 16) Formation – Each unit in your squad can now protect an additional unit in the back row 17) Fortune – The enemy army cannot deal automatic damage for the first round of combat 18) Adept – gives two attack phases per combat round but gives – 50% attack on the second attack phase (not able to activate abilities more than once per round) 19) Miracle – Instead of your army being destroyed by a fatal assault it survives with -50% lethality and 1 HP (usable once per battle) 20) Bolster – Before combat double your squad size for the first round of combat by creating copies that have identical stats except for hit points that are 0. 21) Restore – When calculating deaths after a battle decrease your losses by 25% 22) Expertise – Your squad can use two different abilities (twice per battle, for example, an Arc-Mage could use Meteor and Void Spirit in the same round) 23) Specialization – Pick a unit movement type (slow, normal, fast, mounted, flying), all units of that movement type get +10% attack and defense in the army. 24) Commanding Figure – Your leader can command double the troops he would normally be able to command 25) Clairvoyance – Copy a leader bonus from an enemy before battle 26) Rage – decrease your squad's defense by 100%, but increase your attack by 100% (activate once per battle) 27) Resolve – When your army falls under 50% HP your army gains +50% defense 28) Counter – When your army is damaged you automatically deal 25% lethality back to the enemy's front line 29) Imbue – After each combat round your army recovers 10% of its total HP (not stackable) 30) Charge – Your squad gains +1 lethality for the first combat round 31) Last Stand – Your squad gains +1 lethality when your army is below 30% hit points 32) Rend – Change the terrain type at the beginning of battle for the duration of the battle 10) Appendix B Buildings Village Center Allows you to collect the resources of the square. Provides three slots for normal buildings, one for economic buildings. Can be upgraded to Town and City center. Costs – 200 lumber, 200 stone, 100 metal. Town Center Allows you to collect the resources of the square. Provides four slots for normal buildings, two for economic buildings. Can be upgraded to City center. Costs – 100 lumber, 100 stone, 50 metal. City Center Allows you to collect the resources of the square. Provides five slots for normal buildings, three for economic buildings. Costs – 300 lumber, 300 stone, 200 metal. Military Base Allows you to build defensive buildings in the square. Provides four slots for normal buildings. Cannot be built in a square with a Village/Town/City center. Costs: 120 lumber, 120 stone, and 80 metal. Barracks Reduces the cost of training soldier, swordfighter, archer, and warrior type units by 25% Cost – 100 lumber, 100 metal, and 200 stone. Stable Reduces the cost of training horseman, horse archer, wyvern, and Pegasus type units by 25% Cost – 200 lumber, 100 metal, and 100 stone. Workshop Reduces the cost of constructing siege type units by 50% Cost – 200 lumber, 200 metal, and 100 stone. Monastery Reduces the cost of constructing priest type units by 25% Cost – 200 lumber, and 200 stone. University Reduces the cost of constructing mage type units by 25%. Cost – 200 lumber, and 200 stone. Dock Connect two docks to gain a supply line. If two docks are connected by an ocean or river than you can transport supply from one dock to the other without Suppliers. Additionally required to build boats. Cost – 100 lumber, 50 metal, and 50 stone. Road Increases the amount of supply a supplier can carry by 100%. Additionally, movement speed over a square with a road is doubled. Is constructed between two adjacent areas. Includes the cost of bridges. Cost – 50 lumber, 100 stone. 1 GM post per square road spans. Economic Buildings Economic buildings can only be built in a square with a Village, Town, or City center. Farm: Increases food income by 25% of the base income. Costs 100 lumber and 25 stone to build. Lumber Mill: Increases Wood production by 25% of the base income. Costs 100 lumber and 25 stone to build. Mine: Increases Stone production by 25% of the base income. Costs 100 lumber and 25 metal to build. Metalsmith: Increases metal production by 25% of the base income. Costs 100 lumber and 25 stone to build. Defensive Buildings Defensive buildings can be built in any square you own. A square is owned when you have a village/town/city/military base in it. Border Walls HP – 600 Attack – 0 Defense – 500 Lethality – 0 Acts as a first line of defense (before the front row). This first line must be breached before units can engage in front row combat. However, un-garrisoned defending ranged units can still attack the enemy front line, but have a reduced attack of 50% (attacking ranged units can still only attack the structure). This structure can be repaired (free of charge) 7 days after a battle. This wall will protect one of four sides of a territory (North, South, East, or West). Cost – 200 lumber, 200 metal, and 1000 stone. 7 RP posts City Walls HP – 1000 Attack – 0 Defense – 500 Lethality – 0 Acts as a first line of defense (before the front row). This first line must be breached before units can engage in front row combat. However, un-garrisoned defending ranged units can still attack the enemy front line, but have a reduced attack of 50% (attacking ranged units can still only attack the structure). This structure can be repaired (free of charge) 7 days after a battle. Cost – 100 lumber, 100 metal, and 1000 stone. 7 RP posts. Tower HP – 200 Attack – 0 Defense – 200 Lethality – 0 May be built along City or Border walls, or as a stand-alone structure in these two areas (where a wall would be). Adds its stats to the wall as a first line of defense (before the front row). This first line must be breached before units can engage in front row combat. However, defending ranged units can still attack the enemy front line if they are garrisoned in the tower (attacking ranged units can still only attack the structure). This structure can be repaired (free of charge) 7 days after a battle. There is a maximum of four towers to any one wall. Gives +10 strength to ranged units. Can hold up to 50 units. Allows a garrison of one siege unit. Cost – 50 lumber, 50 metal, and 300 stone. Costs 1 food to maintain. 7 RP posts. Castle HP – 1000 Attack – 0 Defense – 1000 Lethality – 0 Acts as a first line of defense (before the front row). This first line must be breached before units can engage in front row combat. However, defending ranged units can still attack the enemy front line (attacking ranged units can still only attack the structure). This structure can be repaired (free of charge) 7 days after a battle. Gives +20 attack to ranged units. Can hold any sized army inside its walls. Allows garrison of any number of siege units. Only one castle per territory is allowed. Reduces the cost of constructing knight type units by 25% Cost – 200 lumber, 200 metal, and 1000 stone. Costs 10 food to maintain. 7 RP posts. Please, if you have any issues or questions, be sure to contact me. I am more than willing to answer any as best I can. Suggestions are welcome as well. Additionally, if anyone is willing to draw a map of the world for use here or become a Co-GM, I would really appreciate the assistance. Here is my own, personal, sign up for an example. Nation name: Denor Leader: Name: Lord Fredrik Green-Leaf. Abilities: 1 / 11 / 23 I choose Specialization with affected movement speed being Normal! Story: The mighty Jarl of Denor, slayer of dragons and mighty warrior of the light, has come forth to guide his nation after his father passed two years prior in battle seeking to expunge the vagabonds of the northern tundra. Upon his death, his son took the throne. Upon his crowing, his mother bequeathed to him a shard of the mighty emblem of burning, engraved into a horn of ivory. With a brilliant tactical mind and a will that refuses to accept any less than the best, he plans to expand his fathers domain and bring prosperity to his people. With his eagle, Ruunmaw, and greatsword at his side, he is a formidable force on the battlefield and unyielding at the negotiation table. He is generally not friendly to the lawless, and seeks to be a just ruler like his father before him. Starting Square: C6 Lakes Description of Nation: Denor is a tough nation of nordic people. Though it is not made of snowplanes, its winters are harsh but its summers bring large harvests. The people live in three primary settlements with the capitol being Vladonos from which Jarl Green-leaf rules his people. National history: Denor is a small nation founded long ago upon the waters of Lake Mead. Starting off as one small settlement, it slowly grew in the remote eastern lands until, eventually, it expanded to two other lake communities. United by their desire for trade and protection from both elements and vagabonds the formed a small nation of their own making. They became united under the banner of King Hager, whom left to do battle with the demons of the far west and never returned. The people hold out hope that, one day, he will return. Until then, the kings personal Jarl rules in his stead. Link to comment Share on other sites More sharing options...
Snowy_One Posted December 23, 2011 Share Posted December 23, 2011 Hmmmm.... I think I got it straight. Doesn't seem hard at all. Nation name: Leich Leader: Nero Starting ability: Fear (6 / 13 / 9) Nero is a brash young leader eager to assert himself within the world. Taking charge of his people, he hopes to use the abundant crops of Leich to expand out into the world in brazen endeavors. He doesn't seek to own the world, rather to make his nation the richest through the abundant selling of its many wines. His predecessor preached that Leich should sober up and seek its ventures elsewhere, a notion Nero very much disagrees with. Using sheer numbers he hopes to secure trading routes for his nation. Engraved upon his royal armor is the design of a emblem ablaze with the glory of the Gods themselves. It is said that, whomever wears it, is bestowed with the favor of the gods and cannot be slain in battle. Nero hopes to use this and, to ensure that he will not be defeated, ordered the emblem engraved upon the armor and weapons of all his troops. Starting Square: B3 Description of Nation: Leich is a small nation founded on the western plains. Abundant in food, its people live glorious lives as the wine flows freely. Its people are simple farmers for the most part and spend a lot of time growing large crops of food upon the fertile plains. However, with the recent rise of their new leader, Nero, they have started to focus on expansion, a prospect not shared by all, especially since Nero has made it clear that he plans to start drafting soldiers to form the backbone of his army. National history: Leich started out as a loose collection of farmers simply seeking to grow food and survive, driven together by the harsh weather and desire for protection from bandits that the plains offered. For many years it has remained like this, a group of simpletons seeking harvest and survival. Many of the people know little in the ways of war. Ruled by a democratically elected president for life, they have managed to stay the course for many hundreds of years, until two hundred years ago the president turned on them and declared that his son would become the new leader and any who dissented would be silenced. Though still technically 'elected' any person who seems like he might have a chance to win has a tendency to get lost on the open plains. Despite this, the leaders have been mostly focused on farming, until Nero came to power... Link to comment Share on other sites More sharing options...
Sigma Posted December 28, 2011 Author Share Posted December 28, 2011 Well, it looks as if there is not enough interest in this game to get it going. I think I'll store it for later and make some improvements. Speaking of which, if anyone has any suggestions to improve the game I would love to hear them. Thanks. Link to comment Share on other sites More sharing options...
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