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Made in au
Wing Commander






In a time of uncertainty, of dishonesty and corruption only one can be trusted. You.

Welcome to Total Domination, a strategy game based on your tactical sense and your ability to trust other players. The game is turn-based allowing players to make timely decisions on whether to wage war, begin trade, or build and govern your own customised nation. Each player will start off with five capitals plus a small fortune and will have to set up their nation.

This is the general rules and guide lines you will follow when making your nation:

Spoiler:
Country: Make up a suitable name for your nation.
Race: Name the species of your subjects.
Leader: Enter your leader's name here
Population: Hordes- 3500 (Birth+100) Balanced- 2500 (Birth +50) Elitists-1500 (Birth +25)
Treasurey: You will start with 2000
Tax level-
Technology Level: This will change after you increase your nations knowledge by capturing the relevant capitals.
Description: Describe the nature of your people, their type of government, what they excel at and general information about them.
Army: Every nation will start with a set number to be determined. Your numbers will be broken down into categories depending on your type of army.
Morale: 100/100. This is the happiness and wellbeing of your people. If it drops below 50 you will have riots. If it drops below 10 you will have a rebellion. Farms (+5), City (+5), Industry (-5), University (-5), Cultural (+15). These are added and deducted every turn.

Capitals: List your capitals. You may choose five to start with but may gain them through conquest. Beside each capital list what type of city it is.

1- Name:..... Type: Barracks- This capital trains people from your population into for your army -Garrison: Detail the number of defensive units you have placed here
2- Name:..... Type: Traders & Banking- This produces money every turn based on your economic decisions. Produces Diplomats -Garrison:...................
3- Name:.... Type: University- This will increase technology level but decrease your morale due to strain on cultural traditon -Garrison:..................
- You may also produce agents such as spies and generals at a cost.
4- Name:..... Type: City- A city houses your people and increases your population and morale -Garrison:...................
5- Name...... Type: Farmland- This produces food and tradeable goods -Garrison:..................
6- Name..... Type: Cultural - This is a morale booster. It can be of any description you want (Church, temple, burial site etc.) -Garrison:..................
7- Name..... Type: Industry- This can be used to gain a better army and increase production in your other capitals. - Garrison............
8- Name..... Type: Secret- If you choose this you can acquire a distinct advantage of your choice (Pending on GM's ruling) - Garrison:..................
- This may range from elite units in your army to perks, agents and leaders for your goverment -Garrison:..................

Rules:
When it is your turn you will enact your policy into goverment which are subject to chance. Your policies will be written down underneath your template every turn.The first policy is:

War council. This is for you to recruit a number of troops, move troops to locations, and attack your enemy. If you have a larger force than your opponent when attacking you will have a greater chance of winning. Types of units will be taken into account and all judgements as to who should win will be up to the GM and the accumulated ability of your army. Special abilities may also be used depending on your capitals. Recruitment during this phase will be up to you, and costs will be determined based on your type of civilisation. Moving troops will be down to what types of units you have, say cavalary will move faster than infantry, and helicopters outpace them all. The distance travelled by your units will also be down to the GM. If you enter a region and decide not to siege any capitals, you will simply raid and damage their treasury.

Diplomacy: This is to decide who you will begin trade with, forge alliances. grant military access and declare war. Even though the player is in control of the decisions his people may lose morale based on a poor choice, such as becoming an ally with a long time enemy or betraying a friendly nation. During diplomacy you may also bargain for technology points, trade regions and units, give gifts, pretty much anything can be out on the table. These nations can ally with one another without penalties:

Lhabia (Bugs)- Orcs, Straeki
Salenul (Straeki)- Rebels, Bugs
Gorrothgar (Empire)- High Elves, Aerylians
Vikings (Rebels)- Straeki, Orcs
Orcin Nation (Orcs)- Bugs, Rebels
Altmora (High Elves)- Empire, Aeryelia
Aeryelia (Aeryelians)- Empire, High Elves

Government This option is for you to construct and convert capitals. This also for you to recruit agents such as diplomats, spies and generals. This is policy is also for you to move your agents. Putting generals into an army will heighten their chance of success and placing them in unhappy capitals will boost morale. Spies can be used to infiltrate armies discovering their numbers and can also be used to find weakness' in fortifacations in a siege. Assassins can be used to kill off other agents and cause havoc in your enemy's own backyard. Diplomats can be used to greater influence discussions with non-playable factions and sway them to your cause. In this policy you will detail where you spent points, whether you are going to sell them or store them or use them to supply your army and feed your people.

These three policies need to be completed and sent with your template in order to complete your turn. Remember that this is as much of an RPG as it is a Strategy game, so be flexible with your choices. Feel free to name anything you like based on your race/nation

Costs: These are yet to be determined. For now the unt costs and structures will look like this:


Horde
Number (N) Ability (A)

Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 100...............A 1
Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................ 70................... 2
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 50....................3
Elites- Cost 200 gold- up keep is 10 gold per turn........................................ 50....................5
Artillery- Cost 250 gold- up keep is 12 gold per turn...................................... 5......................4
Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn....................... 30....................6
Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn..................... 25....................7


Balanced
Number (N) Ability (A)

Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 60.................A 2
Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................ 50....................3
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30.................... 4
Elites- Cost 200 gold- up keep is 10 gold per turn........................................ 20.................... 6
Artillery- Cost 250 gold- up keep is 12 gold per turn...................................... 2......................5
Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn.......................20....................7
Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn.....................15.....................8


Elitist
Number (N) Ability (A)

Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 30.................A 3
Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................25....................4
Ranged- Cost 150 gold- up keep is 5 gold per turn......................................20....................5
Elites- Cost 200 gold- up keep is 10 gold per turn........................................15....................7
Artillery- Cost 250 gold- up keep is 12 gold per turn......................................1......................6
Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn.......................15......................8
Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn.....................10.....................9


These are the military units for now. Agents will be costed differently.

Diplomat: 350 gold
Spy: 450 gold
Assassin: 600 gold
Generals: 600 gold



I will get started on making a map with all the regions and capitals on it. We won't start the game until we have enough players, but feel free to create your nation now.

This is the Turn Template

Turn: 1
Player: Private_Joker
Country: Gorrothgar
Current Leader: Grom Harrack
Current Alliances: None
Trading Partners: None
Population: 2500 + 50 (City) + 50 (Births) = 2600
Current Technology Points: 0 Tribal + 10 (University) = 10 Tribal
Current Farming points: 0 + 5 (farmland) - 3 (feeding population) = 2
Current Industry points: 0 + 5 (Industry) - 4 (supplying army) - 1 (upgrading) = 0
Current Morale: 100 - 5 (Industry) - 5 (University) + 5 (Farms) + 5 (City) = 100
Current Treasury: 2000 - 100 ( Recruited x2 Warriors) - 350 (Recruited x1 Diplomat) = 1550
Capitals:
1- Name: Warriors lodge.... .......Type: Barracks .............................Garrison: 50 (3) Warriors + Recruited x2 50 (3) Warriors= 150 Warriors (9+ 1 (Industry) = 10)
2- Name: City of Scribes.............Type: Traders & Banking.............Garrison: ............................................................................ 60 (2) Landwehr
3- Name. Herder clans............... Type: Farmland- Garrison:.........Garrison: .............................................................................. 60 (2) Landwehr
4- Name: Forge Mountain.......... Type: Industry Garrison:..............Garrison: .............................................................................. 60 (2)landwehr
5- Name: Valley of Knowledge.. Type: University ...........................Garrison: 70 (2) Landwehr + 1 Diplomat................................ 60 (2) Landwehr, 1 Diplomat
........................................................................................................Mobile Units:........................................................................... 0..................................................Location: None
..............................................................................................................................................................................................Total: 390


Descriptions:

Faction:
These people live in the arrid rocky highlands. Mainly farmers and craftsmen, they don't really rely on trade with other nations as they farm to sustain themselves. Scattered tribes make up the empire, everyone having to work the fields for their lord in return for land and protection. They are a hardy people use to a harsh cold climate and famine. They lack proper leadership from their selfish lords and falter in battle due to nearly the entire army being conscripted. They worship the Emporer, believing him to be born from the god of war Marsus. Marsus' wife Florine is the goddess of peace and their evil firstborn Hargow is the god of disarray.

Units:
Militia: Landwehr- Meaning "protectors" they are conscripts armed poorly and lacking any armour they are only good for manning defenses and absorbing blows from the enemy. Good vs infantry while defending, weak vs anything else.
Basic Melees Infantry: Warriors of line- Mecernaries, bandits, and volunteers from around the empire. Given spears, stone axes and crude armour they are the main force. Good vs infantry, weak vs Cavalry.
Ranged infantry: Huntsmen- Armed with hunting bows they are accurate shots, having been raised with a bow in hand. Good vs anything at range, weak in melee combat especially cavalary.
Elite Units: Emporer's Sons- Armed with long spears they are excellent in formation and high in moral. Good vs infantry and cavalry, weak vs ranged attack.
Artillery: None
Light Cavalary: Archers of the Plain- Skirmishers on horseback they are excellent shots while also mobile. Good vs militia in melee, good at range against all units, weak vs heavy cavalary.
Heavy Cavalary: Lancers- Charging with needle like tips on there spears, they smash through infantry. Good vs infantry, weak vs Light cavalary.

Costs:

Unit Costs: Balanced
Number (N) Ability (A)
Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 60.................A 2
Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................ 50....................3
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30.................... 4
Elites- Cost 200 gold- up keep is 10 gold per turn........................................ 20.................... 6
Artillery- Cost 250 gold- up keep is 12 gold per turn...................................... 2......................5
Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn.......................20....................7
Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn.....................15.....................8

Cost to build.................... (B) and repair (R)
Barracks.......................... (B) 500 (R)150
Traders and Banking.... (B) 600 (R) 200
City.................................... (B) 600 (R) 150
Farmland ........................(B) 350 (R) 50
Cultural ...........................(B) 700 (R) 250
Industry ...........................(B) 650 (R) 200
Secret......................... ....(B) 800 (R) 300

Point Costs:
1) Industry produces materials- 5 points. Every point supplies 100 units in your amry. The rest can be used on giving ability or stored/sold
2) Farms produce food- 5 points. Every point feeds 1000 people. The rest may be stored or sold.
3) University produces knowledge- 10 points. They may be spent on your tech tree until you reach the next level (50 points) or stored and sold.

*Always round up to the nearest 100 when feeding your population or supplying your army.

Diplomat: 350 gold and is produced from a Trading and Banking capital.
Spy: 450 gold and is produced at a Barracks.
Assassin: 600 gold and is produced at a Secret Capital.
Generals: 600 gold and is produced at a University.

Edit: woops pressed submit early. Still a work in progress.I will just keep pressing submit to give you guys sneak peaks.

This message was edited 70 times. Last update was at 2012/06/19 07:05:30


 
   
Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc




Inside a manta on schiphol airport.

I would like to take a position of game master if possible i am online on a daily basis

here is my race its my standard template

Player Name:admiral9
Race Name: Lhabanians
Government: Unification
The Lhabians follow their supreme leader Cthulu they worship him as a god and follow his every order the Lhabians convert planets to huge ant mounds and live in them thanks to this style of building the are very good on the defencive as this kind of architecture is very new but on the offensive they usually fail horribly

The sinking feelings keep coming back!
Come to the box. The box has mysteries
:750 points
BlapBlapBlap wrote:
Well colour me Hipster.

"I fell through the Webway before it was cool!"
 
   
Made in au
Wing Commander






Ant people? Thought you would have gone with some mechanical monstrosities given your previous characters. Interesting nation choice and thanks for joining!
Could you name what five capitals you would like start with? Could name them hives in your case. Also could you give me a basic lay out of the different units and agents in your faction.
Example: Basic melee infantry - Warrior Bug

This message was edited 2 times. Last update was at 2012/06/17 02:56:14


 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Not sure how to start this, could you show exactly what info you need?

 
   
Made in au
Wing Commander






This message was edited 5 times. Last update was at 2012/06/18 15:59:18


 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

I'l join. I might pull out at some point, because of lack of time however.

This is a signature. It contains words of an important or meaningful nature. 
   
Made in au
Wing Commander






Thats fine, if you are absent all the decisions for your turn will be made by a GM.
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

I'l get my basic template thing made up in minute

This is a signature. It contains words of an important or meaningful nature. 
   
Made in au
Wing Commander






Admiral I will have to get you to re-do your template based off the new one I posted.
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Hows this?


Country - Salenul

Species - Straeki

leader - The Spawn of the stars - The Spawn of the stars is a true anomaly, and an utter mystery. Its location is believed to be in a golden palace deep underground, in the darkest depths of the land. Although it has never been seen, the Spawn of the stars is described as not being a member of the Straeki, rather as an unknowable being, possessed of swaying pseudopods and an utterly maddening form, alien to even the Straeki. It is believed by the Straeki, that one day, a day of greatest importance, the Spawn of the stars shall arise from its paradice of gold, and metamorphosize into a beautiful and glorious being, the saviour of the Straeki, and lead them to true power.

Population - [undetirmined]. Government type - totalitarian. type of people - militant

Treasurey - [undetirmined]. Currency - Dasuk

Technology Level - Tribal.

Description: weakness - The worlds air is toxic to them, and so they have to wear respirators constantly when not within yheir cities.
strengths - Thymeans are remarkably durable against harm.
religion - Church Of The larva Lord, a religion based around the belief that their leader, The Spawn of the stars, will undergo a metamorphesis at a crucial time.


Army

Workers: Un-ghouls - Un-ghouls are an asortment of many different scavenger-like creatures, some the stragglers of the species, others, the strange helper spawn.

Militia: Ghouls - The basic member of the Straeki. Human hight, grey skin, not muscular, but wiry and well built. Faces always covered with high-tech respirator devices, no outsider has ever seen any of their faces. Clawed hands and feet. Strong on the offensive, weak vs everything else.

Basic melee Infantry: Rack-ghouls - the genetical enhanced members of the Straeki, modified slightly to give an advantage over the standard. Taller and slightly stronger than ghouls. Carry finely carved, brutaly jagged blades, a mark of their rank. Rack ghouls are subject to glowing red eyes and strange bone development, giving them various petrusions and blades, especialy on their backs and they are often hunched over. Good balance of offense and defence. Weak vs cavalry.

Ranged infantry: Blackhoods - A mystery to outsiders, the respected elite of the Straeki, the physical apearance of Blackhoods is not currently known, as they constantly bedeck themselves in black, carapace-like armour and ornate masks. Their name comes from their black hoods which they constantly wear over their masks. Their signiture weapon is a crossbow-like weapon which fires bolts soaked in a horrific toxin, meaning that if the bolt doesn't kill the target, they will be crippled or killed by the venom. Great at range, poor at melee

Elite Units: Blackhood elite - These are the elite of the elite in Straeki culture, greatly respected by all, and given the best weaponry and equipment available. Some genetic quirk, which marks them out at 'birth', detirmines their rank, the quirk being a hulking and tall figure, which makes them physicaly superior to Blackhoods and even the Rack-ghouls. Strong at range and melee against all. Vulnerable to range.

Artillery (advances into cannons, howitzers) - None.

Light Cavalary (this may advance into transports): Spawn riders - In many situations, battle or transport, ghouls may ride upon the creatures collectivly known as 'spawn'. The physical appearance of these creature can vary, but the basic form is fairly large and quadruped, with long muzzles and maws full of hooked fangs. Spawn possess no eyes with large ears, and so take on a slight bat-like aspect. Spawn have incredible reaction times and are capable of extremely quick movement, making them ideal light and fast cavalry and scouts. For some, unknown reason, the Straeki and the spawn share a great affinity, they never attack one another, and the spawn will not object to being ridden. As such, they need next to no training to be ridden. Good at melee and ranged, weakness is heavy cavalry.

Heavy Cavalary (advances into tanks): Nihilus knights - Ever so often, a spawn is found that is larger, stronger, smarter and tougher than its kin, a perfect specimen. When these are found, the strongest of the Rack-ghouls may be sent to take it in and have it as a mount. In combat the Nihilus nights and raging juggernauts, the brute strength and speed of the spawn combined with the inteligence and tactical mind of the Rack-ghoul. Good vs cavalry and melee, weakness is range

9) Workforce- Name these categories as well.

Diplomat: Ambassador to the lord - As the leader of the Straeki, the Spawn of the stars, is always in utter silence, stillness and refuses to communicate, the Ambassadors to the Lord acts as his voice, relaying his unspoken truth to all the Straeki.

Spy: Blackhood nightcreeper - The Nightcreepers are Blackhoods trained to acts as spies and infiltrators, and are chosen at birth for the role due to their small size. Nightcreepers are masters of their art, adept at stealth and at home in the shadows.

Assassin: Blackhood bloodstalker - The Bloodstalkers are a parallel to the Nightcreepers, not quite matching their pure stealth, but overtaking in terms of raw strength and deadliness. Bloodstalkers are equiped with the best equipment the Straeki have and are, like the Nightcreepers, master of their art.

Generals: Chosen of the larva - Once in a while, a great leader will be found amongst the Ghouls, and Rack-ghouls. An individual skilled in the arts of war, leadership and combat. Chosen of the Larva, are called so because of the fact they are given their rank by the interpreters of the Great Larva; the Ambassadors of the Lord. These Straeki grow to become skilled generals and great leaders.




10) Capitals: List your capitals.

1: Utul - Type - Barracks- This capital trains people from your population into for your army.

2: Thygul - Type- university.

3: Abia -Type - City- A city houses your people and increases your population and morale

4: Arcon - Type - Farmland- This produces food and tradeable goods (As they are carnivores, the capital specialises in butchery.

5: Terros - Type- Industry- This can be used to gain a better army and increase production in your other capitals. Build workers here

This message was edited 14 times. Last update was at 2012/06/17 09:43:12


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Made in au
Wing Commander






Awesome, actually I forgot to mention, could you put a a little description next to your units just so I can determine their weakness' and strengths. Maybe there appearance as well.

EDIT: There appearance should also be put into the description part at the top.

This message was edited 2 times. Last update was at 2012/06/17 07:28:59


 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Sure, i'l edit it in.

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Made in au
Wing Commander






Plus I will need what capitals you want to start off with, including there names.
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Ok, added in descriptions, will add capitals.

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Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc




Inside a manta on schiphol airport.

Plyer:admiral9
1) Name of your country : Lhabia
2) Name of your species: Lhabanians
3) Leader's name : Cthulu
4) Population - [Undetermined] type of people: ant drones
5) Treasurey- [Undetermined] Lhabs
6) Technology Level - high tech insect based technology
7) Description - The Lhabians follow their supreme leader Cthulu, they worship him as a god and follow his every order. The Lhabians convert planets to huge ant mounds and live in them. Thanks to this style of building they are very good on the defensive as this kind of architecture is very new but on the offensive they usually fail horribly.
A Lhabian looks like an half ant half human you also have then noble houses who share a heritage with Cthulu. They share his squidlike appearance and act as the commanding class of the army at the moment there are only 2 houses house nardui and house yeshyam.
8) Army-
Militia: Warrior drones (excel in defensive but if forced to attack they have a large chance of failure they are equipped with 2 scythe like hands)
Ranged infantry: air drones (they are levitating creatures who prefer hit and run tactics they are equipped with weapon symbionts that fire acid worms that eat their way through the enemy)
Elite Units: House nardui cthulu guard (These creatures are equipped with gigantic spears and are clad in heavy carapace that grows naturally when a nardui is destined to become a cthulu guard)
Artillery : centipede artillery (these are rare but heavy artillery peaces each piece of their body generates an artillery peace and is able to bombard the enemy with giant balls of acid)
Light Cavalary : Worm riders (these are lightly armored warrior drones mounted on giant worms they are able to dig around their enemy and ambush them only to dissapear again)
Heavy Cavalary : House yeshyam Beetle riders (these knights use giant armored beetles as their mounts they usually charge the enemy and use their weight to overwhelm them)

9) Workforce-

Workers: Ant drones
Diplomat: either house nardui or house yeshyam emissary
Spy: spider sneaker ( small spider like creatures that are very able to hide themselves for months before they need to move)
Assassin: spider seeker (medium sized spiders able to stalk the enemy for months when they strike they inject deadly poison into the enemy bloodstream)
Generals: either house nardui or house yeshyam nobles

10) Capitals: List your capitals. You may choose five to start with but may gain them through conquest. Beside each capital list what type of city it is.
1- Name: hive hashur Type: Barracks- This capital trains people from your population into for your army -Garrison:
2- Name: spawning hive Type: City- A city houses your people and increases your population and morale -Garrison:
3- Name: Type: Royal hives Cultural - This is a morale booster.house nardui or house yeshyam living area -Garrison:
4- Name:beetle colonies Type: Farmland- This produces food and tradeable goods -Garrison:
5- Name Cthulu hive Type: Secret- If you choose this you can acquire a distinct advantage of your choice (I hope this can be cthulus temple) - Garrison:
Here it is.
Still waiting a yes or no on the game master thing.
Only city names i am horrible with them so i will think about them.

This message was edited 3 times. Last update was at 2012/06/17 15:18:59


The sinking feelings keep coming back!
Come to the box. The box has mysteries
:750 points
BlapBlapBlap wrote:
Well colour me Hipster.

"I fell through the Webway before it was cool!"
 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Edited in capitals.

Oh, and Admiral, isn't it only five?

This message was edited 1 time. Last update was at 2012/06/17 08:37:11


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Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc




Inside a manta on schiphol airport.

Well it says 8 in the OP.

Oh and what do you think about the noble idea?

This message was edited 1 time. Last update was at 2012/06/17 08:39:54


The sinking feelings keep coming back!
Come to the box. The box has mysteries
:750 points
BlapBlapBlap wrote:
Well colour me Hipster.

"I fell through the Webway before it was cool!"
 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Well it says 5 in the most recent.

This is a signature. It contains words of an important or meaningful nature. 
   
Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc




Inside a manta on schiphol airport.

Oh sorry I'll edit it.

The sinking feelings keep coming back!
Come to the box. The box has mysteries
:750 points
BlapBlapBlap wrote:
Well colour me Hipster.

"I fell through the Webway before it was cool!"
 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Nice bug people..

This is a signature. It contains words of an important or meaningful nature. 
   
Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc




Inside a manta on schiphol airport.

Lol thanks i need 3 more hive names but except for that am done

Oh and joker i would like to request that Cthulu guard be recruited from cthulu hive and not from the barracks.

The sinking feelings keep coming back!
Come to the box. The box has mysteries
:750 points
BlapBlapBlap wrote:
Well colour me Hipster.

"I fell through the Webway before it was cool!"
 
   
Made in au
Wing Commander






Ehhhh... yes they can be from cthulu hive, but they will be damn expensive.
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

This should be an interesting game..

This is a signature. It contains words of an important or meaningful nature. 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Oh, and by the way Admiral...

...I come in peace...

This message was edited 2 times. Last update was at 2012/06/17 09:00:42


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Made in au
Wing Commander






I am building my template now.
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Wait...are we all tribal?

This message was edited 1 time. Last update was at 2012/06/17 09:05:16


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Made in au
Wing Commander







1) Country: Gorrothgar
2) Species: Man
3) Leader: Emporer Grom Harrak
4) Population - To be determined Government- Monarch People type: Feudal
5) Treasurey- Coins
6) Technology Level - Tribal
7) Description - These people live in the arrid rocky highlands. Mainly farmers and craftsmen, they rely heavily on trade with other nations to sustain themselves. Scattered tribes make up the empire, everyone having to work the fields for their lord in return for land and protection. They are a hardy people use to a harsh cold climate and famine. They lack proper leadership from their selfish lords and falter in battle due to nearly the entire army being conscripted. They worship the Emporer, believing him to be born from the god of war Marsus. Marus' wife Florine is the goddess of peace and their evil firstborn Hargow is the god of disarray.
8) Army-

Militia: Landwehr- Meaning "protectors" they are conscripts armed poorly and lacking any armour they are only good for manning defenses and absorbing blows from the enemy. Good vs infantry while defending, weak vs anything else.
Basic Melees Infantry: Warriors of line- Mecernaries, bandits, and volunteers from around the empire. Given spears, stone axes and crude armour they are the main force. Good vs infantry, weak vs Cavalry.
Ranged infantry: Huntsmen- Armed with hunting bows they are accurate shots, having been raised with a bow in hand. Good vs anything at range, weak in melee combat especially cavalary.
Elite Units: Emporer's Sons- Armed with long spears they are excellent in formation and high in moral. Good vs infantry and cavalry, weak vs ranged attack.
Artillery: None
Light Cavalary: Archers of the Plain- Skirmishers on horseback they are excellent shots while also mobile. Good vs militia in melee, good at range against all units, weak vs heavy cavalary.
Heavy Cavalary: Lancers- Charging with needle like tips on there spears, they smash through infantry. Good vs infantry, weak vs Light cavalary.

9) Workforce-

Workers: Peasants
Diplomat: Speaker of Truths
Spy: Cloaked daggers
Assassin: Death Dealers
Generals: Lords

10) Capitals: List your capitals. You may choose five to start with but may gain them through conquest. Beside each capital list what type of city it is.

1- Name: Warriors lodge Type: Barracks Garrison:................
2- Name: City of Scribes Type: Traders & Banking Garrison:................
3- Name. Herder clans Type: Farmland- Garrison:................
4- Name: Forge Mountain Type: Industry Garrison:..................
5- Name: Valley of Knowledge Type: University Garrison:..................
   
Made in au
Wing Commander






At the moment yes we are all tribal.
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Editing then.

This is a signature. It contains words of an important or meaningful nature. 
   
Made in nl
Tzeentch Aspiring Sorcerer Riding a Disc




Inside a manta on schiphol airport.

Private_Joker wrote:Ehhhh... yes they can be from cthulu hive, but they will be damn expensive.


I understand they will mainly act as the bodyguard units the last line of defence if you will.
same with my artillery they will be strong but expensive.

Yes should i edit too? because i use bio technology so i think it should be legit.

This message was edited 1 time. Last update was at 2012/06/17 09:17:38


The sinking feelings keep coming back!
Come to the box. The box has mysteries
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