40392
Post by: thenoobbomb
zman111 wrote:I will be someones friend (unless that someone is an elf)
Too bad.
But we have the pretty woman!
51344
Post by: BlapBlapBlap
Do it, I dare you.
I bloody dare you.
51344
Post by: BlapBlapBlap
thenoobbomb wrote:zman111 wrote:I will be someones friend (unless that someone is an elf)
Too bad.
But we have the pretty woman!

I have better, although I can't give pictures...
40392
Post by: thenoobbomb
BlapBlapBlap wrote:thenoobbomb wrote:zman111 wrote:I will be someones friend (unless that someone is an elf)
Too bad.
But we have the pretty woman!

I have better, although I can't give pictures...
The 'pretty woman' was all a big pun.. xD
Is your race made of pornstars?
53940
Post by: admiral9
As long as you worship Cthulu we are all equals!!
Except for the nobles.....
32484
Post by: zman111
hmm, pirate vikings, or cthulu?
46915
Post by: Private_Joker
Blap, if you don't have diplomats you can't even begin talks with anyone. So your first target should be capturing a city and converting it.
51344
Post by: BlapBlapBlap
Private_Joker wrote:Blap, if you don't have diplomats you can't even begin talks with anyone. So your first target should be capturing a city and converting it.
No, I just didn't make up one.
54216
Post by: TheRobotLol
Admiral, we are going to be the best combo team ever..
51344
Post by: BlapBlapBlap
TheRobotLol wrote:Admiral, we are going to be the best combo team ever..
But...
Lol...
You could have had Airship Pirates on your side (Once I get Airships...)
54216
Post by: TheRobotLol
I...don't...know...who...to...befriend..
46915
Post by: Private_Joker
Imperial friendship?
54216
Post by: TheRobotLol
TOO..MANY..CHOISES!
40392
Post by: thenoobbomb
I have no allies? :(
53940
Post by: admiral9
Indeed i will capture a city with a trade center in my first or second turn and then i will sen emissaries.
46915
Post by: Private_Joker
We will figure out allies. But there are some factions that can't join together, or suffer the wrath of a peasant uprising.
54216
Post by: TheRobotLol
Private_Joker wrote:We will figure out allies. But there are some factions that can't join together, or suffer the wrath of a peasant uprising.
I'm guessing my ghoul-like armies cannot ally with any humans them..
40392
Post by: thenoobbomb
I think Elves can aly humans..
32484
Post by: zman111
orcs dont like elves (I recommend making an NPC or 2, wood elves and dwarves)
40392
Post by: thenoobbomb
zman111 wrote:orcs dont like elves
Ye, I know.
Because you are smelly, barbaric creatures!
54216
Post by: TheRobotLol
The only teams I could even have a chance to ally with are orcs and bug people...
40392
Post by: thenoobbomb
Yup, ghouls and elves dont fit.
54216
Post by: TheRobotLol
thenoobbomb wrote:Yup, ghouls and elves dont fit. The ghoul's claws might fit in the elves' heads though..
32484
Post by: zman111
my orcs are happy to ally themselves with anything else thats anywhere near their level of savagry. *Cough* Undead *cough*
40392
Post by: thenoobbomb
TheRobotLol wrote:thenoobbomb wrote:Yup, ghouls and elves dont fit.
The ghoul's claws might fit in the elves' heads though..
Or the Elves magiv in their head..
53940
Post by: admiral9
So my bugs aren't sufficient?
46915
Post by: Private_Joker
Alliances and trading are different. If you simply trade with someone it will only effect your morale a little in comparison to an Alliance. An alliance means trade is doubled but you have to be enemies with your allies enemies. So no double dipping. If you fail to help your ally in battle it will effect your morale as well. Things like troops and weapons can only be traded in an alliance.
40392
Post by: thenoobbomb
Any1 wanna form alliance with me?
Elves are epic.
51344
Post by: BlapBlapBlap
thenoobbomb wrote:Any1 wanna form alliance with me?
Elves are epic.
Nope. My pirates are the scourge of the known world, not the aloof and arrogant race that is the Elves.
53940
Post by: admiral9
No
46915
Post by: Private_Joker
Alright heres who can and can't (well you can but consequences) form alliances: Lhabia (Bugs)- Orcs, Straeki Salenul (Straeki)- High Elves, Bugs Gorrothgar (Empire)- High Elves Vikings (Rebels)- Straeki, Orcs Orcin Nation (Orcs)- Bugs, Rebels Altmora (High Elves)- Imperials, Straeki
51344
Post by: BlapBlapBlap
I wanna be rebels. Screw Vikings, I want Pirates.
40392
Post by: thenoobbomb
I like how I can ally most.
51344
Post by: BlapBlapBlap
thenoobbomb wrote:I like how I can ally most.
You aren't allying me, lest you want to try and waste all of that gold on a Diplomat for me to use for shooting practice.
54216
Post by: TheRobotLol
Admiral...we are going to be the best team evah!
53940
Post by: admiral9
Why can't i ally robotlol?
46915
Post by: Private_Joker
For now your a viking blap, we can call you a pirate later.
51344
Post by: BlapBlapBlap
Yay! And I will have Airships!
40392
Post by: thenoobbomb
Ah well.
Elves are perfect, so don't need allies.
I do feel lonely though.
46915
Post by: Private_Joker
Bugs are not real compatable with humanoids. But the rebels would turn to anything for an ally.
54216
Post by: TheRobotLol
admiral9 wrote:Why can't i ally robotlol?
It does seem odd..
51344
Post by: BlapBlapBlap
thenoobbomb wrote:Ah well.
Elves are perfect, so don't need allies.
I do feel lonely though.
You can always make friends with my bullets.
Uh, Joker, will it take long to get to the level of Airships and pirates and such?
51344
Post by: BlapBlapBlap
Private_Joker wrote:Bugs are not real compatable with humanoids. But the rebels would turn to anything for an ally.
No I wouldn't, I'd probably be the least willing.
46915
Post by: Private_Joker
Fine I shall change it. Blap if the Empire, being me is crashing into you, I'm sure you would ask the bugs.
40392
Post by: thenoobbomb
BlapBlapBlap wrote:thenoobbomb wrote:Ah well.
Elves are perfect, so don't need allies.
I do feel lonely though.
You can always make friends with my bullets.
Uh, Joker, will it take long to get to the level of Airships and pirates and such?
Meanie.
54216
Post by: TheRobotLol
Hmm..
53940
Post by: admiral9
Thanks allot joker.
51344
Post by: BlapBlapBlap
Private_Joker wrote:Fine I shall change it. Blap if the Empire, being me is crashing into you, I'm sure you would ask the bugs.
I'd rather ask Lol...
The only good bug is a dead one.
53940
Post by: admiral9
Sure say that to my centipede artillery.
54216
Post by: TheRobotLol
BlapBlapBlap wrote:Private_Joker wrote:Fine I shall change it. Blap if the Empire, being me is crashing into you, I'm sure you would ask the bugs.
I'd rather ask Lol...
The only good bug is a dead one.
I'l team up with you then Brap?
53940
Post by: admiral9
Wait why don't we make the BUPA?
Bug
Undead
Pirate
Alliance
51344
Post by: BlapBlapBlap
If the times call for it, I will ask for a lifeline.
I ain't afraid of no Artillery, I have HANDGUNS!
53940
Post by: admiral9
Wait why don't we make the BUPA?
Bug
Undead
Pirate
Alliance
51344
Post by: BlapBlapBlap
admiral9 wrote:Wait why don't we make the BUPA?
Bug
Undead
Pirate
Alliance
Because that means half of us will be allied, and it'll be boring?
40392
Post by: thenoobbomb
admiral9 wrote:Wait why don't we make the BUPA?
Bug
Undead
Pirate
Alliance
I feel so excluded.
53940
Post by: admiral9
But it makes sense!
46915
Post by: Private_Joker
Noob you get humans and straeki.
40392
Post by: thenoobbomb
The question is if they want
54216
Post by: TheRobotLol
Private_Joker wrote:Noob you get humans and straeki.
Why me?
46915
Post by: Private_Joker
Well I can only ally with one person. Robot, the undead and the arcane go together.
51344
Post by: BlapBlapBlap
When is this starting? I wanna rush the Elves...
53940
Post by: admiral9
Because you are a humanoid.
And these aren't a must its a possible.
40392
Post by: thenoobbomb
BlapBlapBlap wrote:When is this starting? I wanna rush the Elves...
Thank you mister.
Very friendly.
51344
Post by: BlapBlapBlap
thenoobbomb wrote:BlapBlapBlap wrote:When is this starting? I wanna rush the Elves...
Thank you mister.
Very friendly.
Don't worry, I'll bring a muffin basket.
54216
Post by: TheRobotLol
thenoobbomb wrote:BlapBlapBlap wrote:When is this starting? I wanna rush the Elves...
Thank you mister. Very friendly. I'l help you...with some bullets.
46915
Post by: Private_Joker
This starts when I finish up the rules. Also when someone makes us a map. If you volunteer you get a bonus. Make sure there is 5 capitals on each country. All of them named.
40392
Post by: thenoobbomb
TheRobotLol wrote:thenoobbomb wrote:BlapBlapBlap wrote:When is this starting? I wanna rush the Elves...
Thank you mister.
Very friendly.
I'l help you...with some bullets.
To me?
Thanks.
Too bad of my time.
Could've played Minecraft..
51344
Post by: BlapBlapBlap
Private_Joker wrote:This starts when I finish up the rules. Also when someone makes us a map. If you volunteer you get a bonus. Make sure there is 5 capitals on each country. All of them named.
We picked a map.
46915
Post by: Private_Joker
Noone can attack for two turns at the start either. I just want to see how it will pan out before we kill each other.
54216
Post by: TheRobotLol
BlapBlapBlap wrote:Private_Joker wrote:This starts when I finish up the rules. Also when someone makes us a map. If you volunteer you get a bonus. Make sure there is 5 capitals on each country. All of them named.
We picked a map.
A good one.
51344
Post by: BlapBlapBlap
I'll annotate it if you want, just update the OP.
40392
Post by: thenoobbomb
Private_Joker wrote:Noone can attack for two turns at the start either. I just want to see how it will pan out before we kill each other.
Before they kill me you mean?
I dont knw anymore..
46915
Post by: Private_Joker
BlapBlapBlap wrote:Private_Joker wrote:This starts when I finish up the rules. Also when someone makes us a map. If you volunteer you get a bonus. Make sure there is 5 capitals on each country. All of them named.
We picked a map.
Yes but we need somone to place all our avatars on their respective spots. Plus put the capitals on there.
51344
Post by: BlapBlapBlap
OK, I won't kill you immediately TNB...
But be wary...
53940
Post by: admiral9
Updated mine with names in page 1.
40392
Post by: thenoobbomb
BlapBlapBlap wrote:OK, I won't kill you immediately TNB...
But be wary...
*adds more '...'*
54216
Post by: TheRobotLol
Do we change our units as we get higher level?
I don't mean artillery and cavalry, I mean like gunners, melee and militia.
53940
Post by: admiral9
Uum i can do it with blap.
54216
Post by: TheRobotLol
Because when I get higher level, I want a 'Larva lord' unit..
46915
Post by: Private_Joker
Unit types will change as technology grows.
40392
Post by: thenoobbomb
I want to start an inquisition.
51344
Post by: BlapBlapBlap
Actually, no, I'd try but then it'd go to buggery.
51344
Post by: BlapBlapBlap
Private_Joker wrote:Unit types will change as technology grows.
AIRSHIPS! PIRATES!
54216
Post by: TheRobotLol
'Larva lords', 'spawn chosen', 'Larva ghouls'!
53940
Post by: admiral9
But joker with me its more biological adaption right?
46915
Post by: Private_Joker
You know what I am getting rid of workers. I will just name the price of building capitals. And Admiral its up to you just run your tech upgrade past me first.
53940
Post by: admiral9
Uum ok?
54216
Post by: TheRobotLol
My technological development is mirrored in genetic engeneering and The 'Spawns of the star's' blessing...
..Along with a little tech..
32484
Post by: zman111
I wish to start out allied with the bugs the 2 outcasts of good can work together to defeat the civilized ones!!!!
46915
Post by: Private_Joker
This is taking along time to fix this up. Any suggestions to add to the rules? Zman you can't start out allied to someone, you must send a diplomat first. And Admiral I would think up more powerful technologies.
54216
Post by: TheRobotLol
zman111 wrote:I wish to start out allied with the bugs the 2 outcasts of good can work together to defeat the civilized ones!!!!
I'm really not that civilized..
32484
Post by: zman111
Npc empires
dwarves and wood elves,
maby another human empire
53940
Post by: admiral9
zman111 wrote:I wish to start out allied with the bugs the 2 outcasts of good can work together to defeat the civilized ones!!!!
Uum sure but then we will also ally with lol he is a fellow outcast!
32484
Post by: zman111
*claps* YAY!
53940
Post by: admiral9
Uum maybe have everyone state their religion or say they have non.
Like my people worship cthulu a god incarnate.
40392
Post by: thenoobbomb
mine dont worship gods.
32484
Post by: zman111
orcs dont really have a religon, however moral is gonna be really hard to track for me, The leadership position changes, A LOT
54216
Post by: TheRobotLol
Mine worship the 'Spawn of the stars', an unknowable alien intelligence, sealed away in the deep dephs of the world in a mystical golden palace..
53940
Post by: admiral9
TheRobotLol wrote:Mine worship the 'Spawn of the stars', an unknowable alien intelligence, sealed away in the deep dephs of the world in a mystical golden palace..
Sounds like cthulu until he manifested to lead the lhabians.
51344
Post by: BlapBlapBlap
I broke away from the empire because I worship nothing...
51344
Post by: BlapBlapBlap
And I'm reluctant at best to deal with other races diplomatically.
54216
Post by: TheRobotLol
admiral9 wrote:TheRobotLol wrote:Mine worship the 'Spawn of the stars', an unknowable alien intelligence, sealed away in the deep dephs of the world in a mystical golden palace..
Sounds like cthulu until he manifested to lead the lhabians.
Freeeeeaaaaky.
53940
Post by: admiral9
Gonna take a shower be back in a hour.
32484
Post by: zman111
O.o
a whole hour!!!!!
orcsies have no need for cleanlyness.
46915
Post by: Private_Joker
So any suggestions on how the economy should work? I am thinking if you have the correct buildings they produce so much of a tradeable good every turn, say 250 gold for a farmland. So say someone is trading with you and they don't have a farmland. . You gain the 250 dollars selling the food to a nation.
51344
Post by: BlapBlapBlap
Uh...
Just give us a set amount of points for every city we own to spend in a turn, and allow us to place them in different fields, i.e. Tech, Military, Diplomacy, etc...
54216
Post by: TheRobotLol
BlapBlapBlap wrote:Uh...
Just give us a set amount of points for every city we own to spend in a turn, and allow us to place them in different fields, i.e. Tech, Military, Diplomacy, etc...
This.
54216
Post by: TheRobotLol
Oh, and i'l send a crazy ambassador to meet with your leader...
46915
Post by: Private_Joker
Well I was thinking that a University gains points every turn. Maybe placing a Scholar agent in there speeds up the tech rate.
53940
Post by: admiral9
And i'm back.
53940
Post by: admiral9
And i agree with joker on the research part.
54216
Post by: TheRobotLol
Private_Joker wrote:Well I was thinking that a University gains points every turn. Maybe placing a Scholar agent in there speeds up the tech rate.
Sounds good.
46915
Post by: Private_Joker
Okay so a farm produces 10 points of food. 1 point feeds a thousand people. You can sell points. Like this?
51344
Post by: BlapBlapBlap
I guess...
51344
Post by: BlapBlapBlap
Joker, isn't it like 5 in the morning in Aus? Shouldn't you have slept?
53940
Post by: admiral9
Yeah so if you don't have industry but you do have farmlands can you then trade that?
46915
Post by: Private_Joker
And industry produces 10 points of materials, armour, etc. You can sell these points or put them onto units for experience?
54216
Post by: TheRobotLol
Private_Joker wrote:And industry produces 10 points of materials, armour, etc. You can sell these points or put them onto units for experience?
Sounds good.
53940
Post by: admiral9
Yep
But say you want to capture an unoccupied trade province do you still need to fight?
46915
Post by: Private_Joker
Its 2:11am.
46915
Post by: Private_Joker
Well its unoccupied so there is noone to fight.
51344
Post by: BlapBlapBlap
I'd say no. Just say that each one gives points to be spent in different areas, i.e. Food could lead to general stuff and Productivity, whilst Ind can be spent on military, tech and academia for Military units, Tech advancements and Agents.
46915
Post by: Private_Joker
Well any unsold points for farms will be fed into your population. If you have a small population then the left over points from farms turn into cash.
51344
Post by: BlapBlapBlap
Can Cash = Points to spend on Tech, i.e. Productivity increase?
Trade the Tech points with others and the Food Points with yourself. No food trade as in normality it'd be impractical and the food would probably rot.
53940
Post by: admiral9
So food is never traded?
46915
Post by: Private_Joker
Hmmm this points system seems interesting. So there will be 3 points systems: 1) Food produced =10 points> 5 of those points used feeding population of 5000 people> remaining points? 2) Industry produces materials > 7 of thoses points clothes, armours your army of 700 men> remaining points can be stored and traded. 3) University produces 10 points> spend as many points on tech tree as you want and sell the rest if you want Alot of flexibility there. What will be the selling price of these points? Food could be traded later down the technology tree when it is possible. But early stages things like spices, salts, etc can be sold.
51344
Post by: BlapBlapBlap
Something like that, yeah. Maybe part of an alliance allows you to trade food?
46915
Post by: Private_Joker
Well I would say food can be traded anytime and industry can only be traded in an alliance, considering it is for military purposes.
53940
Post by: admiral9
Uum will or will we not use gold allong with this because if we use gold.
food point:10 gold
industry point:50 gold
University point:100 gold
46915
Post by: Private_Joker
Haha, I wonder how complicated we are making this for ourselves.
53940
Post by: admiral9
Not really that complicated i think.
Its a pretty easy system.
51344
Post by: BlapBlapBlap
Too complicated. I'm trying to simplify it...
46915
Post by: Private_Joker
You could also store food, then we have winters and such where food production is down by 50 %. Also need to know how long a turn is, and how many people who die/ are born into the population.
54216
Post by: TheRobotLol
..Ok.
53940
Post by: admiral9
How is that to complicated?
46915
Post by: Private_Joker
Little overboard? Btw is anyone making the map. I can't be stuffed doing it atm so that bonus is still up for grabs.
54216
Post by: TheRobotLol
Little complex, but alright.
53940
Post by: admiral9
Ok maybe i just don't get it whatever.
53940
Post by: admiral9
Private_Joker wrote:You could also store food, then we have winters and such where food production is down by 50 %. Also need to know how long a turn is, and how many people who die/ are born into the population.
I guess a turn would be one season.
And the born/die ratio would really depend on the race.
46915
Post by: Private_Joker
Getting rid of tax system because it makes no sense.
51344
Post by: BlapBlapBlap
I'd think that seasonal turns would be really slow. Make it work in 5 or 10 year long turns.
46915
Post by: Private_Joker
Well each turn only produces 10 points of technology. You need to reach 50 to move on to next level. So 5 turns/50 years.
54216
Post by: TheRobotLol
Sounds fair.
51344
Post by: BlapBlapBlap
You wouldn't ascend levels of technology in just over a year, i.e. going from Victorian to Modern Age.
54216
Post by: TheRobotLol
I was being sarcastic.
53940
Post by: admiral9
Thats why i say make a turn either 1 year or 5 years.
51344
Post by: BlapBlapBlap
TheRobotLol wrote:I was being sarcastic.
And I was being entirely sincere.
Deal.
54216
Post by: TheRobotLol
BlapBlapBlap wrote:TheRobotLol wrote:I was being sarcastic.
And I was being entirely sincere. Deal. Or no deal..
46915
Post by: Private_Joker
1 turn = 10 years
Takes 50 years to ascend technology.
51344
Post by: BlapBlapBlap
Unless you spend it.
It should be depending on cities, i.e. every city/province/whatever produces 2 Tech Points.
46915
Post by: Private_Joker
Every university you build produces 10.
46915
Post by: Private_Joker
So how I am thinking of doing this is having all your templates in the OP listing your treasurey, capitals, etc. And after your turn I will update it so everyone can see it. Only your three policys will be posted, the rest of the information goes into your OP.
53940
Post by: admiral9
OK that would be best.
54216
Post by: TheRobotLol
Indeed.
46915
Post by: Private_Joker
Now hows that map coming along? I am going to bed guys. Admiral is in charge. Just keep discussing it and give ideas tommorow or just drop it for today.
54216
Post by: TheRobotLol
So are we starting when the map's done?
40392
Post by: thenoobbomb
Guess so.
53940
Post by: admiral9
Pretty much yes that and when everyone agrees on the current ruleset.
32484
Post by: zman111
I agree on the rules
54216
Post by: TheRobotLol
As do I.
32484
Post by: zman111
PS: I live once more!
42203
Post by: Lord Magnus
Why are you giving us 5 cities to start? Maybe you should decrease it to 3, because you can't defend them all with the amount of money you gave us.
42203
Post by: Lord Magnus
Aeryelia
Race: Aeryelians are a race based around control of beings. The least powerful Aeryelian could probably take control of a limb, or freeze an enemy's nervous system for a few seconds.
Leader: Raeylia has a commanding presence about her, she is an extremely adept at controlling minds of all but the strongest will.
Population: Elitist - 1500 Government: Council(Elected Oligarchy)
Treasurey: Barter and coins.
Technology Level: Tribal
Description:
Aeryelians a race based around control of beings. The least powerful Aeryelian could probably take control of a limb, or freeze an enemy's nervous system for a few seconds. They appear as blue humanoids, with a slight build, but they are flexible and quick, and generally docile though their skills are effective in war. They hunt with great effciency, by freezing their prey, making it easy to kill. They worship a goddess of life and control, which teaches them that there should be a balance in all things. While physically frail, Aeryelians are skilled with weapons, mainly used for defense until they can immoblize their enemies, though there are exceptions to this. They have a caste system in which them are born,
The Yarnak are the most bulky and powerful, making the best warriors, though their powers only work at a short range. Physically stronger than all others of their species, these are the typical soldier of their nation, and also defenders in time of war.
The Anyure are a type which can project their powers at long range, in the form of a blueish missile, which follows its target until it hits an obstacle, is blocked by an object, or disipates after a certain distance, these are the most intellectual Aeryelians,Wise advisors and scientests, although all are extremely intelligent.
Hanyare are the average citizen Aeryelian, rather than using their powers offensively, They control their own bodies to keep energy working longer, using their mind to continue working their body. This allows them to produce much more quickly, and to work almost around the clock in times of need.
Rayorne are the final caste of Aeryelia, They are arguably the most dead of all Aeryelians, their focus is on speed and stealth, they can kill extremely quickly at close range by disabling organs, and by other methods, over long range these powers decrease. The skin of the Raynore blends with its suroundings, increasing camoflauge and allowing them to sneak up on their foes. These individuals lead the hunting parties of Yarnak, and those with a pure bloodline are extremely powerful and fast. The downside to these are the birth rate, long ago when the castes were at war, they were brought together by the Anyure, as a protection against betrayal, the Anyure implanted a disease in the Raynore, which is passed down, and causes three fourths of their females to be infertile.
All Aeryelians possess long lives, and believe that they are a powerful force to be reckoned with.
Crossbreeds of Castes may be bred as well, typically for military purposes.
Military:
Militia: Just the Hanyare equipped for combat, and taught how to disable bodily functions, which is all that is within their capability
Ranged Infantry: These are recruited from the powerful Anyure, They are dedicated to long range disabling of their enemies, Whatever enemies their blasts do not finish are executed by the Yarnak infantry, as they are paralyzed.
Basic Melee Infantry: Yarnak infantry armed with spears and shields, and trained to immobilize enemies before finishing with spears. Narshi, the unit leaders, are sometimes capable of higher feats of controlling mastery.
Elite Infantry: Raynore, supported by Elite Yarnak guards, they are slow moving, but they are a solid block of nearly unbreakable infantry, ranged Raynore covered by Yarnak with large shields.
Artillery: In special cases, Anyure are born with a gene that releases energy in a wave, and can sometimes be troublesome to the Aeryelians around them, these, however, can be trained to direct their force in a bolt, which can paralyze or kill targets in a given area. The overloaded Anyure are perfect for this job, and can often project farther than their more common counterparts.
Light Cavalry: The Aeryelian Light Cavalry consists of units of Raynore/Anyure which ride Harnashik (A type of large lizard, simialar in size to a horse, but with behaviors closer to wolves). These units employ medium range shooting to harass and kill targets, before moving away quickly, they are excellent at quick hit and run missions.
Heavy Cavalry: The Heavy Cavalry of the Aeryelians consists of Yarnak/Raynore crossbreeds, they are extremely powerful controllers at close range, and are heavily armed with spears and large shield. They ride large lizards with Rhinocerous like features, and can grind up against nearly every foe in prolonged combat.
Cities and spending yet to be determined.
56096
Post by: bouseherb
so is there still time to join?
46915
Post by: Private_Joker
We were already kinda full when Zman joined. So Magnus you are the very last, you can ally with Empire and High Elves if you want to. Sorry Bouseherb. Going to make a few more tweaks. Armies can only leave a garrison under the command of a general. This just makes it easier to keep track of all your units. So when I make the turn template you will have a list of garrisons, and a list of generals leading what units and where. I also need to know where you want to be on the map on page 9. Also Blap may I suggest that you pick a bigger area of land, mainly because I can't fit al your capitals on there. Otherwise if someones invades your region they can jump straight to sieging one of your capitals rather than having to travel there.
40392
Post by: thenoobbomb
Allies?
Yaaaaaaaaaaaaaaaaaay!
46915
Post by: Private_Joker
What I have got so far is Orcs in the eastern territory, Empire in the Northern wilderness, rebels on the island kingdom at the top, Elves under the sea of despair and Bugs in the southwinds.
54216
Post by: TheRobotLol
And I'm in the Baalgor wastelands.
46915
Post by: Private_Joker
Thats a bit small... how about the western badlands- Ruins of the empire? That way if I put magnus in the Vin Sloth jungles we will be in a big circle, all fighting for the middle.
54216
Post by: TheRobotLol
Sounds good.
51344
Post by: BlapBlapBlap
Then I shall take the Island of Lopan. Care putting the map in the OP, Joker?
46915
Post by: Private_Joker
What color do you want? Red, green, black, brown and a purpley- blue colour are taken. Blap you are fine where you are on the island at the top. You just have special rules.
54216
Post by: TheRobotLol
Red for me.
46915
Post by: Private_Joker
Errr red is taken.... and Magnus is getting blue. Blap the map isn't finished yet, I still have to put all the capitals on. I'm thinking of just using symbols like a windmill for farmland, castle for barracks, etc.
54216
Post by: TheRobotLol
Brown.
Or is that also taken?
51344
Post by: BlapBlapBlap
What colour am I? Red?
I wanna be red... Cause I'm gonna be a pirate...
46915
Post by: Private_Joker
No you are black.
Robot how about a nice silver color?
54216
Post by: TheRobotLol
Ok.
42203
Post by: Lord Magnus
I am pretty excited about this, though I think we should start with 1 captiol that can have 2-3 of those city types, and 2 major cities which have 1-2
46915
Post by: Private_Joker
Too complicated. Just easier with capitals that do one thing. So NPC nation's can be traded with, allied with and taken over. I need a few ideas. So far I've got Dwarves and Wood Elves.
42203
Post by: Lord Magnus
Private_Joker wrote:Too complicated. Just easier with capitols that do one thing.
But there is only 1 capitol in a country, it would be pretty simple to have Capital: 1-3 bonuses, City:1-2 bonuses, Settlement/Colony 0-1 bonus. There is only 1 Capitol in a country, then there are cities, and then small towns or forts, which are settlements.
46915
Post by: Private_Joker
Well lets just say they are capitals of their choosen profession. Capitals of Farming, Capitals of industry, etc. Update on NPC's. We have Zilu Slave Traders, Wood Elves, Dwarves, Ogres, Highland Clans, Goblin Traders, Sea Raiders, Giants, Spice Lords, Brothers of the Crusade, and the Under Nests (Rat like people)
56096
Post by: bouseherb
o well  but ill contiue on and if any of ya guys need help just let me know
53940
Post by: admiral9
I'm back and can i take turqoase?
46915
Post by: Private_Joker
No admiral you got brown... for brown ants... or something.
40392
Post by: thenoobbomb
Let me do shiny gold or something like that.
53940
Post by: admiral9
Cool. perfect.
my lhabians will devour you!
40392
Post by: thenoobbomb
How terribly inconvenient.
Go back to your Manta on schiphol, bugger!
53940
Post by: admiral9
And ill fly it straight to your house. Which actually would be less then 30 minutes because of the fact that you live in the same country.
40392
Post by: thenoobbomb
But were?
53940
Post by: admiral9
Well now you're from the US.
Damn you and your multinationality!
40392
Post by: thenoobbomb
Heh, I like proxy sites
Or teleporters.
I let you choose wich one it is.
53940
Post by: admiral9
I choose both!
40392
Post by: thenoobbomb
Maybe Ill teleport my proxy site to Australia
32484
Post by: zman111
ORCS SAY BOTH
Ps: hows the tech system gonna work, all points into one big tech upgrade or you buy little upgrades iincrementaly that add up to the next set of techs (cause I have 6 different techs for me to reserch every age up to the victorian age)
you just spend your 50 points to tech up
you spend points in several reserches wich allow you to tech up then after
you buy all 6 reserches (maby more later)
EXAMPLE: Bronze age for me
-Bronze development: discovery and reserch with bronze allows bronze weapons (they make solder more killy)
-Bronze refinement: continued working with bronze pushes it to its limits and allows bronze armor (armor makes solder harder to kill)
-Sea travel: allows contruction of sturdier boats that can travel upon open water
-Arrow mass production: develop better arrowmaking methods allowing for cheeper archer squads
-Ogre training: develops training methods designed for the few bands of ogres that live in the orcish lands (lets orcs train ogres for a cost)
-Flaming Boulders: Develops methods for making the boulders fired by catapults more deadly than before
(these would all be like 10 pt upgrades and you would get the next set unlocked after reserching them all)
46915
Post by: Private_Joker
No, you have to reach 50 tech points in order to unlock the next level.
Map will be up soon.
53940
Post by: admiral9
I also PM'ed some examples of research to joker.
53940
Post by: admiral9
Here are some techs i had in mind for bronze age.
tech1: borrowing glands? allows the basic soldiers to dig through the hives and ambush the enemy forces will give them a bonus on the defensive.
tech2: scything claws (i know a nid upgrade) makes them stronger in melee.
tech3: enhanced carapace increases their armour.
tech4: adrenaline boosters injects huge amounts of adrenaline to make it fight faster and harder into the warriors blood stream. Enhances offensive capability
46915
Post by: Private_Joker
This was a major pain in the butt to get it to work on here.
46915
Post by: Private_Joker
Can anyone see it, because I can't...
53940
Post by: admiral9
Awesome i am of the infested lands! And that name really really fits. And yes i can see it.
42203
Post by: Lord Magnus
Put the beautiful map in the OP.
53940
Post by: admiral9
Well mister elf we are neighbours.
53940
Post by: admiral9
Wait are those mountains also mine?
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Post by: Private_Joker
The map will go in the main thread when I get the game running.
Because I can't put capitals on there lets just say if someone invades your region any capital can be sieged. Sound fair?
53940
Post by: admiral9
Sure.
42203
Post by: Lord Magnus
If we did Capitol/City/Settlement you could be forced to capture them in least to greatest order.
46915
Post by: Private_Joker
Or we could just give things like barracks and citys defensive bonus' to deter people.
42203
Post by: Lord Magnus
That is a good idea.
I still say you let us have 1 captiol city of our nation which can have 2 parts.
53940
Post by: admiral9
Zman111 dude we are neighbours we can make a alliance and crush the elves!
54216
Post by: TheRobotLol
Yay, Keepers of the dead! Oooh, I have an island as well.
53940
Post by: admiral9
Dude look at my land ''The infested lands!''
And robot if we also ally you we can completely surround the elves!
40392
Post by: thenoobbomb
Im prepared to get rushed.
time to call my old buddy Herobrine.
53940
Post by: admiral9
Well its 90% gonna be 3v1 maybe if you can get the empire on your side 3v2 so we are probably gonna win.
54216
Post by: TheRobotLol
admiral9 wrote:Dude look at my land ''The infested lands!''
And robot if we also ally you we can completely surround the elves!
No survivors..
40392
Post by: thenoobbomb
I wont get rushed immediate...
53940
Post by: admiral9
I mean you attack from the north attack, along with the orks i from the west they can either go injto the sea or die.
53940
Post by: admiral9
Pssst joker i give you 20 gold let us rush the elves.
46915
Post by: Private_Joker
No rushing... Not for 2 turns anyway.
I am working on the gaming mechanics ( OP template and turn template).
46915
Post by: Private_Joker
Alright here is how your template will look: Player: Private_Joker Country: Gorrothgar Current Leader: Grom Harrack Current Alliances: None Population: 2500 Current Technology Points: 0 Tribal + 10 (University) = 10 Tribal Current Farming points: 0 + 5 (farmland) - 3 (feeding population) = 2 Current Industry points: 0 + 10 (Industry) - 2 (supplying army) = 8 Current Happiness: 100 - 5 (Industry) - 5 (University) + 5 (Farms) + 5 (City) = 100 Current Treasury: 2000 Capitals: 1- Name: Warriors lodge Type: Barracks ..............................................Garrison: 50 (4) Warriors of Line 2- Name: City of Scribes Type: Traders & Banking..............................Garrison: 70 (2) Landwehr 3- Name. Herder clans Type: Farmland- Garrison:.............................Garrison: 70 (2) Landwehr 4- Name: Forge Mountain Type: Industry Garrison:.............................Garrison: 70 (2)landwehr 5- Name: Valley of Knowledge Type: University ..................................Garrison: 70 (2) Landwehr .................................................................................................................Mobile Units: None....................................Location: None Descriptions: 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 70.................A 2 Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................ 50....................4 Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30.................... 5 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.....................9 Technology Costs: Balanced Farms: Produces 5 points- 1 point feeds 1000 people Industry: Produces 5 points- 1 points supplys 100 troops University: Produces 10 points- 50 points to level up Edit: woops pressed submit early. Still a work in progress.I will just keep pressing submit to give you guys sneak peaks.
51344
Post by: BlapBlapBlap
Dammit Joker, Y U SO CRUEL TO ME?
Coward's Rock?
56096
Post by: bouseherb
nice map gj
46915
Post by: Private_Joker
Bouse would you like a GM's position, maybe Map Scribe? Admiral is already the substitute. I feel like your being left out. Instead You could take one of the nations on the map?
51344
Post by: BlapBlapBlap
Uh, Joker? Care to add all of our stuff to the OP and make it a bit clearer?
Also, the implications on morale seem a little mundane. You need to make it something like -15 for a Uni, perhaps.
46915
Post by: Private_Joker
Well since I have farms and a city it evens out. If I engage in war and stuff it will drop.
53940
Post by: admiral9
Joker how will elites be represented? Like my Cthulu guard are heavily armored spear equipped elites but they are expensive and slow so lets say i have 10 cthulu guard versus 40 basic troops how will that be resolved?
53940
Post by: admiral9
Well the crusaders would be cool for you bouse.
46915
Post by: Private_Joker
Depends what the 40 is made of. Horde? Balanced?
51344
Post by: BlapBlapBlap
I'm gonna get crusaded against, aren't I?
46915
Post by: Private_Joker
Well you are a heretic.
46915
Post by: Private_Joker
I placed it in the OP so you can keep track of it.
53940
Post by: admiral9
Lets say horde.
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Post by: Private_Joker
Then 10 elitists would obliterate 40 Horde.
53940
Post by: admiral9
And if they where balanced? Oh and are you gonna decide the garrisons of the cities or do we do that our selfs?
46915
Post by: Private_Joker
Alright how should we group units? If they come together do we combine their ability together? Each capital will get 1 unit of militia. Barracks instead get 1 basic and Secret get 1 Elite.
51344
Post by: BlapBlapBlap
I have no militia.
42203
Post by: Lord Magnus
Wait, how do you have a full treasury if you paid for your capitols?
56096
Post by: bouseherb
GM's positionMap Scribe Instead take one of the nations on the map
what would i have to do for each of these jobs just to clarify things for me a bit.
46915
Post by: Private_Joker
Bouse do you want a GM position and a Nation? Just roll with it Magnus. Get some militia Blap. Is everyone happy with the combining units idea? If you want to split the numbers up you have split the ability as well.
51344
Post by: BlapBlapBlap
But my people have no militia, since there isn't enough people to source it.
46915
Post by: Private_Joker
Fine you get no militia. But your towns will suffer even more morale from no garrison.
53940
Post by: admiral9
So 3 gm's actually that can work.
we have one in america one in europe and one in australia i think that covers everyone.
53940
Post by: admiral9
And my militia uum basic worker ants because basic troopers are the warrior drones so militia will be i think normal troops.
46915
Post by: Private_Joker
The GM's need to learn all the rules and be free of corrupt rulings even though there nation is at stake. I got rid of worker units.
53940
Post by: admiral9
I know all the rules you have made until now.
46915
Post by: Private_Joker
Haha, and they are still changing.... I am also getting rid of upkeep costs. Industry points supply the army.
53940
Post by: admiral9
Thats why i am still scared. xD
But i can keep up on a pretty good pace. I think only one thing
next week from Thursday to Wednesday. I will not be online because of important tests.
46915
Post by: Private_Joker
And on the 2nd of July I am permenantly leaving Dakka.
53940
Post by: admiral9
Why?!
54216
Post by: TheRobotLol
Why?
46915
Post by: Private_Joker
Military.
53940
Post by: admiral9
Ah joining the army so you won't be seen on the internet ever again?
46915
Post by: Private_Joker
Ever.... Never know, I may come back. So anyway the farming and industry points should be different for each race. Type...................................Farms.........................Industry Horde...............................10...................................5 Balanced..........................6....................................3 Elitists...............................3................................... 1
53940
Post by: admiral9
So me and bouse take the rpg over when you leave?
56096
Post by: bouseherb
i would like that so do i just make sure everyones following the rules and not cheating?
46915
Post by: Private_Joker
Well I shall run it for now. I will pick someone who displays the best sense of knowledge and time on their hands. Until then you two shall do.
51344
Post by: BlapBlapBlap
Why are elitists so unproductive?
51344
Post by: BlapBlapBlap
Private_Joker wrote:Well I shall run it for now. I will pick someone who displays the best sense of knowledge and time on their hands. Until then you two shall do.
I'd volunteer, but I need some more experience with it.
46915
Post by: Private_Joker
Fewer units and population, less need and ability for production.
54216
Post by: TheRobotLol
Ah the joys of being a medium force..
46915
Post by: Private_Joker
Then again we will probably be pillaged and raped by their overpowered units.
51344
Post by: BlapBlapBlap
Private_Joker wrote:Fewer units, less need for production.
Well, they have better technology and skills as an advantage, so I'd keep it about the same for all of them. Plus you get some master craftsmen, rather than mass production.
54216
Post by: TheRobotLol
Private_Joker wrote:Then again we will probably be pillaged and raped by their overpowered units.
Huzzah!
51344
Post by: BlapBlapBlap
TheRobotLol wrote:Private_Joker wrote:Then again we will probably be pillaged and raped by their overpowered units.
Huzzah!
But throw enough meat into the grinder and it will stop...
53940
Post by: admiral9
Soo how about me? I have a small group of elitists who control a larger horde.
51344
Post by: BlapBlapBlap
You, Admiral, are the person who breaks the system in it's entirety.
46915
Post by: Private_Joker
I'm trying to balance it out now in the OP.
53940
Post by: admiral9
BlapBlapBlap wrote:You, Admiral, are the person who breaks the system in it's entirety.
Its my profession
Like you have plotholes i have the ability to render all rules and systems worthless.
42203
Post by: Lord Magnus
admiral9 wrote:Soo how about me? I have a small group of elitists who control a larger horde.
Balanced group?
51344
Post by: BlapBlapBlap
DEATH TO ORDER! Hmm, I'm probably going to have a regular rotation of leaders, leading to far lower morale. Y'know, this nation sounds a bit like Commorragh...
53940
Post by: admiral9
Yeah balanced would fit it i think.
46915
Post by: Private_Joker
Alright is everyone happy on the rules? What I need now is for you all to refurbish a second copy of your original templates using my example.
53940
Post by: admiral9
Oh and i will only have Cthulu he will never be replaced!
46915
Post by: Private_Joker
Unless someone assasinates him.
51344
Post by: BlapBlapBlap
Yeah, my nation is practically all piracy and crime...
And I'll fill it out...
53940
Post by: admiral9
I mean The Cthulu!
Not soe cthulu impersonator.
46915
Post by: Private_Joker
No God units admiral.
53940
Post by: admiral9
Although i can also do that its nobility leaders from either yeshyam or nardui maybe that will add some intrigue.
53940
Post by: admiral9
Oh and i was planning on adding some faction fluff.
46915
Post by: Private_Joker
So what should the birth rate be per turn?
53940
Post by: admiral9
Uum an average of 1000-2000 per year.
and death rate would be around 500-1000.
46915
Post by: Private_Joker
Alright I re-introduced taxes.
54216
Post by: TheRobotLol
Like this? Country: Salenul Race: Straeki Leader: Spawn of the stars Population: Balanced-2500 Treasurey: 2000 Tax level- Technology Level: Tribal Currency - Dasuk 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. Government - totalitarian People - militant Army: [YET TO BE DETIRMINED] Morale: 100/100 (Below 50 = riots. Below 10 = rebellion). 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 Salenul (Straeki)- Rebels, Bugs Costs: These are yet to be determined. For now the unt costs and structures will look like this: Units: 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 Balanced Number (N) Ability (A) Ghouls (Militia) - Cost 50 gold - up keep is 2 gold a turn...........................................(N) 70.................(A) 2 Rack-ghouls (Basic infantry) - Cost 100 gold- up keep is 4 gold per turn.....................50.......................4 Blackhoods (Ranged- Cost 150 gold- up keep is 5 gold per turn...................................30...................... 5 Blackhood elite (Elites)- Cost 200 gold- up keep is 10 gold per turn..............................20..................... 6 NONE YET (Artillery)- Cost 250 gold- up keep is 12 gold per turn....................................2........................5 Spawn riders (Light Cavalry)- Cost is 250 gold- up keep is 15 gold per turn.................20.....................7 Nihilus knights (Heavy Cavalry)- Cost is 350 gold- up keep is 20 gold per turn............15.....................9 These are the military units for now. Agents will be costed differently. Ambassador to the lord (Diplomat): 350 gold Blackhood nightcreeper (Spy): 450 gold Blackhood bloodstalker (Assassin): 600 gold Chosen of the larva (Generals): 600 gold
53940
Post by: admiral9
I think so.
46915
Post by: Private_Joker
Not quite.
53940
Post by: admiral9
What needs to be added more?
Or are you gonna choose the numbers?
54216
Post by: TheRobotLol
Turn: 1
Player: TheRobotLol
Country: Salenul
Current Leader: Spawn of the stars
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: Utul........................ .......Type: Barracks .............................Garrison: 100 Rack-ghouls
2- Name: Abia................................Type: city.............Garrison: ............................................................................ 70 Ghouls
3- Name. Arcon............... ..............Type: Farmland- Garrison:.........Garrison: .............................................................................. 70 Ghouls
4- Name: Terros........................... Type: Industry Garrison:..............Garrison: .............................................................................. 70 ghouls
5- Name: Thygul........................... Type: University ...........................Garrison: ................................................................... 70 ghouls + 1 Diplomat
........................................................................................................Mobile Units:........................................................................... 0..................................................Location: None
..............................................................................................................................................................................................Total: 400
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.
Government - totalitarian
People - militant
Units:
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.
Number (N) Ability (A)
Ghouls (Militia) - Cost 60 gold - up keep is 2 gold a turn...........................................(N) 70.................(A) 2
Rack-ghouls (Basic infantry) - Cost 100 gold- up keep is 4 gold per turn.....................50.......................4
Blackhoods (Ranged- Cost 150 gold- up keep is 5 gold per turn...................................30...................... 5
Blackhood elite (Elites)- Cost 200 gold- up keep is 10 gold per turn..............................20..................... 6
NONE YET (Artillery)- Cost 270 gold- up keep is 12 gold per turn....................................2........................6
Spawn riders (Light Cavalry)- Cost is 250 gold- up keep is 15 gold per turn.................20.....................7
Nihilus knights (Heavy Cavalry)- Cost is 350 gold- up keep is 20 gold per turn............15.....................9
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
Technology Costs: Balanced
Farms: Produces 5 points- 1 point feeds 1000 people
Industry: Produces 5 points- 1 points supplys 100 troops
University: Produces 10 points- 50 points to level up
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Post by: Private_Joker
Some of the numbers have been changed such as units etc. Plus the template order is wrong. Sorry use the turn template in the 2nd spoiler!
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Post by: BlapBlapBlap
Please do not circumvent our word filter. Thanks. Manchu Taxes are awful. Anyway, this is what I have so far: Country: Fade Race: Rebellion Leader: Enter your leader's name here Population: 1500 Treasurey: You will start with 2000 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. 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. Name: The Murderpeaks Type: Barracks- This province trains people from your population into for your army -Garrison: 1 Stalker Marksmen company Name: The Southern Dunes Type: University- This will increase technology level but decrease your morale due to strain on cultural tradition -Garrison: 1 Stalker Marksmen company - You may also produce agents such as diplomats, spies and generals at a cost. Name: The Great Plains Type: Villages - Villages house your people and increases your population and morale -Garrison: 1 Stalker Marksmen company Name: The Black Marshes Type: Farmland- This produces food -Garrison: 1 Stalker Marksmen company Name: The Eastern Lands Type: Industry- This can be used to gain a better army and increase production in your other capitals. Build workers here - Garrison: 1 Stalker Marksmen company Militia: N/A - Not enough numbers Basic Infantry: Pirate Band (Ruthless murderers one and all, the pirates of Fade have plagued the world, pillaging it mercilessly. Armed with all sorts of hand weapons. Lightly armoured, but very killy.) Ranged infantry: Stalker Marksmen (Black powder weaponry. Powerful at range but weak in combat, and poorly armoured, but very good at mobility.) Elite Units: Rebel Engineer Cult (Armed with what is basically blunt cutlasses and small pistols. Lightly armoured. Help keep weaponry and vehicles working throughout the army) Artillery (advances into cannons, howitzers): N/A - The people of Fade are best suited to lightning salvos from handguns and the quickness of a well made rapier. Artillery is impractical at best, and a hinderance at worst. Light Cavalary (this may advance into transports): N/A at this time Heavy Cavalary (advances into tanks): N/A at this time Mobilized Military: 1x Rebel Engineer Cult, 2x Stalker Marksmen Companies, 3x Pirate Marksmen This is only a general outline of the template for you to follow and may be subject to change. This will be Pm'd to the GM (game master) when it is your turn. Costs: These are yet to be determined. For now the unt costs and structures will look like this: 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....................6 Ranged- Cost 150 gold- up keep is 5 gold per turn......................................20....................7 Elites- Cost 200 gold- up keep is 10 gold per turn........................................15....................8 Artillery- Cost 250 gold- up keep is 12 gold per turn......................................1......................7 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....................10 These are the military units for now. Agents will be costed differently. Diplomat: 350 gold Spy: 450 gold Assassin: 600 gold Generals: 600 gold Current Treasury: 450
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Post by: Private_Joker
I kind meant redo it using the new template. The one being in the second spoiler.
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Post by: BlapBlapBlap
That makes absolutely no sense whatsoever.
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Post by: thenoobbomb
Why does every1 wanna rush me?
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Post by: BlapBlapBlap
thenoobbomb wrote:Why does every1 wanna rush me?
Because the Elves are lacking in the same awesomeness as Pirates.
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Post by: Private_Joker
In the OP of this thread. Re-write your information into the format of the template in the second spoiler.
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Post by: BlapBlapBlap
IT STILL MAKES NO SENSE!
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Post by: Private_Joker
How....?
Look on page 1. It's there.
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Post by: admiral9
Turn: 1
Player: admiral9
Country: Lhabians
Current Leader: Cthulu
Current Alliances: None (possible orks or streaki)
Trading Partners: None (possible orks or streaki)
Population: 2500 + 100 (City) + 200 (Births) - 300 (Deaths) = 2500
Current Technology Points: 0 Tribal= 0 Tribal
Current Farming points: 0 + 5 (farmland) - 3 (feeding population) = 2
Current Industry points: 5- 4 (supplying army) = 1
Current Morale: 100 -5(industry) + 5 (Farms) + 5 (City) = 110
Current Treasury: 2000 - 50 (Warriors) - 380 (Upkeep) + 500 (Taxes) = 2020
Capitals:
1- Name: spawning hive.... .......Type: City .............................Garrison: ..................................................................................70 drones
2- Name: hive hashur.............Type: Barracks.............Garrison: .................................................................................. 100 warrior drones
3- Name. beetle colonies............... Type: Farmland- Garrison:.........Garrison: ................................................................................... 70 drones
4- Name: drone hives.......... Type: Industry Garrison:..............Garrison: ................................................................................... 70 drones
5- Name: Cthulu hive.. Type: Special ...........................Garrison: .................................................................................... 20 Cthulu guard
..................................................................................................................Mobile Units:...............................................................................0..................................................Location: None
.............................................................................................................................................................................................................Total: 380
Descriptions:
Faction:
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.
Units:
Basic infantry: 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)
Militia: drones (basic workers armed with crafting tools
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)
Unit Costs: Balanced
Number (N) Ability (A)
Militia- Cost 50 gold.......................................N 210.................A 2
Basic Infantry- Cost 75 gold...........................100....................4
Ranged- Cost 175 gold....................................0.................... 6
Elites- Cost 350 gold ...................................... 20.................... 8
Artillery- Cost 500 gold......................................0......................12
Light Cavalry- Cost is 200 gold.......................0....................6
Heavy Cavalry- Cost is 300 gold....................0.....................10
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
Technology Costs: Balanced
Farms: Produces 5 points- 1 point feeds 1000 people
Industry: Produces 5 points- 1 points supplys 100 troops
University: Produces 10 points- 50 points to level up
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Post by: admiral9
Done and i know the artillery is horribly overpowered but i also made it horribly overcosted. It represents the rarity of a centipede artillery piece. And some units are cheaper and some are more expensive.
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Post by: Private_Joker
Seem fair?
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.
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Post by: admiral9
I say yes. And is mine good to?
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