zman111 wrote:can i still join in?
Country: Orckin Nation
Race: orcs
Leader: Grol-Nintro
Population: [undetermined]
Government: monarchy (that changes hands on almost a weekly basis)
Treasurey: 2000 gold peices
Technology Level: Tribal
Description: The orcs are a primarily nomadic people who tend to be very agressive when it comes to anything at all. their few perminant settlements are large expansive and very heavily defended
Army: 5 orc warrior hordes
Morale: orcs are fighting eachother FAR to often to accurately track this
Capitals:Each is defended by 1 orc archer horde and 1 orc militia horde
barracks: Orcalla
university:Higgrus
city: Bentitolas
secret: Jentok Keep (this mighty citadel, the centerpeice of the orcish lands is large and impressive enough to gather orcs from all around, as a result 1 orc warrior horde will join me per turn)
industrial: Gundbush
Militia: Combat Laborer: orc laborers that have taken up arms to defend their places of work and their homes.
Basic melee Infantry: Orc warrior: these warriors come in huge numbers and usually carry a mix of spears and swords
Ranged infantry: Marauders: orcs that use scavenged bows to defeat their foes
Elite Units: Bezerker- A large orc with a deadly spiked mace to kill his foes
Artillery (advances into cannons, howitzers): Catapult- it throws rocks sometimes soaked in oil and set ablaze
Light Cavalary (this may advance into transports): Beastriders- these are orcs riding the tamed beasts of the flatlands they live in
Heavy Cavalary (advances into tanks): Armored beastrider: orc bezerkers that ride around on armored beasts of the flatlandPersonal note to myself
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............................ 40....................3
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30....................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...................... 3
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.....................20.....................8
Turn: (SHEET)
Player: Zman
Country: Orckin Nation
Current Leader: Grol-Nintro
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 + 0?
Current Industry points: 0 + 5
Current Morale: 100 (do I have to keep track of this, orcs are ALWAYS fighting with one another over whos in charge unless being threatend by an outside power)
Current Treasury: 2000
Capitals:
barracks: Orcalla (1 basic mele trooper squad)
university:Higgrus (militia squad)
city: Bentitolas (milita squad)
secret: Jentok Keep (this mighty citadel, the centerpeice of the orcish lands is large and impressive enough to gather orcs from all around, as a result 1 orc warrior horde will join me per turn) (Berzerker squad)
industrial: Gundbush (militia squad)
Descriptions:
Faction:
Units:
Militia: Combat Laborer: orc laborers that have taken up arms to defend their places of work and their homes
Basic melee Infantry: Orc warrior: these warriors come in huge numbers and usually carry a mix of spears and swords
Ranged infantry: Marauders: orcs that use scavenged bows to defeat their foes
Elite Units: Bezerker- A large orc with a deadly spiked mace to kill his foes
Artillery (advances into cannons, howitzers): Catapult- it throws rocks sometimes soaked in oil and set ablaze
Light Cavalary (this may advance into transports): Beastriders- these are orcs riding the tamed beasts of the flatlands they live in
Heavy Cavalary (advances into tanks): Armored beastrider: orc bezerkers that ride around on armored beasts of the flatland
Costs: Horde
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............................ 40....................3
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30....................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...................... 3
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.....................20.....................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.