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Rise of Empires

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File: map.png (30KB, 1550x869px) Image search: [Google]
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RISE OF EMPIRES

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After fifteen years of war between the Iderion Republic and the Yarzongonian Empire both nations have finally settled for an uneasy ceasefire, licking their wounds after a long and bloody conflict.
But who knows how long this feeble peace will last, for both nations are yet again slowly building up their war economy and creating new armies.

Quite recently, the petty tribes and kingdoms in the southern Zalarian Delta have united under one banner, realizing that preying eyes look to the west.
The Free Cities remain uneasy, they had not been forced to join sides in the past conflict, but that may soon change in wars to come.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

>Take control of one of the factions and send their people to victory; take control of the Iderion Republic, which people broke free from the Yarzongonian Empire twentyfive years ago and who value their freedom above all else.
>Or lead the Yarzongonian Armies yet again to the northern territories, to claim the territories which rightfully belong to them and to cleanse the unworthy for once and for ever.
>Or send one of the Free Citystates to glory and create an empire of your own. Or just maybe you have great plans for the young Zalarian Kingdom and wish to claim more lands for their people.

Trade, go to war, expand your empire, form alliances and explore the unknown territories.

>This is the first time I do this so everything is WiP so to speak, changes and additions will be made. Open for comments, remarks etc.

Main Factions:

Iderion Republic

Yarzongonian Empire

Kingdom of Zalartis


Free Citystates of:

Qhesh'am
>Sout-West

Vastuul
>North-West

Khalatrix
>Sout-East

Drontan
>North-East

World:
- Mountains (brown) obstruct vision and are impassable.
- Rivers and small bodies of water are crossable with Boats*.
- Oceans and/or large bodies of water are crossable with Vessels*.
*Construction of Boats takes 1 turn.
*Construction of Vessels takes 2 turns and you require atleast 8 regions.
*Boats are presented by a dot on the world map, Vessels are presented by a larger dot.
*Boats cannot cross Oceans however they can follow the shoreline.
*OP decides what a large or small body of water is.
*Armies are presented as diamonds.

Turns:
- Each turn (year) a nation can decide to do 1 out of 3 main things:
1. Expand empire by claiming a region or attacking other nation.
2. Start construction on a Boat or a Vessel.
3. Start construction on army components.
- Each turn a nation can always do the following things:
1. Move their Boats/Vessels.
2. Mobilize trained armies.
3. Set a Capitol.
4. Create an Alliance.
5. Make trade agreements.
6. Move armies.
>>
File: ResMap2.png (27KB, 1550x869px) Image search: [Google]
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Resources:
- There are 5 main resources:
1. Food (F)
2. Wood (W)
3. Metal (M)
4. Gold/Wealth (G)
5. Manpower (MP)

- Every standard tile when conquered gives:
+10 food
+5 wood
+2 metal
+10 gold
+1 manpower
3 legion capacity
- There are 3 different bonusses a tile can have:
Sea/lake tile; the tile is bordering a sea or a lake.
+5 food
+2 gold

- River tile; the tile is bordering a river.
+5 food
+5 gold

- Mountain tile; the tile is bordering a mountain.
+5 metal

- Forest tile; the tile is not bordered by any of the above.
+5 wood

Empire:
- You can claim up to 4 regions per turn.
Rolling 00 grants 0 regions.
Rolling 01-33 grants maximum 1 region.
Rolling 34-66 grants maximum 2 regions.
Rolling 67-98 grants maximum 3 regions.
Rolling 99 grants maximum 4 regions.
- Boats can Colonize 2 regions, after that the Boat is depleted.
- Vessels can Colonize 2 regions, after that the Ship is depleted.
- If you decide to claim land through a Boat/Ship (colonize) your maximum expansion is that respective region, no matter if your roll is for 2 or 3 regions.
(Thus if your roll is 56, and you wish to expand with a Boat, you can only claim one region that turn; the region the Boat colonizes. But if you decide to just expand, you claim 2 regions.)
- When you have 10 regions you can set 1 region as your Capitol*.
*A Capitol gives +25 extra gold for the tile and +3 gold for all surrounding tiles but sets all other resources in yhe tile to 0.
*A Capitol tile has a legion capacity of 6 and gives +1 legion capacity to its surrounding tiles.
Once a Capitol has been captured by an enemy, you can not set a new one. You can only (try to) retake it.
- Nations can create an alliance for a price of 60 gold per member. If a new member joins all old members must pay 60 gold again.
- If you are part of an Alliance you can trade/give Boats/Ships and regions with/to eachother.
- If you are part of an Alliance you can create trade agreements considering resources.
You can not trade your Capitol Region nor its adjacent regions.
- Resetting a new Capitol is possible after 8 turns. Your old Capitol Region will return into a normal region and its adjecent regions aswell.

>In the map white, blue, green and purple tiles have respectively 0,1,2 and 3 bonus factors.
>>
File: 1464809489238.jpg (492KB, 1920x1080px) Image search: [Google]
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War:
- A nation can create 3 different kinds of army legions.
- Each army legion is worth 1 Army Power, if combined with multiple kinds of legions the Army Power increases with 1 point per legion:
For example: an army with Swords, Spears and Cavalry will have each legion be worth 3 AP, while an army of only Swords will have its legions only be worth 1 AP.

1. Swords legion
Recruitment:
25 gold
5 metal
1 manpower
Upkeep:
10 gold
10 food

2. Spears legion
Recruitment
25 gold
5 wood
5 metal
1 manpower
Upkeep:
10 gold
10 food

3. Cavalry legion
Recruitment:
40 gold
7 metal
5 wood
2 manpower
Upkeep:
15 gold
20 food

- Army legions must first be trained, after training a nation can decide to Mobilize* the forces in order to use them for war.
*Mobilized forces gain upkeep.
*Each conquered tile has a maximum capacity of 3 Unmobilized legions.
- There are 2 different kinds of battles: Field Battles and Sieges.
- When battling the attacker and defender do a Roll. Attacking or defending is decided by who declares first.
- If you attack another nations army (Field Battle) whoever has the highest Battle Power wins. The losers army gets destroyed and the winners army loses 40% of its AP.
- An armies Battle Power in a Field Battle consist for 70% of its AP and 30% its roll. Thus there is a luckfactor of 30%.

- When battling a Siege an attacker can conquer 4 territories per battle.
*Sieges can only commence when nations are bordering eachother.
*A Siege takes place at the territory which the attackers army attacks.
- In Sieges Unmobilized legions (maxium of 12) fight for the defender aswell.
- In Sieges the luckfactor Roll is 10%
If the defender wins he keeps the territory.
If the defender wins the Roll (but loses the battle) by more than 30 extra (att. rolls 40, def. rolls 70) the defender gets a Counterattack Bonus*.
If the defender with the Counterattack Bonus attacks the nation which attacked him in the last turn, he gets a 30% AP bonus.
If a defender gets attacked by more than one faction, he rolls a seperate defence-Roll for that battle.
If an attacker loses the Roll (but wins the battle) by more than 30 (att. rolls 40, def. rolls 70) the attacker gets an Attack Penalty on the respective defender.
If the attacker with the penalty attacks the same defender again next round, his AP gets a 15% AP penalty.
Thus per turn a nation can attack once per turn, and defend as much as he gets attacked.
*The Counterattack Bonus also applies to any Allies of the attacker which the defender wishes to counterattack.
- Succesful Naval Invasions (attacking from a Boat or Ship) requires that the Attackers BP is atleast 1.5 times higher than the defenders BP.
>>
>>1608888
I'm guessing that's the final intro post.

>>1608869
Are multiple players allowed per faction?
>>
File: 1464809291333.jpg (1MB, 5399x3037px)
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I forgot some other things:
- Boats buildcost:
60 wood
50 gold
15 food
15 metal
5 manpower
Upkeep:
60 gold
20 food

- Vessels buildcost:
80 wood
100 gold
20 food
20 metal
8 manpower
Upkeep:
80 gold
25 food

In response to >>1609471

The three main factions are meant to be controlled by anyone, and if you wish to create a faction of your own you can choose one of the free cities, which names and colours may be changed at wish.

Current income of the Yarzongonian Empire:
>Food - 360
>Wood - 130
>Metal - 95
>Gold - 321
>Manpower - 25

Current income of the Iderion Republic:
>Food - 290
>Wood - 110
>Metal - 65
>Gold - 269
>Manpower - 20

Current income of the Kingdom of Zalartis
>Food - 200
>Wood - 50
>Metal - 20
>Gold - 170
Thread posts: 5
Thread images: 4


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