Post by Evanm7 on Nov 13, 2010 12:39:04 GMT -5
Aight, we have 5 forum games now?
Goal.
Anyway, in this game, you control a country. You are this country's leader. The basic aim in this game is to control the entire world.
DEATH
When a leader dies, the population loses morale. It takes two years and the sacrafice of 1 magic level to resurrect a leader.
I probably missed a lot of stuff, but eh.
Goal.
Anyway, in this game, you control a country. You are this country's leader. The basic aim in this game is to control the entire world.
How to!
This is done by:
-Diplomancy
-War
Diplomancy is rather straightfoward. By PM, you contact the other country's leader and attempt to work out an agreement. When you do, PM me and I will announce it in the next Year Decree.
War is slightly more complicated.
First, you must train an army to initiate a war. This can be found in section "Training".
Then, you must announce in your Turn Post that you are initiating a war with someone. You must state their name. Please PM me the forces you are sending.
Finally, when you are done the war, the losing team will loose morale, and the winning team will gain morale. You will learn more about morale later.
This is done by:
-Diplomancy
-War
Diplomancy is rather straightfoward. By PM, you contact the other country's leader and attempt to work out an agreement. When you do, PM me and I will announce it in the next Year Decree.
War is slightly more complicated.
First, you must train an army to initiate a war. This can be found in section "Training".
Then, you must announce in your Turn Post that you are initiating a war with someone. You must state their name. Please PM me the forces you are sending.
Finally, when you are done the war, the losing team will loose morale, and the winning team will gain morale. You will learn more about morale later.
Training an army
Training costs money. In this game, money is represented by gold pieces. Read more about gold in section "Gold, gold, gold!" Each troop costs a different amount of gold:
-Swordsman: 1 gold per man
-Archers: 2 gold per man
-Calvarly: 3 gold per man
-Siege Weapon: 5 gold per Siege Weapon. 1 gold for each crew member.
-Custom Unit: 10 gold. By making your own Custom Unit, you can be prepared for every situation!
Training costs money. In this game, money is represented by gold pieces. Read more about gold in section "Gold, gold, gold!" Each troop costs a different amount of gold:
-Swordsman: 1 gold per man
-Archers: 2 gold per man
-Calvarly: 3 gold per man
-Siege Weapon: 5 gold per Siege Weapon. 1 gold for each crew member.
-Custom Unit: 10 gold. By making your own Custom Unit, you can be prepared for every situation!
Maintaning your Country/Gold
Gold
At the start of the game, you have 100 gold to spend as you wish. Each year, youearn a certain amount of gold based on the number of working citizens you have, and two more gold for each citizen you have (taxes).
You can request a loan from the Deity Nation. This Nation has an infinite amount of gold. You must pay it back by the end of the next year you requested it. Else, all your gold will be taken. You can only loan up to 200 gold.
Food is a hardtocontrol object. You simply must set a way to get food and how many people to do it. If you do not set a way to get food, you will HUNT.
You start with 50 people in your country.
Gold
At the start of the game, you have 100 gold to spend as you wish. Each year, youearn a certain amount of gold based on the number of working citizens you have, and two more gold for each citizen you have (taxes).
You can request a loan from the Deity Nation. This Nation has an infinite amount of gold. You must pay it back by the end of the next year you requested it. Else, all your gold will be taken. You can only loan up to 200 gold.
Food is a hardtocontrol object. You simply must set a way to get food and how many people to do it. If you do not set a way to get food, you will HUNT.
You start with 50 people in your country.
Morale
Citizens don't always work. There are three important things that morale influences:
-The willingness to work with you, and thus not cause riots.
-Performance in war. A depressed soldier is worse then a determined one.
-Population increases. Citizen's don't breed if they're sad.
To influence morale itself, you can:
-Give little or no tax.
-Give out food surpluses.
-Win a war.
Citizens don't always work. There are three important things that morale influences:
-The willingness to work with you, and thus not cause riots.
-Performance in war. A depressed soldier is worse then a determined one.
-Population increases. Citizen's don't breed if they're sad.
To influence morale itself, you can:
-Give little or no tax.
-Give out food surpluses.
-Win a war.
Making your country
At the beginning of the game, to sign up, you must fill out this small sheet:
Name of Country:
Leader's Name:
Location (Desert, wasteland, pole, forest, etc.):
At the beginning of the game, to sign up, you must fill out this small sheet:
Name of Country:
Leader's Name:
Location (Desert, wasteland, pole, forest, etc.):
Magic and Setting
This game is set in ancient times. There is some form of magic, but you must find ancient relics to harness it. When you find a relic, the leader of your race can absorb it and his race will gain one level in whatever magic type the relic was.
Not all members of a race can use magic. Depending on the amount of Magic Levels you have, a certain amount of your population can harness magic. These "magi" are the only ones to benifeit from magic levels. The leader of a country is automatically a magi.
Magic Chart
There are four basic types of magic. These types are:
-Fire magic.
-Water magic.
-Earth magic.
-Wind magic.
Each time you use magic, you use (LevelofMagic) mana. Each year, you have 5 mana.
Level one in each skill allows you to create a boulder-sized amount of that element.
Level two in each skill allows you to create 10 small elementals of that element.
Level three in each skill allows you to create a:
Water: Whirpool
Wind: Typhoon
Fire: Lava storm
Earth: Earthquake
Once you reach level 4 in a skill, your leader gains 1 level in Aetheric Magik.
Level 1 Aetheric: Heal up to 5 persons completely. Counts as 2 mana.
Level 2 Aetheric: Instantkill 10 non-leader people. Counts as 3 mana.
Level 3 Aetheric: Raise a Aether Elemental. This elemental will perform a random act (raise morale, give gold, smite an enemy) then dissapear. Counts as 4 mana.
Level 4 Aetheric: Raise fifty nonleaders from the dead on your side. Counts as 5 mana.
Level 5 Aetheric: Instakill 1 leader. Takes all possible mana.
This game is set in ancient times. There is some form of magic, but you must find ancient relics to harness it. When you find a relic, the leader of your race can absorb it and his race will gain one level in whatever magic type the relic was.
Not all members of a race can use magic. Depending on the amount of Magic Levels you have, a certain amount of your population can harness magic. These "magi" are the only ones to benifeit from magic levels. The leader of a country is automatically a magi.
Magic Chart
There are four basic types of magic. These types are:
-Fire magic.
-Water magic.
-Earth magic.
-Wind magic.
Each time you use magic, you use (LevelofMagic) mana. Each year, you have 5 mana.
Level one in each skill allows you to create a boulder-sized amount of that element.
Level two in each skill allows you to create 10 small elementals of that element.
Level three in each skill allows you to create a:
Water: Whirpool
Wind: Typhoon
Fire: Lava storm
Earth: Earthquake
Once you reach level 4 in a skill, your leader gains 1 level in Aetheric Magik.
Level 1 Aetheric: Heal up to 5 persons completely. Counts as 2 mana.
Level 2 Aetheric: Instantkill 10 non-leader people. Counts as 3 mana.
Level 3 Aetheric: Raise a Aether Elemental. This elemental will perform a random act (raise morale, give gold, smite an enemy) then dissapear. Counts as 4 mana.
Level 4 Aetheric: Raise fifty nonleaders from the dead on your side. Counts as 5 mana.
Level 5 Aetheric: Instakill 1 leader. Takes all possible mana.
DEATH
When a leader dies, the population loses morale. It takes two years and the sacrafice of 1 magic level to resurrect a leader.
I probably missed a lot of stuff, but eh.