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Post by Architect on Aug 5, 2014 9:51:29 GMT -5
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[break] Page 1: [break][break] - Victory & Defeat
- Rules & Punishments
- Setting
- Regions, Movement, Scouting
- Resources
- Military & Recruitment
- Battles & Duels
- Paragons
- Construction
[break] Page 2: [break][break] - Diplomacy
- Espionage
- Research
- Frontier Regions
- Artifacts & Landmarks
- Victory & Defeat (Advanced)
- Battles (Advanced)
- Region List & Realm Maps
- Bookkeeping
- Icon Guide
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[break] God Wars X (GWX) is the long-culminated evolution of the God Wars series of forum games. Since the beginning, the aim of the game has been simple: Defeat all your enemies and be the last faction standing! This is easier said than done, however, due to the intricate politics and cunning strategies required to achieve victory. In GWX, we've taken steps to reduce the overall complexity whilst preserving the functionality of the game's more complicated mechanics. It's never been easier to jump in and enjoy! [break][break] The crux of gameplay involves conquering segments of the world, called regions, in order to secure resources. These regions can then be upgraded through buildings to give them different functions. How you manage your armies, resources, construction, and relations with the other factions of the world will determine your success. [break][break] Style Notes:[break][break]
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Post by Architect on Aug 5, 2014 9:51:51 GMT -5
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[break] In GWX, the only way to win is to survive until all other player factions are defeated! That's right, the last player standing wins, and there can be only one winner. You'll have to keep this in mind as you're interacting with your peers - your future rivals - because if you miss opportunities to get the upper hand on them, they may not be so kind as to do the same with you. [break][break] Every faction has a Capital region; by default, it's the starting region. If a faction's Capital is conquered, the faction is defeated. This applies to both players and NPCs.[break][break] In order to capture a Capital, you must own at least one adjacent region from which to siege it.
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Post by Architect on Aug 5, 2014 9:52:56 GMT -5
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[break] - Siroki Adminson is the Gamemaster (GM). He handles balancing, resolves disputes, and moves the game forward with Monthly Reports (MRs). Basically, his word is law.
- Monthly Reports occur every 4 days, or once all players have posted their turns; whichever comes first. MRs are dependent on GM availability, so these timeframes are not absolute.
- Be respectful. Although there's sometimes a lot of passion involved due to how much work you put into your faction, we're all just trying to enjoy the game. If a conflict does arise, resolve it privately.
- Be honest in your bookkeeping. Mistakes are always made, but as long as they are resolved quickly, you're fine. Prolonged "mistakes" will be seen as cheating and be dealt with appropriately. Be sure to use the template provided in the Bookkeeping section.
- Once you post your turn, you may edit anything within it until the Monthly Report is posted. However, all edits must be explained, even minor changes like spelling or numerical changes. The GM will always work with what your turn post says at the time of writing the MR.
[break] Punishments:[break][break] In the event of severe bookkeeping errors, consequences will be issued. [break][break] - If the action is deemed a mistake: The action is undone, people are compensated (if necessary), and no one is reprimanded.
- If the action was deemed intentional or the mistake continues: The action is undone, people are compensated, and the guilty player may only collect 3,000 resources per turn for 8 turns.
- If another severe bookkeeping error occurs: The action is undone, people are compensated, and the player is banned from the game.
[break] Compensation will be determined on a case-by-case basis. Not every mistake will require compensation for other players. [break][break] In the event that a player is banned for bookkeeping errors, a new player may take control of his faction. If no one steps up to take the faction, the faction collapses and becomes NPC-controlled. Should the player be in an alliance when he's banned, his ally does NOT inherit his territory.[break][break] Inactivity:[break][break] - If a player does not post their turn in an excessive amount of time, such as within 3 days of the Monthly Report or 2 days after a battle has concluded, the player will receive a warning and may collect double resources their next turn.
- If the player misses another Monthly Report within 5 turns of this warning, they will receive a second warning, but they may not collect double resources.
- Should the player miss a third Monthly Report within 5 turns of the second warning, the player is banned from the game.
[break] If you know that you'll be unable to post, you can tell the Gamemaster that you wish for another person to post your turn. This person does not need to currently be a player of the game; they merely need to be able to post your turn in your stead. If you do this, you will incur no penalties for inactivity. [break][break] If you know that you'll be unable to post for an extended period of time, more advanced accomodations might have to be made with the Gamemaster. In either case, you must speak with him to avoid penalty.
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Post by Architect on Aug 5, 2014 9:54:18 GMT -5
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[break] GWX takes place in Gielinor after the carnage of the Second God Wars. [break][break] In Year 50 of the Sixth Age, the Godless acquired enough manpower and resources to devise an incredible machine. Codenamed simply "the Invention", the device's intended purpose was unknown to all but the highest echelons of the Godless. Given the faction's goals, though, it was safe to assume that it was an anti-god weapon, designed to kill the beings that ravaged the world. [break][break] It was on this premise that all the gods, upon learning that the Invention was being staged in Varrock, rallied their most powerful warriors and marched on the city. The Godless found themselves hopelessly outnumbered and were unable to defend the Invention for long. The first god to reach it was Zaros. Examining the machine, he concluded that he could use it to banish the other gods, leaving him unhindered in his search for Gielinor's Elder Halls. However, such a feat would require more power. Thus, Zaros poured his own magic into the Invention and activated it. [break][break] Not even the Empty Lord could have anticipated the consequences. The Invention unleashed an anti-magical pulse so potent that it swept the continent in minutes. Zaros felt all of his power drained as his simulacrum was destroyed. The other gods, being in such close proximity to the epicenter, were killed outright. Beings of immense magical might, such as the Mahjarrat, did not survive the agony of having their magic stripped away. Even Elder Artifacts were affected; their power was not completely stolen, but they were no longer world-shaping tools of creation. [break][break] Then, the world broke. [break][break] The Godless had placed the Invention at the nexus of a number of major ley lines that ran throughout the world. In their shortsightedness, they had intended to sever these lines, weakening the Anima Mundi so that no being could somehow use its power to ascend to godhood. In reality, the Invention caused massive damage to the lines, but the Anima Mundi survived. Its torment translated into massive changes in Gielinor's structure: landmasses split and tore away, islands rose from the tumultuous seas, and super-storms swept the world, creating lakes and rivers in the changed geography. [break][break] When all was said and done, the Sixth Age had definitively come to a close. Varrock and its immediate vicinity was destroyed, much of the world was changed, and anything of significant magical power had been weakened or destroyed. [break][break] Though thousands died, millions survived and now inhabited Gielinor in its Seventh Age. The gods were dead, but their teachings and ideologies - and, more importantly, most of their followers - remained. Despite the Cataclysm, the name given to the activation of the Invention, the Second God Wars continued for some years. However, without gods physically present to recruit and inspire faith, and with no clear progress made by any faction, they finally ended in Year 10 of the Seventh Age. [break][break] Gielinor spent the next 90 years healing. The faiths of the gods survived, but many of the harsh lessons learned were lost as those who'd been alive during the Sixth Age passed away. By Year 100, several factions had come to power by various means. They were spread all across Gielinor, and each of them had incorporated the faith of one of the gods, using it as one tool of many to build their numbers. Though some factions adhered to their beliefs more fervently than others, and all were driven by their own motivations, all had the same goal: To claim power. To rule. They realized the truth... [break][break] ... Now is the time. The slate has been wiped clean, the world has recovered to the point of stability, and Gielinor is ripe for conquest. One faction will rule. One god's memory will prove supreme. [break][break] Will it be yours? [break][break] {◄ WORLD MAP ►}
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Post by Architect on Aug 5, 2014 9:54:42 GMT -5
Regions come in one of 3 types: - Wild: Largely untamed country. Rich in natural resources, but limited in building availability.
- Settled: Roughly 70% country, but with a town that can build defenses and more advanced buildings.
- Urban: Almost entirely city, with the infrastructure needed to support the most advanced buildings. A Capital is automatically counted as an Urban region.
For a cost in resources and time, you can upgrade a region from Wild to Settled to Urban, but only in that order. Once you upgrade, any building that can only be built in the previous type of region will be destroyed - the resources used to build it will be returned to you - and the Yield of that region will decrease accordingly. Movement refers to the movement of your armies and ships. Fortunately, in GWX, all armies move at the same speed: - Moving through an unpaved region takes 2 .
- Moving through a region with Roads takes 1 .
- Moving through a region with a natural obstacle, such as a mountain or a bridge blocking your path, will take 1 additional . These obstacles will become known if you scout the region.
When calculating journey length, it's important to remember the following: - Always state where you're starting and where you're ending, then the number of turns it'll take. For example: "I move 500 Spearmen from South Asgarnia to the Mudskipper Isthmus. This will take 2 ."
- Never include your destination region. Movement is figuring out how long it takes to travel through regions, and you're only moving to your destination, not through it.
- All paths must travel through consecutive regions. If you're going from A to C, you can't skip B.
Naval Movement works a bit differently. Instead of determining journey length based on land regions, there are coordinate-grid squares on the World Map that act as "sea regions". Basically, fleets moving through these squares function as if they're armies moving through land regions. - All full squares take 2 to travel through.
- Partial squares, such as those that include a coast or an island, take 1 to travel through.
- Instead of region names, use the coordinates when stating your sea journey. For example: "I move 4 Scoutships from A-1 to A-3. This will take 4 ."
- As with land movement, be sure not to include the square you're traveling to.
Teleportation is a special form of movement. You can teleport from any region, but your destination must have a Teleport Lodestone built to receive your units. Additionally, every unit costs 2 to teleport. Unlike with normal movement, troops that are teleported are considered to arrive in the same turn, so you can use them immediately. For example, teleporting an army from South Asgarnia to Mudskipper Isthmus would allow me to move that army in the same turn. Scouting is an important part of conquest. Each turn, you can scout up to 2 regions that you don't own. The only stipulation is that you can only scout regions that are adjacent to your territory. Scouting reveals a number of things, including the climate/terrain of the region, what kind of enemies might be there, and what resources might be stockpiled there. At sea, you must build Scoutships in order to scout. A Scoutship can scout any region that is included in the sea-square it's currently in. Unlike land regions' limit of 2, Scoutships have no hard limit.
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Post by Architect on Aug 5, 2014 9:54:58 GMT -5
There are several types of resources in GWX. Each can be used to construct different types of buildings, trade with other factions, or conduct research. They are sorted, from top to bottom, in order of approximate rarity.Wood [ ] is used in: - The construction of almost every building.
- Shipbuilding.
- Assembling siege engines.
Stone [ ] is used in: - The construction of stronger, more advanced buildings, particularly defensive structures.
Metal [ ] is used in: - Advanced construction, primarily combat- and defense-based.
- Shipbuilding.
- Assembling siege engines.
Cloth [ ] is used in: - Construction.
- Shipbuilding.
Hides [ ] are used in: - Advanced construction, primarily Espionage-based.
Runes [ ] are used in: - Construction of Teleport Lodestones and Research buildings.
- Teleportation of troops.
Every turn, your citizens can collect up to 5,000 resources. However, each region offers a limited amount of one or more resources. The amount of resources that a region allows you to collect is called the Yield.For instance, conquering a region that allowed me to collect 100 per turn would give me +100 Yield. In the same vein, the Total Yield is the maximum amount of a resource you can collect each turn.Other ways to obtain resources include: - One-time rewards for capturing a region , referred to as "conquest caches".
- Trade.
- Random Events.
Gold [ ] is a special resource. Every region you own is taxed 1,000 per turn. This amount can be increased through Research or special buildings.
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Post by Architect on Aug 5, 2014 9:55:23 GMT -5
There are 8 land military units in GWX, plus your Unique Unit, as well as numerous siege and naval units. Each land unit has a Primary Combat Style (PCS) which aligns with RuneScape's Combat Triangle. {◄ UNIT TABLES ►}[PTabbedContent][PTab=Land] [/PTab={background-color:#FFFFFF][PTab=Siege] [/PTab={background-color:#FFFFFF][PTab=Naval] [/PTab={background-color:#FFFFFF][/PTabbedContent={color:#FFFFFF; background-color:#000000; font-weight: bold}] A unit's Effectiveness imitates the strengths/weaknesses of the Combat Triangle. For each unit, the PCSes in green represent the styles which that unit is effective against; this lets it deal full damage. The PCSes in red represent the styles which that unit is ineffective against; it will only do half damage.Recruitment is done in a region with a Barracks, Siege Workshop, or Port. All types of units take 1 to be created. If you have the resources, you can recruit any number of units, but there's a limit of 500 land units trained per turn. You're free to queue as many troops as you can afford, but if it's more than 500, it'll take more than 1 to complete. Cancelling queued troops will refund the Gold to you immediately. Siege engines and ships have a limit as to how many may be built per turn.- All land units cost 20 to recruit. Your Unique Unit costs 40 .
{◄ UNIQUE UNITS ►} During the course of the game, you may encounter units that can only be trained after meeting certain goals with NPCs, or after acquiring them as Client States. These Acquired Units will be added to the table below as they're discovered. {◄ ACQUIRED UNITS ►}
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Post by Architect on Aug 5, 2014 9:55:37 GMT -5
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[break] Battles in GWX are fought on custom-generated, grid-based maps called battlefields. Troops can be organized into squads of any size, which are represented by tokens on the map. Each squad can only move a certain number of squares each battle turn (as defined by the Move Range in the unit table in Military & Recruitment). Once all participants have posted their battle turn, the GM will post a Battle Round (BR) report, similar to a Monthly Report for normal turns. [break][break] To win a regular battle, you must either kill all enemy forces or cause them to rout from the field. Routing is possible because of Morale, a measure of a squad's willingness to fight. Morale is changed by events during the battle itself (such as losing a large number of men quickly or rallying around an inspiring Champion). If the overall Morale of an army reaches 0, it will break and flee.[break][break] If you conduct a battle, you may still do a normal turn once it's finished. However, the battle must come first so that your turn post reflects the outcome of the battle. [break][break] Duels are special engagements that can be conducted by Champions (see Paragons). Before a battle begins, a Champion can choose to challenge the leader of his enemy's army. If the enemy army has a Champion, that is who will duel; if it doesn't, a Captain will step up instead. If the enemy accepts, a duel will take place. The winner will claim victory as if he'd fought the battle; the loser will have to withdraw to the nearest friendly region. If the enemy declines, a normal battle will be fought. [break][break] The equipment and fighting style of your Champions is decided by you. This will have an effect when deciding whether to accept or decline a duel request. You will be informed of what your enemy's equipment and fighting style are before accepting or declining.
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Post by Architect on Aug 5, 2014 9:57:16 GMT -5
Paragons are exceptional individuals who can be used to the benefit of your faction. Each turn, you have a chance of spawning a Prodigy, a clean slate which can be molded into one of 4 Paragon types: - Champion: Exceptional military leader and warrior. In battle, a Champion can use a Rally ability once per battle to restore allies' Morale. While he's a formidable fighter on his own, he can also attach to a squad and increase that squad's Damage by 0.5. Lastly, a Champion is the only Paragon who can fight in Duels.
Cost: 8,000 | 3 - Ambassador: Master of diplomacy. Can be assigned to work with a specific faction to increase your Relations with them, and increase the likelihood of them accepting treaties that are less favorable to them.
Cost: 10,000 | 4 - Spymaster: Can be stationed in a Spy Den to increase the success chance of missions and the number of troops that can be concealed.
Cost: 8,000 | 3 - Scholar: Scientific genius that can be assigned to a current project, increasing the check success chance by 10%. Additional Scholars added to the same project will have diminishing returns: a 7% bonus for the 2nd Inventor and a 5% bonus for the third, with no bonus after 3.
Cost: 10,000 | 4 Note: Paragons don't move like armies, except for the Champion ONLY when he's accompanying one. They instantly get to their destination, if they require one. In fact, the only Paragons that have to move at all are the Champion and the Spymaster.
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Post by Architect on Aug 5, 2014 9:59:20 GMT -5
In each region, you can only build a certain number of buildings at one time. Each region type has a different number of Construction Slots. - Wild: 3
- Settled: 4
- Urban: 5
You have the option of demolishing a building to free up its Slot. Doing so will refund 50% of the resources used to build it. This is the list of all buildings in GWX. An up arrow (▲) denotes that the building is an upgrade and its level. Unless otherwise stated, each building can be constructed more than once in the same region.{◄ BUILDING LIST ►}[PTabbedContent][PTab=Military & Battlemap] - Barracks: Allows training of military units.
Cost: 10,000 | 5,000 | 5,000 | 5,000 | 2 Improved Billets (▲1): Improves the housing of land units, reducing their recruitment cost to 10 Gold each. Unique Unit: 20 Gold each. Cost: 5,000 | 2,000 | 1 - Siege Workshop: Allows construction of siege units.
Cost: 5,000 | 1,000 | 1,000 | 2 Engineer House (▲1): Engineers optimize the assembly of siege engines, reducing cost by 20%. Cost: 2,000 | 500 | 500 | 100 | 1 - Port: Allows construction of the Scoutship, Transport, and Frigate. Region must be coastal.
Cost: 5,000 | 1,000 | 1,000 | 2 Drydock (▲1): Allows construction of the Galleon and the Dreadnought. Cost: 2,000 | 500 | 500 | 100 | 2 - Walls: Wild and Settled regions only. A series of wooden palisades built around a settlement, giving it a defensive advantage on the battlefield. Only 1 may be built per region.
Cost: 6,000 | 3 - Stone Walls: Urban regions only. Strong, sturdy stone walls built around a major city. Only 1 may be built per region.
Cost: 8,000 | 4 - Fort: Wild regions only. A simple fort that acts as a Capture Point on the battlefield. Only 1 may be built per region.
Cost: 3,000 | 1,500 | 1,500 | 3 - Castle: Settled regions only. A mighty castle that acts as a Capture Point on the battlefield. Only 1 may be built per region.
Cost: 2,000 | 3,000 | 2,000 | 4 - Palace: Urban regions only. A grand palace that acts as a Capture Point on the battlefield. Only 1 may be built per region.
Cost: 3,000 | 3,000 | 3,000 | 2,000 | 2,000 | 4
[/PTab={color:#000000; background-color:#FFFFFF; font-weight: normal][PTab=Resource Modifiers] - Lumber Mill: Increases a region's Source by 200. Can only be built if the region already provides .
Cost: 1,000 | 1 - Quarry: Increases a region's Source by 200. Can only be built if the region already provides .
Cost: 1,000 | 1 - Factory: Increases a region's Source by 200. Can only be built if the region already provides .
Cost: 1,000 | 1 - Fabric Mill: Increases a region's Source by 200. Can only be built if the region already provides .
Cost: 500 | 500 | 1 - Tannery: Increases a region's Source by 200. Can only be built if the region already provides .
Cost: 500 | 500 | 1 - Market: Increases a region's production by 200.
Cost: 1,500 | 500 | 1 Bazaar (▲1): Increases a region's production by an additional 300 (+500 total). Cost: 2,000 | 500 | 1
[/PTab={color:#000000; background-color:#FFFFFF; font-weight: normal][PTab=Transportation] - Roads: Reduces the travel time through the region by 1 . Only 1 may be built per region.
Cost: 3,000 | 2 - Teleport Lodestone: Allows up to 1,000 troops to be teleported into the region per . Only 1 may be built per region.
Cost: 2,500 | 2,500 | 2 Mass Teleport Lodestone (▲1): Increases the single-turn teleportation limit to 2,000 units. Cost: 4,500 | 3,000 | 2
[/PTab={color:#000000; background-color:#FFFFFF; font-weight: normal][PTab=Specialist] - Research Center: Urban regions only. A scientific facility that can host a Research Team to work on research projects. Base Technology Level limit: 4. Only 1 may be built per region.
Cost: 2,000 | 3,000 | 1,000 | 1,000 | 2,000 | 3 Intermediate Facilities (▲1): Increases the Tech Level that the Research Team can work on. New limit: TL 7. Cost: 1,000 | 500 | 500 | 4,000 | 2 Advanced Facilities (▲2): Increases the Tech Level limit again, to 10. Cost: 500 | 500 | 5,000 | 2 - Laboratory: Wild and Settled regions only. Outlying facilities that increase the check success chance of the current research project phase by 5%. Only 1 may be built per region.
Cost: 1,000 | 1,000 | 500 | 1,000 | 2 - Spy Den: Allows agents to undertake Espionage missions, or defend against them. Range: Up to 2 adjacent regions.
Cost: 5,000 | 1,000 | 1,000 | 2 - Main Street: Urban regions only. A massive avenue through the heart of a city, the Main Street is lined with shops, inns, housing, government buildings, and who knows what else! It's certain to draw all sorts of people. Only 1 may be built per empire. Can support 2 Upgrades.
Cost: 4,000 | 4,000 | 4,000 | 4,000 | 4,000 | 3
Tourney Grounds (▲1): The perfect place for wayward warriors to flaunt their skill, or just watch other people do so. Attracts Wandering Champions.Cost: 1 Embassies (▲1): Fancy and fully-furnished with all the needs a political agent might have. Attracts Wandering Ambassadors.Cost: 1 Black Market (▲1): The go-to destination for thieves and ambiguously-minded individuals looking to fence loot or look for their next job. Attracts Wandering Spymasters.Cost: 1 Guild Row (▲1): The place for Scholars to find some materials for their next big thing. Attracts Wandering Scholars.Cost: 1
[/PTab={color:#000000; background-color:#FFFFFF; font-weight: normal][/PTabbedContent={color:#FFFFFF; background-color:#000000; font-weight: bold}] There are certain events - battles being the most common, but also Random Events or enemy Espionage Missions - that may damage one or more of your buildings. If this happens, the GM will let you know what it'll cost to repair them. While they are damaged, they are not usable, but they'll always take only 1 to fix.
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Post by Architect on Aug 5, 2014 10:00:17 GMT -5
Diplomacy is conducted between factions, both player-NPC and player-player. Before any treaties can be proposed, you must discover the other party. Discovery is a two-way street; all of these methods include a "vice versa" clause:- Scouting a region owned by the other party.
- Moving one of your armies/fleets into a region owned by the other party.
- Establishing a treaty with a faction that has already discovered the other party.
After discovery, several treaties can be proposed. When dealing with NPC factions, there is a stat called Relations, which acts as a gauge of how much the other party likes you. Any of these treaties can be proposed at any time, but the higher your Relations, the greater chance that the other party will accept. When it comes down to the specifics of a treaty, negotiations are often a part of the final acceptance process. Note: Relations does not apply to player-player Diplomacy. - Gift: An offering to the other party that they can either accept or decline.
- Trade Agreement: Allows both factions to exchange resources for Gold or other resources and generates 200 per turn from tariffs (thus, it is included under taxes). Lasts until cancelled.
- Military Access: Allows your troops to enter the other party's territory, and vice versa, without reproach. Lasts until cancelled.
- Teleportation Matrix Access: Allows your troops to use the other party's Lodestone teleportation matrix, and vice versa, without reproach. Lasts until cancelled. NOTE: Due to recalibration time, the other party will retain access to your Matrix for 3 after the agreement is cancelled.
- Research Agreement: An offer to pool your scientific resources; gives +10% Phase Completion Chance to both parties. Lasts until cancelled.
- Alliance: An offer to stand together against the world; automatically enables the Trade Agreement, Military Access, Teleportation Matrix Access, and Research Agreement treaties if they are not already active. Also allows allied factions to fight together on the same battlefield. Lasts until cancelled or until broken by conflicting interests (such as declaring war with another faction the other party is allied with).
- Client State: If you possess vastly superior military or economic might, comparatively weak NPC factions may be willing to join you to avoid destruction. If the treaty is accepted, the NPC faction gives up its autonomy, though it still remains a nation, and the following occurs:
- For each region that the Client State faction owns, you will receive 500 in taxes.
- The Client State will continue managing all aspects of its faction, including recruitment, though you can demand that it give you some of its troops.
- All diplomatic treaties that the Client State had remain in effect, unless they conflict with your policy; for example, if they were allied with a faction you're at war with, they must break their alliance.
- Full Annexation: Requires active Client State treaty. Once a faction becomes your Client State, you can offer that they abandon their sovereignty completely and let you control their regions. If accepted, the faction will act as if it had been defeated in battle: You will gain control of its regions and its armies will either disband or become rogues.
- Declaration of War: At any time, war can be declared against another faction. Doing it formally will lessen the negative Reputation impact with NPC factions. Lasts until a peace treaty is signed.
Positive Relations is accrued by performing actions which benefit the other party and/or its friends; negative Relations works in the opposite way. Additionally, committing an act of aggression against a faction you're not at war with will hurt your Reputation. Your Relations matters only to the NPC factions around you and will naturally move back to 0 (neutral) over time. As mentioned above, Trade Agreements allow you to exchange resources for Gold, and vice versa, with other factions. When dealing with player factions, exchange rates are set by players. However, when dealing with NPC factions, the default exchange rates are sorted by rarity of resources:- Wood: 2 per unit sold | 4 per unit bought
- Stone: 2 per unit sold | 4 per unit bought
- Metal: 3 per unit sold | 6 per unit bought
- Cloth: 3 per unit sold | 6 per unit bought
- Hides: 3 per unit sold | 6 per unit bought
- Runes: 5 per unit sold | 10 per unit bought
Example: If I owned one region and taxed 1,000 , I could buy 250 from an NPC faction. Alternatively, if I had 1,000 to sell, I’d receive 2,000 for it. While these prices are the same for each NPC faction, there are also monthly trade limits that vary based on its economic power. Generally, a large NPC faction will be able to buy and sell more each month than a small one. Some exceptions may exist, such as if an NPC faction specializes in commerce. Note that the buy and sell limit are separate; if you reach the sell limit for the month, you can still buy resources until you reach the buy limit.
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Post by Architect on Aug 5, 2014 10:00:25 GMT -5
Espionage in GWX involves performing Missions based out of buildings called Spy Dens. Agents - men and women who carry out your shady tasks - work out of these Spy Dens. Their reach is up to 2 regions away, in any direction, but they can only target one region at a time: - When targeting a region you own, Agents can fortify its counterspy network, increasing the defense against enemy Espionage. They can additionally conceal the movement of an army through that region, but only while the focus is maintained. One Spy Den can conceal up to 500 units. NOTE: Embarkation upon ships can also be concealed, but your Spy Dens must focus on the region where the ships are docked when your troops get on them.
- When targeting a region you don't own, Agents can perform one of 3 Missions, based on how many Spy Dens are targeting it. Each Mission takes 1 or 2 to perform:
- When 1 Spy Den targets the region, Observation Missions are possible. These are sort of like scouting assignments, except they'll let you know if troops secretly move into or out of the region. They'll also reveal the target of any Spy Dens in the region. Time: 1
- When 2 Spy Dens target the region, Theft missions are possible. These involve stealing resources that are stored in the region, including Gold. Time: 2
- When 3 Spy Dens target the region, Destruction missions are possible. These include assassination of Paragons, killing enemy troops by poisoning food and water supplies, and sabotaging buildings.
Time: 2
Since the Spy Den will take up a construction slot, it will appear in your bookkeeping and enemies will have an idea of its effective range. However, the target you set and any Missions you wish to undertake will be sent to the GM privately, and can only be discovered if you fail a Mission or if the enemy completes an Observation Mission. A Mission’s chance of success depends on how many Spy Dens you have targeting the region in which you perform it. The formula works as such: - If you target with the required number of Spy Dens for the Mission you want to perform (e.g., 1 for Observation), the chance of success is 50%.
- For each additional Spy Den that targets the region, the chance is increased by half of the difference of the current value from 100. For instance, adding another Spy Den to an Observation Mission would be (50-100 = 50/2 = 25), so it’d have a 75% chance of success. Adding a 3rd Spy Den would raise the chance to (75-100 = 25/2 = 12.5) = 88% (always round up), and so on.
- An opposing Spy Den that targets the region will fully negate one that you commit to a Mission. In the example with 3 Spy Dens, a single enemy Spy Den would lower the chance of success from 88% back to 75%.
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Post by Architect on Aug 5, 2014 10:00:33 GMT -5
Research projects are all custom made by you! A research project is worked on by a Research Team in a Research Center. Only one Team may work on a project at a time. These Research Centers can only be built in Urban regions, and all players start with one in their Capital. Every project has up to 4 Components, with each Component being assigned a Complexity rating. Complexity ranges between 1 and 10, and it determines the amount of phases needed to consider the Component complete; 1 Complexity level equals 1 phase. The base phase completion chance is 20%. There are a few methods you can employ to speed up this process: - A Prodigy can be trained into an Inventor, who can be assigned to an ongoing project, boosting your phase completion chance by +15%. Multiple Inventors can be added to the project, but subsequent Inventors will have diminishing returns (2nd Inventor: +10%, 3rd Inventor: +5%).
- Laboratories can be built in Wild and Settled regions, increasing phase completion chance by +5% each. Remember, though, there's a limit of 1 Laboratory per region.
There is also a rating for the overall difficulty of a project, considering all its Components and its desired result. This is known as the Technology Level (TL). Research Centers have a limit on the TL they can handle; by default, it's 4. To increase this limit, you must upgrade your Research Centers.Example: I propose a project to increase my Swordsmen's Damage by 2. The GM first determines whether or not the project is feasible. Then, he assigns it a Technology Level and tells me how many Components it has. Let's say this project has 2 Components: Improved Swords and New Training. The GM will also assign a Complexity level to each Component. In this case, Improved Swords is Complexity 3 (C3), and New Training is C1. This means that, in total, the project has 4 phases (3 + 1). If my phase completion chance is 100%, I'll be done in 4 turns. All projects must abide by some guidelines: - A project proposal needs to give you something direct in return, like a new unit, an improvement on how a building works, etc. Otherwise, it's just a Component of a larger project.
- A project must be approved by the GM. Additionally, the final numbers and effects of the finished technology are decided by the GM.
- A project cannot include flight.
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Post by Architect on Aug 5, 2014 10:00:44 GMT -5
There are certain regions in the world that are so ravaged, so inhospitable, that they can't be conquered by normal means. These so-called Frontier Regions (FRs) must first be colonized by launching an Expedition, which costs resources and time. If successful, a small camp will be established which can then be used by your armies to dispatch any threats that are inhabiting the region. Expect these threats to be of the "extremely dangerous" variety. Should you defeat them and claim the region, you'll get a much larger amount of resources than from a regular region, as well as the chance of obtaining an Artifact. Expedition process: - Scout the FR like a normal region. The scouts will give you the cost for the Expedition and tell you what kind of enemies dwell there.
- Pay the Expedition cost and wait for a base camp to be established. Each turn, you have a 50% success chance.
- Once the base camp is built, you can send an army into the FR to attack its inhabitants.
Be wary of colonizing near a Frontier Region! The region's inhabitants don't take kindly to strangers, so they have a chance of attacking a neighboring region you own each turn. If you don't own any neighboring regions, then there's no danger. If a FR horde begins to attack, you will be notified and have a few turns to prepare.{◄ FRONTIER REGIONS ►}PNG - Palingrad DHP - Daemonheim Peninsula ICM – Ice Mountain WNM – West Nomad Island YAN - Yanille BFS – Balefyre Stretch TPI – The Pale Isle COS – Crater of Strife TSF – The Southern Face TRH - Trollheim CRD - Crandor EKH – East Kharazi JDW – Jaldraocht Wastes DRT – Dragontooth PHM - Phasmatys HRW – Horrorwood PRF – Prifddinas PTP - Piscatoris Point
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Post by Architect on Aug 5, 2014 10:00:51 GMT -5
Artifacts are powerful items that still resonate with magic. Some existed in the Sixth Age, but their power was weakened by the Invention; others are newly created from the destruction of the Cataclysm. Each Artifact provides a temporary, faction-wide boon when activated. The type and magnitude of the boon, as well as its length, are unique to each Artifact. Once the boon expires, the Artifact is considered inert. Throughout the world are Landmarks, places of arcane significance that serve a single purpose: to recharge inert Artifacts. Every Artifact matches with one or more Landmarks. Once inert, an Artifact can be recharged by transporting it to one of its Landmarks.Artifacts can only be in one region at any time and must be moved like armies. Once an Artifact reaches its destination, the recharging ritual costs a varying amount of Runes and 5 to complete. Some additional rules about Artifacts: - If the region in which an Artifact is being stored is captured, the captor obtains it (whether it's charged or uncharged).
- If an Artifact is active (providing its boon) when it's captured, it will be drained of the rest of its power immediately.
- Artifacts can be traded, but only if they're not currently active.
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Post by Architect on Aug 5, 2014 10:01:05 GMT -5
Upon a faction's defeat, the capturing faction(s) will keep the city, and the defeated faction's armies will either disband or become rogues in the regions where they were garrisoned. Also, half of the resources in the defeated faction's stockpile will be lost, but the other half will be divided among the victor(s). All other property of the defeated faction, such as Research projects and Paragons, is destroyed. Capitals can be moved, but only if they are not currently under siege. Additionally, Capitals can only be moved to another Urban region that the faction owns, and the transfer process takes 3 . Once a Capital is moved, it cannot be moved back to the previous region for 5 . Due to the nature of the game, there may be cases in the mid-/late-game where one or two player factions have become so powerful that it's unreasonable for their Capitals to be captured. If this kind of stalemate develops, the GM will devise alternate objectives for both players that must be completed; whoever completes their objectives first will win the game.
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Post by Architect on Aug 5, 2014 10:03:25 GMT -5
{◄ SIEGE BATTLES ►}Like land units, siege engines can be moved on the battlefield and have attack ranges and damage values. The key difference is that certain siege engines are suited to certain targets - Ballistae are more effective against men than walls, for instance. Assign your targets accordingly to get the most out of your war-machines. {◄ NAVAL BATTLES ►}Naval battles are mostly the same as land battles, with a few key differences: - Your ships can be assigned parts of enemy ships to aim at - for instance, the sails or the cannons. While hitting the target area instead of the ship itself is not guaranteed, if enough damage is inflicted, the enemy ship's capabilities will be reduced accordingly.
- There is a chance that, when attacking, your ship's guns will be aligned perfectly and will inflict extra damage. Think of this as a "critical hit" of sorts.
{◄ WALL DEFENSES ►}Ranged and Magical land units, as well as ranged siege engines, can be placed atop walls when defending in a siege battle. Basic wooden Walls can only hold 300 units and 10 siege engines; Stone Walls can accomodate 500 units and 15 siege engines. Land units on the walls have +1 range, while siege engines receive +2 range. {◄ RETREAT ►}There is an option to retreat if the battle takes a turn for the worse. If you wish to do this, there are 2 options: - Auto-retreat, where you just need to get at least ONE unit to a border of the battlefield, and the rest of your troops will retreat. You'll lose a percentage of the troops who don't quite make it.
- Manual retreat, where you manually order troops towards one or more borders. You will keep all troops who make it to safety.
Note that both of these methods apply to naval battles as well, except instead of land units, your ships must reach the edge of the battlefield. In a particularly evenly-matched fight, the battle may continue for some time. Therefore, there is also a 5 Battle Round timeframe for every battle; at the end of the 5 Rounds, the GM suspends the battle to do the Monthly Report (and the battle participants can do their turns). The battle resumes the next turn. There may be a situation where 2 factions' armies arrive in a region at the same time. If this happens, and the factions are not allied (see Diplomacy), the GM will pick who can attack the region first. If that faction is victorious, the second faction can proceed with an attack, or withdraw. Auto-resolution is always an option for battles you think you will easily win, or don't feel like fighting. The GM will calculate results similar to fighting the battle manually, though it's always better to fight manually if you can.
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Post by Architect on Aug 5, 2014 10:03:35 GMT -5
Realms are the large, overarching sections of the world; they are comprised of a number of regions. Examples include Asgarnia, East Kandarin, and Tirannwn. {◄ SORTABLE REGION LIST ►}
Realm Maps: {◄ ACHERON ►} {◄ ASGARNIA ►} {◄ EAST KANDARIN ►} {◄ FELDIP ►} {◄ FORINTHRY ►} {◄ FREMENNIK ISLES ►} {◄ GODSGRAVE ►} {◄ GREAT RELLEKKA ►} {◄ KARAMJA ►} {◄ KHARID ►} {◄ MORYTANIA ►} {◄ PIRATE ISLES ►} {◄ SOUTHERN REACHES ►} {◄ TIRANNWN ►} {◄ WEST KANDARIN ►}
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Post by Architect on Aug 5, 2014 10:03:52 GMT -5
Now, for the technical part of the game. Bookkeeping refers to everything in your turn post; or, in more specific cases, the numbers and information below your Description. Bookkeeping is important enough to have a standard format and layout for turn posts, so that both the GM and other players can more easily spot the mistakes that everyone will inevitably make. Below is an example turn post with notes in red.
Example Empire - Turn 1 [Faction Logo (OPTIONAL)] [NOTE: Instead of "Turn 1", you can use the month and the year: Rintra, Year 100] The Example Empire gathers 1,000 and sends 200 from ABC to XYZ. Recruitment of 50 is done in ABC; additionally, construction of Stone Walls begins. A proposal is sent for Project Secret Project. [The Description section is pretty self-explanatory. It's the narrative portion of your turn post, where you write what you're doing in a story or role-playing format. It can be in a general POV, such as "the Example Empire does this", or from your leader's POV: "King Fore Instants orders his people to collect..." Either way, it's important that whatever you write here corresponds with your numbers below.]RESOURCES | 0 + 1,000/1,000 + 0 - 0 = 1,000[The resource numbers are broken down like this, from left to right:
- Starting amount.
- Amount collected; the value following the slash is your empire's current Total Yield, so it's the maximum you can collect per turn.
- Amount gained from other places, such as conquering a region or receiving a gift.
- Amount used this turn (for any reason).
- Total amount remaining; this will be your starting amount next turn.]
| 0 + 0/200 + 0 - 0 = 0 | 0 + 0/100 + 0 - 0 = 0 | 0 + 0/0 + 0 - 0 = 0 | 0 + 0/0 + 0 - 0 = 0 | 0 + 0/0 + 0 - 0 = 0 | 0 + 1,000 + 0 - 1,000 = 0[Gold works the same as other resources number-wise, but instead of the 2nd value being collection, it's taxes. Remember, each region you own is taxed 1,000 per turn (or more, with technology or the Market building), so adjust this number accordingly.]FACTION[This section is very important. It lists all the regions you currently own, what buildings are constructed in them (including buildings being constructed, their upgrades, and damage amount if they're damaged), what troops are currently garrisoned in them, and any recruitment being done in them.]ABC - Alpha Bravo CharlieGarrison: 500 | 200 | General Maximus Aurelius Recruitment: 50 [1 ] Buildings: Barracks | Research Center | Roads | Port | Stone Walls [4 ] XYZ - Xylophone Yankee ZuluGarrison: None Recruitment: None Buildings: Roads | Port (▲Drydock) | Spy Den BATTLES & MOVEMENT[Troop movements, attack orders, and active battles.]200 | ABC → XYZ [1 ] PARAGONS[Your Paragons - and what they're currently doing.]General Maximus Aurelius: Idle in ABC Inventor Albrecht Feinstein: Idle ESPIONAGE[This is just a list of all your Spy Dens.]XYZ Spy Den SCIENCE[All completed and ongoing Research projects. For ongoing projects, be sure to specify what Component the project is currently on, as well as its Complexity level (e.g., C3).]Great Generals: Complete | Generals have +20 HP in battle. Secret Project: Proposed Income Increase: Component 1 (C3) [0%] DIPLOMACY[Active diplomatic treaties and current reputation with discovered factions.]Kingdom of Redvale [NPC]: 25 Reputation Treaties: Trade Agreement, Military Access Kingdom of New Falador [Saradomin] Treaties: Trade Agreement EXPEDITIONS[Expeditions into Frontier Regions and their current status.]None ARTIFACTS[All the Artifacts you own and their status: charged, uncharged, or Active. List Active Artifacts first, along with their effect and time remaining.]The Spoon of Lies: Active | All Diplomatic proposals have a +10% chance of being accepted [3 ] The Fork of Truth: Charged
Below is a template you can copy and paste for convenience. Be sure to fill in all the stuff in double parentheses! {◄ TEMPLATE ►}[font size="6"][div align="center"]((Title)) ((Faction Logo))[/div][/font] ((Description))
[b][u]RESOURCES[/u][/b] (Wood) | 0 + 0/((Source)) + 0 - 0 = [b]0[/b] (Stone) | 0 + 0/((Source)) + 0 - 0 = [b]0[/b] (Metal) | 0 + 0/((Source)) + 0 - 0 = [b]0[/b] (Cloth) | 0 + 0/((Source)) + 0 - 0 = [b]0[/b] (Hides) | 0 + 0/((Source)) + 0 - 0 = [b]0[/b] (Runes) | 0 + 0/((Source)) + 0 - 0 = [b]0[/b]
(Gold) | 0 + ((Taxes)) + 0 - 0 = [b]0[/b]
[b][u]FACTION[/u][/b] [b]((Region Code - Region Name))[/b] Garrison: ((Troop 1)) | ((Troop 2)) Recruiting: ((Troop 1)) | ((Troop 2)) Buildings: ((Building 1)) | ((Building 2))
[b][u]BATTLES & MOVEMENT[/u][/b] ((Troop 1)) | ((Troop 2)) | ((Starting Region Code)) → ((Destination Code)) [((Time))]
[b][u]PARAGONS[/u][/b] ((Paragon Type)) ((Name)): ((Status))
[b][u]ESPIONAGE[/u][/b] ((Region Code)) Spy Den
[b][u]SCIENCE[/u][/b] ((Completed Project Name)): Complete | ((Effect)) ((Ongoing Project Name)): ((Component)) ((Complexity Level)) [((Percent Completion))]
[b][u]DIPLOMACY[/u][/b] ((NPC Faction Name)) [NPC]: ((Reputation Number)) Treaties: ((All Active Treaties))
((Player Faction Name)) [((Faction God))] Treaties: ((All Active Treaties))
[b][u]EXPEDITIONS[/u][/b] ((Region Code)): ((Status))
[b][u]ARTIFACTS[/u][/b] ((Active Artifact Name)): Active | ((Artifact Effect)) [((Time Remaining))] ((Charged, Idle Artifact Name)): Charged
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Post by Architect on Aug 5, 2014 10:04:00 GMT -5
Various icons can be used in place of text on the GWX forum, to both improve readability and save space. To post with an icon, enclose each word below in parentheses. All words are case-sensitive.Wood - Stone - Metal - Cloth - Hides - Runes - Gold - Turn - NOTE: Best used after a number; otherwise, "turn" can be written as a word. Spearmen - Swordsmen - Archers - Crossbowmen - Mages - Sorcerers - Riders - Knights - Additionally, there are shorthand options for each icon: w - s - m - c - h - r - g - t - sp - sw - a - cr - ma - so - ri - k - Unique Units: wc - rf - bo - ci - gv - zo - sr -
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Post by Siroki Adminson on Aug 30, 2014 1:34:45 GMT -5
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Post by Lime on Aug 30, 2014 7:18:03 GMT -5
East Gielinor Trading Company Official Report - Rintra, 7A-Y100
Following the establishment of the East Gielinor Trading Company in the previous month, it acts to immediately do the following:
All resources and taxes that are possible to be collected must be collected. They will be saved in the Gokhan Altin Memorial Warehouse located near the Red Bazaar.
All armies in Kaledam that are not otherwise occupied must proceed to the Morrisane Pass. This is projected to take two months. Two scouting groups are additionally to be dispatched from Kaledam to the Haga Highlands and the Morrisane Pass. The scouting party dispatched to the Morrisane Pass Region will reach the pass before the armies (the punishment for disobeying orders shall be immediate imprisonment and/or obligatory unpaid labour). All scouting reports are to be conveyed privately.
The Epiteze Family is to immediately renovate Kaledam Fortress, the Red Sands Barracks, and the Kitajami Institute for Scabaritic Arts. Following this, the Kitajami Institute will begin the research of a Project designated as "Project 1: Gotta Catch 'Em All". They are to privately report the complexity, the projected length until completion, and the resources required, and they are to begin research immediately.
EGTC Official Asset & Resource Records:
[PTabbedContent] [PTab=Resource Collections, Transactions & Taxes] || || Wood || 0 + 1,000/1,000 + 0 - 0 = 1,000 || || Stone || 0 + 800/800 + 0 - 0 = 800 || || Metal || 0 + 800/800 + 0 - 0 = 800 || || Cloth || 0 + 400/400 + 0 - 0 = 400 || || Hides || 0 + 500/500 + 0 - 0 = 500 || || Runes || 0 + 0/0 + 0 - 0 = 0 || || Lazules || 0 + [1,000 * 1] + 0 - 0 = 1,000
[/PTab={background-color:#FFFFFF; tab-hover-background-color:#FF00FF; tab-selected-background-color:#FFFFFF;}] [PTab=Kaledam Combined Armed Forces & EGTC Assets] ||✪|| Kaledam ||✪|| - KPD - [300 , 0 , 300 , 0 , 300 , 0 , 200 , 0 , 100 ] Bombardier-General Demirayak - [Military Paragon - ] Movement: KPD ➤ [300 , 300 , 300 , 200 , 100 , 1 ] ➤ MOP ( Morrisane Pass) 2 Training: No training. [/PTab={background-color:#FFFFFF; tab-hover-background-color:#7FFF00; tab-selected-background-color:#FFFFFF;}] [PTab=Territories, Claims, Buildings, & Construction] ||✪|| Kaledam ||✪|| - KPD - Urban - [1/5] Barracks - Red Sands Barracks - No Upgrades - [Freebie] Palace - Kaledam Fortress - No Upgrades - [Freebie] Research Centre - Kitajami Institute of Scabaritic Arts - No Upgrades [/PTab={background-color:#FFFFFF; tab-hover-background-color:#00FFFF; tab-selected-background-color:#FFFFFF;}] [PTab=Diplomacy, Sciences, Relics, Scouting & Other] Diplomatic Relations No diplomatic relations as of yet. Sciences Completed Technologies: Disco Tabs Current Research Projects: Kitajami Institute of Scabaritic Arts (KPD) - Project 1: Gotta Catch 'Em All Relics No artifacts or landmarks as of yet. Scouting Haga Highlands (HAH) - Scouted by Land from Kaledam (KPD) - 1 Morrisane Pass (MOP) - Scouted by Land from Kaledam (KPD) - 1 Other Nothing other yet. [/PTab={background-color:#FFFFFF; tab-hover-background-color:#FFA500; tab-selected-background-color:#FFFFFF;}] [/PTabbedContent={color:#FF6600; background-color:#000000}]
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Post by 2stanton on Aug 30, 2014 8:22:05 GMT -5
The Rhynoc tribe of the Frozen North
And so it begins, the gatherers of our tribe shall harness 1,000 wood, 800 stone, 800 metal, 500 cloth, and 400 hides. 100 spearmen, 100 archers, and 100 of our most esteemed Rhynoc fighters shall head for Kyatt Glacier(KYT) while a scouting group heads for Mammoth Strip(MAM).
RESOURCES | 0 + 1,000/1,000 + 0 - 0 = 1,000 | 0 + 800/800 + 0 - 0 = 800 | 0 + 800/800) + 0 - 0 = 800 | 0 + 500/500 + 0 - 0 = 500 | 0 + 400/400 + 0 - 0 = 400 | 0 + 0/0 + 0 - 0 = 0 | 0 + 1,000 + 0 - 0 = 1,000
FACTION FBP - FrostBite Point
Garrison: 300 Spearmen | 300 Archers | 300 Mages | 200 Riders | 100 Rhynoc Fighters | (Champion) Warlord Sigurd Swiftcharge
Recruiting: none Buildings: Palace | Barracks | Research Center{Copy/Paste hide} ((Region Code - Region Name)) Garrison: ((Troop 1)) | ((Troop 2)) Recruiting: ((Troop 1)) | ((Troop 2)) Buildings: ((Building 1)) | ((Building 2))((Region Code - Region Name))
BATTLES & MOVEMENT 100 Spearmen | 100 archers | 100 Rhynoc Fighters| FBP → KYT [1 turn ?]
PARAGONS Champion: Warlord Sigurd Swiftcharge : Idle at FBP
ESPIONAGE None
SCIENCE None
DIPLOMACY Placeholder [NPC]: Placeholder RP number Treaties: None
Placeholder [Placeholder god] Treaties: None
EXPEDITIONS None
ARTIFACTS None
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Post by Unguis on Aug 30, 2014 9:47:44 GMT -5
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Post by Thorlah on Aug 30, 2014 13:03:17 GMT -5
The Third Zarosian Empire
The legacy unfolds, as our forces gather the monthly stipends of 1000 wood, 800 stone, 800 metal, 400 cloth, and 500 hides. Scouts have set off to discern the situations in Eagle's Peak (EGP) and Northern Kandarin (NOK), in the hopes of finding new insight in the situation of the world at large as well.
RESOURCES | 0 + 1000/1000 + 0 - 0 = 1000 | 0 + 800/800 + 0 - 0 = 800 | 0 + 800/800 + 0 - 0 = 800 | 0 + 400/400 + 0 - 0 = 400 | 0 + 500/500 + 0 - 0 = 500 | 0 + 0/0 + 0 - 0 = 0
| 0 + 1000 + 0 - 0 = 1000
FACTION WOG - The World Gate Garrison: 300 Spearmen | 300 Archers | 300 Mages | 200 Riders | 100 Silent Riders Recruiting: None Buildings: Palace | Barracks | Research Center
BATTLES & MOVEMENT None
PARAGONS Pontifex Maximus - Andreus Agatho: Idle at WOG
ESPIONAGE None...?
SCIENCE
((Completed Project Name)): Complete | ((Effect)) ((Project Muspah Dawn)): 0/8 turns remaining
DIPLOMACY ((NPC Faction Name)) [NPC]: ((Reputation Number)) Treaties: ((All Active Treaties))
((Player Faction Name)) [((Faction God))] Treaties: ((All Active Treaties))
EXPEDITIONS None
ARTIFACTS None
{Journal Log of Gram Collinson Year 100-Seventh Age} Entry #23 of the Year. It starts, as subtly as a cog being whirred into motion, or muscles in a body receiving signals to tense and loosen to life. Just from the scraps I've gathered, I know that the fauna has increased in activity as well, certainly a sign of further activity in the world at large. To see it all unfold like this...it is quite odd. Like a chess player watching a new group play the game. Familiar, but also intriguingly different.
Hopefully the new leaders will fare better than the old ones.
Dictum Meum Pactum
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Post by Jasband on Aug 30, 2014 13:50:13 GMT -5
Kingdom of BrantiaRintra, Year 100 of the Seventh Age Today, the Kingdom of Brantia begins its true test. From Siegrand, we will spread across Asgarnia and the world, embracing those who choose to join us and smiting those who stand against us.
I begin by gathering all available resources: 1,000 , 800 , 800 , 500 , and 400 .
Scouts, travel to GDR and DRW; I wish to ascertain the state of Draynor Village and the forest to its north. Meanwhile, I send 200 , 200 , 200 , 100 , and 100 west, to MZL, led by the Captain-General. I recruit 20 in Siegrand, costing 800 .
Researchers, I will send you a proposal. Hopefully, you can begin work on it immediately.
RESOURCES | 0 + 1,000/1,000 + 0 - 0 = 1,000 | 0 + 800/800 + 0 - 0 = 800 | 0 + 800/800 + 0 - 0 = 800 | 0 + 400/400 + 0 - 0 = 400 | 0 + 500/500 + 0 - 0 = 500 | 0 + 0/0 + 0 - 0 = 0
| 0 + 1,000 + 0 - 800 = 200
FACTION SOA - South Asgarnia Garrison: 100 | 100 | 100 | 100 Recruiting: 20 | 1 Buildings: Palace (Free Slot) | Barracks (Free Slot) | Research Center
BATTLES & MOVEMENT 200 , 200 , 200 . 100 , 100 | SOA → MZL [2 ]
PARAGONS Gregor Reinholt (Champion): Marching | SOA → MZL [2 ]
ESPIONAGE No Spy Dens.
SCIENCE Tithes: Explore (C2) [0%] Application (C1) [0%]
DIPLOMACY No diplomatic relations.
EXPEDITIONS No Expeditions.
ARTIFACTS No Artifacts.
Edit 1: Formatting, corrected capitalization and spacing. Edit 2: Updated project info under Science.
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Post by Urzanko on Aug 31, 2014 1:42:15 GMT -5
The Free People of MoryTania
After Being rebuilt and enduring the Hardships of the end of the 6th age into the 7th. The People of South Myre in MoryTania, finnaly set out eagerly for conquest promised to them by Lord Lestor. As everything Falls into place, Lord Lestor instructs his Advisors with actions they need to take. First a project was to take place with his Newest Advisor overseeing the work, then scouts where to be dispatched to nearby regions to gather information. of the 2 scout groups, the first one will go south to the Haunted Mines, then the second will go to Sanguinesti. Resources gathered as 1,000 Wood, 800 Stone, 800 Metal, 500 Hide and 400 Cloth. Then its time to wait to see what unfolds for the Zamorakian Cause
RESOURCES | 0 + 1,000 - 0 = 1,000 | 0 + 800 - 0 = 800 | 0 + 800 - 0 = 800 | 0 + 500 - 0 = 500 | 0 + 400 - 0 = 400
| 0 + 1,000 - 0 =1,000
FACTION Regions
-Capital - South Myre Garrison: 300 Spearmen 300 Archers 300 Mages 200 Riders 100 Zombies Recruitment: None Buildings: Palace, Barracks, Research Center
BATTLES & MOVEMENT 1st Corpse Corps goes to Haunted Mines 2nd Corpse Corps goes to Sanguinesti
PARAGONS The New Advisor (A.K.A Mumm'Rha) - Helping with Project ESPIONAGE None
SCIENCE Currently working on 1 Project
DIPLOMACY: None
EXPEDITIONS None
ARTIFACTS None
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Post by Yuhkon on Aug 31, 2014 17:25:34 GMT -5
Serenite Realm - Turn 1 Chapter 1: It's time Listen, my beloved elves! The time has come for the Serenite Realm to step onto the world stage! Today we start our quest for vengeance and dominion. We will build our strength and then spill forth from the dark forests of Isafdar, and into the light to show our enemies how afraid they should be!
Now, to work. We'll need 1,000 , 800 , 800 , 400 and 500 . I want that 1,000 put to use in the construction of a Lumber Mill in Seren Song; we'll stockpile the other stuff for now. It's a good start, but we'll need more resources if we're to succeed. Hence, I want scouting missions going into East Isafdar and Port Tyras both to see what they have to offer. Lastly, I want to recruit 50 in Seren Song for 1,000 .
Those brainy gnomes in the High Apothecary's lab have told me about their proposal to build a dedicated Poisons Lab. More poison is always good: I want research on this proposal to start immediately!
Get to work!
RESOURCES | 0 + 1,000/1,000 + 0 - 1,000 = 0 | 0 + 800/800 + 0 - 0 = 800 | 0 + 800/800 + 0 - 0 = 800 | 0 + 400/400 + 0 - 0 = 400 | 0 + 500/500 + 0 - 0 = 500 | 0 + 0/((Source)) + 0 - 0 = 0
| 0 + 1,000 + 0 - 1,000 = 0
FACTION NIS - North Isafdar (Seren Song) Garrison: 300 | 300 | 300 | 200 | 100 | Champion Marwyn Gerillar Recruiting: 50 Buildings: Palace | Barracks | Research centre | Lumber mill (1 )
BATTLES and MOVEMENT n/a
PARAGONS Champion Marwyn Gerillar: idle in NIS
ESPIONAGE n/a
SCIENCE PCC 20%, TLL 4
Poison Labs (TL2): Component 1 [C2, 0/2]
DIPLOMACY n/a
EXPEDITIONS n/a
ARTIFACTS n/a
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Post by Siroki Adminson on Sept 1, 2014 10:55:47 GMT -5
Turn post 1, Rintra, Year 100: EGTC:
Your team begin project Gotta Catch ‘Em All, progress is made on the first component.
Your army is halfway to Morrisane Pass. Your two scouting groups return from Haga and Morrisane Pass with information.Rhynoc Tribe of the Frozen North:
Your troops will arrive in Kyatt Glacier next month. Your scouts return from Mammoth Strip with information.Third Kingdom of Camelot:
Your team begins Project Sawblade, but no progress is made.
Your troops head out to Greater Catherby, and will arrive next month. Your scouts return from Catherby and Seers Land with informationThird Zaraosian Empire
Your scouts return from North Kandarin and Eagles Peak with information
Your research project has successfully progressed to the next stage. Kingdom of Branita:
Your scouts return from the two Draynors with information. Your troops will arrive in Melzars Land next month.
The research project you began this month unfortunately makes no progress. Free People of Morytania:
Your scouts return from the Haunted Mine and Sanguinesti.
Your research project, which you started this month, successfully goes to the next step.Children of the Lost Voice
Your scouts return from Port Tyras and East Isafdar with information.
Your research project that you started this month successfully goes to the next step.
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Post by Lime on Sept 1, 2014 11:31:47 GMT -5
East Gielinor Trading Company Official Report - Moevyng, 7A-Y100
The Board of Seven has acted to implement the following policy:
All resources possible are to be collected.
50 Bombardiers are to be recruited under the discretion of the Geurreiros Family in absence of Bombardier-General Demirayak. 2,000 Tumeken-Faced Lazules are to be provided in order to do this.
EGTC Official Asset & Resource Records:
[PTabbedContent] [PTab=Resource Collections, Transactions & Taxes] || || Wood || 1,000 + 1,000/1,000 + 0 - 0 = 2,000 || || Stone || 800 + 800/800 + 0 - 0 = 1,600 || || Metal || 800 + 800/800 + 0 - 0 = 1,600 || || Cloth || 400 + 400/400 + 0 - 0 = 800 || || Hides || 500 + 500/500 + 0 - 0 = 1,000 || || Runes || 0 + 0/0 + 0 - 0 = 0 || || Lazules || 1,000 + [1,000 * 1] + 0 - 2,000 = 0
[/PTab={background-color:#FFFFFF; tab-hover-background-color:#FF00FF; tab-selected-background-color:#FFFFFF;}] [PTab=Kaledam Combined Armed Forces & EGTC Assets] ||✪|| Kaledam ||✪|| - KPD - [300 , 0 , 300 , 0 , 300 , 0 , 200 , 0 , 100 ] Bombardier-General Demirayak - [Champion - ] Movement: KPD ➤ [300 , 300 , 300 , 200 , 100 , 1 ] ➤ MOP ( Morrisane Pass) 1 Training: 50 [/PTab={background-color:#FFFFFF; tab-hover-background-color:#7FFF00; tab-selected-background-color:#FFFFFF;}] [PTab=Territories, Claims, Buildings, & Construction] ||✪|| Kaledam ||✪|| - KPD - Urban - [1/5] Barracks - Red Sands Barracks - No Upgrades - [Freebie] Palace - Kaledam Fortress - No Upgrades - [Freebie] Research Centre - Kitajami Institute of Scabaritic Arts - No Upgrades [/PTab={background-color:#FFFFFF; tab-hover-background-color:#00FFFF; tab-selected-background-color:#FFFFFF;}] [PTab=Diplomacy, Sciences, Relics, Scouting & Other] Diplomatic Relations No diplomatic relations as of yet. Sciences Completed Technologies: Disco Tabs Current Research Projects: Kitajami Institute of Scabaritic Arts (KPD) - Project 1: Gotta Catch 'Em All - [1/11] Relics No artifacts or landmarks as of yet. Scouting No Scouting as of this turn. Other Nothing other yet. [/PTab={background-color:#FFFFFF; tab-hover-background-color:#FFA500; tab-selected-background-color:#FFFFFF;}] [/PTabbedContent={color:#FF6600; background-color:#000000}]
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