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    Dec 2010

    Default D&D Total War Game 2 (Campaign Thread)

    Welcome to Game 2. The rules we are using are located here OOC Thread is located Here

    You may now begin posting.

    Game 2:
    Turn 1: Year: 1000 The Age of Tribes

    Tholian (Firebrand) [Purple]
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    Map Link
    Nation and Leader Information:
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    Lyonard [Faction Leader]
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    Luck: 1
    Industriousness: 9
    Craftiness: 5
    Charisma: 5
    Command: +2
    Age: 32
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Doubts Reality: Is able to reroll any one check he makes in battle.
    Psychopath: Only half of his charisma is applied to public order for the city he is in.
    Former Farmer: Boosts population growth in any region he is in by 1%
    Feared: Reduces chance of revolt due to low public order. Increases chance of assassination.

    Tholian
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    Agriculture: 1
    Religion: 1
    Trade: 1
    Military: 1
    Technology: 1
    Espionage: 5
    Industry: 5
    Racial Attributes:
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    -2 morale for militia, -1 morale for veteran, elite units gain +2 morale. Units may reroll any morale save once a turn per unit. Units require 25% less upkeep.

    Traits:
    Geared for Spying: Increased chance of recruiting an espionage agent. Espionage agents are usually of higher quality.
    Unassuming People: Decreases effectiveness of enemy espionage.
    Land of Madmen: The leader's philosophies have caused some...peculiarities in his agents and soldiers. Increases chance of secondary traits.
    Industrial Revolution: Quick changeover from agriculture to industry has made some people unhappy: -10% public order in all cities.


    Tholian (Wafi):
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    Garrison/Agents
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    3 Units of Armed Peasantry (60 men)
    Faction Leader's Bodyguard (24 men)
    Aldin [Spy]
    Carter [Assasin]
    Archim [Governor]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry (60 men): 60 IP

    Buildings
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    Town Hall lvl 2
    Mine lvl 2

    Building Construction Options (1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 1 1500 IP 1 turn
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 1 1500 IP 1 Turn
    Casino lvl 1 1000 IP 1 turn
    Walls lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population: 10,000 Growth: 1% [leader trait]
    Cultures[change]: 100% Tholian [no change]
    Public Order: 82.5% [+0 base, +12.5% leader, +60% garrison, -10% nation trait, 20% town hall)
    Base Income: 900 IP
    Tax Income [Moderate]: 1000 IP
    Trade Income: 500 IP
    Total Income: 2400 IP
    Modified Income[No Modifiers]: 2400 IP
    Maintenance: 0 IP
    Net Income: 2400 IP


    Armies [Non-garrison]
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    None

    Agents:
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    Aldin [Spy]
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    Subtlety: +3
    Movement: 10
    Well-trained Spy: +3 Subtlety
    Street Rat (Ancillary): Beggars are never noticed, especially children. Reduces chances of detection.

    Carter the Mad[Assassin]
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    Subtlety: +5
    Movement: 8
    Well-trained Assassin: +3 Subtlety
    Sociopath: He seems to enjoy terrorism. +2 Subtlety
    Explosives (Ancillary): Sabotage actions deal more damage to buildings.

    Archim [Governor]
    Charisma: +2
    Able Manager: +2 Charisma

    Balance Sheet
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    Last Turn Balance:
    Net Income: 2400
    Army recruitment (last turn): 0
    Army Upkeep (last turn): 135 (160 Base)
    Building Cost (last turn): 0
    Balance: 10,000

    Unique Unit: Blockade Runner (requires port lvl 2)
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    Attack: 6
    Defense: 2
    Campaign Movement: 10
    Battle Movement: 5
    HP: 30
    IP Cost: 1750
    Upkeep: 500
    Recruit Time: 2 turns
    Special Ability: Can raid trade routes, stealing a portion of their revenue (this ability allows raiding of naval trade routs without blockading a port. It also diverts more revenue than a normal unit).
    Appears as a unit of the owner's choice on the map (changeable once per turn, only nations they have met and rebels)


    The 'Ilnath (Mirai) [Lime Green]
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    Nation and Leader Information:
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    Q'irin Desata [Faction Leader]
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    Faith: 1
    Industriousness: 9
    Craftiness: 4
    Charisma: 6
    Command: +1
    Age: 25
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Forced March: 20 hour workdays mean you can move. +1 army movement.
    Too busy for Love: Reduces chance of heirs and marriage.
    No Command Experience: There's never a good war when you need one. -1 Command
    Drill Instructor (Ancillary): Reduces recruitment cost of the town you are in by 10%
    Deep Sleeper: After a long day's work, four hours of deep sleep is all you need. Increases chance for assassination.

    The 'Ilnath
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    Agriculture: 3
    Religion: 1
    Trade: 1
    Military: 2
    Technology: 2
    Espionage 1
    Industry 5
    Racial Attributes:
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    During battle, the 'Ilnath can be pushed to the point of exhaustion. At the start of the combat (and every time their exhaustion ends) they exert themselves for 1d3+commanders command score rounds. They gain +2 attack, +2 ranged attack, and +2 movement. At the end of this exertion, for the same number of rounds they exerted themselves, they suffer -2 attack, -2 ranged attack, and -2 defense. Exertion can be ended early by the commander but cannot be suppressed. Exhaustion lasts a minimum of one full round (exhaustion starts at the beginning of the 'Ilnath's battle turn). They also get +1 morale per allied unit that is routing (until they leave the map). Units that break are shamed, and act as if shattered, with the exception that they can be recovered by a successful command check (one check per round).

    Traits:
    Overtime: 'Ilnath can work overtime to speed up the construction of buildings. By paying twice the building's cost, they can build it in one turn less than normal (minimum 1). This can only be used once per building.
    Too tired to complain: +20% public order in all cities
    No time for other pursuits: Reduces the chance for non-Commander and non-Governor agents. Reduces growth rate by 1%
    Do it Right the First time: Hard work ethic means all agents are of higher quality than normal. Reduced chance of secondary traits.


    Carthis (Naya):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    3 Units of Armed Peasantry (60 men)
    D'alar [Governor]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry (60 men): 54 IP (Base: 60 IP)

    Buildings
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    Town Hall lvl 2
    Mine lvl 2
    Farms lvl 1

    Building Construction Options (1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 2 3000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 1 1500 IP 1 Turn
    Casino/Church lvl 1 1000 IP 1 turn
    Walls lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population: 10,000 Growth: 0% [1% farm, -1% leader trait]
    Cultures[change]: 100% 'Ilnath [No Change]
    Public Order: 130% [+0 Base, +20% Nation trait, +60% Garrison, 30% governor charisma, 20% town hall]
    Base Income: 900 IP
    Tax Income [Moderate]: 1000 IP
    Trade Income: 500 IP
    Total Income: 2400 IP
    Modified Income[No Modifiers]: 2400
    Maintenance: 0
    Net Income: 2400


    Armies [Non-garrison]
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    None

    Agents:
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    D'alar Mor'te [Governor]
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    Charisma: +4
    Excellent Governor: +3 Charisma
    Personable: +1 Charisma


    Balance Sheet
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    Last Turn Balance:
    Net Income: 2400
    Army recruitment (last turn): 0
    Army Upkeep (last turn): 180
    Building Cost (last turn): 0
    Balance: 10,000

    Unique Unit: The 'Illnath Schiltrom (Requires lvl 3 barracks)
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    Attack: 6
    Defense: 5 (Heavy Armor, Shield)
    HP per creature: 2
    Morale: 6
    Movement: 2
    Special Abilities:
    Can Fight in 3 Ranks
    Can set for charge: Any turn they do not move then can prepare to be charged. This gives them +2 attack bonus against charges, and +2 defense from a shield wall. Against cavalry charges they get to strike first (use Stand and Shoot rules for breaking the charge)
    Wall of Spears: Any cavalry unit charging the 'Illnath Schiltrom must make a morale save *or* the general commanding must make a command check for them to be able to charge. This is a fear effect.
    Nigh Unbreakable: The 'Illnath Schiltrom does not make morale saves for strength until reaching 25%.
    Fearless: The 'Illnath Schiltrom does not suffer from fear effects
    Recruitment Cost (per man): 2400 IP
    Upkeep Cost (per man): 960 IP
    Unit Size: 30


    Luurb (Belthasar) [Navy Blue]
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    Nation and Leader Information:
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    Kyr the First [Faction Leader]
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    Faith 4
    Industriousness 7
    Craftiness 3
    Charisma 6
    Command: +4
    Age: 30
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Troll: He's more likely to eat his children than raise them. Reduced chance to sire an heir or marry.
    Powerful Leader: +2 Command
    Unifier of Tribes: +20% public order in any city he is in.
    Child of Prophecy: Omens guide his actions, whether he wants them to or not.
    Force of Personality: +2 effective Charisma towards non-trolls.

    Luurb
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    Agriculture 2
    Religion 1
    Trade 1
    Military 5
    Technology 1
    Espionage 2
    Industry 3
    Racial Attributes:
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    All units have +1 HP (except siege engines). Partial damage to units does not persist (except siege engines) Units suffer -1 to morale. Units are 50% more expensive to recruit (except siege engines).

    Traits:
    Children are Tasty: -1% to growth rate.
    Hatred of others: May not occupy captured settlements, must sack or raze.
    Enemies United: This nation is always seen as more of a threat than any other.
    Multi-faceted society: -10% public order
    Lack of Brains: Reduces chance and quality of Engineers and Governors


    Ghar'Duun (Athkas):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    3 Units of Armed Peasantry (60 men)
    Gilnath [Commander] + Bodyguard (12 Men)

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry 90 IP [60 IP Base]
    Men at Arms 450 IP [300 IP Base]
    Swordsmen 600 IP [400 IP Base]
    Spear Militia 180 IP [120 IP Base]
    Regiment of the Spear 900 IP [600 IP base]
    Spearmen 1800 IP [1200 IP Base]

    Buildings
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    Town Hall lvl 2
    Barracks lvl 2
    Farm lvl 1
    Mine lvl 1

    Building Construction Options (1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 2 3000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Archery Range lvl 1 1500 IP 2 turns
    Siege Works lvl 1 1500 IP 2 turns
    Stables lvl 1 2000 IP 2 turns
    Church lvl 1 1000 IP 1 turn
    Mines lvl 2 2000 IP 2 turns
    Walls lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population: 10,000 Growth: 0% [+1% farms, -1% racial trait]
    Cultures[change]: 100% Luurb
    Public Order: 120% [0% base, 60% garrison, 20% leader trait, -10% nation trait, 30% governor's charisma, 20% town hall]
    Base Income: 700
    Tax Income [Moderate]: 1000 IP
    Trade Income: 500
    Total Income: 2200
    Modified Income[No Modifiers]: 2200
    Maintenance: 300
    Net Income: 1900


    Armies [Non-garrison]
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    None

    Agents:
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    Gilnath the Bloody[Commander]
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    Command: +3 Command
    Movement: 7
    Excellent Commander: +3 Command
    Battle Scars: +2 Commander HP


    Balance Sheet
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    Last Turn Balance:
    Net Income: 2200
    Army recruitment (last turn): 0
    Army Upkeep (last turn): 180
    Building Cost (last turn): 0
    Balance:

    Unique Unit: Pseudonatural Troll (Requires lvl 3 barracks, lvl 2 church)
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    Attack: 6
    Defense: 5 (Heavy Armor, Shield)
    HP per creature: 3
    Morale: 5
    Movement: 7
    Special Abilities:
    Fear: The gruesome appearance of these otherworldly trolls strikes fear into the hearts of those they charge. Any unit charged by Pseudonatural Trolls must make a morale save or flee for one round.
    Charge Bonus: +5 extra attack bonus on charge (total +7)
    Regeneration: Damage doesn't persist between rounds.
    Recruitment Cost (per man): 4000 IP
    Upkeep Cost (per man): 800 IP
    Unit Size: 20


    The Hive (Lizard Lord) [Sandy Brown]
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    Nation and Leader Information:
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    Grand Queen [Faction Leader]
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    Luck: 1
    Industriousness: 9
    Craftiness: 8
    Charisma: 2
    Command: 5
    Age: 25
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Supreme Matriarch: +2 Command
    Obeyed above all: Reduces IP income by -10%, Increases public order by 20%
    Hive Mind: +1 Command, if the queen is killed in combat, all units must make a morale save at a -2 penalty or break.

    The Hive
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    Agriculture: 3
    Religion: 1
    Trade: 1
    Military: 3
    Technology: 1
    Espionage: 1
    Industry: 5
    Racial Attributes:
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    +2 attack against any unit that has been hit by another Hive unit. Hive units in adjacent squares provide +1 defensive bonus to each other (max +2 defense). -2 morale to all units, units do not have to make morale checks except for fear effects, reduced to 25% strength and below, and if their commander dies. They cannot reform when broken.

    Traits:
    Organized: Governors are more likely to be recruited and have organizational secondary traits.
    Swarms: +1% growth rate
    Centralized Control: Unless led by the Queen or faction heir, armies always loose the command check to determine deployment. Otherwise roll normally.
    Mentally Linked: Units gain +1 attack if in the same region as the Queen or faction heir. If in an adjacent region, they loose this bonus. If 2 or more regions away from the Queen, they take a -1 attack penalty per region past the first.
    No Competition: All Commanders that are not faction members take a -1 penalty to command.


    Primary Nest (Harvest Lands):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    3 units of Armed Peasantry (60 men)
    Prinan [Governor]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry 60 IP
    Men at Arms 300 IP
    Spear Militia 120 IP
    Regiment of the Spear 600 IP

    Buildings
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    Town Hall lvl 2
    Farms lvl 1
    Barracks lvl 1
    Mines lvl 2

    Building Construction Options (1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 2 3000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 2 3000 IP 3 turns
    Archery Range lvl 1 1500 IP 2 turns
    Siege Works lvl 1 1500 IP 2 turns
    Stables lvl 1 2000 IP 2 turns
    Church lvl 1 1000 IP 1 turn
    Walls lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population: 10,000 Growth: 2% [1% nation trait, 1% farms]
    Cultures[change]: 100% Hive [No Change]
    Public Order: 110% [0% base, 60% garrison, 20% public order, 20% town hall, 10% governor]
    Base Income: 900 IP
    Tax Income [level]: 1000 IP
    Trade Income: 500 IP
    Total Income: 2400 IP
    Modified Income[-10 Leader Trait]: 2160 IP
    Maintenance: 150 IP
    Net Income: 2010 IP


    Armies [Non-garrison]
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    None

    Agents:
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    Prinan [Governor]
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    Charisma: 1
    Poor Bureaucrat: +1 Charisma


    Balance Sheet
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    Last Turn Balance:
    Net Income: 2010
    Army recruitment (last turn): 0
    Army Upkeep (last turn): 180
    Building Cost (last turn): 0
    Balance: 10,000

    Psychic Warriors (Requires barracks lvl 3)
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    Attack: 6
    Defense: 4 (Medium Armor, Shield)
    HP per creature: 2
    Morale: 4
    Movement: 3
    Special Abilities:
    Sow Doubt: Psychic Warriors Can instill doubt in an enemy unit. Unit suffers -2 penalty to morale for 1d3 turns. Psychic Warriors can use Sow Doubt or Plant Confidence once per round (only one of the two). This ability has a range of 4.
    Plant Confidence: Psychic Warriors can plant confidence and assurance in a friendly unit. This boosts their morale by +2 for 1d3 rounds. A routing unit hit by this ability can immediately make a check to reform. Psychic Warriors can use Sow Doubt or Plant Confidence once per round (only one of the two). This ability has a range of 4.
    Recruitment Cost (per man): 1600 IP
    Upkeep Cost (per man): 320 IP
    Unit Size: 40


    The Anurians (Lumovanis) [Red]
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    Nation and Leader Information:
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    Ashir Duran [Faction Leader]
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    Faith: 8
    Industriousness: 2
    Craftiness: 2
    Charisma: 8
    Command: +2
    Age: 28
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Guided by Gods: Godly guidance makes your people prosper. +10% IP in your current region. Make a faith check every turn.
    Prophetic Visions: Reroll any one check once per battle.
    True Prophet: +10% Public Order. Increases chance of recruiting priests.
    Very Well Known: Increases chance of assassination.

    The Anurians
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    Agriculture: 2
    Religion: 4
    Trade: 1
    Military: 3
    Technology: 2
    Espionage: 1
    Industry: 2
    Racial Attributes:
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    Before each battle, omens and other signs are looked for to predict the outcome. This results in a + or - 1d3 morale to all units for the duration of the battle. +1 morale to all units, +1 base speed to all units, -1 defense to all units. Siege attacks suffer a -2 penalty. Replace slings with Chakram (+2 range over sling). Units can be upgraded in any town with a church (same level as the building required to recruit them) for 1/2 of their recruitment cost. This upgrade (Religious Fervor) provides +2 attack, and can only be done once per unit.

    Traits:
    False Prophets: Chance each turn to spawn a false prophet. This is a Rebel priest unit that converts your people to another culture.
    Religious Nation: Increased chance to recruit priests, priests have better traits.
    People of the Desert: Units have decreased chance for detection in sand and desert. Desert tiles only cost 1 movement.
    Poor Agriculture: -1% growth rate


    Duran Sherive (Telosia):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    3 Units of Armed Peasants (60 men)
    Linta [Priest]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry 60 IP
    Men at Arms 300 IP
    Spear Militia 120 IP
    Regiment of the Spear 600 IP

    Buildings
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    Town Hall lvl 2
    Church lvl 1
    Barracks lvl 1

    Building Construction Options (1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 1 1500 IP 1 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 2 3000 IP 3 turns
    Archery Range lvl 1 1500 IP 2 turns
    Siege Works lvl 1 1500 IP 2 turns
    Stables lvl 1 2000 IP 2 turns
    Church lvl 2 2000 IP 2 turn
    Walls lvl 1 1000 IP 1 turn
    Mine lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population: Growth: -1% [-1% nation trait
    Cultures[change]: 100% Anurian [no change]
    Public Order: 130% [0% base, 60% Garrison, 40% governor trait, 20% town hall, +10% leader trait]
    Base Income: 500 IP
    Tax Income [Moderate]: 1000 IP
    Trade Income: 500 IP
    Total Income: 2000 IP
    Modified Income[+10% Leader trait]: 2200 IP
    Maintenance: 150 IP
    Net Income: 2050 IP


    Armies [Non-garrison]
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    None

    Agents:
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    Linta the White [Priest]
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    Faith: +5
    Movement:
    Divine Inspiration: +3 Faith
    Performer of Miracles: The gods work through him: +2 faith
    Evangalist: Increases cultural conversion rate


    Balance Sheet
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    Last Turn Balance:
    Net Income: 2050
    Army recruitment (last turn): 0
    Army Upkeep (last turn): 180
    Building Cost (last turn): 0
    Balance: 10,000

    Unique Unit: Warpriest of Tefarose (requires religious structure lvl 3 and barracks lvl 2)
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    Attack: 8
    Ranged Attack: 4 (6 range)
    Defense: 3 (Medium Armor, Shield)
    HP per creature: 2
    Morale: 7
    Movement: 4
    Special Abilities:
    Has been upgraded with Religious Fervor.
    Holy Aura: Provides +1 morale and +1 defense to any unit within 2 squares of the priest. This aura is only active when the Warpriests are not routing.
    When Gods Fail: When Warpriests rout, they cause a -2 penalty to moral.
    Upgraded with Chakram
    Recruitment Cost: 2400 IP
    Upkeep Cost: 480 IP
    Unit Size: 40


    The Halls of Granite Sound (JungleBoie) [Grey]
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    Map Link

    Nation and Leader Information:
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    King Rustdur Steelsmite [Faction Leader]
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    Faith: 3
    Industriousness: 6
    Craftiness: 5
    Charisma: 4
    Command: +3
    Age:
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    King of Dwarves: +20% public order in current region, +2 Command
    Grizzled Veteran: +1 Command, +2 HP, harder to assassinate
    Weary: -1 movement on campaign map
    Proud: Enemy espionage activities are more succesful as this dwarf hides nothing.

    The Halls of Granite Sound
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    Agriculture: 4
    Religion: 2
    Trade: 3
    Military: 3
    Technology: 3
    Espionage: 2
    Industry: 3
    Racial Attributes:
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    +1 armor -1 movement, -1 sight range for armies. Dwarven units must make a morale check when a friend routs, but if they succeed they gain +1 to morale for the duration of the battle. This bonus remains until the unit routs itself, and stacks with itself (a unit cannot have morale over 10 by this ability.). Dwarven cavalry suffers -3 to movement (including the -1 racial), and its charge bonus is reduced by 2. Dwarven units can be equipped with firearms (requires archery range lvl 3, 20ip*unit strength cost. Stats as crossbow but +2 to attack).

    Traits:
    Exiles: Reduces cultural conversion rate, the dwarves don't plan to stay long.
    Distrustful of others: Treaties are harder to make
    Grumblers: +10% public order in all regions. Dwarves grumble for a long time, and it usually makes them feel better.
    A good death or shame: Units that would break can make a second morale check. If they succeed they instead fight on, seeking death. They gain their defensive attribute to their attacks, but defense goes to zero. They must keep attacking as long as they are able. If they fail this check they are broken. If they do not reform, the unit is lost after the battle.
    Ornamentation: Dwarves like pretty things -10% IP.
    Excellent at Engineering: Increases chance and quality of Engineering agents.
    Beer is my favorite food: Dwarves have digestive systems that can absorb every nutrient from booze. +1% population growth. Increases the chance of drinking related secondary traits.


    The Shallow Halls (Malachite Vale):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    3 Units of Armed Peasantry (60 men)
    Rumus [Engineer]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry 60 IP
    Men at Arms 300 IP
    Spear Militia 120 IP
    Regiment of the Spear 600 IP

    Buildings
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    Town Hall lvl 2
    Farms lvl 1
    Roads lvl 1
    Barracks lvl 1
    Mine lvl 1

    Building Construction Options (1 per turn):
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    Farms lvl 2 3000 IP 2 turns
    Roads lvl 2 2000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 2 3000 IP 2 Turns
    Archery Range lvl 1 1500 IP 2 turns
    Stables lvl 1 2000 IP 2 turns
    Siege Works 1500 IP 2 turns
    Casino lvl 1 1000 IP 1 turn
    Walls lvl 1 1000 IP 1 turn
    Mine lvl 2 2000 IP 2 turns

    City Statistics and Income:
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    Population: 10,000 Growth: 2% [1% farm, 1% nation trait]
    Cultures[change]: 100% Dwarven [No Change]
    Public Order: 130% [0% base, 20% town hall, 20% governor charisma, 20% leader trait, 10% nation trait, 60% Garrison]
    Base Income: 700 IP
    Tax Income [Moderate]: 1000 IP
    Trade Income: 525 IP
    Total Income: 2225 IP
    Modified Income[-10% nation trait]: 2003 IP
    Maintenance: 150 IP
    Net Income: 1853 IP


    Armies [Non-garrison]
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    None

    Agents:
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    Rumus Galenaglow [Engineer]
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    Engineering: +2
    Movement: 4
    Master Engineer: +2 Engineering
    Dwarven Engineering: All engineering projects cost 25% less.


    Balance Sheet
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    Last Turn Balance:
    Net Income: 1853
    Army recruitment (last turn): 0
    Army Upkeep (last turn): 180
    Building Cost (last turn): 0
    Balance: 10,000

    Unique Unit: Dwarven Siege Engineers (requires lvl 3 siege works)
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    These dwarves have firepower, equipped with either a mortar or bombard (decide per unit when deploying for battle). The bombard has a +6 siege attack (range 14) that deals 50 damage to walls, but only 5 to a unit (can penetrate any number of ranks). A mortar has +4 siege attack (range 8) that deals 5 damage to walls, but can be aimed at a unit. Roll a d10, on results 1 and 2 the mortar hits that square. On 3-10 the mortar hits a random square around that one. The unit in the square that is hit is hit by 20 attacks at +4 bonus (only half of armor is used) that deal 1 damage each.
    Siege Attack: +6 (14 range) bombard or +4 (8 range) mortar. Both versions require 4 men to operate once a round. Each man they are short increases the reload time by one round. Without any engineers, the engine cannot operate.
    Attack: 4
    Engine Defense: 10 (Hardness)
    Creature Defense: 2 (No armor, No Shield)
    HP per engine: 10
    HP per creature: 1
    Morale: 2
    Movement: 1
    Special Abilities:
    Carries 40 rounds of ammunition
    Recruitment Cost: 2000 IP
    Upkeep Cost: 500 IP
    Unit size: 1 engine, 4 men

    Last edited by tigerusthegreat; 2011-02-04 at 03:06 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Sep 2010

    Default Re: D&D Total War Game 2 (Campaign Thread)

    Luurb's turn:
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    1) Recruit 1 unit of Men at Arms (450 IP) and 1 unit of Spear Militia (180 IP)

    2) Build a lvl 1 road (1000 IP)

    3) Send 1 unit of armed peasantry to scout the woods to the east and return. Priorize survival above conquer; this is just an exploration maneuver.

    4) Increase the tax from Moderate to High.

    Last edited by Belthasar; 2011-01-31 at 03:22 PM.
    ===================

    My posting will be considerably slower from now on and during some months. Sorry about the inconveniences!



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    I Am A: Lawful Good Human Sorcerer (3rd Level)
    Ability Scores:
    Strength-12
    Dexterity-16
    Constitution-17
    Intelligence-15
    Wisdom-16
    Charisma-17

  3. - Top - End - #3
    Troll in the Playground
     
    Lizardfolk

    Join Date
    Feb 2007
    Gender
    Male

    Default Re: D&D Total War Game 2 (Campaign Thread)

    Hive's Turn:

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    Even as the Grand Queen and her elected consort are busy mating and continuing the population of the hive she gives a mental command to a unit of workers and scouts. They are to search the areas beyond what the Hive already knows and gather knowledge about the world they live in. She then sends another mental command throughout the nest to have a wall built to safeguard the nest.

    1: Recruit 2 units of Regiment of the Spear.
    2: Build a wall.
    3: Send one unit of Armed Workers (Armed Peasantry) north four squares then east one square.

  4. - Top - End - #4
    Barbarian in the Playground
     
    Firebrand's Avatar

    Join Date
    Dec 2010
    Location
    US
    Gender
    Male

    Default Re: D&D Total War Game 2 (Campaign Thread)

    Tholian's turn
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    1) Build a lvl 1 port
    2) Recruit another unit of armed peasants
    3) Send the other three units to carefully explore other lands in the hopes of finding all entrances onto the land....just in case it wasn't an island
    4) End turn
    Awesome Avatar by Terry576

    Large version:
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    Thought of the Week: "If men were angels, no government would be necessary"

    James Madison

  5. - Top - End - #5
    Pixie in the Playground
    Join Date
    Jan 2011

    Default Re: D&D Total War Game 2 (Campaign Thread)

    'Ilnath Turn
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    Build Barracks level one.
    Send Generals bodyguard out towards the bridge.
    End turn.

  6. - Top - End - #6
    Pixie in the Playground
     
    Lumovanis's Avatar

    Join Date
    Feb 2009

    Default Re: D&D Total War Game 2 (Campaign Thread)

    The Anurians - Turn 1
    Fluff:
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    Duran Sherive
    Ashir looked over the growing community from his palace balcony. His eyes landed on Linta, the son of a commoner who had joined the Temple of Jerah. He was inexperienced, but already proving to be quite influential, the people loved him from the day he was inducted into the temple. Ashir's smile faded as his thoughts returned to the matter at hand. The Speakers had finally agreed to a plan of action to deal with the heretics. They would need an army, larger than any that had previously been known to the Anurians. Armies required food, and lots of it. Food was already a scarcity here in this unforgiving land, but Jerah's gift of life had given them a golden opportunity. A strong river, the existence of which was crucial to Duran Sherive's survival.

    Otep, the High Speaker of Jerah, had a vision that he believed to be an answer to their food problems. Simple irrigation ruts leading from the river itself into carefully packed dirt for the past several months. The ground had been slowly fertilized by dead fish they caught and buried deep in the muck. Combined with sediments from the river itself, the ground had finally proven it could yield a healthy crop of various vegetables that had once been a rarity in Telosia. It was a good start, and the first farms were currently being organized to mass produce. Once again, Jerah had provided.

    There were many aspiring young warriors ready to receive the teachings of Tefarose, however, not just any man could become a true warrior of the gods. While men were ready to pick up swords and don armor, were they ready to understand the teachings of Tefarose? This was what ran through the mind of Ferra, the High Speaker of Tefarose. It would be her that would seperate the average men from the true holy warriors. Her gaze drifted across the new recruits, inspecting each one as if she could peer into their very souls. Raise an army worthy of Tefarose to battle the heretics, truly a challenge of holy significance. she mused to herself. She was the first woman to act as High Speaker of Tefarose. Her authority had been challenged many times, but those who questioned her abilities often found themselves on the receiving end of a sound beating by her hand. There was little doubt she was a more skilled warrior than nearly every soldier that currently protected Duran Sherive, and she wasn't about to to let them forget it anytime soon.

    The first group of recruits was going to act as scouts, getting a lay of the land. They knew for a fact the heretics were trying to establish themselves nearby, and finding them as quickly as possible was a top priority.


    Crunch:

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    Buildings: Farms Level 1 (-1,500 IP)
    Units: Men at Arms x2 (-600 IP)

    Movements:
    Sending 1 group of Men at Arms east 5 squares and a second group south 5 squares.
    Last edited by Lumovanis; 2011-02-01 at 06:18 PM.

  7. - Top - End - #7
    Pixie in the Playground
     
    jungleboie's Avatar

    Join Date
    Jan 2011

    Default Re: D&D Total War Game 2 (Campaign Thread)

    Halls of Granite Sound (turn 1)

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    Recuitment: 2 armed peasentry

    Movement: 2x malitia will head west along coast.

  8. - Top - End - #8
    Ettin in the Playground
     
    tigerusthegreat's Avatar

    Join Date
    Dec 2010

    Default Re: D&D Total War Game 2 (Campaign Thread)

    The not so long awaited turn 2: Note to jungleboie I need a starting age for your king (not that a dwarf will die for a long time of natural causes).

    Note to Firebrand: your map was wrong in the first post, I'm fixing both now. If you want to change any movement let me know and I'll amend it.

    Turn 2: Year: 1001 The Age of Tribes

    Tholian (Firebrand) [Purple]
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    Map Link

    Events:
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    You send your armies out to explore the area beyond your knowledge. As they march away, you ponder whether they even exist, or if you just sent figments of your own mind out. If they do exist, do they continue to exist after they are out of your sight? Your meditations are interrupted by one of your many servants introducing you to a man vying for political power. He may have some use, perhaps as a governor of another city should you capture one. The next is a tedious holy man. Again, he might be useful to convert people to your cause. (You have recruited a priest and a governor agent, their stats are listed under agents)

    Additionally there is a woman that has met your eye. She may do well to marry, or at least enjoy her company (you can choose to marry this woman, make her a mistress, or ignore her altogether).

    Nation and Leader Information:
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    Lyonard [Faction Leader]
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    Luck: 1
    Industriousness: 9
    Craftiness: 5
    Charisma: 5
    Command: +2
    Age: 33
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Doubts Reality: Is able to reroll any one check he makes in battle.
    Psychopath: Only half of his charisma is applied to public order for the city he is governor of.
    Former Farmer: Boosts population growth in any region he is in by 1%
    Feared: Reduces chance of revolt due to low public order. Increases chance of assassination.

    Tholian
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    Agriculture: 1
    Religion: 1
    Trade: 1
    Military: 1
    Technology: 1
    Espionage: 5
    Industry: 5
    Racial Attributes:
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    -2 morale for militia, -1 morale for veteran, elite units gain +2 morale. Units may reroll any morale save once a turn per unit. Units require 25% less upkeep.

    Traits:
    Geared for Spying: Increased chance of recruiting an espionage agent. Espionage agents are usually of higher quality.
    Unassuming People: Decreases effectiveness of enemy espionage.
    Land of Madmen: The leader's philosophies have caused some...peculiarities in his agents and soldiers. Increases chance of secondary traits.
    Industrial Revolution: Quick changeover from agriculture to industry has made some people unhappy: -10% public order in all cities.


    Tholian (Wafi):
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    Garrison/Agents
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    1 Units of Armed Peasantry (60 men)
    Faction Leader's Bodyguard (24 men)
    Aldin [Spy]
    Carter [Assasin]
    Archim [Governor]
    Liman [Priest]
    Urin [Governor]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry (60 men): 60 IP

    Buildings
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    Town Hall lvl 2
    Mine lvl 2

    Building Construction Options (Port lvl 1; 1 turn remains: 1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 1 1500 IP 1 turn
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 1 1500 IP 1 Turn
    Casino lvl 1 1000 IP 1 turn
    Walls lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population: 10,100 Growth: 1% [leader trait]
    Cultures[change]: 100% Tholian [no change]
    Public Order: 72.5% (+0 base, +12.5% leader, +40% garrison, -10% nation trait, 20% town hall) [in danger of revolt]
    Base Income: 900 IP
    Tax Income [Moderate]: 1010 IP
    Trade Income: 505 IP
    Total Income: 2415 IP
    Modified Income[No Modifiers]: 2415 IP
    Maintenance: 0 IP
    Net Income: 2400 IP


    Armies [Non-garrison]
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    3 Units of Armed Peasantry (60 men each)

    Agents:
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    Aldin [Spy]
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    Subtlety: +3
    Movement: 10
    Well-trained Spy: +3 Subtlety
    Street Rat (Ancillary): Beggars are never noticed, especially children. Reduces chances of detection.

    Carter the Mad[Assassin]
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    Subtlety: +5
    Movement: 8
    Well-trained Assassin: +3 Subtlety
    Sociopath: He seems to enjoy terrorism. +2 Subtlety
    Explosives (Ancillary): Sabotage actions deal more damage to buildings.

    Archim [Governor]
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    Charisma: +2
    Able Manager: +2 Charisma

    Liman [Priest]
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    Faith: +2
    Movement: 8
    Devout: +2 Faith

    Urin the Inept
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    Charisma: +1
    Political Animal: +1 Charisma


    Balance Sheet
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    Last Turn Balance: 10,000
    Net Income: 2415
    Army recruitment (last turn): 60
    Army Upkeep (last turn): 165 (220 Base)
    Building Cost (last turn): 3000
    Balance: 9190

    Unique Unit: Blockade Runner (requires port lvl 2)
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    Attack: 6
    Defense: 2
    Campaign Movement: 10
    Battle Movement: 5
    HP: 30
    IP Cost: 1750
    Upkeep: 500
    Recruit Time: 2 turns
    Special Ability: Can raid trade routes, stealing a portion of their revenue (this ability allows raiding of naval trade routs without blockading a port. It also diverts more revenue than a normal unit).
    Appears as a unit of the owner's choice on the map (changeable once per turn, only nations they have met and rebels)


    The 'Ilnath (Mirai) [Lime Green]
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    Map Link

    Events:
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    You step out of your capital to take a close look at the terrain nearby. Little of interest happens otherwise.

    Nation and Leader Information:
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    Q'irin Desata [Faction Leader]
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    Faith: 1
    Industriousness: 9
    Craftiness: 4
    Charisma: 6
    Command: +1
    Age: 26
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Forced March: 20 hour workdays mean you can move. +1 army movement.
    Too busy for Love: Reduces chance of heirs and marriage.
    No Command Experience: There's never a good war when you need one. -1 Command
    Drill Instructor (Ancillary): Reduces recruitment cost of the town you are in by 10%
    Deep Sleeper: After a long day's work, four hours of deep sleep is all you need. Increases chance for assassination.

    The 'Ilnath
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    Agriculture: 3
    Religion: 1
    Trade: 1
    Military: 2
    Technology: 2
    Espionage 1
    Industry 5
    Racial Attributes:
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    During battle, the 'Ilnath can be pushed to the point of exhaustion. At the start of the combat (and every time their exhaustion ends) they exert themselves for 1d3+commanders command score rounds. They gain +2 attack, +2 ranged attack, and +2 movement. At the end of this exertion, for the same number of rounds they exerted themselves, they suffer -2 attack, -2 ranged attack, and -2 defense. Exertion can be ended early by the commander but cannot be suppressed. Exhaustion lasts a minimum of one full round (exhaustion starts at the beginning of the 'Ilnath's battle turn). They also get +1 morale per allied unit that is routing (until they leave the map). Units that break are shamed, and act as if shattered, with the exception that they can be recovered by a successful command check (one check per round).

    Traits:
    Overtime: 'Ilnath can work overtime to speed up the construction of buildings. By paying twice the building's cost, they can build it in one turn less than normal (minimum 1). This can only be used once per building.
    Too tired to complain: +20% public order in all cities
    No time for other pursuits: Reduces the chance for non-Commander and non-Governor agents. Reduces growth rate by 1%
    Do it Right the First time: Hard work ethic means all agents are of higher quality than normal. Reduced chance of secondary traits.


    Carthis (Naya):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    3 Units of Armed Peasantry (60 men)
    D'alar [Governor]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry (60 men) 60 IP
    Men at Arms (60 men) 300 IP
    Spear Militia (40 men) 120 IP
    Regiment of the Spear (40 men) 600 IP

    Buildings
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    Town Hall lvl 2
    Mine lvl 2
    Farms lvl 1
    Barracks lvl 1

    Building Construction Options (1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 2 3000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 2 3000 IP 2 Turns
    Casino/Church lvl 1 1000 IP 1 turn
    Walls lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population: 10,000 Growth: 0% [1% farm, -1% nation trait]
    Cultures[change]: 100% 'Ilnath [No Change]
    Public Order: 120% [+0 Base, +20% Nation trait, +60% Garrison, 20% governor charisma, 20% town hall]
    Base Income: 900 IP
    Tax Income [Moderate]: 1000 IP
    Trade Income: 500 IP
    Total Income: 2400 IP
    Modified Income[No Modifiers]: 2400
    Maintenance: 150
    Net Income: 2250


    Armies [Non-garrison]
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    None

    Agents:
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    D'alar Mor'te [Governor]
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    Charisma: +4
    Excellent Governor: +3 Charisma
    Personable: +1 Charisma


    Balance Sheet
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    Last Turn Balance: 10,000
    Net Income: 2250
    Army recruitment (last turn): 0
    Army Upkeep (last turn): 180
    Building Cost (last turn): 1500
    Balance: 10,570

    Unique Unit: The 'Illnath Schiltrom (Requires lvl 3 barracks)
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    Attack: 6
    Defense: 5 (Heavy Armor, Shield)
    HP per creature: 2
    Morale: 6
    Movement: 2
    Special Abilities:
    Can Fight in 3 Ranks
    Can set for charge: Any turn they do not move then can prepare to be charged. This gives them +2 attack bonus against charges, and +2 defense from a shield wall. Against cavalry charges they get to strike first (use Stand and Shoot rules for breaking the charge)
    Wall of Spears: Any cavalry unit charging the 'Illnath Schiltrom must make a morale save *or* the general commanding must make a command check for them to be able to charge. This is a fear effect.
    Nigh Unbreakable: The 'Illnath Schiltrom does not make morale saves for strength until reaching 25%.
    Fearless: The 'Illnath Schiltrom does not suffer from fear effects
    Recruitment Cost (per man): 2400 IP
    Upkeep Cost (per man): 960 IP
    Unit Size: 30


    Luurb (Belthasar) [Navy Blue]
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    Map Link

    Events:
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    Your flocks and farms have been more prosperous than usual. This means far fewer children have been eaten, and some might even survive to adulthood. The good news is limited, though, as rumor has reached your ears that some fool has demanded a price for your head. Though you are not afraid, it does mean that more fools will come after you. Your Commander has also caused problems. Soldiers have reported him boasting about how he could lead the nation better than you. It warrants watching. (you’ve gained a permanent increase to population growth as well as two negative traits, one for your leader and one for your military commander).

    Nation and Leader Information:
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    Kyr the First [Faction Leader]
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    Faith 4
    Industriousness 7
    Craftiness 3
    Charisma 6
    Command: +4
    Age: 31
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Troll: He's more likely to eat his children than raise them. Reduced chance to sire an heir or marry.
    Powerful Leader: +2 Command
    Unifier of Tribes: +20% public order in any city he is in.
    Child of Prophecy: Omens guide his actions, whether he wants them to or not.
    Force of Personality: +2 effective Charisma towards non-trolls.
    Marked for Death: Someone wants you dead. Increased chance for assassination attempt.

    Luurb
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    Agriculture 2
    Religion 1
    Trade 1
    Military 5
    Technology 1
    Espionage 2
    Industry 3
    Racial Attributes:
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    All units have +1 HP (except siege engines). Partial damage to units does not persist (except siege engines) Units suffer -1 to morale. Units are 50% more expensive to recruit (except siege engines).

    Traits:
    Children are Tasty: -1% to growth rate.
    Hatred of others: May not occupy captured settlements, must sack or raze.
    Enemies United: This nation is always seen as more of a threat than any other.
    Multi-faceted society: -10% public order
    Lack of Brains: Reduces chance and quality of Engineers and Governors
    Mutton and Beef: 1% to growth rate. Calf and Lamb flesh is almost as tasty as baby troll.


    Ghar'Duun (Athkas):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    2 Units of Armed Peasantry (60 men)
    Gilnath [Commander] + Bodyguard (12 Men)
    1 Unit (40 Men) of Spear Militia
    1 Unit (60 Men) of Men at Arms

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry 90 IP [60 IP Base]
    Men at Arms 450 IP [300 IP Base]
    Swordsmen 600 IP [400 IP Base]
    Spear Militia 180 IP [120 IP Base]
    Regiment of the Spear 900 IP [600 IP base]
    Spearmen 1800 IP [1200 IP Base]

    Buildings
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    Town Hall lvl 2
    Barracks lvl 2
    Farm lvl 1
    Mine lvl 1
    Roads lvl 1

    Building Construction Options (1 per turn):
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    Roads lvl 1 2000 IP 2 turn
    Farms lvl 2 3000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Archery Range lvl 1 1500 IP 2 turns
    Siege Works lvl 1 1500 IP 2 turns
    Stables lvl 1 2000 IP 2 turns
    Church lvl 1 1000 IP 1 turn
    Mines lvl 2 2000 IP 2 turns
    Walls lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population: 10,100 Growth: 1% [+1% farms, -1% racial trait, +1% racial trait]
    Cultures[change]: 100% Luurb
    Public Order: 100% [-20% base, 60% garrison, 20% leader trait, -10% nation trait, 30% governor's charisma, 20% town hall]
    Base Income: 700
    Tax Income [High]: 1263 IP
    Trade Income: 530
    Total Income: 2493
    Modified Income[No Modifiers]: 2493
    Maintenance: 300
    Net Income: 2193


    Armies [Non-garrison]
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    1 Unit of Armed Peasantry (60 men)

    Agents:
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    Gilnath the Bloody[Commander]
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    Command: +3 Command
    Movement: 7
    Excellent Commander: +3 Command
    Battle Scars: +2 Commander HP
    Questionable Loyalty: He’s spoken out against your leadership, perhaps he thinks he can do better.


    Balance Sheet
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    Last Turn Balance: 10000
    Net Income: 2193
    Army recruitment (last turn): 630
    Army Upkeep (last turn): 320
    Building Cost (last turn): 1000
    Balance: 10,243

    Unique Unit: Pseudonatural Troll (Requires lvl 3 barracks, lvl 2 church)
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    Attack: 6
    Defense: 5 (Heavy Armor, Shield)
    HP per creature: 3
    Morale: 5
    Movement: 7
    Special Abilities:
    Fear: The gruesome appearance of these otherworldly trolls strikes fear into the hearts of those they charge. Any unit charged by Pseudonatural Trolls must make a morale save or flee for one round.
    Charge Bonus: +5 extra attack bonus on charge (total +7)
    Regeneration: Damage doesn't persist between rounds.
    Recruitment Cost (per man): 4000 IP
    Upkeep Cost (per man): 800 IP
    Unit Size: 20


    The Hive (Lizard Lord) [Sandy Brown]
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    Map Link

    Events:
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    Another drone has shown it is capable of managing and leading others, and you have noted him for use controlling things if you need to leave. Otherwise things go as you wish, your drones organize themselves and construct defenses to defend the hive from enemies. Others are sent out to see what they can find.

    (You had good rolls to get two governors but crappy rolls for their abilities. Hopefully they get better as the game goes on).

    Nation and Leader Information:
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    Grand Queen [Faction Leader]
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    Luck: 1
    Industriousness: 9
    Craftiness: 8
    Charisma: 2
    Command: 5
    Age: 26
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Supreme Matriarch: +2 Command
    Obeyed above all: Reduces IP income by -10%, Increases public order by 20%
    Hive Mind: +1 Command, if the queen is killed in combat, all units must make a morale save at a -2 penalty or break.

    The Hive
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    Agriculture: 3
    Religion: 1
    Trade: 1
    Military: 3
    Technology: 1
    Espionage: 1
    Industry: 5
    Racial Attributes:
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    +2 attack against any unit that has been hit by another Hive unit. Hive units in adjacent squares provide +1 defensive bonus to each other (max +2 defense). -2 morale to all units, units do not have to make morale checks except for fear effects, reduced to 25% strength and below, and if their commander dies. They cannot reform when broken.

    Traits:
    Organized: Governors are more likely to be recruited and have organizational secondary traits.
    Swarms: +1% growth rate
    Centralized Control: Unless led by the Queen or faction heir, armies always loose the command check to determine deployment. Otherwise roll normally.
    Mentally Linked: Units gain +1 attack if in the same region as the Queen or faction heir. If in an adjacent region, they loose this bonus. If 2 or more regions away from the Queen, they take a -1 attack penalty per region past the first.
    No Competition: All Commanders that are not faction members take a -1 penalty to command.


    Primary Nest (Harvest Lands):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    2 units of Armed Workers (60 men)
    2 Units of Regiment of the Spear (40 men)
    Prinan [Governor]
    Bilnar [Governor]

    Unit Recruitment Options (2 per turn):
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    Armed Workers 60 IP
    Men at Arms 300 IP
    Spear Militia 120 IP
    Regiment of the Spear 600 IP

    Buildings
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    Town Hall lvl 2
    Farms lvl 1
    Barracks lvl 1
    Mines lvl 2
    Walls lvl 1

    Building Construction Options (1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 2 3000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 2 3000 IP 3 turns
    Archery Range lvl 1 1500 IP 2 turns
    Siege Works lvl 1 1500 IP 2 turns
    Stables lvl 1 2000 IP 2 turns
    Church lvl 1 1000 IP 1 turn
    Walls lvl 2 2500 IP 2 turns

    City Statistics and Income:
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    Population: 10,200 Growth: 2% [1% nation trait, 1% farms]
    Cultures[change]: 100% Hive [No Change]
    Public Order: 110% [0% base, 60% garrison, 20% public order, 20% town hall, 10% governor]
    Base Income: 900 IP
    Tax Income [level]: 1020 IP
    Trade Income: 510 IP
    Total Income: 2430 IP
    Modified Income[-10 Leader Trait]: 2187 IP
    Maintenance: 150 IP
    Net Income: 2037 IP


    Armies [Non-garrison]
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    1 Unit of Armed Workers (60 men)

    Agents:
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    Prinan [Governor]
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    Charisma: 1
    Poor Bureaucrat: +1 Charisma

    Bilnar [Governor]
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    Charisma: 1
    Poor Bureaucrat: +1 Charisma


    Balance Sheet
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    Last Turn Balance: 10,000
    Net Income: 2037
    Army recruitment (last turn): 1200
    Army Upkeep (last turn): 660
    Building Cost (last turn): 1000
    Balance: 9177

    Psychic Warriors (Requires barracks lvl 3)
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    Attack: 6
    Defense: 4 (Medium Armor, Shield)
    HP per creature: 2
    Morale: 4
    Movement: 3
    Special Abilities:
    Sow Doubt: Psychic Warriors Can instill doubt in an enemy unit. Unit suffers -2 penalty to morale for 1d3 turns. Psychic Warriors can use Sow Doubt or Plant Confidence once per round (only one of the two). This ability has a range of 4.
    Plant Confidence: Psychic Warriors can plant confidence and assurance in a friendly unit. This boosts their morale by +2 for 1d3 rounds. A routing unit hit by this ability can immediately make a check to reform. Psychic Warriors can use Sow Doubt or Plant Confidence once per round (only one of the two). This ability has a range of 4.
    Recruitment Cost (per man): 1600 IP
    Upkeep Cost (per man): 320 IP
    Unit Size: 40


    The Anurians (Lumovanis) [Red]
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    Map Link

    Events:
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    Little of interest happens to you. Farms are built and men drilled, but it seems as if the gods have given you a respite from their meddling. True no harm befalls your people, but little changes. There is a shift in the wind that promises something in the future, though what is unknown.

    (Note regarding units: you can’t use units you recruit until the next turn. I send armed peasants in each direction instead of men at arms, if that is a problem I can edit the maps and return them to the city).

    Nation and Leader Information:
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    Ashir Duran [Faction Leader]
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    Faith: 8
    Industriousness: 2
    Craftiness: 2
    Charisma: 8
    Command: +2
    Age: 29
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    Guided by Gods: Godly guidance makes your people prosper. +10% IP in your current region. Make a faith check every turn.
    Prophetic Visions: Reroll any one check once per battle.
    True Prophet: +10% Public Order. Increases chance of recruiting priests.
    Very Well Known: Increases chance of assassination.

    The Anurians
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    Agriculture: 2
    Religion: 4
    Trade: 1
    Military: 3
    Technology: 2
    Espionage: 1
    Industry: 2
    Racial Attributes:
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    Before each battle, omens and other signs are looked for to predict the outcome. This results in a + or - 1d3 morale to all units for the duration of the battle. +1 morale to all units, +1 base speed to all units, -1 defense to all units. Siege attacks suffer a -2 penalty. Replace slings with Chakram (+2 range over sling). Units can be upgraded in any town with a church (same level as the building required to recruit them) for 1/2 of their recruitment cost. This upgrade (Religious Fervor) provides +2 attack, and can only be done once per unit.

    Traits:
    False Prophets: Chance each turn to spawn a false prophet. This is a Rebel priest unit that converts your people to another culture.
    Religious Nation: Increased chance to recruit priests, priests have better traits.
    People of the Desert: Units have decreased chance for detection in sand and desert. Desert tiles only cost 1 movement.
    Poor Agriculture: -1% growth rate


    Duran Sherive (Telosia):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    1 Unit of Armed Peasants (60 men)
    2 Units of Men at Arms (60 men)
    Linta [Priest]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry 60 IP
    Men at Arms 300 IP
    Spear Militia 120 IP
    Regiment of the Spear 600 IP

    Buildings
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    Town Hall lvl 2
    Church lvl 1
    Barracks lvl 1
    Farms lvl 1

    Building Construction Options (1 per turn):
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    Roads lvl 1 1000 IP 1 turn
    Farms lvl 2 3000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 2 3000 IP 3 turns
    Archery Range lvl 1 1500 IP 2 turns
    Siege Works lvl 1 1500 IP 2 turns
    Stables lvl 1 2000 IP 2 turns
    Church lvl 2 2000 IP 2 turn
    Walls lvl 1 1000 IP 1 turn
    Mine lvl 1 1000 IP 1 turn

    City Statistics and Income:
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    Population:10,000 Growth: 0% [-1% nation trait, +1% farms]
    Cultures[change]: 100% Anurian [no change]
    Public Order: 130% [0% base, 60% Garrison, 40% governor trait, 20% town hall, +10% leader trait]
    Base Income: 500 IP
    Tax Income [Moderate]: 1000 IP
    Trade Income: 500 IP
    Total Income: 2000 IP
    Modified Income[+10% Leader trait]: 2200 IP
    Maintenance: 150 IP
    Net Income: 2050 IP


    Armies [Non-garrison]
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    1 Unit of Armed Peasants (60 men) East
    1 Unit of Armed Peasants (60 men) South

    Agents:
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    Linta the White [Priest]
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    Faith: +5
    Movement:
    Divine Inspiration: +3 Faith
    Performer of Miracles: The gods work through him: +2 faith
    Evangalist: Increases cultural conversion rate


    Balance Sheet
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    Last Turn Balance: 10,000
    Net Income: 2050
    Army recruitment (last turn): 600
    Army Upkeep (last turn): 300
    Building Cost (last turn): 1500
    Balance: 9650

    Unique Unit: Warpriest of Tefarose (requires religious structure lvl 3 and barracks lvl 2)
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    Attack: 8
    Ranged Attack: 4 (6 range)
    Defense: 3 (Medium Armor, Shield)
    HP per creature: 2
    Morale: 7
    Movement: 4
    Special Abilities:
    Has been upgraded with Religious Fervor.
    Holy Aura: Provides +1 morale and +1 defense to any unit within 2 squares of the priest. This aura is only active when the Warpriests are not routing.
    When Gods Fail: When Warpriests rout, they cause a -2 penalty to moral.
    Upgraded with Chakram
    Recruitment Cost: 2400 IP
    Upkeep Cost: 480 IP
    Unit Size: 40


    The Halls of Granite Sound (JungleBoie) [Grey]
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    Map Link

    Events:
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    Your breweries have been well worked this year, and ale is plentiful. The drunk carousing has caused a bit of a population boom. While this is a good thing, good luck figuring out which dwarfling is whose. In the debauchery a priest has come forward with omens and blessings for your kingship, and has offered his services as a retainer. Your officer’s academy has also produced an excellent field commander who, while a little green, is certainly one of the best you’ve seen in a while. You notice that your Chief Engineer is also acting a bit strange. Maybe it’s the ale, but he keeps muttering to himself about wheels and widgets and other things you don’t fully understand. Perhaps you should give him something to do before he comes up with a hair brained scheme that gets everyone killed.

    (Summary: increased pop growth this turn due to excellent “harvest,” recruitment of a commander and priest agent. Your engineer has been given a new secondary trait that may prompt choices in the future).

    Nation and Leader Information:
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    King Rustdur Steelsmite [Faction Leader]
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    Faith: 3
    Industriousness: 6
    Craftiness: 5
    Charisma: 4
    Command: +3
    Age:
    Traits:
    Faction Leader: +2 Command; Increased Bodyguard size (24)
    King of Dwarves: +20% public order in current region, +2 Command
    Grizzled Veteran: +1 Command, +2 HP, harder to assassinate
    Weary: -1 movement on campaign map
    Proud: Enemy espionage activities are more successful as this dwarf hides nothing.

    The Halls of Granite Sound
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    Agriculture: 4
    Religion: 2
    Trade: 3
    Military: 3
    Technology: 3
    Espionage: 2
    Industry: 3
    Racial Attributes:
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    +1 armor -1 movement, -1 sight range for armies. Dwarven units must make a morale check when a friend routs, but if they succeed they gain +1 to morale for the duration of the battle. This bonus remains until the unit routs itself, and stacks with itself (a unit cannot have morale over 10 by this ability.). Dwarven cavalry suffers -3 to movement (including the -1 racial), and its charge bonus is reduced by 2. Dwarven units can be equipped with firearms (requires archery range lvl 3, 20ip*unit strength cost. Stats as crossbow but +2 to attack).

    Traits:
    Exiles: Reduces cultural conversion rate, the dwarves don't plan to stay long.
    Distrustful of others: Treaties are harder to make
    Grumblers: +10% public order in all regions. Dwarves grumble for a long time, and it usually makes them feel better.
    A good death or shame: Units that would break can make a second morale check. If they succeed they instead fight on, seeking death. They gain their defensive attribute to their attacks, but defense goes to zero. They must keep attacking as long as they are able. If they fail this check they are broken. If they do not reform, the unit is lost after the battle.
    Ornamentation: Dwarves like pretty things -10% IP.
    Excellent at Engineering: Increases chance and quality of Engineering agents.
    Beer is my favorite food: Dwarves have digestive systems that can absorb every nutrient from booze. +1% population growth. Increases the chance of drinking related secondary traits.


    The Shallow Halls (Malachite Vale):
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    Garrison/Agents
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    Faction Leader's Bodyguard (24 men)
    3 Units of Armed Peasantry (60 men)
    Rumus [Engineer]
    Dracmus [Commander] and Commander's Bodyguard (12 men)
    Durran [Priest]

    Unit Recruitment Options (2 per turn):
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    Armed Peasantry 60 IP
    Men at Arms 300 IP
    Spear Militia 120 IP
    Regiment of the Spear 600 IP

    Buildings
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    Town Hall lvl 2
    Farms lvl 1
    Roads lvl 1
    Barracks lvl 1
    Mine lvl 1

    Building Construction Options (1 per turn):
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    Farms lvl 2 3000 IP 2 turns
    Roads lvl 2 2000 IP 2 turns
    Port lvl 1 3000 IP 2 turns
    Sanitation lvl 1 2500 IP 2 turns
    Barracks lvl 2 3000 IP 2 Turns
    Archery Range lvl 1 1500 IP 2 turns
    Stables lvl 1 2000 IP 2 turns
    Siege Works 1500 IP 2 turns
    Casino lvl 1 1000 IP 1 turn
    Walls lvl 1 1000 IP 1 turn
    Mine lvl 2 2000 IP 2 turns

    City Statistics and Income:
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    Population: 10,700 Growth: 7% [1% farm, 1% nation trait 5% pop boom]
    Cultures[change]: 100% Dwarven [No Change]
    Public Order: 130% [0% base, 20% town hall, 20% governor charisma, 20% leader trait, 10% nation trait, 60% Garrison]
    Base Income: 700 IP
    Tax Income [Moderate]: 1070 IP
    Trade Income: 562 IP
    Total Income: 2332 IP
    Modified Income[-10% nation trait]: 2099 IP
    Maintenance: 150 IP
    Net Income: 1949 IP


    Armies [Non-garrison]
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    2 Units of Armed Peasantry (60 men)

    Agents:
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    Rumus Galenaglow [Engineer]
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    Engineering: +2
    Movement: 4
    Master Engineer: +2 Engineering
    Dwarven Engineering: All engineering projects cost 25% less.
    A little Mad: Chance to propose a strange engineering project…for good or ill.

    Dracmus the Shortbeard [Commander]
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    Command: +2
    Good Commander: +2 Command
    Shortbeard: This dwarf is a bit young. +1 morale to militia and regular units. -1 morale to veteran and elite units.

    Durran the Faithful [Priest]
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    Faith: +3
    Movement: 6
    Beacon of Faith: +3 Faith
    Blessings of Moradin: increases cultural conversion rate


    Balance Sheet
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    Last Turn Balance: 10,000
    Net Income: 1949
    Army recruitment (last turn): 120
    Army Upkeep (last turn): 300
    Building Cost (last turn): 0
    Balance: 11,529

    Unique Unit: Dwarven Siege Engineers (requires lvl 3 siege works)
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    These dwarves have firepower, equipped with either a mortar or bombard (decide per unit when deploying for battle). The bombard has a +6 siege attack (range 14) that deals 50 damage to walls, but only 5 to a unit (can penetrate any number of ranks). A mortar has +4 siege attack (range 8) that deals 5 damage to walls, but can be aimed at a unit. Roll a d10, on results 1 and 2 the mortar hits that square. On 3-10 the mortar hits a random square around that one. The unit in the square that is hit is hit by 20 attacks at +4 bonus (only half of armor is used) that deal 1 damage each.
    Siege Attack: +6 (14 range) bombard or +4 (8 range) mortar. Both versions require 4 men to operate once a round. Each man they are short increases the reload time by one round. Without any engineers, the engine cannot operate.
    Attack: 4
    Engine Defense: 10 (Hardness)
    Creature Defense: 2 (No armor, No Shield)
    HP per engine: 10
    HP per creature: 1
    Morale: 2
    Movement: 1
    Special Abilities:
    Carries 40 rounds of ammunition
    Recruitment Cost: 2000 IP
    Upkeep Cost: 500 IP
    Unit size: 1 engine, 4 men

    Last edited by tigerusthegreat; 2011-02-05 at 06:16 PM.

  9. - Top - End - #9
    Troll in the Playground
     
    Lizardfolk

    Join Date
    Feb 2007
    Gender
    Male

    Default Re: D&D Total War Game 2 (Campaign Thread)

    The Hive:
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    The Grand Queen nods her approval at both Prinan and Bilnar. They do an adequate job managing things in the hive. When the scouts find a good place to set up a new nest, the Queen will send her best taskmaster to organize things there. For now she has a different job for the two of them.
    The Queen has noticed giant beetles roaming rather close to the nest. She orders Prinan and Bilnar to organize an effort to capture and tame these beetles for the Hive's purposes. She then gives a mental command to the workers of the hive to construct a chamber to place these beetles in once the process is complete.


    1: The armed workers will continue along the edge of the forest. Moving north 2, east 1, then north 1.
    2: Train two more regiments of the spear.
    3: Begin construction of a stable.
    Last edited by Lizard Lord; 2011-02-05 at 05:38 PM.

  10. - Top - End - #10
    Barbarian in the Playground
     
    Firebrand's Avatar

    Join Date
    Dec 2010
    Location
    US
    Gender
    Male

    Default Re: D&D Total War Game 2 (Campaign Thread)

    Tholian:
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    Lyonard decides to campaign around his country in an attempt to make his people happier by hearing out their pleas and demands.
    No units built
    Awesome Avatar by Terry576

    Large version:
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    Thought of the Week: "If men were angels, no government would be necessary"

    James Madison

  11. - Top - End - #11
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Sep 2010

    Default Re: D&D Total War Game 2 (Campaign Thread)

    Luurb:
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    1) Send Gilnath southwards through the road (to the borders to see what's beyond) in scout duty, then return.

    Kyr will tell him: "Proove me your loyalty, and I'll make you rule a land of your own, since you'll never achieve it without my support. Betray me, and you'll really meet Kyr the First."

    2) Start upgrading mines to lvl 2.

    3) Recruit 2 units of men-at-arms.

    Last edited by Belthasar; 2011-02-05 at 02:26 PM.
    ===================

    My posting will be considerably slower from now on and during some months. Sorry about the inconveniences!



    Spoiler
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    I Am A: Lawful Good Human Sorcerer (3rd Level)
    Ability Scores:
    Strength-12
    Dexterity-16
    Constitution-17
    Intelligence-15
    Wisdom-16
    Charisma-17

  12. - Top - End - #12
    Pixie in the Playground
     
    Lumovanis's Avatar

    Join Date
    Feb 2009

    Default Re: D&D Total War Game 2 (Campaign Thread)

    The Anurians - Turn 2
    Fluff:
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    Duran Sherive
    Ashir watched the growing farms with interest. They were coming along nicely, some even producing crops already. However, more was needed to support any sort of growth here in Telosia. The farms were being expanded, and the numbers of workers increased. Duran Sherive was well on its way to prosperity.

    The recruits gathered for the initial scouting were finally sent on their way, ready to comb the desert for any signs of the heretics.


    Crunch:
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    Buildings: Farms Level 2 (-3,000 IP)
    Units: None

    *Nah don't send the peasants, just replace them with Men at Arms this turn.

  13. - Top - End - #13
    Pixie in the Playground
     
    jungleboie's Avatar

    Join Date
    Jan 2011

    Default Re: D&D Total War Game 2 (Campaign Thread)

    The Halls of Granite Sound, Turn 2
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    1. This turn will find my moving army moving to the road and following it west, as the commander never saw the road before. (guess he shouldn't drink the morning of his departure.)

    2. My bored engineer headed to the town hall to talk to the King. and is given the job of moving to the pass just north of the city and await funds for a fortress to be build. (the fort will be the northern most part of the road in the hills just north of the city.)

    3. my new commander is told to take the new recruits and move them north and follow the road north and around the bend. To quote the king, " go north and look for some trouble!" (he will take the 2 new recruits just produced and go with them)

    4. the city will build a lvl 2 barracks and 2 men at arms.


    My King is 69 years young (i think that is 20 years older than a teen.)

  14. - Top - End - #14
    Ettin in the Playground
     
    tigerusthegreat's Avatar

    Join Date
    Dec 2010

    Default Re: D&D Total War Game 2 (Campaign Thread)

    Due to the sheer amount of time it is taking to process each turn on my end, and my utter failure of streamlining the process, I'm shutting down these games. I wish I didn't have to (as I have and I know you all have put in a lot of work for it), but it's taking over an hour to process each turn, and that's when everything goes well. If I get interrupted, make a mistake, or loose my place, I have to backtrack a lot to make sure i'm not missing important parts (and each turn I've missed something). I simply don't have 1-3 hours per game every few days to spend in this way.

    I am very sorry, I should not have tried something this ambitious without first designing a program that could handle the turn to turn calculations. If I get the expertise to do that I may revisit this concept, or if I find another reliable way to drastically cut down the time requirements. If that does happen, I'll contact everyone who has posted interest or is an active player to try again, but I won't be doing that until I am certain that I can do this sort of a game reliably and swiftly.

    Thank you guys again for trying this, I'm sorry things didn't work out on my end.
    -Tig

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