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2014-04-24, 06:15 AM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Freljord
EMPIRE! Community W-B Game V: Unless You Are The Mongols
This is an old thread. The new thread is here.
EMPIRE!
Gods, Kings & Adventurers
Current Year: 386-390
IC thread: click!
Dice-Rolling thread: click!
Mongols: Wait for it...
Welcome to EMPIRE! A game of gods, kings and adventurers. In this game, you will play a character, a ruler of a region. And once s/he dies, you will play their heir and so on, continuing on the family legacy. You scheme, discover and conquer your way towards becoming the most-remembered person in history. Respected, loved, feared.
This world will start as a simple one similar to the early Middle Ages, but through the actions of players and random events the scope of the world will expand, science marches on and magic may even be introduced to some lucky ones. For now, magic is nowhere to be found, though monsters may exist in players’ regions or beyond their borders and supernatural phenomena can take place.
Best beware if you want to ensure your legacy.
If you want to become a player and all regions are currently taken, don't worry. New regions can always be added in during play, and we can put you on the waiting list in the meantime should no regions be available at this time. If Empire interests you, but you don't want to play the game, you can always partake in the Freeform RP threads that are open to everyone, or even in its World-Building threads. See the list at the end of this post.
Be warned! This is primarily a game of world-building, but contains some strategic elements, secretive scheming, and both cooperation and vehement competition between players at times. It's all easy enough to understand once you've read through the rules of this post, and GREAT fun to play in and talk with all your co-world-builders in this thread, but keep in mind that in the game itself, IC, it can be a very bumpy ride. Let us ask questions, help each other, communicate, cooperate, build and have fun OOC, even as we bash each other's brains in IC.
Also, if you have a question, and you can ask a player (about their region or people, for instance), ask them instead of the GM. If you can ask it in the thread, do that instead of via PM. The GM's PM inbox is regularly cleared and thus things can easily get lost, so try keep it to secret stuff and (IC) reactions to stuff you get in your own inbox.
Atlas and Player List
Spoiler: AtlasNatural Map (so outdated, but eh)
Regional Map
Region NumberPlayerRegion NameP1 Chacmon Mictlanpa P2 aspi Wenyavuk P3 Tychris1 ___________ P8 Chacmon ___________ 1 Chacmon Gunung 2-A Logic Celero 2-B Logic Bereginia 3 QuintonBeck Nyroth 4-A WaylanderX Kasumor 4-B WaylanderX Shikurai 5-A NPC The Heartwaste 5-B Silverbit Eyrecradia 6 QuintonBeck Woodwind 7-A Chief Calorum 7-B WaylanderX Gwrîstîn 8 QuintonBeck Aloren 9 zabbarot Genivana 10 ImperatorV Hrathan-Tuor 11-A Zap Dynamic Raaneka 11-B Zap Dynamic ________ 12 avr Qarimos 13-A TheWombatOfDoom Lyradis 13-B Silverbit Razdis 14-A SamBurke Guilder 14-B Silverbit Elbaraz 15-A WaylanderX Zargrim 15-B Silver Ablaze Keldagrim 16-A Arutha Pryonia 16-B Arutha Galie-Noiret 17-A NPC Tekorva 17-B NPC Yorukuni 18-A Tychris1 Sympolemou 18-B Tychris1 ___________ 19 NPC Domhan Abhaile 20-A Lord_Burch Bordeux 20-B ___________(available) ___________ 21-A Silverbit Sulvan Primarchy 21-B ___________(available) ___________ 22 Elemental Ashenia 23 Lord_Burch Crima 24 lt_murgen Tar 25 lt_murgen The Jeweled Cities 26 Lord_Burch Cassia 27 Shnur Scla'ca 28 Elemental Hazaria 29 moossabi Alydaxis 30 ImperatorV ___________ 31 TheWombatOfDoom Grmanhil 32 TheWombatOfDoom Selyra 33 Rizban ___________ 34 NPC Bor-Teire -- Salterri Imperium 35 Rizban Salteire 36 NPC Aus-Teire -- Salterri Imperium 37 NPC Pontensulae -- Salterri Imperium 38 NPC Penoccident -- Salterri Imperium 39 Logic Propinlonge 40 Lord_Burch Solus 41 moossabi Glirfrey 42 Shnur ___________ 43 Elemental Angan Anvale 44 Elemental Kyaralath 45 Lorick Lacertia 46 Chacmon ___________ 47-A Kitsanth Niskovian Steppe 47-B Rain Dragon Halja 48 Thunderfist12 (reserved) ___________ 49 Lord_Burch Errelosse 50 HisHolyAngel Sycia 51 Arkhosia Felitora 52 tortor ??? ("GLWIH") 53 SamBurke Maos 54 SamBurke Rannara 55 Hobbes1266 Sah'raa 56 BladeofObliviom Skarval 57 BladeofObliviom Frosskov 58 BladeofObliviom Estglaz 59 BladeofObliviom Glazfell 60 TheWombatOfDoom Borlmyn 61 ___________ ___________ 62-A Aedilred Jarrland 62-B ___________(available) ___________ 63-A NPC Discordia -- Salterri Imperium 63-B ___________(available) ___________ 64-A ___________(available) ___________ 64-B ForzaFiori Mulharum 65 NPC Minotron 66 Salterri Imperium (region name unknown) ___________ 67 InfamousPotato (reserved) ___________ 68-A ___________(available) ___________ 68-B ___________(available) ___________ 69 Telcontar (reserved) ___________ 70 Lord_Burch ___________
Spoiler: Stuff Already DeterminedSome regions are already partially determined in what resources or terrain features they have. If you are a new player to the game, you may contact Morph to see if the resources may be waived so you can use all of your own ideas for it. (As a new player you always start with 3 resources, so if a region listed below has less than 3, you always gain extra to bring you up to 3.)
Region 62-B has been discovered by Mularuhm! It has 90000 inhabitants, amoeba colonial oozes as a Good resource and one undefined Good resource.
Region 63-B has been discovered by Mularuhm! It has 82000 inhabitants of some strange race that appears to communicate in a manner other than simply speaking. It has discordian deeprock as a Good resource and giant spiders as a Good resource.
Region 64 has 70000 inhabitants and one Great undefined resource.
Region 67 has 43000 inhabitants, fish as a Good resource and one undefined Good resource.
Region 68-A has 42000 inhabitants and no Good resources.
Region 68-B has been discovered by Mularuhm! It has 26000 inhabitants, a Good resource of hellstone and one Good undefined resource.
Region 69 has 120000 inhabitants, toma nuts as a Good resource, quartz as a Good resource and one undefined Good resource.
A region number with an A after the number is an aboveground region that has another region situation below them, an underground region with the same number with a B (A for “above”, B for “below”). Regions marked “inactive” or "not yet active" are either not yet finished by the claiming player. Regions marked "available" are up for being claimed by prospective players on the waiting list as soon as several people are on the waiting list and the GM has expanded the map far enough to have room for them.
Regions remain reserved for two weeks from the moment of reservation, after which the prospective player is taken off the list again.
Due to high amount of interest, there is now a waiting list. If you wish to be put on this list, simply post to say so. If a player becomes inactive, you can take over their region, or if new regions are discovered through exploration. Later in play, certain "special" regions may be added as well.
WAITING LISTThunderfist12 InfamousPotato (in process of starting) TheDarkDM Droutiz Venetian Mask Yarghenforgen ReaderAt2046
The Rules of the Game
See next post.
Game Masters
Head GM: Morph Bark
Duties: Handling secret actions, technologies, region acquisition, new players, inactive players, NPCs and Events. Introduces new game elements to enhance the game or changes rules if deemed necessary for game balance.
Assistant GM #1: TheWombatOfDoom
Duties: Handling ruler attribute scores and increases, succession laws, countries and races, alliances, resources, trade and imports, the FAQ.
Assistant GM #2: WaylanderX
Duties: Tracking population, army sizes and army composition, Winning Tactics.
Assistant GM #3: zabbarot
Duties: Handling religion and keeping track of (Great) Projects.
~ ~ GM Data Collection ~ ~
All the information on rulers & regions
Prologue: The Rules (Morph)
Chapter 1: Rulers (Wombat)
Chapter 2: Trade & Resources (Wombat)
Chapter 3: Alliances (Wombat)
Chapter 4: Military & Population (Waylander)
Chapter 5: Technologies (Morph)
Chapter 6: Religion & Great Projects (zabbarot)
Appendix I: New Player Tips and Advice (Morph)
Appendix II: FAQ - Frequently Asked Questions (Wombat)
Appendix III: History of Telluris (Rain Dragon)
Extra Player Resources (For the Players, By the Players)
Heraldry Generator (thanks, Logic!)
Family Banner Generator
Flag Generator (thanks, Logic!)
Family Tree Builder (thanks, zabbarot!)
Should there be anything incorrect or not updated yet about any of the above tables it’s always possible that the GM or co-GM in charge of that has missed it. If so, please feel free to inform us with the proper, most updated information.
Additional Role-Play Threads
The following is a list of role-play threads related to the game of EMPIRE! Some are to work out in-game actions, others are fluff first and foremost.
Grand Ball (Year 336)
1st Raaneki Games (Year 347)
Central Sea Conference (Year 353)
First World's Fair (Year 358)
2nd Raaneki Games (Year 362)
Zwergkampf (Year 373)
People Against Invasion North (Year 371-375)
3rd Raaneki Games (Year 377)
2nd Grand Ball of Telluris (Year 381, various threads inside)
Expedition to UnderSulvan (Year 385)
Jeweled Cities' 50th Anniversary (Year 387)
4th Raaneki Games (Year 392)
Fires in the South: MARCH OF THE DEAD (Year 396-400; ongoing)
Fires in the West: THE BALEFROG RISES! (Year 400; ongoing)
Spoiler: Private threadsThe threads in this spoiler are all private threads, meant to only be read by those who were invited to take part in them. If MORE than 25 years (5 rounds) have passed, you are free to read them. Threads with permission granted by the main participants are also fair game. For that reason, I have further highlighted which threads are found generally okay to read by marking their tag in green and the ones you'd better steer clear of for the next few rounds being marked in red.
[Round 2, Year 336] Grand Conference
[Round 6, Year 356] A Clash of Nations
[Round 9, Year 375] Interrogation of Qzare Xiu Wandao
[Round 10, Year 376] Heartwaste Conference
[Round 10, Year 377] Visit to the Heartwaste
[Round 10, Year 380] Comitatus Judex Primus
[Round 10, Year 380] Jostling the Hive
[Round 11, Year 381] Royal Society for the Prevention of Cruelty to the Qzare
[Round 11, Year 381] Paco and Fabula
[Round 13, Year 392] Moonshroud Festival
[Round 14, Year 399] Warrior Queen, Blazing Avatar
[Round 14, Year 400] Fires in the North: APXONTAS, KAINE OΛA TON KOSMO (ongoing)
Freeform Role-Play Threads
The following threads are in the Freeform Role-Play forum and can thus be entered by anyone, including people who do not play the game part of EMPIRE!
Blazing Temple (Any Year, ongoing (by invite))
Cantus Sai (Year 366)
Last Visitation (Year 369)
Summit on the Summit (Year 372)
Technical Institute for Brilliant Minds (Year 375, ongoing)
Academy of Culture and Prowess (Year 386, ongoing)
Northbound: The Polar Expedition (Year 388)
Fluff-Building Threads
The following threads are purely for expanding on existing fluff or theorizing about the history or make-up of the world. Some of them are in-character role-play bits, some are projects for creating maps, others are quotes or excerpts from books.
Pre-History (World-Building, pre-Year 1, pre-Year 330, ongoing)
Rajurdic Codex (Year 338+, ongoing)
Scrolls of Prowess (Year 349+, ongoing)
Bestiary of Telluris (Year 354+, ongoing)
Regional Maps (World-Building, ongoing)
Northern Hemisphere Star Map (World-Building, ongoing)
Previous Main Thread Incarnations
Last edited by Morph Bark; 2014-05-27 at 02:19 PM.
Homebrewer's Signature | Avatar by Strawberries
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2014-04-24, 06:17 AM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Freljord
Re: EMPIRE! Community W-B Game V: [redacted]
~ ~ Them's The Rules ~ ~
Below in all the spoilers are the rules, with headers describing their general contents. Newly added rules are put in Green text. Some rules sections have [advanced] next to the title. These sections are a little more rules-intensive and aren't necessary to play the game, unless you want to perform the specific actions they deal with. New players do not need to read these sections until they feel they are ready and want to perform those actions. This helps making learning the game a little easier.
Starting: The Basics
Spoiler: The BasicsIn EMPIRE! you start play as the ruler of a country, the head of their family that rules one of the regions. You perform actions to improve your ruler and country and their position in the world through alliances, trade, finding your children suitable spouses, researching new technology and waging war. Once your ruler dies of old age, disease, accident or murder, their heir takes over, becoming your new ruling character controlling the nation.
Describing Your Country
When a new player enters the game, they first must claim a region and describe it in fluff. If there currently aren’t any claimable regions, or there are people on the waiting list, prospective new players are put on the waiting list to await their turn. Some regions are of a special type, which you can find below under "regions and region types".
Population: A new region starts with a population of 30,000 + (10d10 x 1,000). Underground regions start with 15,000 + (8d10 x 1,000). Polar regions start with 3,000 + (3d10 x 1,000). If you take over an existing country from a retiring player, you don’t have to reroll Population. Population is increased by the GM every few rounds.
Terrain: Describe the physical features of your selected region, including three major landmarks—no more, no less.
People: Describe what the people in the region generally look like. You are free to throw in little details about their culture as well.
Resources: Describe three major resources that can be found in the region, as well as at least one resource the people will have to import from outside out of necessity or desire (for religious rituals or cultural reasons). You can have something that doesn't exist in the real world as a resource, such as special metals like mithril or adamantium, or things that would be great for alchemy or chemistry or certain technologies, but to start using these requires a technological advance of its own. It can prove hard to get it at first, but most things that are hard to acquire are very much worth it. These three resources start at [Good] quality. The import necessity will not be automatically satisfied; you have to strike a deal with a player who has it as a resource to trade it with you.
You can trade resources with other players. If a resource is Good you can trade it resource with up to 3 other players and if the resource is Great you can trade it with up to 6 other players. Effectively, this means a Good resource has 4 ‘stacks’ of that resource, whereas a Great resource has 7 ‘stacks’ of that resource that can be used in that round. If you trade with other players, you effectively give them one stack of your resources every round in return for one stack of one of their resources (or in return for a service). One of these stacks always remains in the region it originates from. You cannot stockpile resources for later rounds.
Religion: Religion is very important in EMPIRE! When a player enters the game, their people are either pagans (animist, shamanist, druidist, unorganised religions involved with spirits, ancestor worship) or adherents of the Lord of Fire. The Lord of Fire is the god of a monotheistic religion with the Blazing Avatar as its head, who resides in a temple city in the mountains. The Blazing Avatar is said to channel the Lord of Fire himself and is an important figure throughout the continent, but cannot directly interfere. Gaining his support can be helpful or have unusual effects. Players can introduce their own religions with a special action if they have a Faith score of 5 (see below), raising an existing spiritual cult to official status, introducing something entirely new, or making a major change to an existing religion in their region.
Besides these things, regions also have a list of Technologies available in the region. The technology level at the start of the game is roughly early Medieval times, so things like plate armor, book-presses and complex siege weapons don't exist yet. Players can introduce new technologies through their actions (see below).
Creating Your First Ruler
All player characters have the following attributes: Diplomacy, Military, Curiosity, Faith and Luck. When a new player starts, they roll 1d4 for each attribute, and then place them where they want. They may add 1 point to two of their attributes beyond that.
You can make your rolls in this linked thread. Be sure to read the guidelines in the opening post there, and link to it in your compilation post with the ruler and country info. If you roll more than one 1, you may reroll any 1s beyond the first once. If you have more than two 1s after the reroll, those 1s become 2s (you are still left with two 1s).
Changing Rulers
Changing rulers is a non-action. If your current character dies or abdicates the throne, their heir takes their place. Usually this is the oldest child, but other succession laws may be in place (oldest son or oldest daughter, for instance). Roll 1d4 for their attributes, in order. They get a +1 in any attributes that their parent had a 4 or higher in; and a +2 in any attributes their parent had an 8 or higher in. Children who are adopted also receive these bonuses (children are always adopted at a young age and thus their new parent has a profound effect on their education).
If the new ruler is not a child of a previous ruler, they only get a +1 to two attribute scores (chosen freely), but may arrange the rolled scores freely, as with the first ruler of a new player. Regents who rule while the heir waits to come of age fall under this category as well. Regents cannot perform Special Actions. Regents can become legitimate rulers through a coup d'état and ridding themselves of the heir who would otherwise become the next legitimate ruler. This will enable regents to perform Special Actions.
If you change rulers during a round, use your former ruler’s attribute scores for this round. Effectively, their decrees and commands for the current period are still in effect. If you decide to change rulers before the round starts, you can change them at the start of the turn, in which case you will use your new ruler’s attribute scores. If you want to change rulers before a round starts, you must note in the post of the previous round that you will be switching rulers. You must do this before that round ends, because posts edited after that round has ended will not have their actions be counted.
Please link the rolled stats for your new ruler in your IC post in which they first come into play.
Regions and Region Types
Spoiler: RegionsThe standard type of region is a land region. Land regions can have a large variety of terrain types and resources. Regions have a default limit of 4 resources per region, 2 of which can be Great resources. However, this can be expanded by using miracles (if appropriate to the religion), a Great Project using a technology that could help with the resource you want to add or upgrade, or a highly specific spell. Or GM-adjudicated event.
Besides this standard region type there are several others:
Underground Regions
Underground regions are regions that occupy the same area as a land region, but are situated below them. They are noted in the tables by adding "below", "belowground", "underground" or simply a "B" behind the number. Not all land regions have an underground region below them. Check the atlas and region name table listing to see which regions have a known underground region below them. Some land regions may have an underground region below them without it being known yet. You can send explorers to check if there is one.
Underground regions count as adjacent to adjacent underground regions and the region they are situated below, but not as adjacent to their aboveground companion region's neighbours. Underground regions have no hard restrictions on resources as of yet, though it makes more sense for them to more often have mined resources.
Island Regions
Island regions are easy to recognize from the map, as they are a region completely surrounded by sea (or near-completely, in case of a peninsula/island region combo). Island regions can be attacked and defended by any unit type (land, naval, aerial).
Polar Regions
Polar regions are regions that are near the North or South Pole. Polar regions have a hard cap on the amount of resources they can have. Namely, they can have no more than two resources native to the region and food resources cannot rise above Good quality.
Rounds
Spoiler: RoundsEach round will take (roughly) one OOC week (5 years in-game) and will be announced by the GM when it starts. The GM will close the previous rounds first and use the intermediate time between closing a round and starting the next to update information and create Events. During each round you have five actions you can spend doing things.
Rounds are one week. If players haven't posted by the end of that week, their round is considered wasted. If all players have posted before the end of that week, the next round may start sooner. Rounds start on Sunday morning. Some players may only have time on weekends, and I figure they still might not have all weekends available. This way, they can post one round's actions on Saturday, and the next round's actions the day after, not needing to worry about it until Saturday two weeks later (unless they have conversations standing with other players).
Important to note is that the effects of actions don’t kick in until the end of the round. Armies raised in a round can therefore not be used until the next round, attribute increases only are added at the end of the round, and newly discovered resources or newly acquired technologies cannot be used until the round after they were introduced in your region. This is primarily because it makes keeping track easier for the GM and co-GMs.
New Player Bonus Actions
New players receive five bonus actions in their first round. This is so that new players can catch up with older players, using the actions to raise a number of troops, use Attribute 5 Special actions or even start with a finished Great Project. That’s right: you may spend multiple of these bonus actions on the same Great Project, resulting in a finished Great Project if you spend all of them on it. New players are barred from a few things with these bonus actions, however. These bonus actions may not be used to explore or colonize other regions.
Because aspiring players are put on the waiting list until there are multiple of them, new players can cooperate and coordinate their bonus actions to great effect, allowing starting players to make a big impact.
Secret Actions
You can spend one of your five actions in a turn doing a secret action. This secret action can be anything you want to keep secret from other players, such as a secret Great Project, spreading (false) technology, covert religious conversion or sending spies to another region to discover secret plots, for example. You have to send this secret action to the GM for verification, otherwise it will not be counted. Secret actions can be revealed at a later date, either by the player, the GM, or through the actions of other players.
Secret actions only count for attribute increases if you note what kind of action the secret action is in the IC thread (with a [Diplomacy], [Military], [Curiosity] or [Faith] tag). This means you can decide yourself whether you want to reveal what type of action your secret action is to gain the benefit of attribute increase with it, or keep it entirely secret, but not gain the benefit of it.
Projects
Some things may take more than one round to complete. These are called ‘projects’, and you need to spend one action per round on them. Some take only 2 rounds, like making the roads a little better between your cities. Some are Great Projects that take 5 rounds, like making a road network between all your towns, cities, fortresses and bordering countries, a Great Wall, an Underway or some amazing wondrous building.
Magic
Magic is not available to the players.
Acquiring New Regions
New regions can be acquired and come under your control in several ways. Conquest is one of the simplest ones (detailed under Military below). Another is by marrying yourself or your heir to the heir of that region, as long as the marriage makes it so that they become part of your family (instead of your heir becoming part of theirs, which would mean game-over unless you change who your heir is). This might be easy with NPC-controlled regions, and likely impossible with player-controlled regions. Pressing a marriage claim, ancestral claim or land claim to a region is detailed under Diplomacy.
Another way is by exploring and finding other regions and colonizing them through conquest or diplomacy, setting up trading posts or puppet rulers under your control in those regions.
Increasing Attributes
Every turn a player has completed their actions, they list at the end of their post what attributes they increase. Players’ rulers get a +1 increase if they dedicate two actions to actions related to a particular attribute, so if you use two actions to raise army units you have spent two actions on Military actions, for example. This would mean you then increase your Military by +1 at the end of the round. Since you have five actions, you can therefore increase two scores by +1 or one score by +2 if you spend four actions doing things related to a single attribute.
Please note clearly at the end of your post in the IC thread which attributes you increase so that co-GM TheWombatOfDoom can clearly note it in his tables. Attribute scores are capped at 10 and each provides special kinds of actions at scores 5 and 10, some of which can only be performed once per ruling character.
Diplomacy
Spoiler: DiplomacyA higher Diplomacy score decreases chances of riots and rebellions in any lands you hold and chances of finding a good spouse. It also increases the chances of NPCs agreeing to proposals you offer.
Actions
Settling a treaty with one or more players for trade, forming alliances, arranging a marriage or betrothal for your character or their children, changing laws.
Diplomatic Colonization [advanced]
Colonizing new regions can be done either through military force or diplomacy. Diplomacy does not require the presence of military units, but if another player's military units are present in a colonization attempt of their own, the military units' presence supersede any diplomatic attempts at colonization.
Sometimes, more than one player is trying to colonize the same region through Diplomacy. If this happens, either one of the players decides to stop and go look elsewhere, or they both make an opposed Diplomacy check (1d6+Diplomacy) to see who is more successful in the colonization. They do this during both rounds of the colonization process. The person who wins the first check gains a +2 bonus on the opposed check during the second round. The winner of the Diplomacy check during the second round is the one who successfully colonizes the region entirely. Of course, a player may choose not to continue colonization if they lost the opposed check during the first round.
This also means that if someone starts colonization in a later round than someone else, they’ve already lost, unless they bring military troops instead. (Military force will thwart diplomatic missionaries, but will certainly be opposed by the people there, who may ally themselves with the diplomatic missionaries’ country of origin.)
The person who discovered the region gets a +3 bonus to the Diplomacy check. This is so that explorers do get a bit of an edge, but don’t start the actual colonization process yet and may still be thwarted by more diplomatically successful colonizers.
Pressing Claims on Other Countries [advanced]
A situation has arisen! Another country is without a ruler! Or perhaps they have a ruler that you simply don't like very much, while you do like their land?
In case they happen to be a player, you can stake your claim and press it in an act of war! Don't forget to send your declaration of war to them!
In case they happen to be an NPC, you're in luck! It's pretty easy to press claims on them. In the world of Telluris, nobody knows why some just happen to be easier to press against. Perhaps the Weave of Fate simply weaves more strongly around those who might alter the course of history.
You can press a claim if you:
- Have a relative of your ruler married to a direct descendant of one of the target region's earlier rulers. The more recent that ruler ruled, the stronger the claim!
- Have ancestral ties to the target region. These claims are generally less strong than a marriage claim, unless a large amount of your people can trace their lineage back to that region. [This only works for regions, not full countries.]
- The target country used to be part of your country, but they split off due to either revolution or peaceful splitting on part of either the people or previous rulers of your country.
- You've fabricated a claim in an earlier round that was still during your current ruler's rule.
To press a claim, you must:
- Spend an action on it, of course!
- Roll a Diplomacy check and link it in your actions post (just like all other rolls should be).
- If the result is at least 6, there is some support for your claim. If the result is at least 9, there is a lot of support for your claim. If there are other players pressing claims at the same time, the highest roll wins.
If you have some support (check result of at least 6) and have rolled the highest, you must spend another action next round to gather more support for your claim (requiring another Diplomacy check result of at least 6). If you have a lot of support (check result of at least 9) and have rolled the highest, you'll have claimed the target region or country by the end of this round.
Other claimants (players with a claim) who lost may attempt to create rebellions in the target region or country in a revenge attempt--or a final resort to get the target region or country for themselves should the rebellion prove successful somehow.
Claimants may also forfeit their claim to support another claimant, providing a +2 to the other claimant's Diplomacy check result.
Diplomacy 5 Special
If you have a score of 5 in Diplomacy, you can spend an action to stabilize a single region. This will prevent riots or rebellions from breaking out, which are common if you aren’t importing your people’s Import Necessity from another region, there are other claimants to the throne, the ruler is of a different religion than the people, or the country is being wrecked by natural disaster. The stability will last until the end of the ruler’s reign and may last beyond it if the region is treated well.
Diplomacy 10 Special: If you have a score of 10 in Diplomacy, you may combine stable regions that you control into a bigger one and claim a higher title.
- 4 or more adjacent regions combine into a Great Kingdom, becoming a Great King. Great Kings have one bonus action per round. You lose the title if you ever control less than 4 adjacent regions.
- 3 or more Great Kingdoms (not necessarily adjacent) into an Empire, becoming an Emperor. Emperors have two bonus actions per round. You lose the title if you ever control less than 3 Great Kingdoms.
If you attempt to form a Great Kingdom, it will be handy if you link to earlier posts where you performed the Diplomacy 5 action to stabilize any regions that are not your home region. This doesn't just help us see that you've done it for all of them, but it also gives you a double-check for yourself on each of the regions.
Military
Spoiler: MilitaryMilitary actions are things that involve training or using armies, navies and aerial units in both offense and defense.
Actions
Raising a military unit (1000 soldiers; whether it’s an army unit, naval unit or aerial unit), training militia, defending your land or invading another region, building fortifications.
Unit Types
There are three unit types: land units (army units), naval units and aerial units. Land units can attack land regions and underground regions. Naval units can attack coastal regions, and if they do they can also be attacked by land units. Naval units can be used in defense of a region only against attacks by naval units. The exception to this is island regions, which naval units can also defend against land units and aerial units. Aerial units can attack land regions, but if they do they can also be attacked by land units.
Units cannot go through countries that aren’t allied or specifically allow it, so if you wish to attack a specific country that you can only reach by going through countries you aren’t allied with and that haven’t specifically allowed you to go through, then you’ll have to fight them first. If the regions you’d have to go through do not have units, you can just march on through with no resistance.
Training and Using Military Units
When one of your armies clashes with that of another player or those of an NPC, both sides roll 1d10 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). The controller of the region may get a bonus based on defensible terrain in the region. Either side may get a bonus if they have technology that the enemy does not if that technology can be practically used in war. You must specify in this action whether they are land units (army), naval units (navy at sea) or aerial units. Also, if you have control over multiple regions, you must specify in which region you train them.
If you want to have naval units with boats, you need to have access to wood. If you want to equip your armies with weapons, you need to have access to appropriate materials (wood, certain metals, etc). For aerial units, you need some method of flight (flying creatures, appropriate technology, magic, etc).
Armies can never be larger than 10% of the total population of all regions you control (at which point you have enlisted half of the able-bodied adults, both men and women, or all able-bodied men, or all able-bodied women, depending on your people's culture). Raising one army unit (1000 soldiers) requires one action.
Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies only use the highest Military score available to them. However, all sides must take an action to partake in the battle. The players who lead the armies must each make a Military check (1d10+their Military score+number of units under their command in that region+amount of technologies they have that are applicable).
If you have multiple battles going on at the same time, you have to decide which one your ruler is leading. All other battles your country is involved in, but your ruler is not leading personally, only get half the ruler's Military score as a bonus.
The loser of a battle loses an amount of units equal to half the difference in roll results, rounded up. If the results were 11 and 6, that means the loser loses [{11 – 6}/2, rounded up] units, so 3 units. The winning side will have 1d6 x 5% of the base losses of the losing side (rounded down). The leaders of the battle (those supplying the Military scores and/or Winning Tactics) have a 50% chance of losing an additional 1000 troops. Each participant on one side (including leaders) that sends 2000 troops or more has a 50% chance of losing an additional 1000 troops. If no units remain on one side, their leaders are captured by the other side.
If you win two battles in a row (one in one round, the second in the next) against the same opponent in the same region, you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. In the next round, you will probably have to spend the Diplomacy 5 Special Action on that region, though the rebel leader can still fight back against you (see Second Chances below).
Training Militia
You can train militia members to defend against invasions or help attack regions adjacent to the one they live in. With one action you can raise all your potential militias. Your potential militias are equal to one 20% of your total population minus your military units, so if you have the maximum amount of military units raised, you can only raise 10% of the population from that region as militia. If you are being invaded at the moment you try to train militia, a lot of people will be too occupied with getting their families to safety, so you will only be able to raise half the amount of people that would otherwise be available as militia. Every 2 units of militia (so every 2000 militia members) give a +1 bonus to Military rolls, making them only half as effective as normal military units. Militias only remain active until the end of the next round. For example, if you trained militia in round 4, they would remain active until the end of round 5.
Military 5 Special
If you have a Military score of 5, you can introduce agents. Agents are special operatives with specialized skills. You can choose one set of skills and you will receive a +2 bonus on any rolls in which agents are involved and the particular action requires use of that set of skills. To train agents and use a Military 5 Special action to create them, you must either have a resource in any of your regions that is a particular kind of people (like ‘Craftsmen’ or ‘Athletes’) or you must have a finished Great Project in the form of a school (like the Kasumor Academy for Culture and Prowess). This makes agents perfect for a specific type of job and often useful as spies or for secret actions.
You can have only one type of agent at any time. Introducing a new type with a different set of skills based on a different resource or Great Project school makes it replace the old one.
Military 10 Special
If you have a Military score of 10, you can introduce a Winning Tactic. A Winning Tactic gives you a +4 bonus to all Military rolls in one specific kind of terrain.
Winning Tactics apply to one type of area only, as determined at the time the player introduces their Winning Tactic or until they change it with a new Military 10 action. They can only be utilized in regions that actually have the type of area. The following area types are examples of possibilities:
- Mountains
- Hills
- Plains
- Desert (hot and dry; does not include arctic desert)
- Forest (includes underground [mushroom] forests)
- Swamp
- Inland Waters (lakes, rivers, etc.)
- Coastal
- Open Sea
- Deep Ocean (underwater)
- Underground (excluding underground forests and waters)
- Arctic
- Sky (requires aerial units)
Attacks with naval units on a region can be coastal battles or take place in an area immediately adjacent to the coast or part of the coast. Coastal cliffs, for example, count as mountains in such a scenario, though from a land attack they wouldn't.
Underground regions can benefit greatly from an Underground Winning Tactic, but underground battles can also take place in underground forests or near underground lakes or rivers.
Curiosity
Spoiler: CuriosityA lot of people are naturally inquisitive. Some like inventing things, other like exploring things for the sake of knowledge, some others find new ways to improve doing things people do every day. Curiosity is basically how a character handles things like science and economics. Creating new things, such as buildings, roads, fleets, mines and so on, takes time and effort. Clever people know ways to make it easier, quicker, and better. However, creating defensive structures or building things with the army is a Military endeavor rather than a Curious one.
Actions
Searching for new resources, inventing new things, changing education systems, building schools.
Acquiring Technology
You can get new technologies three ways: invent it with a Curiosity 10 Special Action, get it from a friendly player, or steal it.
If another region that you don't control has access to technology that you don't, you can send people to acquire that technology for you, either by force or by diplomatic agreement with the other player. They can just give it to you, but otherwise you can make an opposed Curiosity check, rolling 1d6+your Curiosity against 1d6+their Curiosity. If you roll higher, you acquire the technology (but only one kind of technology per action).
Curiosity 5 Special
If you have a Curiosity score of 5, you become able to introduce a new resource in one of your regions (either previously unknown or only a Minor Resource) or upgrade existing Good Resource to a Great Resource. A Good Resource can be traded to up to 3 other regions. A Great Resource can be traded to up to 6 other regions. You can find unique resources (such as mithril, adamantine, etc) in your region, but you must be able to reasonably justify it. Such special resources require you to research technology to really utilize it. This action can only be done once per ruler.
When a new resource comes into play, the head GM will decide whether it is a special resource that requires getting a technology upgrade (Curiosity 10 Special Action) first to start meaningfully using it, like for things like the military. Aerial unit creation always requires a technology, for instance. Using the special abilities of supernatural creatures also requires a technology to create the appropriate training programs.
Curiosity 10 Special
If you have a Curiosity score of 10, you become able to introduce a new technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or as a Good or Great Resource in one of your regions. This action can only be done once per ruler.
Be sure to check if any other players already have technologies you might use to help you, either because it's exactly what you want, or because it's a step in the right direction to help you make the technology you want.
Faith
Spoiler: FaithYour relations with the Temple of the Lord of Fire (or the head of your new organised religion) is determined by your Faith score instead of your Diplomacy score.
Actions
Maintaining ties with the head of your religion, creating unity among your people, maintaining morale in times of trouble, building temples or tombs.
Converting People
If there are regions that you are allies with, trade with (or through) or have an army in, you can spend an action to make a minority of the people there take on your religion (if it is organized). Roll 1d6+your ruler’s Faith against 1d6+their ruler’s Faith (+3 if there is a holy order of a different religion in that region). If your result is higher, you introduce a religious minority of your religious to that region. If there is already a minority present from an earlier round, you can increase this to a majority with the same kind of check (but add another +2 to the “defender”). Only one religious majority can be present in a region at a time.
If the ruler of that region does not oppose your conversion with a Faith check of their own (opposing conversion does not require an action, but must be noted in their post with a link to the roll), or if they simply forget to make the check, you instead check against the population's base resistance of 7+defensive bonuses (including Holy Order bonuses).
If you do not wish to have a certain religious minority (or majority) in your region, you can wage Holy Civil War on them or re-convert them. Make either a Military check or a Faith check (1d6+your relevant attribute). If you roll an 8 or higher (11 for a religious majority), they are converted to your primary religion. If you used Military, many of them are exterminated (1d3x1000 for a minority, [1d4+1]x1000 for a majority).
Rulers may spend an action to convert to a new religion, but this may upset the stability of any regions they control that don’t have a majority following that religion.
A religious majority in a region can be made to be the only religion in that region with another successful Faith check, but the "defender" gets a +4 bonus to their check.
Faith 5 Special
If you have a Faith score of 5, you become able to start a new religion and appoint a head of the religion. At least half of the people in your capital region and most of those in the regions you control will convert, turning it into the religious majority of your capital region and a religious minority in all other regions you control. This can only be done once per ruler, and you should probably do it no more than once--unless you want to make some really big changes to the religion.
Faith 5 Special
If you follow an organized religion, you may form a Holy Order in one of your regions if you have permission from the head of the religion (the player who created it). If you are invaded by someone of a different religion, regions with a Holy Order in them give you an extra +½ to your Military rolls. This can only be done once per ruler and they cannot have been the one to create the organized religion.
Faith 10 Special
If you follow an organized religion, you may request a miracle from the deity/spirit/force or one of the deities/spirits/forces that you worship. The miracle must fit with the deity/spirit/force’s theme and portfolio. Miracles can destabilize enemy regions, help win battles, uncover new or increase existing resources (from Minor or nonexistent to Good, or from Good to Great), and so on. The GM makes the call on what actually happens (and it will not happen until the start of the next round), but you are free to request nearly anything as long as it fits the one from whom you request the miracle.
Magic [advanced]
Spoiler: MagicThere are very few ways for a player to get magic.
- The GM gives it to them. (Usually only a magic artifact.)
- The player uses a Luck 10 action.
When a character gains the Magic attribute, the player must define what kind of magic they have and how it functions. This can differ radically between characters, but has little impact on the power of the character's magic. The type of magic can never be changed after it has been defined. You may pick a type another character already has. It is advised you create a unique type of magic that is all your own, or at least take a type of magic that is really original. (As always, preferably nothing copyrighted, but renaming stuff with a similar theme is grade-A okay.)
The Magic stat might be genetic. In fact, researchers are pretty sure of that. Or it might not be, science shrugs its shoulders at the subject.
Learning Spells
With one action, a ruler can learn or teach another character who uses the same type of magic two spells of that type of magic.
Magic 5 Special: You can create a magic artifact, a small one one could carry on their person. Not terribly powerful at all, but handy and certainly flavourful. This action can be done once per ruler.
Magic 10 Special: You can create a new magic spell that you may use. This is done in discussion with the GM. Fluff over mechanics is preferred.
Luck
Spoiler: LuckThe effects of Luck are currently unknown. Luck also cannot be increased the normal way. Instead, every round the head GM will look at the players’ actions and see if anyone has done something special that might advance the game as a whole, or something really ingenious fluff-wise. The head GM will then make a judgment call to give those players an increase in Luck. This is an attribute increase in addition to the normal attribute increases decided by the player, because no actions are directly Luck-related. Luck checks are occasionally used for secret actions and other actions that have a questionable outcome that does not directly relate to any of the other attributes.
Luck 5 Special:
Luck 10 Special: Does something amazing.
Country Relationships [advanced]
Spoiler: Country RelationshipsThere are several ways in which countries can cooperate more tightly than an alliance might allow.
Wards and Lieges
The nations which rule over others (termed “Liege States”) do so in two primary ways: either by agreement from the natives, or by takeover through conquest, colonization or presses of claims. The following rules deal with the former, in which the natives of a region strike an agreement with a more powerful state.
In this kind of relationship the larger, more powerful country is called the Liege and the smaller one the Ward. Ward states may only contain one region and may not colonize, conquer or press claims, though they may participate in war. There are three forms of Ward states, under varying degrees of control by the Liege state. There are ways in which a Liege can increase control over a Ward state, and ways for a Ward state to escape that control.
Liege and Ward states commonly share borders or both have a coast on the same ocean. Liege and Ward states do not have to share borders in this manner, but not sharing borders will allow the lands that lie between them to block transport of resources and troops.
The lowest level and simplest form of Ward is the Protectorate. The Ward gives 2 stacks of the Liege’s choice of resources, and gains military protection against invasion. If the Ward becomes a Tributary—the second level—then in addition to the Protectorate agreement, the Ward may not take any [Military] actions without the Liege’s approval. In return, the Ward may use one of its Liege’s scores (Curiosity, Military, Diplomacy, Faith, or Luck) on one roll in that turn. The final level is Vassaldom, wherein the Ward additionally gains all technology held by the Liege, and is given any new technology they obtain (the Liege must still mention this in their own actions). In return, the Liege gets 6 stacks of the Ward’s resources of their choice.
Lieges
Certain agreements may be signed after discussion between players in addition to the standard rules for Wards and Lieges. Marriage agreements are often one of them.
Lieges may attempt an opposed Diplomacy roll to move the Ward state one level higher (Protectorate Tributary Vassal). In doing so, any gifts given along with the attempt in the same action (such as people, military units, technologies, or resource stacks) give them a +1 on this roll—stacking with each other, because of their influence with the people.
To become a Liege state a country must have at least two regions with at least one military unit trained in each region.
Wards
Wards may make their own actions in rebellion, should they be so opposed. Of course, they are not restricted from any of the normal measures (discussion, conferences, alliances, and the like) of the game, but several other actions can be taken. First, any secret actions they take are not held by the terms of the treaty: thus they may raise troops without permission, take military action without permission, and the like. Second, they may make opposed Diplomacy checks to gain popular support and move themselves one step up the ladder towards freedom (Vassal Tributary Protectorate Free). For every allied country that supports them they gain a +2 bonus on the check, as well as a +1 bonus if they are a Tributary, or a +2 bonus if they are a Vassal. Only one such check may be made in a round, but on the round they are moved up from Protectorate, the Ward state is considered to have broken free, and may colonize, claim or conquer as normal.
Protectorates
Liege: Gets 2 stacks of the [Resources] of their choice, can forbid the creation of military units.
Ward: Gets military defense, guaranteed. If their Liege is unable to defend them, they can declare the treaty defunct.
Tributaries
Liege: Gets 4 total stacks of the [Resources] of their choice, and may forbid/veto [Military] actions.
Ward: May use one of the Liege’s scores in place of theirs, once per turn. This cannot be used for Special actions.
Vassals
Liege: Gets 6 total stacks of the [Resources] of their choice, and may forbid/veto [Diplomacy] actions as well.
Ward: Gets all technologies acquired by their liege, plus the Vassal's regions are counted as part of their country and can thus be used to form a Great Kingdom.
Federation
A Federation is a group of countries who band together to form one country, with the constituent countries becoming ‘states’. Each of these states functions the same as a non-confederated country played by any other player and can have colonies of their own.
Forming a Federation
Forming a Federation requires at least three participating players/countries, all of whose regions must be politically stable (due to being primary regions or through Diplomacy 5 Special actions). Each must set up a Great Project to create the Federation together, and the Federation isn’t created until all three (or more) Great Projects are finished. If another player wants to join the Federation, it is a small project (2 rounds) for them and a small project for one of the members of the Federation, thus making it harder and take more time to join a Federation than it would to join an alliance.
If one of the participants in the creation of a Federation is unable to post their actions during a week, they may count their Great Project as having continued that round regardless, if they do post the round after that and continue it. Unlike normal Great Projects, the forming or joining of a Federation cannot be assisted by others.
Benefits of a Federation
Members of a Federation can make diplomatic agreements of alliance for the Federation as a whole, or trade agreements for any regions that are part of the Federation. However, if the state controlling a region part of such an agreement does not agree with an agreement another Federation member makes, they may veto the agreement.
The heads of the states within a Federation each specialize in a particular political style (kind of like they are ministers in a parliament or senators from different political parties). All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. They gain one extra action per round, but must spend two of their actions during any round on that attribute. They must also choose one attribute that they neglect, and they may never spend actions on things related to that attribute. Of course, they can be clever and spend it on similar actions that just happen to be related to another attribute as well, but keep in mind that some actions are very clear on what attribute they belong to. Anything requiring an attribute roll is clearly related to that attribute, for example, and exploration is always Curiosity.
If a player who is in a Federation cannot post during a round, other members of the Federation may take their specialized actions. For example, if the player specializes in Diplomacy, the other members may take two Diplomacy actions on their behalf. Two members of a Federation may specialize in the same attribute, but no more than that.
If a member of a Federation posts less than five actions during a round, it’s okay if none of them are of their specialized attribute, just as long as none of the actions are of their forbidden attribute.
Downsides of a Federation
No member states of a Federation may be a Great Kingdom or form one. If an aspiring member state has a Great Kingdom, they must dissolve it before starting their project to create or join a Federation. Aspiring members of a Federation may not be Wards of a country that isn’t part of that Federation, but they may be Wards of a Federation member state. When the country joins the Federation, they are free from their Liege and no longer are a Ward, as they are now on equal level as them within the Federation.
Game Over and Second Chances
Spoiler: Game Over and Second ChancesIt's Game Over for you if your character dies without an heir, or if their heir is married into another family.
If all your regions have been lost, your ruling character (or their heir if your ruling character dies in an invasion) can become a rebel leader. They can try to take back their lost region (or acquire a new one) until their death, but while they have rebel leader status they have only two actions per round. This allows a player a second chance when they lose their last region.
As an alternative, a player for whom it’s game over may re-apply for a new region as any other new player can. They are then put on the waiting list, unless there are new regions already available. They then start anew, fluffing the new region (unless it comes pre-fluffed) and making a new ruling character to start with.
Inactive Players
Spoiler: Inactive PlayersIf a player goes absent, I'll PM them three rounds later, and if they haven't posted by the fourth round afterwards, the region can be re-claimed by a new player for one week. If nobody claims it (feel free to invite someone to), then it becomes an NPC nation. If a new player claims it they may decide to simply take over the region as it is the way the old player left it, unless the old player gave note that they want their region to go away if they leave. However, if the old player had any marriages with other player's families, they can lay claim to it, and I won't make the old region go away. Instead, it becomes a free-for-all for all those who have a claim to it, plus whatever rebel forces there may be.
Sometimes a player can be only temporarily absent. If a player does not post during a round, but others are using actions to make and confirm deals with the temporarily absent player, and the GM knows about it beforehand, then the action holds without the absent player having to spend an action on it. (I mean, they couldn’t anyway, because they’re absent at that time.) If the absent player gives a note about their absence for that week (or more than a week) beforehand, it should be completely fine. If a player is attacked during such a time, they are assumed to be spending an action to commit all their forces to the defense of their country for that round.
If a player hasn't posted during a round, they receive one bonus action for the round after that. If they haven't posted for two rounds, they receive two bonus actions for the first round in which they post after that, unless they have restarted in a new region at that point.
It is also a possibility that players leave us during the game, simply because they’re unable to continue due to prioritized commitments or for other reasons. In such a case, the link to the post compiling their information will be stored in case the player might return in the future to take things up again elsewhere. We heartily welcome new players, as well as returning ones.Last edited by Morph Bark; 2014-04-24 at 03:47 PM.
Homebrewer's Signature | Avatar by Strawberries
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2014-04-24, 06:38 AM (ISO 8601)
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Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Round Increase Updates
Active Rounds Table
Capital RegionPlayerActive
RoundsGunung Chacmon 12 Celero Logic 13 Kasumor WaylanderX 13 Woodwind QuintonBeck 13 Calorum Chief 12 Genivana zabbarot 13 Hrathan-Tuor ImperatorV 12 Raaneka Zap Dynamic 11 Lyradis TheWombatOfDoom 13 Razdis Silverbit 13 Guilder SamBurke 13 Pryonia Arutha 11 Sympolemou Tychris1 13 Bordeux Lord_Burch 13 Ashenia Elemental 13 The Jeweled Cities lt_murgen 12 Alydaxis moossabi 9 Salteire Rizban 4 Niskovia Kitsanth 2 Halja RainDragon 2 Sycia HisHolyAngel 5 Glazfell BladeofOblivion 6 Kingdom of the Jarrs Aedilred 4
Spoiler: Round 13 Stat IncreasesRound 13 Stats!
Wenyavuk – Has gone NPC!
Gunung - +1 Diplomacy, +1 Curiosity
Celero - +1 Military, +1 Curiosity.
Hurosha Empire -+1 Diplomacy, +1 Military, +1 Curiosity.
Ignato Empire - +1 Military. +1 Diplomacy.
Calorum -+1 Faith
Genivana - +2 Faith
Hrathan-Tuor - +1 Diplomacy.
Raaneka - +2 Curiosity, +1 Luck. (pending)
Kingdom of Serendel - +1 Diplomacy, 1 Curiosity, +1 Faith.
Razdis - +1 Military. New Ruler – Vali
Guilder - +2 Diplomacy.
Pryonia - +2 Curiosity.
Sympolemou - +2 Diplomacy.
Bordeux - +1 Military, +1 Curiosity.
Kingdom of Ashenia – +1 Diplomacy, +1 Military, +1 Luck. New Ruler – Shenath Toranath
AQUA – +1 Diplomacy, +1 Military.
Alydaxis -+1 Diplomacy, +1 Military.
Saltiere - +1 Diplomacy, +1 Military.
Niskovia - +2 Curiosity.
Halja - +1 Military, +1 Curiosity.
Sycia - +1 Diplomacy.
Glazfell - +2 Military.
Jarrland - +1 Diplomacy, +1 Curiosity, +2 Luck.
Mulharum – Has gone NPC!
All players get +1 to Active Rounds. Perfect score!
Spoiler: Round 11 Trade Agreements
Round 11 Trade!
(everything but treaties section updated)
Please Note: Trade agreements (that I record, and therefore, take no action to keep recorded) can only be about things you CURRENTLY have. Any future agreements (such as plans to contribute to a project) are not written down, will not be written down, and cannot be part of terms of an alliance. Therefore, actions will still be needed for plans such as giving tech or resources when you get them, or when you decide the action. All trades with such delegations will be treated as "Gifts".
Confirmed by All Involved Parties:
[Marriage]
Alice Borduex to Dyamusen Ignato
Celwyrr of Jarrow to Errick Serendel of Lyradis
Hiykan of Wenyavuk to Imnaya an Pajen
[Betrothal]
Bekya of Wenyavuk to Liam Serendel of Lyradis
[Redistributions] (all nations and actions approved)
Borduex –
- Errelosse Cattle to Borduex and Ashenia
- Errelosse Nyx Hounds to Borduex and Ashenia
- Valterre Marble to Borduex and Ashenia
- Valterre Precious Stones to Borduex and Ashenia
- Crima Horses and Stone to Ashenia
- Crima Grain to Valterre and Ashenia
- Cassian Goats to Valterre, Errelosse, Solus and Ashenia
- Bordeux Cedar Wood, Sulphur, Gold, and Furs to Sulvan’s Fury and Ashenia
- Solus Glass and Olive Oil to Ashenia
Guilder –
- Guilder Grain to Rannara
- Guilder Bronze to Maos
- Rannara Magnetite to Guilder
- Maoa Athletes and Dinosaurs to Guilder
Glazfell –
- Frosscov Wood to Estglaz
- Glazfell Bronze to Skarval
- Glazfell Meat to Frosscov
- Skarval Herbs to Estglaz, Skarval and Glazfell
Ashenia –
- Ashenia Books, Horses, Silver and Dairy to Sulvan’s Fury
- Ashenia Books, Silver, and Dairy to Borduex
- Ashenia Horses to Crima
- Angan Anvale Wheat and Void Beasts to Borduex
- Kyaralath Halucinatory Flowers to Borduex
- Hazaria Salt to Borduex
Sulvan’s Fury –
- Sulvan Mithril, Coal, and Iron to Ashenia and Borduex.
[Gifts]
Raaneka Berunda Technology to Borduex
Ignato Sea Faring Technology to Alydaxis, Kasumor, Scla’ca, Celero, Hrathan-Tuor, and Genivana
Razdis Printing Press Technology to Lyradis and Raaneka
Woodwind Wood to Kasumor
Nyroth Wood to Grizzland
Celero Griffon Riding Technology to Sycia
Celero Iron to Propinlonge
[Trades]
Woodwind Dire Boar for Guilder Plate Armor Technology
Tar Meat for Sympolemou Vegetables
Jarrland Dyes for Sycia Grain
Aloren Goats and Fish for Qarimos Elephants
Jarrs Wood for Mulharum Mithril
Saltiere Gold for Jarrs Limestone
Ranaara Magnetite for Saltiere Silver
Saltiere Salt for Region 36 Crops
Saltiere Gold for Region 34 Drum Lizards
Saltiere Silver for Mulharum Shellfish
Saltiere Gold for Jeweled Cities Fruits
Saltiere Salt for Jeweled Cities Kelp Olive Oil
Frosskov Silk for Sycia Pegasi
Jeweled Cities Fruit for Gwristin Quartz
Ashenia Books for Bereginina Light Crystals
Glazfell Meat for Sympolemou True Ice
Jarrland Dyes for Jeweled Cities Fruit
[Treaties]
UN - Renegotiations
GC - Renegotiations
Heartwaste Pact
Jarrland – Mulharum Alliance
Salterri Imperium Doctrine
Glazfell – Sympol Peace Treaty
Snow Pact
Unconfirmed:
Grmanhil Honeycombs for Wenyavuk Wooly Mammoths
Expired/Cancelled Trade Attempts:
UN Peace Treaty – Terms Breached
Ignoto Plate Armor Technology for Alydaxis Trained Kralax – Neither have the tech available for trade as of this point.
Last edited by TheWombatOfDoom; 2014-05-13 at 07:28 AM.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
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2014-04-24, 06:39 AM (ISO 8601)
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Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Rulers of Telluris
Updated to Year 395!
Capital
RegionRegion NamePlayerRulerDMCFLMagicP2 Wenyavuk NPC Näiyop an Kal 6 3 10 3 8 - 01 Gunung Chacmon Topiltzin Aitah I 10 7 9 3 3 - 02A Celero Logic Queen Regent Amalia Cordelia Noth 4 8 8 2 2 - 04A Hurosha Empire WaylanderX Eienguard Nyllana Earthguard 10 6 9 2 3 - 06 Ignato Empire QuintonBeck First Empress Syana Ignato 9 6 6 2 6 - 07A Calorum Chief High Priest Vilindrae Divinorum 3 6 4 10 2 - 09 Genivana zabbarot Shahidi Mkuu Shvedrishti "Bright-Eyes" 4 4 4 10 5 2 10 Hrathan-Tuor ImperatorV High Speaker Nathanias Ethmorl 6 4 4 5 4 - 11A Raaneka Zap Dynamic Queen Anguri and King Krama Adite 7 6 8 1 4 - 13A Kingdom of Serendel TheWombatOfDoom Lord Liam Serendel 7 5 6 4 4 - 13B Razdis Silverbit Vali 5 4 3 4 4 - 14 Guilder SamBurke Humperdink, Doge of Guilder 10 8 5 3 5 - 16A Pryonia Arutha Rogar Cardion 6 3 7 2 1 - 18A Sympolemou Tychris1 Duke Ironfang 6 7 10 3 3 - 20A Bordeux Lord_Burch Lord Cedrik Bordeux 7 9 7 1 4 - 22 Kingdom of Ashenia Elemental Shenath Toranath 4 5 2 2 4 - 25 AQUA lt_murgen Amber Grant 7 7 10 4 4 - 29 Alydaxis moossabi King Apahulucta 10 10 10 3 3 - 35 Saltiere Rizban Chief Hierarch Zanper Fidious the Holy 9 3 1 10 4 - 47A Niskovia Kitsanth High Prince Vanya Nisakovich 4 2 9 4 2 - 47B Halja Rain Dragon Aipiskaupus Thuidans Kaiser 2 4 4 5 2 - 50 Sycia HisHolyAngel High Priestess Fabula 8 3 3 10 5 - 59 Glazfell BladeofObliviom King Hroar the Hyperborean 10 5 4 5 3 - 62A Jarrland Aedilred Alfwyr, King of the Jarrs 6 3 6 3 5 - 64B Mularuhm NPC King Kalderdan Ringmaker 7 4 7 5 3 -
Spoiler: List of Rulers
Näiyop an Kal [aspi]
Age: 57
Family Tree: None
Regions Controlled: Wenyavuk (P2)
Succession: Spouse of oldest child inherits
Topiltzin Aitah I [Chacmon]
Age: 63
Family Tree: None
Regions Controlled: Gunung(#1), Mictlanpa (#P1)
Succession: Oldest child inherits.
Queen Regent Amalia Cordelia Noth [Logic]
Age: ???
Family Tree: Here
Regions Controlled: Celero (#2)
Succession: Oldest child inherits.
Eienguard Nyllana Earthguard [WaylanderX]
Age: 76
Family Tree: Here
Regions Controlled: Kasumor (#4), Zargrim (#15A)
Succession: Oldest child inherits.
First Empress Syana Ignato [QuintonBeck]
Age: ???
Family Tree: Here
Regions Controlled: Nyroth (#3), Woodwind (#6), Aloren (#8)
Succession: Oldest child inherits.
High Priest Vilindrae Divinorum [Chief]
Age: 91
Family Tree: None
Regions Controlled: Calorum (#7)
Succession: Oldest child inherits.
Shahidi Mkuu Shvedrishti "Bright-Eyes" [zabbarot]
Age: 30
Family Tree: Here
Regions Controlled: Genivana (#9)
Succession: Oldest son inherits.
High Guildmaster Nathanias Ethmorl [ImperatorV]
Age: ???
Family Tree: None
Regions Controlled: Hrathan-Tuor (#10)
Succession: Oldest child inherits (they must prove themselves capable, but this is merely ritual in nature).
Queen Anguri and King Krama Adite [Zap Dynamic]
Ages: ??? and ???
Family Tree: Here
Regions Controlled: Raaneka (#11)
Succession: Succession goes to the eldest married couple with at least 50% Raaneki ancestry on both sides.
Liam Serendel [TheWombatOfDoom]
Age: 45
Family Tree: Here
Regions Controlled: Lyradis (#13)
Succession: Child most capable at ruling inherits (only oldest three eligible).
Vali [Silverbit]
Age: ???
Family Tree: None
Regions Controlled: Razdis (#13 underground)
Succession: Oldest child inherits.
Humperdink, Doge of Guilder [SamBurke]
Age: ???
Family Tree: None
Regions Controlled: #14
Succession: Richest man in the country inherits?
Rogar Cardion [Arutha]
Age: ???
Family Tree: Here.
Regions Controlled: Pryonia (#16A), Galie-Noiret (#16B)
Succession: Oldest child inherits.
Duke Ironfang Van Troven [Tychris1]
Age: 69
Family Tree: Here
Regions Controlled: Sympolemou (#18)
Succession: Oldest child inherits.
Lord Cedrik Bordeux [Lord_Burch]
Age: 64
Family Tree: Here
Regions Controlled: Bordeux (#20), Solus (#40)
Succession: Oldest son inherits.
Princess Idrisa Toranath, Regent of Ashenia [Elemental]
Age: 84
Family Tree: Here
Regions Controlled: Ashenia (#22), Hazaria (#28), Kyaralath (#44)
Succession: Oldest child inherits.
Chief Talon Char [Aeternus]
Age: ???
Family Tree: None
Regions Controlled: Tar (#24)
Succession: Oldest child inherits.
Amber Grant [lt_murgen]
Age: 66
Family Tree: None
Regions Controlled: The Jeweled Cities (#25)
Succession: Council delagates next heir.
King Apahulucta [moossabi]
Age: 65
Family Tree: None
Regions Controlled: Alydaxis (#29)
Succession: Oldest child inherits.
Chief Hierarch Zanper Fidious the Holy [Rizban]
Age: ???
Family Tree: None.
Regions Controlled: Saltiere (#35)
Succession: Oldest child inherits.
High Prince Vanya Nisakovich [Kitsanth]
Age: 33
Family Tree: Here
Regions Controlled: Niskovia (#47A)
Succession: Oldest child inherits.
Aipiskaupus Thuidans Kaiser [RainDragon]
Age: 52
Family Tree: Here
Regions Controlled: Halja (#47B)
Succession: Oldest child inherits.
High Priestess Fabula [HisHolyAngel]
Age: 55
Family Tree: None
Regions Controlled: Sycia, (#50)
Succession: Nationwide search for next pristess, based on mystic signs when she is born. When found, the current high priestess adopts her heir. Raised to be the next High Priestess, when she dies, and inherits the title and the Rod of Yphine is passed to her.
Alfwyr, King of the Jarrs [Aedilred]
Age: 64
Family Tree: Here.
Regions Controlled: Kingdom of Jarr (#62)
Succession: Oldest child inherits.
Kalderdan Ringmaker [ForzaFiori]
Age: 54
Family Tree: None
Regions Controlled: Mulharam (#64)
Succession: Oldest child inherits.
Last edited by TheWombatOfDoom; 2014-05-13 at 07:25 AM.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
-
2014-04-24, 06:40 AM (ISO 8601)
- Join Date
- May 2012
- Location
- Aldain
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Trade & Resources
This post is updated as of the year 380!
# KingdomRegion
NameRaceResourcesNeeded
ResourceP1 Gunung Mictlanpa Flame Berapi
Humans[Good 0/3] Fish Wheat P2 - Wenyavuk Human [Great 4/6] Wooly Mammoth
(Furs, Leather, Mount),
[Good 3/3] Amber.Metal P3 Sympol - - - - P4 - - - - - P5 - - - - - P6 - - - - - P7 - - - - - P8 - - - - - 01 Gunung Gunung Flame Berapi [Great 4/6] Adamantine,
[Good 3/3] Iron,
[Good 2/3] Obsidian,
[Good 2/3] Crops.Wood 02A Celero Celero Human [Good 1/3] Wood,
[Good 1/3] Iron,
[Good 1/3] Fish
[Good 1/3] Griffons.Grain 02B Celero Bereginia Beregines [Good 0/3] Light crystals,
[Good 0/3] Granite,
[Good 0/3] Iron.Wood 03 Triumvirate Nyroth Humans
Lizardfolk[Good 2/3] Wood,
[Good 0/3] Spices,
[Good 2/3] Silk.Stone 04A Hurosha Empire Kasumor Human
Fae (Cloudiz)[Good 3/3] Huge insects,
[Good 0/3] Shintouite stone,
[Good 3/3] Alchemical compounds,
[Good 3/3] Cotton (from plant-sheep)Food 04B Hurosha Empire Shikurai Elves
Goblins[Great 2/6] Squid Fabrics 05A - The Heartwaste Vampires [Good 0/3] Precious gems,
[Good 0/3] Bloodfire (volatile, viscous red liquid),
[Good 0/3] StoneWood 05B Razdis Eyrecradia Elves (Gem, Ore and Moss) [Good 1/3] Platinum,
[Good 0/3] Mushrooms,
[Good 0/3] Moss,
[Good 0/3] OpalFood 06 Triumvirate Woodwind Human [Good 2/3] Dire Boar,
[Good 1/3] Fish,
[Good 1/3] Wood,Platinum 07A - Calorum Human [Good 0/3] Salt,
[Good 1/3] Marble,
[Good 1/3] Cows.Fuels
(Coal, Ect.)07B Hurosha Empire Gwrîstîn Menhîrin [Good 1/3] Lead
Good 1/3 QuartzCreatures 08 Triumvirate Aloren Human [Good 0/3] Fish,
[Good 1/3] Spices,
[Good 2/3] Goats.Metals 09 Triumvirate Genivana Human
Mawa[Good 2/3] Vegetables,
[Good 1/3] Wood,
[Good 0/3] Fish,
[Good 0/3] Current Pepper.Metals 10 Triumvirate Hrathan-Tuor Human [Good 1/3] Fine crafted goods/luxury items
(metalwork, pottery, leather, jewelry and clothing)
[Good 0/3] Basilisks
(venomous),
[Good 0/3] Assassins' guild services.Fruits and
Vegetables11A Raaneka Raaneka Human [Good 6/6] Heartwine,
[Good 3/3] Lumber,
[Good 3/3] Sandstone(colored),
[Good 1/3] Berundas (Firebirds).Meat 11B Raaneka Ayava Gnomes [Good 0/3] Scholars,
[Good 0/3] Mushroom Trees,
[Good 0/3] Cave Cats.Light 12 Raaneka Qarimos Human [Good 1/3] Spices,
[Good 2/3] Elephants,
[Good 1/3] Ships.Wood 13A Kingdom of Serendel Lyradis Human
Half-Dwarf[Good 2/3] Clay objects,
[Great 4/6] Grain,
[Good 3/3] Craftsmen.Metals 13B Razdis Razdis Dwarf
Half-Dwarf[Good 0/3] Stone,
[Good 3/3] Iron,
[Good 3/3] Coal,
[Good 3/3] Mithril.Wood 14A Guilderene Empire Guilder Human [Good 2/3] Wood,
[Good 1/3] Crops,
[Good 3/3] Bronze
(copper and tin mines).
[Good 3/3] InventorsCraftsmen 14B Razdis Elbaraz Half Dwarves [Good 1/3] Tin
[Good 1/3] CopperFood 15A Hurosha Empire Zargrim Goblins [Good 1/3] Furs
Good 1/3 PhoenixesFood 15B Hurosha Empire Keldagrim Dwarf [Good 0/3] Goats,
[Good 0/3] Gold,
[Good 0/3] Iron.Cloth 16A Pyronia Pryonia Human [Good 3/3] Coal,
[Good 0/3] Crystal,
[Good 1/3] Lord of Fire relics.Food 16B Pryonia Galie-Noiret Dwarves [Good 0/3] Sulfur
[Good 0/3] NitratesCoal 17A Hurosha Empire Tekorva Human [Good 1/3] Stone,
[Good 1/3] Iron,
[Good 2/3] Fish.
[Good 1/3] Brass
(copper and zinc mines)Grains 17B Empire of Sanctuary Yorukuni Demihuman [Good 0/3] Kinu Kuroth
(silk wyrms)Wood 18A Sympol Sympolemou Sympol (Ratfolk) [Good 1/3] Iron,
[Good 1/3] Wood,
[Good 0/3] Vegetables,
[Good 0/3] Monsterous Rodents.Meat 18B Sympol - - - - 19 Kingdom of Serendel Domhan Abhaile Human [Good 1/3] Fish,
[Good 2/3] Wood,
[Good 0/3] Goats.Fine
Clothing20A Bordeux Concordant Bordeux Human [Good 3/3] Cedar wood,
[Good 3/3] Furs,
[Good 3/3] Gold.
[Good 3/3] SulfurFood 20B - - - - - 21A Razdis Sulvan Primarchy Dwarf [Good 3/3] Iron,
[Good 3/3] Coal,
[Good 3/3] Mithril.Food 21B - - - - - 22 Kingdom of Ashenia Ashenia Human [Good 3/3] Dairy Cows (and thus dairy products, especially cheese),
[Good 2/3] Horses,
[Good 3/3] Silver,
[Good 3/3] Books.Iron 23 Bordeux Concordant Crima Human [Good 3/3] Horses,
[Good 3/3] Grains,
[Good 3/3] Stone.Wood 24 AQUA Tar Quill [Good 1/3] Wood,
[Good 0/3] Tar,
[Good 0/3] Meat.Precious
Metals25 AQUA The Jeweled Cities Human
(adapted)[Great 3/6] Kelp-Olive Oil,
[Good 2/3] Gemstones (amber, turquoise, opal and pearls),
[Good 1/3] Fruits.Iron 26 Bordeux Concordant Cassia Human [Great 0/6] Goats Metals 27 Alydaxan Dominion Scla´ca Lizardfolk [Good 0/3] Wood
(Tropical),
[Good 3/3] Gold,
[Good 0/3] Herbs
(medical, poisonous, etc.).Stone 28 Kingdom of Ashenia Hazaria Human [Great 0/6] Salt Spices 29 Alydaxan Dominion Alydaxis Lizardfolk [Good 2/3] Ordinarium,
[Good 0/3] Wood,
[Good 1/3] Silver,
[Good 0/3] Ancient Artifacts.Stone 30 Triumvirate Grizzland Humans
Orcs[Good 0/3] Grain,
[Good 0/3] Dire Crabs.??? 31 Kingdom of Serendel Grmanhil Orcs [Good 1/3] Iron,
[Good 0/3] Sheep (Wool),
[Good 1/3] Bees
(Honey, Mead)Wheat 32 Kingdom of Serendel Selyra Human [Good 2/3] Rhinos,
[Good 0/3] Abyssium.Food 33 Salterri Imperium (Riz) Bracia Human [Good 0/3] Hops Salt 34 Salterri Imperium Bor-teire - - - 35 Salterri Imperium (Riz) Salteire Human [Good 1/3] Salt,
[Good 0/3] Gold
[Good 0/3] SilverFood 36 Salterri Imperium Aus-Teire - - - 37 Salterri Imperium Pontensulae - - - 38 Salterri Imperium Penoccident - - - 39 Celero Propinlonge - - - 40 Bordeux Concordant Solus Human [Good 1/3] Olive Oil
[Good 2/3] GlassWood 41 Alydaxan Dominion Glirfrey Lizardfolk [Good 2/3] Girrafes,
[Good 0/3] Kralax.Wood 42 Alydaxan Dominion ? ? ? ? 43 Kingdom of Ashenia Angan Anvale Human [Good 0/3] Void Beasts
[Great 0/6] WheatCloth 44 Kingdom of Ashenia Kyaralath Human [Good 0/3] Hallucinatory Flowers Copper 45 - United Lacertian Dominion Lizardfolk [Good 0/3] Iron,
[Good 0/3] Adamantine,
[Good 0/3] Great Lizards.Herbs 46 Gunung - - - - 47A - Niskovia Niskans - Wood 47B Fera Halja Haljans - Art 48 - - - - - 49 Bordeux Concordant Errelosse Giants [Good 2/3] Cattle
[Good 0/3] Nyx HoundsAlchohols 50 - Sycia Catfolk [Good 0/3] Pegasi,
[Good 0/3] Gems,
[Good 1/3] Grain.Silk 51 - Felitoria Catfolk
Drakefolk[Good 0/3] Crystals,
[Good 0/3] Wood,
[Good 0/3] Furs.Coal 52 Glazfell Hegemony Drugard Lesser Tieflings - Food 53 Guilderene Empire Rannara Human [Good 0/3][/b] Magnetite Food 54 Guilderene Empire Maos Human [Good 0/3] Dinosaurs
[Good 1/3] AthletesCheap
Metals55 - - - - - 56 Glazfell Hegemony Skarval Frost Berapi
Catfolk
Humans[Good 0/3] Herbs,
[Good 0/3] Stone.Metal 57 Glazfell Hegemony Frosskov Frost Berapi
Catfolk
Werewolves[Good 0/3] Silk,
[Good 0/3] Wood.Meat 58 Glazfell Hegemony Estglaz Frost Berapi [Good 0/3] Silver,
[Good 0/3] Gold.Wood 59 Glazfell Hegemony Glazfell Frost Berapi [Good 1/3] Bronze,
[Good 0/3] Tear of Yphine (Crystals),
[Good 0/3] Meat (Megafuana).Crops 60 Kingdom of Serendel Borlmyn Merfolk [Great 0/6] Giant Pistol Shrimp Clay 61 Kingdom of Serendel Requiem Human [Good 2/3] Clay,
[Good 0/3] Horses
Good 0/3 Iron Wood.Food 62A Protectorate of the Salterri Empire Kingdom of the Jarrs Human [Good 3/3] Timber,
[Good 3/3] Limestone,
[Good 3/3] Dyes.Grains 62B Mularuhm - - - - 63A Salterri Imperium Discordia - - - 63B Mularuhm - - - - 64A Protectorate of the Salterri Empire Relic / Vennland - - - 64B Mularuhm Mularuhm Dwarves [Good 0/3] Shellfish,
[Good 0/3] Mithril,
[Good 0/3] Gold.Wood 65 Protectorate of the Salterri Empire Minotron - - - 66 Protectorate of the Salterri Empire - - - - 67 Protectorate of the Salterri Empire - - - - 68A Protectorate of the Salterri Empire - - - - 68B Mularuhm - - - - 69 Protectorate of the Salterri Empire - - - - 70 Bordeux Concordant Valterre Elves [Good 0/3] Precious Stones
[Good 0/3] MarbleMeat
Current Nations:
Spoiler
Wenyavuk
Region P2
People: Human
Resources:
- [Great 4/6] Wooly Mammoth (Furs, Leather, Mount),
- [Good 3/3] Amber.
Import necessity/great desire: Metals.
Imports: Wood [Nyroth], Cotton [Kasumor], Fruit [Jeweled Cities], Iron (as steel) [Gunung], Bronze [Elbaraz], Mithril [Razdis], Grain [Lyradis]
Gunung
Region 1, 46 & P1, Chacmon
Gunung
People: Flame Berapi [demihuman] (fiery humans), Itzli culture.
Resources:
- [Great 4/6] Adamantine,
- [Good 3/3] Iron,
- [Good 2/3] Obsidian,
- [Good 2/3] Crops.
Import necessity/great desire: Wood
Imports: Wood [Celero], Fish [Celero], Cotton [Kasumor], Boar [Woodwind], Bronze [Guilder], Coal [Pryonia], Wood [Genivana], Inventors [Guilder], Wooly Mammoths [Wenavuk].
---
???
People: ??? (???), ??? culture.
Resources:
- [Good 0/3] ???,
- [Good 0/3] ???,
- [Good 0/3] ???.
Import necessity/great desire: ???.
Imports: --
---
Mictlanpa
People: Flame Berapi [demihuman] and Human, Inuit culture.
Resources:
- [Good 0/3] Fish
Import necessity/great desire: Wheat
Imports: None
Celero, the Kingdom of [link]
Region 2A & 2B, Logic
People: Human (lean, fair-skinned and -haired), Celerese culture.
Resources:
- [Good 1/3] Wood,
- [Good 1/3] Iron,
- [Good 1/3] Fish
- [Good 1/3] Griffons.
Import necessity/great desire: Grain.
Imports: Crops [Gunung], Obsidian [Gunung], Vegetables [Genivana], Craftsmen [Lyradis], Adamantine (worked) [Gunung], Wood [Guilder].
---
Bereginia
People: Beregines [demihuman] (slender mammalians, roughly 3 feet tall), Beregine culture.
Resources:
- [Good 0/3] Light crystals,
- [Good 0/3] Granite,
- [Good 0/3] Iron.
Import necessity/great desire: Wood.
Imports: --
---
Propinlonge
People: ??? (???), ??? culture.
Resources:
- [Good 0/3] ???,
- [Good 0/3] ???,
- [Good 0/3] ???.
Import necessity/great desire: ???.
Imports: --
Hurosha Empire
Region 4A, 4B, 7B & 15A, WayladerX
Kasumor
People: Human (tall, light-skinned) and Cloudiz-blood Humans [demihuman] (with fish-like tails, gills or dragonfly-like wings), Kasumori culture.
Resources:
- [Good 3/3] Huge insects,
- [Good 0/3] Shintouite stone,
- [Good 3/3] Alchemical compounds,
- [Good 3/3] Cotton (from plant-sheep).
Import necessity/great desire: Food.
Imports: Craftsmen [Lyradis], Grain [Guilder], Iron [Keldagrim], Fish [Tekorva], Brass [Tekorva], Inventors [Guilder], Adamantine (worked) [Gunung], Amber [Wenyavuk], Squid [Shikurai], Lead [Gwrystin], Quartz [Gwrystin], Sandstone [Raaneka]
---
Shikurai
People: Ore and Gem Elves and Goblins, Eyrecradian and Zargrimian culture.
Resources:
- [Great 2/6] Squid,
Import necessity/great desire: Fabric.
Imports:Phoenixes [Zargrim], Furs [Zargrim]
---
Gwrîstîn
People: Menhîrin (Stone beings), Gwrîstîn Culture
Resources:
- [Good 1/3] Lead
- Good 1/3 Quartz
Import necessity/great desire: Creatures
Imports: Obsidian [Gunung]
---
Zargrim
People: Gobiln, Zargrimian culture.
Resources:
- [Good 1/3] Furs
- Good 1/3 Phoenixes
Import necessity/great desire: Food
Imports: Boar [Woodwind], Coal [Razdis], Squid [Shikurai]
Ignato Empire
Region 3, 6 & 8, QuintonBeck
Nyroth
People: Human (silvery-white skin, pink hair, don't sleep) and Lizardfolk [nonhuman], Nyrothi culture.
Resources:
- [Good 2/3] Wood,
- [Good 0/3] Spices,
- [Good 2/3] Silk.
Import necessity/great desire: Stone.
Imports: Amber [Wenyavuk], Heartwine [Raaneka], Stone [Tekorva], Kelp Oil [Jeweled Cities]
---
Woodwind
People: Human (tall, dark-skinned, brown- or green-eyed), Woodwind culture, Human, Alorese culture.
Resources:
- [Good 2/3] Boar (including dire),
- [Good 1/3] Fish,
- [Good 1/3] Wood,
Import necessity/great desire: Platinum
Imports: Iron (forged into steel) [Gunung], Huge Insects [Kasumor], Platinum [Eyrecradia], Adamantine (worked) [Gunung], Olive Oil [Solus].
---
Aloren
People: Human, Alorese culture.
Resources:
- [Good 0/3] Fish,
- [Good 1/3] Spices,
- [Good 2/3] Goats.
Import necessity/great desire: Metals
Imports: Vegetables [Genivana], Gold [Scla'ca], Silver [Alydaxia].
Calorum
Region 7, Chief
People: Humans (tan, dark-haired, men often bearded), Calori culture.
Resources:
- [Good 0/3] Salt,
- [Good 1/3] Marble,
- [Good 1/3] Cows.
Import necessity/great desire: Fuels (apart from wood).
Imports: Coal [Pryonia], Faith objects [Pryonia].
Genivana, the Kingdom of
Region 9, zabbarot
People: Human (tall, dark-skinned, dark- or red-haired) and mawa [demihuman] (description), Genivana culture.
Resources:
- [Good 2/3] Vegetables,
- [Good 1/3] Wood,
- [Good 0/3] Fish,
- [Good 0/3] Current Pepper.
Import necessity/great desire: Metals.
Imports: Iron [Celero], Adamantine [Gunung], Goats [Aloren], Fine Crafted Goods [Hrathan-Tuor]
Hrathan and Tuor, the Land of the Nine Guilds
Region 10 & 30, ImperatorV
Hrathan and Tuor
People: Human (light of skin, dark hair for undergrounders, blonde is common, red is seen within guildmaster families), Hrathanesse culture.
Resources:
- [Good 1/3] Fine crafted goods/luxury items (metalwork, pottery, leather, jewelry and clothing),
- [Good 0/3] Basilisks (venomous),
- [Good 0/3] Assassins' guild services.
Import necessity/great desire: Fruit/vegetables.
Imports: Vegetables [Genivana]
---
Grizzland
People: Human (tall, dark-skinned, dark- or red-haired) and Orcs, Grizzlandian culture.
Resources:
- [Good 0/3] Grain[/SIZE],
- [Good 0/3] Dire Crabs.
Import necessity/great desire: Fruit/vegetables.
Imports: --
Raaneka
Region 11 & 12, Zap Dynamic
Raaneka
People: Humans
Resources:
- [Good 6/6] Heartwine,
- [Good 3/3] Lumber,
- [Good 3/3] Sandstone(colored),
- [Good 1/3] Berundas (Firebirds).
Import necessity/great desire: Livestock.
Imports: Clay Pottery [Lyradis], Ships [Qarimos], Horses [Crima], Gold [Scla' ca], Gems [The Jeweled Cities], Bees [Grmanhil], Glass [Solus], Silk [Nyroth], Bronze [Guilder], Athletes [Maos], Mithril [Razdis], Alchemical Components [Kasumor], Kelp Oilve-Oil [Jeweled Cities]
---
Qarimos
People: Humans (tall, thin, olive-skinned), Sea People culture.
Resources:
- [Good 1/3] Spices,
- [Good 2/3] Elephants,
- [Good 1/3] Ships.
Import necessity/great desire: Wood.
Imports: Wood [Domhan Abhaile], Wood [Sympolemou], Clay (Brick/Pottery) [Lyradis], Iron [Razdis], Iron [Grmanhil]
---
Ayava
People: Gnomes, Sea People culture.
Resources:
- [Good 0/3] Scholars,
- [Good 0/3] Mushroom Trees,
- [Good 0/3] Cave Cats.
Import necessity/great desire: Light.
Imports: --
Kingdom of Serendel
Region 13, 19, 31, 32, 60 & 61, TheWombatOfDoom
Lyradis
People: Human (thick build, tanned skin, dark hair, brown- or green-eyed), Lyradissian culture.
Resources:
- [Good 2/3] Clay objects,
- [Great 4/6] Grain,
- [Good 3/3] Craftsmen.
Import necessity/great desire: Metals.
Imports: Coal [Razdis], Iron [Tekorva], Giant Insects [Kasumor], Griffons [Celero], Elephants [Qarimos], Wine [Raaneka], Bronze [Guilder], Rhinos [Selyra], Mithril [Razdis], Wooly Mammoths [Wenyavuk]
---
Domhan Abhaile
People: Human (fair-skinned, red- or brown-haired, often braided), Priomhcine culture.
Resources:
- [Good 1/3] Fish,
- [Good 2/3] Wood,
- [Good 0/3] Goats.
Import necessity/great desire: Fine clothes.
Imports: Spices [Qarimos], Iron [Razdis], Coal [Razdis], Iron [Sympolemou].
---
Grmanhil
People: Orcs
Resources:
- [Good 1/3] Iron,
- [Good 0/3] Sheep (Wool),
- [Good 1/3] Bees (Honey, Mead).
Import necessity/great desire: Wheat.
Imports: Elephants [Qarimos], Wood [Raaneka]
---
Selyra
People: Human (), culture.
Resources:
- [Good 2/3] Rhinos,
- [Good 0/3] Abyssium.
Import necessity/great desire: Food
Imports: Grain [Lyradis]
---
Borlmyn
People: Merfolk ( ), amphibious culture.
Resources:
- [Great 0/6] Giant Pistol Shrimp
Import necessity/great desire: Clay
Imports: Fired Clay [Lyradis]
---
Requiem
People: Human (thick build, tanned skin, dark hair, brown- or green-eyed), Orcs; Lyradissian culture.
Resources:
- [Good 2/3] Clay,
- [Good 0/3] Horses
- Good 0/3 ???.
Import necessity/great desire: Food
Imports: Fired Clay [Lyradis]
Razdis
Region 5B, 13B, 14B & 21, Silverbit
Eyrecradia
People: Gem Elves [demihuman] (obsidian skin, hair and eyes colored like precious gems), Ore Elves [demihuman] (stone-grey skin, metal-colored hair and eyes) and Moss Elves [demihuman] (pale grey skin, green eyes, beige-/green-/white-/red-haired, bioluminescent blood), Eyrecradian culture.
Resources:
- [Good 1/3] Platinum,
- [Good 0/3] Mushrooms,
- [Good 0/3] Moss,
- [Good 0/3] Opal.
Import necessity/great desire: Food.
Imports: Wood [Woodwind]
---
Razdis
People: Dwarves [demihuman] (grey-black skin; grey-/rusty red-/black-haired, black-; orange- or blue-eyed), Razdissi culture.
Resources:
- [Good 0/3] Stone,
- [Good 3/3] Iron,
- [Good 3/3] Coal,
- [Good 3/3] Mithril.
Import necessity/great desire: Wood.
Imports: Grain [Lyradis], Wood [Domhan Abhaile], Wood [Raaneka], Ships [Qarimos], Heartwine [Raaneka], Rhinos [Selyra], Mammoths [Wenyavuk], Wood [Tar].
---
Elbaraz
People: Half Dwarves, Guilderine culture.
Resources:
- [Good 1/3] Tin
- [Good 1/3] Copper
Import necessity/great desire: Food
Imports: Amber [Wenavuk]
---
Sulvan's Fury
People: Dwarves [demihuman] (the long-lived Sulvai dwarves), Sulvai culture.
Resources:
- [Good 3/3] Iron,
- [Good 3/3] Coal,
- [Good 3/3] Mithril.
Import necessity/great desire: Food.
Imports: Cedar wood [Bordeux], Furs [Bordeux], Gold [Bordeux], Dairy products [Ashenia], Silver [Ashenia], Horses [Crima], Grains [Crima], Stone [Crima], Books [Ashenia], Sulfur [Bordeux].
Guilder
Region 14, 53 & 54 SamBurke
Guilder
People: Human (large variety), no single unifying culture.
Resources:
- [Good 2/3] Wood,
- [Good 1/3] Crops,
- [Good 3/3] Bronze (copper and tin mines).
- [Good 3/3] Inventors
Import necessity/great desire: Skilled laborers and craftsmen.
Imports: Iron (forged into steel) [Gunung], Alchemical components [Kasumor], Craftsmen [Lyradis], Adamantine [Gunung], Heartwine [Raaneka]
---
Rannara
People: Human (pale, small of stature), Rannaran culture.
Resources:
- [Good 0/3] Magnetite
Import necessity/great desire: Food
Imports: None
---
Maos
People: Human, Maian culture.
Resources:
- [Good 0/3] Dinosaurs
- [Good 1/3] Athletes
Import necessity/great desire: Cheap Metals
Imports: Berundas [Raaneka]
Keldagrim
Region 15, Silver Ablaze
People: Dwarves [demihuman] (even women have hints of beard), Keldagrim culture.
Resources:
- [Good 0/3] Goats,
- [Good 0/3] Gold,
- [Good 0/3] Iron.
Import necessity/great desire: Cloth.
Imports: Huge Insects [Kasumor].
Pryonia
Region 16A & 16B, Arutha
Pryonia
People: Human (short, fair-skinned, dark-haired), Pryonic culture.
Resources:
- [Good 3/3] Coal,
- [Good 0/3] Crystal,
- [Good 1/3] Flame- and faith-related objects.
Import necessity/great desire: Food.
Imports: Crops [Gunung], Marble [Calorum], Cows [Calorum], Fish [Tekorva].
---
Galie-Noiret
People: Dwarves, Noiretian culture.
Resources:
- [Good 0/3] Sulfur
- [Good 0/3] Nitrates
Import necessity/great desire: Coal
Imports: None
Empire of Sanctuary
Region 5A, 17A, & 17B, NPC
The Heartwaste
People: Fae/vampire/werewolf mix [demihuman] (western badlands: dusky skin, dark hair, brown eyes; eastern mountains: pale, light-haired, green eyes), Heartwaste culture.
Resources:
- [Good 0/3] Precious gems,
- [Good 0/3] Bloodfire (volatile, viscous red liquid),
- [Good 0/3] Stone.
Import necessity/great desire: Wood.
Imports: Platinum [Eyrecradia], Brass [Tekorva]
---
Tekorva
People: Humans (tan, pale-haired), Tekorvite culture.
Resources:
- [Good 1/3] Stone,
- [Good 1/3] Iron,
- [Good 2/3] Fish.
- [Good 1/3] Brass (copper and zinc mines)
Import necessity/great desire: Rice.
Imports: Grain [Lyradis], Coal [Pryonia], Cotton [Kasumor], Alchemical Components [Kasumor], Wood [Nyroth], Bloodfire [Heartwaste], Wood [Guilder]
---
Yorukuni
People: Demihuman, Yorukuni culture.
Resources:
- [Good 0/3] Kinu Kuroth (silk wyrms)
Import necessity/great desire: Wood
Imports: None
Sympolemou
Region 18, Tychris1
People: Sympol [nonhuman] (Ratfolk), Sympol culture.
Resources:
- [Good 1/3] Iron,
- [Good 1/3] Wood,
- [Good 0/3] Crops(Vegetables)
- [Good 0/3] Monsterous Rodents.
Import necessity/great desire: Meat.
Imports: Ships [Qarimos], Fish [Domhan Abhaile].
Bordeux Concordant
Region 20A, 23, 26, 40, 49 & 70, Lord_Burch
Bordeux
People: Humans (tall, red-haired), Bordeusi culture.
Resources:
- [Good 3/3] Cedar wood,
- [Good 3/3] Furs,
- [Good 3/3] Gold.
- [Good 3/3] Sulfur
Import necessity/great desire: Food.
Imports: Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia], Grains [Crima], Stone [Crima], Books [Ashenia], Cattle [Errelosse], Nyx Hounds [Errelosse], Marble [Valterre], Precious Stones [Valterre].
---
Crima
People: Human (lean, dark-skinned and -haired, brown-/hazel-/green-eyed), Cree culture (sometimes called Crimar by outsiders).
Resources:
- [Good 3/3] Horses,
- [Good 3/3] Grains,
- [Good 3/3] Stone.
Import necessity/great desire: Wood.
Imports: Furs [Bordeux], Gold [Bordeux], Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia], Books [Ashenia], Sulfur [Bordeux], Wine [Raaneka], Wood [Raaneka].
---
Cassia
People: Human (short of stature), Solusi culture.
Resources:
- [Great 0/6] Goats
Import necessity/great desire: Metals
Imports: None
---
Solus
People: Human (short of stature), Solusi culture.
Resources:
- [Good 1/3] Olive Oil
- [Good 2/3] Glass
Import necessity/great desire: Wood
Imports: Wood [Raaneka], Fish [Woodwind],
---
Errelosse
People: Giants, Errelossian culture.
Resources:
- [Good 2/3] Cattle
- [Good 0/3] Nyx Hounds
Import necessity/great desire: Alchohol
Imports:--
---
Valterre
People: Elves, Valterri culture.
Resources:
- [Good 0/3] Precious Stones
- [Good 0/3] Marble
Import necessity/great desire: Meat
Imports: --
Kingdom of Ashenia
Region 22, 28, 43 & 44, Elemental
Ashenia
People: Human (pale skin, dark-haired, grey- or blue-eyed), Ashenite culture.
Resources:
- [Good 3/3] Dairy Cows (and thus dairy products, especially cheese),
- [Good 2/3] Horses,
- [Good 3/3] Silver,
- [Good 3/3] Books.
Import necessity/great desire: Iron.
Imports: Cedar wood [Bordeux], Furs [Bordeux], Gold [Bordeux], Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Horses [Crima], Grains [Crima], Stone [Crima], Sulfur [Bordeux], Glass [Solus]
---
Hazaria
People: Human, Hazarian culture.
Resources:
- [Great 0/6] Salt
Import necessity/great desire: Spice
Imports: None
---
Angan Anvale
People: Human, Draganan culture.
Resources:
- [Good 0/3] Void Beasts
- [Great 0/6] Wheat
Import necessity/great desire: Copper
Imports: None
---
Kyaralath
People: Human, Kyaralathi culture.
Resources:
- [Good 0/3] Hallucinatory Flowers
Import necessity/great desire: Copper
Imports: None
Ancestral Quill Unification Alliance
Region 24 & 25, lt_murgen
The Jeweled Cities
People: Islanders [demihuman] (tall, broad, dark, some with exotic eyes and hair, resemble the Woodwind and Crimar peoples, have webbed hands and feet), Human (large variety).
Resources:
- [Great 3/6] Kelp-Olive Oil,
- [Good 2/3] Gemstones (amber, turquoise, opal and pearls),
- [Good 1/3] Fruits.
Import necessity/great desire: Iron.
Imports: Wine [Raaneka], Ordinarium [Alydaxis], Wooly Mammoth [Wenyavuk], Silk [Nyroth], Inventors [Guilder], Sandstone [Raaneka]
---
Tar
People: Quill [demihuman] (tall, lithe, dark-haired/-skinned, athletic), Quill culture.
Resources:
- [Good 1/3] Wood,
- [Good 0/3] Tar,
- [Good 0/3] Meat.
Import necessity/great desire: Precious metals.
Imports: Iron [Razdis]
Scla´ca
Region 27, Shnur
People: Lizardfolk (dark green scales, brown spots or strips)
Resources:
- [Good 0/3] Wood (Tropical),
- [Good 3/3] Gold,
- [Good 0/3] Herbs (medical, poisonous, etc.).
Import necessity/great desire: Stone.
Imports: Sandstone [Raaneka], Goats [Aloren], Ordinarium [Alydaxis].
Alydaxan Dominon
Region 29 & 41, moossabi
Alydaxis
People: Lizardfolk (spikes on tail)
Resources:
- [Good 2/3] Ordinarium,
- [Good 0/3] Wood,
- [Good 1/3] Silver,
- [Good 0/3] Ancient Artifacts.
Import necessity/great desire: Stone.
Imports: Spices [Aloren], Gold [Scla' ca], Kelp Oil [The Jeweled Cities].
---
Glirfrey
People: Lizardfolk (spikes on tail)
Resources:
- [Good 2/3] Girrafes,
- [Good 0/3] Kralax.
Import necessity/great desire: Wood.
Imports: ---
???
Region 30
People:
Resources:
- [Good 0/3] ???,
- [Good 0/3] ???,
- [Good 0/3] ???.
Import necessity/great desire: ???.
Imports: --
Salteire
Region 35, Rizban
People: Human (lean, wirey), Salterri culture
Resources:
- [Good 1/3] Salt,
- [Good 0/3] Gold
- [Good 0/3] Silver
Import necessity/great desire: Food.
Imports: ---
United Lacertian Dominion
Region 45, NPC
People: Lizardfolk (long tailed, live birth)
Resources:
- [Good 0/3] Iron,
- [Good 0/3] Adamantine,
- [Good 0/3] Great Lizards.
Import necessity/great desire: Herbs.
Imports: --
Holy Kingdom of Sycia
Region 50, HisHolyAngel
People: Catfolk
Resources:
- [Good 0/3] Pegasi,
- [Good 0/3] Gems,
- [Good 1/3] Grain.
Import necessity/great desire: Silk.
Imports: Bronze [Glazfell]
Felitora
Region 51, NPC
People: Catfolk, Dragonfolk, Beastfolk, Felitoran culture.
Resources:
- [Good 0/3] Crystal,
- [Good 0/3] Wood,
- [Good 0/3] Furs.
Import necessity/great desire: Coal.
Imports: --
Glazfell Hegemony
Region 56, 57, 58 & 59, BladeofObliviom
Skarval
People: Frost Berapi [Demihuman] (icy humans), Catfolk, Goblins, Humans; Skarvali culture
Resources:
- [Good 0/3] Herbs,
- [Good 0/3] Stone.
Import necessity/great desire: Metals.
Imports: --
---
Frosskov
People: Frost Berapi [Demihuman] (icy humans), Catfolk, Werewolves; Frosskovian culture
Resources:
- [Good 0/3] Silk,
- [Good 0/3] Wood.
Import necessity/great desire: Meat.
Imports: --
---
Estglaz
People: Frost Berapi [Demihuman] (icy humans), Estglazzi culture
Resources:
- [Good 0/3] Silver,
- [Good 0/3] Gold.
Import necessity/great desire: Wood.
Imports: --
---
Glazfell
People: Frost Berapi [Demihuman] (icy humans), Galzfelli culture
Resources:
- [Good 1/3] Bronze,
- [Good 0/3] Tear of Yphine (Crystals),
- [Good 0/3] Meat (Megafuana).
Import necessity/great desire: Crops.
Imports: Grain [Sycia]
Kingdom of the Jarrs
Region 62, Aedilred
People: Human (tall, slender), Jarrow culture
Resources:
- [Good 3/3] Timber,
- [Good 3/3] Limestone,
- [Good 3/3] Dyes.
Import necessity/great desire: Grains.
Imports: ---
Mulharum
Region 64B, ForzaFiori
People: Dwarves, Mularuhm culture
Resources:
- [Good 0/3] Shellfish,
- [Good 0/3] Mithril,
- [Good 0/3] Gold.
Import necessity/great desire: Wood.
Imports: ---
Last edited by TheWombatOfDoom; 2014-04-28 at 01:20 PM.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
-
2014-04-24, 06:41 AM (ISO 8601)
- Join Date
- May 2012
- Location
- Aldain
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Alliances
# Region NamePlayerAlliancesP2 Wenyavuk aspi - Polar Peace Pact
01
P1
46Gunung Chacmon - The Grand Coalition
- Polar Peace Pact
02A
02BCelero Logic - Celero/Guilder Treaty
- The Grand Coalition
- The Treaty of Apology
- Treaty of Wind and Stone
04A
04B
07B
15AHurosha Empire WaylanderX - Treaty of Wind and Stone
- The Grand Coalition
- Kasumor-Tekorva Treaty
- Treaty of Awakening
03
06
08Ignato Empire QuintonBeck - Treaty of Wind and Stone
- The Grand Coalition
- The Alliance of Scale & Sky
- The Southern Triumvirate
- Ignato/Sanctuary Treaty
- Agreement of Sun and Horizon
07 Calorum Chief - Calorum/Genivana/Tuor Treaty
- The Grand Coalition
09 Genivana zabbarot - Calorum/Genivana/Tuor Treaty
- The Southern Triumvirate
10 Hrathan-Tuor ImperatorV - Calorum/Genivana/Tuor Treaty
- The Southern Triumvirate
11 Raaneka Zap Dynamic - The Dawn League
12 Qarimos NPC - Alliance of the Mended Mast
- The Dawn League
13A
32
60Lyradis TheWombatOfDoom - Disian Alliance
- Lyradis/Tekorva Treaty
- The Treaty of Apology
- Alliance of the Mended Mast
- The Dawn League
- Grand Coalition
5B
13B
14B
21Razdis Silverbit - Disian Alliance
- Silver Pact
- The Dawn League
- Union of the North
14
53
54Guilder SamBurke - Celero/Guilder Treaty
- The Grand Coalition
- Treaty of Awakening
15B Keldagrim Silver Ablaze - Silver Pact
- The Grand Coalition
16A
16BPryonia Arutha - The Grand Coalition
- Pyronia/Tekorva Treaty
5A
17A
17BEmpire of Sanctuary NPC - Lyradis/Tekorva Treaty
- Pyronia/Tekorva Alliance
- Kasumor-Tekorva Treaty
- Ignato/Sanctuary Treaty
- Treaty of Awakening
P3
18A
18BSympolemou Tychris1 - None
19 Domhan Abhaile NPC - 20A
23
26
40Bordeux Concordant Lord_Burch - Union of the North
- Crimar-Raaneka Treaty
22
28
44Kingdom of Ashenia Elemental - Union of the North
24
25AQUA lt_murgen - Agreement of Sun and Horizon
27 Scla´ca Shnur - The Alliance of Scale & Sky
- Saurian Alliance
29 Alydaxis moossabi - The Alliance of Scale & Sky
- Saurian Alliance
- Alydaxis/Jeweled Treaty
31 Grmanhil Slayerofundead - The Dawn League
45 United Lacertian Dominion Lorick - 50 Sycia HisHolyAngel - 51 Felitora Arkhosia - 52 GLWIH tortor - 59 Glazfell BladeofObliviom -
Agreement of Sun and Horizon
Participants: Jeweled Cities and Ignato Empire
Agreement involves the sharing of technology, mutual military defence of waters, and trade. Jeweled Cities Ocean Faring Ships Tech shared to Ignato in return for a port city on the Coast of Woodwind. Furthermore the Ignato Empire will send students to the Naval Academy of the Jeweled Cities to learn how to properly navigate and use the ships who's design has been granted to the Empire. During this time of training experts from the Jeweled Cities will assist the craftsmen of the Empire in any boat construction activities to ensure their sea-worthiness. The Jeweled Citied and the Ignato Empire jointly commit to providing non-military aid to ships in distress along their coasts.
Trade - Jeweled City Kelp Oil for Nyrothian Silk.
Alliance of the Mended Mast
Participants: Lyradis and Qarimos
Alliance is a of military alliance, and each will aid each other if one is attacked. Trade of Qarimosi Elephants for Lyradissian Clay Bricks and Pottery. Technology for ocean faring ships given to Lyradis by Qarimos. Alliance was sealed with the marriage of Jain and Alara.
The Alliance of Scale & Sky:
Participants: Ignato Empire, Alydaxia, and Scla'ca
Alliance is a pact of mutual non-interference, trade and cultural exchange. All signatory nations will respect the military actions of all other signed nations and will not interfere or intervene unless their assistance is requested and given freely. The Cult of the Sky religion may be preached freely within all the lands held by the signatory nations. Trade includes Ignato Goats for Scla'ca Gold and Ignato Spices for Alydaxian Silver.
Calorum/Genivana/Tuor Treaty:
Participants: Calorum, Genivana, and Hrathan-Tuor Treaty
Treaty dictates all nations involved maintain open borders and a mutual military defense between each other.
Celero/Guilder Treaty:
Participants: Celero and Guilder
Treaty of Non-Interference. Guilder will not interfere with Celero's wars, and Celero will not interfere in Guilder's. Should Celero and Guilder's allies enter a war with each other, both nations will attempt to abstain from the war and will not attack each other directly. Treaty also includes a marriage pact.
The Dawn League:
Participants: Lyradis, Qarimos, Raaneka, Razdis and Grmanhil
Alliance to provide all allied realms with economic advantages and mutual security on the world stage. Also agrees to allow other nations to charter technology commissions, in return for a service or payment, and members will act as envoys to affiliated regions. Alliance also establishes an alliance of mutual defense, open borders, trade, and technology sharing (on a by-permission basis) between its allied nations. Trade consists of Lyradissian Clay for Raaneki Wine, Lyradissian Grain for Razdissi Coal, Qarimosi Ships for Raaneki Sandstone, Raaneki Lumber for Razdisi Iron, Razdisi Iron for Qarimosi Ships, and Raaneki lumber for Grmanhilian Bees (Honey).
Disian Alliance:
Participants: Lyradis and Razdis
Alliance is one of mutual defence and trade, and is a long standing one, and the current trade is Lyradisian Crops for Razdissi Stone. Races and peoples from both countries have intermarried some, and have a positive view of each other. Trade tunnels from the Highlands of Lyradis to the Caverns of Razdis have been errected, and both countries have assisted each other with Great Projects in the past.
Grand Coalition:
Participants: Kasumor, Woodwind, Gunung, Celero, Guilder, Pryonia, Calorum and Lyradis
SpoilerThe Grand Coalition
Henceforth the signatory Nations of this document declare that they are allies in mutual trust and brotherhood and that they are in agreement regarding the following arraignments and pacts.
Pact of mutual military defense:
- Signatory nations will aid their fellow members when a request for aid is asked for and freely given by the aiding nation.
- Further, no attacks shall be made by a member nation against another member nation, to do so will result in a Coalition vote, excluding the involved parties to determine whether a member nation should have it's membership revoked.
- In the case of war all the military units of the Grand Coalition shall be led by the most skilled military leaders from all signatory nations
Pact of Mutual Non-Interference & Unity:
- No attempts to religiously convert an allied nation shall occur without express consent from the nation to be converted.
- Celero shall lease a small island just off the Celerese coast for a Western Coalition Port to serve as a safe harbor for all coalition ships. Celero shall only levy taxes on the people of the island and not the trade moving through it. This port will be administered by a council composed of representatives of all the senior member nations of the Grand Coalition
Trading agreements:
In order to maintain a clear overview of the trade within the Coalition all trade between signatory Nations is to be listed here;
- Gunung - Celero: Food(grain,vegatables) - Wood
- Gunung - Celero: Obsidian - Fish
- Gunung - Guilder: Iron(forged into steel) - Bronze (copper and tin)
- Gunung - Pyronia: Help with decorating temples – Access to unused farmland
- Gunung - Pyronia: Food(grain,vegatables) - Coal
- Gunung - Woodwind: Iron(forged into steel) – Game(Boar)
- Gunung – Kasumor: Obsidian - Cotton
- Woodwind – Kasumor: Boar(meat) - Trained Mantids
- Calorum - Pyronia: Marble - Coal
- Calorum - Pyronia: Cows – faith objects
- Kasumor – Guilder: Alchemical Components - Grain
- Kasumor - Keldagrim: Mantids - Iron
- Lyradis - Kasumor: Craftsmen - Giant Insects
- Lyradis - Celero: Craftsmen - Griffons
- Lyradis - Guilder: Craftsmen - Bronze
- Guilder - Hurosha: Inventors - Hovercraft Tech
Joining the Grand Coalition:
If a prospecting Nation wises to become a signatory nation of the Coalition it needs to meet 3 criteria;
- The prospecting nation must agree to all grand Coalition arraignments and pacts.
- The prospecting nation must have or make a trade agreement with at least 1 signatory nation.
- The prospecting nation must have its application approved by all or a majority of the signatory nations.
- In case of non unanimous but majority approval the prospecting nation gains Junior signatory nation status, gaining all benefits of membership excepting a vote in Coalition decisions.
- Junior signatory nations may apply for Signatory nation status once for every 5 years of membership. This requires full approval by all current Signatory Nations.
Voting
There shall be two terms under which votes shall be carried out: Majority and Full
- A Majority vote is used for minor administrative matters and needs only a majority approval to pass.
- A Full vote is used for major Coalition decisions such as admitting a Full Member, determining Coalition-Wide projects or wars, or constitutional amendments and will require a unanimous-2 vote for approval.
Full Member Nations:
Hurosha Empire, The Triumvirate, Gunung, Celero, Guilderene Expanse, Pryonia, Calorum, Keldagrim, Serendel Empire
Junior Member Nations:
Ignato/Sanctuary Treaty:
Participants: Ignato Empire and Sanctuary Empire
Pact of Military Defense and Cooperation
- The signatory empires pledge to aid in the defense of each other’s empire, to aid in acts aggression against those deemed by both parties of the alliance to be "Irreconcilable Threats", and in the event of war the forces of the signatory nations will be lead by the most capable military leader from either side at the time of the conflict.
Pact of Mutual Non-Interference
- The signatory Empires agree to at no time send to the soil of the others nation any uninvited or unwelcome entities under penalty of breaking all agreements herein this alliance, to at no time attempt to proselytize the people of the other's nation without express consent given by the ruler of the other nation and that no tribute shall be levied by either party against the other in any form.
Trading Agreements
- 1 stack of Nyroth Timber in exchange for 1 stack of Sanctuary Stone
Kasumor/Tekorva Treaty :
Participants: Kasumor and Tekorva
Treaty of non-agression and trade. Trading Tekorvan armour in excahange for Kasumori protection from enemies not allied or trading with Kasumor. Also, trading Tekorvan Fish for Kasumori Cotton, and Tekorvan Brass for KAsumori Alchemical Components. Treaty Sealed with a betrothal of Riphal Earthguard to Kokuei of Tekorva.
Lyradis/Tekorva Treaty:
Participants: Lyradis and Tekorva
Treaty involves trade of Lyradissian Grain for Tekorvan Iron, and a pact of Non-agression between the two countries.
Polar Peace Pact
Participants: Wenavuk, Gunung,
Pact involves mutual non-aggression treaty between all nations, spiritual dialog between clergies and included trade agreement of Gunung Steel for Wooly Mammoths.
Pryonia/Tekorva Alliance:
Participants: Pyronia and Tekorva
Peace treaty and military alliance, trade Pryonian Coal for Tekorvan Fish.
Saurian Alliance:
Participants: Scla’ca and Alydaxis.
Treaty of mutual defense, freedom of movement, religon and trade. Any decisions must be by unanimous vote of the alliance’s contigents. Trade includes Scla´ca Gold to Alydaxi Ordinarium.
Silver Pact:
Participants: Razdis, Keldagrim and Sulvan's Fury
Pact dictates nations involved will perform military aid for defense and in extreme circumstances aggression. It also dictates these nations have open borders to each other, so military units and trade can get through. Nations will also perform a general exchange of cultural ideas.
The Southern Triumvirate:
Participants: Ignato Empire, Genivana, and Hrathan-Tuor.
Spoiler: Triumvirate ConstitutionParticipants: Ignato Empire (Consisting of the territories of Aloren, Nyroth, & Woodwind), Genivana, Hrathan-Tuor (Containing the region known as Grizzland)
The following document is to be the first and greatest of its kind, a unification of nations under one government, a balanced distribution and sharing of powers intended to bring great prosperity to the entirety of all their people. Unification will be the path forward and with this coming together a great and powerful entity might be born.
Governmental Duties of the Member States
The Triumvirate shall become an entirely new government becoming the new ruling body over the now former Ignato Empire, Genivana, and Hrathan-Tuor. The ruler and line of succession of the Imperial throne shall not be altered and the title of Emperor or Empress shall be retained by the ruling member of the Ignato line. Further the High Guildmaster of Hrathan-Tuor will retain his primary role under the new title, High Speaker of the Senate, and the royal lineage of Genivana shall step down and the third position of leadership filled by the Radurjic faith.
The Emperor
The duties of the Emperor shall be primarily concerned with military matters of the Triumvirate, responsible for raising troops, building military fortifications, leading the Empire in times of war, and all such matters that might fall under the marshal heading. So too may the Emperor attend to Diplomatic events and those of Curiosity, however the Emperor shall under no circumstances pursue matters of Faith, this being the priority and responsibility of the Radurjic Faith in Genivana.
High Speaker of the Senate
The High Speaker of the Senate shall be the High Guildmaster Loki Ethmorl until such a time of his abdication or death in which his heir shall be nominated for the position of High Speaker of the Senate and shall be appointed the position upon the approval of the majority of the Senators. Should a majority disapprove of the Speaker's direct heir the remaining heirs of the Speaker shall be nominated and whosoever amongst them receives the plurality of the votes shall be elected High Speaker of the Senate. The duties of the High Speaker of the Senate shall be primarily in regards to Curiosity pursuits ensuring continued advancement within the realms of scientific and cultural development. So too shall the High Speaker participate in Diplomatic actions necessitating his attention and may in times of need act as a supplementary Military leader alongside the Emperor. The High Speaker is however forbidden to interfere with matters of Faith, who's primary duty shall fall to the hands of the leader of the Radurjic Faith in Genivana.
Radurjic Faith
The Radurjic Faith and it's leaders shall hold primary concerns of the Empire in matters of Faith. The Shahidi Mkuu, found and guided by Radurjan law shall lead this third branch of the Radurjic faith and in the absence of the Shahidi Mkuu the Chuo wa Mashahidi shall rule in his/her stead. Aside from the responsibilities of Faith the head of Radurja so too shall be able to pursue Diplomatic issues and pursue matters of scientific and cultural Curiosity. The Faith shall not however, under any circumstances interfere with Military matters whose primary and secondary concerns are those of the Emperor and High Speaker respectively.
Laws of Trade & Provincial Interaction
In establishing the Triumvirate as a ruling body of the Empire it shall be noted that all the provinces previously exclusive to an individual ruler's command are now equally shared amongst the member nations. As such the resources and land anywhere within the lands held by the new Triumvirate government are subject to use and trade by any member of the Triumvirate. So too will academic advancements in technology, like all resources, be shared amongst the member nations of the Triumvirate. To prevent rapid depletion of resources trade shall need to be discussed with all members of the Triumvirate in an inner council meeting before being enacted. So too shall the land and decisions on what to do with it be subject to inner council discussions. No land shall be considered sovereign to a single ruler as all provinces are to be shared equally amongst the nations. As such private meetings will need to be held regarding works of projects or great projects amongst the Triumvirate lands. A two thirds majority vote will be needed to approve any Triumvirate-wide pursuits and should the action receive a two thirds against it shall be agreed to not be pursued for a minimum of 5 years in which time it may again be brought forth for discussion. No nation shall abstain from the vote so as to come to clear and final decisions within the Triumvirate.
Further, any and all alterations to the Constitution shall require a unanimous decision amongst the member nations.
The Treaty of Apology
Participants: Celero and Lyradis
Treaty of Non-Interference and Trade of Celerii Wood for Lyradisian Craftsmen. Lyradis will not interfere with Celero's wars, and Celero will not interfere in Lyradis'. Should Celero and Lyradis' allies enter a war with each other, both nations will attempt to abstain from the war and will not attack each other directly.
Treaty of Awakening
Participants: Sanctuary Empire, Guilder, and Kasumor.
The treaty involves all signatory nations and the various protectorates of Sanctuary, and its terms are laid out as follows:
First, Mutual Defense. All signers of this treaty agree to oppose to the Union of the North's incursions to member nations. This will be done with force if required.
Second, Freedom from Tribute. Guilder and Sanctuary may not leverage tribute from the other's nations.
Third, Heartwastes Peace. There will be peace without soldiers for ten years, until the spring of 370 unless the Heartwaste takes unprovoked military action toward one of the signatory nations before that time.
Fourth, Trade Deals. It is understood, though not fully binding, the signatories of the Awoken Treaty shall not give power to enemy nations in any form. In addition, several specific deals are outlined:
- Kasumor is given the secrets of Plate Armor, and thus renounces their animosity towards Sanctuary.
- All signatories agree to be more open towards additional trade in the future.
Fifth, Future Deals. There will be a work in good faith between Ignato and Sanctuary to create an alliance and work together.
Treaty of Wind and Stone:
Participants: Woodwind, Celero and Kasumor
Treaty is an agreement of mutual defense, agreement of united military, and an agreement of trade of Woodwind Boar Meat for Kasumorian Giant Insects.
Union of the North:
Participants: Bordeux Concordant, Kingdom of Ashenia, Sulvan's Fury, and Crima.
Summary
SpoilerThe Union of the Northwest (hereby refereed to as the UN) is a pact of mutual defense, commerce, and friendship between the nations of Crima, Bordeux, Sulvan's Fury, and Ashenia. Each of those facets will be covered below.
Military
SpoilerBetween the four nations of the UN, there is a pact of mutual non-aggression and defense. However, any defense pacts not made with the entirety of the UN will only be honored by the member who made the pact.
Membership
SpoilerThe UN is not currently planning on adding any members, due to the complex trade agreements. However, a message must be sent to the entire UN for consideration of any corollary agreements.
Corollary Agreements
SpoilerNone currently.
Trade
SpoilerExact Specifications
SpoilerBordeux Resources
Gold-3/3 to other three members.
Furs-3/3 to other three members.
Wood-2/3 to Ashenia and Sulvan's Fury. Crima has other arrangements for wood.
Sulfur-3/3 to other three members.
Sulvan's Fury Resources
Mithril-3/3 to other three members.
Iron-3/3 to other three members.
Coal-3/3 to other three members.
Ashenite Resources
Books-3/3 to other three members.
Dairy-3/3 to other three members.
Horses-2/3 to Bordeux and Crima.
Silver-3/3 to other three members.
Crima Resources
Horses-2/3 to Sulvan's Fury and Ashenia.
Grains-3/3 to other three members.
Stone-3/3 to other three members.
Bats-3/3 to other three members.
(Note- this only includes trade to UN members.)
Printing Press Technology is freely shared by Ashenia with other nations within Alliance
Last edited by TheWombatOfDoom; 2014-05-12 at 03:52 PM.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
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2014-04-24, 10:37 PM (ISO 8601)
- Join Date
- May 2012
- Location
- Aldain
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Reserved for any extra stuff needed to be put in.
Last edited by TheWombatOfDoom; 2014-04-25 at 06:49 AM.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
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2014-04-25, 02:23 AM (ISO 8601)
- Join Date
- Aug 2013
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Technology Benefits
(updated for round 12)
TechnologyPrimary EffectMechanical BonusRequired ResourcesAdamantine-forging Allows use of Adamantine resource. +3 to Military battle checks to defend a region. Adamantium Aerial Naval Carrier ? ? ? Berunda-riding Allows special uses of Berunda resource.
Allows creation of aerial units.+1 to Military battle checks and tactical maneuvering checks. Berundas Blackpowder (and Blackpowder weapons) - +2 to Military battle checks. Coal or Charcoal
Nitrates or Guano
SulfurGriffin-riding Allows special uses of Griffins resource.
Allows creation of aerial units.+1 to Military battle checks and tactical maneuvering checks. Griffons or Pegasi Hovercrafts - +1 to Military battle checks and tactical maneuvering checks. - Ice Sailing Increases rate of polar region exploration. +4 to Military battle checks and +2 to tactical maneuvering checks. Both apply only in polar regions. Wood and Metal Insect Training Allows special uses of Huge Insects resource.
Allows creation of aerial units.+1 to Military battle checks and tactical maneuvering checks. Giant Insects Kralax-riding Allows special uses of Kralax resource. +1 to Military battle checks and tactical maneuvering checks. Kralax Lenses Increases rate of region exploration. +2 to tactical maneuvering checks. Glas or Quartz Mithril-forging Allows use of Mithril resource. +2 to Military battle checks. Mithril Ocean-faring Ships Allows passage over the open ocean. - Wood Pitch - +3 to Military battle checks to defend a region. Tar and Oil Plate Armour - +2 to Military battle checks. Metal Printing Press - +1 to all Diplomacy checks. - Prosthetic Limbs - Decreases unit loss in battle by 1 - Raaneki Diplomacy Allows special use of Raaneki Heartwine resource. +2 to opposed Diplomacy checks against people who lack Raaneki Heartwine, as long as you're not openly at war with them. Heartwine
Technologies by Region
(updated for round 12)
Kingdom NamePlayerTechnologyRound acquiredAQUA lt_murgen Ocean-faring Ships <10 AQUA lt_murgen Raaneki Diplomacy 12 AQUA lt_murgen Pitch 12 Alydaxis moossabi Ocean-faring Ships 11 Alydaxis moossabi Kralax-riding 11 Alydaxis moossabi Plate Armor 12 Bordeux Concordant Lord_Burch Mithril-forging <10 Bordeux Concordant Lord_Burch Blackpowder 12 Bordeux Concordant Lord_Burch Printing press <10 Bordeux Concordant Lord_Burch Berunda-riding 11 Calorum Chief - - Celero Logic Griffon-riding <10 Celero Logic Ocean-faring Ships 11 Celero Logic Aerial Naval Carrier 11 Empire of Sanctuary NPC Plate Armor 5 Felitora NPC - - GLWIH NPC - - Genivana zabbarot Ocean-faring Ships 10 Glazfell BladeofObliviom Ocean-faring Ships 12 Guilder SamBurke Hovercrafts <10 Guilder SamBurke Ocean-faring Ships <10 Guilder SamBurke Plate Armor <10 Guilder SamBurke Berunda-riding 10 Gunung Chacmon Adamantine-forging <10 Hrathan-Tuor ImperatorV Ocean-faring Ships 11 Hurosha Empire WaylanderX Giant Insect Taming/Training <10 Hurosha Empire WaylanderX Plate Armor 9 Hurosha Empire WaylanderX Aerial Naval Carrier 12 Hurosha Empire WaylanderX Hovercrafts <10 Hurosha Empire WaylanderX Ocean-faring Ships 11 Ignato Empire QuintonBeck Ocean-faring Ships <10 Ignato Empire QuintonBeck Kralax-riding 12 Ignato Empire QuintonBeck Aerial Naval Carrier 12 Ignato Empire QuintonBeck Raaneki Diplomacy 12 Ignato Empire QuintonBeck Plate Armor 11 Jarrland Aedilred Ocean-faring Ships 12 Jarrland Aedilred Printing Press 12 Kingdom of Ashenia Elemental Mithril-forging <10 Kingdom of Ashenia Elemental Printing press <10 Lyradis TheWombatOfDoom Giant Insect Taming/Training 3 Lyradis TheWombatOfDoom Raaneki Diplomacy 12 Lyradis TheWombatOfDoom Griffon-riding 8 Lyradis TheWombatOfDoom Ocean-faring Ships 3 Lyradis TheWombatOfDoom Mithril-forging 10 Lyradis TheWombatOfDoom Printing Press 11 Mulharum ForzaFiori - - Pryonia Arutha Blackpowder <10 Raaneka Zap Dynamic Berunda-riding <10 Raaneka Zap Dynamic Plate Armor 12 Raaneka Zap Dynamic Mithril-forging 10 Raaneka Zap Dynamic Ocean-faring Ships 10 Raaneka Zap Dynamic Raaneki Diplomacy 11 Raaneka Zap Dynamic Aerial Naval Carrier 12 Raaneka Zap Dynamic Printing Press 11 Razdis Silverbit Hovercrafts <10 Razdis Silverbit Raaneki Diplomacy 12 Razdis Silverbit Mithril-forging <10 Razdis Silverbit Printing Press 11 Salterri Imperium NPC Ocean-faring Ships <10 Salterri Imperium NPC Plate Armor <10 Salterri Imperium NPC Wurm-riding <10 Saltiere Rizban - - Scla´ca Shnur Ocean-faring Ships 11 Sycia HisHolyAngel Griffon-riding 11 Sympolemou Tychris1 Plate Armor <10 Sympolemou Tychris1 Prosthetic Limbs 12 The Heartwaste NPC - - United Lacertian Dominion NPC - - Wenyavuk aspi Ice Sailing 11 Wenyavuk aspi Ocean-faring Ships 10 Wenyavuk aspi Mithril-forging 10 Last edited by aspi; 2014-04-28 at 08:33 AM.
Inuit avatar withcherrybanana on top by Yanisa
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2014-04-25, 02:25 AM (ISO 8601)
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- May 2011
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- Place of Utter Chaos
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Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Table of Populations and Militairy ForcesLe Big Table!
Last updated Round: 11# Region NamePlayerRulerPopulationMaximum Army Size# Army (Ground)# Naval (Water)# Aerial (Air)P1 Chacmon Mictlanpa --- 78.000 P2 aspi Wenyavuk --- 55.000 6000 1000 P3 Tychris1 ___________ P8 Chacmon ___________ 01 Gunung Chacmon Gunung Aitah I 119.000 12.000 7000 1000 02a Celero Logic King Andust the Bold 102.000 10.000 5000 3000 2000 02b Bereginia Earl of Purple Krolowa Wladiljuda 28.000 7000 2000 03 Nyroth QuintonBeck --- 105.000 11.000 04 Kasumor WaylanderX Shïnguard Marius Earthguard 127.000 13.000 1000 6000 04B Shikurai WaylanderX Irion the Old 30.000 3.000 05a The Heartwaste --- --- 25.000 5000 05b Eyrecradia Silverbit --- 106.000 11.000 10.000 06 Woodwind QuintonBeck Khan Dyamus Ignato 112.000 11.000 3000 - 07 Calorum Chief High Priest Combulei Divinorum 127.000 12.000 6000 08 Aloren Quintonbeck Doomkhan 115.000 12.000 3000 09 Genivana zabbarot --- 118.000 12.000 1000 10 Hrathan-Tuor ImperatorV High Guildmaster Loki Ethmorl 89.000 9000 3000 1000 11 Raaneka Zap Dynamic Dame Aditi and Sir Devdan 80.000 7000 3000 1000 3000 12 Qarimos avr Prince Akali of the People of the Sea 127.000 11.000 2000 3000 13a Lyradis TheWombatOfDoom Lady Lyra Serendel 92.000 9.000 2000 2000 1000 13b Razdis Silverbit Mormaer Razkai II 53.000 5000 5000 14 Guilder SamBurke Tumberink, Doge of Guilder 107.000 11.000 3000 4000 (3000 Western, 1000 Eastern) 2000 15a Zagrim WaylanderX Eleljak (Under supervision of Marius) 42.000 4000 4000 15b Keldagrim Silver Ablaze High King Feldin Grimhammer 72.000 7000 5000 1000 16A Pryonia Arutha Herzog Cardion 104.000 10.000 7000[td]
[td]17A Tekorva Rain Dragon Elder Jaten 91.000 9000 4000 17B Yorukuni Rain Dragon Elder Jaten 27.000 3000 3000 18 Sympolemou Tychris1 Duke Bloodfang Van Troven 133.000 13.000 13.000 19 Domhan Abhaile THEChanger -- 116.000 11.000 4000 20 Bordeux Lord_Burch Lord David Bordeux 109.000 11.000 9000 21 Sulvan Primarchy --- --- 85.000 9000 6000 22 Ashenia Elemental --- 125.000 12.000 3000 23 Crima -- -- 102.000 10.000 7000 1000 24 Tar Aeternus Chief Talon Char 114.000 11.000 3000 25 The Jeweled Cities lt_murgen ----- 92.000 9000 1000 6000 26 Cassia Lord Burch --- 63,000 6000 27 Scla´ca Shnur Kach´tu, Chief of Scla´ca 82.000 7000 3000 28 Hazaria --- -2000 29 Alydaxis moossabi King Apahulucta 77.000 8000 4000 1000 30 Grizzland ImperatorV -- -3000 2000 31 Grmanhil Wombat of Doom --- 46.000 5000 3000 32 Selyra Wombat of Doom --- 52.000 5000 33 NPC Salterri 67.000 34 35 Saltere Rizban 2000 36 37 38 39 40 Solus Lord_Burch 70,000 7000 2000 41 42 43 44 Kyaralath Elemental --- 72.000 7000 45 Lacertia Lorick Potentate Kelarth the Conqueror 69.000 7000 4000 46 -- Chacmon -- 50 SyciaHisHolyAngel HisHolyAngel -- 63,000 6000 3000 51 Felitora Arkhosia -- 52 ??? ("GLWIH") tortor -- 67,000 7000 53 Maos SamBurke -- 54 Rannara SamBurke -- 55 Sah'raa Hobbes1266 -- 51,000 5000 59 Glazfell BladeofObliviom -- 106,000 11.000 3000 60 Borlmyn TheWombatOfDoom -- 51.000 5000 61 Requim Wombat of Doom --- 67.000 7000 62 Jarrs Aedilred -- 51,000 5000 4000 63 NPC Salterri Imperium -- 64-A ___________ ___________ -- 64-B Mularuhm ForzaFiori -- 57,000 6000 2000
List of winning Tactics
Capital RegionPlayerWinning TacticWenyavuk aspi -- Gunung Chacmon -- Celero Logic -- Kasumor WaylanderX -- Woodwind QuintonBeck Coastal Calorum Chief -- Genivana zabbarot -- Hrathan-Tuor ImperatorV Plains Raaneka Zap Dynamic -- Lyradis TheWombatOfDoom -- Razdis Silverbit -- Guilder SamBurke Coastal Pryonia Arutha -- Sympolemou Tychris1 Mountains Bordeux Lord_Burch -- Ashenia Elemental -- The Jeweled Cities lt_murgen -- Alydaxis moossabi -- Salteire Rizban -- Sycia HisHolyAngel -- Glazfell BladeofOblivion -- Kingdom of the Jarrs Aedilred -- Mulharum ForzaFiori -- Last edited by WaylanderX; 2014-04-26 at 08:19 AM.
A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!
Nyllana OotS Avatar by Lord FullBladder, Master of Goblins!
My Extended Homebrew Sig!SpoilerNothing to see here
Currently writing a fantasy novel: The Dawn of Life!People willing to provide feedback are appreciated
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2014-04-25, 05:28 AM (ISO 8601)
- Join Date
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Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
ReligionsReligion Updated to end of round 12
# Region NamePlayerReligionsRulers ReligionP1 Mictlanpa Chacmon - Lord of Fire (only)
Lord of Fire P2 Wenyavuk aspi - Lord of Fire (as Irfrin, not organized) (only)
Lord of Fire (as Irfrin) P3 -Tychris1 Doctrine of Frost (unknown) Ancestor P8 -Chacmon Lord of Fire 01 Gunung Chacmon - Lord of Fire (only)
Lord of Fire 02-A Celero Logic - Radurja (majority)
- Lord of Fire (minority)
Radurja 02-B Bereginia Logic - Ancestor (only)
Ancestors 03 Nyroth QuintonBeck - Radurja (majority)
- Lord of Fire (minority)
- Cult of the Sky (minority)
Radurja 04-A Kasumor WaylanderX - Ashmarism (majority)
- Lord of Fire (minority)
- The Great Eel Spirit (minority)
Ashmarism 04-B Shikurai WaylanderX - Ashmarism (majority)
- Spirit Worship (minority)
Ashmarism 05-A The Heartwaste NPC - Lord of Fire (only)
??? 05-B Eyrecradia Silverbit - Animism (only)
Animism 06 Woodwind QuintonBeck - Radurja (majority)
- Calorum Lord of Fire Reformation (minority)
- Animism (minority)
Radurja 07-A Calorum Chief - Calorum Lord of Fire Reformation (only)
Calorum Lord of Fire Reformation 07-B Gwrîstîn WaylanderX - Ashmarism (majority)
- Calorum Lord of Fire Reformation (majority)
Ashmarism 08 Aloren QuintonBeck - Radurja (majority)
- Animism (minority)
- Druidic (minority)
Radurja 09 Genivana zabbarot - Radurja (only)
Radurja 10 Hrathan-Tuor ImperatorV - Radurja (only)
Radurja 11-A Raaneka Zap Dynamic - Ancestors (majority)
- Lord of Fire (minority)
- Radurja (minority)
Radurja 11-B Ayava Zap Dynamic [list][*]Pagan gods of Light and Protection (only) Radurja 12 Qarimos avr - Animism (majority)
Animism 13-A Lyradis TheWombatOfDoom - Lord of Fire (only)
Lord of Fire 13-B Razdis Silverbit - Mineral Animism (only)
Mineral Animism 14-A Guilder SamBurke - Pagan gods of money (majority)
- Radurja (minority)
- Lord of Fire (minority)
Pagan gods of money 14-B Elbaraz Silverbit - Mineral Animism (majority)
- Pagan gods of money (minority)
Mineral Animism 15-A Zargrim WaylanderX - Lord of Fire(majority)
- The Great Eel Spirit (minority)
Ashmarism 15-B Keldagrim Silver Ablaze - Ancestor (majority)
- The Great Eel Spirit (minority)
Ancestor 16-A Pryonia Arutha - Lord of Fire (only)
Lord of Fire 16-B Galie-Noiret Arutha - Lord of Fire (only)
Lord of Fire 17-A Tekorva NPC - Spirits (only)
Spirits 17-B Yorukuni NPC - Spirits (only)
Spirits 18-A Sympolemou Tychris1 - Ancestor (only)
Ancestor 18-B 19 Domhan Abhaile NPC - Council of Spirits (majority)
- Spirit Shamanism (minority)
Ancestor 20-A Bordeux Lord_Burch - Animism (majority)
- Lord of Fire (Nobility) (minority)
Lord of Fire 20-B 21-A Sulvan Primarchy Silverbit - Lord of Fire (minority)
- Paragons (minority)
Mineral Animism 21-B 22 Ashenia Elemental - Animism (only)
Animism 23 Crima Lord_Burch - Animism (only)
Lord of Fire 24 Tar lt_murgen - Cult of the Sky (majority)
- Atur, Spirits (minority)
Spirits 25 The Jeweled Cities lt_murgen - Spirits (only)
Spirits 26 Cassia Lord_Burch - Animism (majority)
Lord of Fire 27 Scla´ca Shnur - Cult of the Sky (only)
Cult of the Sky 28 Hazaria Elemental - Animism, Atorna (only)
Animism 29 Alydaxis moossabi - Cult of the Sky (majority)
- The Ancient Ones (ancestors) (minority)
The Ancient Ones 30 Grizzland ImperatorV - Radurja (majority)
- Lord of Fire (minority)
- Honored Dead (fallen warriors) (minority)
Radurja 31 Grmanhil NPC - Honored Dead (fallen warriors) (only)
Honored Dead 32 Selrya TheWombatOfDoom - Spirits (only)
Lord of Fire 33 Rizban - Ascension (majority)
Ascension 34 Salterri Imperium NPC 35 Saltiere Rizban - Ascension (majority)
- Hailing of the Silver Sea (minority)
Ascension 36 Salterri Imperium NPC 37 Salterri Imperium NPC 38 Salterri Imperium NPC 39 -Logic 40 Solus Lord_Burch - Animism (majority)
Lord of Fire 41 Glirfrey moosabi - Strange Marsh
The Ancient Ones 42 Shnur Cult of the Sky (unknown) Cult of the Sky 43 Elemental 44 Kyaralath Elemental - Carasan (unorganized) (only)
Animism 45 Lacertian Lorick - Kelarthianism (majority)
- Ancestor Worship (minority)
Kelarthianism 46 Chacmon -----50 Sycia HisHolyAngel - Doctrine of Frost (only)
Doctrine of Frost 51 Felitora Arkhosia - Doctrine of Frost (only)
Doctrine of Frost 52 ??? tortor 53 Maos SamBurke - Golden Thunder (majority)
- Prowress (minority)
Value 54 Rannara SamBurke - Lord of Fire/Sun (majority)
- Truemind "Razors" (minority)
Value 55 Sahra'a Hobbes1266 - Fire/Nature (majority)
Fire/Nature 56 Skarval BladeofObliviom - Doctrine of Frost (only)
Doctrine of Frost 57 The Frosskov Expanse BladeofObliviom - Doctrine of Frost (only)
Doctrine of Frost 58 The Estglaz BladeofObliviom - Doctrine of Frost (only)
Doctrine of Frost 59 The Glazfell BladeofObliviom - Doctrine of Frost (only)
Doctrine of Frost 60 Borlmyn TheWombatOfDoom - The Ocean (only)
Lord of Fire 61 - - Ascension (minority)
62 Jarrland Aedilred - Ascension (majority)
- Calorum Lord of Fire Reformation(majority)
Lord of Fire 63 Salterri Imperium NPC 64-A 64-B Mularuhm ForzaFiori - Animistic Ancestor worship (only)
Animistic Ancestor worship 65 - 66 - - Ascension (minority)
Organized Religions
As stated under the rules, only organized religions can be used mechanically (such as miracles, holy orders and conversions). The following are organized religions:
- Lord of Fire // Head of Religion: The Blazing Avatar
- Ashmar // Head of Religion: Marius Earthguard
- Calorum Lord of Fire Reformation // Head of Religion: the current High Priest(ess)
- Radurja // Head of Religion: Shahidi Mkuu Shvedrishti / Chuo wa Mashahidi (College of Witnesses)
- Council of Spirits // Head of Religion: Naomh Fionn Sheenan
- Cult of the Sky // Head of Religion: ???
- The Great Eel Spirit (see here) // Head of Religion: The Hovermaster Oberdrood
- Doctrine of Frost // Head of Religion: High Priestess Fabula
- Kelarthianism // Head of Religion: ???
Holy Orders
Knights of Hoarfrost - Doctrine of Frost
Council of Truth - Calorum Lord of Fire Reformation
Quorum of the Sixteen Patriarchs - Ascension
Taratibu wa Mwalimu - Radurja
Great Projects (and so-so projects)
PlayerGreat ProjectProgressStartedFinishedNotesTheWombatOfDoom Fortification of Crest 5/5R1 R5 TheWombatOfDoom Roads 2/2R1 R2 TheWombatOfDoom Training University 3/5R5 TheWombatOfDoom Increase Grain Supply 2/5R6 Chief Great Mausoleum 5/5R1 R5 Chief Holy Book of Flames 5/5R4 R9 Chief Academy of Arts 5/5R4 R9 Lord_Burch Roads 2/5R2 Lord_Burch School System 2/5R3 Lord_Burch School of Medicine in Arissyeux 1/5R5 Logic Roads 5/5R1 R5 Logic Great Library of Barsia 5/5R2 R6 Logic Hanging Gardens 4/5R2 Logic Aldbury Field Memorial 3/4R8 Logic Beringinian Reconstruction 1/5R10 zabbarot Radurjic Codex 5/5R2 R7 zabbarot Expand Radurjic Codex 2/2R10 R11 zabbarot Federation 3/5R10 BladeofObliviom School System 5/5R2 R6 Chacmon Obsidian Road 2/2R1 R2 Chacmon Population Growth 2/2R3 R4 Chacmon Grand Lava Canals 5/5R3 R10 Chacmon Reroute Traffic 1/2R3 Arutha Metric System 5/5R3 R7 Arutha Foundries 5/5R3 R7 Arutha Study of Blue Gemstones 1/5R8 Arutha Roads 1/?R11 NPC - Sanctuary Tomes of Metallurgy 2/3R2 Elemental Observatory at Severikand 5/5R2 R8 Elemental Grand Naval Academy Building0/5R6 Deconstructed Elemental Study of Somnorum 3/5R8 Shnur New Port 2/2R4 R5 Shnur New Capital 4/5R5 lt_murgen Naval Academy 4/4R3 R6 lt_murgen Emerald City/Port 2/2R9 R10 In Woodwind Silverbit Walls of Kalpraz 5/5R5 Tychris1 Medical Academy for Combat Drugs 5/5R5 R10 Tychris1 Iron Vermin Suit 2/2R8 R9 Arkhosia Fortification of Eyrecradia 3/5R5 WaylanderX Academy of Research in Culture and Prowess 5/5R5 R9 avr Granaries 2/5R4 QuintonBeck Senate House 5/5R6 R11 QuintonBeck Expand Enclave of Existence 2/2R8 R10 QuintonBeck Federation: Triumvirate 2/2R10 R11 Zap Dynamic Raaneka Stadium 5/5R6 R10 Zap Dynamic Golden Statue 2/2R6 R7 Lorick Great Temple 2/5R6 aspi Trade Waystations 2/2R8 R9 aspi Arctic Institute 4/5R9 SlayerofUndead Grand Canal (East) 3/5R9 In Grmanhil SlayerofUndead Grand Canal (West) 1/5R9 In Grizland moossabi Governmental Change: Republic Monarchy 2/5R10 Aedilred Roads 2/2R10 R10 Aedilred National Literacy 3/5R10 ImperatorV Federation: Triumvirate 5/5R10 R12 ForzaFiori College in Dag Torum 2/5R10 ? Pusdeath Cure 5/5R10 R11 World Project NPC - Sanctuary Night's Gate 1/5R10
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2014-04-25, 06:21 AM (ISO 8601)
- Join Date
- May 2012
- Location
- Aldain
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
I'm going to put the FAQ here instead.
Last edited by TheWombatOfDoom; 2014-04-25 at 06:50 AM.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
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2014-04-25, 06:40 AM (ISO 8601)
- Join Date
- Jul 2010
- Location
- Mt. Ebott
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
*NOW Sticks Flag into thread*
I CLAIM THIS THREAD FOR SYMPOLEMOU!...... AGAIN!“I’m a Terrorist not an idiot.” - Me
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2014-04-25, 06:49 AM (ISO 8601)
- Join Date
- May 2012
- Location
- Aldain
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
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2014-04-25, 07:42 AM (ISO 8601)
- Join Date
- Mar 2012
- Location
- In Orbit
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
I go by they/them/their or he/him/his pronouns
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2014-04-25, 08:20 AM (ISO 8601)
- Join Date
- Oct 2013
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
New thread party W0000000T!!!
I like how in this one regions 3,6,8,9,10 and 30 are listed merely as "Triumvirate."
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2014-04-25, 08:29 AM (ISO 8601)
- Join Date
- Apr 2011
- Location
- You lost the game.
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
New thread smell... it's like mint, or the blood of a world war... OR ADDICTION. MOAR.
Hi GUYS!
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2014-04-25, 09:49 AM (ISO 8601)
- Join Date
- Apr 2013
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Spoiler
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2014-04-25, 09:55 AM (ISO 8601)
- Join Date
- Jan 2014
- Location
- On the Internet
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2014-04-25, 09:59 AM (ISO 8601)
- Join Date
- Dec 2011
- Location
- On Another Adventure
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Avatar by the wonderful and talented Ceika!Playing:
Past Faves: The Blackwood | Raaneka | Cachimba
My DeviantArt.
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2014-04-25, 10:21 AM (ISO 8601)
- Join Date
- Apr 2006
- Location
- WA, USA
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
I must remember that when I take a day off of work (where I usually find the time to post) that I need to check the thread. 7 pages plus a new thread!? You guys sure do talk a lot.
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2014-04-25, 10:32 AM (ISO 8601)
- Join Date
- Mar 2012
- Location
- In Orbit
- Gender
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2014-04-25, 10:38 AM (ISO 8601)
- Join Date
- May 2012
- Location
- Aldain
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
It's been one of those weeks. I might be too busy to finish everything with the trades.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
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2014-04-25, 10:40 AM (ISO 8601)
- Join Date
- Apr 2013
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Spoiler
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2014-04-25, 10:50 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Aldhaven
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
*sniff* New thread smell. Yay.
Quod tibi vis fieri, facias.Spoiler: Links to my content threadsAldhaven - May 27, 2010 and ongoing.
Aldhaven Rules and Homebrew (aldhaven.com)
Character Repository
Homebrew List
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2014-04-25, 10:53 AM (ISO 8601)
- Join Date
- Apr 2006
- Location
- WA, USA
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Morph: Quick questions. I want to create a winning tactic. Does that get inherited by the successive ruler? I don't see any mention of it, but I may just be up too early today.
Also, I want to create a winning tactic: Clouds. It would require aerial units and the weather to be in my favor, but would this be permitted?
And one final question. If a winning tactic can be inherited, can they also be taught/traded to other nations?
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2014-04-25, 11:02 AM (ISO 8601)
- Join Date
- May 2012
- Location
- Aldain
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
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2014-04-25, 11:06 AM (ISO 8601)
- Join Date
- Apr 2013
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
The first one I can answer with a solid, yes, Winning Tactics carry on until they're replaced. It makes Mil 10 lasting like the other Stat 10s are. That was decided way back and as many people haven't gotten Mil 10s since the early days it's totally understandable to not know.
I have no idea on your other two questions though, but my unqualified guess is "probably" for the first one, and it's been asked before with no answer for your second one.
Spoiler
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2014-04-25, 11:32 AM (ISO 8601)
- Join Date
- Aug 2013
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
I pasted the technology table into this thread and updated it for round 11. Please check again if something is missing, I believe it should be complete now.
Please also note the following from the PM discussion between Morph and Wombat originally posted here
Someone who creates the tech can use that same action to give it to others (but not trade it). Other than that, it's the same with everything in that things gotten one round don't take effect until the end of the round and can't be traded or given further until the round after that.
While browsing through this round's actions, I also noticed some trading and gifting subactions this round that I suspect won't go through either. Morph was rather specific in the statement I quoted above. It is not possible to do anything with a tech in the round in which it is created, except gift it to someone else - which you can do if and only if you are the one who used a curiosity 10 to create it.Last edited by aspi; 2014-04-25 at 11:35 AM.
Inuit avatar withcherrybanana on top by Yanisa
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2014-04-25, 11:36 AM (ISO 8601)
- Join Date
- Apr 2013
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
I got the tech in round 10 though, that's when Guilder initiated the trade. I completed the trade in Round 11.
Also, I'll repeat again, it makes zero sense to allow gifting but not trading. Why don't we just allow resources/technologies to be gifted/traded from the round they're introduced onwards? That makes a heck of a lot more sense.
Spoiler
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2014-04-25, 12:00 PM (ISO 8601)
- Join Date
- Apr 2006
- Location
- WA, USA
- Gender
Re: EMPIRE! Community W-B Game V: Unless You Are The Mongols
Sure. Whatcha got for trade, and whatcha want? (Provided only if you can make the Jeweled Cities Anniversary this round)
I am gauging interest in an event next round if one is not already organized. The 25th anniversary of the World's Fair. Does anyone else have something planned?