The Order of the Stick: Utterly Dwarfed
The Order of the Stick: Utterly Dwarfed - Coming in December and available for pre-order now
Page 5 of 8 FirstFirst 12345678 LastLast
Results 121 to 150 of 236
  1. - Top - End - #121
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    The recruitment thread is here.




    Quote Originally Posted by Ann P. C. View Post
    By the way, can we use logistic-actions in a turn zero?
    I was thinking if we could buy restricted and/or reduced Equipmet in the creation of the regiment, as long as we got the logistic to suport it ike in a regular turn. (If not, buying in the creation-phase would be a bit pointless)

    Also, what starting-experience do our grunts got, since our first troops are comming from the gouverment. Or are they plain, forcerecruited/freewilled/enter way of accisiton/ low quality Grunts?
    You can use logistics and purchase equipment during the diplomacy phase so overall it doesn't matter whether you do it before the game starts or before the first EoT. But it will help my bookkeeping if everything happens in the game proper.

    Starting grunts have no experience. Just like if they had been recruited with the recruitment stat.

  2. - Top - End - #122
    Ogre in the Playground
     
    C'nor's Avatar

    Join Date
    Jul 2011
    Location
    Avatar by Kasanip
    Gender
    Female

    Default Re: Total War Central IV (Semi-freeform nation games)

    Hah. Looks like I missed it by two days. Ah well, maybe next time.

  3. - Top - End - #123
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Quote Originally Posted by C'nor View Post
    Hah. Looks like I missed it by two days. Ah well, maybe next time.
    You're welcome to still join. I'm always recruiting.

  4. - Top - End - #124
    Ogre in the Playground
     
    C'nor's Avatar

    Join Date
    Jul 2011
    Location
    Avatar by Kasanip
    Gender
    Female

    Default Re: Total War Central IV (Semi-freeform nation games)

    Quote Originally Posted by ArcaneStomper View Post
    You're welcome to still join. I'm always recruiting.
    Oh, excellent! I'll go read through the other entries, then put up an application. Would you rather I place it in the OOC or the original recruitment thread?

  5. - Top - End - #125
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Quote Originally Posted by C'nor View Post
    Oh, excellent! I'll go read through the other entries, then put up an application. Would you rather I place it in the OOC or the original recruitment thread?
    You might as well place it in the OOC thread now.

  6. - Top - End - #126
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2008
    Location
    Vienna, Austria
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    So, I was thinking of running a game set in the space, with rules loosely based on Fate system.

    Game Premise

    In Milky Way Galaxy, FTL travel is possible only through use of Warp, a dimension that exists parallel our own. While our space is steadily expanding, Warp seems to follow an unpredictable course - sometimes filling everything, allowing access to distant stars, sometimes shrinking and leaving space empires cut into pieces.

    The species inhabiting Solar Expanse, humanity one of the most prominent, but certainly not the only one, have sent vessels as far Warp allowed, during its last expansion. One of the destinations was Harwath Expanse, a place filled with promising worlds and few local species presenting competition. However, shortly after establishment of first colonies, the Warp Collapse happened, cutting them off and beginning time of isolation. The Collapse lasted only two hundred and fifty years, a blink of an eye, compared with the previous ones. In this time, colonies developed their own distinct cultures, while local species had opportunity to develop technologically. The Warp Expansion promises to be long-term, enough time to build empires and draw on the resources of the galaxy to perform truly magnificent accomplishments.

    Turn Length: 1-1.5 Week
    Game Length: 10-15 Turns
    Rules: Loosely based on Fate
    Players: 5-12

    Faction Creation

    1. Chose Government Type (Monarchy, Democracy, Gerontocracy, etc)
    2. Chose 2 Cultural Ideas (Militarism, Individual Freedom, Honor, Religious Faith, etc)
    3. Chose 2 Civilization Traits (Telepathic Potential, Fast Breeders, Adaptable)

    4. Pick your starting location (2 systems close together)
    You start in control of 2 Star Systems - Homeworld and 1st Colony. Chose your faction's color.


    Homeworld:
    Colony, Level 5 [Assets: 5/4/2/1]
    Habitability: 3
    Energy: 8/6/0/6/6
    Projects [2/6]: Planetary Grav-Shield, Warp Zone Defences (WZD or WiZarD)
    1st Colony
    Colony, Level 3 [Assets: 4/2/1]
    Habitability: 5
    Energy: 6/4/2/0/4
    Projects [0/4]: -

    5. You need to select Assets for your worlds. It would be highly strange to start without Extraction Assets to harness at least 10 Energy to maintain your colonies and projects. You should also have Expansion Asset so you wouldnít miss out during the early colony rush.

    I'll plug the numbers into Faction Sheets.

    Example
    Spoiler
    Show

    [5/4/2/1] =
    5 Level 1 Assets
    4 Level 2 Assets
    2 Level 3 Assets
    1 Level 4 Asset

    Colony 5
    Level 1
    - Extraction 1
    - Logistics 1
    - Industry (Exploration) 1
    - Industry (Industry) 1
    Corvettes 1
    Level 2
    - Extraction 2
    - Exploration 2
    - Expansion 2
    - Industry (Extraction) 2
    Level 3
    - Light Cruiser 3
    - Exploration 3
    Level 4
    - Expansion 4


    Harwath Expanse Territories
    Spoiler
    Show

    Core Worlds
    The Core Worlds have been surveyed in the initial phases of Harwath Expanse colonization and estimated to contain habitable worlds with significant resources. Naturally, that triggered competition, that quickly escalated into shooting. By the time news of imminent Warp Collapse arrived, the Core Worlds War was on precipice of either diplomatic solution or in case the talks fell through, escalation into a conflict, that could have wiped out local civilizations. The war both destroyed and prevented formation of any self-sufficient colonies in the Core Worlds, so they are expected to be uninhabited and free for the taking.

    Kej Nexus
    The one civilization that managed to maintain hold in Core Worlds was machine intelligence - Kej. They are believed to be a remnant of an ancient civilization, that used them for maintenance of its facilities. Kej seldom expand to new colonies and attack only if provoked. After long cohabitation, a limited communication with them was developed, allowing trade of resources and services.

    Wernon Zone

    The Wernon Zone remains a highly dangerous area of space, though itís unclear why. A number of ships sent there simply disappeared and those that returned, have reported various odd occurrences. It takes name from failed expedition that saw loss of an entire colonization fleet.

    Wernonís Folly
    The system, where Wernonís Colonization Fleet disappeared. The last communications described a system with abundant resources and paradise worlds, which clearly proved too good to be true.

    Hadrian Passage

    The Hadrian Passage is controlled by aggressive, sometimes mercenary, sometimes pirate factions. However they claim to be honorable defenders against ďsomethingĒ on the other side of Hadrian Passage, forced to get resources, in whatever way they can. Most governments see it as poor excuse and have standing orders to fire on Hadrians.

    Freeport
    Freeport is the farthest, an outsider can penetrate into Hadrian Passage. Here, the bases and shipyards churn out warships, while habitats cater to combat crews. Those who wish to live outside of law or have powerful enemies, find their way to Freeport. At its heart, is a highly advanced technology called Wormhole Station, capable of sending ships across the Harwath Expanse. Currently, itís used by natives to raid worlds far removed from the Hadrian Passage.

    Procyon Empire

    The Procyon Kingdom, an old and powerful nation, was first to establish colonies in Horwath Expanse. Shortly before War Collapse, news of internal instability, assassination of royals, war and coup arrived, so Princess Victoria re-named first colony into New Procyon, declaring herself new Queen. The New Procyon Kingdom was fortunate to occupy a Warp Well - an area, that preserved access to Warp, despite Warp Collapse. As such in 250 years it has rapidly expanded, claiming many colonies and using their resources to establish a powerful nation - New Procyon Empire.

    New Procyon
    The most advanced world in the Harwath Expanse, New Procyon is secured by Warp Inhibitor, that purposefully weakens Warp, forcing traffic into tightly controlled Warp Lanes. The Empire has hinted, the technology can be applied militarily, to cut-off entire systems from the warp travel. Emperor Emanuele Procyon XIV rules the Empire from the Maze Palace, one of the most opulent, advanced and secure places in Harwath Expanse.

    Weak Warp Zone

    The access to Warp in WWZ is too energy demanding, so most Warp Drives are unable to function. The only way to access the star systems there is through use of old Warp Stabilization Device technology, that direct and strengthen Warp currents, allowing ships to travel through these Warp Lanes.

    Lost Colonies
    There are records of pre-Warp Collapse colonization efforts in the area. Itís possible some colonies still live in isolation, having lost technology or lacking resources to build Warp Stabilization Devices.

    Kreks Expansion

    The exploratory ships sent to this area have encountered beacons and scout ships claiming to be part of ďKreks DominionĒ, a powerful interstellar Empire, that has staked claim on these systems, as an area of future expansion. They have warned, that any intrusion into ďtheirĒ worlds will be taken as an act of war. So far no sign of Kreks colonization effort has been detected.

    Beacon
    The Kreks have left a large station, transmitting their warnings across the area, that has become known as Kreks Expansion. The old records indicate past encounters with Kreks Dominion, as they have attempted two invasions of Earthspace. They describe Kreks as highly dangerous, militaristic species.

    Interdiction

    The Interdiction Zone refers to order to cease all unauthorized exploration of this area of space, after Exploration Ships discovered apparently dead, but well-preserved civilization. This was due to past experience of encountering seemingly dead worlds, that later proved to merely sleeping - a highly advanced civilization, maintained by machines, while itís masters were inactive. The concern that some random explorer could potentially trigger awakening of highly advanced civilization was sufficient to lead to joint Interdiction order, despite the raging Core Worlds War. The order still stands, though there are those, who believe that in this case, concerns are unsubstantiated and the dead worlds are indeed dead.


    Authority, Colony, Projects

    Authority
    Spoiler
    Show

    Authority represents your civilizationís drive and internal strength, itís ability to deal with crises, unrest, enact reforms and mobilize support for your causes.

    Faction receives Authority Points (AP) equal to its Civilization Aspects.

    Threat Suppression
    Whenever thereís a Threat, Civilization can use AP to suppress it for a turn or suffer consequences.

    Aspect Invocation (Bonus)
    Civilization can use 1 AP to invoke an Aspect to receive some benefit.

    Reforms
    Civilization can use 1 AP to change up to 4 Asset Levels to another type.

    Aspect Invocation (AP)
    Aspects can be invoked to gain AP, when itís appropriate. You will need to post Fluff in the IC Thread to justify AP gains. You canít both Invoke Aspect to gain bonus and Invoke it to gain Authority Points.

    War Declaration
    Unless Civilization has appropriate Aspects (Militaristic, Casus Belli, Propaganda vs.), war declaration requires 3 AP or it will generate Threats, from population, unwilling to die in space wars.

    Civilization Aspects

    10 AP can be used to establish new Civilization Aspect. GM may restrict this action (if you are digitizing your population, you'll need to research brain upload project first) and increase/decrease cost.

    Examples:
    Player uses 1 AP to suppress Dangerous Predators Threat, on one of the new colonies, representing resources being diverted to deal with issue (or replacement colonists).

    Player invokes Expansionist Aspect to give bonus to Expansion Asset action, to colonize particularly inhospitable world.
    Player invokes Honor Aspect to persuade NPC Civilization, an alliance would be in its favor.

    Player spends 1 AP to change Manufacture (Extraction) 2 to Manufacture (Expansion) 2, Extraction 1 to Corvettes 1 and Logistics 1 to Media 1. Or Player spends 2 AP to change Heavy Cruiser 4 to Expansion 4 and Logistics 3 to Extraction 3.

    Player Invokes Expansionist Aspect, after rapid expansion and founding of new colonies, to gain Authority. The amount gained will be determined by GM.
    Player Invokes Democracy Aspect, by fluffing Election event during the turn. The GM will award AP at the end of the turn, but may introduce complications. Also, others will have opportunity to interfere with elections.



    Colony
    Spoiler
    Show

    Colonization
    Cost: System Habitability *2 [Energy]
    Check: Expansion Asset vs. Habitability
    Colonization Restriction: Expansion Asset Level +4 < Habitability

    Colony Support: Colony needs Energy per turn, equal to its Level
    Colony Assets: Colony provides a number of Assets.
    Colony Projects: Colony can have a number of Projects, equal to itís Level +1

    Colony Growth:
    Colonies grow automatically.
    Colony Growth increases, if itís supplied with appropriate Goods, of sufficient level
    Colony Growth increases, if appropriate Aspect is invoked.
    Colony Growth in Systems with Habitability 1 (Paradise World) is faster.

    Colony Assets
    Level
    Total Assets
    Level 1
    Level 2
    Level 3
    Level 4
    Level 5
    1
    3
    2
    1
    2
    5
    3
    2
    3
    7
    4
    2
    1
    4
    9
    4
    3
    2
    5
    12
    5
    3
    3
    1
    6
    15
    5
    4
    3
    2
    1


    Projects
    Spoiler
    Show

    Projects

    Projects are major undertakings - organization of asteroid mining, construction of military base, warp stabilization devices to create warp lanes.

    1. Colony can have Projects equal to its Level +1.
    2. Projects require Goods + Energy to construct.
    3. Projects cost 1 Energy to maintain.
    3. Projects must be Researched.

    Warp Zone Defences [WiZarD], TL 4
    1. Adds extra Combat Zone [Warp Zone].
    2. Attackers suffer 2 Damage before combat begins.
    3. Gives +1 Combat Roll, +1 Damage Bonus to Defenders on 1st Combat Round
    Planetary Gravity Shield, TL 4
    1. Prevents Orbital Bombardment*
    2. Gives Corvettes +2 Combat Bonus

    *Unless you have Aspect like ďFanaticalĒ, most worlds would surrender at threat of Orbital Bombardment.



    Assets

    Range

    Asset Range = Asset Level.

    Example: Expansion 2 can be used to establish colony, that 1-2 spaces away from any allied colony.

    Exploration
    Spoiler
    Show

    Exploration Assets can be sent to Star Systems to confront dangerous anomalies, making future actions safe.

    They may provide accurate information on System Habitability and Resources, as well as reveal any hidden features.

    All Exploration Assets have +1 Range


    Extraction (Automatic Action)
    Spoiler
    Show

    Extraction Asset produces Energy, if itís located in System with available Resource of equal or lower level.

    Example:
    System Alpha has Resources: [3/1/0/3/2].

    A Colony with
    - Extraction 1
    - Extraction 2
    - Extraction 4
    - Extraction 5 can produce a total of 9 Energy.
    Or just have
    - Extraction 1
    - Extraction 2 to produce 4 Energy.

    So, a System [1/0/0/1/12] can produce a lot of energy, but you need a Colony that can support valuable Level 5 Asset to reach its resources.


    Industry [Civilian] (Automatic Action)
    Spoiler
    Show

    Industry Assets are specialized into Industry (Exploration), Industry (Extraction), Industry (Industry), etc.

    Industry produces Goods, that can be used in the following ways:

    1. Increase Colony Growth Speed
    2. Boost Assetís Level by 1 for 1 Turn, if Good Level is equal or higher than Assets.
    3. Construct Project (1 Good, with Level = Project Level)

    Goods can also be stored for later use or traded to other civilizations.

    Example:
    Faction uses Goods (Exploration) 3 to boost Exploration 3, so it counts as Exploration 4 for a turn.

    Colony Alpha needs Goods: Extraction 1 and Logistics 1. Faction supplies Good (Extraction) 1 and Good (Logistics) 3 to improve colony growth. Note that using higher level goods then required may additionally increase growth.



    Expansion
    Spoiler
    Show

    Expansion Assets allow construction of Colonies and Projects.

    Expansion is checked to establish Colonies and can reduce Project costs.


    Society
    Spoiler
    Show

    Society Assets represent media, religious movements, civil institutions, etc. It is used to establish temporary Asset. In order to do so, Society Asset must succeed at Check, with difficulty based on the nature of the asset.

    Example:
    Civilization uses Society 3 to create War Propaganda against another civilization.


    Research
    Spoiler
    Show

    Research Assets are specialized - Energy Research, Missile Research, Warp Research, etc.
    They are used to develop Projects and Military Components.

    Research Asset generates 1 RP, if it's researching Component or Project of equal or lower level.

    Military Component Research
    Component 1-2 Level: 1 RP
    Component 3-4 Level: 2 RP

    Component Level
    Conditions
    Level 1-3
    1
    Level 4-6
    2

    Component gives +1 bonus to Military Asset itís attached to, per 1 fulfilled condition.

    Conditions:
    vs. Ship Class Corvette, Destroyer, Cruiser, etd...
    at Location Warp Zone, Open Space, Planetary Space
    if Condition if Sabotaged, if Patriotism or similar Aspect is active

    Project Research

    1. Propose Project to GM (Build a Super Hive Mind, Construct Dyson Sphere, Extinguish Sun)
    2. Receive Technology Level (TL) Requirement (TL 10Ö) and Research Points needed.
    3. Only Research Assets of equal or higher level to TL can research Project. Each generates 1 Research Point per turn.


    Industry (Military)
    Spoiler
    Show

    Industry (Military) requires researched Components to produce them.
    The componentís level is the lowest of researched level and Industry (Military) producing it.


    Military
    Spoiler
    Show

    The Military Asset Level determines ship class.
    Asset Level is equal to number of Components, that can be attached to it.

    Level 1: Corvettes
    Corvettes suffer -1 to Combat in Open Space and Warp Zone.
    Level 2: Destroyer
    No special features.
    Level 3: Light Cruiser
    Default Component: Open Space Skirmisher +1
    Level 4: Heavy Cruiser
    Choice of 1 default Component:
    1. Carrier: 2 Corvettes can share Range with Heavy Cruiser. They don't suffer combat penalties.
    2. Support: +1 Range to lower class ships traveling with Heavy Cruiser.
    3. Breacher: +1 to WiZarD attacks, reduce Damage from WZD by 1


    Espionage
    Spoiler
    Show

    Espionage has no range limitation.

    Espionage can be used to create Espionage Networks and once those are established, perform various actions.

    Espionage actions require establishment of Espionage Networks:

    Basic Infiltration: No special benefits.

    Intermediate Infiltration: Allows Improved Information Gathering

    From this point you can specialize in different kinds of infiltration:

    Economy Infiltration: Can affect Extraction, Expansion, Exploration, Manufacturing, Logistics
    Technology Infiltration: Can Affect Technology Assets & Patterns
    Political Infiltration: Can affect Authority/Civilization Aspects, Media
    Espionage Infiltration: Can affect Espionage Assets
    Military Infiltration: Can affect Industry (Military) and Military Assets

    Example:
    Civilization has Military Infiltration and Political Infiltration networks with Civilization B. It uses Espionage 2 to create Sabotaged Grav-Shield Threat for the Planetary Grav-Shield (project falls under Military) and Espionage 3 to create Spirit of Surrender Threat. The GM makes checks and both actions are successful. Additionally, the roll for Spirit of Surrender Threat was good, so it would require 2 AP to suppress.


    Logistics
    Spoiler
    Show

    Logistics can extend Asset range to specific systems.
    Logistics is used to maintain trade routes between civilizations.

    Note: Logistics does not stack.

    Example:
    Thereís 3 spaces between System A and System B. If Logistics 1 is used to establish path to System B, then the distance is counted as being 2 spaces (for all Civilization Assets).
    I saw humans get on fine without power for millennia. You used to hunt and gather, what happened to that?

  7. - Top - End - #127
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    I'm interested of course. But this looks even more complicated than Sunken Tower.

  8. - Top - End - #128
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2008
    Location
    Vienna, Austria
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Well, it is more quantifiable and there are only a few NPCs. Basically, the gameplay components are:

    Authority
    1. Give bonus to Asset Action
    2. Change existing Asset(s) into another Asset(s).
    3. Suppress Threat
    4. Gain appropriate bonus from Aspect
    5. Gain Authority from fluff/Aspects
    Colony
    Select Assets for the Colony.
    Goods
    Spend Goods, that Colony requires to increase its growth.
    Spend Goods to build Project
    Spend Goods to give +1 to Asset.
    Asset Actions:
    1. Survey 2: Explore System B22.
    2. Expansion 2: Build Colony in System B22 or Build Corvette Base Project in A18
    3. Culture 2: Establish Military Propaganda Aspect.
    4. Espionage 2: Establish Basic Infiltration with Hardian Pirates. Or perform appropriate action, if sufficient level of Infiltration is present.
    5. Research 2: Research Project or Component
    6. Logistics 1: Establish Route in A19.
    7. Light Cruiser 3: Patrol B22 System.

    I expect most of the work would be writing exploration results and potentially, as players expand, theyíll have very high number of Assets to perform actions with. Theoretically, I can change it, so that Civilization has a certain total of assets, and their number grows with new colonies being added. Hmm... I can probably simplify a number of things that way.

    My other idea was Warhammer wargame. Itís more story heavy, but I was planning to work everything out in advance and make a more reasonable scale.




    So, new version of rules:

    Faction Creation

    1. Chose Government Type (Monarchy, Democracy, Gerontocracy, etc)
    2. Chose 2 Cultural Ideas (Militarism, Individual Freedom, Honor, Religious Faith, etc)
    3. Chose 2 Civilization Traits (Telepathic Potential, Fast Breeders, Adaptable)

    4. Pick your starting location (2 systems close together)
    You start in control of 2 Star Systems - Homeworld and 1st Colony. Chose your faction's color.

    Homeworld:
    Type: Colony
    Habitability: 3
    Energy: 12 [7/5]
    Projects: Planetary Grav-Shield, Warp Zone Defences (WZD or WiZarD)
    1st Colony
    Type: Colony
    Habitability: 5
    Energy: 8 [4/4]
    Projects: -

    5. You need to select your civilization's Assets [5/4/2/1] (5 Level 1, 4 Level 2, 2 Level 3, 1 Level 4)

    I'll plug the numbers into Faction Sheets.

    Civilization

    Authority
    Spoiler
    Show

    Authority represents your civilizationís drive and internal strength, itís ability to deal with crises, unrest, enact reforms and mobilize support for your causes.

    Faction receives Authority Points (AP) equal to its Civilization Aspects.

    Threat Suppression
    Whenever thereís a Threat, Civilization can use AP to suppress it for a turn or suffer consequences.

    Aspect Invocation (Bonus)
    Civilization can use 1 AP to invoke an Aspect to receive some benefit.

    Reforms
    Civilization can use 1 AP to change up to 4 Asset Levels to another type.

    Aspect Invocation (AP)
    Aspects can be invoked to gain AP, when itís appropriate. You will need to post Fluff in the IC Thread to justify AP gains. You canít both Invoke Aspect to gain bonus and Invoke it to gain Authority Points.

    War Declaration
    Unless Civilization has appropriate Aspects (Militaristic, Casus Belli, Propaganda vs.), war declaration requires 3 AP or it will generate Threats, from population, unwilling to die in space wars.

    Civilization Aspects

    10 AP can be used to establish new Civilization Aspect. GM may restrict this action (if you are digitizing your population, you'll need to research brain upload project first) and increase/decrease cost.

    Examples:
    Player uses 1 AP to suppress Dangerous Predators Threat, on one of the new colonies, representing resources being diverted to deal with issue (or replacement colonists).

    Player invokes Expansionist Aspect to give bonus to Expansion Asset action, to colonize particularly inhospitable world.
    Player invokes Honor Aspect to persuade NPC Civilization, an alliance would be in its favor.

    Player spends 1 AP to change Manufacture (Extraction) 2 to Manufacture (Expansion) 2, Extraction 1 to Corvettes 1 and Logistics 1 to Media 1. Or Player spends 2 AP to change Heavy Cruiser 4 to Expansion 4 and Logistics 3 to Extraction 3.

    Player Invokes Expansionist Aspect, after rapid expansion and founding of new colonies, to gain Authority. The amount gained will be determined by GM.
    Player Invokes Democracy Aspect, by fluffing Election event during the turn. The GM will award AP at the end of the turn, but may introduce complications. Also, others will have opportunity to interfere with elections.



    Colonization
    Spoiler
    Show

    Civilization can grow by colonizing new worlds. Whenever civilization expands it chooses the type of colony it creates:

    Colony
    - Full Energy Income (O/O)
    - +2 Civilization Growth (x2 on Paradise Planets)
    - Either +1 Research Point or +1 Military Component Production
    Mining Outpost
    - Full Energy Income (O/O)
    - +1 Civilization Growth
    - No Habitability Requirement
    Military Base
    - Half Energy Income (O/X)
    - Free Military Projects 4
    - +1 Civilization Growth
    - +2 Military Component Production
    - Expansion Check +3
    Research Base
    - Half Energy Income (O/X)
    - +1 Civilization Growth
    - +2 Research Points
    - Expansion Check +3


    Research
    Spoiler
    Show

    Player Civilizations have 5 Research Points per turn and Technological Level (TL) 3.

    They can research:
    Military Components
    Projects
    Theoretical Knowledge

    Research Cost
    TL -1 = 1 RP
    TL = 2 RP
    TL +1 = 4 RP

    Example: It costs 1 RP to research Level 2 Technology, 2 RP to research Level 3 and 4 RP to research Level 4.

    If civilization researches or acquires advanced technologies, it's TL will eventually increase.


    Military Production
    Spoiler
    Show

    Civilization produces 2 Military Components per turn.

    Component Level
    Conditions
    Level 1-3
    1
    Level 4-6
    2

    Component gives +1 bonus to Military Asset itís attached to, per 1 fulfilled condition. Components are also used to fix damage to Military Assets.

    Conditions:
    vs. Ship Class Corvette, Destroyer, Cruiser, etd...
    at Location Warp Zone, Open Space, Planetary Space
    if Condition if Sabotaged, if Patriotism or similar Aspect is active


    Civilization Growth
    Spoiler
    Show

    Player Civilizations begin as Civilization, Level 5, with Technological Level 3. It consumes 10 Energy to support itself.

    You need 5 Growth Points to advance to Level 6, which will add more Civilization Assets to your civilization.
    Note, that advancing Civilization without advancing Technological Level will result in greater number of lower level Assets, instead of few higher level ones.

    You gain 2 Points for establishing new Colony.
    You gain 1 Point for establishing new Base/Outpost.
    You gain 4 Points for advancing Technological Level to 4.
    You gain 2 Points per new Civilization Aspect.
    You gain 1 Point for 20 Energy Investment.
    You gain 1 Point per Turn.

    (I may modify numbers for balance)


    Projects
    Spoiler
    Show

    Projects

    Projects are major undertakings - organization of asteroid mining, construction of military base, warp stabilization devices to create warp lanes.

    1. Projects must be Researched.
    2. Projects require Goods + Energy to construct.
    3. Projects cost 1 Energy to maintain.

    Warp Zone Defences [WiZarD], TL 4
    1. Adds extra Combat Zone [Warp Zone].
    2. Attackers suffer 2 Damage before combat begins.
    3. Gives +1 Combat Roll, +1 Damage Bonus to Defenders on 1st Combat Round
    Planetary Gravity Shield, TL 4
    1. Prevents Orbital Bombardment*
    2. Gives Corvettes +2 Combat Bonus

    *Unless you have Aspect like ďFanaticalĒ, most worlds would surrender at threat of Orbital Bombardment.


    Assets

    Range

    Asset Range = Asset Level.

    Example: Expansion 2 can be used to establish colony, that 1-2 spaces away from any allied colony.

    Exploration, Expansion, Extraction
    Spoiler
    Show

    Exploration Assets are sent to Star Systems to confront dangerous anomalies and scan for useful information.
    All Exploration Assets have +1 Range

    Expansion Assets are checked against Habitability to establish Colonies, Bases & Outposts. They are also used to construct projects.

    Extraction Assets are used to extract rare resources from the Systems (note: this can include archaeology, uncovering long buried alien ruins).


    Industry
    Spoiler
    Show

    Industry Assets are specialized into Industry (Exploration), Industry (Extraction), Industry (Industry), etc.

    Industry produces Goods, that can be used in the following ways:

    1. Boost Assetís Level by 1 for 1 Turn, if Good Level is equal or higher than Assets.
    2. Construct Project (1 Good, with Level = Project Level)

    Goods can also be stored for later use or traded to other civilizations.

    Example:
    [I]Faction uses Goods (Exploration) 3 to boost Exploration 3, so it counts as Exploration 4 for a turn.


    Logistics
    Spoiler
    Show

    Logistics can extend Asset range to specific systems.
    Logistics is used to maintain trade routes between civilizations.

    Note: Logistics does not stack.

    Example:
    Thereís 3 spaces between System A and System B. If Logistics 1 is used to establish path to System B, then the distance is counted as being 2 spaces (for all Civilization Assets).


    Culture
    Spoiler
    Show

    Culture Assets represent media, religious movements, civil institutions, etc. It is used to establish temporary Asset. In order to do so, Society Asset must succeed at Check, with difficulty based on the nature of the asset.

    Example:
    Civilization uses Society 3 to create War Propaganda against another civilization.


    Military
    Spoiler
    Show

    The Military Asset Level determines ship class.
    Asset Level is equal to number of Components, that can be attached to it.

    Level 1: Corvettes
    Corvettes suffer -1 to Combat in Open Space and Warp Zone.
    Level 2: Destroyer
    No special features.
    Level 3: Light Cruiser
    Default Component: Open Space Skirmisher +1
    Level 4: Heavy Cruiser
    Choice of 1 default Component:
    1. Carrier: 2 Corvettes can share Range with Heavy Cruiser. They don't suffer combat penalties.
    2. Support: +1 Range to lower class ships traveling with Heavy Cruiser.
    3. Breacher: +1 to WiZarD attacks, reduce Damage from WZD by 1


    Espionage
    Spoiler
    Show

    Espionage has no range limitation.

    Espionage can be used to create Espionage Networks and once those are established, perform various actions.

    Espionage actions require establishment of Espionage Networks:

    Basic Infiltration: No special benefits.

    Intermediate Infiltration: Allows Improved Information Gathering

    From this point you can specialize in different kinds of infiltration:

    Economy Infiltration: Can affect Extraction, Expansion, Exploration, Manufacturing, Logistics
    Technology Infiltration: Can Affect Technology Assets & Patterns
    Political Infiltration: Can affect Authority/Civilization Aspects, Media
    Espionage Infiltration: Can affect Espionage Assets
    Military Infiltration: Can affect Industry (Military) and Military Assets

    Example:
    Civilization has Military Infiltration and Political Infiltration networks with Civilization B. It uses Espionage 2 to create Sabotaged Grav-Shield Threat for the Planetary Grav-Shield (project falls under Military) and Espionage 3 to create Spirit of Surrender Threat. The GM makes checks and both actions are successful. Additionally, the roll for Spirit of Surrender Threat was good, so it would require 2 AP to suppress.
    Last edited by Thelonius; 2017-02-20 at 09:58 AM.
    I saw humans get on fine without power for millennia. You used to hunt and gather, what happened to that?

  9. - Top - End - #129
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2008
    Location
    Vienna, Austria
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Government: AI-Managed Technocracy
    Cultural Ideas: Manipulative, Secretive
    Traits: Administrative AI ďSpectrumĒ, Telekinetic

    Technology Level: 3
    Research Points: 5
    Military Production: 2

    Location: Homeworld (E26), 1st Colony (H25)
    Faction Color: Tian

    Civilization Assets:
    Corvette 1
    Corvette 1
    Logistics 1
    Industry (Expansion) 1
    Expansion 1

    Industry (Society) 2
    Exploration 2
    Espionage 2
    Society 2

    Light Cruiser 3
    Industry (Espionage) 3

    Espionage 4

    Diplomacy
    Spoiler
    Show

    Player:
    Exploration 2: Explore System (H23)

    GM:
    Your Explorer Vessel arrives to a fairly yellow dwarf star system. The crew remains on alert, however, for the duration of system survey, nothing dangerous is detected.

    The systemís Energy is [3/3] and Habitation 7. No other special features have been discovered.

    As your Explorer surveys a ringed world for useful minerals, one of the techs detects a faint signal, coming from the surface. A team is dispatched to discover a broken carcass of a ship - a ďThunderboltĒ Class Luxury Yacht of the Procyon Kingdom. An unshaven, gaunt looking man emerges from the cave, made habitable with scrap salvaged from the ship. ďI am Duke Yuri, cousin to the Emperor.Ē A reference to the homeworldís databases confirms his story - apparently disappearance of Duke Yuriís ship a year ago was considerable news in Procyon.

    Player:
    Society 2: Senseless Interdict
    1 AP

    Examine the issue of Interdiction Zone and attempt to sway opinion at home and abroad to allow exploration of the zone.

    GM:
    A series of memos are circulated among the Tian, examining history of Interdiction and arguing that prohibition on exploration of Interdiction Systems is unfounded. Thereís a growing excitement about exploration of those long abandoned systems and while foreign diplomats express concerns, their opposition doesnít seem particularly strong.


    EoT
    Spoiler
    Show

    During Turn
    1 AP: Senseless Interdict

    Research
    2 RP: Telekinesis Assisted Manufacturing Project
    1 AP: Telekinesis

    Develop project to use natural telekinetic abilities of Tian to improve manufacturing.

    2 RP: Digital Defences
    1 AP: Spectrum

    Upgrade Spectrum to protect it and other systems against subversion via hacking.

    1 RP: Scrambler Virus (Component)

    Condition: Espionage Action vs. Military

    A virus designed to scramble enemy targeting systems.

    Military Production
    1 Scrambler Virus 2
    1 Repair Package

    Duke Yuri
    1 AP: Manipulative

    Return Duke to Procyon - see to gain his trust and leverage his return to gain influence within the Kingdom.

    GM: Tian Technocracy is close to acquiring Aspect in Procyon (Yuriís Faction, Popularity, etc).

    New Colony (H23)
    Energy: 6
    Expansion 1
    Goods (Expansion) 1

    Build Research Outpost in H23. Name it Red Outpost.

    GM: Expansion 1 + Goods 1 + 3 (Outpost Bonus) + 2 (Dice Roll) vs. Habitability 7 = Success
    A research outpost has been constructed. +1 Growth, +2 Research Points.

    Military
    Corvette 1
    Corvette 1

    Defend E26. Position Corvettes in Planetary Space.

    Light Cruiser 2
    Logistics 1
    Patrol between H25 and H23.

    Infiltration Procyon
    Espionage 4: Establish Basic Infiltration of Procyon

    GM: (secret rolls) You have succeeded in establishing Basic Infiltration in Procyon.

    Counter-Espionage
    Espionage 3: Make sweeps to counter any attempts to infiltrate us.
    I saw humans get on fine without power for millennia. You used to hunt and gather, what happened to that?

  10. - Top - End - #130
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Sep 2012
    Location
    GMT -7
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    I'll just put this WIP sheet here. I'm still not sure about the system as I'm confused how the asset numbers work but I'm game

    Spoiler: Faction
    Show
    Government: Meritocracy
    Cultural Ideas: Industrious/ intellectual
    Civ Traits: Psionic Potential / warriors

    Starting Location: I16
    Last edited by cybric; 2017-02-21 at 02:57 AM.
    I check Giantitp at least once or twice a day

    Current Games:
    Colony Upstarts IC | OOC
    Imperial Warlords ACT I | ACT II| OOC | Admin

  11. - Top - End - #131
    Ettin in the Playground
     
    SurlySeraph's Avatar

    Join Date
    May 2007
    Location
    Department of Smiting
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Always interested in spacegames. I'll make a tentative sheet for this.

    Veils
    Government: Syndicalism
    Cultural Ideas: Guilds, Mercantilism
    Traits: Colonial Organisms, Organic Lasers

    Technology Level: 3
    Research Points: 5
    Military Production: 2

    Location: Homeworld (AD12), 1st Colony (AG10)
    Faction Color: Light blue

    Civilization Assets:
    Expansion 4
    Expansion 3, Industry (expansion) 3
    Exploration 2, Industry (exploration) 2, Expansion 2, Industry (expansion) 2
    Corvette 1, Corvette 1, Corvette 1, Exploration 1, Industry (exploration) 1
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

  12. - Top - End - #132
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2008
    Location
    Vienna, Austria
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    I was planning to spend this week fine tuning the rules and start next one. I'll post recruitment thread soon.

    The dice rolling mechanic is as follows:

    Asset Level + (Goods +1) + (Aspect +1/2) + (Special Bonuses) + Roll [-4:+4] vs. DC

    With fudge dice, the most likely result is +/- 1, so generally having Asset Level equal to DC would be successful. You can improve the odds by spending Goods, using Aspect or receiving other bonuses.

    The most common checks in the game would be:

    Exploration
    1. Check vs. Threats 0-10, where 0 means system is totally safe and 10, that thereís probably an eldritch abomination intent on devouring all energy in this corner of galaxy.
    2. Check to acquire accurate information about the System
    Colonization
    1. Check vs. Habitability. Colonies are generally better than outposts, however at the start colonizing worlds with Habitability 5+ could be difficult, even with bonuses. So Outposts have +3 bonus to the check, and Mining Outpost succeeds automatically (itís essentially space base and drones strip mining the system).

    You donít need to explore system, before colonizing it, however, if there is any Threat in it, it would interfere with any actions taken in the system.
    Construction
    Expansion Asset checks vs. Project Level and reduces Energy construction costs, based on result.
    Extraction
    In case rare valuable resources are discovered, Extraction will be used to acquire them. A good check would allow additional units of resources to be acquired.
    Espionage
    The Espionage check is vs. DC, that will be based on Aspects and Espionage Assets of the nation, you are spying upon. So if they have Paranoid Aspect and a ton of high level Espionage Assets, the DC would be high.

    The Basic Infiltration will have a bonus of +2, so it can usually be accomplished by low level Assets.

    SurleySeraph

    You seem to be going for Mercantile Civilization. If you plan to establish trade routes with other Civilizations, I'd recommend for you to either take Logistics Asset or research Warp Stabilization Device Project. You need to have an established route to the system you plan to trade with which is done either through Logistics or establishing Warp Lane.

    edit:

    Posted Recruitment Thread.
    Last edited by Thelonius; 2017-02-21 at 11:53 AM.
    I saw humans get on fine without power for millennia. You used to hunt and gather, what happened to that?

  13. - Top - End - #133
    Dwarf in the Playground
     
    Beholder

    Join Date
    Mar 2008

    Default Re: Total War Central IV (Semi-freeform nation games)

    It's a real shame the pseudo-FATE game seems to have died. It looked interesting.

  14. - Top - End - #134
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    If anyone has interested I've made a wiki with the rules for my next game of Total War. It is here. Take a look and let me know what you think. I'll probably start recruitment in a couple of days.

  15. - Top - End - #135
    Barbarian in the Playground
     
    GreataxeFighterGuy

    Join Date
    Mar 2010
    Location
    Ontario, Canada
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Looks very well planned out. Read the example, had some questions, but then re-read and realized you had answered them already Good stuff!
    Last edited by ragingrage; 2017-05-02 at 06:44 PM.

  16. - Top - End - #136
    Bugbear in the Playground
     
    Iceseer's Avatar

    Join Date
    Mar 2017
    Location
    Wizard's Tower
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    So I could say concept atlantis
    Then write the fluff
    And get the stats
    thanks for linkele for my avatar

  17. - Top - End - #137
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Quote Originally Posted by Iceseer View Post
    So I could say concept atlantis
    Then write the fluff
    And get the stats
    That is the general gist of it yes. Though it would have to be a setting where Atlantis made sense as a faction.
    Last edited by ArcaneStomper; 2017-05-02 at 07:44 PM.

  18. - Top - End - #138
    Bugbear in the Playground
     
    Iceseer's Avatar

    Join Date
    Mar 2017
    Location
    Wizard's Tower
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    That was merely an example. I would not be choosing that faction if I chose an underwater city it would be based on BioShock and it's ideals. Oh yeah posting interest. Thinking about what type of faction I am wanting.
    thanks for linkele for my avatar

  19. - Top - End - #139
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    I've posted the recruitment thread here.

  20. - Top - End - #140
    Bugbear in the Playground
    Join Date
    Jul 2011
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Hi everyone!

    I am back on forum, and I am thinking of running my own Total War game.

    I'm posting game concept to see if there is any interest and get input on ideas. It goes without saying that it's still work in progress and subject to various changes.

    Total War: River Kingdoms II

    (yes, I am taking inspiration from Lost Demiurgeís excellent game)

    Concept: traditional Total War with small additions.

    Players: 5 to 10..

    Turn Length: 4 days to mid-turn;4 days to EOT; 2-3 days for me to calculate everything and send responses to players.

    Game Length: 10+2d4 turns.

    Setting:
    Spoiler
    Show

    River Kingdoms, land of anarchy, endless wars, dungeons and dragons ! The story of first game is semi-canon, but we will be starting around hundred and fifty years after those events..

    Very little is fixed in the River Kingdoms. The rivers shift boundaries over centuries, and crowns of petty kingdoms can change hands yearly.

    Kingdom of Gobtopia, once mighty, is no more. Fallen to civil strife, external enemies and goblinoidsí chaotic nature it endures less than two generation. The peaceful lands were torn apart by war, itís wealthy cities looted and burned, it alliance with druids broken, guardian dragon slain by adventurers. Legendary Throne of Kings is once more sundered and no one claim divine mandate to rule over River Kingdoms.

    New nations rise and fall..





    Faction creation
    Spoiler
    Show


    Concept: I donít constrain you here, everything that fits D&Dís aesthetics goes, because River Kingdoms are kitchen sink of kitchen sink setting (Golarion have everything from gunslingers to alien gods) .

    Just remember that the kingdoms are relatively small - armies counted in hundreds and thousands, not millions; powerful dragon may be old, but he is not the eldest wyrm in existence and druidic circle canít move mountain with routine spellÖ

    Youíll want to write description of your faction to get into the game.


    Stats:

    There are seven stats that represent strength of your faction; you should distribute total of 25 points between them. The only stat that canít be zero at the beginning of the game is Stability.

    Adventurers (ADV): adventurers come in all shape, sizes and classes. They are special asset in the game, as they can be used twice: in mid-turn adventures and at the EOT; but itís ultimate high risk, high reward attribute as adventurers are often killed by dungeons. Once every mid-turn you can send ADV and VIPs into accessible adventure site.

    Military (MIL): Your fighting forces, everything from battalions of spearmen to iron-clad golems. The most obvious way to attack someone and by far the best way to defend you from military aggression of others.

    Espionage (ESP): unobtrusive and underhand ways to influence events, spies and assassins, dark plots and clever traps . Less effective than overt actions, but invaluable when you want something done quietly.

    You need ESP equal or higher than Stability to read messages of other factions.

    Economy (Eco): the infrastructure, collected taxes, mines, treasures, and other such things fall under Economy. A high Economy is the sign of wealthy, successful country. Economy is the most efficient and straightforward way to gain more stats, but itís offer great temptation to other faction...

    Magic (MAG): the most versatile stat in game - if it can be done, magic can do it. , but carries the risk of going horribly wrong, the more complex and powerful working is performed. Also, it requires preparation and don't offer passive defence, so over-reliance on it will expose you to surprise attacks.

    Stability (STA): combination of morale and defense against Espionage, especially attempts to subvert your population; offers protection against wandering monsters and accidents, can be used to defend your territories in war (the higher STA, the more military is required to take territory from you).

    Reputation (REP): opinion about your kingdom, itís influence. The most obvious use is to sway NPCs to your cause, and if itís too low, they may not even speak with you and distrust your every action. Important in ďbloodless takeoverĒ over territories and convincing independent VIPs to work for you .



    Additional traits:

    Distribute 8 points between three additional traits:

    Territory: your starting territory; I will post a map and you will pick and choose holdings. Nation without territory have 1 turn to find and claim a new one. The player who hold the most territories at the end of the game will win, if no-one attain special victory condition.

    VIPs: Important persons in your kingdoms. Heroes, kings, high priests - you will need to choose the speciality of the VIP in relation to seven stats and you can use VIPs to help you with action within their sphere of competence. VIPs can advance between levels 1-4 just by being active, but they also can die.

    VIPs can be used to establish Private messages with a single Faction.

    Adventure sites:

    Dungeons, dragon lairs, dens of werewolves and many more! Access to one will allow your adventurers to gather additional resources, overcome challenges to level up your VIPs and claim powerful and unique artifacts.

    But the dungeons sites are also source of wandering monsters, which can endanger stability of your realm, if unleashed by incautious or unfortunate heroes. Every dungeon have 20 encounters that will be getting progressively harder, but value of treasures will also increase.


    Victory, sweet victory: there are two ways to win the game. First is to assemble all pieces of the Legendary Throne of the Kings. If no one does it before we reach 10+2d4 turns, the winner will be player(s), who holds highest number of territories.
    Last edited by Madwand; 2017-07-03 at 09:12 PM.

  21. - Top - End - #141
    Barbarian in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2015
    Location
    Ruins of Toronto
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    I might get in on that... have some ideas. Might go Trolls... as it sort of fits the setting. Or a troll at any rate. Gurg Da Great, a troll dat dreamed o sumtin greater.
    Summer Job has started, and eats a lot of time, particularly on weekends. Replies my be delayed.

  22. - Top - End - #142
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Sep 2012
    Location
    GMT -7
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Sounds fun.

    Wood elves sound fun for some reason with a druidic / barbarian focus
    I check Giantitp at least once or twice a day

    Current Games:
    Colony Upstarts IC | OOC
    Imperial Warlords ACT I | ACT II| OOC | Admin

  23. - Top - End - #143
    Ogre in the Playground
     
    Celticbear's Avatar

    Join Date
    Aug 2016
    Location
    R'lyeh
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Any game open to a hive minded race of marro, a race Hell bent on ruling the universe?
    "I'M just a guy with a boomerang... I didn't ask for all this flying... and MAGIC!!!" -Sokka

    Avatar by AsteriskAmp

    Quote Originally Posted by Wuff View Post
    the biggest nerd ever who transforms into BEAR is of course alluring.

  24. - Top - End - #144
    Barbarian in the Playground
     
    HalfOrcPirate

    Join Date
    Dec 2013

    Default Re: Total War Central IV (Semi-freeform nation games)

    Also sounds fun would mind-flayers be appropriate?

  25. - Top - End - #145
    Ogre in the Playground
     
    Celticbear's Avatar

    Join Date
    Aug 2016
    Location
    R'lyeh
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Actually I'm ditching my hope of a sci fi game to get into madwand's fantasy game. Army will be made tomorrow.
    "I'M just a guy with a boomerang... I didn't ask for all this flying... and MAGIC!!!" -Sokka

    Avatar by AsteriskAmp

    Quote Originally Posted by Wuff View Post
    the biggest nerd ever who transforms into BEAR is of course alluring.

  26. - Top - End - #146
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Sep 2012
    Location
    GMT -7
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    I'll put my faction here for the time being until we get a recruitment thread going.

    Spoiler: faction
    Show

    Spoiler: Stats
    Show

    adv:2
    mil:5
    esp:3
    eco:4
    mag:5
    sta:4
    rep:2

    territory:2
    VIP:3
    adventure site: 3


    Spoiler: Faction Description
    Show

    Leader: Arch Druid Adfiel Moon
    Concept: Druidic tribal Knights/Warriors




    Last edited by cybric; 2017-07-04 at 01:04 AM.
    I check Giantitp at least once or twice a day

    Current Games:
    Colony Upstarts IC | OOC
    Imperial Warlords ACT I | ACT II| OOC | Admin

  27. - Top - End - #147
    Bugbear in the Playground
    Join Date
    Jul 2011
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Quote Originally Posted by Warmatt View Post
    I might get in on that... have some ideas. Might go Trolls... as it sort of fits the setting. Or a troll at any rate. Gurg Da Great, a troll dat dreamed o sumtin greater.
    Trolls definitely fit the setting!

    Quote Originally Posted by cybric View Post
    Sounds fun.

    Wood elves sound fun for some reason with a druidic / barbarian focus
    That sounds perfect.

    Quote Originally Posted by gawwy View Post
    Also sounds fun would mind-flayers be appropriate?
    Yes, a small colony of mind-flayers could definitely find its way to River Kingdoms.

    Quote Originally Posted by cybric View Post
    I'll put my faction here for the time being until we get a recruitment thread going.
    I'll start the recruitment thread tomorrow, I need to write an example faction and make the map.
    Last edited by Madwand; 2017-07-04 at 09:57 AM.

  28. - Top - End - #148
    Bugbear in the Playground
    Join Date
    Jul 2011
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Little earlier than I expected: LINK to recruitment thread.

    We can take discussion to that thread.

  29. - Top - End - #149
    Bugbear in the Playground
     
    Durmatagno's Avatar

    Join Date
    Apr 2012
    Location
    Silent Hill

    Default Re: Total War Central IV (Semi-freeform nation games)

    Y'know what I'd like to see? A Total War game based on the Dominions series of video games (made by Illwinter/Illwinter Game Design, not sure which is official ATM).

    Infact, once I have my internet back (At library about once a week, not conducive to running or playing in much of anything) I might get to work on planning one. If you don't know what the dominions games are, look em up, they're worth is (So is Conquest of Elysium for that matter).

    Either one could be adapted with just a little work, hence my sudden ramble. Also because I was envious of the players that joined the game linked above while I was entirely unable to :P
    Fly away from worries you don't want them again, I can feel the time to live.
    Get away from stories with pros and cons to weight up, I can feel the time to share.

  30. - Top - End - #150
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: Total War Central IV (Semi-freeform nation games)

    Quote Originally Posted by Durmatagno View Post
    Y'know what I'd like to see? A Total War game based on the Dominions series of video games (made by Illwinter/Illwinter Game Design, not sure which is official ATM).

    Infact, once I have my internet back (At library about once a week, not conducive to running or playing in much of anything) I might get to work on planning one. If you don't know what the dominions games are, look em up, they're worth is (So is Conquest of Elysium for that matter).

    Either one could be adapted with just a little work, hence my sudden ramble. Also because I was envious of the players that joined the game linked above while I was entirely unable to :P
    I don't know. On the setting side the only unique part is really just an excuse to have every type of mythological create, god, and faction fight each other. And on the mechanics side there are a lot of different things going on. It works with a computer to handle the bookkeeping, but even then the learning curve is steep. I would not want to handle all that stuff as a GM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •