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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Default EMPIRE 2! Rules, Information and Administration

    EMPIRE 2!
    Gods, Kings & Adventurers
    A Community World=Building Game by Morph Bark

    Running on Giantitp since January 2014!
    Empire 2 since September 2015 by QuintonBeck, and Zayuz since August 2016!


    Current OOC: EMPIRE2!-CWBG-V-It's-Mostly-Chicken-Based-Actually
    Current IC: [EMPIRE!]
    Current Dice Rolling: Dice


    ~ ~ Them's The Rules ~ ~

    Below in all the spoilers are the rules, with headers describing their general contents. This first post should contain all the information necessary to get started and play Empire! The second post shall contain the more complicated and in-depth rules, many of which are only used by the GMs but are publicly available for purposes of transparency. Others concern more acute areas of play and may be relevant to some, but not all players.

    Starting Up

    The Basics
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    In EMPIRE! you start play as the ruler of a country. 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.


    Your Ruler
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    All player characters have the following attributes:
    • Diplomacy
    • Military
    • Curiosity
    • Faith
    • Luck


    When a new player starts, they roll 1d4 for each attribute, and then assign the rolls as they wish. Two +1s may be assigned to any two separate attributes.

    You can make your rolls in this thread once approved. If you roll more than one 1, you may reroll any 1s beyond the first for your nation's very first ruler. If you have more than two 1s after the reroll, those subsequent 1s become 2s (you are still left with two 1s). This option to reroll is only available to newly joined players/nations so as to avoid a terrible first ruler.

    Changing Rulers
    Changing rulers is a non-action. If your current character dies or abdicates the throne, their heir takes their place. In the case of the heir being the child of the previous ruler (whether eldest, youngest, adopted, or blood so long as the heir was raised as a child of the previous ruler) Their stats are rolled down the line of scores with 1d4 for their attributes receiving a +1 bonus to any stats their predecessor had a score of 4 or higher in or a +2 bonus to their roll for any attribute their predecessor had an 8 or higher in.

    If the new ruler is not a child of a previous ruler, they roll stats as a new player's first ruler with flat d4s and two floating +1 modifiers. Unlike rulers who were children of a previous ruler the rolls may be assigned freely to the various attributes.

    Regents, those who rule in the place of a designated heir should they be too young to begin rulership themselves, roll attributes as non-related rulers. Unlike legitimate sovereigns, Regents cannot perform special 10 actions but can perform special 5s.

    Rulers must be changed the round prior to the round in which you wish to use their attribute scores. The round in which a ruler is changed the previous ruler's scores will still be in play although bonuses accrued by their actions will be applied to the new ruler for the subsequent round.

    A new ruler does not roll for Luck as Luck is a player stat (discussed under Luck as an attribute below)

    Please link the rolled stats for your new ruler in your IC post in which they first come into play.


    Creating a Region
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    Describing Your Country
    When a player enters the game, they first must claim a region and describe it in fluff.

    Population: A new region starts with a population of 300,000 + (10d10 x 10,000). If you take over an existing region you don’t have to reroll population.

    Terrain: Describe the physical features of your selected region at least one major landmark or more at the player’s discretion. You may divulge a bit more on general landscape, and you are entirely free in amount of towns or cities you wish to have—provided that the amount suits well with the population the region has.

    People: Describe what the people in the region generally look like. What do they wear? What race are they? What is their culture like? What do they do in their daily lives? It might be a good idea to see what your neighbours’ people are like, because yours and theirs are likely similar in some ways, or at least have some interesting interaction possibilities. A region might have the same general type of people as a region neighboring it and similar culture can exist beyond a single region.

    Resource: Describe one resource that can be abundantly found in the region as well as at least one resource the people will have to import from outside out of necessity or desire. 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.

    This resource starts 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. The mechanics of trade are discussed under Base Mechanics.

    Religion: Religion can be 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 to one of the pre-existing organized faiths discussed in the setting description in the first post of the OOC thread. Gaining the support of organized religions can be helpful or have unusual effects. Players can introduce their own religions with a special action if they have a Faith score of 10, raising an existing spiritual cult to official status, introducing something entirely new, or making a major change to an existing religion in their region.


    Rounds
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    Each round will take two OOC weeks and will be the equivalent of 2 years in-game.

    During each round you have a default of five actions you can spend doing things. If players haven't posted actions by the end of that round, their round is considered wasted. Rounds close and open on Sunday.

    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.


    Actions
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    Actions are the major things happening in your nation over the course of the 2 in-game years each round covers. Is construction happening on a massive monument to your god? Are armies being raised to answer the call of their sovereign? Perhaps your nation is hosting or sending its finest diplomats to an international event to mingle with world leaders? If you want your nation to do something and have an impact on the world, use an action. There are a few specially defined actions discussed below.

    Special actions are actions you can only take when your ruler has at least a 5 or a 10 in the attribute in question. Special actions are limited to one 5 and one 10 per attribute per ruler. Luck is exempt from this restriction as it is a player and not a ruler attribute.

    You may be able to combine your actions with those of other players to increase their effectiveness or broaden their impact, but this will be at the GM's discretion.

    All actions take effect at the end of the round (unless they have an effect that is delayed even longer). So, for instance, if you set up a trade route for another resource, you will not have the resource until the following round. If you pursue an investigation, the results will be announced in the round opener for the next round.

    Projects: Some things may take more than one round to complete. These are called ‘projects’, and take multiple actions to complete. Some take only 2 actions, like making the roads a little better between your cities. Some are Great Projects that take 5 actions, like making a road network between all your towns, cities, fortresses and bordering countries, a Great Wall, an Underway or some amazing wondrous building.

    Other players may assist with completion of a project.

    Sub-actions are where a single action can be taken that has the effect of several other actions. The most common occurrence for this is at events, where a player can perform several diplomatic actions such as betrothals or treaty signings for the cost of one action.

    In general, unless specified otherwise in the rules, if an action must be rolled for or has a mechanical effect, it probably can't be a sub-action and will take a full action of its own.

    Luck actions are normally sub-actions.

    Secret actions are actions which are known only to you and the GM. Such actions need to be sent to the GM for verification, otherwise they will have no effect. They do not count towards attribute increases and you can only take one per round. Special actions (5s and 10s) cannot be secret. Other players cannot investigate what you have been doing with your secret actions due to purely OOC curiosity, but if your actions affect them, they may investigate the results and trace them back to you. Secret actions are always full actions, rather than sub-actions or non-actions.

    Non-actions are anything that a player does in their turn that does not cost an action. A player can take any number of these, some of which may have a mechanical effect. Changing rulers is a non-action, as is allowing foreign troops passage, and resisting conversion attempts.

    Non-actions take effect at the end of the round along with regular actions.


    Increasing Attributes
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    Every turn a player has completed their actions, they list at the end of their post what attributes they increase. For every two actions spent in an attribute in the round, that attribute increases by one. EG: 2 Military Actions, 2 Diplomacy Actions, and 1 Curiosity Action = +1 Military and +1 Diplomacy

    Please note clearly at the end of your post in the IC thread which attributes you increase so that it can be clearly noted in the tables.

    What Attribute Does an Action Belong To?
    Because it can sometimes be unclear what attribute an action belongs to, the following gives a general guideline. If you are still unsure about an action type, ask in the main thread or ask the GM. The GM has final say on all action types.

    General: Any action that requires an attribute roll belongs to that attribute. Attribute’s Special actions always belong to their attribute. Doing any actions specifically underlined under an attribute’s rules—such as setting up trade routes under Curiosity—belongs to that attribute.

    Diplomacy: Forming alliances, arranging marriages or betrothals for your character or their relatives, changing laws—unless those laws specifically apply to military or religious endeavors. Great Projects to create a world wonder or cultural marvel would fall under Diplomacy, not Curiosity. Diplomacy actions may also be aiding another nation with a project as a sign of goodwill between nations so long as the assisted project is not a military endeavor.

    Military: Any action to raise troops, utilize their services, or construct fortifications.

    Curiosity: Anything that has to do with trade or investigation. Project or Great Projects related to education, investigation, or economics would fall under Curiosity.

    Faith: Religious gatherings, prayers, dealing with the heads or priests of your religion or those of others. Projects or Great Projects to build temples, religious institutions or faith schools would fall under Faith.


    New Player Bonus Actions
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    Beginning after the start of Round 6 all players to join the game will be granted 5 additional bonus actions to go along with their 5 beginning actions. These actions and their attribute increases will all take effect at the same time as your regular round actions IE at the end of the round. These bonus actions may not be interactive with other realms as they represent a partiality of what your realm has been up to prior to entering the world stage.
    "What is to give light must endure burning."

  2. - Top - End - #2
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    Default Re: EMPIRE 2! Rules, Information and Administration

    The Attributes

    Diplomacy
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    A higher Diplomacy score will help mitigate or solve any potential rebellions in any lands you hold and influences the chances of NPCs agreeing to proposals you offer. Diplomacy is also integral in defining your people’s unity and establishing a Great Kingdom or Empire.

    Actions
    Forming alliances, arranging a marriage or betrothal for your character or their children, changing laws, building national wonders, or uniting your people.

    To stabilize an unstable region such as one taken in military conquest the player will roll 2d6 + their diplomacy score which will be compared against the appropriate target number as listed under the "Target Numbers" spoiler.

    Diplomacy 5 Special: Cultural Identity
    If you have a score of 5 in Diplomacy, you can spend an action to create a “Cultural Identity” for your nation. A Cultural Identity will grant an increase in die size (2d6 to 2d8) on a specific set of rolls chosen by the player that are not related to Military actions. A particularly agnostic nation might adopt an identity granting a bonus to Faith rolls resisting conversion attempts or a cutthroat trading nation might adopt an identity that granted its bonus to rolls to buyout trade routes. A Cultural Identity lasts until it is changed by a subsequent Diplomacy 5 action or until the end of a nation if it is made permanent with a Diplomacy 10 special action.

    Diplomacy 10 Special: Country Unity: 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 six actions per round. You lose the title (and the actions) if you ever control fewer than 4 adjacent regions.
    • 12 regions (including vassals) combine into an Empire, becoming an Emperor. You must already have a Great Kingdom. Emperors receive 7 actions per round and choose ruler attribute bonuses for possessing Greater Vassals. You lose the title and the benefits if you ever control less than 12 regions.


    Diplomacy 10 Special: Permanent Cultural Identity
    If you have a score of 10 in Diplomacy you may choose to make your existing Cultural Identity created by an earlier Diplomacy 5 permanent. The Cultural Identity must have been created at least the round prior to the Diplomacy 10 action. A Permanent Cultural Identity stays with a nation until the end of the nation or until specifically replaced by a subsequent Diplomacy 5 and does not count as an existing current Cultural Identity for the purposes of establishing a new Cultural Identity.

    All nations have a cap on the number of Permanent Cultural Identities (PCIs) they can support. A typical nation with 5 actions can support 2 PCIs, a Great Kingdom can support 4, and an Empire can support 5. Federations can support 5 which are shared amongst the federation players.


    Military
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    Military actions are things that involve training or using armies and navies in both offense and defense.

    Actions
    Raising a military unit (equivalent to 1000 human soldiers; whether it’s an army unit, naval unit or aerial unit), defending your land or invading another region, building fortifications.

    Unit Types
    There are two unit types: Land and Naval

    Land units can fight in land regions and underground regions. If transported by Naval units, they may fight in naval battles at 1/4 effectiveness.

    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. Naval units may also be used to transport other types of unit: see the rules on unit transportation below.

    Training Military Units
    You can raise one military unit (equivalent to 1,000 human troops) in one action. You must specify in this action whether they are Land units (army) or Naval units (navy at sea). If you do not specify, they will be of the default unit type for that region. Also, if you have control over multiple regions, you must specify in which region you train them.

    The maximum amount of troops you can raise is 5,000 by default, plus 2,000 per additional region you control. If you lose enough territory that you no longer have enough regions to support the number of troops you have raised, your army total will be reduced to the maximum you can currently support.

    Military Actions
    A nation’s military can be used in a number of ways:

    Raids (Discussed under Trade)

    Route Sacking (Discussed under Trade)

    Invasions and Defenses

    Using troops to invade/conquer a region requires a distinct action/region. Defending one's own regions however requires only one action to distribute troops to regions under attack. To attack or defend requires at least one applicable military unit.

    Military 5 Special: Military Specialization
    If you have a Military score of 5, you can introduce a Military Specialization. A Military Specialization grants a player an increase in die size (2d10 to 2d12) in certain types of military endeavors. Such endeavors might include, caravan guards to defend trade routes from attack, raiders granting a bonus in the conquest of trading routes, stalwart defenders granting a bonus on defense in their homeland or other appropriate specializations. A military specialization lasts until it is replaced with a subsequent Military 5.

    Military 10 Special: Military Technology
    If you have a Military score of 10, you become able to introduce a new military technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or through native ownership. This action can only be done once per ruler.

    Military technologies include technologies such as weapon/armor design and smithing, fortifications, cavalry, military vehicles, beasts of war, and other technologies utilized by the military.

    Prerequisites can be technologies or resources.


    Curiosity
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    A 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.

    Actions
    Searching for new resources, establishing trade routes, inventing new things, searching for new knowledge, investigation, changing education systems, building schools.

    Investigation
    There are two types of investigations: investigating new ways to acquire or apply knowledge, doing little projects to fluff furthering the knowledge of your country, essentially furthering science in ways that don’t require the invention of new technologies; and investigating things relating to GM-introduced events. The latter is generally what the head GM responds to, as the former is purely fluff—though it can be used as IC justification for why and how your people could have the necessary knowledge base to create a new technology in the future.

    Investigation requires a Curiosity check (2d6+Curiosity), with a TN set beforehand that can differ wildly depending on what is being investigated. You can have great success with it, moderate success, or no outcome at all depending on the results of the check.

    Curiosity 5 Special: Improve Resource

    A Curiosity 5 action can also be used to improve an existing resource in a region, either by upgrading its quantity from Minor to Good or Good to Great, by enhancing its quality as a resource, or changing the resource entirely. A region containing a Minor resource can support one trade route through it. A region with a Good Resource can support two trade routes through it. A region with a Great Resource can support three trade routes.

    Existing resources can be improved in quality or changed slightly in nature by use of a Curiosity 5 special action. For instance, mundane Sulphur could be upgraded to Goldfire (a better, slightly magical, type of Sulphur). These upgrades retain their existing quantity.

    Existing resources may be replaced with another largely unrelated resource using a Curiosity 5. For instance Stone can be replaced with Steel. These changes lower the quantity of the resource by one degree (IE: Good to Minor) except for Minor resources which remain Minor.

    When a new or improved resource comes into play, the GM may decide whether it is a special resource that requires getting a technology upgrade first to start meaningfully using it.

    Curiosity 5 Special: Adapt Technology

    A Curiosity 5 action may be used to adapt an existing resource for substitution in a technology. These adaptations, like technologies, are subject to GM approval.

    Curiosity 10 Special: New Technology
    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 Minor, Good, or Great Resource in one of your regions. This action can only be done once per ruler.

    The use and bonuses of technologies are generally determined on a per-country basis. However, some technologies may specifically apply only to certain regions.

    Prerequisites can be technologies or resources.


    Faith
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    Your piety and relations with the head of your 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 control, are allies with, trade through, or have an army in, you can spend an action to convert f the people there to your religion (if it is organized). This is an opposed Faith roll (2d6+Faith). The defender gets a +4 bonus 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. Only one religious majority can be present in a region at a time.

    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. If the ruler of the region is trying to convert their own people, the base resistance gives a target number of 14 to hit to succeed.

    If the ruler of that region does not oppose your conversion with a Faith check of their own, or you are trying to convert your own region, you instead check against the population's base resistance of 10+defensive bonuses (including Holy Order bonuses). Opposing conversion is a non-action, but the player must specify that they are doing so in their actions post and make the roll.




    If you do not wish to have a certain religion in your own region(s), you can re-convert them or wage Holy Civil War on them. Roll 2d6+Faith (for re-conversion) or Military (for holy war). If you roll an 8 or higher (11 for a religious majority, 13 for Sole), they are converted. If you used Military, many of them are exterminated and the region may suffer population loss or instability.

    If you do not wish to have a certain holy order in your region you may attempt to convert away all remnants of the holy order's base religion or exterminate the holy order through military means. To remove a Holy Order militarily a ruler must spend an action to attack the holy order rolling against a random defending general and a force of one to three units of zealots.

    Rulers may spend an action to convert to a new religion alongside converting a region, but this may upset the stability of any regions they control that don’t have a majority following that religion.

    Faith 5 Special: Holy Order
    If you follow an organized religion, you may form a Holy Order in a region that contains a [Majority] or [Sole] of that same religion. Holy Orders ensure that you win in case of a tie should you be invaded by followers of another religion. Holy Orders also give a +4 to rolls to resist conversion or to the conversion target number for religions other than the religion of the Holy Order. A ruler can create only one Holy Order during their reign. A region can house only one Holy Order at a time. Holy Orders serve as the basis of Faith 10 Blessings.

    Faith 10 Special: New Religion
    If you have a Faith score of 10, 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.

    You may coordinate your Faith 10 action with another player, enabling the both of you to found a religion together. One of the two players must choose the head of the religion in such a case. The capital regions of both players will gain a majority of the new religion and all their other regions gain a minority.

    Faith 10 Special: Miracle
    If you follow an organized religion, you may request a miracle from the power that you worship. The miracle must fit with their theme and portfolio. Miracles can destabilize enemy regions, help win battles, uncover new or increase existing resources (from Minor to Good, or from Good to Great), and so on. A Miracle may also grant individual characters increased abilities or strength, such as immortality or reincarnation or a bonus in certain types of rolls involving that individual. A Miracle may also be used to create a “Blessing” which grants a bonus to a selected roll type for regions containing a Holy Order of the religion used to create the Blessing.


    Luck
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    Luck operates differently to other attributes and cannot be increased the normal way. Luck is distributed at a rate of +1 to every player for every active round by that round in which that player posts actions. This is an attribute increase in addition to the normal attribute increases decided by the players’ actions, because no actions are directly Luck-related. Luck checks are occasionally used for actions that have a questionable outcome that does not directly relate to any of the other attributes.

    Luck is not a ruler attribute per se but instead a player pool. Luck special actions can be used to is spend increments of 5 or 10 from the pool. Taking a Luck 5 or Luck 10 action is a sub-action. When the luck pool reaches 0, Luck will be rolled up with 1d4. A player’s Luck cannot exceed 10.

    Luck 5 Special: By spending 5 points of Luck alongside an action you can make the roll for that action in that round become the maximum amount you could roll for it. This cannot be used on Military battle checks.

    Luck 10 Special: By spending 10 points of Luck alongside an action you can make yourself succeed automatically on this action if it requires a roll, even if you would otherwise have been unable to hit the required Target Number. This cannot be used on a battle check.

    It is possible to choose to use a Luck 5 or the previously dictated Luck 10 after a roll has been made, replacing the rolled result with the Luck roll substitute.

    Luck 10 Special: Does something special. This ability shall be subject to case by case review by the Head GM. What must be noted is that only things that are within the realm of possibility (however unlikely) may be accomplished with this. Luck 10 is not the same as performing a miracle though can be used to accent a Faith 10 action.



    Base Mechanics

    Contested Rolls
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    The base mechanic for contested rolls, something that is a key point in any dice-based game with multiple players that aren’t necessarily working together, is very simple.

    You roll 2d6 and add the relevant attribute score for the action, and then add any relevant modifiers. There are usually no fractions, but in general any fractions are rounded up.

    Military battles function a little bit differently, simply due to the large numbers that can get involved. In their case, roll 2d10 add the Military score of your ruler (or half their score if they aren’t personally leading the battle) and any other relevant modifiers.


    Target Numbers
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    Often players will find themselves having to roll against a target number. The relevant roll is 2d6 + relevant attribute + other bonuses from technologies or the like. If they equal or beat the target number, the roll will succeed.

    Target numbers for some different actions (with the relevant attribute in brackets) are:

    Adding a religious minority (Faith): 10 or 2d6+Faith
    Upgrading a religious minority to a majority (Faith): 12 (Can be opposed)
    Upgrading a religious majority to sole religion (Faith): 14
    Converting an unwanted religious minority in your own lands (Faith): 8
    Converting an unwanted religious majority in your own lands (Faith): 11
    Destroying an unwanted religious minority in your own lands (Military): 8
    Destroying an unwanted religious majority in your own lands (Military): 11
    Colonizing a new region (Diplomacy): 10 +2 per currently owned region beyond capital, +2 if new region is non-adjacent to capital.
    Claiming an abandoned region/NPC in one round (Diplomacy): 17
    Claiming an abandoned region/NPC in two rounds (Diplomacy): 10
    Stabilizing a region the round after conquest (Diplomacy): 10
    Stabilizing a region in unrest (Diplomacy): 12
    Stabilizing a region in rebellion (Diplomacy): 14 Note: The rebels will still need to be defeated for the stabilization to take effect


    Trade Routes
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    A region’s resource, position, and resource quality are the three major factors that influence trade dynamics in Empire. Every region in Empire contains one resource, some of these resources will be fantastic resources unavailable in the real world like mithril, griffons, or giant bear dogs and others will be more mundane resources such as wood, iron, or goats. The resources of a region will have three categories of quality: Minor, Good, and Great. A player’s capital region will begin with a Good quality resource of their choosing. It may be wise not to choose an overly valuable or unique resource for your capital region and rely on future discoveries to lend themselves to development if one wishes to avoid conflict over resource control in their capital though a player may make this decision at their own discretion.

    Discovering new regions will lead to more and more resources becoming more widely available or the introduction of new resources into the game. Controlling these resources, directly through the region itself or through access to a trade route involving the region will be integral in utilizing the full potential of technologies and other factors dependent on these resources.

    A resource’s quality determines its availability for a trade route. A Minor resource can support one trade route through that region, a Good resource can support two, and a Great resource can support three. Establishing a trade route will require a curiosity action to place a resource on the route and concurrent or subsequent actions to build on that route will enrich the amount of goods flowing through it.

    A nation is assumed to have access to all resources under its direct control, however a trade route must pass through each region containing a resource desired to be on that trade route for involved regions. Regions must be adjacent by land to establish a trading route through them. On the coast, a total of up to 5 unwilling or unable adjacent coastal land regions between willing members of a trade route may be passed by and left out of the route. These regions do not count towards the 10 region limit on route length but are cumulative. A trade route cannot involve more than 10 regions. These limits, on both route length and skippable number of regions along the coast, may be increased with subsequent technological advancements.

    Each trade route creation or addition requires one action/trade route/nation but not one action/trade route/region. This means a 6 region trade route involving two nations (A & B) with A contributing 3 and B contributing 3 would be one action for A and one action for B. A completely internal six region trade route by A would be a single action by A involving all the regions being added to the route.

    A region’s resource can be added to a trade route by those not in control of the region through a successful opposed curiosity roll action, a Hostile Takeover. A nation can also choose to butt into a trade route they are not a part of to cut off trade down the route with a successful curiosity roll action against the average curiosity score of the trade route members, a Buyout. Hostile Takeovers and Buyouts can be secret actions.

    Trade routes can also be disrupted militarily, a route can be Sacked with an opposed military roll to disrupt the route and cut it into separate routes. A route can also be Raided with an opposed military roll to grant a nation access to the resources on the route for use only in the subsequent round. Sacks and Raids can be secret actions.

    Nations are encouraged to name their trade routes for tracking. If unnamed these routes will be given names by the tracking GM.

    Routes endure until they are are destroyed.

    A resource taken in a hostile takeover now belongs to the nation that took over that resource even if the resource is in a region that nation does not control. The nation that controls the region must attempt a Curiosity action (opposable as a non-action by the takeover party) to wrest the resource off the route or a minimum of a single unit of troops may be deployed with a military action to end the region's participation in the route.

    Example of a trade route establishing action:

    Nation A which controls Region 1
    Action: Establish the Peaceful Path trade route with Nation B entering Region 1’s [Good] Berries to the route.

    Nation B which controls Region 2 & 3
    Action: Establish Peaceful Path trade route with Nation A entering Region 2’s [Minor] Goats to the route.

    At the end of this round Nation A will continue to have access to its berries and will now have access to goats. Nation B will continue to have access to its Goats and Region 3’s Wood as well as Berries. Region 1 can still support one more trade route through it, entering Berries into another trade route with another nation or Nation B on a different route later if it desires. Region 2 is trade saturated and no more routes can pass through that region.
    "What is to give light must endure burning."

  3. - Top - End - #3
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: EMPIRE 2! Rules, Information and Administration

    Country Relationships & Ways of Expansion


    Region Acquisition: Colonization and Conquest
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    Before a region can be colonized or conquered it must first be explored and discovered. A nation may take a Curiosity action to explore undiscovered portions of the map, defined in the exploration action. Exploration actions will involve rolls of 2d6+Curiosity and other relevant modifiers and this roll will influence the quality of land discovered by the exploring nation.

    Once revealed on the map, acquiring new regions can be done either through military conquest or diplomatic colonization. Regions with military units in them cannot be colonized and must be either conquered or claimed. Diplomatic colonization brings the region in in a stable manner, military conquest leads to an unstable region. Diplomatic colonization and military conquest of a region both take one round to complete unless a tie prompts a second round of competition between the tying nations.

    When conquering a region, a player spends a Military action to send at least one unit to conquer the region they found. Remember, while this may be easier than colonization it will lead to an unstable region. Conquest will be treated as a military conflict meaning the GM rolls 2d10 in the round open. This higher die roll may be appealing but an unstable region can be far worse in the long run.

    When colonizing a region, you must make a Diplomacy check (2d6+Diplomacy). If the result is at least 10, you succeed in getting the people of the region on your side and therefore the first round of colonization is successful. If one nation is conquering militarily and the other colonizing diplomatically the higher score on the roll off will succeed.

    For every region a player has beyond their capital region, the Target Number rises by +2. If the target region they are trying to colonize does not border their capital region, the Target Number rises by +2 as well. For example, if a ruler with four regions tries to colonize a region that borders one of their regions, but does not border their capital region, the TN for the Diplomacy check is 18. Military conquests are not subject to a TN.

    The player who discovered the region gets a +2 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.


    Federation
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    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. 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.

    If one of the participants in the creation of a Federation is unable to post their actions during a round, 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 and only one action can be taken towards its creation per round.

    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.

    The heads of the states within a Federation each specialize in a particular political style. All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. Federation members get six actions per round, but must spend two of their actions during any round on their specialized attribute.

    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. This means a federation can have a maximum of eight members.

    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 also may not be vassals.

    Just as a federation member chooses a stat to specialize in, they must also choose one attribute that they ban, and they may never spend actions on things related to that attribute.


    Directly Claiming Regions
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    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! (Staking your claim against a player does not automatically grant you the region.)

    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 Arandi, nobody knows why some just happen to be easier to press against. Perhaps the fates simply weave more strongly around those who might alter the course of history. Claims can be pressed on individual regions of NPCs through diplomacy. Be wary however, for a brash and open claim or one that sincerely weakens and NPC could lead to war between the NPC and your nation.

    You can press a claim if you:
    1. Have a relative of your ruler married to a direct descendant of one of the target region's earlier rulers.
    2. 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 ties must not be ancient. 300 years is the limit.
    3. The target region used to be part of your country (during play, not simply background fluff!), but they split off due to either revolution or peaceful splitting on part of either the people or previous rulers of your country.
    4. Your nation has a fabricated claim created prior to the attempt to claim the region. Openly fabricating a claim on an unclaimed but militarized region will prompt the stationed troops to attack a nearby region in the following round. Secret Action fabrications will not suffer this effect. A Diplomacy TN of 14 is required to successfully fabricate a claim.


    To press a claim, you must:
    1. Spend an action on it
    2. Roll a Diplomacy check and link it in your actions post
    3. If the result is at least 10, there is some support for your claim. If the result is at least 17, 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 10) and have rolled the highest, you must spend another action in the next round to gather more support for your claim (requiring another Diplomacy check result of at least 10). A claim with some support must be concluded within the directly subsequent round not merely at a later date. If you have a lot of support (check result of at least 17) and have rolled the highest, you'll have claimed the target region or country by the end of this round.

    Claimants may also forfeit their claim to support another claimant, providing a +2 to the other claimant's Diplomacy check result. Rulers of neighboring regions that border the region being claimed may support claims as well, providing a +2 bonus to those they support. The bonuses from multiple neighboring rulers do not stack.

    If you have successfully claimed a region, you absorb it into your country.


    Vassals and Lieges (OLD)
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    The nations which rule over other nations, a Liege, 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. To become a Liege, you must already have a Great Kingdom.

    In this kind of relationship the larger, more powerful country is called the Liege and the smaller one the Vassal. Liege and Vassal states commonly share borders or both have a coast on the same ocean. Liege and Vassal 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. To become a Liege state a country must have a Great Kingdom. Great Kingdoms can have any number of vassals.

    There are two ranks of vassal: lesser vassals and greater vassals. A lesser vassal is limited to their liege’s amount of regions - 1. Lesser and greater vassals may use one of the Liege’s scores in place of theirs, once per round. This cannot be used for Special actions. A greater vassal is not limited in the amount of regions they may have.

    A greater vassal is defined as a vassal who has formed a Great Kingdom. A vassal can only form a Great Kingdom if their Liege has formed an Empire. Greater vassals can have vassals of their own, but those vassals can only be lesser vassals. Lesser vassals of a greater vassal may use one of the scores of their direct Liege (the greater vassal) or their ultimate Liege (the Emperor/Empress). They may still only do this once per round.

    Existing nations may choose to cooperate in the formation of an Empire. At least one nation must have an existing Great Kingdom to qualify for advancement to Empire status. Each participating nation must spend a Diplomacy 10 action towards the creation of the Empire with a Great Kingdom involved party becoming the Emperor and other participants allowed to form a Great Kingdom with their Diplomacy 10 if meeting the other prerequisites for the title.

    When a player forms an Empire, any time they switch to a new ruler, that ruler gains extra attribute bonuses. For each greater vassal that an Empire has, they receive one +1 bonus to one of their attributes, chosen by the player of the Empire.

    Players with Empires may take seven actions per round.


    Vassals and Lieges
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    The empires that rule over kingdoms 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 another kingdom strike an agreement with a more powerful state. To establish an Empire you must already have a Great Kingdom.

    In this relationship the leader of a Great Kingdom is recognized as the Liege and the other kingdom is recognized as a Vassal. Liege and Vassal states commonly share borders or both have a coast on the same ocean. Liege and Vassal 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. Lieges can have any number of vassals but a Vassal can only have one Liege.

    There are two ranks of vassal: lesser vassals and greater vassals. A lesser vassal is limited to their liege’s amount of regions minus one. Lesser and greater vassals may use one of the Liege’s scores in place of theirs, once per round. This cannot be used for special actions. A greater vassal is not limited in the amount of regions they may have.

    A greater vassal is defined as a vassal who has formed a Great Kingdom. A vassal can only be a Great Kingdom if their Liege has formed an Empire. Greater vassals can have vassals of their own, but those vassals can only be lesser vassals. Lesser vassals of a greater vassal may use one of the scores of their direct Liege (the greater vassal) or their ultimate Liege (the Emperor/Empress). They may do this once per liege per round.

    Existing kingdoms may choose to cooperate in the formation of an Empire. At least one nation must have an existing Great Kingdom to qualify for advancement to Empire status. Each participating nation must spend a Diplomacy 10 action towards the creation of the Empire with a Great Kingdom involved party becoming the Emperor and other participants allowed to form a Great Kingdom with their Diplomacy 10 if meeting the other prerequisites for the title.

    An empire need not be tied to one specific establishing kingdom. If another player in an empire has a Great Kingdom of sufficient size they may find the imperial title in their hands. The form of this transfer of imperial authority, or if it shall be transferred at all, is left in the hands of the players.

    When a player leads an Empire, any time they switch to a new ruler, that ruler gains extra attribute bonuses. For each greater vassal that an Empire has, the imperial heir receives one +1 bonus to one of their attributes, chosen by the player of the Empire.

    Players with Empires may take seven actions per round.


    NPC Vassals
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    NPCs may also be vassalized if they are friendly. A Diplomacy check is necessary to accomplish this (TN 16, +2 for each existing vassal to a maximum of 22). NPC vassals may not have more than 5 regions (or fewer if their liege has only 4 or 5). NPC Vassals need a "heroic personality" to be established. These are characters that are recognizable from round openers or events.

    NPC vassals are run by the GM at his discretion with 3 actions as a lesser vassal and 4 as a Greater. The GM may elect to allow a non-allied player to run an NPC vassal directly.

    Current Vassals being run by players include..

    The Stormland Holdings - PepperP has gained control of this faction!

    The Suzerainty of Kalamar - Brutus has gained control of this faction!

    The Great Melrakki-Ey Unity - QuintonBeck has gained control of this faction!

    Transfirlia - Kythia has gained control this faction!

    Aardrosil - Gengy has gained control of this faction!

    Margrave of the Pale Reach - Bootstrap has gained control of this faction! It will officially be renamed starting next round!

    Barony of the North Hold - HalfTangible has gained control of this faction!



    Advanced Military Rules


    Using Military Units
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    You can use a single action in a round to direct the movement of your troops--listing from which regions they move and to which regions they move. Using troops to invade/conquer a region requires a distinct action/region. Defending one's own regions requires only one action to distribute troops to regions under attack. To attack or defend requires at least one applicable military unit.

    Units cannot go through countries that aren’t allied or don’t 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.

    Nobody owns the open ocean, so Naval units can sail to (and transport troops to) any region which has a coastline on the same sea as their home region. They may however be intercepted by enemy Naval units en route.

    When one of your armies clashes with that of another player or those of an NPC, both sides roll 2d10 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). Either side gets a bonus if they have a relevant military technology.

    Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies generally use the highest Military score available to them or whichever player’s ruler leads the army. However, all sides must take an action to partake in the battle. The players who lead the armies must each make a Military check (2d10+their Military score+number of units under their command in that region+applicable bonuses). This check will be made on their behalf by the round opener.

    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.

    If you win the military conflict you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. You will probably have to take action to stabilize it, though the rebel leader can still fight back against you if it was their last region (see Second Chances below).

    If a region still has troops remaining when it is conquered, they will flee to other regions owned by their player. If it is a player's last region, some of the troops may defect to the conqueror, desert, or follow their old leader into rebellion or exile.

    Transporting Troops
    Sometimes you might be attacking a region your troops cannot reach easily. Naval units can transport land units across large bodies of water to enable them to reach other regions, so that the land units do not have to travel through many regions that belong to other players. One naval unit can transport four land units at a time.

    Units may get intercepted if another player makes a successful tactical maneuvering check against you and thus forces a battle check. If the resulting battle ends up with you losing troops, land troops are lost first, naval troops last. Land troops may fight in battles at sea if they are being transported by a naval unit at 1/4 effective strength. If you have lost the battle, your troops cannot continue to the region you wanted to send them to, even if some of your units survived the battle.


    Calculating Losses
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    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 to the nearest 1,000] units, so 3 units. The winning side will have 1d4 x 10% of the base losses of the losing side (rounded to the nearest 1,000).

    If there is more than one participant on one side of the battle, the first 1,000 are lost from the leaders, the second 1,000 from the largest contingent (if different), the third 1,000 from the next-largest, and so on until all losses are accounted for. The leaders of the battle (those supplying the Military scores) have a 50% chance of losing an additional 1,000 troops, unless they were the only participant on their side of the battle.

    The larger an army is, the harder it is to manage and supply, and some troops may desert, or die from unsanitary conditions. Each participant on either side has additional 50% chance of losing troops when their army exceeds 2,000; 5,000; 8,000; 12,000; 16,000; 20,000; 25,000 and at each interval of 5,000 thereafter. These losses are calculated after any loss deductions for technologies.

    The further an army travels, the more chance troops will be lost en route, from exhaustion, desertion, disease or other mishap. For every 5 regions traveled through (Polar and desert regions count as two regions) an army has a 50% chance of losing an additional 1,000 troops, calculated after loss deductions for technologies. Any island region not accessible from a nearby coast is considered to be be five regions away from the nearest coast (determined by the GM) for purposes of ocean travel distance losses.

    If no units remain on one side, their leaders are killed or captured by the other side.


    Tactical Maneuvering & Enemy Overrun
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    You can use a sub-action on a deployment of troops to perform tactical maneuvering. Tactical Maneuvering is prompted as a defensive maneuver. Tactical maneuvering has a primary use in naval interception though can be used to stop an invading army within an owned region of a defender. It is an opposed roll made by the GM during round open rolls of 2d6+Mil with the higher roll determining whether ships or armies are intercepted. Tactical maneuvering can also be used by an army involved in conflict within a region if troops are attempting to pass through the region being contended.

    Overrunning enemy armies

    When an army attempts to move through a region and is blockaded by enemy troops numbering less than 10,000: if the resulting battle will be won without the dice needing to be rolled, the result is determined automatically. The losing army is destroyed. Casualties are otherwise calculated normally.

    Casualties are calculated for the winners based on number of casualties suffered by the losers, taking into account relevant technologies. If the winning army was the attacker attempting to reach another region but was intercepted by the losing defending army, it may continue its progress and fight again in the same round. If the army was marching through and lost its progress is halted and the region contended in is not considered conquered. Additional losses for travel and army size are calculated per army per round, rather than per battle.


    Other Rules


    Technology
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    Technologies are created with use of a Curiosity 10 or Military 10 special action.

    Some technologies are assumed to be known universally. For instance, everybody knows how to construct buildings, tame beasts of burden and forge steel and do not need specific technologies to do so. However there may be technologies which represent advanced techniques in these areas.

    You can get new technologies three ways: invent it with a Curiosity or Military 10 Special Action, trade for it with a friendly player, or steal it.

    Stealing a technology is a Curiosity action. Specify which technology you are trying to steal and from which player, and make an opposed Curiosity check against that player. If you roll higher, you acquire the technology. If the theft is a secret action, the GM will roll for the other player.

    Technologies usually give players who own them an advantage, whether by giving them a bonus on certain rolls, or allowing them to perform some actions they would not normally be able to or perform such actions more frequently than usual. They can be traded with other nations at events or stolen with an opposed Curiosity roll. Technologies may be traded in the same round they are introduced by the inventing kingdom.

    Once you have a technology it is yours for good. Technologies are assumed by default to be spread to all regions in your kingdom. If one of your regions is conquered, it is assumed the technological secrets were removed in the retreat. Only if it is a nation’s last region does a conqueror acquire their technologies through conquest.

    Some technologies, mainly military ones, fit into a certain “slot”, listed on the table. This is a broad family of technologies that have a similar application. Technologies in the same slot do not stack with each other, as they become redundant. If you have more than one technology in the same slot but with different bonuses, you need to specify which one you're using.

    Some technologies have a prerequisite, and more advanced technologies may have more prerequisites. More prerequisites is not necessarily a good thing as it could incite more interest in interfering with less powerful trade routes relating to the prerequisite. If you want to claim the benefits of a technology you must have those prerequisites available in the round you want to use it. These prerequisites are specified in the technology list and may include other technologies or specific resources.

    The use and bonuses of technologies are determined on a per-country basis. However, some technologies may specifically apply only to certain regions, and technologies that require multiple resources need to be assembled first, thus requiring those resourced to be available within the same nation. If these prerequisites are not met, the technology will not function.

    Where a technology requires a given resource, it might be possible to adapt the technology to use a similar, but different, resource. This can be done with a Curiosity 5 action and the player attempting it must possess both the “new” resource and the technology in question.

    All aspects of creation, adaptation and ongoing management of technologies are at the discretion of the GM, and technologies that seem to be unbalanced or otherwise inappropriate will be restricted or prohibited.


    Population*
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    *Population rules are currently not in play. Don't worry about these.

    Population increases every round. Population increases by 2,000 +/- appropriate modifiers listed below X 1,000

    Modifiers
    +2 if satisfying Import necessity (meeting "Food" import necessity removes a single qualifying food stack from counting towards bonuses for unique food resources)
    +1 per unique Food resource
    +1 per luxury resource (EG: Spices, Cloth, Specialists etc.)
    -4 if not satisfying Import Necessity
    -2 if without food resources native or import
    -1 without food beyond native

    Populations can be moved between regions with use of a Diplomacy action. The absolute maximum number of people that can be moved in a single round is one-tenth of that region's population. There may be side effects to moving such a large number of people in one go, such as regions becoming destabilised, acquiring additional import requirements, death on a large scale or similar other outcomes, at the discretion of the GM.


    Game Over and Second Chances
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    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, retaining control of their remaining troops but unable to raise more than 5 Units. 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 four actions per round. This allows a player a second chance when they lose their last region. A rebel leader can seek refuge in another nation and be granted a region by a foreign leader seeking an ally or vassal. This may be a temporary bequeathing intended to give the rebel a base of operations for a push back for their old lands or a permanent relocation. While a rebel leader the death of the rebel leader and their direct heir will cease playability as a rebel faction.

    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 then start anew, fluffing the new region unless it comes pre-fluffed and making a new ruling character to start with.


    Inactive Players
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    If a player goes absent, the GM will PM them the round after their absence, and if they fail to post in the subsequent round, the region becomes unclaimed. 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. If an existing player has any claims they may attempt to claim the region for themselves using the rules listed under “Country Relationships and Ways of Expansion: Claims.

    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. 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 doesn’t post during a round, they receive one bonus action in their returning round. If a player has communicated their intent to take an absence, this additional action will be provided for every round missed by the player.

    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. We heartily welcome new players, as well as returning ones.
    Last edited by Zayuz; 2016-09-12 at 09:02 AM.
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  4. - Top - End - #4
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    Default Re: EMPIRE 2! Rules, Information and Administration

    Cultural Identity and Military Specialization Tables

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    Nation Current CI PCI 1 PCI 2 PCI 3 PCI 4 PCI 5
    Aardrosil Defenders of the Faith (Resist Conversion) Great Explorers (Exploration)
    Anceris Skilled Negotiators (Pressing Claims)
    Arenhal King of the People (Colonization)
    Avonlea Devotion (Resist Conversion)
    Barony of the North Hold North Star (Investigation)
    Berrium Justice for All (Stabilization)
    Cahoosa Confederation Treasure Hunters (Exploration)
    Clan Holds Architects of Order (Stabilization) Great Wanderers (Exploration)
    Crystal Union Dogmatic Disciples of the Divine Dragons (Conversion) Inquisitors (Resist Conversion)
    Grey Drieduch Money Talks (Hostile Takeovers)
    House of the Pale Lady An Infectious Message (Conversion)
    Jagalata Natural Born Fraudsters (Claiming)
    Kalamahar Kill Trespassers (Resist Thefts)
    League of Allied Provinces Orderly Governance (Stabilization) Twilight's Legacy (Secret Actions) Get Off Our Lawn (Resist Hostile Takeovers)
    Melrakki-ey An Olive Branch made of Jarnvior (Colonization)
    Nemeria Intrepid Explorers (Exploration)
    Nifhel Politics of Famine (Stabilization)
    Praetorian Protectorate Praetorian Inquisition (Investigation)
    Primus Imperium War From Afar (Destabilization) Imperial Order (Stabilization)
    Rose Courts What's Ours is Ours (Resist Theft) We Stand as One (Resist Destabilization) Ever-Watchful Eyes (Resist Assassination) Speaking the Words (Conversion)
    Silver Horde Werewolf Nomads (Stabilization)
    Stormland Holdings Faith Militant (Conversion)
    Unicity of Seereno Unrestrainable Curiosity (Technology Theft)
    Union of Besina Infrastructure of Loyalty (Stabilization)
    United Nihoni Exarchate Skilled Negotiators (Pressing Claims)
    Vr'kx Empire Beneficient Rule (Colonization)
    Svea Following the Vein (Exploring Underground)



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    Nation Specialization
    Aardrosil Defense of Own Land
    Anceris Outnumbered Naval Battles
    Avonlea Fighting in Daen (Maj or Sole) Regions
    Barony of the North Hold Secondary Commanders
    Besina Defense of Own Land
    Berrium Secondary Commanders
    Cahoosa Confederation Attacks with Land Units
    Clan Holds Defense of Own Land
    Crystal Union Defense of Own Land
    Exarchate of Carraig Dun Defense of Own Land
    Great Clans of Nifhel Land Raids
    Izele Clans Polities that attacked last turn
    Jade Coalition Defense of Own Land
    Jagalata Defense of Underground Regions
    Kalamahar Attacks against non-Fimbulvinter
    League of Allied Provinces Conquest of Unclaimed Regions
    Margraviate of the Pale Reach Attacks on Infidels
    Melrakki-ey Defense with Naval Units
    Nevarri League Attack with Naval Units
    Petravolan Defense of Own Land
    Praetorian Protectorate Combat outside of own land
    Primus Imperium Outnumbered Land Battles
    Rose Courts Defense of Own Land
    Silver Horde Attack with Land Units
    Stormland Holdings Fighting as Mercenaries
    Truserchen Tactical Manuvering

    Last edited by HalfTangible; 2016-10-09 at 11:10 PM.
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  5. - Top - End - #5
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    Default Re: EMPIRE 2! Rules, Information and Administration

    Ruler Table

    Up to Date for the Start of: Round 26


    Spoiler: Ruler Scores
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    Region Name Player Ruler D M C F L
    Ancerin Empire (PE) Elemental Emperess Jovana de Altan 9 7 5 4 10
    Archduchy of Nemeria EtuBrutus Andarious Titus Brynjolf II 8 10 8 2 10
    Avonlea Mary_Sue Queen Aris Morningsworn 10 10 10 10 6
    Berrium Jerry King Valerius Binari 10 10 8 4 8
    Cahoosa Confederation (PE) DurkBlanston Dei Empyrus, Cacique Vitale Santos 8 9 8 7 10
    CU: Five Tribes Syndicate m9p909 Niran Pratgeo 6 5 9 1 14
    CU: The Ruby Legion woolli264 "The Bloody" Queen Paige 6 9 2 3 12
    Hagiarchy of Besina moossabi King Phnalus 10 10 4 10 19
    Izele Clans Kythia Nonqaba II, "Queen of Bees" 1 4 1 3 4
    Jagalata DimpleLoamsdown Princess Katrola 7 6 5 8 4
    Jörmungandr Tychris1 Skada Lochbar 7 3 5 5 5
    Koya Rexleox Alpha Thalgram Dunadrad 10 10 10 10 21
    LAP: Ambrose Ascendancy PepperP. Baram Asker 10 10 10 1 4
    LAP: Kingdom of Nand Aedilred Queen Hannah III 4 10 3 4 9
    LAP: South Sea Company BladeofObliviom Ichigo Al-Daremo 4 9 8 1 13
    Nihoni Dominion BootStrapTommy Exarch Aneira I Penddraig 10 10 7 5 9
    Praetorian Empire BlazingAegis Lord Cato Leonis 10 10 10 3 14
    Primus Imperium HalfTangible High Queen Phelnia Primus 10 10 10 3 6
    RoseC: Autumn Courtlands Reggiejam Duke Autumn 10 10 2 7 11
    RoseC: Spring Courtlands Gengy Lady Spring, Blayne Aleuta 6 6 5 4 5
    RoseC: Summer Courtlands RandoMan Lord Summer, Egan Oakburn 5 8 5 6 8
    RoseC: Winter Courtlands TheDarkDM Lord Winter, Balor Morrig 2 10 5 10 8
    Silver Horde firedaemon33 Great Khan Tamurjin 6 10 4 2 7
    The Clan Holds (PE) Geckus Linna Coalthumb, Master Architect 6 6 8 7 6
    Transcendent Unity QuintonBeck Shrouded Lord 5 3 4 7 4
    Unicity of Seerono lt_murgen Pontisep Etasiel Ebrimred PhoenixCourser 7 9 10 3 8
    Univael Epinephrine_Syn Reina, Her Highness, Erde Herz 4 6 7 2 4
    Vr'kxian Empire Catrus The Master of Orphans 6 10 4 3 19
    Last edited by Gengy; 2016-09-28 at 07:07 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  6. - Top - End - #6
    Barbarian in the Playground
     
    PirateWench

    Join Date
    Jun 2016

    Default Re: EMPIRE 2! Rules, Information and Administration

    Faith Tables

    Spoiler: Religions by Region
    Show

    No. Region Name Religions
    1 Sasanand Doctrine of Nine Candles (Majority) Nanda Paganism (Minority)
    2 Babanand Doctrine of Nine Candles (Majority) Nanda Paganism (Minority)
    3 Wormwood Grand Church of Daen (Majority) Native Paganism (Minority)
    4 Andanand Nanda Paganism (Sole)
    5 Piruzikhet Native Paganism (Sole)
    6 Bladesmire Native Paganism (Majority) Doctrine of Nine Candles (Minority)
    7 Cape Halfisland Paganism (Majority) House of the Pale Lady (Minority)
    8 Yaserun Aeldir Old Gods (Majority) Paganism (Minority) Children of Earth (Minority)
    9 Luska *Holy Order (AOG): The Raven Tribe (Sole)
    10 Rivo Alto Aeldir Old Gods (Majority) House of the Pale Lady (Minority) Animistic Paganism (Minority)
    11 Aranand Grand Church of Daen (Minority) Nanda Paganism (Minority) Naturalist Paganism (Minority)
    12 Tir Or-Torc / Gullinbursti Aeldir Old Gods (Majority) House of the Pale Lady (Minority) Animistic Paganism (Minority)
    13 The Dragon Spine Aeldir Old Gods (Majority) Unorganised Paganism (Minority)
    14 Silverwood Aeldir Old Gods (Majority) Doctrine of Nine Candles (Minority) Animist Paganism (Minority) Grand Church of the Daen (Minority)
    15 Cape Silvia Aeldir Old Gods (Majority) Unorganised Paganism (Minority) Grand Church of Daen (Minority)
    16 Silverlake Aeldir Old Gods (Majority) Children of the Earth (Minority) Grand Church of the Daen (Minority)
    17 The Tillwell Aeldir Old Gods (Majority) Children of the Earth (Minority) Grand Church of the Daen (Minority)
    18 Bereholst *Holy Order (CotE): Watchers of the River (Sole)
    19 Dhuda Besina *Holy Order (CotE): Whispers of the World Tree (Sole)
    20 Grayhall Aeldir Old Gods (Majority) Doctrine of the Nine Candles (Minority) Children of Earth (Minority) Grand Church of the Daen (Minority)
    21 Munda Doab Aeldir Old Gods (Majority) Paganism (Minority) Children of Earth (Minority) Grand Church of the Daen (Minority)
    22 Limelight Bayou Aeldir Old Gods (Majority) Children of Earth (Minority) Grand Church of the Daen (Minority) Paganism (Minority)
    23 Deep Fern Aeldir Old Gods (Majority) Paganism (Minority) Children of Earth (Minority)
    24 Aawino Aeldir Old Gods (Majority) Paganism (Minority) Children of Earth (Minority)
    25 Primo Crure Venaton (Majority) Paganism (Minority)
    26 Marauder Isles Aeldir Old Gods (Majority) Native Paganism (Minority) Children of Earth (Minority)
    27 Tir Corryn *Holy Order (AoG): Anchors of the Old Gods (Majority) Paganism (Minority)
    28 Rabbit's Foot Aeldir Old Gods (Sole)
    29 Sunisle Paganism (Majority)
    30 The White Isle Native Paganism (Sole)
    31 The Sundered Island (Gorthan) *Holy Order (OotES): Topaz Knights, Second Division, Order of the Eternal Soul (Sole)
    32 Yahagmir Order of the Eternal Soul (Majority) Doctrine of Nine Candles (Minority)
    33 Westan Order of the Eternal Soul (Majority) Paganism (Minority)
    34 Var Entar Order of the Eternal Soul (Sole)
    35 Kharsaan
    36 Var Teyra Order of the Eternal Soul (Majority) Doctrine of Nine Candles (Minority)
    37 Rasp Doctrine of Nine Candles (Sole)
    38 Artemesia Doctrine of Nine Candles (Majority)
    39 Fiid Doctrine of Nine Candles (Sole)
    40 Lerr Doctrine of Nine Candles (Sole)
    41 Elnaz
    42 Nogr Doctrine of Nine Candles (Sole)
    43 Llurikesh *Holy Order (DoNC): Order of the Eighth Honour Doctrine of Nine Candles (Majority) Grand Church of Daen (Minority)
    44A Aneth / Colonia Doctrine of Nine Candles (Sole)
    44B Skianz *Holy Order (DoNC): Order of the Ninth Artistry Doctrine of Nine Candles (Sole)
    46 Calendula Grand Church of Daen (Majority) Moirai Paganism (Minority)
    47 Quartus Doctrine of Nine Candles (Majority) Unorganised (Minority) Grand Church of Daen (Minority)
    48 Ambrose Grand Church of Daen (Majority) Moirai Paganism (Majority) Doctrine of Nine Candles (Minority)
    49 Wysteria Moirai Paganism (Majority) Doctrine of the Nine Candles (Minority)
    50 Amaranth Doctrine of the Nine Candles (Majority) Nanda Paganism (Minority)
    51 Janganand Doctrine of Nine Candles (Majority) Nanda Paganism (Minority)
    52 Havanand Doctrine of Nine Candles (Majority) Nanda Paganism (Minority)
    53 Trifylli Doctrine of Nine Candles (Majority) Native Paganism (Minority)
    54 Akovito Doctrine of Nine Candles (Majority) Grand Church of Daen (Minority) Moirai Paganism (Minority)
    55 Çangalamin Shamanistic Paganism (Sole)
    56 Paschalia Doctrine of Nine Candles (Majority) Native Paganism (Minority) Grand Church of the Daen (Minority)
    57 Primus Doctrine of the Nine Candles (Majority) Unorganised (Minority)
    58 Tertius Unorganised (Sole)
    59 Secundus Animist Paganism (Sole)
    60 Mercivale Native Paganism (Majority) Grand Church of Daen (Minority) Dandric Paganism (Minority) House of the Pale Lady (Minority)
    61 Pendrake Dandric Paganism (Sole)
    62 Centrata Dandric Paganism (Sole)
    63 Aeldir Old Gods (Minority)
    64 Autumnal Courtlands Aeldir Old Gods (Sole)
    65 Winter Courtlands *Holy Order (AOG): The Caillech, Aeldir Old Gods (Sole)
    66 Spring Courtlands Aeldir Old Gods (Sole)
    67 Summer Courtlands *Holy Order (AOG): The Dagda (Sole)
    68 Kyrra House of the Pale Lady (Majority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority) Native Paganism (Minority)
    69 Zlaten House of the Pale Lady (Majority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority)
    70 Chornostrav House of the Pale Lady (Majority) Unorganised Paganism (Minority) Grand Church of Daen (Minority)
    71 KraznyOstrav Unorganised Paganism (Majority) House of the Pale Lady (Minority) Grand Church of Daen (Minority) Aeldir Old Gods (Minority)
    72 Fan'Tierri *Holy Order (AOG): The Drai'cae (Majority) Unorganised Paganism (Minority) House of the Pale Lady (Minority) Grand Church of Daen (Minority)
    73 Fan'Xabla Animist Paganism (Majority) House of the Pale Lady (Minority)
    74 Fantastigoria Primacentra *Holy Order (AOG): The Players, Aeldir Old Gods (Sole)
    75 Fan'Gourmet Grand Church of Daen (Sole)
    76 Evemoor *Holy Order (Grand Daen): Daughters of Mercy (Sole)
    77 Fan'Grove Aeldir Old Gods (Majority) Grand Church of Daen (Minority)
    78 Inorog Aeldir Old Gods (Majority) Grand Church of Daen (Minority)
    79 Penrith Grand Church of Daen (Sole)
    80 Bellarion Grand Church of Daen (Majority) Aeldir Old Gods (Minority)
    81 Coventry *Holy Order (Grand Daen): Daughters of the Plow (Majority) Aeldir Old Gods (Minority)
    82 Ramshorn Grand Church of Daen (Sole)
    83 Easthaven Grand Church of Daen (Majority)
    84 Northern Izele Clanlands Pagainism (Majority) Grand Church of Daen (Minority)
    85 Izele Clanlands Grand Church of Daen (Minority) Paganism (Minority)
    97 Thurdan Grand Church of Daen (Minority)
    99 Silver Spires Grand Church of Daen (Majority) Children of Earth (Minority)
    100 The Stormlands *Holy Order (Daen): Daughters of the Storm (Majority) Children of Earth (Minority) Aeldir Old Gods (Minority)
    101 Evergale Valley *Holy Order (CotE): The Council of Saints (Sole)
    102 Ashen Badlands Grand Church of Daen (Majority) Children of the Earth (Minority)
    103 Mizalna *Holy Order (OotES): Emerald Knights, First Division, Order of the Eternal Soul (Sole)
    105 The Veylands (Unreformed) Church of the Daen (Majority) Doctrine of Nine Candles (Minority) House of the Pale Lady (Minority) Order of the Eternal Soul (Minority)
    113 Order of the Eternal Soul (Minority)
    114 Krriam Order of the Eternal Soul (Minority)
    115 Nettofurikusu Order of the Eternal Soul (Majority) Unorganised (Minority)
    116 Arendar Unorganised (Majority) Order of the Eternal Soul (Minority)
    117 Golyater Order of the Eternal Soul (Majority) Unorganised (Minority) Venaton (Minority)
    118 Petravolan Venaton (Sole)
    119 Portent Order of the Eternal Soul (Minority)
    120 Gruden Venaton (Majority)
    121 Venaton (Minority)
    122 Tannan Doctrine of Nine Candles (Majority) House of the Pale Lady (Minority) Native Idolatrous Paganism (Minority) Grand Church of Daen (Minority)
    125 Solammus Order of the Eternal Soul (Minority)
    128 Furtummus Order of the Eternal Soul (Minority)
    129 Order of the Eternal Soul (Minority)
    130 Liberantia Four Dragons Paganism (Majority) Order of the Eternal Soul (Minority)
    131 Saphiria Four Dragons Paganism (Majority) Order of the Eternal Soul (Minority)
    132 Heimat Order of the Eternal Soul (Majority)
    133 Tumbledown Marsh *Holy Order (CotE): Tumbledown Border Watch, Children of Earth (Sole)
    134 Avonlea *Holy Order (Daen): Daughters of the Moon, Grand Church of Daen (Majority) Aeldir Old Gods (Minority)
    135 Petrammus Unorganised Paganism (Majority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority) House of the Pale Lady (Minority) Order of the Eternal Soul (Minority)
    136 Native Paganism (Sole)
    137 Ligustrummus Order of the Eternal Soul (Minority)
    138 Exetilorier Four Dragons Paganism (Majority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority) Great Frescobaldi Paganism (Minority) Order of the Eternal Soul (Minority)
    139 Hakeber Animist Paganism (Majority)
    140 Frescodonia Order of the Eternal Soul (Majority) Great Frescobaldi Paganism (Minority)
    141 Adrax Awaria Order of the Eternal Soul (Majority) Unorganised Paganism (Minority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority)
    142 Xeria Order of the Eternal Soul (Majority) Doctrine of Nine Candles (Minority) Unorganised Paganism (Minority)
    143 Arenhal *Holy Order (OotES): Topaz Knights, First Division, Order of the Eternal Soul (Sole)
    144 Lignummus *Holy Order (OotES): Sapphire Knights, Second Division, Order of the Eternal Soul (Majority) Paganism (Minority)
    145 Xeroas *Holy Order (OotES): Sapphire Knights, First Division, Order of the Eternal Soul (Sole)
    146 Stagnummus Order of the Eternal Soul (Majority) Paganism (Minority)
    148 Alithis Order of the Eternal Soul (Sole)
    169 Tyrvania Immortals Paganism (Majority) Order of the Eternal Soul (Minority)
    171 Laraak Order of the Eternal Soul (Sole)
    172 Nevarr Order of the Eternal Soul (Sole)
    173 Neilor Order of the Eternal Soul (Sole)
    174 Ellosis Order of the Eternal Soul (Minority)
    175 Order of the Eternal Soul (Majority)
    176 Reinein Order of the Eternal Soul (Sole)
    177 Lenthe Order of the Eternal Soul (Sole)
    178 Folnen Order of the Eternal Soul (Sole)
    185 Doctrine of Nine Candles (Majority)
    188 Doctrine of Nine Candles (Majority)
    189 Doctrine of Nine Candles (Minority)
    190 Doctrine of Nine Candles (Sole)
    191 Niebisk Acreage Doctrine of Nine Candles (Majority)
    193 Fiolty Acreage Doctrine of Nine Candles (Sole)
    194 Zol Acreage Doctrine of Nine Candles (Majority)
    195 Puldine Acreage Doctrine of Nine Candles (Minority)
    196 Sextus Invictus Paganism (Sole)
    197 Quintas Honmyo Paganism (Sole)
    199
    201 Cult of Fimbulvinter (Majority)
    202 Cult of Fimbulvinter (Majority)
    203 Cult of Fimbulvinter (Majority)
    204 Cult of Fimbulvinter (Majority)
    205 Cult of Fimbulvinter (Majority)
    206 Cult of Fimbulvinter (Majority)
    207 Cult of Fimbulvinter (Majority)
    208 Cult of Fimbulvinter (Majority)
    209 Cult of Fimbulvinter (Majority)
    210 Cult of Fimbulvinter (Majority)
    211 Cult of Fimbulvinter (Majority)
    212 Cult of Fimbulvinter (Majority)
    213 Cult of Fimbulvinter (Majority)
    214 Cult of Fimbulvinter (Majority)
    225 Puesto Yatahe House of the Pale Lady (Majority) Paganism (Minority)
    229 Hesterimilli Cult of the Fimbulvinter (Majority) Paganism (Minority)
    233 Kankanabek House of the Pale Lady (Majority) Paganism (Minority)
    234 Manitosa House of the Pale Lady (Sole)
    235 Puesto Cagun House of the Pale Lady (Sole)
    236 Puesto Azandi *Holy Order (PL): The House of Tsula of the Pale Lady (Majority) Unorganised Paganism (Minority)
    237 Melzini Archipelago Aeldir Old Gods (Majority) Paganism (Minority) House of the Pale Lady (Minority)
    238 Svartr Melrakki-ey House of the Pale Lady (Majority) Shamanistic Paganism (Minority)
    239 Vestan Melrakki-ey House of the Pale Lady (Majority) Shamanistic Paganism (Minority)
    240 Melrakki-ey House of the Pale Lady (Majority) Shamanistic Paganism (Minority)
    241 Uldrakka House of the Pale Lady (Majority) Goat Man Paganism (Minority) Tur'Rum Paganism (Minority) Shamanistic Paganism (Minority) Aeldir Old Gods (Minority)
    243 Marmarin Grand Church of Daen (Minority) Aeldir Old Gods (Minority)
    245 Holshin Native Paganism (Minority) Goat Man Paganism (Minority) House of the Pale Lady (Minority)
    249 Vallis Khoya Doctrine of Nine Candles (Majority) Grand Church of Daen (Minority)
    250 Kherson Doctrine of Nine Candles (Majority) Grand Church of Daen (Minority) House of the Pale Lady (Minority)
    251 Lycarus House of the Pale Lady (Majority) Paganism (Minority)
    251B Carraig Dún Ancestor Worship (Majority) House of the Pale Lady (Minority)
    252
    258 Darromar House of the Pale Lady (Majority)
    260 Aladar House of the Pale Lady (Majority)
    261 Noricum House of the Pale Lady (Majority)
    262 The Silver Coast House of the Pale Lady (Majority) Spirit Paganism (Minority)
    263 Hestdal House of the Pale Lady (Majority) Hav Paganism (Minority)
    266 Perin Tundra *Holy Order (PL): House of the Perin Tundra House of the Pale Lady (Sole)
    268 Kulderust House of the Pale Lady (Sole)
    269 Stiljord House of the Pale Lady (Sole)
    269B
    270 Aardrosil *Holy Order (PL): House of Mount Cragkil of the Pale Lady (Sole)
    271 The Hunting Ground House of the Pale Lady (Majority) Shamanist Paganism (Minority)
    272 Puebleo Ahmeeka House of the Pale Lady (Majority) Paganism (Minority) Grand Church of Daen (Minority)
    273 Puesto Cahuna *Holy Order (PL): House of the Pale Lady (Majority) House of the Hotawidah Paganism (Minority)
    274 Anceris House of the Pale Lady (Majority) Grand Church of Daen (Minority)
    275 Cerilin House of the Pale Lady (Majority) Grand Church of Daen (Minority)
    276 Regnalin
    277B West Loch Nacáu House of the Pale Lady (Minority)
    278B Fonabeinne House of the Pale Lady (Minority)
    278
    279 Domumontem House of the Pale Lady (Majority) Shamanist Paganism (Minority) Druidic Paganism (Minority)
    280 Conlarbores House of the Pale Lady (Majority) Shamanist Paganism (Minority) Druidic Paganism (Minority)
    281 Western Aladar *Holy Order (PL): Hands of the First (Majority) First Architect Paganism (Minority)
    284 Phoenixcrest *Holy Order (PL): The House of the Crest (Majority)
    289 Nemeria Nemerian Paganism (Minority) House of the Pale Lady (Majority)
    325
    326 Shafarstan Shamanist Paganism (Majority) Doctrine of Nine Candles (Minority)
    327
    328
    430 Caeddoanaar Children of gN'kk (Minority)
    450 Somerset Grand Church of Daen (Sole)
    451 Skyholme Grand Church of Daen (Majority)
    452 Swansea Grand Church of Daen (Minority)
    456 Rusathye
    470 Blackwater Children of gN'kk (Minority)
    472 The Slumbering Gods Shamanistic Paganism (Minority) Children of gN'kk (Minority)
    473 Mworgon Children of gN'kk (Minority)
    497 Xukujinima Children of gN'kk (Minority)
    821 Toldec House of the Pale Lady (Majority) Druidic Paganism (Minority)
    853 Tir Xungla Aeldir Old Gods (Sole)
    P3 Cult of the Fimbulvintr (Majority) Paganism (Minority)
    P4 Gjöll Paganism (Majority) Cult of the Fimbulvintr (Minority)
    P5 Nifhel *Holy Order (CotF): Knights of the End Times (Majority) Unorganised Agnosticism (Minority)
    P6 Náströnd Cult of the Fimbulvintr (Majority) Shamanist Paganism (Minority)
    P7 Garmr Cult of the Fimbulvintr (Majority)


    Spoiler: Organised Religions
    Show

    Name Head of Religion Player
    The House of the Pale Lady Veiled Lady Rebece Petila NPC
    The Grand Church of Daen Elder Abbot Ned The Brown NPC
    The Doctrine of the Nine Candles Ascetic Adeb Hami NPC
    Children of Earth Oshenvar and Vinariun moossabi
    Order of the Eternal Soul Silip of Lignummus Zayuz
    The Venaton Baldric Razorfang Rexleox
    Aeldir Old Gods Lord Winter Balor Morrig TheDarkDM
    Cult of the Fimbulvinter Skada Lochbar Tychris
    Children of gN'kk The Master of Orphans Catrus
    Last edited by Kythia; 2016-09-04 at 05:47 PM.

  7. - Top - End - #7
    Barbarian in the Playground
     
    Goblin

    Join Date
    May 2015
    Location
    A house (ha ha I wish)
    Gender
    Male

    Default Re: EMPIRE 2! Rules, Information and Administration

    Military Table
    Spoiler
    Show

    Nation Region Count Land Units Naval Units Total Units Unit Cap
    Ambrose ?? 14 12 26 ??
    Berrium 16 9 10 19 35
    Crystal Union 34 32 27 58 71
    Grey Drieduch 6 6 7 11 15
    Hagiarchy of Besina 4 11 0 11 11
    Jörmungandr 15 18 0 14 33
    Kalamahar NPC 8 4 7 9 19
    Koya 13 12 0 12 29
    Krozna ?? 14 13 27 ??
    Melrakki-ey NPC 10 6 15 18 23
    Nand ?? 14 13 27 ??
    ND Transcendent Unity 2 0 0 0 7
    ND United Nihoni Exarchate 15 22 9 30 33
    Nemeria 16 8 25 33 35
    PE Aardrosil NPC 6 11 0 12 15
    PE Anceris 19 5 10 15 41
    PE Cahoosa 13 18 2 23 29
    PE Clan Holds 11 11 8 21 25
    PE North Hold NPC 3 6 0 5 9
    PE Pale Reach NPC 5 9 2 6 13
    Praetorian Protectorate 19 19 7 28 41
    Primus Imperium 16 15 7 16 35
    QA Avonlea 19 18 6 26 41
    QA Stormlands NPC 9 4 0 4 21
    Rose Courts 44 26 46 85 91
    Silver Horde 0 6? 0 6? 0
    Svea 1 2 0 2 5
    TK Jagalata 3 5 0 5 9
    TK Transfirlia 8 6 0 6 19
    Unicity of Seereno 7 5 6 10 17
    Univale Commune 6 12 0 4 15
    Vr'kxian Empire 8 5 4 13 19
    Last edited by woolli264; 2016-10-14 at 04:27 PM.
    total-cluster**** of yogurt, drugs and sheep in EMPIRE!
    The rodent tribes of the Ruby Legion in EMPIRE2!
    The goblin kingdom of Jauder in EMPIRE3!
    The sailors of Izbefe in EMPIRE4!

  8. - Top - End - #8
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: EMPIRE 2! Rules, Information and Administration

    Technology - Military



    An Overview of Tech Slots
    Spoiler
    Show

    Tech Slots are a balancing factor implemented to limit the sheer number of endless stacking techs that made combat in Empire! get so bogged down toward the endgame. Though a similar system existed in Empire!, Empire!2's system is more rigid and universal, meant to apply to all current and future techs. All military technologies fit into one of these slots, and two or more technologies cannot be used in the same slot at the same time, though the particular suite of techs in use may change between actions.

    The following Technology Slots exist, though not all necessarily have technologies assigned to them yet:

    - Weaponry
    - Ranged Weaponry
    - Armour
    - Cavalry
    - Warbeasts/Live Weaponry
    - Fortifications and Siege Weaponry
    - Vehicles
    - Drugs and Medicine
    - Sappers, Stealth, and Traps
    - Scouts and Supply
    - Tactics (Special)

    Tactics technologies are special: These are analogous to Empire!'s Winning Tactics and only apply on a successful opposed Tactical Maneuvering roll. Tactics technologies may swing the tide of battle; do not ignore them. Like other technology slots, only one Tactics technology may be used in a battle.


    Spoiler: Military Technologies
    Show

    Technology Slot Mechanical Effect Required Resources
    Coldblood Alloy Weaponry Plus 1 to battle checks Blood Roses, Boreal Roses
    Daen Axes Weaponry Plus 1 to battle checks Steel
    Halberds Weaponry Plus 2 to Battle Checks Pikes
    Ironwood Spears Weaponry Plus 1 to battle checks Jarnvior (Ironwood)
    Moonsilver Weapons Weaponry Plus 1 to battle checks against enemies using Armor slot, +2 if same armor tech used last round. Moonsilver
    Pikes Weaponry Plus 1 to battle checks Hard Metal
    Arbalests Ranged Weaponry Plus 1 to battle checks Steel
    Coldblood Arrows Ranged Weaponry Plus 1 to battle checks Wood, Coldblood Alloy
    Repeating Crossbows Ranged Weaponry Plus 1 to Battle Checks Wood
    Thunderbolts Ranged Weaponry Plus 2 to battle checks Repeating Crossbows, Thunderstones
    Bone Splint Armour Armour Plus 1 to battle checks Large Animals
    Bucklers Armour Plus 1 to battle checks against enemies using Weapon slot, +2 if enemy using weapon and no ranged weapon Steel
    Plated Mail Armour Plus 2 to battle checks Steel, Splint Mail OR Bone Splint
    Splint Mail Armour Plus 1 to battle checks Blood Roses OR Steel
    Mariner's Cuirass Armour Plus 2 to naval battle checks, minus 1 to naval casualties after victory Splint Mail, Yondervoed
    Bear Bone Battle Barding Cavalry Plus 2 battle checks on land, minus 1 casualties on land Bone Armor, Bear Cavalry
    Bear Cavalry Cavalry Plus 1 to battle checks on land Bears
    Heavy Cavalry Cavalry Plus 1 to battle checks on land Horses
    Heavy Unicorn Cavalry Cavalry Plus 1 Battle Checks on land Unicorns
    Kontos Cavalry Plus 2 to battle checks on land Another Cavalry Tech
    Thezirin-Riding Cavalry Plus 1 to Battle Checks on Land Thezirins
    Lacetra Domitor Warbeasts Plus 1 to Battle Checks on Land, Plus 1 to bonus losses for all armies on Land. None listed
    Tusker Linebreakers Warbeasts Plus 1 to Battle checks on Land None listed
    Battlefield Medicine Drugs & Meds Minus 1 to battlefield losses after victory Steel, Alcohol, Medicinal Plants
    Camp Surgeons Drugs & Meds Minus 2 to battlefield losses after victory Battlefield Medicine
    Medics and Mystics Drugs & Meds Minus 2 to battlefield losses after victory Calign Archaists or similar, Battlefield Medicine
    Military Herding Scouts & Supply Plus 1 to regions crossed before distance losses inflicted on first set of 5 Herd Animal
    Open Water Navigation Scouts & Supply Naval units may cross the open ocean with distance penalties Clinker Wood Ships OR Ships
    Improved Tacking Scouts & Supply Plus 1 to raids on coasts None
    Signal Flares Scouts & Supply Minus 1 size-based bonus losses Scholars/Mages/Alchemists
    Specialized Officer Training Scouts & Supply Plus 1 to military score of non-ruler commanders None
    Castra Forts Fortifications & Siege Weaponry Plus 2 to defense of own territory (+1 if region was conquered last round) Stone OR Wood
    Demon Shards Fortifications & Siege Weaponry Plus 1 to Raids Sulfur, Coal
    Naval Blockade Fortifications & Siege Weaponry Up to 3 Naval Units may be actioned to blockade one region giving a bonus to tactical maneuvering rolls related to the blockaded region Ships
    Phantom-Class Ships Fortifications & Siege Weaponry Plus 1 Naval Battle Checks Clinker Ships, Lateen Sails, Faolan's Fog
    Sea Fire Fortifications & Siege Weaponry Plus 1 to naval battle checks None
    Trebuchets Fortifications & Siege Weaponry Plus 1 to battle checks Wood
    Compartment Hulls Vehicles Minus 1 Naval Losses from battle Ships
    Ironwood Construction Vehicles Minus 1 Naval Losses from battle Jarnvior (Ironwood)
    Dwarven Undermining Sappers, Stealth, and Traps Attack surface regions from underground at an angle. Maximum 4 units. +1 to Battle checks Hard Metal
    Tarnknap Canvas Sappers, Stealth, and Traps Plus 2 Tactical Maneuvering on Land Tarnknap
    Boarding Parties Tactics Land Units count at one-half efficiency during naval battles. None listed
    Campfire Misdirection Tactics Plus 4 to land defense battle rolls after successful tactical maneuver None listed
    Dagidan's Mist Tactics Plus 4 to naval attack battle rolls after successful tactical maneuver Faolan's Fog
    Irresistible Charge Tactics Plus 4 to land attack battle rolls after successful tactical maneuver Kontos


    (Updated to the beginning of round 25)
    Spoiler: Mil Techs by Polity
    Show

    Bone Armour Splint Mail Moonsilver Weapons Pikes Coldblood Alloy Arbalests Repeating Crossbows Thezirin-Riding Bucklers Battlefield Medicine Military Herding Open Water Navigation Improved Tacking Ironwood Spears Bear Cavalry Coldblood Arrows Sea Fire Naval Blockade Castra Fortifications Compartment Hulls Dwarven Undermining Heavy Unicorn Cavalry Dagidan's Mist Phantom-Class Ships Kontos Signal Flares Lacetra Domitor Mariner's Cuirass Bear Bone Battle Barding Halberds Daen Axes Thunderbolts Plated Mail Heavy Cavalry Tusker Linebreakers Demon Shards Trebuchets Tarnknap Canvas Boarding Parties Ironwood Construction Medics and Mystics Campfire Misdirection Irresistible Charge Camp Surgeons Specialized Officer Training
    Ancerin Empire X X X X X X X X
    Archduchy of Nemeria X X X X X X X X X X X X
    Avonlea X X X X X X X X
    Berrium X X X X X X X X X
    Cahoosa Confederation X X X X X X X X
    Clan Holds X X X X X X X X
    Clans of Izele X X
    Crystal Union X X X X X X X X X X
    Hagiarchy of Besina X
    Great Clans of Nifhel X X X X
    Jagalata X
    League of Allied Provinces X X X X X X X X X X X X X X X X
    Kingdom of Koya X X
    NPC Grey Drieduch X X X X X X
    NPC Melrakki-ey X X X
    NPC PE Aardrosil X X X X X X X X
    NPC PE Barony of North Hold X X X X X X X X X
    NPC PE Margraviate of the Pale Reach X X X X X X X X
    NPC Stormland Holdings X X X
    NPC Suzerainty of Kalamahar X X X X
    NPC Transfirlia X X X
    Praetorian Protectorate X
    Primus Imperium X X X X X X X X X
    Rose Demesne X X X X X X X X X X X X X X
    Silver Horde X
    Transcendent Unity of Pendria X X X X X X X X X X X
    Unicity of Seerono X X X X X X X X X X X
    United Nihoni Exarchate X X X X X X X X X X X
    Vr'kxian Empire
    Last edited by BladeofObliviom; 2016-09-10 at 11:58 PM.

  9. - Top - End - #9
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
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    Female

    Default Re: EMPIRE 2! Rules, Information and Administration

    Technology - Curiosity


    Spoiler: Curiosity Technologies
    Show

    Technology Mechanical Effect Required Resources
    Clinker-built Ships Allows exploration, diplomacy, and misc. actions over oceanic expanses. +1 to number of coastal regions able to be skipped between trade nodes. Wood
    Long-haul Caravans Allows 1 land region to be skipped between trade nodes. Mounts
    Luskan Trade Language Maximum Length of a Trade Route is increased to 12 None
    Minted Coinage Plus 1 to Hostile Takeover attempts. Gold or Silver
    Meritocratic Selection Plus 1 to non-dynastic rulers None
    Witch's Sleep Plus 1 to thefts or kidnappings Witchweed
    Lateen Sails Allows exploration, diplomacy, and misc. actions over oceanic expanses. +1 to coastal exploration Cloth
    Courier System Plus 1 to stabilization Fast Mount
    Woodblock Printing Plus 1 to investigations Wood
    Celestial Navigation Plus 2 max trade route length Paper OR Scholars
    Carvel Built Ships Plus 2 to coastal region skip for trade routes Clinker Built Ships OR Ships
    Cobblestone Roads Maximum Length of a Trade Route is increased by two over land-only trade routes Stone
    Burch Cipher Plus 1 to defend against tech theft Hard Metal OR Soft Metal
    Marchnadwr Numerals Maximum Length of a Trade Route is increased to 14 Luskan Trade Language
    The Honey Dukes Plus 2 soft region cap None
    Visual Mathematics Plus 1 to resist technology theft None
    Spy Network Plus 1 to investigation checks None
    Fully-Battened Sails Allows exploration, diplomacy, and misc. actions over oceanic expanses. Plus 1 to max trade route length. None
    Basa Language Plus 1 to secret actions against polities lacking this tech. None
    Standard Nautical Flags Plus 1 to Hostile Takeover attempts. Dyes
    Economic Academies Plus 1 to resisting Hostile Takeover attempts. None
    Temple Healers Plus 1 to resisting Assassination Attempts Battlefield Medicine
    Faolan's Fog Plus 1 to relevant secret actions Boreal Roses and Violet Roses
    Moveable Type Plus 1 to stabilization Woodblock Printing, Paper
    Dreamer's Pendants Plus 1 to faith conversion Blue Amber
    Relay Stations Plus 2 to stabilization Courier Systems
    Sweet Oblivion Plus 1 to stabilization Witchweed
    Letters of Transit Plus 1 defense against secret actions Paper or Similar
    Holy Hymns Plus 1 to faith conversion None
    Archaeo-Historical-Linguistics Plus 1 to fabricating and pressing claims None
    Divine Marks of Office Plus 1 to stabilization Sunstones
    Illumination Crystals Plus 2 to repeat investigations Xungla Crystals
    Illuminated Manuscripts Plus 1 to faith conversions and conversion defense Gold or Silver
    Emergency Resources Plus 1 to stabilization None
    Municipal Takeover Plus 2 to stabilization in the round immediately after successful conquest Spy Network


    (Updated to the beginning of round 25)
    Spoiler: Curiosity Techs by Polity
    Show

    Luskan Trade Language Clinker-Built Ships Long-Haul Caravans Minted Coinage Meritocratic Selection Witch's Sleep Lateen Sails Courier Systems Woodblock Printing Celestial Navigation Carvel Built Ships Cobblestone Roads Burch Cipher Marchnadwr Numerals The Honey Dukes Visual Mathematics Spy Network Fully-Battened Sails Basa Language Standard Nautical Flags Economic Academies Temple Healers Moveable Type Dreamer's Pendants Relay Stations Sweet Oblivion Letters of Transit Holy Hymns Archaeo-Historical-Linguistics Divine Marks of Office Illumination Crystals Illuminated Manuscripts Emergency Resources Municipal Takeover
    Ancerin Empire X X X X X X X X X X X X X X X
    Archduchy of Nemeria X X X X X X X X X X X X X X X X X X
    Avonlea X X X X X X X X X X X X X X
    Berrium X X X X X X X
    Cahoosa Confederation X X X X X X X X X X X X X X X
    Clan Holds X X X X X X X X X X X X X X X X X
    Clans of Izele X
    Crystal Union X X X X X X X X X X X X X X
    Hagiarchy of Besina
    Great Clans of Nifhel X
    Jagalata X X X X X
    Kingdom of Koya X
    League of Allied Provinces X X X X X X X X X X X X X X X X X X X X
    NPC Grey Drieduch X X X X X X X X X X
    NPC Melrakki-ey X X
    NPC PE Aardrosil X X X X X X X X X X X X X X X
    NPC PE Barony of North Hold X X X X X X X X X X X X X X X
    NPC PE Margraviate of the Pale Reach X X X X X X X X X X X X X X X
    NPC Stormland Holdings X X X X X
    NPC Suzerainty of Kalamahar
    NPC Transfirlia X X X X X
    Praetorian Protectorate X
    Primus Imperium X X X X X X X X
    Rose Demesne X X X X X X X X X X X X X X X X X X
    Silver Horde
    Transcendent Unity of Pendria X X X X X X X X X X X X X X X X X X
    Unicity of Seerono X X X X X X X X X X X X X X X X X
    United Nihoni Exarchate X X X X X X X X X X X X X X X X X X
    Vr'kxian Empire X X
    Last edited by BladeofObliviom; 2016-09-11 at 12:03 AM.

  10. - Top - End - #10
    Ogre in the Playground
     
    lt_murgen's Avatar

    Join Date
    Feb 2012

    Default Re: EMPIRE 2! Rules, Information and Administration

    Lands Reference Table

    Spoiler: Lands table1-299
    Show

    Region Number Region Name Link to Posted Thread
    1 Sasanand League of Allied Provinces- Kingdom of Nand
    2 Babanand League of Allied Provinces- Kingdom of Nand
    3 Wormwood Kroznat league
    4 Andanand League of Allied Provinces- Kingdom of Nand
    5 Piruzikhet Minor Members and Dependencies of the League of Allied Provinces
    6 Bladesmire Kroznat league
    7 Cape Halfisland Kroznat league
    8 Yaserun No Lands of Arandi entry
    9 Luska Luska{/url]
    10 Rivo Alto Autumn Courtlands
    11 Aranand League of Allied Provinces- Kingdom of Nand
    12 Gullinbursti Spring Courtlands
    13 Dragon Spine Autumn Courtlands
    14 Silverwood Summer Court
    15 Cape Silvia Autumn Courtlands
    16 Silverlake Winter Courtlands
    17 Tillwell Summer Court
    18 Bereholst Union of Besina
    19 Dhuda Besina Union of Besina
    20 Grayhall Summer Court
    21 Munda Doan Summer Court
    22 Limelight Bayou Autumn Courtlands
    23 Deep Fern Autumn Courtlands & Petravolan
    24 Aawino Spring Courtlands
    25 Primo Crure Petravolan
    26 Marauder Isles Autumn Courtlands & Free-Men's Alliace
    27 Tir Corryn Spring Courtlands
    28 Rabbit's Foot Spring Courtlands
    29 Sunisle Kroznat league
    30 The White Isles NPC Regions - Grey Drieduch - League of Allied Provinces?
    31 Sundered Isle Gorthan & NPC Regions - Grey Drieduch
    32 Yahagmir Yahagmir & NPC Regions - Grey Drieduch
    33 Westan No Lands of Arandi entry
    34 Entar Minor Members and Dependencies of the League of Allied Provinces
    35 Kharsaan No Lands of Arandi entry
    36 Teyra League of Allied Provinces?
    37 Rasp Fiid
    38 Artemesia League of Allied Provinces?
    39 Fiid Fiid
    40 Lerr Fiid & Minor Members and Dependencies of the League of Allied Provinces
    41 Elnaz No Lands of Arandi entry
    42 Nogr / Fidigis The Prevazan Artistry
    43 Blarhiminn / Llurikesh The Prevazan Artistry & Minor Members and Dependencies of the League of Allied Provinces'
    44A Aneth / Colonia The Prevazan Artistry & The Primus Imperium
    44B Skianz The Prevazan Artistry
    45 Kyanos League of Allied Provinces - The Ambrose Ascendency
    46 Calendula League of Allied Provinces - The Ambrose Ascendency
    47 Quartus The Primus Imperium
    47B Subquartus The Primus Imperium
    48 Ambrose League of Allied Provinces - The Ambrose Ascendency
    49 Wysteria League of Allied Provinces - The Ambrose Ascendency
    50 Amaranth League of Allied Provinces - The Ambrose Ascendency
    51 Janganand League of Allied Provinces- Kingdom of Nand
    52 Havanand League of Allied Provinces- Kingdom of Nand
    53 Glasco / Trifylli High Order of the Pran-El & League of Allied Provinces - The Ambrose Ascendency
    54 Akovito League of Allied Provinces - The Ambrose Ascendency
    55 Çangalamin League of Allied Provinces - The Ambrose Ascendency
    56 Paschalia League of Allied Provinces - The Ambrose Ascendency
    57 Primus The Primus Imperium
    58 Tertius The Primus Imperium
    59 Secundus The Primus Imperium
    60 Mercivale NPC Regions - Kingdom of Berrium
    61 Pendrake NPC Regions - Kingdom of Berrium
    62 Centrata Kingdom of Berrium & NPC Regions - Kingdom of Berrium
    63 Tir Cysegr Winter Courtlands
    64 Autumnal Courtlands Autumn Courtlands
    65 Winter Courtlands Winter Courtlands
    66 Glaw Novo Spring Courtlands
    67 Summer Courtlands Summer Court
    68 Kyrra Grand Principality of Anceris
    69 Zlaten Grand Principality of Anceris
    70 ChornOstrav Chorn)strav & Grand Principality of Anceris
    71 KraznyOstrav No Lands of Arandi entry
    72 Fan'Tierri No Lands of Arandi entry
    73 Fan'Xabla Illusiocrascy of Fantastigoria& Grand Principality of Anceris
    74 Fantastigoria Primacentra Illusiocrascy of Fantastigoria
    75 Fan'Gourmet Illusiocrascy of Fantastigoria & Queendom of Avonlea - Lands of Fantastagoria
    76 Evemoor Queendom of Avonlea
    77 Fan'Grove Queendom of Avonlea - Lands of Fantastagoria
    78 Inorog Queendom of Avonlea
    79 Penrith Queendom of Avonlea
    80 Bellarion Queendom of Avonlea
    81 Coventry Queendom of Avonlea
    82 Ramshorn Queendom of Avonlea
    83 Easthaven Stormland Holdings
    84 Northern Izele Clanlands Izele Clanlands
    85 Izele Clanlands Izele Clanlands
    86 Souhern Izele Clanlands Izele Clanlands
    95 Mil Tarum No Lands of Arandi entry
    97 Thurdan Stormland Holdings
    99 A The Silver Spires Stormland Holdings
    99B The Violet Caverns Stormland Holdings
    100 The Stormlands Stormland Holdings
    101 Evergale Valley Aviarchy of Peregrin & Union of Besina
    102 Ashrock Reach Stormland Holdings
    103 Mizalna 5 tribes Syndicate
    105 The Veylands Dynasty of Escaye
    109 Emiqolombeni The Izele Clans
    111 Alammus Crystal Union
    112 Belnar 5 tribes Syndicate
    113 Manton 5 tribes Syndicate
    114 Krriam 5 tribes Syndicate
    115 Nettofurikusu 5 tribes Syndicate
    116 Arendar 5 tribes Syndicate
    117 Golyater 5 tribes Syndicate
    118 Petravolan Petravolan
    119 Portent Dynasty of Escaye
    120 Gruden Petravolan
    121 Dunnaret Petravolan
    122 Tannan Vincedom of HessTannan & Petravolan"Petravolan
    123 Furlend Petravolan
    125 Solammus Crystal Union
    127 Gelummus Ruby Legion of the Crystal Union
    128 Furtummus Crystal Union
    130 Liberantia Topaz Liberantatem
    131 Saphiria Topaz Liberantatem
    132 Heimat Topaz Liberantatem & Ruby Legion of the Crystal Union
    133 Tumbledown Marsh Union of Besina
    134 Avonlea Queendom of Avonlea
    135 Petrammus Crystal Union
    136 Starkhold Ruby Legion of the Crystal Union
    137 Ligustrummus Crystal Union
    138 Exetilorier Topaz Liberantatem
    139 Hakeber Hakeber & Topaz Liberantatem
    140 Frescodonia Topaz Liberantatem
    141 Adrax Awaria Topaz Liberantatem & Ruby Legion of the Crystal Union
    142 Xeria Crystal Union
    144 Lignummus Crystal Union
    146 Stagnummus Crystal Union
    147 Deer Point Dynasty of Escaye
    161 Bar Torma No Lands of Arandi entry
    162 Kapros Minor Members and Dependencies of the League of Allied Provinces
    163 Durvahavi No Lands of Arandi entry
    164 Rajendrahavi No Lands of Arandi entry
    171 Laraak No Lands of Arandi entry
    172 Nevarr The Nevarri League & & The Nevarri Colonies
    173 Neilor The Nevarri Colonies
    174 Ellosis Dynasty of Escaye
    176 Reinein Dynasty of Escaye
    177 Lenthe Dynasty of Escaye
    178 Folnen Dynasty of Escaye
    181 Samudra No Lands of Arandi entry
    190 Bialy No Lands of Arandi entry
    191 Niebisk Acreage NPC Regions
    192 Septimus The Primus Imperium
    193 Fiolty Acreage NPC Regions
    194 Zol Acreage NPC Regions & League of Allied Provinces?
    195 Puldine Minor Members and Dependencies of the League of Allied Provinces
    196 Sextus The Primus Imperium
    197 Quintas The Primus Imperium
    199 Jade Coalition No Lands of Arandi entry
    222 Rikgulli The Cahoose Confederation
    225 Puesto Yatahe The Cahoose Confederation
    226 Lethluumu The Cahoose Confederation
    229 Hesterimilli The Cahoose Confederation
    232 Etenjord Northern Realm of Aardrosil
    232B The Necron Directorate The Necron Directorate
    233 Kankanabek The Cahoose Confederation
    234 Manitosa The Cahoose Confederation
    235 Puesto Kagun The Cahoose Confederation
    236 Puesto Azandi The Cahoose Confederation
    237 Melzini Archipelago Spring Courtlands
    238 Svartr Melrakki NPC Region- The Great Melrakki-Ey Unity
    239 Vestan Melrakki-ey The island nation of Melrakki-ey & NPC Region- The Great Melrakki-Ey Unity
    240 Melrakki-ey The island nation of Melrakki-ey & NPC Region- The Great Melrakki-Ey Unity
    241 Uldrakka & NPC Region- The Great Melrakki-Ey UnitySpring Courtlands
    242 Dra'ulkaa Spring Courtlands
    243 Marmarin Queendom of Avonlea
    245 Holshin Spring Courtlands & NPC Region- The Great Melrakki-Ey Unity
    247 Tagra NPC Region- The Great Melrakki-Ey Unity
    249 Vallis Khoya Grand Principality of Anceris
    250 Kherson Kherson& Grand Principality of Anceris
    251 Lycarus Grand Principality of Anceris
    251B Carraig Dún The Nihoni Dominion
    253B Qalbal'ard The Nihoni Dependencies
    254 Rhune The Nihoni Dependencies
    254B Myrkheim The Nihoni Dependencies
    255 The Dales The Nihoni Dependencies
    256 Kevishtad Further Lands of the Clan Holds
    256B Patriam The Nihoni Dependencies
    257 Hallavad Further Lands of the Clan Holds
    257B East Loch Nacáu The Nihoni Dominion
    258 Darromar The Wandering Clans
    259 Hevastus The Wandering Clans
    260 Aladar The Wandering Clans
    261 Noricum No Lands of Arandi entry
    262 The Silver Coast The Wandering Clans
    263 Hestdal The Wandering Clans &Northern Realm of Aardrosil
    264 Wallnoth Further Lands of the Clan Holds
    267 Arakhal Further Lands of the Clan Holds
    268 Kulderust Northern Realm of Aardrosil
    269 Stiljord Northern Realm of Aardrosil
    270 Northern Aardrosil Northern Realm of Aardrosil
    271 The Hunting Ground The Brey-An & The Cahoose Confederation
    272 Pueblo Armica The Cahoose Confederation
    273 Puesto Cahuna The Cahoose Confederation
    274 Anceris Grand Principality of Anceris
    275 Cerilin Grand Principality of Anceris
    276 Audralean Grand Principality of Anceris
    277 Regnalin Grand Principality of Anceris
    277B West Loch Nacáu The Nihoni Dominion
    278 Consurbores Grand Principality of Anceris & Grand Principality of Anceris
    278B Fonnabeinne The Nihoni Dominion
    279 Domumontem The Wandering Clans & The Preeminence of Hortis
    279B The Shrouded Catacombs The Nihoni Dominion & The Transcendent Unity
    280 Conlarbores The Preeminence of Hortis
    280B Pendria The Nihoni Dominion & & The Transcendent Unity
    281 Western Aladar The Wandering Clans
    282 Shunland The Cahoose Confederation
    284 Phoenixcrest The Wandering Clans
    285 Nendena Archduchy of Nemeria
    286 Laeryn Archduchy of Nemeria
    287 Edessa Archduchy of Nemeria
    288 The Easterfells Archduchy of Nemeria
    289 Nemeria Archduchy of Nemeria
    290 Talodus Archduchy of Nemeria
    291 Eastern Núrnen Archduchy of Nemeria
    292 Western Núrnen Archduchy of Nemeria
    293 The Carding Coast The Iunicity of Seerono
    294 Lentillan The Iunicity of Seerono
    295 Harmonhen Archduchy of Nemeria
    296 Phoenix Bay The Iunicity of Seerono
    299 Steppechard The Iunicity of Seerono
    Last edited by lt_murgen; 2016-09-22 at 07:54 AM.
    Keeper of the 49 Rules.

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  11. - Top - End - #11
    Ogre in the Playground
     
    lt_murgen's Avatar

    Join Date
    Feb 2012

    Default Re: EMPIRE 2! Rules, Information and Administration

    Lands Reference Table

    Spoiler: Lands table 300-P19
    Show

    Region Number Region Name Link to Posted Thread
    300 Gran Figardenum Sharides The Iunicity of Seerono
    301 Honeyeden The Iunicity of Seerono
    302 Gran Grazelle The Iunicity of Seerono
    319 Isle of Nerner Archduchy of Nemeria
    320 Paradise No Lands of Arandi entry
    323B Svartalfheim The Nihoni Dependencies
    326 Shafarstan Shafarstan
    327 Lançazistan Grand Principality of Anceris
    332 Thule Thule Magocracy
    340 Bascaro The Union of the Dherai & Archducht of Nemeria
    341 Dherai The Union of the Dherai & Archducht of Nemeria
    342 Salnad The Union of the Dherai & Archducht of Nemeria
    371 Jade Havens No Lands of Arandi entry
    405 Univael Univale Commune
    406 GuN Univale Commune
    409 The Wolves' Steppes The Wolve's Steppes
    428 Ironwood Ironwood
    429 Mistwound Channel The Holy Vr'kx Empire
    430 Caeddoanaar The Holy Vr'kx Empire
    439 Cisfirlia NPC No Lands of Arandi entry
    440 Lower Swalia NPC No Lands of Arandi entry
    447 Ruheon Queendom of Avonlea
    448 Aeyon Queendom of Avonlea
    449 Radleigh Queendom of Avonlea
    450 Somerset Queendom of Avonlea
    451 Skyholme Queendom of Avonlea
    452 Swansea Queendom of Avonlea
    455 Phelnius The Primus Imperium - The Queenlands
    456 Rusathye The Primus Imperium - The Queenlands
    457 Orrisinata / Breydisle Winter Courtlands & The Primus Imperium - The Queenlands
    458 Phoenix Isles Spring Courtlands
    460 Kabaze Jagalata
    460B Sonedi Jagalata
    461 Upper Swalia The Kingdom of Transfirlia
    461B Jagalata Jagalata
    462 Transfirlia The Kingdom of Transfirlia
    463 Milquogh No Lands of Arandi entry
    470 Blackwater The Holy Vr'kx Empire
    472 Slumbering Gods The Holy Vr'kx Empire
    473 Mwoggronzurgtraulbaundruth The Holy Vr'kx Empire
    480 Hanula No Lands of Arandi entry
    480B Paridetana Jagalata
    481 Gharubharade Jagalata
    481B Samudra / New Jagalata Jagalata
    487 Fluxos Spring Courtlands
    488 Pavos / Cochragio The Primus Imperium - The Queenlands
    493 Jinxwood The Praetorian Protectorate
    494 Fodina The Praetorian Protectorate
    497 Xukujinima The Holy Vr'kx Empire
    498 Gelt The Praetorian Protectorate
    499 Arcadia The Praetorian Protectorate
    500 Lapisia The Praetorian Protectorate
    501 Pascia The Praetorian Protectorate
    503 Valencia The Praetorian Protectorate
    504 Pelyra The Praetorian Protectorate
    505 The Lower Sorrows The Praetorian Protectorate
    506 Turvas The Praetorian Protectorate
    508 The Heart of Sorrows The Praetorian Protectorate
    509 Papax Spring Courtlands
    510 The Upper Sorrows The Praetorian Protectorate
    511 Ora Leonum The Praetorian Protectorate
    512 Arcturia The Praetorian Protectorate
    513 Salinda The Praetorian Protectorate
    821 Toldec The Wandering Clans
    853 Tir Xungla Spring Courtlands
    D1 Erimos League of Allied Provinces?
    P1 Hekla Jörmungandrl
    P3 Gjallarbrú Jörmungandrl
    P4 Gjöll Jörmungandrl
    P5 Nifhel Jörmungandrl
    P6 Náströnd Jörmungandrl
    P7 Móðguðr Jörmungandrl
    P8 Eljudnir Jörmungandrl
    P18 The Icelands Dynasty of Escaye
    Last edited by lt_murgen; 2016-09-15 at 08:44 AM.
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