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Conqueror (an empire building game)

Started by: merich1 | Replies: 7 | Views: 1,206

merich1
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Jun 17, 2013 11:33 PM #1010599
I thought this might be fun. This is completely an original idea, although I have borrowed certain elements from board games I have played. I realize I don't have much of a reputation in the General Forum, but I am committed to my forum games.

RULES:
1. Please be active. If you miss a turn your empire will do NOTHING during that turn except collect money and resources and hold their positions. If you miss multiple turns you're basically letting others conquer you.
2. If you got conquered, make a new empire! If your second empire falls... sorry, you're out.
3. PM your actions to me every turn.
4. A turn lasts two days.
5. I reserve the right to pause the game at any time. During a pause, turns will not progress. I will post on this thread that the game will be paused for a specific length of time. During that time players may continue to make deals, PM each other, submit their moves, etc., but again, turns will not progress.
6. From June 24th to July 1st, I will be away from the computer. That length of time will be a pause.
7. Players may call one pause for the game. This pause will render that player immune to attacks for two turns, but they will still conduct their turn as if they missed their turn. After two turns is over they may move again, but other players will be able to attack them again.
8. Anyone can join at any time, but they must select a space on the playing field that is not occupied.
9. Rules CAN be exploited, as long as it is not game-breaking. If it is game-breaking I will be able to veto the exploit.
10. If you get banned during this game, nothing happens... initially. If you are only banned for one day you can still play the next. If you are banned for two days you miss the turn. If you are permabanned... someone will conquer you. Eventually.
11. Your last PM to me for a turn is your official one. You can change your moves after you have submitted them - you just have to do it before the end of the turn.
12. If your comment is "out-of-game", use "#" before your out-of-game comment.
13. PLEASE use proper grammar. ESPECIALLY in in-game posts. (It’s fine if you make a small mistake. But don’t go like “hes a guy who got a sword and now he killz ppl”. (Yep, copied directly from wRHG Character Rules.)
14. Forum rules still apply!
15. I reserve the right to kick anyone out of the game for not following the ABOVE rules. You will still get a warning though. One warning - that's it.
16. One empire per user at one time, please.
17. The game will start when I have 4 people signed up. More people can still join in the middle of the game. If it's popular enough I'll wait for 6 people then start.

GAME RULES:

What is This Game About?
Conqueror is a forum strategy game. Create your own empire and (attempt to) take over the world! Er... the board.

Object of the Game
The object of the game is to conquer the board. This is done by controlling every square on the board. To control a square you need only to be the last person to have a unit in that square. (The person who controls a square will be marked on that square.)

The Board
The board consists of 1,564 grid squares - 34 squares long and 46 squares wide. All of the squares are covered by terrain.

Creating Your Empire
Unlike some games, Conqueror allows for complete customization. Name your empire whatever you want, and create your units just how you want them!

Empire Signup Form
Forum Name: Obvious.
Empire Name: Obvious.
Empire Summary: Summarize your empire a little here. If you want to go more in-depth you can. Rule #13 applies.
One-Letter Abbreviation: This is first-come, first serve. There can only be one of each letter in the entire game. You also cannot choose R, A, or T.
Starting Square: You start on one square. This is first-come, first-serve too. You cannot start within nine squares of an already-chosen square. (Pythagorean Theorem!) Players that join after the game has already started can pick any square not controlled by another player. For your starting square, the board doubles as a coordinate plane, so you can say, Starting Square: (12,9), in which case that would be 12 ACROSS and 9 UP.
Units: Create 9 units. NO MORE, NO LESS. Follow the guidelines below for each unit and you should be fine. Choose wisely: these will be the ONLY 9 units you will be able to use for the entire game.

Unit Creation Form
Unit Name: Obvious.
Unit Number: Give each unit in your army an integer from 1 through 9. Each unit must have a different number.
Unit Type: Land, sea, or air. Land units can only move on grass, forest, and desert. Sea units can only move on water. Air units can move on all of them, but must land on an airstrip every 5 turns.
Damage: How much damage the unit does when it attacks. When a unit attacks, the other unit gets a chance to retaliate (if it isn’t dead) and use its damage.
Defense: How much an enemy’s damage is reduced when the unit is attacked.
Health: How much damage the unit can take before it dies. When this reaches zero, it dies (obviously). It also regenerates by 1 every turn that the unit is not attacked. The maximum amount the unit’s health can regenerate to is equal to this rating (obviously).
Move: How many squares the unit can move. Units CAN move diagonally, but you’re going to have to use the Pythagorean Theorem to figure out how much it can move. You cannot move in between squares.
Range: How many squares the unit can damage from. If it is a melee unit put it at 1.
Special Abilities: This can be literally ANYTHING. Just keep in mind that the more OP it is, the more costly it will be. And I mean it. (I get to decide the price of your special ability.) Each unit can have more than one special ability, but more than one will just make it even more costly. (It is advised to have your ability have a cooldown of several turns to make it cheaper.)
Cost: You do not have to fill the cost part out. I will do it for you when I add your empire. Just know that it will be equal to 10^(damage rating) + 10^(defense rating) + 10^(health rating) + 10^(move rating) + 10^(range rating) + Special Ability Cost for both money and resources. (Hint: don’t make all your units too costly, or you’ll die in the early game.)

But How Do We Get Money and Resources?
Simple. At the end of each turn each square you control will be worth 20 gold. Each unit you own will be worth 100 resources. You start with 500 gold and 500 resources. You better use that to buy your first unit.

Terrain
Each square has its own terrain. The color of its square will tell you what its terrain is.

White = Grassland. No modifier.
Green = Forest. +1 Defense to units holding inside the forest against attackers.
Yellow = Desert. Square is worth no money.
Blue = Water. Remember the sea units?

Buyable Terrain Modifiers
You can buy terrain modifiers too. This will be marked on the map post, as will all the units’ damage if they are damaged.

Road. 5 money, 5 resources to build. +1 Move to units on a road. This can stack. Roads are usually used for quick transportation within your empire, but beware: opponents can use them too…
Airstrip. 100 money, 100 resources to build. Air units need to land on these every 5 turns, or they are destroyed.
Tree. 20 money, 20 resources to build. Takes 5 turns to build. You must remind me that the 5 turns are over, or you’ve wasted your money and resources. Same effect as Forest.

But How Do We Buy These Units and Buyables?
Relax, relax, I’m getting to that.

Phases of Each Turn
1. I recommend not submitting your orders until the second day. The first day you can use for diplomacy by PM.
2. Submit your orders to me via PM. Each order should be something like this:
Warrior (2,44) moves to (3,44)
Archer (17,38) attacks (20,35)
Warrior (3,2) attacks (3,3)
Mage (7,16) holds
Mage (27,16) Special Ability “Fireball” (29,18)
BUILD Warrior (1,1)
BUILD Road (5,6)
Or something like that. Any erroneous order (like if the Mage did not have the special ability “Fireball”, or there was a unit at (3,44), or the Archer did not have the range to attack (20,35), or there was no unit at (3,3), or the player did not control (5,6)) will be replaced with a hold order. (Yep, this is remarkably similar to Diplomacy.)
3. After the two days pass, I will reveal all the orders, show all the damage done, and allow players to make their next move.

But how will all this look?
Let’s say there is a unit whose number is 7 from the empire whose one-letter abbreviation is Y at (21,30). (21,30) is represented by a grid square. Then the grid square would say Y7. (Handwritten by me!)

It’s that simple. Or not. Feel free to ask questions about the rules. Signups are OPEN!

Signups:
MashalCeen
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Aug 12, 2013 6:40 AM #1063447
can i join?
Veir
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Aug 12, 2013 7:56 AM #1063493
Holy ass that's alot to read, okay I'll join if we can get some more people to join.
kingkickass2013

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Aug 12, 2013 6:28 PM #1063885
Huh I'm making something just like this..... Damn.

Spoiler (Click to Show)
ON)

Spoiler (Click to Show)
OVED. NO CHANGING THE PAST ONCE IT'S ALREADY DONE)

IF YOU ARE INACTIVE FOR A 1.5 DAYS THEN YOU ARE DISQUALIFIED AND YOUR ENTIRE CIVILIZATION BECOMES FOLLOWERS!

FORUM RULES APPLY HERE SO FOLLOW THEM!

NO BULLSHIT (I don't want to see you saying "OH BUT JUST BEFORE MY ASSASIN DIES HE POISONS YO ENTIRE POPULATION.") No that's not happening here.

Use this # symbol before your sentence in order to make out of game comments.

Alliances are allowed, but expect to get back stabbed later on. If there are two players left and neither want to kill each other then I will personally cause an Armageddon to form on their civilizations and give the last person who fell victim to the alliance the victory.[/spoiler]

I took note and figured out this game may also require you to have some math knowledge for future planning and managing your civilization properly.

What is this game: Its an 2-6 player forum strategy game in which the best empire dominates all. At the very start of the game you must choose what your people are (Khajit, Monks, Pikom, ETC ETC ETC) then you must make the name of your empire (EXAMPLE: my empire will be called "the smelly goats", ANOTHER EXAMPLE: my empire will be called "tagik moken") Whatever the name for your empire is, it really doesn't matter.
You must state the name of your empire and your race in this order:

Empire name: The smelly goats
Race: The wood elves


In order to make moves and control workers is through two ways: secret and open, secret building and commands is when you use PM's directly to me on your moves (you mainly use this for spy units and secret warfare planning), then open building and commands where EVERYBODY can see your moves (this is the only way to attack other empires, unless your using spy's)

In order to actually move war units is by saying the area you want to move them in. (EXAMPLE if you are standing on a 50x50 map in the game and your unit location is at 30X30 (X and Y) and you want to move two spaces north west, then your new location for that single unit is now 28X32 because he backwards 2 times on the X axis and went up 2 times on the Y axis, this is how you move units) Technically you can say on where to move in any form, you can say you want a soldier to go from area 32x30 to 32x33, you can say you want a specific soldier to go north 3 spaces (each UNIT has its own movement speed, some units are static and can be placed at a specific spot on the map when made)

If you want to get miners working then you gotta order them to (those lazy shits), take note that you don't want to take up all of your population in warfare otherwise you will lose all population meant for workers. Anyway if you have 3 mountains and 5 grasslands around your empire then in order to get stuff from those regions is you gotta order how much of your population you want working there, so lets say you have 40 population. You send 20 miners all set to mine copper, then you send 10 miners to the grasslands to harvest foods.

Each people type has their own advantages and disadvantages, some have a passive advantage while others may have a physical advantage.

Spoiler (Click to Show)
ar unit actually does to somebody. The unit attacking another unit is what uses this.

Defense: How much damage is dealt back to the attacker.

Attack range: How far can this unit attack, if it says melee then that means it can only attack if the enemy is right next to it, if it says something like 1-3 then this is considered a ranged unit and it can fire 3 blocks away, 2 blocks, and one block away (melee range), if a ranged unit attacks a melee unit from afar then the melee unit cannot deal damage back and will just have to suck up the pain.

Health: The HP of that unit, this heals by 1 every round if the unit is harmed and not nearby an enemy (if the enemy is 2 blocks away from said injured unit then it cannot heal), if this goes to zero on any unit then that unit has died. Injured units face troubles such as decrease in defense and attack. If a unit has half the amount of health it starts with then it is considered injured and has the specified troubles.

Armor: How much damage will the unit negate if an enemy unit attacks, This is only on armored units. This cannot be replenished unless the unit is in your capital or settlement and you have a local blacksmith in those areas. Armor is basically a secondary health point except when the armor goes down it doesn't make a unit injured. Some units require armor in order to perform attacks or sometimes even survive.

Abilities: Some units have special abilities that they can access during battle or outside of battle.

Weakness': Some units have bad weakness's that bring them down quite a bit, they are sometimes not very bad like they are artillery and cannot move but sometimes they can be severe like they automatically die after 5 turns of being alive.

Movement speed: How many blocks they can move in one turn.[/spoiler]

Spoiler (Click to Show)
at rivers and forests, one person collects 15 more food then any other race, during the spring and summer this race gains a +2 health bonus for every unit, wood elves also don't need meat in order to survive (vegetarians). HOWEVER they cannot start a war unless the enemy strikes first and during the winter they don't have heavy cloth so ALL productivity is absolutely drained and warfare units lose 1 movement point (think of it like hibernation only your not sleeping and your freezing your ass off, you can still move your soldiers. If a soldier only has 1 movement then it is frozen in place and cannot move until the winter time is over). *The wood elves start the game with an Elven archer*

Lizard men: Their skin makes them resistant to desert areas therefor they gain a +1 attack bonus in deserts and during the summer. They do not need water to survive and only need cactus's from deserts (cactus's are the only thing that can be eaten in the desert. All other races cannot eat cactus's), however they are very sensitive to the cold so in mountainous and cold regions they lose 1 health. *The lizard men automatically start their capital in a desert and start with a lizard man assassin*

Undead: The undead units always come out of a battle healed by 1 (so lets say one zombie has 4 health and is damaged by 2 from a weaker unit, if that weaker unit is killed in battle then the victor which is a zombie now has 3 health) and the undead never need to eat produce, every kill automatically turns into food (meat). HOWEVER they move slower in the cold so they lose 2 movement speed while inside freezing environments and they need 2x more meat then the rest of the races otherwise they will die down. *The undead automatically start with 10 weak zombies*

Humans: the most basic of them all, humans get no negative or positive bonuses. *Humans start out with the choice to pick where they live and start up with a wall*

The red clan: Humans who have gone rouge and are now criminals, they are sneaky therefor their spies can steal more, learn more, and sabotage more. The red clan also is allied with every single barbarian village on the game and can use them as a way to create free soldiers. However they aren't exactly the smartest people in the world (a rumor has stated they may even be dumber then the undead) so all technology needs 1 extra round in order to be researched. *the red clan automatically starts with a spy and 2 barbarian villages nearby*

Automatons: Robots and automatons are really pathetic in the early game due to the one fact that they have really expensive units. HOWEVER all seasons do not effect their productivity, so they get no negative bonus's or positive bonus's during the seasons and those really expensive units are powerful in armor and health. Their blacksmith building repairs armor for half the cost and they never need to eat anything. (so all food options for the automatons are out of the game.) *Automatons start out with a single clockwork puncher*

Frost giants: Massive brutes they are, they have the strongest attackers in the game and winter does not effect them any, however they are very bad at destroying flying units and have next to nothing in the matter of ranged/spell casting. *Starts with a rock flinger giant and a warrior giant*

Trolls: http://openclipart.org/people/Master-Sayien/trollface.svg

Orcs: (currently thinking about)

Dragons: (currently thinking about)

Mages and wizards: (currently thinking about)

The knights of order: (currently thinking about)

The Ragnarok cult: (bad guy NPC's that I must think about)

The followers: (bad/good guy NPC's that are basically pawns to me and listen to everything I tell them. These form only when a person is booted from the game, currently thinking about)

The tribes: (these are good guy NPC's which I must think about)

The barbarians: (these are bad guy NPC's which I must think about)

Predators: (these are bad guyNPC's which I must think about)

More races will come don't worry[/spoiler]

ROUNDS: once everybody in the game has made their move a round has passed and all actions go into effect. after 7 rounds has passed (this is a long game) a new season starts. I control when a disaster will happen and where its effects will be.

WARFARE UNITS (Click to Show)




[/spoiler]

Spoiler (Click to Show)
it and building upgrades rather actual technological advances. And some technologies will actually lead to the opening of units and buildings.[/spoiler]


Spoiler (Click to Show)
e cold is constant and it reduces all productivity for most races. This year does not effect those living in a desert area. Some races are built for the cold and gain bonuses during this time.

Spring: best time for most races, during this time productivity is at an all time high and most races thrive.

Summer: Some races hate this season, its incredibly hot and has a chance for a heatwave which can kill somebody. The lizard men find this season the best.

Fall: most basic time of the year, the game starts at fall, no positive or negative effects from this season.

Disasters are basically abilities that the game master has (me), I can summon these disasters at any time at any place. They are all listed below

Predators prowl: When this is activated, the target areas are now swarming in predators which will attack and kill any unit who wander into the effected areas, this can be summoned around entire civilizations to block production. Wood elves can ask for this ability to be activated, BUT ONLY ONCE.

Meteor: A meteor is summoned in a target area that kills any creature or person standing there, the bigger the meteor the larger the effect, if this lands on a civilization it will destroy a couple supplies and a single building. When a meteor crash lands it contains A LOT of resources that can really turn the tables.

Tornado: A tornado moves all over the map killing any unit that gets in its path, its movement pattern is random and if it lands on a civilization it will cause massive damage (such as destroying supplies and buildings)[/spoiler]

EMPIRE SETUP: when you have your capital and like all opponents you will be allowed to choose what your people collect, all of the stuff that can be obtained is listed below.

Spoiler (Click to Show)
I'm going to do for map length is make the map length 50X50 for 6, 40X40 for 4 player games, and 30X30 for 2 player games. (Unless players want a specific map setup)

I will make a map for each game to show how far you are from every single other civilization and how long it will take you to get there, it is in sorta a grid way so each block is one movement for a war unit. Empires will always be near water and grassland unless their race states otherwise (for example, the undead will be shown always nearby a forest or grassland so they can feed. They will never be nearby a cold region or desert since they have no reason to be near them)

Grasslands: are basic terrains that can be passed, this terrain serves meats and other food supplies. Most empires will start nearby this terrain.

Tundras and ice: This terrain is special, it can be passed but most races (like the wood elves) will lose movement points or defense or whatever negative points, you will always see the frost giants races here, tundras and ice give meats and food just like regular grasslands to.

Mountainous regions: These terrains can only be passed by flying units, however mountains grant the building and unit resources needed in the game. All empires have a mountain nearby them.

Deserts: Lizard men always start in deserts, they can span for a very large distance and contain cactus's instead of fruits and vegetables. Game will never be found in deserts so when lizard men are in the game they are nearby THREE landscapes (mountains, grasslands, and deserts)[/spoiler]

Spoiler (Click to Show)
gathering materials or turned into soldiers: EXAMPLE, if you set one person from the population to mine copper, then he/she will gather 20 per round.

You always start with 20 population unless your race has an increase on starting population. You always gain half the amount of population each round (so If I have 20 population now I will gain 10 the next round. Then I will have 30 population and gain 15 the next round), The only way to reduce population is natural disasters, predators that killed you while gathering food and water, and enemy armies.[/spoiler]


Spoiler (Click to Show)
e in wood every time you collect

Copper: Found within mountains, fairly cheap kind material, they are easily mined and can create very cheap type of soldiers: you get 30 per person mining this.

Iron: Found within mountains, its a moderate resource, some of the stronger units in the game require of this type of resource but sadly its not as easily gained as copper: you get 10 iron per person mining this.

Mana: Found within mountains, this is a fun little ore, it is mainly used for making magical units such as shamans and arch mages:

[/spoiler]

Spoiler (Click to Show)
w: War units do not need food in order to survive, just your regular population. If you go 3 turns without food filling your peoples stomachs then you will start losing more and more population, if you go 5 turns without food then your citizens will turn against you and half your people will leave your city and join the best civilization in the current game, if you go 7 turns without feeding your people then they will start an anarchy and become the followers.

Game and meat: These are hunted in grassy plains, and sometimes mountainous regions (theirs a small chance miners while mi
The Organization
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Aug 12, 2013 6:54 PM #1063908
PMs might not be an effective way of communication, as your inbox would be full frequently. Save me a spot, I'll register after my wRHG entry.

Huh I'm making something just like this.
.... Damn.

Spoiler (Click to Show)
TION)

Spoiler (Click to Show)
MOVED. NO CHANGING THE PAST ONCE IT'S ALREADY DONE)

IF YOU ARE INACTIVE FOR A 1.5 DAYS THEN YOU ARE DISQUALIFIED AND YOUR ENTIRE CIVILIZATION BECOMES FOLLOWERS!

FORUM RULES APPLY HERE SO FOLLOW THEM!

NO BULLSHIT (I don't want to see you saying "OH BUT JUST BEFORE MY ASSASIN DIES HE POISONS YO ENTIRE POPULATION.") No that's not happening here.

Use this # symbol before your sentence in order to make out of game comments.

Alliances are allowed, but expect to get back stabbed later on. If there are two players left and neither want to kill each other then I will personally cause an Armageddon to form on their civilizations and give the last person who fell victim to the alliance the victory.[/spoiler]

I took note and figured out this game may also require you to have some math knowledge for future planning and managing your civilization properly.

What is this game: Its an 2-6 player forum strategy game in which the best empire dominates all. At the very start of the game you must choose what your people are (Khajit, Monks, Pikom, ETC ETC ETC) then you must make the name of your empire (EXAMPLE: my empire will be called "the smelly goats", ANOTHER EXAMPLE: my empire will be called "tagik moken") Whatever the name for your empire is, it really doesn't matter.
You must state the name of your empire and your race in this order:

Empire name: The smelly goats
Race: The wood elves


In order to make moves and control workers is through two ways: secret and open, secret building and commands is when you use PM's directly to me on your moves (you mainly use this for spy units and secret warfare planning), then open building and commands where EVERYBODY can see your moves (this is the only way to attack other empires, unless your using spy's)

In order to actually move war units is by saying the area you want to move them in. (EXAMPLE if you are standing on a 50x50 map in the game and your unit location is at 30X30 (X and Y) and you want to move two spaces north west, then your new location for that single unit is now 28X32 because he backwards 2 times on the X axis and went up 2 times on the Y axis, this is how you move units) Technically you can say on where to move in any form, you can say you want a soldier to go from area 32x30 to 32x33, you can say you want a specific soldier to go north 3 spaces (each UNIT has its own movement speed, some units are static and can be placed at a specific spot on the map when made)

If you want to get miners working then you gotta order them to (those lazy shits), take note that you don't want to take up all of your population in warfare otherwise you will lose all population meant for workers. Anyway if you have 3 mountains and 5 grasslands around your empire then in order to get stuff from those regions is you gotta order how much of your population you want working there, so lets say you have 40 population. You send 20 miners all set to mine copper, then you send 10 miners to the grasslands to harvest foods.

Each people type has their own advantages and disadvantages, some have a passive advantage while others may have a physical advantage.

Spoiler (Click to Show)
war unit actually does to somebody. The unit attacking another unit is what uses this.

Defense: How much damage is dealt back to the attacker.

Attack range: How far can this unit attack, if it says melee then that means it can only attack if the enemy is right next to it, if it says something like 1-3 then this is considered a ranged unit and it can fire 3 blocks away, 2 blocks, and one block away (melee range), if a ranged unit attacks a melee unit from afar then the melee unit cannot deal damage back and will just have to suck up the pain.

Health: The HP of that unit, this heals by 1 every round if the unit is harmed and not nearby an enemy (if the enemy is 2 blocks away from said injured unit then it cannot heal), if this goes to zero on any unit then that unit has died. Injured units face troubles such as decrease in defense and attack. If a unit has half the amount of health it starts with then it is considered injured and has the specified troubles.

Armor: How much damage will the unit negate if an enemy unit attacks, This is only on armored units. This cannot be replenished unless the unit is in your capital or settlement and you have a local blacksmith in those areas. Armor is basically a secondary health point except when the armor goes down it doesn't make a unit injured. Some units require armor in order to perform attacks or sometimes even survive.

Abilities: Some units have special abilities that they can access during battle or outside of battle.

Weakness': Some units have bad weakness's that bring them down quite a bit, they are sometimes not very bad like they are artillery and cannot move but sometimes they can be severe like they automatically die after 5 turns of being alive.

Movement speed: How many blocks they can move in one turn.[/spoiler]

Spoiler (Click to Show)
or at rivers and forests, one person collects 15 more food then any other race, during the spring and summer this race gains a +2 health bonus for every unit, wood elves also don't need meat in order to survive (vegetarians). HOWEVER they cannot start a war unless the enemy strikes first and during the winter they don't have heavy cloth so ALL productivity is absolutely drained and warfare units lose 1 movement point (think of it like hibernation only your not sleeping and your freezing your ass off, you can still move your soldiers. If a soldier only has 1 movement then it is frozen in place and cannot move until the winter time is over). *The wood elves start the game with an Elven archer*

Lizard men: Their skin makes them resistant to desert areas therefor they gain a +1 attack bonus in deserts and during the summer. They do not need water to survive and only need cactus's from deserts (cactus's are the only thing that can be eaten in the desert. All other races cannot eat cactus's), however they are very sensitive to the cold so in mountainous and cold regions they lose 1 health. *The lizard men automatically start their capital in a desert and start with a lizard man assassin*

Undead: The undead units always come out of a battle healed by 1 (so lets say one zombie has 4 health and is damaged by 2 from a weaker unit, if that weaker unit is killed in battle then the victor which is a zombie now has 3 health) and the undead never need to eat produce, every kill automatically turns into food (meat). HOWEVER they move slower in the cold so they lose 2 movement speed while inside freezing environments and they need 2x more meat then the rest of the races otherwise they will die down. *The undead automatically start with 10 weak zombies*

Humans: the most basic of them all, humans get no negative or positive bonuses. *Humans start out with the choice to pick where they live and start up with a wall*

The red clan: Humans who have gone rouge and are now criminals, they are sneaky therefor their spies can steal more, learn more, and sabotage more. The red clan also is allied with every single barbarian village on the game and can use them as a way to create free soldiers. However they aren't exactly the smartest people in the world (a rumor has stated they may even be dumber then the undead) so all technology needs 1 extra round in order to be researched. *the red clan automatically starts with a spy and 2 barbarian villages nearby*

Automatons: Robots and automatons are really pathetic in the early game due to the one fact that they have really expensive units. HOWEVER all seasons do not effect their productivity, so they get no negative bonus's or positive bonus's during the seasons and those really expensive units are powerful in armor and health. Their blacksmith building repairs armor for half the cost and they never need to eat anything. (so all food options for the automatons are out of the game.) *Automatons start out with a single clockwork puncher*

Frost giants: Massive brutes they are, they have the strongest attackers in the game and winter does not effect them any, however they are very bad at destroying flying units and have next to nothing in the matter of ranged/spell casting. *Starts with a rock flinger giant and a warrior giant*

Trolls: http://openclipart.org/people/Master-Sayien/trollface.svg

Orcs: (currently thinking about)

Dragons: (currently thinking about)

Mages and wizards: (currently thinking about)

The knights of order: (currently thinking about)

The Ragnarok cult: (bad guy NPC's that I must think about)

The followers: (bad/good guy NPC's that are basically pawns to me and listen to everything I tell them. These form only when a person is booted from the game, currently thinking about)

The tribes: (these are good guy NPC's which I must think about)

The barbarians: (these are bad guy NPC's which I must think about)

Predators: (these are bad guyNPC's which I must think about)

More races will come don't worry[/spoiler]

ROUNDS: once everybody in the game has made their move a round has passed and all actions go into effect. after 7 rounds has passed (this is a long game) a new season starts. I control when a disaster will happen and where its effects will be.

WARFARE UNITS (Click to Show)




[/spoiler]

Spoiler (Click to Show)
unit and building upgrades rather actual technological advances. And some technologies will actually lead to the opening of units and buildings.[/spoiler]


Spoiler (Click to Show)
the cold is constant and it reduces all productivity for most races. This year does not effect those living in a desert area. Some races are built for the cold and gain bonuses during this time.

Spring: best time for most races, during this time productivity is at an all time high and most races thrive.

Summer: Some races hate this season, its incredibly hot and has a chance for a heatwave which can kill somebody. The lizard men find this season the best.

Fall: most basic time of the year, the game starts at fall, no positive or negative effects from this season.

Disasters are basically abilities that the game master has (me), I can summon these disasters at any time at any place. They are all listed below

Predators prowl: When this is activated, the target areas are now swarming in predators which will attack and kill any unit who wander into the effected areas, this can be summoned around entire civilizations to block production. Wood elves can ask for this ability to be activated, BUT ONLY ONCE.

Meteor: A meteor is summoned in a target area that kills any creature or person standing there, the bigger the meteor the larger the effect, if this lands on a civilization it will destroy a couple supplies and a single building. When a meteor crash lands it contains A LOT of resources that can really turn the tables.

Tornado: A tornado moves all over the map killing any unit that gets in its path, its movement pattern is random and if it lands on a civilization it will cause massive damage (such as destroying supplies and buildings)[/spoiler]

EMPIRE SETUP: when you have your capital and like all opponents you will be allowed to choose what your people collect, all of the stuff that can be obtained is listed below.

Spoiler (Click to Show)
ow I'm going to do for map length is make the map length 50X50 for 6, 40X40 for 4 player games, and 30X30 for 2 player games. (Unless players want a specific map setup)

I will make a map for each game to show how far you are from every single other civilization and how long it will take you to get there, it is in sorta a grid way so each block is one movement for a war unit. Empires will always be near water and grassland unless their race states otherwise (for example, the undead will be shown always nearby a forest or grassland so they can feed. They will never be nearby a cold region or desert since they have no reason to be near them)

Grasslands: are basic terrains that can be passed, this terrain serves meats and other food supplies. Most empires will start nearby this terrain.

Tundras and ice: This terrain is special, it can be passed but most races (like the wood elves) will lose movement points or defense or whatever negative points, you will always see the frost giants races here, tundras and ice give meats and food just like regular grasslands to.

Mountainous regions: These terrains can only be passed by flying units, however mountains grant the building and unit resources needed in the game. All empires have a mountain nearby them.

Deserts: Lizard men always start in deserts, they can span for a very large distance and contain cactus's instead of fruits and vegetables. Game will never be found in deserts so when lizard men are in the game they are nearby THREE landscapes (mountains, grasslands, and deserts)[/spoiler]

Spoiler (Click to Show)
gathering materials or turned into soldiers: EXAMPLE, if you set one person from the population to mine copper, then he/she will gather 20 per round.

You always start with 20 population unless your race has an increase on starting population. You always gain half the amount of population each round (so If I have 20 population now I will gain 10 the next round. Then I will have 30 population and gain 15 the next round), The only way to reduce population is natural disasters, predators that killed you while gathering food and water, and enemy armies.[/spoiler]


Spoiler (Click to Show)
ake in wood every time you collect

Copper: Found within mountains, fairly cheap kind material, they are easily mined and can create very cheap type of soldiers: you get 30 per person mining this.

Iron: Found within mountains, its a moderate resource, some of the stronger units in the game require of this type of resource but sadly its not as easily gained as copper: you get 10 iron per person mining this.

Mana: Found within mountains, this is a fun little ore, it is mainly used for making magical units such as shamans and arch mages:

[/spoiler]

Spoiler (Click to Show)
now: War units do not need food in order to survive, just your regular population. If you go 3 turns without food filling your peoples stomachs then you will start losing more and more population, if
kingkickass2013

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Aug 12, 2013 8:43 PM #1063956
Hmm I may join this but listen you may wanna advertise this in your signature, like I did with the wRHG boss fight.

Quote from The Organization



Funny, currently laughing for real.

I will join this game after D and D so at that point I will have free time on my hands to create the next D and D now with less narration and more attention along with help with other people (Apparently I will need somebody like a help to turn on the days that I'm away and the times I need to sleep)
Lethal
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Aug 13, 2013 9:47 AM #1064360
You guys bumped a thread. wtf.

I feel like I want to join but I have schools. goddamn it
merich1
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Aug 16, 2013 11:54 PM #1067322
If you wish to join follow the Empire Signup Form.
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