Terrance888
Discord Reigns
Spoiler Update Map :

The Hill before the Chasm
Long time ago, my sons, there lies great kings and many chiefs. Darali, warriors of the North. Are war-like but merciful. They have great kingdoms propped up by man chiefs. As their power Rose their enemy, the Daras, the Great Enemy, their power grew. At the end of the Great age the chiefdoms in the Land known as "Europe". Then, from the East, horseriders driven from their homes by the fierce Wisthal swarmed the land. The Horan, Yural and other peoples are pushed into the land furture West. As they attacked wave after wave of those looking for new homes attacked the Darali Kingdoms, then, they crumbled into legend as the Wisthal themselves are driven from their homes and came to Europe. There, kingdoms are shattered. And small chiefdoms rule the land.
To the South the peoples of the Nile fought for many years, but a large forces, driven by the breaching of the Great Oasis. Attacked them all. In the Chaos they are razed, their people live on. But they are suppresed.
To the north. The Great Shamandom of Chunherra survived. As they grew, more and more they affect the outside world. However, more and more the outside world affects them. A King of a Citystates assassinated a Shaman of Chunherra. Pertenders rent the kindom as the City states are destroyed for the Unifying force of Chunherra is know gone. Shamans rule over patches of land as they fought for scraps.
Today, my friends, is a new age. You will lead your tribes to greatness! Today, Classical Empire that will affect history forever shall rise!
This day is 500 From the Chasm. Today, my friends, shall affect destiny!
Rules (Cp'n Pasted from Reclaim the World). They are different this time around.
Spoiler :
:
I) Getting Started
When we first start out, we are in the smoking remains of great past within story and memory. When signing up, all you need is the name of your country, a color, a location on the map for your capital, and filling out of the Stats. The kingdom or nation will be the small plot of land surrounding the capital. This is a blank map of the World Since this is a story-telling-based game, we would recommend a history of your kingdom up to this point, and a flag would be excellent too.
When creating your stories, remember that the past kingdoms are recorded in ruins and in stories. They whisper of the power of the past, while brag of their future strength.
I should probably add: When you choose your color, do not choose any whites, light grays, blacks, or light blues. The whites are too close to the blank terrain, grays are for barbarians, blacks are too close to the border colors, and light blues too close to water.
II) The Turn
The turn is the basic unit of in-game time, and lasts from the previous update until the GMs declare that the turn is over, usually when all orders are in (See section III for details). If not everyone hands in their orders, the turn ends after 48 hours. During each turn, you sort out diplomacy and trades between other countries, and you work out agreements. However, anything you say here does not have to be truthful. Only your orders are what matter. Also, PMs can be made between players to deal with these matters. These also do not require any truth. To maintain this, we ask that PMs received by a GM not be quoted in any PMs between players.
III) Orders
Within a given period from the previous update, you must PM your orders to one of your GMs. Orders are lists of where you want to spend your money, what projects you want to make, where you want your troops to go, where you want to expand, etc. If you fail to send orders in a timely manner, your country will be automated for the turn. Missing multiple orders, without warning me in advance, may make your country an NPC, meaning that they are fully automated and open to anyone else to join. Also, when filling out orders, please include your stats.
A) Economy + Infrastructure
Your nation's economy is determined in Gold Per Turn (GPT). This is your nation's income per turn. This income is what you will use to improve your nation, either by building cities, researching technology, or building your army and navy. You can also bank your gold for spending at a future date, but it will not accumulate interest until a specific tech is introduced by me and researched. Also note your GPT will naturally rise over time due to inflation. If your GPT is in between 1 and 50, it takes 3 turns for it to rise by one. From 50 to 75, it will raise by one every 5 turns. Various technologies will and events may give Civilizations a boost.
- If you research various Techs you can gain Infranstructure from a project. However, it will be made sure that it isn't overwhelming.
B) Resources
I must think on this
C) Great People. Yes, like in Civ, we now have great people. After a particularly great turn, you may receive a great person, who will bring his expertise to help you, be it a great strategist or an innovator in the likes of Einstein and Leonardo Da Vinci.
D) Military
Your military is divided into army and navy, and each is rated by an arbitrary number that rates your country relative to the others. For every 1 gold you invest here you get 1 military point. The more military power you have, the higher the chance that you will win. However, upsets can happen, and the better military may not always win. Additionally, certain techs you can research will give you military multipliers. Also, for every 5 military you have, whether it’s army or navy, you lose 1 gpt in maintenance.
There will also be a Military Cap, which will be raised by various techs and government types. At first, the Cap will be set at 30 total Units. (land, sea, and river)
In the beginning, the people are miltia who fight for you off season. You have 20 no maintenance units.
E) War details
When you are at war with someone, you PM in your orders a minimum of how many units of military you want to send and where you want to send them. If you want to, you can be more detailed, and you will probably get better results. When you capture a city, it will be in revolt. Since cities do not make units, all this means is that you don’t get its base 2 gpt for 1 turn. In this turn, you can do three things: You can do nothing, which makes Charles Li (the official War GM) flip a coin. Heads, it comes out of rebellion. Tails, it stays in for another turn. Or, you can Raze the city, erasing it from the face of the earth and adding an instant amount of gold (determined by the age you are in) to your banked gold. The last option is to Pacify the citizens, spending an amount of gold that is determined by your era to make it instantly come out of revolt.
F) Technology
The Dual GMs will pick one or two advances made in any, assign it a tech value, and open it up for everyone. You can then use Tech Points, bought at 1 gold per point, to purchase these advances. They may give economic benefits, enable further expansion, discover new resources, provide military multipliers, or really anything that technology has done for man. Some, not many, technologies will be exclusive. This means that only one or two nations can research them, and once researched they can be traded. Mostly these exclusive techs will be sent via a private PM, to preserve secrecy. And remember, you cannot trade a tech that you do not have! Trades are only recognized if you send them to both the person you’re trading with and your assigned GM, and if you lie about a tech, you will receive a penalty. Some Unique techs will be Untradeable.
G) Special Projects
Projects were a big part of the RfMK, and they will still be important. Think of something that actually makes sense, like diverting gold for a massive blitzkrieg or a boost in research, and we’ll assign it a monetary value. Additionally, you can suggest a unique technology (again, that makes sense) for your nation. If it gets approved, it will be assigned a Tech Point value and effect and will act like any other exclusive tech.
Some projects also needs turn time to complete, such as breeding of animals efforts and some projects known as Wonders. So big that multiple generations worked on them before they are completed.
H) Cities
There are some projects that came up multiple times, and have been made into things you can spend money on. The first of these are cities. Give a name and location, you get a city on the map that adds 2 gpt to your economy. They also hold the land and make it with less rebelion, while themselves as a magnet for them. Cities cost 5 gold for the first two, and for every two after the cost increases by 5. However, if the city is lost, the gpt bonus transfers away. There is a city cap that increases with time. Currently only a small group of tribes join under your banner. So only 3 Cities can be controled.
I) Expansion and Attack
If there is empty land next to your country, or within reach by sea, you can order expansion to that area. This incorporates this area into your country, as long as the request is not excessive. Expansion is limited by the technology you have researched, and may be severely limited in the beginning. Larger nations also have lower stability (See section H for info on this). Also, you can make attacks with your military. Simply say where you want to attack and with how much power, and we will set up the attack. You can tell us more (the method of transport, perhaps some tactics) and you will get better results, but you don’t have to. Defenders can also include in their orders strategies for defense and will have better results. It’s probably worth mentioning, too, that you CAN make surprise attacks (without declaring war), but you will recieve a penalty as a result. It's still worth doing, however.
J) Trade and Diplomacy Orders
When you’ve finished making arrangements with other players, you must give the orders to fulfill your part of the trade in your orders. For instance, if you are going to trade 7 tech to get 21 gold, you must say “I give 7 tech to this country” in your orders. Same goes for any other diplomatic action. In trades, the items that are traded, excluding projects, grow by 10%, rounded up. This means that if you give 4 power, the receiver receives 4.4 power, which is rounded up to 5. Technology is special when traded, because you don’t actually lose it when you trade it. It’s sort of like the flame of a candle – you can spread it without losing it. However, be careful- once a nation knows a technology, they can never unlearn it. Other diplomatic actions like treaties, alliances, and for that matter trades will be limited by tech level but are largely left up to the players’ imaginations.
K) Stability
No nation is totally stable. Several things affect your stability- your ratio of military to population (cities), your governmental types, whether you’re at war or not, the size of your empire, and various random events all have a hand in it. Your stability will be kept a secret from other nations! It will not be posted on the main stat page, but if you ask your GM for it you will receive a PM with information. Stability is ranked between 0 and 50. The higher you are, the more stable. Each nation starts at a stability of 40. Instability carries several negative effects. You have a higher chance of cities rebelling and forming their own nations, you can suffer diplomatic penalties from other NPCs, and if you have any unique technologies they are likely to be leaked by malcontents.
L) Government type
Government types carry pros and cons. Every system has its strengths and weaknesses. In the beginning you will be restricted to a few basic types, but as time progresses you can PM era-appropriate governments you want to switch to and, if approved, they will be implemented for all to use. In the start you are restricted to:
Monarchy of Chiefs (Most Darali)
+ 1 Technology + Expansion - 1 Economy - 5 Stability =Military
Shamandom (Chunherra)
- 1 Technology + Expansion + 1 Economy + 5 Stability = Military
Warrior State (Mexicans?)
= Technology + Expansion = Economy - 5 Stabliliy + Military
Generic
Chiefdom
= Technology - Expansion = Economy - 5 Stability +Military
Tribal Council
= Technology = Expansion = Economy + 5 Stability -Military
Republic
+Technology =Expansion +1 Economy = Stability -Military
As time goes on and more people invent new governments in their PMs, new forms of government will be available.
M) Stories
The more detailed you are in your orders, the more successful you will be. If two nations clash that are absolutely equal in power, the one who is more descriptive wins. Remember, we GMs are people too, and we like reading good stories, so naturally we will want to keep the storytellers alive, right?
Likewise, Stories written in the thread may give benefits.
I) Getting Started
When we first start out, we are in the smoking remains of great past within story and memory. When signing up, all you need is the name of your country, a color, a location on the map for your capital, and filling out of the Stats. The kingdom or nation will be the small plot of land surrounding the capital. This is a blank map of the World Since this is a story-telling-based game, we would recommend a history of your kingdom up to this point, and a flag would be excellent too.
When creating your stories, remember that the past kingdoms are recorded in ruins and in stories. They whisper of the power of the past, while brag of their future strength.
I should probably add: When you choose your color, do not choose any whites, light grays, blacks, or light blues. The whites are too close to the blank terrain, grays are for barbarians, blacks are too close to the border colors, and light blues too close to water.
II) The Turn
The turn is the basic unit of in-game time, and lasts from the previous update until the GMs declare that the turn is over, usually when all orders are in (See section III for details). If not everyone hands in their orders, the turn ends after 48 hours. During each turn, you sort out diplomacy and trades between other countries, and you work out agreements. However, anything you say here does not have to be truthful. Only your orders are what matter. Also, PMs can be made between players to deal with these matters. These also do not require any truth. To maintain this, we ask that PMs received by a GM not be quoted in any PMs between players.
III) Orders
Within a given period from the previous update, you must PM your orders to one of your GMs. Orders are lists of where you want to spend your money, what projects you want to make, where you want your troops to go, where you want to expand, etc. If you fail to send orders in a timely manner, your country will be automated for the turn. Missing multiple orders, without warning me in advance, may make your country an NPC, meaning that they are fully automated and open to anyone else to join. Also, when filling out orders, please include your stats.
A) Economy + Infrastructure
Your nation's economy is determined in Gold Per Turn (GPT). This is your nation's income per turn. This income is what you will use to improve your nation, either by building cities, researching technology, or building your army and navy. You can also bank your gold for spending at a future date, but it will not accumulate interest until a specific tech is introduced by me and researched. Also note your GPT will naturally rise over time due to inflation. If your GPT is in between 1 and 50, it takes 3 turns for it to rise by one. From 50 to 75, it will raise by one every 5 turns. Various technologies will and events may give Civilizations a boost.
- If you research various Techs you can gain Infranstructure from a project. However, it will be made sure that it isn't overwhelming.
B) Resources
I must think on this
C) Great People. Yes, like in Civ, we now have great people. After a particularly great turn, you may receive a great person, who will bring his expertise to help you, be it a great strategist or an innovator in the likes of Einstein and Leonardo Da Vinci.
D) Military
Your military is divided into army and navy, and each is rated by an arbitrary number that rates your country relative to the others. For every 1 gold you invest here you get 1 military point. The more military power you have, the higher the chance that you will win. However, upsets can happen, and the better military may not always win. Additionally, certain techs you can research will give you military multipliers. Also, for every 5 military you have, whether it’s army or navy, you lose 1 gpt in maintenance.
There will also be a Military Cap, which will be raised by various techs and government types. At first, the Cap will be set at 30 total Units. (land, sea, and river)
In the beginning, the people are miltia who fight for you off season. You have 20 no maintenance units.
E) War details
When you are at war with someone, you PM in your orders a minimum of how many units of military you want to send and where you want to send them. If you want to, you can be more detailed, and you will probably get better results. When you capture a city, it will be in revolt. Since cities do not make units, all this means is that you don’t get its base 2 gpt for 1 turn. In this turn, you can do three things: You can do nothing, which makes Charles Li (the official War GM) flip a coin. Heads, it comes out of rebellion. Tails, it stays in for another turn. Or, you can Raze the city, erasing it from the face of the earth and adding an instant amount of gold (determined by the age you are in) to your banked gold. The last option is to Pacify the citizens, spending an amount of gold that is determined by your era to make it instantly come out of revolt.
F) Technology
The Dual GMs will pick one or two advances made in any, assign it a tech value, and open it up for everyone. You can then use Tech Points, bought at 1 gold per point, to purchase these advances. They may give economic benefits, enable further expansion, discover new resources, provide military multipliers, or really anything that technology has done for man. Some, not many, technologies will be exclusive. This means that only one or two nations can research them, and once researched they can be traded. Mostly these exclusive techs will be sent via a private PM, to preserve secrecy. And remember, you cannot trade a tech that you do not have! Trades are only recognized if you send them to both the person you’re trading with and your assigned GM, and if you lie about a tech, you will receive a penalty. Some Unique techs will be Untradeable.
G) Special Projects
Projects were a big part of the RfMK, and they will still be important. Think of something that actually makes sense, like diverting gold for a massive blitzkrieg or a boost in research, and we’ll assign it a monetary value. Additionally, you can suggest a unique technology (again, that makes sense) for your nation. If it gets approved, it will be assigned a Tech Point value and effect and will act like any other exclusive tech.
Some projects also needs turn time to complete, such as breeding of animals efforts and some projects known as Wonders. So big that multiple generations worked on them before they are completed.
H) Cities
There are some projects that came up multiple times, and have been made into things you can spend money on. The first of these are cities. Give a name and location, you get a city on the map that adds 2 gpt to your economy. They also hold the land and make it with less rebelion, while themselves as a magnet for them. Cities cost 5 gold for the first two, and for every two after the cost increases by 5. However, if the city is lost, the gpt bonus transfers away. There is a city cap that increases with time. Currently only a small group of tribes join under your banner. So only 3 Cities can be controled.
I) Expansion and Attack
If there is empty land next to your country, or within reach by sea, you can order expansion to that area. This incorporates this area into your country, as long as the request is not excessive. Expansion is limited by the technology you have researched, and may be severely limited in the beginning. Larger nations also have lower stability (See section H for info on this). Also, you can make attacks with your military. Simply say where you want to attack and with how much power, and we will set up the attack. You can tell us more (the method of transport, perhaps some tactics) and you will get better results, but you don’t have to. Defenders can also include in their orders strategies for defense and will have better results. It’s probably worth mentioning, too, that you CAN make surprise attacks (without declaring war), but you will recieve a penalty as a result. It's still worth doing, however.
J) Trade and Diplomacy Orders
When you’ve finished making arrangements with other players, you must give the orders to fulfill your part of the trade in your orders. For instance, if you are going to trade 7 tech to get 21 gold, you must say “I give 7 tech to this country” in your orders. Same goes for any other diplomatic action. In trades, the items that are traded, excluding projects, grow by 10%, rounded up. This means that if you give 4 power, the receiver receives 4.4 power, which is rounded up to 5. Technology is special when traded, because you don’t actually lose it when you trade it. It’s sort of like the flame of a candle – you can spread it without losing it. However, be careful- once a nation knows a technology, they can never unlearn it. Other diplomatic actions like treaties, alliances, and for that matter trades will be limited by tech level but are largely left up to the players’ imaginations.
K) Stability
No nation is totally stable. Several things affect your stability- your ratio of military to population (cities), your governmental types, whether you’re at war or not, the size of your empire, and various random events all have a hand in it. Your stability will be kept a secret from other nations! It will not be posted on the main stat page, but if you ask your GM for it you will receive a PM with information. Stability is ranked between 0 and 50. The higher you are, the more stable. Each nation starts at a stability of 40. Instability carries several negative effects. You have a higher chance of cities rebelling and forming their own nations, you can suffer diplomatic penalties from other NPCs, and if you have any unique technologies they are likely to be leaked by malcontents.
L) Government type
Government types carry pros and cons. Every system has its strengths and weaknesses. In the beginning you will be restricted to a few basic types, but as time progresses you can PM era-appropriate governments you want to switch to and, if approved, they will be implemented for all to use. In the start you are restricted to:
Monarchy of Chiefs (Most Darali)
+ 1 Technology + Expansion - 1 Economy - 5 Stability =Military
Shamandom (Chunherra)
- 1 Technology + Expansion + 1 Economy + 5 Stability = Military
Warrior State (Mexicans?)
= Technology + Expansion = Economy - 5 Stabliliy + Military
Generic
Chiefdom
= Technology - Expansion = Economy - 5 Stability +Military
Tribal Council
= Technology = Expansion = Economy + 5 Stability -Military
Republic
+Technology =Expansion +1 Economy = Stability -Military
As time goes on and more people invent new governments in their PMs, new forms of government will be available.
M) Stories
The more detailed you are in your orders, the more successful you will be. If two nations clash that are absolutely equal in power, the one who is more descriptive wins. Remember, we GMs are people too, and we like reading good stories, so naturally we will want to keep the storytellers alive, right?
Likewise, Stories written in the thread may give benefits.
Link to inspiration Threads.
ChuckNES
While We Wait
I perhaps needs another GM to help me, perhaps not.
Don't post unless confirmed GM.