GhostWriter16
Deity
In this game, you will play a Medieval Kingdom during the Medieval Crusades. The game begins in the year 1100 AD and will end in 1500AD (The Colonization era will not occur in this game.) Each turn will be 10 years, making the game a max of 40 turns, but it may be less.
Also note, the game will be close to realistic, but I may compromise some things for balance reasons. Bear with me.
Each nation will have two open victory conditions (That are public knowledge) and a secret victory condition. Anyone to achieve all three wins the game. The other options to win are a conquest victory and a time victory. More on this later.
The game will be played as follows:
There will be Eight playable nations in this game, England, France, Spain, The Papal States, The Holy Roman Empire, The Norse Vikings, and the Arabian Kingdoms (The Arabian Kingdoms will be tougher to make up for the fact that they are more alone, yet still it will be a hard kingdom to play. If more people come, I will make Persia and or Greece playable, but 8 is the minimum, 10 is the maximum. (If I REALLY can't get enough people I can cut Holy Rome and the Vikings, making it six, but I'd rather not do so.) All non-playable nations will be NPC, played by me, and will usually be weaker than other nations.
The game is set during the High Middle Ages. Asa such, fighting will be a major focus, so declaring war and backstabbing is encouraged. Also, remember, if you conquer the world you can win as well (I'm going to make any player who conquers the majority of the world's provinces the winner by default, you don't have to take them all.)
Empires will be given starting territories, no map will be needed, I will just name them. Some empires will start with more territories, others with more armies, and overall, weaker nations will have easier victory conditions. Don't worry about getting a tougher empire to use, it doesn't mean they are worse, in fact, if used with proper skill, they can be better, but more often they will be worse.
If you lose your capital, you will lose the game and your territories will become independent barbarian territory. However, your capital will have extra defense to make it tougher to take.
What to do on a turn: Add up how much gold your nation produces. Then, you can spend it (See later on in the rules.)
Unlike IOT, there is no claiming in this game, and the nations are prefabricated. You can choose which one you'd like to be, and you can conquer more land, but you claim any other land as no more land exists to claim.
Things that can be bought:
Army Types-
Men at Arms:
Cost, 2 Gold.
Attack Strength: Low
Defense Strength: Medium
Movement: Slow
Strong Against: Mounted Units
Weak Against: Archers.
Knights: Cost, 4 Gold.
Attack Strength- High
Defense Strength- High
Movement- Fast
Strong Against- Archers, Catapults
Weak Against- Infantry.
Catapult: Cost, 5 Gold.
Attack Strength- Very High
Defense Strength- None
Movement- Slow
Strong Against- Fortifications, Clusters of Infantry
Weak Against- Knights, Archers.
Galley: Cost, 4 Gold.
Attack Strength- Medium
Defense Strength- Medium.
Unique Units
Camel Archers (Arabia and Persia only) Cost 3 Gold.
Attack Strength- High
Defense Strength- Low
Movement- Very Fast
Strong Against- Infantry
Weak Against- Cavalry.
Inquisitor (Christian Nations only)
Not a combat unit. I will discuss exact effects later, but it will help with your victory conditions.
Cost- Probably 3 gold, but TBD.
Crusader (Christian Nations only)
Cost, 3 Gold.
Attack Strength- High
Defense Strength- Medium
Movement- Medium
Strong Against- Camel Archers
Weak Against- Infantry.
I have to go so I'm going to reserve three posts and then allow signups. I'll add more later, however, i should note:
Combat will be done via Story format.
Also note, the game will be close to realistic, but I may compromise some things for balance reasons. Bear with me.
Each nation will have two open victory conditions (That are public knowledge) and a secret victory condition. Anyone to achieve all three wins the game. The other options to win are a conquest victory and a time victory. More on this later.
The game will be played as follows:
There will be Eight playable nations in this game, England, France, Spain, The Papal States, The Holy Roman Empire, The Norse Vikings, and the Arabian Kingdoms (The Arabian Kingdoms will be tougher to make up for the fact that they are more alone, yet still it will be a hard kingdom to play. If more people come, I will make Persia and or Greece playable, but 8 is the minimum, 10 is the maximum. (If I REALLY can't get enough people I can cut Holy Rome and the Vikings, making it six, but I'd rather not do so.) All non-playable nations will be NPC, played by me, and will usually be weaker than other nations.
The game is set during the High Middle Ages. Asa such, fighting will be a major focus, so declaring war and backstabbing is encouraged. Also, remember, if you conquer the world you can win as well (I'm going to make any player who conquers the majority of the world's provinces the winner by default, you don't have to take them all.)
Empires will be given starting territories, no map will be needed, I will just name them. Some empires will start with more territories, others with more armies, and overall, weaker nations will have easier victory conditions. Don't worry about getting a tougher empire to use, it doesn't mean they are worse, in fact, if used with proper skill, they can be better, but more often they will be worse.
If you lose your capital, you will lose the game and your territories will become independent barbarian territory. However, your capital will have extra defense to make it tougher to take.
What to do on a turn: Add up how much gold your nation produces. Then, you can spend it (See later on in the rules.)
Unlike IOT, there is no claiming in this game, and the nations are prefabricated. You can choose which one you'd like to be, and you can conquer more land, but you claim any other land as no more land exists to claim.
Things that can be bought:
Army Types-
Men at Arms:
Cost, 2 Gold.
Attack Strength: Low
Defense Strength: Medium
Movement: Slow
Strong Against: Mounted Units
Weak Against: Archers.
Knights: Cost, 4 Gold.
Attack Strength- High
Defense Strength- High
Movement- Fast
Strong Against- Archers, Catapults
Weak Against- Infantry.
Catapult: Cost, 5 Gold.
Attack Strength- Very High
Defense Strength- None
Movement- Slow
Strong Against- Fortifications, Clusters of Infantry
Weak Against- Knights, Archers.
Galley: Cost, 4 Gold.
Attack Strength- Medium
Defense Strength- Medium.
Unique Units
Camel Archers (Arabia and Persia only) Cost 3 Gold.
Attack Strength- High
Defense Strength- Low
Movement- Very Fast
Strong Against- Infantry
Weak Against- Cavalry.
Inquisitor (Christian Nations only)
Not a combat unit. I will discuss exact effects later, but it will help with your victory conditions.
Cost- Probably 3 gold, but TBD.
Crusader (Christian Nations only)
Cost, 3 Gold.
Attack Strength- High
Defense Strength- Medium
Movement- Medium
Strong Against- Camel Archers
Weak Against- Infantry.
I have to go so I'm going to reserve three posts and then allow signups. I'll add more later, however, i should note:
Combat will be done via Story format.