SKILORD
Insurgent
"Oh, East is East, and West is West, and never the twain shall meet,
Till Earth and Sky stand presently at God's great Judgment Seat;
But there is neither East nor West, Border, nor Breed, nor Birth,
When two strong men stand face to face,
tho' they come from the ends of the earth!"
-Rudyard Kipling, Ballad of East and West
William of Normandy lays dead in Hastings, Mohhammed became a missionarry for the Christians of Byzantium, the world is not as we know it.
The Byzantine Empire stands strong still, Arab Christians are it's backbone as it has developed slowly into a republic. Viking Naval superiority remains unchallenged after the would be conquerer William of Normandy was beaten, his armies returning to disgrace in Normandy. Changes in the northern climate drove the Norsemen south though, and Vinland was colonised to trhe south, where the natives of America were found, but European and American are equal in this world, the technological difference was negligable in the 11th century. Vinland and Scandinavia go there seperate ways and the Republic of Vinland is formed alongside the Iriquois Empire and the Cherokee Republic. Azteca claims Mexico and Caribea and the Incas take South America.
A eunich Admiral under the command of the Ming Dynasty stumbles upon the people of Australia, where the Aborigines are forced into a single nation, the United Tribes.
The world stands equal now, but for how long until one nation strives to command the rest?
Armies: Cost 5 Cedits
Navies: Cost 7 Credits
Either Can Bombard, Fleets Carry 2 Armies Total
Paths of Nations:
Pick one to choose your nation's army and Navy power. Neutral is the default and any neutral nation may change to another path, though no other path is allowed to do this.
Wolf: Reduce army cost by two, Reduce naval Effectiveness by Two.
Pirrahhna: Reduce Naval Cost by Two, Reduce Army Effectiveness By Two.
Bear: Add 2 to Army Cost, Add 2 Effectiveness
Shark: Add 2 To Navy Cost, Add 2 Effectiveness
Neutral: No Bonuses, No Detractions
Subterfuge
Subterfuge, the way of the cloak and daggar. It's an effective thing to do, if you want to undermine your foes and think it's worth the risk.
You run two risks though: Failure and Capture. They are seperate so you may suceed though you are caught, or escape with a failure.
Sabatoge: Costs 25 (35 if done to a wonder)
Incite Rebellion: Costs 30
Assasinate: Costs 50 (Kill foreign leader of your choice)
Counter: Costs 10
Buildings
One of the Following may be built in a province:
Fort: +2 Effectiveness defending Armies Cost: 4 (F on Map)
Harbor Defenses: Can Bombard neighboring Fleets, +1 Defend against Landing Armies Cost: 6 (H on Map)
Tax Station: +1 Gold in the Province Cost: 5 (Tx on Map)
Theater: Less chance of Revolt, allows resistance of attempted Rebellions incited from other nations. Can be built with another building in the province. Costs 1 Gold to maintain per turn. Cost: 6 (T on Map)
Great Wonders
Miracles of the age Great Wonders will grant certain bonuses to the civilization that builds them. They take two (2) turns to construct, and may be sabatoged on the middle term, though not after their construction.
Circumnavigation: Must be built on coastal tile, adds a movement point to all ships. Cost: 15 Built By:
Vatican: Doubles effect of Pope powers, if nation is not Leader of Religion it makes him the leader. Cost: 30 Built By:
Conquest: Adds 1 point of Attack to armies. Lasts 10 turns, after which you loose it and another nation may build it. Cost: 10 Built By:
Mobilization: Adds a movement point to armies. Cost: 25 Built By:
Army sizes
Small: 1 unit in each province
Medium: 2 units in each province
Large: 3 units in each province
Imperial: 4 units in each province
Religion:
The Leader State of a religion has the following powers (borrowed from the days when R2R operated a religious system)
Convert: attempt to convert an NPC nation
Declare Crusade: Forces all nations under your religion to declare war on a nation.
Papal Visit: Keeps good relations with an NPC nation of your religion.
United Tribes
Leader:
Medium Army
Small Fleet
12 Treasury
5 CPT
Democracy
Path:
Religion: Protestant
Norse Empire
Leader: naervod
Medium Army
Imperial Fleet
15 Treasury
7 CPT
Republic
Path:
Religion: Norse *Leader*
Muscovite Empire (Russia)
Leader:
Medium Army
No Fleet
10 Treasury
6 CPT
Monarchy
Path:
Religion: Norse
Britain
Leader: uknemesis
Small Army
Large Fleet
14 Treasury
7 CPT
Monarchy
Path:
Religion: Norse
Cherokee Republic
Leader: Plexus
Small Army
Small Fleet
20 Treasury
9 CPT
Democracy
Path:
Religion: Animalism *Leader*
Suoix Empire
Leader:
Imperial Army
No Fleet
15 Treasury
7 CPT
Monarchy
Path:
Religion: Animalism
Spain
Leader:
Medium Army
Medium Fleet
15 Treasury
6 CPT
Monarchy
Path:
Religion: Catholocism
Normandy
Leader: IceEye
Medium Army
Small Fleet
12 Treasury
5 CPT
Monarchy
Path:
Religion: Catholocism
Bordauex
Leader:
Medium Army
No Fleet
9 Treasury
4 CPT
Republic
Path:
Religion: Catholocism
Poland
Leader:
Large Army
No Fleet
15 Treasury
7 CPT
Constitustional Monarchy
Path:
Religion: Protestant
Byzantium
Leader:
Large Army
Small Fleet
17 Treasury
6 CPT
Republic
Path:
Religion: Eastern Orthodox Christian *Leader*
Germany
Leader: Sheep2
Imperial Army
No Fleet
15 Treasury
5 CPT
Monarchy
Path: Bear
Religion: Protestnt *Leader*
Azteca
Leader:
Large Army
Medium Fleet
13 Treasury
4 CPT
Monarchy
Path:
Religion: Pagan *Leader*
Incaland
Leader: Kennely
Imperial Army
Small Fleet
15 Treasury
5 CPT
Constitutional Monarchy
Path:
Religion: Pagan
Iriquois Empire
Leader:
Medium Army
No Fleet
17 Treasury
7 CPT
Monarchy
Path:
Religion: Norse
Inuits
Leader:
Medium Army
Small Fleet
12 Treasury
4 CPT
Theocracy
Path:
Religion: Animalism
Roman Republic
Leader: AnarchyRulz
Small Army
No Fleet
10 Treasury
4 CPT
Republic
Path:
Religion: Catholocism *Leader*
Egypt
Leader:
Medium Army
Medium Fleet
15 Treasury
7 CPT
Monarchy
Path:
Religion: Eastern Orthodox Christianity
Carthage
Leader: trader/warrior
Imperial Army
Large Fleet
20 Treasury
7 CPT
Confederation
Path:
Religion: Catholocism
Zulu Empire
Leader: erez
Large Army
Small Fleet
15 Treasury
10 CPT
Monarchy
Path: Wolf
Religion: Animalism
Ethiopia
Leader:
Small Army
Small Fleet
0 Treasury
4 CPT
Monarchy
Path:
Religion: Eastern Orthodox Christianity
Mongol Empire
Leader:
Imperial Army
Medium Fleet
20 Treasury
4 CPT
Monarchy
Path:
Religion: Buddhist
Japan
Leader:
Small Army
Large Fleet
10 Treasury
5 CPT
Fuedal Monarchy
Path:
Religion: Buddhist
China
Leader: Admiral Super
Large Army
Imperial Fleet
20 Treasury
8 CPT
Monarchy
Path: Pirhanna
Religion: Buddhist
Caribea
Leader:
Small Army
Large Fleet
15 Treasury
6 CPT
Monarchy
Path:
Religion: Pagan
India
Leader: Jason the King
Large Army
Small Fleet
15 Treasury
8 CPT
Monarchy
Path: Neutral
Religion: Buddhist *Leader*
I must be insane. I thought i quit this stuff..... signup here, first update January 1st.
Till Earth and Sky stand presently at God's great Judgment Seat;
But there is neither East nor West, Border, nor Breed, nor Birth,
When two strong men stand face to face,
tho' they come from the ends of the earth!"
-Rudyard Kipling, Ballad of East and West
William of Normandy lays dead in Hastings, Mohhammed became a missionarry for the Christians of Byzantium, the world is not as we know it.
The Byzantine Empire stands strong still, Arab Christians are it's backbone as it has developed slowly into a republic. Viking Naval superiority remains unchallenged after the would be conquerer William of Normandy was beaten, his armies returning to disgrace in Normandy. Changes in the northern climate drove the Norsemen south though, and Vinland was colonised to trhe south, where the natives of America were found, but European and American are equal in this world, the technological difference was negligable in the 11th century. Vinland and Scandinavia go there seperate ways and the Republic of Vinland is formed alongside the Iriquois Empire and the Cherokee Republic. Azteca claims Mexico and Caribea and the Incas take South America.
A eunich Admiral under the command of the Ming Dynasty stumbles upon the people of Australia, where the Aborigines are forced into a single nation, the United Tribes.
The world stands equal now, but for how long until one nation strives to command the rest?
Armies: Cost 5 Cedits
Navies: Cost 7 Credits
Either Can Bombard, Fleets Carry 2 Armies Total
Paths of Nations:
Pick one to choose your nation's army and Navy power. Neutral is the default and any neutral nation may change to another path, though no other path is allowed to do this.
Wolf: Reduce army cost by two, Reduce naval Effectiveness by Two.
Pirrahhna: Reduce Naval Cost by Two, Reduce Army Effectiveness By Two.
Bear: Add 2 to Army Cost, Add 2 Effectiveness
Shark: Add 2 To Navy Cost, Add 2 Effectiveness
Neutral: No Bonuses, No Detractions
Subterfuge
Subterfuge, the way of the cloak and daggar. It's an effective thing to do, if you want to undermine your foes and think it's worth the risk.
You run two risks though: Failure and Capture. They are seperate so you may suceed though you are caught, or escape with a failure.
Sabatoge: Costs 25 (35 if done to a wonder)
Incite Rebellion: Costs 30
Assasinate: Costs 50 (Kill foreign leader of your choice)
Counter: Costs 10
Buildings
One of the Following may be built in a province:
Fort: +2 Effectiveness defending Armies Cost: 4 (F on Map)
Harbor Defenses: Can Bombard neighboring Fleets, +1 Defend against Landing Armies Cost: 6 (H on Map)
Tax Station: +1 Gold in the Province Cost: 5 (Tx on Map)
Theater: Less chance of Revolt, allows resistance of attempted Rebellions incited from other nations. Can be built with another building in the province. Costs 1 Gold to maintain per turn. Cost: 6 (T on Map)
Great Wonders
Miracles of the age Great Wonders will grant certain bonuses to the civilization that builds them. They take two (2) turns to construct, and may be sabatoged on the middle term, though not after their construction.
Circumnavigation: Must be built on coastal tile, adds a movement point to all ships. Cost: 15 Built By:
Vatican: Doubles effect of Pope powers, if nation is not Leader of Religion it makes him the leader. Cost: 30 Built By:
Conquest: Adds 1 point of Attack to armies. Lasts 10 turns, after which you loose it and another nation may build it. Cost: 10 Built By:
Mobilization: Adds a movement point to armies. Cost: 25 Built By:
Army sizes
Small: 1 unit in each province
Medium: 2 units in each province
Large: 3 units in each province
Imperial: 4 units in each province
Religion:
The Leader State of a religion has the following powers (borrowed from the days when R2R operated a religious system)
Convert: attempt to convert an NPC nation
Declare Crusade: Forces all nations under your religion to declare war on a nation.
Papal Visit: Keeps good relations with an NPC nation of your religion.
United Tribes
Leader:
Medium Army
Small Fleet
12 Treasury
5 CPT
Democracy
Path:
Religion: Protestant
Norse Empire
Leader: naervod
Medium Army
Imperial Fleet
15 Treasury
7 CPT
Republic
Path:
Religion: Norse *Leader*
Muscovite Empire (Russia)
Leader:
Medium Army
No Fleet
10 Treasury
6 CPT
Monarchy
Path:
Religion: Norse
Britain
Leader: uknemesis
Small Army
Large Fleet
14 Treasury
7 CPT
Monarchy
Path:
Religion: Norse
Cherokee Republic
Leader: Plexus
Small Army
Small Fleet
20 Treasury
9 CPT
Democracy
Path:
Religion: Animalism *Leader*
Suoix Empire
Leader:
Imperial Army
No Fleet
15 Treasury
7 CPT
Monarchy
Path:
Religion: Animalism
Spain
Leader:
Medium Army
Medium Fleet
15 Treasury
6 CPT
Monarchy
Path:
Religion: Catholocism
Normandy
Leader: IceEye
Medium Army
Small Fleet
12 Treasury
5 CPT
Monarchy
Path:
Religion: Catholocism
Bordauex
Leader:
Medium Army
No Fleet
9 Treasury
4 CPT
Republic
Path:
Religion: Catholocism
Poland
Leader:
Large Army
No Fleet
15 Treasury
7 CPT
Constitustional Monarchy
Path:
Religion: Protestant
Byzantium
Leader:
Large Army
Small Fleet
17 Treasury
6 CPT
Republic
Path:
Religion: Eastern Orthodox Christian *Leader*
Germany
Leader: Sheep2
Imperial Army
No Fleet
15 Treasury
5 CPT
Monarchy
Path: Bear
Religion: Protestnt *Leader*
Azteca
Leader:
Large Army
Medium Fleet
13 Treasury
4 CPT
Monarchy
Path:
Religion: Pagan *Leader*
Incaland
Leader: Kennely
Imperial Army
Small Fleet
15 Treasury
5 CPT
Constitutional Monarchy
Path:
Religion: Pagan
Iriquois Empire
Leader:
Medium Army
No Fleet
17 Treasury
7 CPT
Monarchy
Path:
Religion: Norse
Inuits
Leader:
Medium Army
Small Fleet
12 Treasury
4 CPT
Theocracy
Path:
Religion: Animalism
Roman Republic
Leader: AnarchyRulz
Small Army
No Fleet
10 Treasury
4 CPT
Republic
Path:
Religion: Catholocism *Leader*
Egypt
Leader:
Medium Army
Medium Fleet
15 Treasury
7 CPT
Monarchy
Path:
Religion: Eastern Orthodox Christianity
Carthage
Leader: trader/warrior
Imperial Army
Large Fleet
20 Treasury
7 CPT
Confederation
Path:
Religion: Catholocism
Zulu Empire
Leader: erez
Large Army
Small Fleet
15 Treasury
10 CPT
Monarchy
Path: Wolf
Religion: Animalism
Ethiopia
Leader:
Small Army
Small Fleet
0 Treasury
4 CPT
Monarchy
Path:
Religion: Eastern Orthodox Christianity
Mongol Empire
Leader:
Imperial Army
Medium Fleet
20 Treasury
4 CPT
Monarchy
Path:
Religion: Buddhist
Japan
Leader:
Small Army
Large Fleet
10 Treasury
5 CPT
Fuedal Monarchy
Path:
Religion: Buddhist
China
Leader: Admiral Super
Large Army
Imperial Fleet
20 Treasury
8 CPT
Monarchy
Path: Pirhanna
Religion: Buddhist
Caribea
Leader:
Small Army
Large Fleet
15 Treasury
6 CPT
Monarchy
Path:
Religion: Pagan
India
Leader: Jason the King
Large Army
Small Fleet
15 Treasury
8 CPT
Monarchy
Path: Neutral
Religion: Buddhist *Leader*
I must be insane. I thought i quit this stuff..... signup here, first update January 1st.