Civ'ed
I ain't gotta explain a thing
(I couldn't resist. sorry)
"It.
We always refer to it as It.
There is no other word.
300 years ago. 4E 201. End of Alduin.
Dovahkiin. Went to Red Mountain. We don't know what happened. But the explosion rekindled Tribunal Worship. He was never seen again.
Empire. Collapsed.
Argonia. Collapsed.
Aldmeri. Collapsed.
We can't stop it.
We can change it, though." - the Legend of 5E1
Welcome to my IOT! I promise I will update! Honest!
Joining the game:
Rules:
1. No ponies. Seriously. Horses in the Elder Scrolls are useless. USELESS.
2. No trolling. Oh, sorry, did you mean the three eyed thing? Then its ok. (but it isnt, because you cant play as a troll)
3. No flaming etc.
Races:
Nords: Get a bonus fighting in Cold areas (Skyrim, High Rock, northern Cyrodiil etc.)
Imperials: Able to hold larger empires together, plus they know what to do with Daedra
Redguards: Fighting Bonus
Breton: Mitigated combination of Nord, Imperial and Altmer bonuses.
Orcs: No Cowardice and thus will not run away.
Altmer: Bonus attack for mages.
Dunmer: Can worship the Tribunal which also gives nice bonuses.
Khajit: Can see at night and negate that, as well as some more income from the Skooma production and trade.
Argonian: Counts islands as half a province (exception Imperial City).
Religion:
So religion is fairly important to the people of Tamriel.
Religions:
Aedra: Magicka bonus
8 and the One: Smaller Magicka bonus, but a small dragon shout research bonus to make up for it
Daedra: 10-15% combat bonus. And insane crap.
Tribunal worship : Makes Dunmer feel Dunmer, therefore they will give more money. You need to start as Dunmer first tho.
Dynasty: Your Dynasty is the thing your Kings and Emperors belong to. If this dies out, stuff will happen, and your empire might just fall apart. If it does this, then other players who were defeated can reclaim some of their old land.
Timeflow: 1 Turn 1 month. 12 Turns = 1 year. 1200 Turns = Wat.
Magicks and other Economies
Combat and weather:
Combat starts with each party having 50% chance of winning. This is affected by:
Redguard bonus: +10%
Dismay: -15% both sides (Orcs negate this)
Orc bonus: +5%
Marked for death: +10% to Users side.
Destruction Magic: +5% to Users side.
Illusion Magic: -5% to other side.
Conjuration Magic: +10% to Users side.
Daedric Artefact: +5-10% to Owners side.
Daedra Worship: +10-15% to Worshippers side.
Mountainous: +10% to defender. W
Storm (of any kind): -10% both sides W
Storm (enhanced): -15% both sides W
Sun/Clouds: 0% to both sides W
Night: Unless Khajit -5% to both sides. W
Extreme Heat/Cold: -5% to attacker. W
Each weather condition (the last ones) cancels out the others. Remember it.
Random misc. Data:
Daedra Worship will always give the same bonus, but Daedric artifact finding is sped up by specific things (i.e. exactly who do you worship?)
If I start as Orc but build an army in a Redguard Province, I DONT get the Redguard bonus!
Each province produces:
1 (2 for Khajit) Septims
3 Magicka
0 Dragon shouts
A fully equipped Army costs:
2 Septims
4 Magicka (for the schools)
1 Dragon Shout (choose!)
Victory:
There are 3 ways of ensuring Victory:
An Empire to Rival Talos own everything. Straightforward.
Cheese for Everyone have all the Daedric artifacts, and never lose them. Probably the Hardest.
Player.additem 0f 999 have 999 septims OR Magicka OR dragon Souls.
"It.
We always refer to it as It.
There is no other word.
300 years ago. 4E 201. End of Alduin.
Dovahkiin. Went to Red Mountain. We don't know what happened. But the explosion rekindled Tribunal Worship. He was never seen again.
Empire. Collapsed.
Argonia. Collapsed.
Aldmeri. Collapsed.
We can't stop it.
We can change it, though." - the Legend of 5E1
Welcome to my IOT! I promise I will update! Honest!
Joining the game:
Spoiler :
Name of Nation:
Religion: (Aedra Worship (specify variation), Daedra Worship (either one of the 16 or all of them at once)
Starting Claim: ONE County/Hold/Citystate/Whatever. This determines the bonus you get for the "Race" (Nord, Orc, Khajit etc.)
A Minor history:
Lineage: (IMPORTANT)
A Flag is OK.
Religion: (Aedra Worship (specify variation), Daedra Worship (either one of the 16 or all of them at once)
Starting Claim: ONE County/Hold/Citystate/Whatever. This determines the bonus you get for the "Race" (Nord, Orc, Khajit etc.)
A Minor history:
Lineage: (IMPORTANT)
A Flag is OK.
Rules:
1. No ponies. Seriously. Horses in the Elder Scrolls are useless. USELESS.
2. No trolling. Oh, sorry, did you mean the three eyed thing? Then its ok. (but it isnt, because you cant play as a troll)
3. No flaming etc.
Races:
Nords: Get a bonus fighting in Cold areas (Skyrim, High Rock, northern Cyrodiil etc.)
Imperials: Able to hold larger empires together, plus they know what to do with Daedra
Redguards: Fighting Bonus
Breton: Mitigated combination of Nord, Imperial and Altmer bonuses.
Orcs: No Cowardice and thus will not run away.
Altmer: Bonus attack for mages.
Dunmer: Can worship the Tribunal which also gives nice bonuses.
Khajit: Can see at night and negate that, as well as some more income from the Skooma production and trade.
Argonian: Counts islands as half a province (exception Imperial City).
Religion:
So religion is fairly important to the people of Tamriel.
Religions:
Aedra: Magicka bonus
8 and the One: Smaller Magicka bonus, but a small dragon shout research bonus to make up for it
Daedra: 10-15% combat bonus. And insane crap.
Tribunal worship : Makes Dunmer feel Dunmer, therefore they will give more money. You need to start as Dunmer first tho.
Dynasty: Your Dynasty is the thing your Kings and Emperors belong to. If this dies out, stuff will happen, and your empire might just fall apart. If it does this, then other players who were defeated can reclaim some of their old land.
Timeflow: 1 Turn 1 month. 12 Turns = 1 year. 1200 Turns = Wat.
Magicks and other Economies
Spoiler :
There are three currencies in this game - Septims, Magicka and Dragon Souls. Septims are used to train armies and take over territory and you get a regular deposit every month. Magicka is used to train mages, expand the mages guild, train priests so you can use your Divine Daedric Tribunal power. Magicka is used to research the various Shouts, which takes time depending on expenditure, and comes in larger amounts than Septims - every third month however. Spend wisely.
Dragon Souls are the things you need to speed up the unlocking of the Thu'um, the Voice, for mages and soldiers. These appear at random, since you need to have a dragon in your territory first. You then send an army after it, and next turn you have a Soul. Unlike Skyrim, one Soul unlocks a shout fully. you don't need dragon Souls to do this but it makes an army able to receive a bonus instantly, whereas a few turns would mean you losing magicka.
A list of possible bonuses to armies this can bring:
- FUS RO DAH (Unrelenting Force)
Everyone knows this one, it depletes an attacking army by simply moving them all away - it doesn't kill people, so you may want to think that over.
- LOK VAH KOOR (Clear Skies)
Negates all weather effects during battle, except for extreme heat (as found in the Alik'r) or extreme cold (as found in Winterhold or Windhelm).
- FAAS RU MAAR (Dismay)
Makes enemies run away - however, it also makes certain cowardly soldiers run, so expect a depletion of your own forces as well.
- KRII LUN AUS (Marked For Death)
What can I say? Armies trained in this Shout will get a bonus, depending on the race - Orcs and Redguards are better at fighting so their Marked for Death Shout will be weaker.
- STRUN BAH QO (Storm Call)
Adds a Storm Weather Effect to the battle - watch out, it's powerful but hurts everyone. If there is already a Storm Weather Effect raging this bonus adds 50% more to the original effect.
Remember, it takes time to research shouts, unless you're (un)lucky and a Dragon appears (lucky as in "Well, now I don't need to spend Magicka on researching FUS RO DAH", unlucky as in "AAARGH I JUST REALIZED I ALREADY SPENT A LOT OF MAGICKA ON IT. DAMNIT." It's all random.)
Dragon Souls are the things you need to speed up the unlocking of the Thu'um, the Voice, for mages and soldiers. These appear at random, since you need to have a dragon in your territory first. You then send an army after it, and next turn you have a Soul. Unlike Skyrim, one Soul unlocks a shout fully. you don't need dragon Souls to do this but it makes an army able to receive a bonus instantly, whereas a few turns would mean you losing magicka.
A list of possible bonuses to armies this can bring:
Spoiler :
- FUS RO DAH (Unrelenting Force)
Everyone knows this one, it depletes an attacking army by simply moving them all away - it doesn't kill people, so you may want to think that over.
- LOK VAH KOOR (Clear Skies)
Negates all weather effects during battle, except for extreme heat (as found in the Alik'r) or extreme cold (as found in Winterhold or Windhelm).
- FAAS RU MAAR (Dismay)
Makes enemies run away - however, it also makes certain cowardly soldiers run, so expect a depletion of your own forces as well.
- KRII LUN AUS (Marked For Death)
What can I say? Armies trained in this Shout will get a bonus, depending on the race - Orcs and Redguards are better at fighting so their Marked for Death Shout will be weaker.
- STRUN BAH QO (Storm Call)
Adds a Storm Weather Effect to the battle - watch out, it's powerful but hurts everyone. If there is already a Storm Weather Effect raging this bonus adds 50% more to the original effect.
Remember, it takes time to research shouts, unless you're (un)lucky and a Dragon appears (lucky as in "Well, now I don't need to spend Magicka on researching FUS RO DAH", unlucky as in "AAARGH I JUST REALIZED I ALREADY SPENT A LOT OF MAGICKA ON IT. DAMNIT." It's all random.)
Combat and weather:
Combat starts with each party having 50% chance of winning. This is affected by:
Redguard bonus: +10%
Dismay: -15% both sides (Orcs negate this)
Orc bonus: +5%
Marked for death: +10% to Users side.
Destruction Magic: +5% to Users side.
Illusion Magic: -5% to other side.
Conjuration Magic: +10% to Users side.
Daedric Artefact: +5-10% to Owners side.
Daedra Worship: +10-15% to Worshippers side.
Mountainous: +10% to defender. W
Storm (of any kind): -10% both sides W
Storm (enhanced): -15% both sides W
Sun/Clouds: 0% to both sides W
Night: Unless Khajit -5% to both sides. W
Extreme Heat/Cold: -5% to attacker. W
Each weather condition (the last ones) cancels out the others. Remember it.
Spoiler :
Magicks and Daedra
A magic unit costs 5 Magicka. Upon creation, state if it belongs to the following schools:
Destruction: For killing
Restoration: For making sure no one is killed
Conjuration: Bolstering armies
Illusion: Just making stuff up.
Each magic unit attached to an army (yes, you can do that) will help. It doesnt really matter, but the basic differences are:
RES and CON mean you lose less men (because they are healed OR werent fighting). RES is makes you lose less, though.
DES doesnt change how many you lose. Unless its being used against you.
ILL means you probably tricked the enemy off a cliff anyway. Why bother sending men?
Daedra will only appear with conjuration but they are better than the other schools. This is why Conjuration magic can only be used once every month.
Daedric artifacts appear at random. They also get lost. And reappear. It helps if you worship Daedra.
A magic unit costs 5 Magicka. Upon creation, state if it belongs to the following schools:
Destruction: For killing
Restoration: For making sure no one is killed
Conjuration: Bolstering armies
Illusion: Just making stuff up.
Each magic unit attached to an army (yes, you can do that) will help. It doesnt really matter, but the basic differences are:
RES and CON mean you lose less men (because they are healed OR werent fighting). RES is makes you lose less, though.
DES doesnt change how many you lose. Unless its being used against you.
ILL means you probably tricked the enemy off a cliff anyway. Why bother sending men?
Daedra will only appear with conjuration but they are better than the other schools. This is why Conjuration magic can only be used once every month.
Daedric artifacts appear at random. They also get lost. And reappear. It helps if you worship Daedra.
Random misc. Data:
Daedra Worship will always give the same bonus, but Daedric artifact finding is sped up by specific things (i.e. exactly who do you worship?)
If I start as Orc but build an army in a Redguard Province, I DONT get the Redguard bonus!
Each province produces:
1 (2 for Khajit) Septims
3 Magicka
0 Dragon shouts
A fully equipped Army costs:
2 Septims
4 Magicka (for the schools)
1 Dragon Shout (choose!)
Victory:
There are 3 ways of ensuring Victory:
An Empire to Rival Talos own everything. Straightforward.
Cheese for Everyone have all the Daedric artifacts, and never lose them. Probably the Hardest.
Player.additem 0f 999 have 999 septims OR Magicka OR dragon Souls.