ART-N.E.S.: Arthurian Never Ending Story

Matt, you can join if you like (the map is on 3, the rules on 1) but please read thru the story so far so any mistakes can be cleared up!

I REALLY need orders from yall today or tomorrow. It's been a week! We don't want the NES to fall apart.

RE: the FixemupNES, everything going well. It's just the (*%*&#$ summer assignments for AP classes slowing me down :(
 
OK, a tiny preview! Here is a zoomed-out pic of the map... There will be room for 11 players (!) 1 in Normandy, 2 in Ireland, and the rest scattered across England.
 

Attachments

  • suones.jpg
    suones.jpg
    79.5 KB · Views: 146
All I can say is bags I the one in France! :p

Nemesis
 
If I wasn't soon going for an extremely hectic summer holiday, that would have been great fun... :(
 
I know what I want to buy, but do I PM you, Troq? The rules said nothing on whether I PM you or post it publicly.
 
You PM it, WarlordMatt.

Nemesis
 
I bags the one in sotuh ireland. Ireland is so mighty!
 
Question?
Does the new map mean you are starting a new game here? Or are you just giving a preveiw of what your going to do? Because if your starting a new one i want to Grabe a The northern most Scottish land before you get to many players.

If not just say so. I just looks like the guys are grabing new stuff.
 
Erik: You darn right, dawg!
Troq: In retrospect, I was just wondering if you invented the names based on modern-day habitation, since they seem a little out-of-touch with the good old-fashioned titles... (Amateur historian and Irishman light in action here :D )
 
Yes, I am starting a new game. Just hope we get enough players!

Wilboman: If you have any suggestions to make they're very welcome! Yes, I used a modern map... and for Ireland I had to use city names, not province or district names... so if you know better names go ahead and tell me them so I can put 'em in! :D
 
Is this one continuing? Cause I'd really like to see if anyone challenges Oxford lol!

Nemesis
 
If you're starting a new game, Troq, can you post the new map with the gold amount in each territory?
 
I'm not quite sure what period this is in, but I found this site with a whole load of maps from historic Ireland to chose from.

A very useful set of maps indeed...

But, you have to find the correct map for yerself. At the moment it's on 1300AD (Medieval Ireland) and has sixteen suitable province names that I suggest you use, since they're fairly easy to recognise even today. You needn't worry about changing the looks of the provinces for my sake (that's far too much work), just use the various names in places that roughly correspond to the existing ones...

There should definitely be a Meath (that's the place where Tara was, and Tara was the capital city of the High Kings of Ireland). The place North of Dublin, the one you've called Dundalk, more or less fits the bill.
 
Yahoo! Thanks Wilboman :D , I'll change it immediately. (and changing the provinces isn't much work... with ClarisWorks I can do it in 15 mins..)

WarlordMatt, I'm working on the numbers for each Realm but it's slow going. I hope to at least have terrain up in a few days.

EVERYONE: This Sunday I'm going to the University of the Pacific for a week, and they don't have net access. So I'll be gone for a week....
 
You're welcome. Always glad to be of service...:D

I'll also be gone for five days from Monday morning, so that suits me fine...
 
Ruleset!

ARTNES 2

WELCOME MAT
This is the 2nd ARTNES, revised for realism, a larger map, and more players. Thanks to all who played ARTNES 1, and to the other NESes which continue to provide this fun game to CivFanatics and Apolyton visitors, and hopefully to make the game more and more fun, without adding needless complication and difficulty. For that reason the rules are quite concise and take only a few minutes to read through.

JOINING
Up to eleven players can play in ARTNES 2. The game will start once 8 or more have joined up. Thereafter anyone can join the remaining open spots. Once all 11 spots are filled the game is closed unless a player leaves.

EXPLANATION OF THE MAP, TIME SCALE, and CURRENCY
Unlike other NESes, this one has a map split into regions. The ocean regions are called Seas and the land regions are called Realms. In addition, a Realm which borders a Sea is also known as a Coastal Realm. Each Sea or Realm is named historically.
Each Realm has 3 numbers besides a name. These numbers are Terrain, Population, and Gold. Terrain is a measure (0, 1, or 2) of the difficulty of moving and fighting in the Realm. Population (1, 2, 3, or 4) states how many subjects live in the Realm (conscription depends on Population - a larger Population can support a larger army). Finally, Gold (1, 2, 3, or 4) is your income from that Realm, and can be used to buy new armies, or saved until next year.
The game starts in 1300 AD and moves forward a year each turn (so the next turn would be 1301 AD).
At the beginning of the game each player will receive 5 Gold. Gold is the currency of the game, extracted from Realms, and used to buy armies.

ARMIES
There are 4 units - Castles, Knights, Spearmen, and Galleys. All of these can be bought using Gold. All except Castles use up Population points each turn. A Castle boosts each status of a Realm by 1, without exceeding the limit. So, if a Realm had stats of 1-4-2, it would have 2-4-3 with a Castle.
There is no limit to the number of armies in a Realm, but only 1 Castle may be bought in each Realm.

ON EACH TURN
On each turn, the map update will be posted by the moderator. In addition the post will include the status of each nation. This will tell: the total Population of the nation, the total Gold received this turn (aka the Salary), and the Treasury (the Salary plus the balance from last turn).
After this you have exactly 48 hours to conduct diplomacy and talk with your fellow Kings. By the end of the 48 hours you must submit your orders.

POPULATION
The size army you can have at ANY moment in time depends on your Population size. Population points can NOT be stored and saved.
A Knight or Galley takes 2 PP (Population Points), while a Spearman takes 1.
So, if I had a Population of 14, I could have 7 Knights, or 4 Knights, 1 Galley, and 2 Spearmen, etc.
Remember that a Castle boosts your PP in that Realm by 1.
You may NOT buy units if they would make you exceed your PPs.
If, by losing a Realm, you go over your PP total, units will starve (which unit is randomly determined) until you have enough PPs.

ORDERS
At the start of your PM to me, include how much Gold you have, your PPs, and your PPs left over after subtracting your current army.
Next, you may buy units. A Spearman takes 2 Gold, a Knight or a Galley 4, and a Castle takes 6. Please specify for each unit which Realm it is starting in. A Galley may only be built in a Coastal Realm. Only 1 Castle per Realm. Remember not to go over your PP total!
Next you may state moves. Each unit may move OR stay still.
A Galley may move from a Sea to a Sea, or from a Sea to a Coastal Realm of that Sea, or from a Coastal Realm to another, adjacent, Coastal Realm which borders the same Sea (so it may NOT cross land, but it can crawl along the coast). In each case a Galley may move 1 Space.
A Spearman may move from any Realm to another which is adjacent. It may also Convoy. A Spearman can move just 1 Space.
A Knight may move from any Realm to another which is adjacent. It can move UP TO 2 Spaces, but MUST stop once in an enemy Realm. A Knight may also Convoy.
Castles are immobile.

CONVOYING
A Spearman or a Knight on a Coastal Province can jump to another Coastal Province bordering the same Sea, IF there is a Galley in the Sea. This counts as the entire move (Knights can’t move one more space).

CLAIMING LAND
If one of your units moves to a neutral Realm that Realm becomes your own. If two nations both move into the same Realm the one with more Knights wins and the other nation’s move never happens. If equal amounts of Knights are on both sides the winner is randomly determined.
If two nations have units in the same space combat may or may not happen.
Galleys of multiple nations can coexist in the same space except Galleys of nations at war WILL fight.
Regardless, units on land always fight.

LAND COMBAT
Combat points are added up first. When attacking a Knight is worth 4 points and a Spearman 1. On defense a Knight is worth 1 and a Spearman 2. Galleys don’t count. So for example, if 2 Knights and a Spearman attacked 2 Spearmen, the count would be 9 for the attackers and 4 for the defenders.
This number is turned into an odds with attacker:defender, and the odds are always rounded down. The possible odds are: 1:2, 2:3, 1:1, 3:2, 2:1, 5:3, and 3:1. In our example, the odds would be 9:4 which is rounded down to 2:1 (in reality 8:4).
After determining the odds, the odds for the REAL combat are 0, 1, or 2 odds to the left, depending on the Terrain number of the defending Realm. Also remember that a Castle boosts this number 1. So if the Realm was 0 but had a Castle the odds would be 3:2, NOT 2:1, because of a 1-odds shift left.
Finally, a six-sided die is rolled and the appropriate result happens, according to the following chart. The letters A B C D and E stand for results, where C is a standoff with equal losses, A and B are severe and middling attacker losses, and D and E are middling and severe defender losses.

1:2 2:3 1:1 3:2 2:1 5:3 3:1
1 A A A B B C C
2 A A B B C C D
3 A B B C C D D
4 B B C C D D E
5 B C C D D E E
6 C C D D E E E

So, if a 4 was rolled in our example, the result would be a standoff, with equal losses, and the attacker would not seize the Realm.
Casualties are always up to the moderator and decisions are final. However, A,B, and C decisions ALWAYS mean the attacker must retreat and leave the Realm in the defender’s hands (even if the Defender loses all his units!), while D and E mean the defender loses the Realm to the attacker and must retreat (even if the attacker is destroyed).
If an attacker attacked by Convoy he may retreat to the original Realm.
Any Galleys a defender has in his Realm are destroyed if the defender loses.

SEA COMBAT
Sea combat is quite simple: Galleys are randomly removed from one side or the other until one side loses all its Galleys.

MAP UPDATES
Map updates will happen every 48 hours upon submission of orders.
 
As you can see, "even" odds are 3:2, but this is really 2:1 because of the average of 1 shift left. Therefore if you want good odds as an attacker, you need more Knights than defending Spearmen (more than twice as much Gold and Pop!). If you're attacking someplace like Grampian with a 2 shift left, to get 2:1 or "good" oddds you need 3 Knights for every 2 Spearmen (which sounds easy, but it's 12 Gold and 6 Pop spent, against 4 Gold and 2 Pop).

That's why catching the enemy unawares is important, allies even more so. And if you have money for a Castle, do it! :D

By the way (part of the rules I forgot) in your Orders you MAY decide to disband a unit (free, but you don't get anything back) in order to make space in your Population Points for more units. So if you had 4 Knights in an 8-Pop Nation, and wanted to build Spearmen, you have to disband some Knights first. (Please say which Knight in which Realm is going away, of course!)
 
Are you going to post it in a separate thread or in this one? Can we see the map yet(with gold etc on)? (I still want the one in France though!)

Finally, when you say "taken away randomly" on the galley fighting, do you mean just one goes from each side until one wins? Ie; 3 galleys attack 2, so 2 must die from each so the attacker wins with 1 galley left?

Last of all, how do you get the damned names to fit on the map? I'm desiging a sequel to UKNES, but it's a lot of work to put the names on(I have to find them out, plus there's over 100 provinces I think!) and I can't get them to fit!

Thanks

Nemesis
 
I just put that in to shorten it a little so it wouldn't be such a pain to read. What happens is, the percentage of galleys owned out of galleys fighting is the percentage needed to destroy another galley. Example: 3 Galleys attack 2. Therefore, the attackers have 3/5 or 60 percent, and the defenders have 2/5, 40 percent. I roll a 10-sided dice: 1-6 means the defenders lose a galley, 7-10 the attackers lose one. Then recalculate the odds and do it again until one side is victorious.

Basically, the bigger side usually wins.

To make a map, find a good real map on the Net, and use the "Prt Scr Sys Rq" button to take a "screenshot". Then go into ClarisWorks (4.0 is what I have) start a Drawing and Paste in the screenshot. Now zoom in to about 200% and use the Polygon Tool to trace around the outline of the map. Finally, use the Freehand Tool to draw province lines in the interior. And just input text (you can change the size as well). When you're finished, take another screenshot and paste it into a Paint (here you can edit each map with color and so on each turn). Select and copy the picture, open Imaging, open a .jpg document, paste in the picture, save, and load it onto the site. Voila!
 
lol I had a map with provinces in it(now you know it's a diplo one), but I couldn't fit the names on it and still make them visible!

Anyway, thanks for your help, it's sorted now, I've used letters for the seas and numbers for the provinces, like in an example you once made.

Nemesis
 
Back
Top Bottom