CivedIOTNESthing Pre-thread

Civ'ed

I ain't gotta explain a thing
Joined
Oct 7, 2010
Messages
6,315
Location
Aberdonia et Banffia
Joining:
Anywhere between 1 and 30 provinces, but note that larger nations will be less stable.
Give a name, flag, and whatever.
When the time comes, give me your Ideas and Magical Books.

Manpower

Manpower represents half of your population. As long as you have Manpower you can build units. Each unit needs 1000 men.

INFANTRY are good on offense and defense. Cost 5 coins
CAVALRY are good on offense. Cost 8 coins
ARTILLERY are good on defense. Cost 12 coins

Colonisation
By Default, Each player has 1 colonist. A colonist means that a) you have one free colony and assigning a colonist means that b) it completes twice as quickly.
Colonisation is this IOT’s way of expanding into “unclaimed” provinces. It takes 4 turns to completely develop a colony, 2 with a colonist. Without a colonist, the colony costs you The production of the province + however many provinces it’s away to finish (the ocean counts as one province).
Spells give more colonists, because why not.

Magic
Magic is a system where you pay money for mages who give you powers during combat and peacetime.

Each country takes one Basic Spellbook - Light or Dark, and one Elemental Spellbook - Fire, Earth, Water, Air. Each country also gets one religious book shared by everyone of that religion and one national book, which you get to design yourself.

Each spellbook has 5 tiers. Tier 1 costs 10 coins to use, Tier 2 20, etc. these must relate to other rules. That’s the only limitation.

Combat

Combat is going to work as follows.
Each unit, during a battle, will be assigned a value from 1 to 10. Units can be given enchantments to add a bonus 1-4 to their value.
1 Kills 10 kills 9 kills 8 and so on. It’s like Stratego but with guns.
Artillery on a defending army give +2 to all units, and Cavalry on an attacking army will do the same. They only give this bonus if the army is majority infantry however.
Units with a value of 10 will not get any bonus.

To build a new trade center costs 30 coins.

PoD is 500. Magic exists. Fire.Map:
Spoiler :
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As I said, once I figure out rules, I'll post more of them.
 
THE ETHEREAL AND CELESTIAL EMPIRE OF GREAT LIAO
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Governemnt: Absolute Imperial Administration

Celestial Emperor: Shizong Liao ( Birthname: Yelü Orhan )

Religion: Sinic Khitan religion (A mix of the traditions of Chinese Zodiac, Confucianism, Taoism, Buddhism and traditional animist Khitan practices)

Short Description: A sinicized Khitan empire in the Middle West.The dynasty was founded by Yelü Dashi, who led the remnants of the Liao Dynasty to Persia after fleeing from the Tang conquest of their homeland in 973.
 
Necrocracy of Altijdland

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Government: Oligarchic Council
School of Magic: Necromancy, a kind of awesome dark magic with some
Spoiler http://www.heroesofmightandmagic.com/heroes3/spellsearth.shtml :
earth magic
like death ripple.
School of Necromancy: Wijsheid Vilja, a practice influenced by Vindálfr Vija, Ewig Wille zur Macht and Scaanoarian schools of necromancy.
Capital: Vermogen
Other major settlements: Prachtig, Opnieuwstad, Witstad, Zwartstad, Grote Begraafplaats, Dodenstad and Port Maaier.
Nationality: Mensen
Population: 50%ish alive, rest ondoden (undead).
National Order of Assassins: Dooden Handt (Death Hand)

Spoiler kinds of undead in Altijdland :
Ghouls: tall, thin figures. Their physical power is underdeveloped but their agility is strong and they have the uncanny ability to harvest organic material to use it to heal their damage tissue… leading to their infamous feasting of the dead. Instead of reproducing ghouls can convert other species (sometimes the still living) into ghouls viva a virus found in the ghouls back fangs that violently mutates a figure into a ghoul; how they came to being is a mystery.
Skeletons: animated bones. Often employed as military personnel.
Zombies:

UNDER DEVELOPMENT



More later
 
THE MOST SERENE REPUBLIC OF VENICE
Flag:
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Claims:
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Magic:

Standard Spellbook: Water.
National Spellbook: Venti Veneciae, or Venetian Winds
Spoiler super secret tiers inside :

Tier I: Trade Winds: Can increase ship speed by 2. Potential backfire. Might blow in the wrong direction.
Tier II: Wind of Venice: The titular spell of Venice. A much better version of Trade Winds. Increases ship speed by 4. Cannot blow in wrong direction.
Tier III: Blessings of the Winds: A safe passage through the storms and winds is gained. Not just that, but the speed is enormously increased. Thus resulting in more colonists.
Tier IV: St. Nicholas's Wrath: Lightnings and winds separate ships from each other. Can damage undead, as it is a holy spell.
Tier V: God's Typhoon: A mighty wind sweeps land and sea. Breaking ships like twigs, and people as if made out of straw, only truly powerful mages can cast it. (-2 to atk and -2 to def for ships. If cast on land, -1 to atk and -1 to def.)


History:

Trade. It is the lifeblood of civilization. Once however magic was unleashed upon the unsuspecting world, it was no longer true. Centuries were required until Europe recovered. Once that happened, however, in the Venetian lagoon, a nation formed. One with a single goal in mind. To make money. Magic, soon, as it turned out, had it's beneficial sides that didn't involve smothering people with lightnings. Winds could be manipulated; waves of the sea could be pacified..of course, it goes other way around. Due to the location of Venice, the nearby sea can make it an impenetrable fortress. That is, if the winds allow the sails to reach the City. A class of for-hire mages appeared there; traders can hire a wind mage, and he'll sail happily all the way to Florida or Cuba far-faster than usual.

And indeed - in the year of the Lord 1468, three carracks and a brave mage reached the mysterious Southern continent, to the land they call Venezuela. A colony has been established there. Perhaps, discoveries and trade will be the salvation of this world and not brimstone and fire?

Other than that, close connections between The Most Serene Republic of Venice and the Papal Federation were established in sake for keeping Italy a safe and peaceful place. While the practice of mages-for-hire is generally frowned upon, the codified laws for what mages can and cannot do once hired has lowered the abuse of magical powers and it is generally believed mages-for-hire, or magassuntos as they're called in Venice, are under a tighter leash than the ordinary assassins that plague Europe to this day.

Of more secular and non-magic related things, Venice is a republic. Elections come in two parts: first, oligarchic families choose candidates, which can't belong to their or any other family (usually from other minor families that have shown their worth and that their representatives are able and just), and then, the rest of Venice's population elects one among the candidates. Considering however that much of the population is usually under the control of one or another family, that sometimes feel like a formality, as those under said family's influence are usually reminded kindly that if they don't vote for the proper candidate, consequences will be swift.

The Doge usually serves Venice. Venice however is the congregation of a large number of families. So, in a rather loopsided way, he serves these families. The position of a Doge is for-life, but life is never necessarily long. Most Doges however are smart enough to realise when to stop and retire.

Current Doge is Carlo Gasparo.

Capital and Other Larger Cities: Venice is the capital, of, well, Venice. Genoa, while integrated, never forgot it's history. Milano was easily integrated, it's weak king bowed down easily once the violent wars in the North began. Tuscany, Florence, Parma, with their squabbling potentates became easy targets; their annexations were swift and imminent.
 
The Jötnar-Clans of Scandinavia

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Spoiler Territorial borderline of the Jötnar (20 provinces) :
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Introduction
Government: Elective Feudal Monarchy: Warlord Hrothgar Hring
- The Jötnar clans, while savage and unrelenting in their notion of strength, hold steadfast to a famous leadership selection in the form of the chieftains of the separate clans retreating to the great hall of the current ruling warlord, and challenging his leadership through a trial by combat. each chieftain will individually duel the acting warlord until either they, or him, are brought to a sudden end. the winner claims the title of warlord, and all chieftains present are inclined to cook and eat the corpse(s) of those whom have fallen in battle, as to retain their spiritual strength, and perhaps gain the power of the defeated.

There are of course certain guidelines to be taken into consideration in this brawl for the crown. the most important one of these mandates is that a clan chieftain may not challenge the warlord unless he has an appropriate heir to take his place.


History:
Spoiler Jötnar Raiders, aprox. 15th century :
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Magic
Basic Spellbook: Dark
Elemental Spellbook: Fire

Religious Spellbook: The Gothisaga
Spoiler Spell Tiers :
Tier I:
Tier II:
Tier III:
Tier IV:
Tier V:


National Spellbook: Oddvar Ulrikssøns Kongesbok
Spoiler Spell Tiers :

(10) Tier I: Krigsmarsj - A wave of energy invigorates the armies of the Jötnar (1 targeted army may cross 2 land/sea provinces in one turn)
(20) Tier II: Forfedrenes Hevn - The spirits of fallen warriors possess the living, causing them to fight with the knowledge of their forefathers (3 targeted Jötnar armies gain +1atk for 2 turn)
(30) Tier III: Folkets Helter - A wave of energy bolsters the morale and courage of the Jötnar folk, causing them to join the warbands for glory and honour (Manpower required to build INFANTRY units halved for 2 turn)
(40) Tier IV: Ildblodige Berserkere - Causes a permanent, raging bloodlust in targeted army (+3atk -2def until army destruction)
(50) Tier V: Gudkallet for Ragnarok - The Horn of The End Days sings, causing all Jötnar armies to fight like gods amongst men in hopes of a glorious death on the battlefield (+4atk -2def for all Jötnar armies for 1 turn)



Priesthood of the Gothi: The Gothi are an ancient and mystical group of highly respected and wise clan priests, acting as spiritual advisers to the vile and brutish Jötnar peoples, usually serving directly under the rule of individual clan chieftains. their order specializes in calling upon the mystics' power to grant material items or individual people with magical properties and unnatural abilities.

General
Capital: Christiania
Other major settlements: Port Kopenhavne, Telemark, Reijavik, Heimefjord, Toten, Lillestrom and Bodø
Nationality: Scandinavian
Religion: Norse Paganism
Population: Many, many angry Jötnar vikings

 
The Papal Federation​

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Abridged History: Magicks got unleashed in 500 A.D, the Church wanted a monopoly on magic so they made only Priests and the like allowed to do Church approved magic. Kings and Queens used "illegal" wizards and witches anyway ofc. The magic ban and persecution accelerated the reformation by a couple hundred years. After a massive war that caused the collapse of the Holy Roman Empire that allowed wizards and such to usurp power over countries, the Pope decided to take a more active role in daily politics. The Duke of Naples and various other Italian states agreed to become his vassals and here we are.

I'll get some more history up at some point. I might miss sending orders for the first turn or so as I am busy.

Spells:

Standard: Light
Elemental: Fire
Religious: Romist

National: Papal:

Spoiler :
Tier I – Protection from Evil (Allows the destruction of one Tier I spells someone who you are war with has bought. For higher level spells, you require more spells (two spells for Tier II spells, three for Tier III ect))
Tier II –Saint Peter’s (of Verona) Judgement (Increases stability by getting rid of rouge elements)
Tier III – Sealing of Unholy Spirits (Provides money upon defeating enemies)
Tier IV – Banishment of Unholy Spirits (Exorcism) (Bonus to fighting non-human or magically-improved enemies)
Tier V – Destruction of Unholy Spirits (All enemy units who roll a “7” die instantly [this means, on average, 10% of the enemy’s force will die before the battle even starts])


-more to come-
 
Claiming the Middle East around Palestine, will post stuff.
 
Kingdom of Aurvandili

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School of Magic:
Light
Water
Romist
National: Summoning of great spirits, known as Angels.


Spoiler claim :
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Religion: Romist

History:
The Great Kingdom of the Vandals was established by King Genseric only a decade before the shattering of the world and the return of magic. Vandal, Alan, and Gothic Sorcerers soon learned to harness the power of the storms and speed their conquest along that way. From their Capital Fagrsbairg near old Carthage, the Vandal kingdom soon became an empire stretching from Southern Iberia, into Southern Italy, and past the Nile. This was not to last. As the great hordes of Ahura Mazda poured from Persia in the 9th century, the Vandals fought losing battle after losing battle, their storm magics, and the magics of their slave armies, unable to counter the powerful Fire magics of the Zoroastrians.

By the 12th century, all that remained of the Vandali Empire was in southern Iberia. It was then that the Vandals discovered another magic. Through ritual and pact, Vandali sorcerers learned to bind the Great and Terrible spirits of the other world to their whim. The Righteous warriors of the Zoroastrians were finally beaten back, their fire availing them not against the cawing and scratching hordes of the "Angels of the Lord." Thus did the Reightweirhan begin, the Zoroastrians slowly being pushed back. Finally, in 1453, a truce was signed between the Kingdom of Aurvandili and the Soashyant, declaring peace.

After generations of war, however, there were aspects of Vandali society unable to truly adapt to peace. Fortunatly, a new outlet was discovered, as the sorcerer-explorer Tulga Childerson, sanctioned by the crown to discover new trade routes, discovered an entire new continent. Adventurer armies, led be Reightswarriors, travelled across the ocean to bring the Word of God and Vandalic Righteous Might to the savages across the sea.
 
[YOUTUBE=tiny]l2mAEr0Ggb0[/YOUTUBE]

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FROZEN LEGION
(The Eternal Roman Empire of Tartarus)


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I going 30 provinces for roleplay purposes​

When I reminisce about all those years I see many things. Life and death strung together like the mountains and valleys in which we lived. There was wealth and opulence but also tribulation and loss. There was laughter and song and there was also tears. But even more than tears, blood was shed. And so many were left to their unadorned graves, unburied.

But to us Death was just another journey.

And close by the darkness through which we strode there was also light. The light of life and immortality. And after all, when I reminisce about those years, I mostly remember our songs. We sang, as if to drown out the sound of clashing swords, as if the battle cries fell silent.

Because life has lost its meaning.
Eluveitie - Prologue, edited

History: After magic came into the world, the Persians began an aggressive campaign against the Byzantine Empire. Cities fell as the fire horde marched in Anatolia. When Constantinople was besieged, Justinian I seek help from ancient witches and as result he joined in a dark ritual, consuming the life force of part of his population and the entire zoroastrian army arrayed against him to become immortal and godlike. As a result of his greed, the remnants of the Byzantine Empire became cursed, becoming an frozen wasteland while all the population at his service are now undeads.
Government: Autocratic absolute monarch under the reign of the Eternal and Unseen Emperor Justanian I, Hades himself.
Capital: Constantinople, de facto Mount Olympus Necropolis
School of Magic: Necromancy and a Frozen Scourge (all the territory in which the legion march or establishes become a frozen wasteland)
Nationality: Byzantine and greek
Population: undeads, few humans (refugees or devotees)


More things later.
 
Empire of Yamatai (Yamataikoku)

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History: After the return of magic, Empress Himiko, a shaman queen who died in 248 was reincarnated in the body of a priestess in Nara in 524 as the result of a spell she casted long ago.
With the help of her magic capabilities, she claims the chrysanthemum throne and starts invading other clans and realms in the islands of Japan. Fearing her power, japanese daimyos ask for help to a sino-korean coalition to stop her ascension. In 529 she destroys the whole fleet of chinese and korean lords casting a massive storm that encircles Japan, and the islands lost all connection with the outside.
When the storm dispersed, in 1498, the world had changed dramatically, and Japan too. A millenium of continuous storm had devastated Hokkaido, that was now a dead wasteland, and Japan was unified under the flag of Yamatai. Soon, the neighbouring nations received in their ports wondrous ships, with cold-blooded legates that spoke the same words, like if they had one single voice: Taiheiyō, the Pacific Ocean, was now property of Yamatai, and Yamatai's army will take it by force if necessary. And after Taiheiyō, the rest of the world will fall before the Sun Queen. Huge soldiers in heavy samurai armor accompanied the legates and were known as the Oni. When a offended governor in Shanghai decided to confront them, discovered, to his horror, that they were little more than souls in an empty armor, the souls of the most glorious warriors in Yamatai who will serve forever to their nation.
However, the most terrifying message was that in Kyoto, the Empress Himiko was still alive, and wishful to meet her new rivals. For she is eternal.
 
Kingdom of Qi

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Capital: Beijing
Government: Absolute Monarchy
King: Yangdi

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Claims:

Spoiler :
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:p :D
 
Please tell me your planing to add elements of Journey to the West in your magic system Christos. It would be extra awesome! :D
 
Mexica Triple Alliance

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School of Magic: Blood (will be expanded upon, below and later)

Religion: Aztec Polytheism/Nahuatl/Aztec Pagan/What ever you want to call it

Capital: Tenochtitlan

History: Eventually
 
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