Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,195
Angel Island
-Dark Legion: Blackish Gray.
-Brotherhood: Red.
-Dingo: Orange.
There are 55 provinces, 7 of which are neutral and the remaining 16 spread equally between the other three factions.
Aid:
Dark Legion - 5 (Numenor) - 1 Army Support (New England)
Dingos - 1 (Green Hill)
Benefits Handed Out (On the first turn, benefits are free and don't require actual assistance): 1.6 gold to NE's research; 1.6 to Numenor's.
After the first turn, factions will expect at least 5 gold or an army every two turns if you want to receive a reward. Remember that rewards go up for the Dark Legion as they expand.
The Dark Legion has 12 Armies to its rivals' 10. The Dingos must bank their cash since it's so miniscule.
The Dark Legion holds out, Grandmaster Rutan saying defensive measures will assist the Legion more for the time being.
The Guardians consider the Legion their hated enemies, and so attack them with 1 Army first. It's a tie (3-3), so the defender wins. While that doesn't kill the defeated army, it does force them to go back to the capital, leaving the border defenseless.
The Guardians naturally decide not to push it, and instead attack the Dingos. While some Guardians believe the Green Hill Army in their territory should be attacked due to support for the Dingos, the majority of Guardians rule that since Green Hill so far hasn't donated enough nor is it providing any military assistance to the Dingos, they should be allowed to stay.
3 Guardian Armies attack the Dingos, resulting in 2 victories and 1 defeat. With 2 armies available, however, they strike the Dingos again! 1 Victory and 1 Defeat.
Net Change So far: +1 territory for the Brotherhood, -2 Armies for the Brotherhood, and -3 armies for the Dingos.
The Dingos move next, having 7 Armies. They order their two units on the border to attempt to take Brotherhood territory.
Disaster - 1 loss and one tie! The Southern border is now defenseless.
The Dingos order an assault on the Legion's territories, 4 armies against 2! It's cut after 2 losses though. 2 armies instead attack a weaker Legion territory.
1 tie and 1 victory.
The Dingos now have 4 armies.
The Legion takes the helm, with 11 armies at its disposal, with a New England Army for assistance. It's chaos all along the borders, west to East.
First, the Legion orders an assault on one Brotherhood frontier. 1 Defeat and 1 Victory, but the Victory is made by New England's army in the area. Another assault has 1 Defeat and 1 Victory. 2 Armies then stand ready to attack yet another Brotherhood province - 9-8.
The Legion has gained 4 provinces from the Brotherhood at the expense of two armies. 2 more battles have a tie and a victory over the Dingos.
3 Armies remain, and they strike at the Dingo Army in the North! It's a smashing victory, at 9-1.
The Brotherhood now has 5 armies and 12 provinces.
The Dingos have 2 Armies and 12 provinces.
The Legion has 8 armies (and 1 NE supporting force) and 24 provinces. Next turn, the Brotherhood will hand out 2.4 gold in benefits to its allies.

-Dark Legion: Blackish Gray.
-Brotherhood: Red.
-Dingo: Orange.
There are 55 provinces, 7 of which are neutral and the remaining 16 spread equally between the other three factions.
Spoiler Basics :
You can sponsor any of the factions, each having their own benefits/downsides:
-The Brotherhood will use their powers to make your Chaos Emeralds more potent, so they have +0.5% chance of producing a Chaos Crystal for each territory they own. So right now, +8%. The Brotherhood will try to steal your ME shards if they reach 50% of the island's mass. You can't get them back short of conquering the Brotherhood.
-The Dark Legion will put 0.1 point towards your tech per turn based on how much land they own. So right now, +1.6 gpt. If they reach 50% of the island, they will look outward, trying to steal the Master Emerald shards, and you can't get them back short of conquering the Island.
-The Dingos are too stupid to have much use. However, they won't try and steal your emeralds either, and may assist you militarily if they triumph.
Every turn the factions will do war with eachother. You do not need to meddle in the Island's affairs if you don't want to. Every faction receives ten armies per turn, or less if they have fewer than ten territories. Your sponsorship will give them extra armies; you can intervene directly on their behalf or just fund them(5 gold per army).
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Completely separate from sponsorship is hunting for goods like gold, gems, etc. which the Island is full of. It costs 1 gold a try to find riches, with a 10% chance of success; success yields either 1-20 gold or 1-5 Chaos Crystals. To make this fair, anybody with a navy can access Angel Island even if they couldn't reach it otherwise. Your success is upped to 25% if you are sponsoring a faction as their forces will assist you(and of course if you request their help), but you will have to split the booty and thus get the greater half.
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Emerald Readers: To use a complete Master Emerald, you must recruit either a Legionaire from the Dark Legion or from Albion(the island in the landlocked sea next to Link's nation). You MUST have access to the island to use these.
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If the Master Emerald is returned to Angel Island, it will rise into the sky and become inaccessible until the Modern Age; everything will also be reset politically. Your vessels, if in the area, will be teleported back home.
-The Brotherhood will use their powers to make your Chaos Emeralds more potent, so they have +0.5% chance of producing a Chaos Crystal for each territory they own. So right now, +8%. The Brotherhood will try to steal your ME shards if they reach 50% of the island's mass. You can't get them back short of conquering the Brotherhood.
-The Dark Legion will put 0.1 point towards your tech per turn based on how much land they own. So right now, +1.6 gpt. If they reach 50% of the island, they will look outward, trying to steal the Master Emerald shards, and you can't get them back short of conquering the Island.
-The Dingos are too stupid to have much use. However, they won't try and steal your emeralds either, and may assist you militarily if they triumph.
Every turn the factions will do war with eachother. You do not need to meddle in the Island's affairs if you don't want to. Every faction receives ten armies per turn, or less if they have fewer than ten territories. Your sponsorship will give them extra armies; you can intervene directly on their behalf or just fund them(5 gold per army).
---
Completely separate from sponsorship is hunting for goods like gold, gems, etc. which the Island is full of. It costs 1 gold a try to find riches, with a 10% chance of success; success yields either 1-20 gold or 1-5 Chaos Crystals. To make this fair, anybody with a navy can access Angel Island even if they couldn't reach it otherwise. Your success is upped to 25% if you are sponsoring a faction as their forces will assist you(and of course if you request their help), but you will have to split the booty and thus get the greater half.
---
Emerald Readers: To use a complete Master Emerald, you must recruit either a Legionaire from the Dark Legion or from Albion(the island in the landlocked sea next to Link's nation). You MUST have access to the island to use these.
---
If the Master Emerald is returned to Angel Island, it will rise into the sky and become inaccessible until the Modern Age; everything will also be reset politically. Your vessels, if in the area, will be teleported back home.
Aid:
Dark Legion - 5 (Numenor) - 1 Army Support (New England)
Dingos - 1 (Green Hill)
Benefits Handed Out (On the first turn, benefits are free and don't require actual assistance): 1.6 gold to NE's research; 1.6 to Numenor's.
After the first turn, factions will expect at least 5 gold or an army every two turns if you want to receive a reward. Remember that rewards go up for the Dark Legion as they expand.
The Dark Legion has 12 Armies to its rivals' 10. The Dingos must bank their cash since it's so miniscule.
The Dark Legion holds out, Grandmaster Rutan saying defensive measures will assist the Legion more for the time being.
The Guardians consider the Legion their hated enemies, and so attack them with 1 Army first. It's a tie (3-3), so the defender wins. While that doesn't kill the defeated army, it does force them to go back to the capital, leaving the border defenseless.
The Guardians naturally decide not to push it, and instead attack the Dingos. While some Guardians believe the Green Hill Army in their territory should be attacked due to support for the Dingos, the majority of Guardians rule that since Green Hill so far hasn't donated enough nor is it providing any military assistance to the Dingos, they should be allowed to stay.
3 Guardian Armies attack the Dingos, resulting in 2 victories and 1 defeat. With 2 armies available, however, they strike the Dingos again! 1 Victory and 1 Defeat.
Net Change So far: +1 territory for the Brotherhood, -2 Armies for the Brotherhood, and -3 armies for the Dingos.
The Dingos move next, having 7 Armies. They order their two units on the border to attempt to take Brotherhood territory.
Disaster - 1 loss and one tie! The Southern border is now defenseless.
The Dingos order an assault on the Legion's territories, 4 armies against 2! It's cut after 2 losses though. 2 armies instead attack a weaker Legion territory.
1 tie and 1 victory.
The Dingos now have 4 armies.
The Legion takes the helm, with 11 armies at its disposal, with a New England Army for assistance. It's chaos all along the borders, west to East.
First, the Legion orders an assault on one Brotherhood frontier. 1 Defeat and 1 Victory, but the Victory is made by New England's army in the area. Another assault has 1 Defeat and 1 Victory. 2 Armies then stand ready to attack yet another Brotherhood province - 9-8.
The Legion has gained 4 provinces from the Brotherhood at the expense of two armies. 2 more battles have a tie and a victory over the Dingos.
3 Armies remain, and they strike at the Dingo Army in the North! It's a smashing victory, at 9-1.
The Brotherhood now has 5 armies and 12 provinces.
The Dingos have 2 Armies and 12 provinces.
The Legion has 8 armies (and 1 NE supporting force) and 24 provinces. Next turn, the Brotherhood will hand out 2.4 gold in benefits to its allies.