Fiat Voluntas Tua
Over fifteen hundred years ago, the empires of man crumbled into the seas which boiled from the heat from the great weapons used in war at the time. Civilization went into remission.
It is now 1798 AE, or 3808 AD. The Altar of Embers had burned the cities of the world to nothingness and unleashed untold suffering on the survivors.
Emerging countries must contend with not only organized rivals, but the sinister forces that operate within the Disputed Territories. Too many promising cities have been wiped out by barbarian invaders, dark wizards, and other dangerous wildlife.
Game
The game is set in a post-apocalyptic fantasy earth where technology has stagnated and magic has become a staple of life in many areas. The map we’ll be using is a map of Europe, with off-screen NPCs coming and going as time goes on.
To join, just fill this out.
Country Name:
Government:
Civilized or Uncivilized: See Disputed Lands for more.
Claims: Post map with 20 claims if you’re Civilized. One claim if Uncivilized. On your claim map, use three different colors. One for Castle Provinces, one for City Provinces, and one for Temple Provinces.
Unique Unit: Describe a unit unique to your country. You’ll be given a free, hero version of that unit at game start, plus two Light Infantry units.
Economy and Trade
Economy comes from provinces and trade.
City Provinces produce $12 per turn, Castle Provinces $8, and Temple Provinces $4. Defensive wise, temples have the weakest defense, and forts have the strongest defense.
The provinces also have unique bonuses. Fort provinces increase the defensive strength of nearby provinces. Temples generate Mana, which is used for spells. Cities produce Trade Goods which, when traded, increases the amount of money you make.
You can convert a province to a different province type for $50.
Trade Goods are used to develop new unique units.
Military and Combat
All units have five main stats: Accuracy, Mobility, Power, Resistance, and Upkeep. Some units may have a Mana Upkeep.
Some units have special traits, which are unique active and passive abilities.
In FVT, blitzing is not a thing. You can only order units to attack adjacent provinces. Attacking adjacent, neutral provinces is one of the two ways of “peaceful” expansion. Neutral territory seized in this fashion will typically be blank provinces that produce no income, have no inherent defensive bonuses, but can be improved to one of the three province types for $50 as usual.
If you’re at war with the enemy, province type matters. If you take a Temple Province, all adjacent blank provinces fall to you as well. If you take a city Province, all adjacent Temple and Blank Provinces fall to you. If you take a Castle Province, all adjacent City, Temple, and Blank Provinces fall to you. However, opposing provinces also exert a Zone of Control, so this will work on a case-by-case basis.
Temple Provinces have a 25% Defensive Bonus. Cities have a 50% Bonus. Castles have a 100% Bonus, and they increase the Defensive Bonus of nearby provinces.
For example, if John attacks a Temple Province that is adjacent to three Castle Provinces, the Temple will have a Defensive Bonus of 25% (Temple Bonus) + 75% (Temple Bonus*3). If the province is a City Province, the bonus is 50% + 150%. If the province is a Castle Province, the bonus is 100% + 300%.
These bonuses increase the Accuracy, Mobility, Power, and Resistance of the defending units, making the unit better able to hit the enemy (which makes sense if the enemy is attacking a Castle after all), more difficult to be hit (the Mobility stat, but in this case the defender is defending behind fortifications), more dangerous (the Power stat), and better able to resist destruction (Resistance).
Attackers do have one benefit though. When attacking a province, the attacker receives a bonus for each owned or allied province adjacent to the targeted province. If John attacks a province, and he has three provinces bordering that province, he receives a 75% Attack Bonus.
Supply Rules
Each unit has an Upkeep, and some have Mana Upkeep. These costs are not automatically deducted from your income, and you can pay as much of the Maintenance Costs as you wish. However, there are special rules for provinces that are cut off from other parts of a player’s country due to war. In that event, the territory cut off from the main country is considered cut-off and entered into the stat sheet with its own income, mana generation, and the like under the player’s country.
Units stuck in the territory that has been cut off are removed from the main country and added to the cut-off part of the country.
If Upkeep or Mana Upkeep is underfunded, the player’s army receives a hefty supply penalty (not funding at all means your armies will be automatically defeated in battle).
Units
Template (Cost, Upkeep, Mana Upkeep [if any])
Trainable By
Accuracy
Mobility
Power
Resistance
Upkeep/Mana
Special Ability
Light Infantry ($2, $1)
Trainable By: Everybody
Accuracy 1
Mobility 2
Power 1
Resistance 1
Skirmish: When ordered to Skirmish, this unit’s Mobility and Accuracy is increased, but Power and Resistance decreased. Skirmishing units are less likely to be destroyed in combat.
Archers ($2, $1)
Trainable By: Everybody
Accuracy 2
Mobility 2
Power 1
Resistance 1
Support: This unit can be ordered to Support, increasing Accuracy and Resistance but decreasing Mobility and Power. Support units are far less likely to be destroyed in combat.
Fire Arrows: This unit can launch a volley of fire arrows, temporarily increasing Power. Costs $1 to activate.
Heavy Infantry ($3, $2)
Trainable By: Everybody
Accuracy 1
Mobility 1
Power 3
Resistance 3
Pikemen ($3, $2)
Trainable By: Everybody
Accuracy 1
Mobility 1
Power 2
Resistance 2
Pike Wall (Passive Ability): Negates one Charge.
Light Cavalry ($2, $2)
Trainable By: Everybody
Accuracy 1
Mobility 4
Power 1
Resistance 1
Mounted (Passive): Unit receives a bonus to Mobility in battle.
Skirmish: When ordered to Skirmish, this unit’s Mobility and Accuracy is increased, but Power and Resistance decreased. Skirmishing units are less likely to be destroyed in combat.
Heavy Cavalry ($3, $3)
Trainable By: Everybody
Accuracy 1
Mobility 3
Power 3
Resistance 2
Mounted (Passive): Unit receives a bonus to Mobility in battle.
Charge (Passive): This unit charges into battle, increasing Mobility and Power greatly.
Horse Archers ($4, $3)
Trainable By: Everybody
Accuracy 2
Mobility 4
Power 2
Resistance 1
Mounted (Passive): Unit receives a bonus to Mobility in battle.
Support: This unit can be ordered to Support, increasing Accuracy and Resistance, but decreasing Mobility and Power. This can not be used with Skirmish. Support units are far less likely to be destroyed in combat.
Skirmish: When ordered to Skirmish, this unit’s Mobility and Accuracy is increased, but Power and Resistance decreased. This can not be used with Support.
Skirmishing units are less likely to be destroyed in combat.
Siege Engineers ($4, $4)
Trainable By: Everybody
Accuracy 0
Mobility 0
Power 0
Resistance 1
Sap Fortifications (Passive): A Siege Engineer can decrease the Defensive Bonus of the enemy in battle.
Strengthen Fortifications (Passive): A Siege Engineer increases the Defensive Bonus enjoyed by the province when defending.
Support (Passive): Support units are far less likely to be destroyed in combat.
Unique Units and Hero Units
Players can create a unique unit at any time, either jointly or solo. A player or players who created the unique unit can grant the ability to train that unit to other players (but those players can grant the ability to train that unit to other players).
If you have an idea for a unique unit, send me the idea. I’ll give you the cost and we’ll go from there.
Hero Units are units that have gained a reputation in battle and become legendary in the world. Hero Units earn a unique name, have their stats amplified, have an existing special ability boosted, and gain the Hero special ability.
For example, this is what a Hero Light Infantry unit can look like.
The Golden Company (Archers)
Accuracy: 4
Mobility: 4
Power: 2
Resistance: 2
Support: This unit can be ordered to Support, increasing Accuracy and Resistance but decreasing Mobility and Power. Support units are far less likely to be destroyed in combat.
Heroic Fire Arrows: This unit can launch a frightening volley of fire arrows, temporarily increasing Power. Cost $1 to activate.
Hero: Every battle increases the stats of this unit. Heroes will tend to seek out enemy heroes in battle. If this unit defeats another Hero unit in combat, units on its side in battle receive a temporary boost to all stats.
Hero units do *not* automatically defend. They must be ordered to defend. You should take care of your Hero units, since the lost of a hero unit isn’t easily replaceable. Especially a seasoned hero unit with several battles under its belt. A Hero unit that defeats another Hero unit in battle grants a bonus to the victor of the Hero v. Hero battle. If a unit Hero is killed in combat (not just defeated), the bonus granted to the killer’s army is even bigger.
The Disputed Lands
Unclaimed territory makes up the Disputed Lands. Expansion into the Disputed Lands, typically, is unchallenged. However, occasionally a great hero unit will spawn in the Disputed Lands and lead an army against a civilization. This NPC country will expand and war with neighbors until the hero unit is killed.
This horde does not generate income. The horde is given $200, which I’ll spend accordingly. The horde generates further income by sacking settlements (Temples, Castles, and Cities), which generates a random amount of income. However, these Settlements will still have their special ability if held. Temples will produce Mana, Castles will have the defensive bonus. Cities will produce Trade Goods.
When all Hero units belonging to the invader are killed, the empire created by the barbarian collapses and all territory it holds becomes disputed once more.
Players that choose to be Uncivilized start off with $200 and one province (either a Temple, Castle, or City Province). The player obeys the same rules as NPC Barbarians and if all his or her Hero units are killed, the player’s empire collapses.