IOT Developmental Thread

New Iron and Blood is coming April 2014

Spoiler Map :
QkFuNzp.png

Why can't we call Hungary Hungary
Why is Bavaria in the Rhineland
Why Keewatin and not Rupert's Land
Why no turkestan
Why Borussia
Overall a nice map though
 
Why can't we call Hungary Hungary
Why is Bavaria in the Rhineland
Why Keewatin and not Rupert's Land
Why no turkestan
Why Borussia
Overall a nice map though

I have to say, I really like the map, but I would like to see a few more divisions.
 
But April is when my big IOT is coming out *sadface*

Edit: Nevermind, MIOT:TL is postponed indefinitely.
 
Why Robert Can't?
(sorry couldn't help it)
But seriously, why not stall it until after RC launches his IOT?
 
6I9DkGp.png

Development Diary III: Cities
Pray for the peace of Jerusalem: they shall prosper that love thee. Peace be within thy walls, and prosperity within thy palaces.

In the first development diary, and in the game announcement, I mentioned that cities would compose a major part of gameplay in Thy Kingdom Come. This, the third development diary, shall explain.


Cities

In Thy Kingdom Come, every city is represented on-map. Cities will be that which warfare will be primarily focused upon. The objective of any war will primarily be to capture the enemy's cities; this is because cities will form the backbone of your empire. It is better to rule one rich city than vast swathes of poor, unpopulated farmland and desert.

Your income will come primarily from your owned cities. Any province that doesn't have a city on it is considered farmland; farmland provides little in the way of income, but it does provide men for your levies.

800px-Konrad_von_Gr%C3%BCnenberg_-_Beschreibung_der_Reise_von_Konstanz_nach_Jerusalem_-_Blatt_35v-36r.jpg

The Holy City

Population and Improvements

Cities are not static and unchanging. Each city has a population value, representing how many people live in said city. This value changes every turn, as people are born, die, move in, and move away. The population of a city directly affects how much money you receive in taxes, as well as how many people you can levy from it. Levying your population means taking them away from the fields and the markets, so as you levy troops your income will drop proportionally. Population growth is based on a logarithmic function. Medieval population data was acquired to get a somewhat accurate population growth curve. Testing revealed that this would be quite low and thus it is modified.



Release Date: Eventually 2014
All information presented is subject to change at the GM's discretion
 
Spoiler :
6I9DkGp.png

Development Diary III: Cities
Pray for the peace of Jerusalem: they shall prosper that love thee. Peace be within thy walls, and prosperity within thy palaces.

In the first development diary, and in the game announcement, I mentioned that cities would compose a major part of gameplay in Thy Kingdom Come. This, the third development diary, shall explain.


Cities

In Thy Kingdom Come, every city is represented on-map. Cities will be that which warfare will be primarily focused upon. The objective of any war will primarily be to capture the enemy's cities; this is because cities will form the backbone of your empire. It is better to rule one rich city than vast swathes of poor, unpopulated farmland and desert.

Your income will come primarily from your owned cities. Any province that doesn't have a city on it is considered farmland; farmland provides little in the way of income, but it does provide men for your levies.

800px-Konrad_von_Gr%C3%BCnenberg_-_Beschreibung_der_Reise_von_Konstanz_nach_Jerusalem_-_Blatt_35v-36r.jpg

The Holy City

Population and Improvements

Cities are not static and unchanging. Each city has a population value, representing how many people live in said city. This value changes every turn, as people are born, die, move in, and move away. The population of a city directly affects how much money you receive in taxes, as well as how many people you can levy from it. Levying your population means taking them away from the fields and the markets, so as you levy troops your income will drop proportionally. Population growth is based on a logarithmic function. Medieval population data was acquired to get a somewhat accurate population growth curve. Testing revealed that this would be quite low and thus it is modified.



Release Date: Eventually 2014
All information presented is subject to change at the GM's discretion


Link to video.
 
boop
nevermind me... i'm just planning a fantasy RPG..... and this is a beta map.
Spoiler :
ardania_map_locations.png
 
Heroes of Ardania


Ardania, a land known for the setting of the Magicka and Warlock franchises, and even for the Defenders of Ardania TD game, has older roots. In 2000, it was used as the setting for a game that amazes developers to this day, Majesty, with a blend of RTS, RPG, time management and Sim. In the game, you could train different heroes... but after that, you no longer had control over them. They went on quests , battled monsters, defended the kingdom and pursued their personal goals on their own.
Fans of Majesty will recognize the map, locations, quests, monsters and such, but many are made by me,so do not expect accuracy.Those who played Majesty will notice the irregularities, however.

But enough of Majesty. Heroes of Ardania is a simulation of that game... in a forum game environment.

=====================================

For those into RP.... here's a complete history of Ardania.

To join, you’ll pick two heroes; you’ll pick the race and the hero class of each hero.
Races: (affect quests taken, available locations and available items). Choose names for them, or leave them like that and I'll give them names for you from the original Majesty game.
1) Human (cannot pair with Gnome) - slight bonus to melee hit chance (H2H stat)
2) Elf (cannot pair with Dwarf) - slight bonus to ranged hit chance (Ranged stat)
3)Dwarf (cannot pair with Elf) - slight bonus to Magic Resistance.
4) Gnome (cannot pair with Human) - after level 8, Luck is added to H2H, Ranged, Parry, Dodge and Magic Resistance, starts with extremely low HP, no matter the class.


Pick any two heroes from Tier 1.
Tier 1)Warrior- Ranger-Rogue-Wizard-Monk-Healer-Priest-Cultist-Barbarian-Solarus-Adept - Craftsman
Tier 2)Commander-Hunter-Thief-Sage-Cleric-Paladin-Necromancer-Beastmaster-Berserker-Fire Knight-Windwalker- Technician
Tier 3)Champion - Warden - Assassin - Archmage - Bishop - Crusader - Lich - Warrior of Discord - Brute - Sun Priest - Nightwalker - Engineer

There are limitations on which races can be which classes;
-Humans can be anything, but their Builders cannot upgrade to Engineers.
-Elves cannot be Wizards, Monks, Cultists, or Builders.
-Dwarves cannot be Ranger, Rogues or Barbarians
-Gnomes cannot be Solarus or Adept . Also, their melee heroes cannot wield Longswords. Classes that can only use Longswords will instead use Gnomish versions of normal Longswords.
========

Info about each Hero class, and a review of what each stat does. https://www.dropbox.com/s/cfvl9jud6pgj7gr/Classes and Stats.doc
==================================

Each player can chose two heroes as their starting party. Note that rivalries between classes apply, so no Priest + Healer. Each player will gain a new hero every few turns for a maximum of 6. Each hero has it’s own stats and levels up independently. They each have different equipment.
All equipment slots: (shared by all classes)
Spoiler :
-Weapon
-Armor
-Boots
-Gloves
-Armband
-Belt
-Cape
-Greaves
-Aura
-2 Ring slots
-2 Accessory slots
-Necklace
-Headgear



Battles are fought instantaneously, and simulated using a Random Number Generator. Before each battle you’ll be presented with a success chance based on your level and previous experience with similar encounters. If you’re not pleased with the result of a battle , each step of the battle will be revealed, showing what actually happened. Note that I keep the battle logs for only 7 days. Each battle consists of battle rounds (up to 500, at which point, if there’s no clear winner, both sides retreat). In each round, all belligerents attack once or use one offensive magical ability. Defensive spells can be cast at any time and do not require a round to cast. Usually, unless you’re suddenly ambushed by enemies, the first 10 rounds of the battle are not used by melee combatants, but ranged attackers and magic users will use their attacks/abilities in these first 10 rounds. The number of starting rounds may vary; regions which I deem that have low visibility will start melee battles at 7 rounds.



Hero parties will be randomly spread between the three major cities of the Ardanian Kingdom, Valmorgen, Mayhew and Tholaria.
You can have your heroes grouped or split into multiple groups, or even send them alone on different tasks ( a good strategy for fetch quests that need ingredients from multiple locations.)



Map:
Spoiler :
ardania_map_locations.png

Map locations description, with visitable sublocations: https://www.dropbox.com/s/u27nlkccyo992nh/Heroes of Ardania - locations.doc

Secret Locations:https://www.dropbox.com/s/lo6tlhpma98w56z/Secret locations HoA.doc

Info on Leprechaun Valley and Sydrian Isle: https://www.dropbox.com/s/12jxj69ojqcmvxw/Lep Valley and Sydrian Isle.doc

Battle of the Plains: https://www.dropbox.com/s/tvxwlj0ic3dkotp/Battle of the Plains.doc

Items for sale at Blacksmiths: https://www.dropbox.com/s/qa4uiry9vju34wt/Items sold at blacksmith.doc

Items sold at marketplaces and Bazaars: https://www.dropbox.com/s/byg5y2c45lqvqd9/marketplace, bazaars, wizard guild items.doc

Info on how traveling, turns, rounds, exploration, rumors and actions work : https://www.dropbox.com/s/fsyty3ks6evdtd8/Turns, actions, rounds, traveling, rumors.doc

Basic info on spells and abilities: https://www.dropbox.com/s/wpme0nmaw1n9jls/Spells and Abilities, Auras..doc - ALSO CONTAINS INFO ON AURAS AND AURA OVERLAPPING

Basic info on schematics, Craftsmanship, Beard Rings and Splinters; https://www.dropbox.com/s/qde7l8ks9jkqehq/Crafting, Sockets, BRs, Splinters.doc

Basic info on item rarities and the mysterious works of the Imp :https://www.dropbox.com/s/ffoka1q016pn9x4/Items, rarities, the Imp.doc

IF YOU HAVE ANY QUESTIONS, ASK AWAY.
for chat about game, live planning and live results for your actions, check http://www.heroesofardaniagame.chatango.com/
 
I trade you my imaginary resources in exchange for your imaginary resources
 
Start

The start is tiered in this game. The three are Superpower, Secondary Power, and Regional Power. A Superpower gets 50 provinces at game start, a Secondary Power gets 35 and a regional power gets 20. Moreover, superpowers get ten factories, secondary powers get 7 and regional powers get 4.

Wars

Large wars in this game is, in general, disastrous. Far better to use proxy nations to fight. However, if you must fight, there are two levels of units. Regulars cost 2 IP, while conscripts cost 1 IP. Both can be used the turn they are built on defense, but for offense they must wait a turn. Regulars are 2.5 times more powerful than conscripts. Navies cost 2 IP, and there is only one level of them.

Crises

Crises are random flashpoints around the world. Every turn, I roll a dice to decide a border province which receives the crisis. The chances of a crisis are far higher if there is already preexisting tension between two nations. A crisis must be resolved between the two parties, whether through war or diplomacy, and if it is not then approval for both governments plummets.

Espionage

Espionage is done by investing into another nation. Your espionage potential in a country is equivalent to your influence in them. It can be used for three things: encouraging crises, sabotaging infrastructure or the military, and lowering others; influence in the country.

WMDs

Nukes are in the game. They cost 10 IP to build and when launched destroy everything in a province as well as irradiating it, making it impassable for two turns.

Influence

Influence is a main way to expand in a country. It is used by investing into a nation’s economy, by spending money on it. 10 points of influence in a country costs 1 IP. If you are above 20 influence and you have the most influence in the country, you can ask it to do things. The more influence, the more it’ll do. Other factors, such as your relative power and its relations with other nations will affect its response.

Economy

Economy is done by building factories in your provinces. Factories cost 1 IP and give 1 IP each turn.

Manpower

Manpower (MP) is just your amount of provinces multiplied by your amount of factories divided by ten.

Here are some rules I wrote. I don't intend to run it, and these need tons of balancing and additions, but yeah.
 
HT5txmU.png



On the night of the third of May, 1980, Charlie Campion fled a military-research base with his family. He droves for hours before arriving to a gas station Arnette, Texas, where he died of a mysterious disease.

By the tenth of May, reports of the disease had erupted all over the world. The US government begins quarantining entire cities, but such drastic measures never had a chance of working.

By the nineteenth of May, the streets are full of the dead. Dead and idling cars clog the highways, full of men, women, and children that tried to flee the cities.

It is now 22 May 1980. You and small group of others have proven to be immune to Captain Tripps. Most, if not all, the people who grew up with, worked with, and lived with, are dead.

And already, the dreams have started...


Concept

The Stand IOT, or TSIOT, is divided into two parts. The Journey begins with players creating characters and forming parties instead of forming nations and alliances. Characters will start in various parts of the country (the closer the better!) and begin their migration to parts unknown.

The second part of the game is the period of Settlement. Parties may settle down to create communities, which will naturally attract survivors over time.

Which phrase your character is part of determines his or her needs. People need food, shelter, and medicine. A roaming party has advantages a settled community won't have and a settled community has creature comforts a roaming party won't have.


How to Join

Create a character. Describe him or her as fully as possible. Say where is the continental United States you are starting.

Spoiler Map :
mQMPE.png


The Hard Stuff

Mechanically, the game will use a very modified version of my Dies the Fire ruleset. Roughly three-quarters of a million people survived Captain Tripps in the United States, but they are dispersed around the country.

The Journey Phrase is based on IOT: Chiron's journey phrase and based mostly on Roleplay and Events. Players can perform actions, and success of these actions will be based on weighted D20. Having a diverse party with members of differing skill sets can potentially save you a lot of heartbreak.

When a party Settles, it settles in a province to create a new community. There are still a handful of key stats in play.

Adult Population
Food Security
Medical Security
Education and Information
Public Order and Safety
Prosperity and Wealth
Preparedness
Aggression

The Adult Population is your able-bodied, adult-aged population. The more adults you have, the more you can do, such as clear out homes, scavenge the locality, etc. Food and Medical Security are the measure of your community's ability to feed itself and deal with existing healthcare issues in the settlement. Poor nutrition can damage your population's ability to withstand epidemics.

Education reflects the ability of your population to deal effectively with increasingly complex situations. A well-educated population can solve its problems more effectively than a population full of dunces.

Public Order is the measure of stability in society. Excessively low or high PO can be damaging to a community, but in different ways.

Prosperity is a of higher-economic success. The acquisition of luxuries, such as chilled water, silks, spices, and the like, will increase the prosperity of a settlement, and therefore the attractiveness of it.

Preparedness and Aggression are the measures of a settlement's ability to defend itself, or attack others.

There may be other stats in the future, but these are the planned ones. The characters in a settlement affect some of these stats. Having an active doctor in your settlement is good for Medical Security, for example.


Settlement Ideologies

Settlements, when founded, can select a Major and Minor Ideology, which affects its stats and the kind of people this settlement will attract.

Discipline: Heightened combat readiness and preparedness at all costs.
Harmony: Focused on harmonizing with the new world, this ideology promotes balance with nature and pacifism.
Knowledge: Focused on safeguarding the knowledge of humanity.
Cosmopolitan: A very accepting and accommodating ideology.
Loyalty: This ideology promotes loyalty to one's superiors over all.
Doctrine: This settlement's population is very religious in nature, bordering on fanatical.
Industrious: This settlement is very entrepreneurial.
Cult: Like Doctrine and Loyalty, but revolving around an individual.
Survival: Like Cosmopolitan, but especially attractive to migrants who wouldn't even be excepted in a Cosmopolitan settlement.
Revolutionary: Can only be a Minor Ideology. A Revolutionary settlement is one that is especially fanatical about its Major Ideology.


Character Progression, Death, and Rebirth

As time goes on, and the time updates cover increases, characters will gain a reputation in various settlements. A character's reputation in a settlement affects how that settlement will respond to his or her actions.

When a character dies, the player may create a new character. Even claim to be the child of a previous character or some. I'm not tracking family ties though.

Some characters upon creation will be "marked". Marked characters are characters that will be given a slew of benefits and can shape events even more than normal characters. However, this benefit comes at a steep cost to say the least...


Settlement Orders and Expansion

Settlements just sorta do whatever they feel like doing, as directed by characters based on their positions. Clearly, if a settlement is democratic and there's a democratically elected character, then yes, what s/he orders is *likely* to go down.

In its place, each of the stats will have a "trend". A trend is whether that stat is growing, declining, or stagnating.

A settlement can also expand (and form a Polity). The settlement becomes the capital of the polity.


Further Stuff

This is a freeform game where you can PM me actions you want to do, and you'll do them.

All I have for now.
 
I love the sound of that.
 
Spoiler :
1.) Four turns in a Year
Winter: Crops aren't planted, harvested, etc. However, your pops will still drain food for this turn.
Spring: This is the turn when crops are planted. Crops planted in Spring at harvested until Autumn.
Summer: Crops are growing. This is the turn where Emigration and Immigration occur. This is the turn where there is most conflict.
Autumn: This is the turn where crops are harvested for food. If you have less available pops in Autumn than you did in Spring, you may not harvest all your crops! So be careful throwing all your soldiers into a war or converting all your pops to soldiers.

2.) Population and Farming
Each pop is one individual. Each pop produces five food. In the beginning, everyone begins with 100 pops. Each Food can support one pop. Food can be stored or converted into population.
There is a catch. Soldiers in Spring don't plant crops. Soldiers in Autumn don't harvest crops. Not having enough pops to harvest the crop in Autumn could be a problem. Running out of food is damn near dangerous. Furthermore, there's a modifier running from -5% to 5%. You can harvest 1-5% more than expected. It could be neutral. Or you could lose 1-5% of the harvest. You can potentially produce 525 Food at the first harvest...or only 475.
There are also Elite pops. Elite pops are converted regular pops, like soldiers. However, they can't be converted back to being regular pops. More Elite Pops increases your chances of gaining a technology.

3.) Massed Crop Failures
In Autumn, a society could experience abnormal levels of crop failure. It could range from a minor 1% failure on top (on top of the above failure) to being a massive 90% crop failure. This could lead to several things. The society could attempt an attack on neighbors to gain food or neighbors could help that society.
Either way, the situation is dire. In a starvation situation, there is first a warning saying food stores are inadequate and the number of deaths that could occur will be listed in the update. In a food shortage, normal pops are always the first to die of starvation, followed by military pops (as they requisition the food through force), followed by Elites (who command the military).
Expect food rebellions.

4.) Plague
Each Spring (after the first), a Plague will spawn. Having a high population increases the chance of being hit with the Plague. Civil Technology decreases your footprint and your chances of being the one who is hit directly and slows the spread.
The number initially affected is random. So is the mortality rate.
In the Spring Update, the nation hit will the Plague will be made public along with the estimated pops infected/killed. If there is a high mortality rate, then the rate of spread will usually be small (as it kills its host quickly).
In the Summer Update, each infected infects another pop or emigrates and infected another community.
In the Autumn Update, another infection/kill.
During the Winter, there is no spread. Just kills.
In Spring, a new Plague is generated or the existing one mutates (new mortality rate).

5.) Technology
Each turn, random societies will gain an advance in one of the four technologies which is dependent on their share of the global Elite pool. An advance is as simple as M1-M2, F1->F2, and so on. However, technologies can be sold/traded and hoarded.
Technology is this new world plays several important functions.
Military technology increases the effectiveness of your soldiers.
Fortification Technology increases the defensive power and influence of your forts. Farming Technology increases output and decreases the chance of being hit with a crop failure.
Civil Technology decreases your population by 10% when factoring in the Plague spawn. It also determines your community's ability to filter out infected migrants at the border.

6.) Nomads
Players can also create Nomadic societies. These function very differently than normal societies. For one, they move. Societies may allow them to move through their territories or tell them to stay away.
Nomads don't have regular pops. Only soldiers and elites. When in neutral territory, soldiers can be sent to scavenge food and each soldier will scavenge two.
Nomads can still gain technologies like other societies and increase their population.
Nomads can attack settlements, conduct raids, and the like and become terrifying creations. When a Nomadic group takes a fort, the fort is converted into another horde under the control of the player.
Nomads can be hit with Plagues as well. If they're moving through borders of an infected society, there's a chance the Nomads have a soldier infected.
The only technologies the Nomads are affected by are Military and Civil.

7.) War
Using the same military system I use everywhere else with a few new additions.
Forts overlook your territories. You can set 25 pops to constructing a fort within your borders. All non-nomads start with a fort. Forts exert control over nearby territory. All your forts hold equal amount of your food storage.
Fortification Tech determines the range of defense/attack of your forts. In the beginning, soldiers in forts can only attack/defend adjacent territories. Unless ordered otherwise, soldiers are evenly distributed among forts. Capturing forts is the only way land changes hands. Also, fort owners can order the destruction of their own forts.
There are several military actions besides normal attacking.
Raid: Attack aim at killing a few pops, soldiers, and elites.
Siege: If successful, the land AROUND the fort is captured and the food inside the fort is cut off and so are defending soldiers. This food and these soldiers can't be redirected. At this point, it's a matter of whittling down food supplies and tossing plague victims into the hold.
8.) And more.




The above is merely a copy of son's Dies the Fire ruleset. It will be incorporated into a game similar to The Stand that is currently being run. Not sure how yet, as it is a work in progress, but I will continue to work on it and post my ideas later tonight/this weekend. This is merely a placeholder for the ruleset so I don't have to create a word doc.
 
The following is a faithful copy of Sonereal's full original post.
__________________________________________________

The immediate events following The Change were all marked with desperation, violence, and rapid decay of society. Many died of violence. Many died of the plagues that would soon spring forth having long untouched the modern world in true severity. It would be the Winter that purged the world of excess for no man or woman could be a loner anymore and the cannibal hoards had run out of easy prey.

Mankind has entered a period where populations are too small to specialize and the threat of raids or war are constant. A man is often expected to fight or perform military duties but getting in the crop decides the fate of the community that year.

Guns are out of the picture. Artillery comes in the form of trebuchets and catapults. Mounted troops once more rule the battlefield. Mankind has entered the dawn of the Second Dark Ages.

The first tumultuous year is over.



Dies the Fire

An IOT of The Change


Tentative Features

1.) Four turns in a Year

Winter: Crops aren't planted, harvested, etc. However, your pops will still drain food for this turn.

Spring: This is the turn when crops are planted. Crops planted in Spring at harvested until Autumn.

Summer: Crops are growing. This is the turn where Emigration and Immigration occur. This is the turn where there is most conflict.

Autumn: This is the turn where crops are harvested for food. If you have less available pops in Autumn than you did in Spring, you may not harvest all your crops! So be careful throwing all your soldiers into a war or converting all your pops to soldiers.

2.) Population and Farming

Each pop is one individual. Each pop produces five food. In the beginning, everyone begins with 100 pops. Each Food can support one pop. Food can be stored or converted into population.

There is a catch. Soldiers in Spring don't plant crops. Soldiers in Autumn don't harvest crops. Not having enough pops to harvest the crop in Autumn could be a problem. Running out of food is damn near dangerous. Furthermore, there's a modifier running from -5% to 5%. You can harvest 1-5% more than expected. It could be neutral. Or you could lose 1-5% of the harvest. You can potentially produce 525 Food at the first harvest...or only 475.

There are also Elite pops. Elite pops are converted regular pops, like soldiers. However, they can't be converted back to being regular pops. More Elite Pops increases your chances of gaining a technology.

3.) Massed Crop Failures

In Autumn, a society could experience abnormal levels of crop failure. It could range from a minor 1% failure on top (on top of the above failure) to being a massive 90% crop failure. This could lead to several things. The society could attempt an attack on neighbors to gain food or neighbors could help that society.

Either way, the situation is dire. In a starvation situation, there is first a warning saying food stores are inadequate and the number of deaths that could occur will be listed in the update. In a food shortage, normal pops are always the first to die of starvation, followed by military pops (as they requisition the food through force), followed by Elites (who command the military).

Expect food rebellions.

4.) Plague

Each Spring (after the first), a Plague will spawn. Having a high population increases the chance of being hit with the Plague. Civil Technology decreases your footprint and your chances of being the one who is hit directly and slows the spread.

The number initially affected is random. So is the mortality rate.

In the Spring Update, the nation hit will the Plague will be made public along with the estimated pops infected/killed. If there is a high mortality rate, then the rate of spread will usually be small (as it kills its host quickly).

In the Summer Update, each infected infects another pop or emigrates and infected another community.

In the Autumn Update, another infection/kill.

During the Winter, there is no spread. Just kills.

In Spring, a new Plague is generated or the existing one mutates (new mortality rate).

5.) Technology

Each turn, random societies will gain an advance in one of the four technologies which is dependent on their share of the global Elite pool. An advance is as simple as M1-M2, F1->F2, and so on. However, technologies can be sold/traded and hoarded.

Technology is this new world plays several important functions.

Military technology increases the effectiveness of your soldiers.
Fortification Technology increases the defensive power and influence of your forts. Farming Technology increases output and decreases the chance of being hit with a crop failure.
Civil Technology decreases your population by 10% when factoring in the Plague spawn. It also determines your community's ability to filter out infected migrants at the border.

6.) Nomads

Players can also create Nomadic societies. These function very differently than normal societies. For one, they move. Societies may allow them to move through their territories or tell them to stay away.

Nomads don't have regular pops. Only soldiers and elites. When in neutral territory, soldiers can be sent to scavenge food and each soldier will scavenge two.

Nomads can still gain technologies like other societies and increase their population.

Nomads can attack settlements, conduct raids, and the like and become terrifying creations. When a Nomadic group takes a fort, the fort is converted into another horde under the control of the player.

Nomads can be hit with Plagues as well. If they're moving through borders of an infected society, there's a chance the Nomads have a soldier infected.

The only technologies the Nomads are affected by are Military and Civil.

7.) War

Using the same military system I use everywhere else with a few new additions.

Forts overlook your territories. You can set 25 pops to constructing a fort within your borders. All non-nomads start with a fort. Forts exert control over nearby territory. All your forts hold equal amount of your food storage.

Fortification Tech determines the range of defense/attack of your forts. In the beginning, soldiers in forts can only attack/defend adjacent territories. Unless ordered otherwise, soldiers are evenly distributed among forts. Capturing forts is the only way land changes hands. Also, fort owners can order the destruction of their own forts.

There are several military actions besides normal attacking.

Raid: Attack aim at killing a few pops, soldiers, and elites.

Siege: If successful, the land AROUND the fort is captured and the food inside the fort is cut off and so are defending soldiers. This food and these soldiers can't be redirected. At this point, it's a matter of whittling down food supplies and tossing plague victims into the hold.

8.) And more.
 
War in the summer? I will join for snow wars; Winter is Coming! :D

Still I enjoy this and look forward to the release. :)
 
Arya stole an entire ruleset, but I am okay with this because I really wanted Dies the Fire to not, well, die.
 
Arya stole an entire ruleset, but I am okay with this because I really wanted Dies the Fire to not, well, die.

he explicitly says "this is sone's ruleset, I'm going to add to it"
 
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