WhiteRobber
Twinkle twinkle Wunderbar
Since the original setting was boring so i switched chapters.
Setting: Rome just split into two: the Western Roman Empire , and the Eastern Roman Empire ( commonly called Byzantium). Take control of any surrounding nation and attempt to claim the Byzantine Throne. The game ends when The Eastern Roman Empire will no longer exist.
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Map (it's low quality for an unknown reason. It's HD in my computer.) To join, claim 5 provinces ( no encircling neutral provinces or NPC's, please)
Each province generates 1 EP (NPC's will always have 200 EP, no matter what) Capitals generate 5 EP and are not deleted upon conquest of the nation. Capitals have a triangle sign on them. The more provinces, the higher the Population . Population acts as a troop limiter, but nobody will be reaching the limit too fast. Once the population goes under 2500+(total nr of provinces*10), random provinces will be abandoned or won't generate EP anymore. Each province starts with 2000 population. Neutral provinces don't have population growth but player-owned provinces and NPC provinces have a growth of 10% per year.
Troops:
Each army costs 5 EP to raise.
Legacy of the Romans
Chapter I
The Byzantine Contenders
Chapter I
The Byzantine Contenders
Setting: Rome just split into two: the Western Roman Empire , and the Eastern Roman Empire ( commonly called Byzantium). Take control of any surrounding nation and attempt to claim the Byzantine Throne. The game ends when The Eastern Roman Empire will no longer exist.
=============
Map (it's low quality for an unknown reason. It's HD in my computer.) To join, claim 5 provinces ( no encircling neutral provinces or NPC's, please)
Spoiler :

Each province generates 1 EP (NPC's will always have 200 EP, no matter what) Capitals generate 5 EP and are not deleted upon conquest of the nation. Capitals have a triangle sign on them. The more provinces, the higher the Population . Population acts as a troop limiter, but nobody will be reaching the limit too fast. Once the population goes under 2500+(total nr of provinces*10), random provinces will be abandoned or won't generate EP anymore. Each province starts with 2000 population. Neutral provinces don't have population growth but player-owned provinces and NPC provinces have a growth of 10% per year.
Troops:
Each army costs 5 EP to raise.
Spoiler :
Peasants (cost: 0 population - deducted from total population) Attack 1, Defense 0
Infantry (cost: 100 population) Attack : 2, Defense: 2.
Archers (cost: 50 population) Attack: 3, Defense: 1
Light Cavalry (cost: 200 population) Attack: 3, Defense: 4
Heavy Cavalry (cost: 250 population) Attack 5, Defense 5
Mercenary (cost: 10 EP) Attack 3, Defense 2.
Elite Mercenary (cost 15 EP) Attack 6, Defense 3
The last two have MONTHLY costs aka you will pay for them as long as they live, unless you disband them. Also, mercenaries don't cost population until they die. When they die, both Mercs and Elite Mercs cost 350 population
Defeating an enemy army is as simple as having more attack than the enemy's defense. Also make sure that you leave some armies defending the original province, because if your army attacks a province and the enemy attacks your province, then you'll make province exchange and there will be no fighting. Armies can move freely inside your nation's borders but their exact location must be specified and will show up on the map as (total attack/total defense). Provinces that are too small will have a letter or a sign which will represent the standing army and will be explained in the map legend.
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Techs:
Banking ( Allows players to bank their income. Banked income gets 25% interest every turn) - costs 50 EP to research
Tax Collectors (Doubled EP income per province, lowers Stability by 1% each turn) - 45 EP to research.
Trade ( Allows nations with an Alliance to trade with eachother) - 25 EP
Trade Routes ( double Trade bonuses) - 50 EP
Trade Monopoly (triple Trade bonuses) - 75 EP
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Trade, Alliances, Expansion
Stability
The overall stability of your nation. If it's under 80%, start praying. Different factors can influence it. Losing battles, recruiting too many people and betraying your allies will lower it. Max stability is 150%
Capitals
Owning as many capitals as possible is of utmost importance, but also has drawbacks. Owning more than 4 capitals will cause the stability to decline at a steady pace of -2% a year for EACH ONE OVER 4. Remember: Four is good, more would dig your grave.
Infantry (cost: 100 population) Attack : 2, Defense: 2.
Archers (cost: 50 population) Attack: 3, Defense: 1
Light Cavalry (cost: 200 population) Attack: 3, Defense: 4
Heavy Cavalry (cost: 250 population) Attack 5, Defense 5
Mercenary (cost: 10 EP) Attack 3, Defense 2.
Elite Mercenary (cost 15 EP) Attack 6, Defense 3
The last two have MONTHLY costs aka you will pay for them as long as they live, unless you disband them. Also, mercenaries don't cost population until they die. When they die, both Mercs and Elite Mercs cost 350 population
Defeating an enemy army is as simple as having more attack than the enemy's defense. Also make sure that you leave some armies defending the original province, because if your army attacks a province and the enemy attacks your province, then you'll make province exchange and there will be no fighting. Armies can move freely inside your nation's borders but their exact location must be specified and will show up on the map as (total attack/total defense). Provinces that are too small will have a letter or a sign which will represent the standing army and will be explained in the map legend.
============
Techs:
Banking ( Allows players to bank their income. Banked income gets 25% interest every turn) - costs 50 EP to research
Tax Collectors (Doubled EP income per province, lowers Stability by 1% each turn) - 45 EP to research.
Trade ( Allows nations with an Alliance to trade with eachother) - 25 EP
Trade Routes ( double Trade bonuses) - 50 EP
Trade Monopoly (triple Trade bonuses) - 75 EP
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Trade, Alliances, Expansion
Spoiler :
You've seen Trade mentioned before.
trade here has 5 levels:
lvl 1: each member of the Alliance with this trade level gains 5 EP per turn
lvl 2; (costs 35 EP to research) Each member of the Alliance with this level gains 10 EP per turn)
lvl 3; ( 50 EP)15 EP per turn
Lvl 4: (75 EP) 20 EP per turn
Lvl 5: (100 EP) 25 EP per turn
As you may have seen, Alliances are not unofficial here. Once you make an alliance, you will be listed as Allies and be allowed to Trade. Not helping your Ally in a war will break the Alliance and cancel any trade you had. That's right, war declarations must be public and mentioned beforehand. Example: "Johnny, I declare war on your nation" - one turn later, you're allowed to attack/defend.
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Expansion can be automatic: I can take 5 random adjacent provinces in your name, or you can post a specific expansion path . Either way, it's 5 provinces MAX. You can choose an already-marked capital or make your own but you cannot own more than 1 capital city when starting out. Conquering provinces from enemies is similar: you can only take provinces adjacent to yours, then those adjacent to them, etc etc. Just make sure you got enough armies. Conquered territory will be marked with stripes of both combatants' colors and will be discussed in peace offers. A nation CAN exist without it's capital, but won't get the nice EP bonus.
trade here has 5 levels:
lvl 1: each member of the Alliance with this trade level gains 5 EP per turn
lvl 2; (costs 35 EP to research) Each member of the Alliance with this level gains 10 EP per turn)
lvl 3; ( 50 EP)15 EP per turn
Lvl 4: (75 EP) 20 EP per turn
Lvl 5: (100 EP) 25 EP per turn
As you may have seen, Alliances are not unofficial here. Once you make an alliance, you will be listed as Allies and be allowed to Trade. Not helping your Ally in a war will break the Alliance and cancel any trade you had. That's right, war declarations must be public and mentioned beforehand. Example: "Johnny, I declare war on your nation" - one turn later, you're allowed to attack/defend.
===============
Expansion can be automatic: I can take 5 random adjacent provinces in your name, or you can post a specific expansion path . Either way, it's 5 provinces MAX. You can choose an already-marked capital or make your own but you cannot own more than 1 capital city when starting out. Conquering provinces from enemies is similar: you can only take provinces adjacent to yours, then those adjacent to them, etc etc. Just make sure you got enough armies. Conquered territory will be marked with stripes of both combatants' colors and will be discussed in peace offers. A nation CAN exist without it's capital, but won't get the nice EP bonus.
Stability
The overall stability of your nation. If it's under 80%, start praying. Different factors can influence it. Losing battles, recruiting too many people and betraying your allies will lower it. Max stability is 150%
Capitals
Owning as many capitals as possible is of utmost importance, but also has drawbacks. Owning more than 4 capitals will cause the stability to decline at a steady pace of -2% a year for EACH ONE OVER 4. Remember: Four is good, more would dig your grave.