The Era of Justinian

christos200

Never tell me the odds
Joined
Jan 9, 2011
Messages
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Location
EU, Greece, Athens
ooc: ChristosIOT I is not finished. It is still alive.

The Era of Justinian

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This is 500 A.D. It is an Age of Battles, War and Religious hatred. With the fall of the Roman Empire, a new world is being born. A world of Wars and Wonders. Will you lead your nation to victory? Or you will be crushed like Rome?

House Rules

1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Please write your orders in Red and Bold, so I can see them better. Blue is reserved solely for me to make rule notices, warning players, etc.
8. Above all else, RESPECT THY FELLOW FORUMERS.


Starting:

This is 5th Century Europe. Look at the stats and claim a country. Also you must fill this:

Emperor / King: (This is important)
Dynasty:
Religion: (If you are Christian, you must say if you are Arian or Orthodox. Be realistic. No Zoroastrian Byzantium or Christian Persia)

Emperor/King Stats:

The leader of your nation is a very Important person. You must fill this:

Name:
Age: (18 to 50)
Family: (You must write if he has a wife and children. If yes, you must post stats and for them. See Dynasty section)
Command: (Everyone starts with 1)
Courage: (Everyone starts with 1)
Religion: (Be realistic. No Zoroastrian Byzantine Emperor)
Fame:( All Head of States begin with 4 Fame)

Dynasty:

Dynasty is the Family that rules your nation. You must take care of your family, because if you dont have a successor, your nation will collapse in civil war.

Here are the stats you must fill for your Dynasty:

Note: You will fill those stats only if you have a wife!! Also you can not have more than 3 children.

Wife:

Name:
Age: (from 16 to 50)
Religion:

Children:

Male:

Name:
Age: (1 to 30)
Family: (You must write if he has a wife and children. If yes, you must post stats and for them. )
Command: (Everyone starts with 1. However your Child must be 18 years old. )
Courage: (Everyone starts with 1. However your Child must be 18 years old. )
Religion:
Fame: (All Childs begin with 0 fame)

Female:

Name:
Age: (from 1 to 30)
Family: (You must write if she has a husband and children. If yes, you must post stats and for them. )
Religion:

Character Actions:
You control only the leader of the family. Your wife and children are NPC.

Those are the actions of your character:

  • Procreate Have a Child. You must have a wife
  • Find a Woman I will post you a list of the women you can marry, and you will chose one to be your wife. You can have only one wife
  • Find a Woman/ Man for your children You find a woman or a man for your son/daughter. Your son must be 18 years old and your daughter 16.
  • Assassinate Do you feel that one of your Generals is too famous? Do you think that your wife is cheating you and wants to assassinate you? Hire assassins for money and you will have them dead. Of course you could just arrest them and execute them, but do you want to risk to jail a famous General without evidence?
  • Spy Pay a Spy to watch your Generals and Family and make sure that no one tries to coup you
  • Hire Bodyguard: Do you think that someone wants to kill you? Hire a Bodyguard!

Costs are determinated in PM's. You will have to talk with the spy/assassin/Bodyguard.

Generals:

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Generals are leaders of your armies. They are very important because a good General can change the tide of a battle. I will fill the stats for the Generals. But watch your Generals. If one of them becomes too famous, he may try to coup you.

Byzantium and Sassanids start with 3 Generals. The rest Nations have one General. To see how you can create more Generals, read the Military Academy section.

Generals always start with 2 Command and 3 Courage.

Random events:

Random events are the ''Byzantine'' politics of the game. For example, you may get a PM that someone sw your wife with an other man or that a General tries to coup you. You decide what will happen and how you will solve your problems.

Provinces:

Your Nation is based on Provinces. Each Province is important.

  • Provinces give you 2 IC
  • If a Province has been attacked and you retake it, for 5 turns it will give only 1 IC
  • Provinces have the Manpower you need to create Armies.
  • Each Province gives you 2 Manpower.
  • Each province that has been attacked and you retake it, will give you for 5 turns only 1 Manpower

Economy:

Economy is the most important part of the Game. With it you pay your Generals and your Army, you create Industry and Farms, you make diplomacy and you hire assassins and Spies.

Farms:

Farms are the most basic building in the game, but it is also very important. Each Farm gives you 1 Manpower and 2 IC. Farms cost 4 IC.

Inudstry:

Industry is an economic building and does not give you manpower. Industry is also available at the start only for the ''Civilized Nations'': Byzantium and Sassanids. The rest should have Economic Tech 4 to build them. Industry costs 10 IC.

Each Industry give you 5 IC.

Gold:

Gold is in - nation money that Nobles and King use. You use them to hire assassins, Bodyguards, Spies or give them to Nobles for their support.

  • King: The King gains 4 Gold for each Provicne the nation has.
  • Nobles: The Nobles gain God with their work. How much they gain depends on their work (For more see the Nobles section).

From Gold to IC:

The King and the Nobles have the ability to make Gold to IC. 30 Gold = 1 IC. I know that this is very expensive, but it is also very important. Nobles could create their own Private Armies. And about the manpower thing (Units need manpower), they can build Farms in their ''estates''. This is done to represend Fedualism. Even in Byzantium there was Fedualism: Remember the Phocas Revolutions in Minor Asia during the reign of Basil II? However Kings should not need to be afraid very much. It will need a lot of time for someone to create an army strong enough to threaten the Imperial Dynasty.

Techs:

The Techs are very important. They boost you Economy and help your Army in battles. The more money you spend in a Tech, the more chances you have to discover it. Example: You spend 20 IC into Military Tech 1. You have 20% chances of success. If RNG number is from 1 to 20, you discover it. If it is from 21 to 100, you need to spend more money. You spend 50 IC to Military Tech 2. You have 25% chance to discover it. I will RNG and if RNG number is from 1 to 50, you discover it. If it is from 50 to 200, you need to spend more money. And so on. The same happens with Economic Techs.

Military Tech:

The Military Techs help you in battle. For example Military Tech 1 Gives you 10 in battle and Military Tech 2 gives you 20 in battle (For more see the Battle Section.). Military Tech 4 is important because it allows you to build Military Academy.

Economic Tech:

The Economic Techs boost your economy. Each Tech gives you an amount of IC. Example: Economic Tech 1 gives you 10 IC. Economic Tech 2 gives you 20 IC. And so on. Economic Tech 4 is important because it allows you to build Industry.

Nations- Tech List:

Military Tech 4:

Byzantium
Sassanids

Military Tech 3:

Armenia
Franks

Military Tech 2:
Arabians
Ostrogoths
Visigoths
Vandals

Military Tech 1:
Germanic Tribes
Norselands
Celts

No Military Tech:
Slavs
Baltics

Economic Tech 4:

Byzantium
Sassanids

Economic Tech 3:

Armenia
Franks

Economic Tech 2:
Arabians
Ostrogoths
Visigoths
Vandals

Economic Tech 1:
Germanic Tribes
Norselands
Celts

No Economic Tech:
Slavs
Baltics

Military Academy:

Military Academy at the start is available only for the ''Civilized Nations'': Byzantium and Sassanids. The rest should discover Military Tech 4.

Military Academy costs 40 IC. You can have only one. The Academy gives you 25% chance each turn to create a General.

Units:

Units are your Armies that you use to fight. The Units in this game have Cost, Defense, Attack and Manpower.

Spoiler :

Byzantine units:

Roman Legions

Cost: 18 IC
Attack: 20
Defense: 10
Manpower: 10

Cataphract

Cost: 20 IC
Attack: 25
Defense: 12
Manpower: 6

Archers:

Cost: 8 IC
Attack: 12
Defense: 3
Manpower: 2

Sassanid units:

Gond

Cost: 10 IC
Attack: 10
Defense: 10
Manpower: 3

Cataphract

Cost: 20 IC
Attack: 25
Defense: 12
Manpower: 6

Persian War Elephants

Cost: 20 IC
Attack: 28
Defense: 20
Manpower: 8

Barbarian units (Vandals, Germanic Tribes, Goths, Norselands, Slavs, Baltics, Celts, Arabians):

Tribal Warriors:

Cost: 5 IC
Attack: 6
Defense: 6
Manpower: 2

Tiuphadi

Cost: 8 IC
Attack: 8
Defense: 7
Manpower: 2

Raider Horseman

Cost: 11 IC
Attack: 12
Defense: 6
Manpower: 3

Frankish Units:

Milities

Cost: 10 IC
Attack: 12
Defense: 10
Manpower: 8

Raider Horseman

Cost: 11 IC
Attack: 12
Defense: 6
Manpower: 3

Armenian Units:

Legio Armeniaca

Cost: 8 IC
Attack: 9
Defense: 9
Manpower: 3

Cataphract

Cost: 20 IC
Attack: 25
Defense: 12
Manpower: 6

Archers:

Cost: 8 IC
Attack: 12
Defense: 3
Manpower: 2

Naval Units:

Navy:

Cost: 8 IC
Attack: 12
Defense: 10
Manpower: 6
Each Navy can transfer 2 Land Units.



Courage and Command:

Courage and Command are two very important traits that all male Family members and Generals have. They can change the tide of battle. When you send armies to fight in Wars, you can have them to be under the Command of a General/Family member.

In every battle, the Commander has 25% chance to gain 1 courage. In every victory, the Commander has 50% chance to gain 1 Command. In every defeat, the Commander has 20% chance to lose 1 Command and 1 Courage.

In battles 1 Command gives 10 and 1 Courage also gives 10. For more see the Wars and Battle section.

Wars and Battles:

When you declare war, you must fight battles. There are many factors that you need to take care in battles: Numbers, Attack-Defense, Tech and Luck (RNG) Example:

Spoiler :
Byzantium - Armenia
Numbers: 2 Roman legions (2) - 3 Legio Armeniaca (3)
Attack-Defense: 40 - 27
Tech: 40 - 30
Luck (RNG): 5 - 7

Byzantium: 2+ 40 + 5 = 87
Armenia: 3 + 27 + 7 = 67

The Byzantines won!


However Generals/Family members can change the tide of battle. Tigranes, son of the King of Armenia, has 4 courage and 2 Command.

Spoiler :
Byzantium - Armenia
Numbers: 2 Roman legions (2) - 3 Legio Armeniaca (3)
Attack-Defense: 40 - 27
Tech: 40 - 30
Luck (RNG): 5 - 7
Command: 0 - 20
Courage: 0 - 40

Byzantium: 2+ 40 + 40 + 5 = 87
Armenia: 3 + 27 + 40 + 7 + 20 + 40 = 127

Armenia wins!


So the Generals/Family members can change the tide of Battle.

Fame:

Each Male Family member and General have Fame. Fame is how much the people love someone. If a General is too famous, you may want to assassinate him or spy on him so he wont try to coup you.

For every Military Victory each turn you gain 1 Fame. Random events may make you lose Fame.

Religion:

We are in the Middle Ages. Religion plays a very important role. When you honor the Gods/God/Ahura Mazda, the people will be happy.

When you take over provinces of a Nation that does not have the same religion as you, you will face 2 :mad: for every heretic province you have taken over.

Temples:

Temples are religious buildings to honor the Gods/God/Ahura Mazda. The Temples cost 8 IC and give 4 :) and gives 30% chance that heretics convert to state religion.

Happines:

There are several Factors that give :).

Every turn, in order to make sure that no one revolts, you will have to have more :) than :mad:.

  • Each military victory every turn gives 2 :)
  • Each Temple every turn gives 4 :)
  • Each Famous Point of King/Emperor gives each turn 1 :)
  • Each military defeat every turn gives 2 :mad:
  • Each Heretic Province gives every turns gives 2 :mad:
  • If a General is more Famous than King/Emperor, it gives 1 :mad:

Random events can increase :) or :mad:.

Revolutions:

When you have more :mad: than :), the people will revolt. Their is a possibility that a General may join them.

If a revolution begins, It will most likely begin in the Heretic or Foreign Provinces. If you have not conquered a territory, then it will most likely begin in the Border Provinces.

I will RNG from 1 to 5 for small nations and from 1 to 10 for large nations to see how many province will revolt. Part of the Army may join the Rebels.

Coup:
Coup is like revolt, only that this time a Famous Generals begins a revolution without :mad: being more than :). Also a coup can be an assassination. There are many types of coup:

  • A General starts a revolt
  • A Family Member/General Assassinates you
  • Your wife cheats you with a General and sends assassins to kill you
  • Your wife poisons you

Iran:

Because most of Eastern Persia is not in the Map, the Sassanids gain 12 extra IC from Eastern Iran and the Provinces that are not shown in the Map.

Death:
Death is when your character dies. Here are the chances of someone dying:

  • From 0 to 18 a character has 5% chance, each turn, of dying.
  • From 18 to 30 a character has 10% chance, each turn ,of dying.
  • From 30 to 40 a character has 20% chance, each turn ,of dying.
  • From 40 to 60 a character has 50% chance, each turn ,of dying.

Nobles:

The Noble Families are players in a Nation that are not Kings. They could be appointed by the King/Emperor to lead an Army. Also except all the Character actions mentioned above, they can also do those action:

  • Coup the Government (You must have support)
  • Find a Job (Be realistic - it is the 5th Century. And no one is a very rich guy that is Fedual Lord. You could be blacksmith, Trader and others.)

The Nobles start with 1 Fame, 1 Command and 1 Courage.

Last Rule:

Have Fun! :)

Map:

Spoiler :
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List of Nations:
Byzantine Empire
Ostrogoths
Visigoths
Vandals
Sassanids
Slavs
Celts (Britain)
Baltics
Arabians
Franks
Armenia
Germanic Tribes
Norselands
 
Map:

Spoiler :
7Rbqg.png
 
Reserve1
 
Reserve2
 
Hey, you're getting better at this. Imma join once I read the rules I think.
 
I'll be joining in Byzantium, more details later after I read the rules thoroughly
 
Correct me if I'm wrong, but shouldn't Armenia be Georgia? As it stands, I don't think Armenia has any holdings in Armenia...
 
You used my map! Someone used my map! YAAAAY
*cough cough*
sorry.
Aanywaay....
Emperor / King: Alaric of the OSTROGOTHS
Dynasty: Theodericid*
Religion: Germanic Pagan

*hey, not my fault, did the goths even have family names?
Name: Alaric
Age: 21
Family: Alone.
Command: 1 (and I don't expect this to go up whatsoever :p)
Courage: 1
Religion: Germanic Pagan
Fame: 4
 
Correct me if I'm wrong, but shouldn't Armenia be Georgia? As it stands, I don't think Armenia has any holdings in Armenia...

And as much as I'm a Finnophile, seeing Finnic tribes control all of the Nordics is just wrong. Finland should really be renamed to Norselands or something like that (And also maybe keep Finland indepedent from the Viking nation)
 
Correct me if I'm wrong, but shouldn't Armenia be Georgia? As it stands, I don't think Armenia has any holdings in Armenia...

I made some changes to the historical border. In RL Armenia in 500 A.D was divided between Byzantium and Persia.
 
Changed the name of the Finnish Tribes to Norselands.
 
--- Franks ---

Emperor / King: King Pepin I
Dynasty: Leonide
Religion: Orthodox Christian

King-
Name: Pepin
Age: 22
Family: Wife, no children yet.
Command: 1
Courage: 1
Religion: Orthodox Christian
Fame: 4

Wife-
Name: Fleur
Age: 20
Religion: Orthodox Christian
 
Good. More players. :D
 
Em.........yes. I will add a new rule soon.
 
Added new rule. See the Nobles section.
 
christos, the unit costs are off ratio-wise again. While a lot better than before (ChristosIOT I), some of the more expensive units are still only as good, or under, their barbarian counterparts in the EP : Attack : Defense ratio. This seems to apply only to the melee style units though, as the cavalry and archers make sense, at least in some circumstances.

Given that the different nations can't train all of the units, this could be on purpose, but it still seems questionable to me.
 
However dont expect that somehow you will be able to assassin the King at first turn or coup them. It will need a lot of work and money.
 
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