Vekjasfólcvíg - the Low Fantasy Napoleonic Old Norse IOT THING

Civ'ed

I ain't gotta explain a thing
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Oct 7, 2010
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Aberdonia et Banffia
"8 – And all that Stafkarl had left were his rubies, of which he treasured 5 the most, for they shone the brightest and were the largest... And he placed these carefully, and then once more scattered gems over the earth... Yet to those that landed around the five treasured rubies, men were formed, and the 5 rubies became the Mannfolk, which were rewarded for their beauty by immortality, and the leadership roles over man." - Foldfyrsta, engraved upon the Great Temple of Stafkarl, Stafkarls Lik
"Vekja - noun. "rousing, awakening". Compare Andskoti Wachjen, Samepar Gamoghvidzeba
Fólcvig - Noun. "War, conflict". Compare Andskoti Valkweg, Umlilo Umkhanti.
Vekjasfólcvig - Noun. lit. "The Beginning of War", a name for the conflicts that raged starting early 1750 Eptir Stafkarl. Originated in the Gardarikar Revolt." - Gardarikar dictionary, 1945 Eptir Stafkarl.

Many years ago, great wars occurred, ranging from the Sumarborg Schism to the Miklafold Invasion. None, however, can measure up to the chaos that would occur after the common townsfolk In Sterkrborg executed the ruling council of the Gardarikar State.
You rule a nation in the wake of regionwide revolutions. It is your duty to survive.

Ooh look it's Civ'ed's most awkward IOT ever
Rules:
Standard IOT rules, don't act like an idiot, my world. If you have questions ask away but don't assume you're getting away with something just because I don't control a worldwide surveillance system.

Spoiler :
To join:
Pick 2 connected provinces of the same culture. State which one is military, and which one is economic. Other things: Flag, nation name based on the fact that:
Mannfolkar, Miklafold, Foreldraheimr, Sumarborg, Eyjar and Gardariki derive their names from Old Norse, and there's a good dictionary you can use here
Andskoti derive their names from the same place, but modern-german-and-swedicized
Umlilo derive their names from Zulu.
Vallfadr are a Swahili/Igbo/Yoruba thing.
Samepar is in essence Georgian with a bit of Albanian mixed in.
Eo is Vietnamese in nature.
Fossfold is Yiddish in nature.
You will get either:
One (1) army with five (5) units of 3 infantry, 2 cavalry (or 5 isibani)
One (1) navy with 2 Leiðangr and a warship and an army of 2 infantry (or 2 isibani)
one navy with 3 warships and 2 Leiðangr.
Needless to say if you're landlocked you can only pick the first but can customise the unit composition (TI units only)
PLEASE NOTE: I'd rather have every culture on the map, so I'd prefer you not pick the same culture as someone else until each other one is picked (like that'll ever happen).

Expansion:
One army will be tied up in expanding for a turn.
Culture:
There are several cultures. your majority culture is determined by the largest culture within your land.
Each culture also grants a specific bonus:
Samepar: Territory: all provinces on the eastern edge of the map yield 2 rikisfé but cannot be upgraded if economic. If military, they can be upgraded to tier III, where they produce milis polki with every other unit for free.
Umlilo: Adaptation: If there are 3 isibani with a specific bonus, these can be built for 2 rikisfé
Mannfolkar: Charity: All missionaries have +1 movement. Any province with a missionary will produce +.3 rikisfé if economic. Can only be Orthodox Mannfolkt.
Miklafold: Aggressiveness: Every cavalry unit gains +1 movement and +1 range.
Vallfadr: Tradition: Every infantry and artillery can attack at 0 range
Fossfold: Banks: Every province produces .1 rikisfé extra , even if military.
Foreldraheimr: Genesis: Tier I provinces have a 50% chance of converting.
Sumarborg: Hardship: negates any negative terrain effects in battle. Can only be Sumarborgar Mannfolkt
Eyjar: Improved Shipcraft: every naval unit has +1 movement.
Gardariki: Rifling: Artillery, Infantry and Dragoons have +1 power and +2 range.
Eo: Defence: gains +2 power if defending in an engagement.
Andskoti: Piracy: earns 1 rikisfé for every captured ship. Transports have 1 Power.

The economy works a little differently in Vekjasfólcvíg. Instead of each and every province producing a set amount of EP and being able to build armies, Provinces can be assigned to either produce Rikisfé (IP) or raise armies. Each province can be upgraded to a maximum of a third tier and each province starts at Tier I. Province assignment can be changed every 2 turns and if this is done it will reset to Tier I. Every new province claimed must immediately be assigned a duty.
To improve a province, an amount of Rikisfé must be payed. This amounts to the number shown below +1 if province is wrong religion +1 if province is wrong culture.
Tier I: no cost. Produces either 1 Rikisfé or 1 unit a turn. To change culture, costs 6 Rikisfé and a unit or army will be occupied for a turn. Missionary chance: 30%. Can train Infantry, Cavalry, Missionaries, Transports (if coastal) and the Samepar, Umlilo, Mannfolkar, and Miklafold units if your major culture AND province culture are Sameparoz, Umlilo, Mannfolkar and Miklafoldar respectively.
Tier II: 2 Rikisfé. Produces either 3 Rikisfé or 2 units a turn. To change culture, costs 4 Rikisfé. Missionary chance: 50%. In addition to the above units, can build Dragoons, Warships, Artillery and the Vallfadr, Fossfold, Foreldraheimr and Sumarborgar units if your major culture AND province culture are Vallfadri, Fossar, Foreldra or Sumarborgar respectively.
Tier III: 4 Rikisfé. Produces either 5 Rikisfé or 3 units a turn. To change culture, costs 2 Rikisfé. Missionary chance: 70%. Can, in addition to the above, construct Support, as well as the Eyjar, Gardariki, Eo and Andskoti units if your major AND province cultures are Eyjarer, Gardarikier, Eotian and Andksoti respectively.

Units:
Each nation has several armies (lead by generated-name-generals) which are composed of maximum 10 units. Land armies are pooled. Naval armies are found on the coast of specific provinces, but can also move into "open sea" where they can move to any coast in two turns. Armies can be combined and their cost is the mean of their subject units.
There are standard units and culture-tied units. A STANDARD unit can be built by everyone (exception: Umlilo can’t build any standard unit) in the appropriate military province tier. Standard units are:
Infantry: The standard infantry unit of the time is the Regiment of Foot. They are armed with a smoothbore musket and a bayonet, and can as such attack from both range and melee, although will stay at range as long as possible. They can attack multiple times an engagement. The standard infantry unit has a power of 5, a speed of 1 and a range of 5 hexes. Costs 2 rikisfé
Cavalry: The lancers (Foreldra, Vallfadr, Samepar, Miklafold, Eo, Fossfold) and Hussars (Eyjar, Mannfolkt, Sumarborg, Gardariki, Andskoti) are very fast units. Their bonus is determined by what kind they are: lancers get a +2 power against other cavalry and hussars get +2 power against infantry and artillery. The standard cavalry has a power of 4 and a speed of 3, must fight in melee (1 hex range) and if a ratio of 2 cavalry per 4 infantry is kept then they get another +1 power due to flanking. Costs 3 rikisfé
Artillery: This unit has amazing range but cannot move once fired. They can attack three times an engagement and can only be repositioned afterward. The standard artillery has a power of 6, a speed of 0-1 and a range of 12 hexes. Costs 4 rikisfé
Dragoons: Dragoons are in essence fast infantry. They confer the same flanking bonus as Cavalry and have a somewhat shorter range than infantry. The Standard Dragoon has a Power of 5 a speed of 2 and a range of 4 hexes. Costs 4 rikisfé
Support: Not actually a combat unit, but can assist and prevent unit loss. A support can be expended to create a new infantry unit. The Standard Support has a Power of 0, a speed of 1 and no range - his effect is applied passively. costs 4 rikisfé
Missionary: a missionary will convert provinces at a chance based on the above. This is based on your state religion. costs 3 rikisfé
NAVAL UNITS:
Warship: The warships of this time are mostly threemasters, with several gundecks. Can capture other warships (30% chance) The Standard Warship has a power of 5, movement of 4 and a range of 10 hexes. Can bombard shore if map allows, but otherwise not. Costs 4 rikisfé
Leiðangr: The transports are not armed, but can carry two units on them and land these units. The standard Leiðangr has a Power of 0, a movement of 4-5 and a range of 0. Costs 4 rikisfé
Then there are also cultural units which are tied into your major culture. these can only be raised from your main culture (akin to Vicky 2’s guards). Each is different and can be raised at different tiers. In general the more “modern” or powerful ones (like the Gardarikar Skjotrbogi) come later in the tiers.
TIER I
Samepar Milis Polki - the old Sameparoz empire controlled much territory, and was thus able toraise large armies, the "milis polki", from the people. They are fairly cheap and are built in groups of two, but lose 50% of their power each turn. A milis polki will count as half a unit, i.e. you can have max. 20 milis in an army. A turn 0 Milis Polki will have 3 Power, 1 Movement and 5 range. Costs 1 rikisfé to build two.
Umlilo Isibani - in the clans of what is termed Umlilo, the warrior caste proves to be highly conservative but can adapt quickly. The Isibani is the only unit that can be built by the Umlilo, and seems to be weaker. However:
If defeating an INFANTRY unit they will receive +3 range
If defeating a LANCER unit they will receive +1 movement.
If defeating a HUSSAR unit they will receive +1 power against artillery.
If defeating an ARTILLERY unit they will recieve +6 range and +1 power but function as artillery any other way.
If defeating a SUPPORT unit they can provide a +10% bonus to the Power of any other Isibani in the army.
If defeating a DRAGOON unit they recieve +1 range and + 1 power.
Has a power of 3, movement of 1, range of 1 and cost of 1 rikisfé.
Mannfolkar Goði - the great theocracy, with temples all over Stafkarls Lik has a long history of proselityzation and the nature of the Great Temple of Stafkarl allows them to help those in need. The Goði is in essence a support that comes earlier and also functions as a missionary for orthodox Mannfolkt. Has a movement of 2, power of 0 and range of 0. Costs 2 rikisfé.
Miklafold Fleinn - the great spears of the first invasion of Miklafold would become it's nobles, skilled in range and horseback fighting. The Fleinn has a decent ranged attack once, then fights as a lancer. Has 4 power, 3 movement and initial range of 2. Costs 4 rikisfé
TIER II
Vallfadr Konmetu - the horselords of Vallfadr, trained in setting things on fire. Can loot provinces for 50% of their rikisfé and otherwise functions as a lancer. Has a power of 4, movement of 3 and range of 0. Costs 6 rikisfé
Fossfold Aptrap - the Aptraps are men who enter mercenary service and can thus provide money for the Fossfold cantons. Can be hired (where they work as Tier I economic provinces) by other nations, earning money for Fossfold. Will not fight other Aptraps. Has a power of 3, movement of 1 and range of 6. Costs 5 rikisfé
Foreldraheimr Sumarborgfarar - Originally a holy order designed to conquer Sumarborg from the Sumarborgar Mannfolkt, it has since developed into a crack troop that will fight with +2 power against non-Mannfolkt nations. Normally has power of 5, movement of 1, range of 6.
Sumarborg Gæfumaðrsbani - As the Sumarborgar had to live as heretics, their priests are well trained to fight. Works as a missionary, can only spread Sumarborgar Mannfolkt, can actually fight. has power of 1, movement of 1, range of 2.
TIER III
Eyjar Stórskip - Eyjar, being an archipelago, needs great navies to help them keep it. The Stórskip recieves +2 power fighting in groups of 3. Captured enemy warships count towards this. Gas power of 6, movement of 3 and range of 12. Can bombard shore. Costs 7 rikisfé
Gardariki Skjotrbogi - Other people build horses. Gardarikar look on at the hail of bullets they unleash and laugh as the world burns. The Skjortbogi attacks twice per engagement. Powerof 5, movement of 2, range of 3. Costs 8 rikisfé
Eo Dukich - Very few people see the Dukich, a guerilla sect which lives underground for most of the year. +2 power fighting in Eo territories, +1 power fighting in forests or jungles. Power of 4, movement of 2, range of 4. Costs 6 rikisfé
Andskoti Liksfarer - For a nation that lives off of looting, the Andskoti are very well suited to all kinds of combat. The Liksfarer works as a naval unit and a land unit. Naval Liksfarer have a power of 3, a movement of 5, and a range of 5. Grounded Liksfarer have a power of 4, movement of 1, and range of 6. Cost 6 rikisfé

HOW DO BATTLES WORK
All battles are fought on a 20*20 hexographer map, which will be made for specific occasion.
Each battle *should* be fought in real time, because that's easiest, but if no time can be found send me a battle plan and we'll see.
Each force will be lead by a General. If the general is killed then you've basically lost the battle. General and officer names are randomly generated.
There will be several terrain types - obscuring and other.
OBSCURING will mean that anyone attacking into one loses 1 power.
Obscuring terrain is farmlands, forests, jungles.
Other terrain:
Water: Only navigable by ships
Bridge: Navigable by ships and men. Bridges can be put down by support units (put down as in placed or put down as in blasted into the seventh circle of hell is up to you)
Road: +1 movement.
City: Can be important target. range decreased by 1 in city walls.
hills: +1 range + 1 power, -1 power if attacking uphill, -1 movement if moving uphill.
Mountains, ice: not navigable

maps
Spoiler :
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Spoiler :
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Spoiler :
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Please use the last one only for claiming, and the other two as reference
and that's it. Enjoy.
 
I am very interested, but I will refrain from joining until I have read the rules.
 
Expressing interest, subbing
 
Reserving Gardiriki I think. Although I am considering Mannfolkter as well.
 
Oh god your rules reference things that get mentioned in later paragraphs. Why, Cived? Why?
 
I don't actually know, given I was terribly tired at the time.
 
Ok, so I do want to run this game, but so far I've gotten three "I'm interested and shall declare this interest, but shall not further act upon it, and if pressed I'll say "later""s, so if I could get at least 4-5 signups, as in proper signups, I can start the game.
 
Ok, so I do want to run this game, but so far I've gotten three "I'm interested and shall declare this interest, but shall not further act upon it, and if pressed I'll say "later""s, so if I could get at least 4-5 signups, as in proper signups, I can start the game.

Expect such a sign up tonight or tomorrow.
 
Me too since I thought I had already signed up.
 
For the record, I simply forgot. I was going to.

Its a cool idea though, and even if this one doesn't have the interest you wanted, maybe keep the concept and tweak it a bit in the future to try and get more interest.
 
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