Shaitan
der Besucher
Reading through some of these excellent stories I found that reader feedback affects the story much of the time. That got me thinking back to those "You Decide the Story" books from when I was a kid. I used to love those things. Anyway, that got me thinking about doing the same thing for a civ game/story. I'll post a chapter with several choices of future actions and reader response will determine how the next chapter of the game plays out.
The first question for the audience is what civ to play. I'm using the British Isles mod so many people won't be familiar with the individual civs so I've put a short recap of each one's traits and UU below.
This will be the only poll post because I don't want to clutter up the board with a thread for each chapter.
The Angles
Anglicans (East Anglia)
Traits: expansionist and religious
Unique Unit: Blade. Based on Swordsman (4/2/1)
Kent (Kent)
Traits: scientific and commercial
Unique Unit: Falconer. Based on Warrior (1/1/2)
Mercians (Mercia)
Traits: expansionist and religious
Unique Unit: Svinfylking. Based on Swordsman (4/2/1)
Northumbrians (Northumbria)
Traits: expansionist and religious
Unique Unit: Ulfhedhn. Based on Swordsman (4/1/2)
The P-Celtic
Irish (Ireland)
Traits: religious and expansionist
Unique Unit: Hibernian Raider. Based on Swordsman (3/2/2)
Picts (Pictland)
Traits: militaristic and religious
Unique Unit: Wold Warrior. Based on Swordsman (4/2/1)
Scots (Scotland)
Traits: religious and militaristic
Unique Unit: Highlander. Based on Swordsman (4/2/1)
The Q-Celtic
Breton (Brittany)
Traits: militaristic and industrious
Unique Unit: Sarrisa. Based on Pikeman (1/4/1)
Cornish (Cornwall)
Traits: militaristic and commercial
Unique Unit: Cavalier. Based on Knight (5/3/2), can attack twice
Manx (Isle of Man)
Traits: religious and industrious
Unique Unit: Manx Galley. Based on Galley (2/1/3)
Welsh (Wales)
Traits: religious and militaristic
Unique Unit: Cambrian Archer. Based on longbowman (5/1/1)
The Germanics
Danes (The Danelaw)
Traits: expansionistic and commercial
Unique Unit: Vikings Based on Swordsman, amphibious
Normans (Normandy)
Traits: militaristic and scientific
Unique Unit: Chevaliers. Based on Cavalry (7/3/3), can attack twice, cannot enter unroaded mountains or jungles
The Saxons
Essex (Essex)
Traits: industrious and militaristic
Unique Unit: Berzerker. Based on Swordsman (5/1/1)
Sussex (Sussex)
Traits: industrious and militaristic
Unique Unit: Seaxman. Based on Swordsman (4/2/1)
Wessex (Wessex)
Traits: industrious and militaristic
Unique Unit: Axeman. Based on Swordsman (3/3/1)
The first question for the audience is what civ to play. I'm using the British Isles mod so many people won't be familiar with the individual civs so I've put a short recap of each one's traits and UU below.
This will be the only poll post because I don't want to clutter up the board with a thread for each chapter.
The Angles
Anglicans (East Anglia)
Traits: expansionist and religious
Unique Unit: Blade. Based on Swordsman (4/2/1)
Kent (Kent)
Traits: scientific and commercial
Unique Unit: Falconer. Based on Warrior (1/1/2)
Mercians (Mercia)
Traits: expansionist and religious
Unique Unit: Svinfylking. Based on Swordsman (4/2/1)
Northumbrians (Northumbria)
Traits: expansionist and religious
Unique Unit: Ulfhedhn. Based on Swordsman (4/1/2)
The P-Celtic
Irish (Ireland)
Traits: religious and expansionist
Unique Unit: Hibernian Raider. Based on Swordsman (3/2/2)
Picts (Pictland)
Traits: militaristic and religious
Unique Unit: Wold Warrior. Based on Swordsman (4/2/1)
Scots (Scotland)
Traits: religious and militaristic
Unique Unit: Highlander. Based on Swordsman (4/2/1)
The Q-Celtic
Breton (Brittany)
Traits: militaristic and industrious
Unique Unit: Sarrisa. Based on Pikeman (1/4/1)
Cornish (Cornwall)
Traits: militaristic and commercial
Unique Unit: Cavalier. Based on Knight (5/3/2), can attack twice
Manx (Isle of Man)
Traits: religious and industrious
Unique Unit: Manx Galley. Based on Galley (2/1/3)
Welsh (Wales)
Traits: religious and militaristic
Unique Unit: Cambrian Archer. Based on longbowman (5/1/1)
The Germanics
Danes (The Danelaw)
Traits: expansionistic and commercial
Unique Unit: Vikings Based on Swordsman, amphibious
Normans (Normandy)
Traits: militaristic and scientific
Unique Unit: Chevaliers. Based on Cavalry (7/3/3), can attack twice, cannot enter unroaded mountains or jungles
The Saxons
Essex (Essex)
Traits: industrious and militaristic
Unique Unit: Berzerker. Based on Swordsman (5/1/1)
Sussex (Sussex)
Traits: industrious and militaristic
Unique Unit: Seaxman. Based on Swordsman (4/2/1)
Wessex (Wessex)
Traits: industrious and militaristic
Unique Unit: Axeman. Based on Swordsman (3/3/1)