Author Topic: Fantasy Nations; a Turn Based Civ Game! - Year 3, Round 3! Logo, </3 Tingalz >:(  (Read 33610 times)

Imperian High Council
The most important and influential council in the Imperian Empire. This council is made up of royal advisors, as well as military generals who are skilled in a single elemental magic as well as some form of physical weaponry. They are usually found at the frontlines during battles, and have abilites that far exceed a normal soldier.

Regum Ensibus Drakus
Commander of the Imperian Infantry, he uses pyromancy and a sword imbued with flames. He is a very hotheaded warrior who will pursue his enemies to the ends of the world. His guard unit is composed of Imperian Immortals, named so due to their high skill with any melee weapon.

Regina Navium Lucia
Commander of the Imperian Navy, she uses aquamancy and wrist blades that change their form using magic. If she is ever put into a corner, she will play her moon flute, which controls the ocean. She looks for the beauty in all things, even battle; she is cool headed and is always looking for a opponent worthy of her ablities. Her guard unit is made up of Imperian Reavers, they use bladed claws to rip their opponents to shreds.

Regum Sagittarius Avion
Commander of the Imperian Rangers, and prodigy of the Regis Imperium, he uses wind magic and thrown knives. He is a silent warrior, showing no emotion and never talking, if you are a foe, the only thing you will hear is the sound of his knives tearing through the air. His guard unit is made up of Imperian Hurricane Rangers, their rain of arrows combined with wind magic creates a hurricane of death.

Regis Consiliario Caine
The royal advisor to the regis imperium as well as a  user of luxomancy. His weapons of choice is the divine bow, whose arrow can illuminate even the darkest places. He is the strategist of the military, but he allow follows Voldaron's advice, creating strategies that quickly route the enemy forces. His guard unit is composed of the Imperian Riders, the elite cavalry of Imperia.

Vetus Rex Voldaron
The high elder of the council, he uses geomancy and an earthen staff. He is the oldest and wises of the council, he prefers political and economical matters over military matters. When in battle he uses a defensive battlestyle, he only strikes when his enemy is completely exhausted. His guard unit is made of Imperian Sandstorm Archers, they fire their arrows and transform them into burning hot sand, which may be used to defend themselves or burn their enemies.

Regis Imperium Kill All
Supreme ruler of the Imperian empire, and head of the high council, he uses all forms of magic, but prefers shadowmancy, necromancy, and hemamancy. He uses thrown axes as well as swords and pikes. He is cool headed and likes long drawn out duels in order to test his skills against a strong opponent. His guard unit is composed of the Imperian Shadows, who are elite shadowmancers as well as necromancers, summoning the undead as well as shadow beings in order to defeat their enemies.

Units will be formed when I have the tech, high council can be replaced by real players if they want to join.







Yeah but you're gonna want to get your people some more food.
Since that cave kinda killed your farm :u

Dang it.

Research: Tech
Construct: Farm at 32.12
Free: Cut all trees in 32.12

Also when you said Ports Cost "8"

...

8 What? Turns? Stone? Wood?
« Last Edit: November 11, 2011, 01:18:19 PM by Menen »

stone
or wood
or 4 stone 4 wood

Took me a long time to think up  :cookieMonster:
I spent this whole morning writing that while listening to lectures.....
I hate how I have school and everyone else does not -.-

settle on 44 26
build a port at 49 29
use warfare point for wooden weapons
research walls
use one free action for fishing
name for new settlement?

Apparently building a settler is a free action so here's my move:
Build settler (free action)
Build boat
(Move)
Load settler into boat
Move boat to 59.12
Unload settlers onto 58.13
Move settlers to 54.15
(End Move)
Research Marketplace
You build a settler! -5 Food!
You build a boat (The Eldritch Wake)! -2 Wood!
You move your what-evers to where-evers...
You Research market place!

+4 Food
-3 Food
-5 Food
+2 Stone!
+2 Wood
-2 Wood


Wizzeh Collective
Lich King - Wizzeh

City of Bones Level 1, Needs 3 food, Producing 4 per turn Happiness 3, Food 2 - 57.08
Warfare - 0
Magic - 0 (Knowledge of Magic)
Tech - 0  (Pick Axes, Axes, Settlers, Marketplace)
Stone (1 Quarry, 2 stone per turn)- 2
Wood (Logging Camp, +2 per turn) - 4

Units - Boat (The Eldritch Wake) 59-12


Research: Tech
Construct: Farm at 32.12
Free: Cut all trees in 32.12
You Research Tech!
You Construct a farm!
You begin to deforest 32.12!

+4 Food!
-3 Food!
+4 Stone!

Aurinao
King: Menen
Dalar Level 1, Needs 3 food, Produces 4 per Round Happiness 0, Food 5 - 35.12
Warfare - 0 (Militia)
Magic - 0
Tech - 1  (Axes, Pick Axes, Roads)
Stone 2 Quarry, +4 per turn - 10
Wood - 2


settle on 44 26
build a port at 49 29
use warfare point for wooden weapons
research walls
use one free action for fishing

You Create a settlement! (Vience)
You Build a port! -8 Stone!
You Buy Wooden Weapons!
You Research tech and buy walls!
You Fish! +2 Food!

+4 Food!
+2 Food!
-3 Food!
+2 Wood
+2 Stone

Greater Halian Cooperative
Executor - Comr4de
Vice Executor - masterockets
Field Marshal - Viodix
Halis Level 1.5 needs 3 food Producing 4 per turn, Happiness 2, Food 4 - 49 29
Vience Level 0 Needs 2 food Producing 0 Per turn, Happiness 0, Food 0, - 44 26

Warfare - 0 (Wood Weapons)
Magic - 0
Tech - 0 (Axes, Roads, Pickaxes, Boats, Wood Walls)
Stone 1 Quarry, +2 Stone per turn - 2
Wood 1 Lumber Camp, +2 per turn - 8

Tubesra:
Build farm on 33.23
Forage for food
Tingolia City:
Build road from 40.20 to 42.18
Put mills on farms(If that is a free action)

research tech
Tubesra builds a farm! They begin to herd giant land lobsters!
Tubesra forages for food! +2 Food!

Tingolia Builds a road!

Tingolia :
+4 Food!
-3 Food
+2 Wood
+1 Copper

Tubesra
+4 Food!
-2 Food!



Tingolia
God Overlord - Tingalz
Vice Overlord - Aces
Tingolia City Level 1.5 needs 3 food, Producing 4 per turn Happiness 2, Food 1 - 36 22
Tubesra Level 0 Needs 2 Food, Producing 2 per turn Happiness 1, Food 2, 33 22
Warfare - 0 (Militia)
Magic - 0
Tech - 1 (Pick Axes, Axes, Roads, Boat, Settlers)
Stone - 5
Copper ore - (1 Quarry, 1 per turn) 1 Copper ore
Wood - 4 (1 Logging camp, 2 wood every turn)

Units - Boat 34, 23 (No cargo)


Research and buy university
Build Port 35 00
Collect wood
You Research and buy university!
You build a port!
You collect wood! +2

+4 Stone
-8 Stone
+4 Food!
-3 Food
The God grants you +2 Food!


Imperia
Regis imperium - Kill All
Orasul de Anghilâ (Has Temple) Level 1.5 needs 3 food producing 4 per turn, Happiness 5, Food 12 - 35, 01
Warfare - 0
Magic - 0 (Knowledge of Magic, Offensive Magic)
Tech - 0 (Pick-Axes, Universities)
Stone ( 2 Quarry, +4 Per turn, ) - 11
Wood - 4



Also, Kill all i love the fluff you wrote about your guys.

Also, Kill all i love the fluff you wrote about your guys.
Idea and units based off my mini empires, but I had to think about weaponry, personality and titles. They would be dragon riders but i think thatnwould be unfair  :cookieMonster:

I'm going to have grey dragons without wings (so actually closer to massive lizards). E: But that's going to be built into actual tech/magic.

I can send scouts, right?

Tomcat and kiddeh still need to go.

Research Smelting.
Gather wood.

Research Stone Weapons

SERBUL'S TURN
Build Settlers
Send 2 food to Jahad every turn
Rename Stadt der großen to Jahad
Place Militia at Serbul
Send Diplomats to establish contact with Tubesra

JAHAD'S TURN
Build road from Serbul to Stadt der großen and begin sending food every turn
Fish for food in ocean
Move settlers to 22, 25 and build a city

when my turns once more comes around

Vience (change name to Sa'Cea):
Build livestock farm on 45 25
use free point to forage for food

Halis:
 build quarry on 51 32
fish more

research tech
« Last Edit: November 11, 2011, 09:22:09 PM by comr4de »

Etar Dastotlam, the King of the Mountainhomes.
   The king, supreme ruler of the Mountainhomes, and leader of the Temple of War. Born on the birthday of his father, his coming of age was on the death of his father’s. He grew to be stronger than his father a prime and worthy ruler. He brought peace to the warring tribes of the far away colonies, and brought prosperity to the dwarven lands. However, traitors were scheming to depose him of the crown. His advisor, who had the conscripted army under his command, wanted power to himself. Born as a peasant, and chosen out of pity, when he felt power, he seized it all. He planned to take the throne, by blood.
   The king, however, was on a conquest. This was the traitor’s perfect chance to take revenge. He spread vile propaganda that libeled the King, labeling him as a sympathizer to his enemies, and a murderer of other dwarves. The people came under his wing, ready to pounce on the King and his army. When the King and his troops came home, the abhorrent traitor attacked the King with all his might, send waves after waves of innocent people to their deaths. The King, seeing that this bloodshed would not further his people, gave his advisor his crown, and left with a chosen few, comprised mostly of his Guard and loyalist civilians. He journeyed on oceans to a far land, with many perils along the way. However, he got his settlers to the land safely, proving his name, “Stone-Sword.”


Duthnur-thalal, the Empirical Guard.
   The Empirical Guard is a small unit of elite soldiers commanded by the Etar himself. They are hand picked from the regular army, and extraordinary conscripts from the draft. They are given whatever weapon they want, though most Guardsmen pick the steel warhammer. They have master crafted armor, given to them still warm from the heat of the forges. The most decorated core of the army, they are also the most fragile. A disaster that wipes out 500 of them would wipe out half of them. They are the smallest unit, and the hardest to replenish unit in the army.

Ezar-kirar, the Regular Army.
   This army is made up of volunteers, who have pledged their young lives to fight for their lands. Their term of service ends after 5 years, but they can stay if they wish. They get iron weapons. Iron armor is also the norm, although high-ranking officers have been seen wearing steel armor. They are trained harder than the conscripts, and as such get better treatment. There are three ranks in the Ezar.
Erar:
Leader of the core, who is usually a member of the Guard as well.
Lotol:
Leader of a squad, sometimes gets steel equipment.
Esik:
Standard soldier.


Bardum, the Conscripts.
   Bardum, “fight” in the dwarven language, is made up of conscripts and makes up the main fighting force of the Mountainhomes. It doesn’t really have any organization, as any town can raise one and it is a generic term, the mayor of the city or town (the king in the case of the capital) controls it. They are the most numerous type of soldier in the Mountainhomes. It is inactive unless war is declared, in which one out of five able-bodied men is called to serve.

« Last Edit: November 11, 2011, 03:29:23 PM by Tomcat »