WARLORDSYear: 1754 — Tech Year: 1754Timescale: 1 term = 7 years. Megaterm V, Term 22)Nation List & Map If you can't see the font, you can download it here.
Help Guide:
Who are you? You are the ruler of your nation. Your job is how you define it– do whatever you want. You can also be your army, or your people. You can do what you think suits you best.
Okay, but what do I do? This game works by players discovering a variety of resources, and you must use them to create a strong capitol, and to raise an army that will triumph over other players, developing science that captures the world's awe, having a culture that inspires others to follow you, or being a supreme economic power. This is somewhat like a Nation RP and somewhat like chess or any other tile-based strategy game.
Alright, you said something about resources. What are they, and what do you do? To begin, you have 85 points to assign to your nation, but you have to divide them up three ways, between civilians, the military, and infrastructure. They are all important in their own respect, but you may balance them as you see fit. Over time, the number of points you can have will rise. You don't have to use all your points right away.
Alright? What's the time period? Everyone begins in the average time period of when they enter the game. Your empire will age over time, and you can research new shiny things that will help your empire grow, influence others, or make all your enemies tremble in terror.
How does time work? Time passes by term, which is equal to one day. The term length is defined by the timescale. In times of war, a term is equal to two days. A term proceeds at midnight, GMT. There are also megaterms which currently last once every 5 terms. At these points in time, something special will happen.
What is the map? For now, the map is a 64x64 grid, going (0, 0) in the upper left (Northwest), and (63, 63) in the lower right (Southeast). Nations will have land as they tame the environment and grab it under their control. I will make nation posts, and you will decide what happens with your nation. Population increase? You got it! Technology boost? I'm on it! I will mark your land in that post so all can see.
Grouping & Points
What are the three groups? Any group can be the backbone of your nation, if you decide it to be. Hover over the navy blue text for information.Civilians | Military | Infrastructure | |
Civilians form the labor force of your nation, and are effective as you allow them to be. | Military is your forces to defend and attack other players. | Infrastructure is the physical stuff you use to uphold your society, from defensive walls to plumbing. | |
What are the point systems:Civilians | Military | Infrastructure | |
- Culture
(0-5; 0 being less influence, 5 being max influence.) - Demographic
(0-3; 0 being absolute unity, 3 being absolute diversity.) - Economics
(0-5; 0 being despotist-style hoarding, 5 being extreme communism or capitalism. The middle is a mix of any that you chose.) - Education
(0-10; 0 being a massive sheep-herd, 10 being an enlightened society.) - Industriousness
(0-5; 0 being aloof, 5 being busy, though possibly overworking.) - Patriotism
(0-5; 0 being unruly, 5 being extreme patriotism and nationalism.) - Political Policy
(0-5; 0 being aggressive and intolerant, 5 being negotions superseding all.) - Population
(0-10 starting; the population is determined by this equation. - Proficiency: Mineral
(0-5; 0 being no mines, 5 being a dwarven heaven.) - Proficiency: Rural
(0-5; 0 being no farms, 5 being a massive expanse of land.)
| - Intelligence
(0-5; 0 being lemming-sheep rule, 5 being complete ninjas.) - Intimidation
(0-5; 0 being meh, 5 being stuff-your-pants scary.) - Resourcefulness
(0-5; 0 being methodical training-oriented, 5 being somewhat erratic.) - Transportation
(0-5; 0 being a heel-digging wall-like army, 5 being a speedy force.) - Versatility
(0-5; 0 being highly-trained in few areas, 5 being highly skilled in many.) - Weaponry
(0-5; 0 being no weapons, 3 being well-stocked with good weapons, 5 being well-stocked with excellent weapons.)
| - Artistry
(0-5; 0 being practical buildings, 5 being very beautiful architecture.) - Density Distribution
(0-5; 0 being a spacious society, 5 being a dense city.) - Durability
(0-5; 0 being a house of straw, 5 being a house of bricks. You get the picture.) - Economic
(0-5; 0 being rushed construction, 5 being thoroughly but tedious construction.) - Facilities: Mineral
(0-5; 0 being little to no investment in mines, 5 being heavy investment for mining.) - Facilities: Rural
(0-5; 0 being little to no investment in farms.) - Mobility
(0-3; 0 being sessile, 3 being speedy nomadic, what have you.) - Protection
(0-5; 0 being a complete lack of protection, 5 being super strong.) - Public Works
(0-7, 0 being the civilians care for themselves, 7 being streamlined plumbing, roads, etc.)
| |
Application Layout | Mobility Guide |
Nation Name: Demonym: Capitol Name: Starting Coordinates: (Capitol or Camp) Claimed Coordinates/Current Coordinates: (If you have mobility 2+, you choose current coordinates. If 1 or 0, claim like so (x1-x2, y1-y2), (x3-x4, y3-y4)…) Nation Color: (Hex) A brief description about your nation:
[table] [tr][td][b]Civilians[/b][/td][td][b]Military[/b][/td][td][b]Infrastructure[/b][/td][td][/td][/tr] [tr][td][list] [li]Culture (0-5)[/li] [li]Demographic (0-3)[/li] [li]Economics (0-5)[/li] [li]Education (0-10)[/li] [li]Industriousness (0-5)[/li] [li]Patriotism (0-5)[/li] [li]Political Policy (0-5)[/li] [li]Population (0-10)[/li] [li]Proficiency: Mineral (0-5)[/li] [li]Proficiency: Rural (0-5)[/li] [/list][/td][td][list] [li]Intelligence (0-5)[/li] [li]Intimidation (0-5)[/li] [li]Resourcefulness (0-5)[/li] [li]Transportation (0-5)[/li] [li]Versatility (0-5)[/li] [li]Weaponry (0-5)[/li] [/list][/td][td][list] [li]Artistry (0-5)[/li] [li]Density Distribution (0-5)[/li] [li]Durability (0-5)[/li] [li]Economic (0-5)[/li] [li]Facilities: Mineral (0-5)[/li] [li]Facilities: Rural (0-5)[/li] [li]Mobility (0-3)[/li] [li]Protection (0-5)[/li] [li]Public Works (0-7)[/li] [/list][/td][/tr] [/table] |
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Instruction Guide:
All players have one city to start out. This city is enhanced with the specialties that you choose for it. Like any Nation RP, you may trade, farm, mine, wage war, create alliances, and research. You may be wondering why there are so many stats. The reason is that this is a roll-operated game that uses the values as multiplyers. For instance, instead of moving troops automatically to invade, you might roll, and depending on your stats, may go unnoticed by the enemy.
Rules:
- Do not edit your base post. Do not auto-discover things. You can suggest projects, troop movements, society movements, etc. for your nation, but that's it. The rest will be determined by dice roll. Do not contend with dice rolls. Rolls are rolls and you get what you get.
- Do not complain when you lose. You may create another nation if you wish.
- You may only control one nation at once.
- Your civilian capabilities cannot be greater than your population number.
- Any points that you earn or have free will require at least a term to invest, and up to 5 new points can be added, and 5 points subtracted, when these points become available.
- Gameplay will begin as the current poll dictates.
Hold on a moment? Your society can MOVE? Yes, but for a price. For every point of mobility, subtract 1 of your max points from infrastructure, except for mobility, and 1 from every max civilian potential, except for Demographic, Economics, Industriousness, Patriotism, Political Policy. Subtract 2 from population for each point.
- You may only conduct one societal movement per term. This will take a toll on your productivity, however.
- You may extend any stats past the point limit, but this will harm your productivity rating.
- Conscription and Drafting harm your nation's productivity rating.
- No metagaming/omnicience. You may roll for visibility or go on scouting missions. Outside of that range, you cannot see.
- If your orders are not specific, I will either not do it or will roll for random moves, which may or may not work in your favor.
Staff and Administration:
(Starring System)
News & Announcements:
2/13/14 (-1) | Topic created, Dolckrow founded, Fitzea founded, Robolqia founded. |
2/14/14 (0-1) | OP Information page and OP Nation page have been tidied-up and made very user-friendly as far as navigation goes. Nations that were not obeying the Mobility Rule have had their nation points adjusted properly. To get them back, invest in your nation when the RP starts. Eltringham's Armies founded; Mobility restrictions applied. By courtesy of Zanaran2, we now have a map. |
2/16/14 (2-4) | Netyral founded, and has discovered the refracting telescope. Terms are now updated by chronological movement. |
2/17/14 (5) | We have made it through the first megaterm and everyone gets cool new things. |
2/22/14 (11) | We have made it through the second megaterm and everyone gets cool new things. Due to certain objects on the map taking up a lot of room, I have decided to allow users to condense certain tiles within a city. While city block types are on the way, the compacting rules, and new population requirements for city classification are available here. Added a new specification rule. |
2/25/14 (11) | I am contemplating making Warlords into an interactive Flash game on an external website. Let me know what you think! |