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    Titan in the Playground
     
    Morph Bark's Avatar

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    Default EMPIRE! Rules and Administration

    This thread is specifically to keep track of the current rules of the EMPIRE! game, as well as the records on ruler stats, trades, treaties, technologies, populations, military, agents, holy orders and so on and so forth.

    I'll be reserving several posts for the rules and then leave the rest of the thread to be posted in by those tracking all other matters with regards to EMPIRE!.
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  2. - Top - End - #2
    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Re: EMPIRE! Rules and Administration

    ~ ~ Them's The Rules ~ ~

    Below in all the spoilers are the rules, with headers describing their general contents. Newly added rules are put in Red text. All sections have a Skip? section just below their title. Some of these sections aren't necessary to play the game, unless you want to perform the specific actions they deal with. Other sections are required or very helpful to know and are marked with Don't skip in green text. This helps making learning the game a little easier. There is also the [advanced] tag next to some of the sections, indicating that they are more complex and are best saved for later.


    A Note on Magic
    Magic is not available to the players when they start. Empire is a low-magic setting overall. There are magical beasts, supernatural occurrences and the occasional miracle, but spells are only available to one in a thousand people in a handful of regions who have been explicitly given it by the head GM or by players creating higher-tier technologies based off supernatural resources (see "Curiosity"), or their use of a miracle (see "Faith"). Magic is purely fluff and rather low-power. Only when magic comes into conflict with itself does it escalate, meaning that while a mage is little threat on their own, a duel between mages can escalate over time as the magical power increases due to the conflict.


    Starting: Creating a Region
    Skip? Don't skip. This is required material to know if you want to play EMPIRE!
    Spoiler: The Basics
    Show
    In EMPIRE! you start play as the ruler of a country, the head of their family that rules one of the regions. You perform actions to improve your ruler and country and their position in the world through alliances, trade, finding your children suitable spouses, researching new technology and waging war. Once your ruler dies of old age, disease, accident or murder, their heir takes over, becoming your new ruling character controlling the nation.

    Since recently, it has become possible to also play the rulers of countries that do not inherit the position, but are chosen or prove themselves, as with a democracy or a meritocracy. The mechanics for subsequent rulers are slightly different, but your first ruler starts the same way regardless of their country’s form of government. See the info under “Starting: Creating Your First Ruler”.

    Describing Your Country
    When a new player enters the game, they first must claim a region and describe it in fluff. If there currently aren’t any claimable regions, or there are people on the waiting list, prospective new players are put on the waiting list to await their turn. Some regions are of a special type, which you can find below under "regions and region types".

    Population: A new region starts with a population of 30,000 + (10d10 x 1,000). Underground regions start with 15,000 + (8d10 x 1,000). Polar regions start with 3,000 + (3d10 x 1,000). If you take over an existing country from a retiring player, you don’t have to reroll Population. Population is increased by the GM every few rounds. War decreases the amount population is increased by, while having variety in food resources (in your region and imported) increases the amount.

    Terrain: Describe the physical features of your selected region, including three major landmarks—no more, no less. You may divulge a bit more on general landscape, and you are entirely free in amount of towns or cities you wish to have—provided that the amount suits well with the population the region has.

    People: Describe what the people in the region generally look like. You are free to throw in little details about their culture as well. What race are they? What do they do in their daily lives? It might be a good idea to see what your neighbours’ people are like, because yours and theirs are likely similar in some ways, or at least have some interesting interaction possibilities.

    Resources: Describe three major resources that can be found in the region, as well as at least one resource the people will have to import from outside out of necessity or desire (for religious rituals or cultural reasons). You can have something that doesn't exist in the real world as a resource, such as special metals like mithril or adamantium, or things that would be great for alchemy or chemistry or certain technologies, but to start using these requires a technological advance of its own. It can prove hard to get it at first, but most things that are hard to acquire are very much worth it. These three resources start at [Good] quality. The import necessity will not be automatically satisfied; you have to strike a deal with a player who has it as a resource to trade it with you.

    You can trade resources with other players. If a resource is Good you can trade it resource with up to 3 other players and if the resource is Great you can trade it with up to 6 other players. Effectively, this means a Good resource has 4 ‘stacks’ of that resource, whereas a Great resource has 7 ‘stacks’ of that resource that can be used in that round. If you trade with other players, you effectively give them one stack of your resources every round in return for one stack of one of their resources (or in return for a service). One of these stacks always remains in the region it originates from. You cannot stockpile resources for later rounds.

    Religion: Religion is very important in EMPIRE! When a player enters the game, their people are either pagans (animist, shamanist, druidist, unorganised religions involved with spirits, ancestor worship) or adherents of the Lord of Fire. The Lord of Fire is the god of a monotheistic religion with the Blazing Avatar as its head, who resides in a temple city in the mountains. The Blazing Avatar is said to channel the Lord of Fire himself and is an important figure throughout the continent, but cannot directly interfere. Gaining his support can be helpful or have unusual effects. Players can introduce their own religions with a special action if they have a Faith score of 5 (see below), raising an existing spiritual cult to official status, introducing something entirely new, or making a major change to an existing religion in their region.

    Besides these things, regions also have a list of Technologies available in the region. The technology level at the start of the game is roughly early Medieval times, so things like plate armor, book-presses and complex siege weapons don't exist yet. Players can introduce new technologies through their actions (see below, under Curiosity).



    Region Types
    Skip? Don't skip. This is required material to know if you want to play EMPIRE! However, you can skip the region types that your starting region does not belong to, at least for now.
    Spoiler: Region Types
    Show
    You can check the first post in the Lands of Telluris thread to see which regions have been discovered, find out if a region has known underground region below them, and various other useful things. This thread would also be where you post the details of a region you possess.

    A player can have no more than 8 regions under their direct control. To have more regions fall under their realm, they will have to vassalize other players, which requires having a Great Kingdom. See the vassal rules below for more information in that regard.

    Newly discovered regions may have resources or populations defined by the GM. Where these details are left up to the player to determine, the normal rules and restrictions apply depending on region type.



    Standard Regions



    The standard type of region is a land region. They are noted in the tables with a number. Land regions with a known underground region beneath them are sometimes noted with the suffix “A”. Land regions can have a large variety of terrain types and resources. Land regions count as adjacent to other land regions that border them, and to underground regions directly below them. They do not count as adjacent to underground regions not directly below them.

    Land regions have a default population of 300,000 + (10d10 x 10,000), unless defined otherwise. Land regions have a default limit of four resources per region, up to two of which can be Great resources. The default type of military unit raised in all standard regions is Ground (or Land) Units.

    Coastal Regions
    Coastal region are land regions with a coastline. They have no special designation by number. Their territory includes the land area and an area of territorial waters offshore. This may mean coastal regions are considered adjacent to other regions with which they do not share a land border for purposes of colonisation or forming a Great Kingdom. Coastal regions can build Naval units (and be attacked by them). In all other respects coastal regions are identical to normal land regions.

    Polar Regions
    Polar regions are land regions that are near the North or South Pole. They are noted in the tables by "P", and then then number of the Polar region. Polar regions have a smaller population than normal land regions and a hard cap on the amount of resources they can have. Namely, they can have no more than two resources native to the region and food resources cannot rise above Good quality. However, a resource that is not a food resource can still be increased to Great quality. Polar regions have a default population of 300,000 + (3d10 x 10,000), unless defined otherwise. In other respects polar regions are identical to normal land regions.



    Special Regions



    Special regions are regions that generally require technology to get to or from. Special regions also have a different default type of Military Unit from land regions, which you will see designated within each. Note that militias for these regions will take on the default Military unit characteristics of the involved region. Be aware that special regions have conditions that may not allow all of your technologies to work. For instance, Ocean Faring Ships technology would not work in a sky region, and many technologies may not work in underwater regions.

    Underground Regions
    Underground regions are regions that occupy the same area as a land region, but are situated below them. They are noted in the tables by adding "below", "belowground", or simply a "B" behind the number. Not all land regions have an underground region below them. Some land regions may have an underground region below them without it being known yet. You can send explorers to check if there is one. Typically, regions that have a coast or are relatively flat do not have an underground region, while regions that have mountains do, but this is not a hard and fast rule. Most underground regions do not require a technology to access.

    Underground regions count as adjacent to adjacent underground regions and the region they are situated below, but not as adjacent to their aboveground companion region's neighbours. Underground regions have a default population of 150,000 + (8d10 x 10,000), unless defined otherwise. They have no hard restrictions on resources, aside from the fact that their resources cannot be something that would need to be on the surface to achieve, such as crops, without a detailed reason why it is possible.

    Island Regions
    Island regions are easy to recognize from the map, as they are a region completely surrounded by sea. They are noted with a number in the tables and on the map. To get to or from an island region you will usually need a technology to do so - for example: Ocean-Faring Ships or equivalent. However, if the island region shares territorial waters with a coastal region or is adjacent to another island region, you can reach these without technology. Other technologies may assist in accessing these regions in other ways. For the purposes of forming a Great Kingdom, island regions are considered adjacent to other island regions or to coastal regions if they can draw a straight line from their region to the other without crossing another land or island region.

    Island regions have the same population and resource restrictions as normal land regions. The default type of military units raised in an island region is Naval Units. Island regions can be attacked and defended by Land, Naval,or Aerial units, though with attackers, you must have the proper technology to get units there to attack.

    Underwater Regions
    Underwater regions are regions that are near beneath the waves of the oceans of Telluris, generally on the ocean floor. They are noted in the tables by a "U", and then then number of the underwater region. Underwater regions are difficult regions to dwell in, as the area is completely different from land or even underground regions. Since they are so difficult to access and live in, you must have a separate technology devoted to the different aspects of region claiming – exploration, colonization, and Aquatic units for conquest. You can colonize a region without Aquatic units, but you will be hard pressed to defend your underwater region should it be attacked. Other technologies may assist in accessing these regions in other ways as well.

    Because of the vastness of the depths beneath the oceans and the difficulty of exploration, it takes 2 turns rather than the normal 1 to explore for underwater regions. While underwater regions have no hard restrictions on resources, their resources cannot be something that would not normally be found underwater, such as goats, without explaining how that resource can be there in the region details. For example – Sea Goats.

    Underwater regions have a default population of 150,000 + (8d10 x 10,000), unless defined otherwise. The default type of military units raised in an underwater region is Aquatic Units.

    Sky Regions
    Currently, there are no Sky regions in Telluris, but someday there might be. Since there currently are not any of these, you won’t find a designation for them on the tables. Sky regions are difficult regions to dwell in, as the area is extremely high and hard to access. Since sky regions are so difficult to access and live in, you must have a separate technology devoted to the different aspects of region claiming – exploration, colonization, and aerial units for conquest. You can colonize a region without aerial units, but you will be hard pressed to defend your sky region should it be attacked. Other technologies may assist in accessing these regions in other ways as well. While sky regions have no hard restrictions on resources, their resources cannot be something that would not normally be found there, such as a mineable resource, without an explanation as to how it exists in your region.

    The default type of military units raised in an aerial region is Aerial Units.



    Starting: Creating Your First Ruler
    Skip? Don't skip. This is required material to know if you want to play EMPIRE!
    Spoiler: Rulers
    Show
    All player characters have the following attributes: Diplomacy, Military, Curiosity, Faith and Luck. When a new player starts, they roll 1d4 for each attribute, and then place them where they want. They may add 1 point to two of their attributes beyond that.

    You can make your rolls in this linked thread. Be sure to read the guidelines in the opening post there, and link to it in your compilation post with the ruler and country info. If you roll more than one 1, you may reroll any 1s beyond the first once. If you have more than two 1s after the reroll, those 1s become 2s (you are still left with two 1s).

    Changing Rulers
    Changing rulers is a non-action. If your current character dies or abdicates the throne, their heir takes their place. Usually this is the oldest child, but other succession laws may be in place (oldest son or oldest daughter, for instance). Roll 1d4 for their attributes, in order. They get a +1 in any attributes that their parent had a 4 or higher in; and a +2 in any attributes their parent had an 8 or higher in. Children who are adopted also receive these bonuses (children are always adopted at a young age and thus their new parent has a profound effect on their education).

    If the new ruler is not a child of a previous ruler, they only get a +1 to two attribute scores (chosen freely), but may arrange the rolled scores freely, as with the first ruler of a new player. Regents who rule while the heir waits to come of age fall under this category as well. Regents cannot perform Special Actions. Regents can become legitimate rulers through a coup d'état and ridding themselves of the heir who would otherwise become the next legitimate ruler. This will enable regents to perform Special Actions.

    If you change rulers during a round, use your former ruler’s attribute scores for this round. Effectively, their decrees and commands for the current period are still in effect. If you decide to change rulers before the round starts, you can change them at the start of the turn, in which case you will use your new ruler’s attribute scores. If you want to change rulers before a round starts, you must note in the post of the previous round that you will be switching rulers. You must do this before that round ends, because posts edited after that round has ended will not have their actions be counted.

    Please link the rolled stats for your new ruler in your IC post in which they first come into play.



    Rounds
    Skip? Don't skip. This is required material to know if you want to play EMPIRE! and it describes some bonuses for new players.
    Spoiler: Rounds
    Show
    Each round will take (roughly) one OOC week (5 years in-game) and will be announced by the GM when it starts. The GM will close the previous rounds first and use the intermediate time between closing a round and starting the next to update information and create Events. During each round you have five actions you can spend doing things.

    Rounds are one week. If players haven't posted by the end of that week, their round is considered wasted. If all players have posted before the end of that week, the next round may start sooner. Rounds start on Sunday morning. Some players may only have time on weekends, and I figure they still might not have all weekends available. This way, they can post one round's actions on Saturday, and the next round's actions the day after, not needing to worry about it until Saturday two weeks later (unless they have conversations standing with other players).

    Important to note is that the effects of actions don’t kick in until the end of the round. Armies raised in a round can therefore not be used until the next round, attribute increases only are added at the end of the round, and newly discovered resources or newly acquired technologies cannot be used until the round after they were introduced in your region. This is primarily because it makes keeping track easier for the GM and co-GMs.

    New Player Bonus Actions
    New players receive five bonus actions in their first round. This is so that new players can catch up with older players, using the actions to raise a number of troops, use Attribute 5 Special actions or even start with a finished Great Project. That’s right: you may spend multiple of these bonus actions on the same Great Project, resulting in a finished Great Project if you spend all of them on it. New players are barred from a few things with these bonus actions, however. These bonus actions may not be used to explore or colonize other regions.

    Because aspiring players are (sometimes) put on the waiting list until there are multiple of them, new players can cooperate and coordinate their bonus actions to great effect, allowing starting players to make a big impact.

    Secret Actions
    You can spend one of your five actions in a turn doing a secret action. This secret action can be anything you want to keep secret from other players, such as a secret Great Project, spreading (false) technology, covert religious conversion or sending spies to another region to discover secret plots, for example. You have to send this secret action to the GM for verification, otherwise it will not be counted. Secret actions can be revealed at a later date, either by the player, the GM, or through the actions of other players.

    Secret actions do not count for attribute increases.


    Secret actions have been removed for the time being, because I won't have enough time to deal with them for the foreseeable future.

    Projects
    Some things may take more than one round to complete. These are called ‘projects’, and you need to spend one action per round on them. You cannot spend more than one action per round on a project. Some take only 2 rounds, like making the roads a little better between your cities. Some are Great Projects that take 5 rounds, like making a road network between all your towns, cities, fortresses and bordering countries, a Great Wall, an Underway or some amazing wondrous building.

    Acquiring New Regions
    New regions can be acquired and come under your control in several ways. Conquest is one of the simplest ones (detailed under Military below). Another is by marrying yourself or your heir to the heir of that region, as long as the marriage makes it so that they become part of your family (instead of your heir becoming part of theirs, which would mean game-over unless you change who your heir is). This might be easy with NPC-controlled regions, and likely impossible with player-controlled regions. Pressing a marriage claim, ancestral claim or land claim to a region is detailed under Diplomacy.

    Another way is by exploring and finding other regions and colonizing them through conquest or diplomacy, setting up trading posts or puppet rulers under your control in those regions.

    Increasing Attributes
    Every turn a player has completed their actions, they list at the end of their post what attributes they increase. Players’ rulers get a +1 increase if they dedicate two actions to actions related to a particular attribute, so if you use two actions to raise army units you have spent two actions on Military actions, for example. This would mean you then increase your Military by +1 at the end of the round. Since you have five actions, you can therefore increase two scores by +1 or one score by +2 if you spend four actions doing things related to a single attribute.

    Please note clearly at the end of your post in the IC thread which attributes you increase so that co-GM TheWombatOfDoom can clearly note it in his tables. Attribute scores are capped at 10 and each provides special kinds of actions at scores 5 and 10, some of which can only be performed once per ruling character.

    What Attribute Does an Action Belong To?
    Because it can often be unclear what attribute an action belongs to (and might increase), allow me to clarify.

    General: Any action that requires an attribute roll belongs to that attribute. Attribute’s Special actions always belong to their attribute. Doing any actions specifically underlined under an attribute’s rules—such as setting up trade posts under Curiosity—belongs to that attribute.

    Diplomacy: Forming alliances, arranging marriages or betrothals for your character or their relatives, changing laws—unless those laws specifically apply to military or religious endeavors.

    Military: Any action to raise troops or militia or utilize their services.

    Curiosity: Anything that has to do with trade or investigation. Nearly anything that gets built falls under Curiosity, unless said building specifically falls under a different attribute (for instance, temples fall under Faith, while fortresses fall under Military).

    Faith: Religious gatherings, prayers, dealing with the heads or priests of your religion or those of others.



    Base Mechanic: Contested Rolls
    Skip? Don't skip. This is required material to know if you want to play EMPIRE!
    Spoiler: Base Mechanics
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    The base mechanic for contested rolls, something that is a key point in any dice-based game with multiple players that aren’t necessarily working together, is very simple.

    You roll 2d6 and add the relevant attribute score for the action, and then add any relevant modifiers (from technology, agents, holy orders, etc.). Any fractions are rounded UP.

    Military battles function a little bit differently, simply due to the large numbers that can get involved. In their case, roll 2d10, add the Military score of your ruler (or half their score if they aren’t personally leading the battle) and any other relevant modifiers.



    Diplomacy
    Skip? Don't skip. This is required material to know if you want to play EMPIRE!
    Spoiler: Diplomacy
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    A higher Diplomacy score decreases chances of riots and rebellions in any lands you hold and chances of finding a good spouse. It also increases the chances of NPCs agreeing to proposals you offer.

    Actions
    Forming alliances, arranging a marriage or betrothal for your character or their children, changing laws.

    Diplomacy 5 Special: Stabilization of Order
    If you have a score of 5 in Diplomacy, you can spend an action to stabilize a single region. This will prevent riots or rebellions from breaking out, which are common if you aren’t importing your people’s Import Necessity from another region, there are other claimants to the throne, the ruler is of a different religion than the people, or the country is being wrecked by natural disaster. The stability will last until the end of the ruler’s reign and may last beyond it if the region is treated well.

    Diplomacy 10 Special: Country Unity: If you have a score of 10 in Diplomacy, you may combine stable regions that you control into a bigger one and claim a higher title.
    • 4 or more adjacent regions combine into a Great Kingdom, becoming a Great King. Great Kings have one bonus action per round. You lose the title if you ever control less than 4 adjacent regions.
    • 12 regions (including vassals) combine into an Empire, becoming an Emperor. You must already have a Great Kingdom. Emperors have two bonus actions per round. You lose the title if you ever control less than 12 regions.


    If you attempt to form a Great Kingdom, it will be handy if you link to earlier posts where you performed the Diplomacy 5 action to stabilize any regions that are not your home region. This doesn't just help us see that you've done it for all of them, but it also gives you a double-check for yourself on each of the regions.

    A player who is Liege to NPC vassals (see “Country Relationships & Ways of Expansion”) may also spend a Diplomacy 10 action on them to turn them into a Great Kingdom, provided that the player already has an Empire and their current ruler is not the one who formed the Empire, as the once-per-ruler rule still applies.



    Military
    Skip? Don't skip. This is required material to know if you want to play EMPIRE!
    Spoiler: Military
    Show
    Military actions are things that involve training or using armies, navies and aerial units in both offense and defense.

    Actions
    Raising a military unit (equivalent to 1000 soldiers; whether it’s an army unit, naval unit or aerial unit), training militia, defending your land or invading another region, building fortifications.

    Unit Types
    There are four unit types: Land (or Ground), Naval , Aerial, and Aquatic. Whether a type of unit can be raised in a region depends on the region type (see Region Types). Technologies may enable types of unit to be raised in a region where they could not normally be. If not specified, units are of the default unit type for that region. Militia are always of the default unit type.

    Land units can fight in land regions and underground regions. If transported by Naval units, they may fight in naval battles at 1/4 effectiveness.

    Aerial units can fight in sky regions. They may fight in land regions, but if they do they can also be attacked by land units. If transported by Naval units, they may also fight in naval battles at 1/4 effectiveness.

    Aquatic units can fight in underwater regions. They may fight in naval battles, but if they do they can also be attacked by naval units/transported units.

    Naval units can attack coastal regions, and if they do they can also be attacked by land units. Naval units can be used in defense of a region only against attacks by Naval units. The exception to this is island regions, which Naval units can also defend against Land units and Aerial units. Naval units may also be used to transport other types of unit: see the rules on unit transportation below.



    Training Military Units
    You can raise one military unit (equivalent to 1,000 troops) in one action. You must specify in this action whether they are Land units (army), Naval units (navy at sea), Aerial units or Aquatic units. If you do not specify, they will be of the default unit type for that region. Also, if you have control over multiple regions, you must specify in which region you train them.

    If you want to have naval units with boats, you need to have access to wood (at least as a minor resource). If you want to equip your armies with weapons, you need to have access to appropriate materials (wood, certain metals, etc). For aerial units, you need some method of flight (flying creatures, appropriate technology, magic, etc).

    The maximum amount of troops you can raise from your capital region is 10,000. The maximum amount of troops you can raise from other regions you control is 5,000. Armies can never be larger than 1% in any region you control, which means that if your capital region has less than 1,000,000 inhabitants, or any other region you control has less than 500,000, you cannot raise up to the maximum amount of troops.


    Military 5 Special: Agents
    If you have a Military score of 5, you can introduce agents. Agents are special operatives with specialized skills. Use one word to describe a profession or skillset. You will receive a +2 bonus on any rolls in which agents are involved and the particular action requires extensive use of that skillset.

    To train agents and use a Military 5 Special action to create them, you must either have a resource in any of your regions that is a particular kind of people (like ‘Craftsmen’ or ‘Athletes’) or you must have a finished Great Project in the form of a school (like the Kasumor Academy for Culture and Prowess). This makes agents perfect for a specific type of job and often useful as spies or for secret actions.

    You can have only one type of agent at any time. Introducing a new type with a different set of skills based on a different resource or Great Project school makes it replace the old one.

    Military 10 Special: Winning Tactic
    If you have a Military score of 10, you can introduce a Winning Tactic. A Winning Tactic gives you a +4 bonus to all Military rolls in one specific kind of terrain. For their use in battle and tactical maneuvering, see the Military [advanced] rules.

    Winning Tactics apply to one type of area only, as determined at the time the player introduces their Winning Tactic or until they change it with a new Military 10 action. They can only be utilized in regions that actually have the type of area. The following area types are examples of possibilities:
    • Mountains
    • Hills
    • Plains
    • Desert (hot and dry; does not include arctic desert)
    • Forest (includes underground [mushroom] forests)
    • Swamp
    • Inland Waters (lakes, rivers, etc.)
    • Coastal
    • Open Sea
    • Deep Ocean (underwater)
    • Underground (excluding underground forests and waters)
    • Arctic
    • Calm Skies (requires aerial units)


    Attacks with naval units on a region can be coastal battles or take place in an area immediately adjacent to the coast or part of the coast. Coastal cliffs, for example, count as mountains in such a scenario, though from a land attack they wouldn't.

    Underground regions can benefit greatly from an Underground Winning Tactic, but underground battles can also take place in underground forests or near underground lakes or rivers.



    Military [advanced]
    Skip? Skippable. These rules will only come into play when a war is going on with other players or against NPCs.
    Spoiler: Military (advanced)
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    Converting Unit Types
    It may be possible for you to convert units of one type to another. For instance, you could convert Land units to Aquatic units. You must have a technology which allows you to make such a conversion: a different technology is required for each type of conversion. Converting units is a Military action, and allows two units to be converted from one type to another with a single action. The converted units lose their old properties and gain all the properties of their new unit type.



    Training Militia
    You can train militia members to defend against invasions. With one action you can raise all your potential militias in all your regions. Your potential militias are equal to 1% of your total population minus your amount of military troops in that region. Every 2 units of militia (so every 2000 militia members) give a +1 bonus to Military rolls, making them only half as effective as normal military units. Militias only remain active until the end of the next round and can only defend the region they are in. For example, if you trained militia in round 4, they would remain active until the end of round 5. Like all actions, militias only come into effect at the end of the round and thus only function during the one round that comes after the round they’ve been trained in.


    Using Military Units
    You can use a single action in a round to direct the movement of all of your troops--from which regions they move and to which regions they move.

    Units cannot go through countries that aren’t allied or don’t specifically allow it, so if you wish to attack a specific country that you can only reach by going through countries you aren’t allied with and that haven’t specifically allowed you to go through, then you’ll have to fight them first. If the regions you’d have to go through do not have units, you can just march on through with no resistance.

    Nobody owns the open ocean, so Naval units can sail to (and transport troops to) any region which has a coastline on the same sea as their home region. They may however be intercepted by enemy Naval units en route.


    When one of your armies clashes with that of another player or those of an NPC, both sides roll 2d10 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). The controller of the region may get a bonus based on defensible terrain in the region. Either side may get a bonus if they have technology that the enemy does not if that technology can be practically used in war.

    Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies only use the highest Military score available to them (or whichever player’s ruler leads the army). However, all sides must take an action to partake in the battle. The players who lead the armies must each make a Military check (2d10+their Military score+number of units under their command in that region+applicable bonuses). This check will be made on their behalf by the round opener.

    If you have multiple battles going on at the same time, you have to decide which one your ruler is leading. All other battles your country is involved in, but your ruler is not leading personally, only get half the ruler's Military score as a bonus.

    If you win one battle in a region and fight in the same region again in the following round, you gain a +2 to that battle roll and to any tactical manoeuvring rolls, as you have established a strategic advantage.

    If you win two battles in a row (one in one round, the second in the next) against the same opponent in the same region, you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. In the next round, you will probably have to spend the Diplomacy 5 Special Action on that region to stabilize it, though the rebel leader can still fight back against you if it was their last region (see Second Chances below).

    If a region still has troops remaining when it is conquered, they will flee to other regions owned by their player. If it is a player's last region, some of the troops may defect to the conqueror, desert, or follow their old leader into rebellion or exile.

    At the end of each round, military units return to their "home" region. Units controlled by one player cannot be quartered in a region controlled by another player. If they want to continue to fight in that region in the following round, they must make their way back.


    Transporting Troops
    Sometimes you might be attacking a region your troops cannot reach easily. Naval units can transport land units across large bodies of water to enable them to reach other regions, so that the land units do not have to travel through many regions that belong to other players. One naval unit can only transport one land unit at a time (or one aerial unit if you possess Aerial Naval Carrier technology). A naval unit can go back and forth and transport multiple units across the water during a round.

    Units may get intercepted if another player makes a successful tactical maneuvering check against you and thus forces a battle check. If the resulting battle ends up with you losing troops, land troops are lost first, aerial troops next (only if you have Aerial Naval Carrier tech), naval troops last. Land troops (or Aerial if in possession of Aerial Naval Carriers) may fight in battles at sea if they are being transported by a naval unit at 1/4 effective strength. If you have lost the battle, your troops cannot continue to the region you wanted to send them to, even if some of your units survived the battle.


    Calculating Losses
    The loser of a battle loses an amount of units equal to half the difference in roll results, rounded up. If the results were 11 and 6, that means the loser loses [{11 – 6}/2, rounded up] units, so 3 units. The winning side will have 1d4 x 10% of the base losses of the losing side (rounded up to the nearest 1,000).

    If there is more than one participant on one side of the battle, the first 1,000 are lost from the leaders, the second 1,000 from the largest contingent (if different), the third 1,000 from the next-largest, and so on until all losses are accounted for. The leaders of the battle (those supplying the Military scores and/or Winning Tactics) have a 50% chance of losing an additional 1000 troops, unless they were the only participant on their side of the battle.

    The larger an army is, the harder it is to manage and supply, and some troops may desert, or die from unsanitary conditions. Each participant on either side (including leaders) that sends 2,000 troops or more has a 50% chance of losing an additional 1,000 troops. Additional chances of losing troops are rolled if the army exceeds 5,000; 8,000; 12,000; 16,000; 20,000; 25,000 and at each interval of 5,000 thereafter. These losses are calculated after any loss deductions for technologies.

    If no units remain on one side, their leaders are captured by the other side.

    Tactical Maneuvering
    You can use a sub-action on a deployment of troops to perform tactical maneuvering. One tactical maneuvering action only affects a single battle in one region and is a Military check (2d6+Military). This is an opposed roll against the other player. If more than one player makes a tactical maneuvering check, the one with the highest result decides which part of that region the battle takes place in. Check a region's Terrain description to see what sort of terrain is available that a Winning Tactic might apply to, or provide some solid reasoning based on the map. Not all types of terrain are available in all of the regions.



    Curiosity
    Skip? Don't skip. This is required material to know if you want to play EMPIRE! The Curiosity Special actions especially would be good to make note of.
    Spoiler: Curiosity
    Show
    A lot of people are naturally inquisitive. Some like inventing things, other like exploring things for the sake of knowledge, some others find new ways to improve doing things people do every day. Curiosity is basically how a character handles things like science and economics. Creating new things, such as buildings, roads, fleets, mines and so on, takes time and effort. Clever people know ways to make it easier, quicker, and better. However, creating defensive structures or building things with the army is a Military endeavor rather than a Curious one.

    Actions
    Searching for new resources, inventing new things, searching for new knowledge, investigation, changing education systems, building schools.

    Acquiring Technology
    You can get new technologies three ways: invent it with a Curiosity 10 Special Action, get it from a friendly player, or steal it.

    If another region that you don't control has access to technology that you don't, you can send people to acquire that technology for you, either by force or by diplomatic agreement with the other player. They can just give it to you, but otherwise you can make an opposed Curiosity check, rolling 2d6+your Curiosity against 2d6+their Curiosity. If you roll higher, you acquire the technology (but only one kind of technology per action).

    Investigation
    There are two types of investigations: investigating new ways to acquire or apply knowledge, doing little projects to fluff furthering the knowledge of your country, essentially furthering science in ways that don’t require the invention of new technologies; and investigating things relating to GM-introduced events. The latter is generally what the head GM responds to, as the former is purely fluff—though it can be used as IC justification for why and how your people could have the necessary knowledge base to create a new technology in the future.

    Investigation requires a Curiosity check (2d6+Curiosity), with a TN set beforehand that can differ wildly depending on what is being investigated. You can have great success with it, moderate success, or no outcome at all depending on the results of the check.

    Curiosity 5 Special: New Resource
    If you have a Curiosity score of 5, you become able to introduce a new resource in one of your regions (either previously unknown or only a Minor Resource) or upgrade existing Good Resource to a Great Resource. A Good Resource can be traded to up to 3 other regions. A Great Resource can be traded to up to 6 other regions. You can find unique resources (such as mithril, adamantine, etc) in your region, but you must be able to reasonably justify it. Such special resources require you to research technology to really utilize it. This action can only be done once per ruler.

    When a new resource comes into play, the head GM may decide whether it is a special resource that requires getting a technology upgrade (Curiosity 10 Special Action) first to start meaningfully using it, like for things like the military. Aerial unit creation always requires a technology, for instance. Using the special abilities of supernatural creatures also requires a technology to create the appropriate training programs.

    Curiosity 10 Special: New Technology
    If you have a Curiosity score of 10, you become able to introduce a new technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or as a Good or Great Resource in one of your regions. This action can only be done once per ruler.

    Be sure to check if any other players already have technologies you might use to help you, either because it's exactly what you want, or because it's a step in the right direction to help you make the technology you want.

    If you acquire a technology that you do not have the prerequisite resources for, you may adapt it to a similar resource that could work with that technology using a minor (2-round) project. You still need the prerequisite technologies to be able to adapt and/or use it.

    The use and bonuses of technologies are generally determined on a per-country basis. However, some technologies may specifically apply only to certain regions, and technologies that require multiple resources need to be assembled first, thus requiring those resourced to be imported to the same region. If you do not do this, you may run the risk of your technology being deemed to not be functioning at some point, until you fix it.

    Technologies that were invented in the real world after the year 1800 need to be based on at least two prior existing technologies and thus have those two technologies as prerequisites for use. (The year 1800 is a rough cutoff. Some things invented a little earlier may also have this requirement.) Magical versions of such technologies may not necessarily suffer these limitations, as long as there is enough justification for them (fluff of prerequisite resources, Great Projects, etc.). Both types of technologies require a minor project to create—the first of these actions is the Curiosity 10 Special action by the inventing player. The other may be by another player, but it must be noted in the inventing player’s post that they accept this project-aiding action, as both players will receive the technology at the end of the second round of the project.
    Last edited by Morph Bark; 2015-02-08 at 02:35 PM.
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    Default Re: EMPIRE! Rules and Administration

    Faith
    Skip? Possible. The Faith rules can easily be skipped if you don't plan on doing anything with religion.
    Spoiler: Faith
    Show
    Your relations with the Temple of the Lord of Fire (or the head of your new organised religion) is determined by your Faith score instead of your Diplomacy score.

    Actions
    Maintaining ties with the head of your religion, creating unity among your people, maintaining morale in times of trouble, building temples or tombs.

    Converting People
    If there are regions that you are allies with, trade with or have an army in, you can spend an action to make a minority of the people there take on your religion (if it is organized). Roll 2d6+your ruler’s Faith against 2d6+their ruler’s Faith (+4 if there is a holy order of a different religion in that region). If your result is higher, you introduce a religious minority of your religious to that region. If there is already a minority present from an earlier round, you can increase this to a majority with the same kind of check. Only one religious majority can be present in a region at a time.

    If the ruler of that region does not oppose your conversion with a Faith check of their own (opposing conversion does not require an action, but must be noted in their post with a link to the roll), or if they simply forget to make the check, you instead check against the population's base resistance of 10+defensive bonuses (including Holy Order bonuses).

    If you do not wish to have a certain religious minority (or majority) in your region, you can wage Holy Civil War on them or re-convert them. Make either a Military check or a Faith check (2d6+your relevant attribute). If you roll an 8 or higher (11 for a religious majority), they are converted to your primary religion. If you used Military, many of them are exterminated (1d3x1000 for a minority, [1d8+1]x1000 for a majority).

    Rulers may spend an action to convert to a new religion, but this may upset the stability of any regions they control that don’t have a majority following that religion.

    A religious majority in a region can be made to be the only religion in that region with another successful Faith check, but the "defender" gets a +4 bonus to their check. If the ruler of the region is trying to convert their own people, the base resistance gives a TN of 14 to hit to succeed.

    Faith 5 Special: New Religion
    If you have a Faith score of 5, you become able to start a new religion and appoint a head of the religion. At least half of the people in your capital region and most of those in the regions you control will convert, turning it into the religious majority of your capital region and a religious minority in all other regions you control. This can only be done once per ruler, and you should probably do it no more than once--unless you want to make some really big changes to the religion.

    You may coordinate your Faith 5 action with another player, enabling the both of you to found a religion together. One of the two players must be the head of the religion in such a case. The capital regions of both players will gain a majority of the new religion and all their other regions gain a minority.

    Faith 5 Special: Holy Order
    If you follow an organized religion, you may form a Holy Order in one of your regions if you have permission from the head of the religion (the player who created it). If you are invaded by someone of a different religion, regions with a Holy Order in them ensure that you win in case of a tie. This can only be done once per ruler and they cannot have been the one to create the organized religion.

    Faith 10 Special: Miracle
    If you follow an organized religion, you may request a miracle from the deity/spirit/force or one of the deities/spirits/forces that you worship. The miracle must fit with the deity/spirit/force’s theme and portfolio. Miracles can destabilize enemy regions, help win battles, uncover new or increase existing resources (from Minor or nonexistent to Good, or from Good to Great), and so on. The head GM makes the call on what actually happens (and it will not have happened until the start of the next round), but you are free to request nearly anything as long as it fits the one from whom you request the miracle.



    Luck
    Skip? Partially. The Luck Special action rules can be skipped, but it is adviseable to read the first two paragraphs.
    Spoiler: Luck
    Show
    Many effects of Luck are currently unknown. Luck also cannot be increased the normal way. Instead, Luck will be distributed at a rate of +1 to every player for every 2 consecutive active rounds by that player. This is an attribute increase in addition to the normal attribute increases decided by the players’ actions, because no actions are directly Luck-related. Luck checks are occasionally used for actions that have a questionable outcome that does not directly relate to any of the other attributes.

    Luck is not a ruler stat but instead a player pool. Luck will be spent in increments of 5 or 10 out of the pool as a result of Luck Special actions. Taking a Luck 5 or Luck 10 action is not its own action but will be noted to be applied along with a non-luck action in a player's action post. When the luck pool reaches 0, Luck will be rolled up with 1d4.


    Luck 5 Special: By spending one action entirely on focusing on the trappings of fate, you can make a roll used in one of your other actions during that round become the maximum amount you could roll for it minus two, so 10 for a roll of 2d6. This cannot be used on Military battle checks.

    Luck 10 Special: By spending one action entirely on focusing on the trappings of fate, you can make yourself succeed automatically on a task that requires a roll used in one of your other actions during that round, even if you would otherwise have been unable to hit the required Target Number. This cannot be used on a battle check.

    Luck 10 Special: Does something amazing. This ability shall be subject to case by case review by the GM team. What must be noted is that only things that are within the realm of possibility (however unlikely) may be accomplished with this. Luck 10 is not the same as performing a miracle.



    Country Relationships & Ways of Expansion
    Skip? Possibly. However, below are describes basic ways for new players to expand early on.
    Spoiler: Country Relationships
    Show
    There are several ways in which countries can cooperate more tightly than an alliance might allow, and many ways in which a country can expand its size and influence.

    Diplomatic Colonization
    Colonizing new regions can be done either through military force or diplomacy. Diplomacy does not require the presence of military units, but if another player's military units are present in a colonization attempt of their own, the military units' presence supersede any diplomatic attempts at colonization. Regions with military units in them cannot be colonized and must be either conquered or claimed.

    When colonizing a region, you must make a Diplomacy check (2d6+Diplomacy). If the result is at least 10, you succeed in getting the people of the region on your side and therefore the first round of colonization is successful. The second round does not require a roll unless you are opposed.

    For every region a player has beyond their capital region, the Target Number rises by +2. If the target region they are trying to colonize does not border their capital region, the Target Number rises by +2 as well. For example, if a ruler with four regions tries to colonize a region that borders one of their regions, but does not border their capital region, the TN for the Diplomacy check is 18.

    Sometimes, more than one player is trying to colonize the same region through Diplomacy. If this happens, either one of the players decides to stop and go look elsewhere, or they both make the Diplomacy check to see who is more successful in the colonization. They do this during both rounds of the colonization process. The person who wins the first check gains a +2 bonus on the opposed check during the second round. The winner of the Diplomacy check during the second round is the one who successfully colonizes the region entirely. Of course, a player may choose not to continue colonization if they lost the opposed check during the first round.

    This also means that if someone starts colonization in a later round than someone else, they’ve already lost, unless they bring military troops instead. (Military force will thwart diplomatic missionaries, but will certainly be opposed by the people there, who may ally themselves with the diplomatic missionaries’ country of origin and rebel against the invaders.)

    The player who discovered the region gets a +2 bonus to the Diplomacy check. This is so that explorers do get a bit of an edge, but don’t start the actual colonization process yet and may still be thwarted by more diplomatically successful colonizers.


    Federation
    A Federation is a group of countries who band together to form one country, with the constituent countries becoming ‘states’. Each of these states functions the same as a non-confederated country played by any other player and can have colonies of their own.

    Forming a Federation
    Forming a Federation requires at least three participating players/countries, all of whose regions must be politically stable (due to being primary regions or through Diplomacy 5 Special actions). Each must set up a Great Project to create the Federation together, and the Federation isn’t created until all three (or more) Great Projects are finished. If another player wants to join the Federation, it is a small project (2 rounds) for them and a small project for one of the members of the Federation, thus making it harder and take more time to join a Federation than it would to join an alliance.

    If one of the participants in the creation of a Federation is unable to post their actions during a week, they may count their Great Project as having continued that round regardless, if they do post the round after that and continue it. Unlike normal Great Projects, the forming or joining of a Federation cannot be assisted by others.

    Benefits of a Federation
    Members of a Federation can make diplomatic agreements of alliance for the Federation as a whole, or trade agreements for any regions that are part of the Federation. However, if the state controlling a region part of such an agreement does not agree with an agreement another Federation member makes, they may veto the agreement.

    The heads of the states within a Federation each specialize in a particular political style (kind of like they are ministers in a parliament or senators from different political parties). All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. They gain one extra action per round, but must spend two of their actions during any round on that attribute. They must also choose one attribute that they neglect, and they may never spend actions on things related to that attribute. Of course, they can be clever and spend it on similar actions that just happen to be related to another attribute as well, but keep in mind that some actions are very clear on what attribute they belong to. Anything requiring an attribute roll is clearly related to that attribute, for example, and exploration is always Curiosity.

    If a player who is in a Federation cannot post during a round, other members of the Federation may take their specialized actions. For example, if the player specializes in Diplomacy, the other members may take two Diplomacy actions on their behalf. Two members of a Federation may specialize in the same attribute, but no more than that.

    If a member of a Federation posts less than five actions during a round, it’s okay if none of them are of their specialized attribute, just as long as none of the actions are of their forbidden attribute.

    Downsides of a Federation
    No member states of a Federation may be a Great Kingdom or form one. If an aspiring member state has a Great Kingdom, they must dissolve it before starting their project to create or join a Federation. Aspiring members of a Federation may not be Wards of a country that isn’t part of that Federation, but they may be Wards of a Federation member state. When the country joins the Federation, they are free from their Liege and no longer are a Ward, as they are now on equal level as them within the Federation.



    Country Relationships & Ways of Expansion [advanced]
    Skip? For now. These rules are not useable by players during their first turn, but can come into play on their second or later turns.
    Spoiler: Country Relationships
    Show
    There are several ways in which countries can cooperate more tightly than an alliance might allow, and many ways in which a country can expand its size and influence.

    Pressing Claims on Other Countries
    A situation has arisen! Another country is without a ruler! Or perhaps they have a ruler that you simply don't like very much, while you do like their land?

    In case they happen to be a player, you can stake your claim and press it in an act of war! Don't forget to send your declaration of war to them! (Staking your claim against a player does not automatically grant you the region.)

    In case they happen to be an NPC, you're in luck! It's pretty easy to press claims on them. In the world of Telluris, nobody knows why some just happen to be easier to press against. Perhaps the Weave of Fate simply weaves more strongly around those who might alter the course of history.

    You can press a claim if you:
    1. Have a relative of your ruler married to a direct descendant of one of the target region's earlier rulers. The more recent that ruler ruled, the stronger the claim!
    2. Have ancestral ties to the target region. These claims are generally less strong than a marriage claim, unless a large amount of your people can trace their lineage back to that region. [This only works for regions, not full countries.] The ties must not be ancient. 300 years is the limit.
    3. The target country used to be part of your country (during play, not simply background fluff!), but they split off due to either revolution or peaceful splitting on part of either the people or previous rulers of your country.


    To press a claim, you must:
    1. Spend an action on it, of course!
    2. Roll a Diplomacy check and link it in your actions post (just like all other rolls should be).
    3. If the result is at least 10, there is some support for your claim. If the result is at least 17, there is a lot of support for your claim. If there are other players pressing claims at the same time, the highest roll wins.


    If you have some support (check result of at least 10) and have rolled the highest, you must spend another action next round to gather more support for your claim (requiring another Diplomacy check result of at least 10). If you have a lot of support (check result of at least 17) and have rolled the highest, you'll have claimed the target region or country by the end of this round.

    Other claimants (players with a claim) who lost may attempt to create rebellions in the target region or country in a revenge attempt--or a final resort to get the target region or country for themselves should the rebellion prove successful somehow.

    Claimants may also forfeit their claim to support another claimant, providing a +2 to the other claimant's Diplomacy check result. Rulers of neighbouring regions that border the region being claimed may support claims as well, providing a +2 bonus to those they support. The bonuses from multiple neighbouring rulers do not stack.

    If you have successfully claimed a region, you may absorb it into your country. If you have a Great Kingdom, you may also turn it into a vassal or merge it with a neighbouring, existing vassal. The claimed region loses all but 1000 of their troops.


    Trade Posts
    Players are able to set up trading posts in coastal regions if that coast borders an ocean that one of their own regions borders as well, or in regions that border one of their regions directly by land. A trading post takes one round to set up. Once set up, the player effectively gains a one-stack copy of one of the resources in that region that is shipped to their capital region. This does not decrease any available stacks of that resource to the player who controls that region.

    A region can only have two Trade Posts in it. The Trade Posts may have two different resources they copy a stack from, but if they want to copy it from the same resource, that resource must be a Great resource.

    A trade post can be attacked and attempted to be seized by other players with a military action (an act of war) or by buying them out. To seize it with military action, you need to send troops to it. If they are unopposed, they succeed. If they are opposed, you seize it if you manage to defeat the opposing troops. To buy them out, you need to succeed at an opposed Curiosity check (the defender gets a +5 bonus to this check).

    If the player controlling the region a trade post is in takes over that trade post, it is effectively destroyed. If another player takes it over, they can destroy it with an action or let the region’s controlling player destroy it, if they wish, or they can start using it as their own.


    Vassals and Lieges
    The nations which rule over other nations (known as “Lieges”) do so in two primary ways: either by agreement from the natives, or by takeover through conquest, colonization or presses of claims. The following rules deal with the former, in which the natives of a region strike an agreement with a more powerful state. To become a Liege, you must already have a Great Kingdom.

    In this kind of relationship the larger, more powerful country is called the Liege and the smaller one the Vassal. Liege and Vassal states commonly share borders or both have a coast on the same ocean. Liege and Vassal states do not have to share borders in this manner, but not sharing borders will allow the lands that lie between them to block transport of resources and troops. To become a Liege state a country must have a Great Kingdom with at least one military unit trained in each of their regions.

    There are two ranks of vassal: lesser vassals and greater vassals. Usually a country has specific names or ranks for these. A lesser vassal is limited to their liege’s amount of regions - 1. Lesser and greater vassals may use one of the Liege’s scores in place of theirs, once per round. This cannot be used for Special actions. A greater vassal is not limited in the amount of regions they may have.

    A greater vassal is defined as a vassal who has formed a Great Kingdom. A vassal can only form a Great Kingdom if its Liege has an Empire. Greater vassals can have vassals of their own, but those vassals can only be lesser vassals. Lesser vassals of a greater vassal may use one of the scores of their direct Liege (the greater vassal) or their ultimate Liege (the Emperor/Empress). They may still only do this once per round. Lesser vassals cannot form a Great Kingdom.

    When a player forms an Empire, any time they switch to a new ruler, that ruler gains extra attribute bonuses. For each greater vassal that an Empire has, they receive one +1 bonus to one of their attributes. The attribute that receives the +1 bonus for a particular greater vassal is chosen by the player of the greater vassal, allowing them to give their Liege a higher attribute of their choice. Usually this will be an attribute that the greater vassal sees themselves wanting to use, but won’t be increasing through their own actions.

    Certain agreements may be signed after discussion between players in addition to the standard rules for Vassals and Lieges. Marriage agreements and some tribute in resources are often one of them. Some lieges forbid their vassals certain actions, like spreading religions not their own or aggressive military actions. Others require them.

    NPCs may also be vassalized if they are friendly. A Diplomacy check is necessary to accomplish this (TN 16, +2 for each existing vassal). NPC vassals may not have more than 4 regions (or 3 if their Liege has only 4). A player that has NPC vassals may take one action per round for them, but only using their resources, troops, etc. An NPC vassal that has been turned into a greater vassal instead has two actions the player can take for them.



    Nomads
    Skip? Yes. Nomads are special entities and there are a limited amount of them. They function very differently from normal nations, so unless you wish to play as nomads or expect to interact with them, you can skip these rules.
    Spoiler: Nomad Rules
    Show
    Players may start with a group of nomads instead of a settled region. Nomad groups follow slightly different rules to settled regions, as follows. Except where noted nomads follow the usual rules.


    Creating a nomad group
    A new player should describe their nomad group in fluff, and select a region for them to start in. Preferably this should be a region not currently occupied by another player, although nomads may start in settled regions by agreement with players or with approval of the GMs. If nomads are present in a region they will be marked as <region number>N.

    Habitat: Nomads are either land-based or water-based (Sky-based nomads may be introduced at a later stage). This affects the regions they can travel to.

    Population: Nomad groups start with a population of 10,000 + 4d10(x1000).

    Resources: Describe three major resources that the nomads possess. These must be resources that the nomads can transport, and replenish while on the move. They therefore cannot possess mined goods as native resources, or resources that are reliant on static sources (such as forests, or immobile manufacturing capacity).

    Describe people and religion as you would for a settled region. There is no need to describe terrain, as the nomads will move between regions, but you might like to describe other features to make up for that.


    Region Types

    Nomad groups
    Nomads do not permanently occupy or settle, but they still have to be in a region. Each nomad group under a player's control occupies a different region. These groups take the number of the region they are in, plus "N" to mark them as nomads. When they move to a different region, they adopt that region number.

    Nomads may only move to regions adjacent to the region in which they currently are roaming.


    Diplomacy
    Moving a group of nomads into an adjacent region is a Diplomacy action. A player may move all their groups of nomads with a single Diplomacy action. If a player occupies the region and does not wish the nomads to enter, the nomads can try to bargain or infiltrate their way in with an opposed Diplomacy roll. Alternatively the nomads can try to enter by force, in which case it acts as an invasion under the Military rules.

    A nomad group may agree trades and treaties with the settled peoples it moves into as a sub-action of the main Diplomacy actions.

    Nomads may attempt to recruit local populations. For each Diplomacy action taken, nomads may recruit 1d4*1000 local population, which become a permanent part of that nomad group. The settled region's player may attempt to stop the nomads doing this, in which case it is an opposed Diplomacy roll.

    Diplomacy 5
    A player may use a Diplomacy 5 special action to mitigate the effects of nomads living in a region. Until the end of that ruler's reign the effects will stop.

    Diplomacy 10
    A player with four nomad groups may use a Diplomacy 10 action to establish a Nomad League. These nomads may roam more widely than normal nomads and need not occupy contiguous regions. The player gains an extra action per round.

    [A player with twelve nomad groups and/or vassal regions under their control may form a Nomad Empire. Nomad Empires work like normal empires, and the nomads may maintain one region as a permanent base (their capital region). They do not have to move from this region, but it cannot be occupied by another player, and if this region is lost the nomads lose their empire.


    Military
    Nomads may raise up to 50% of a group as troops, up to the normal limit of 10,000 for their primary group and 5,000 for auxiliary groups. Land nomads may only raise Land units. Water nomads may only raise Naval units. These can later be converted if the nomads possess appropriate resources and technologies although Naval units will be automatically disbanded if the nomads occupy no coastal regions.

    Nomads may invade a region trying to keep them out. A single round battle is fought; if the nomads win the battle, they successfully occupy that region. If defeated, they remain in the region they started from.

    If nomads suffer two consecutive defeats in the same region, they are driven out and must move to a neighbouring region. If they cannot migrate to a neighbouring region, that group loses 1d6x1000 population per round and cannot trade until it successfully migrates. Nomads cannot be conquered.


    Curiosity
    Nomads may conduct investigations, research, invent or develop new technologies as any other region. They must be able to transport any resources or technologies they create. Nomads may only benefit from immovable technologies (such as fortification-based technologies) if they are present in a region possessing appropriate facilities.

    Nomads may undertake and contribute to Great Projects. Immobile Great Projects remain in the region where they were built, even if the nomads built them on their own.


    Relationships and Expansion
    A nomad group with a large enough population can attempt to occupy multiple regions at once. Mechanically these are treated as sub-groups, although in reality the same nomads may roam across the whole occupied territory. Expanding into another region requires a successful Diplomacy roll to keep the nomad group intact as it ranges more widely. If the roll is failed the nomads must remain in their existing regions for now. The population thresholds and target numbers are:

    Two regions: 60,000, TN12
    Three regions: 90,000, TN14
    Four regions: 130,000, TN16
    Five regions: 170,000, TN18
    Six regions: 220,000, TN20
    Seven regions: 280,000, TN22

    Each region occupied must have a nomad population of no less than 10,000. If the number falls below that, the nomads either return to the main group or are absorbed into the local population.

    Nomads must occupy contiguous regions. Water-based nomads must occupy regions with coastlines on the same sea. If a group of nomads becomes cut off (because of war, for instance), that group will start to lose population, at a rate of 1d6x1000 per round, as the nomads integrate into the local culture.

    A Nomad League while no longer needing to be contiguous must maintain open communication IE no interrupted communication or transportation due to war, via a path matching the nomad's region type (land path for land nomads, naval path for naval nomads, etc.) These paths are considered interrupted if a war is occurring and cannot be circumvented or another nomadic group or settled nation takes action to disrupt nomadic communication. Due to the League's structure however a Nomad League will not begin to have it's non-central nomad groups suffer population loss until the 2nd round of disruption.

    Having nomads in a region is often beneficial, but is also disruptive. For every round that a nomad group remains in a region, that region loses 1d4x1000 population which is added to the population for that nomad group. If the nomad leader takes a Diplomacy 5 action this effect will stop for the duration of his rule, but he may only use the action once per region per group.

    Regions with nomads in them may also suffer a higher chance of discontent and unhappiness.

    Nomads may not remain in a region permanently, and must move at least once every 5 rounds. If they do not, their population starts to settle in the region, and they lose 1d6x1000 population for every round they remain. This population is added to the settled population of the region.

    Nomads may not colonise regions. If nomads settle in a region they cease to be nomads and are treated like any other region. If nomads win two battles in the same region in a row against the occupying player, they do not conquer it, but may transfer ownership of the region to another player of their choice.

    Only one nomad group can be present in a region at a time. If a second group tries to enter a region which already has nomads present, they must either negotiate with them to leave or fight them.

    Nomads may take and become vassals in the same way as other regions. Nomad groups are treated as equivalent to regions for the relevant calculations.




    Note Currently only 3 Nomad PCs will be allowed to operate, more spots may open later as the rules evolve.

    • Tychris1
    • Rain Dragon
    • XIII




    Game Over and Second Chances
    Skip? Don't skip. Though this will rarely come into play, it will be good to know these rules anyhow.
    Spoiler: Game Over and Second Chances
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    If all your regions have been lost, your ruling character (or their heir if your ruling character dies in an invasion) can become a rebel leader. They can try to take back their lost region (or acquire a new one) until their death, but while they have rebel leader status they have only four actions per round. This allows a player a second chance when they lose their last region.

    As an alternative, a player for whom it’s game over may re-apply for a new region as any other new player can. They are then put on the waiting list, unless there are new regions already available. They then start anew, fluffing the new region (unless it comes pre-fluffed) and making a new ruling character to start with.



    Inactive Players
    Skip? These aren't exactly rules, but more of a helping hand.
    Spoiler: Inactive Players
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    If a player goes absent, I'll PM them three rounds later, and if they haven't posted by the fourth round afterwards, the region can be re-claimed by a new player for one week. If nobody claims it (feel free to invite someone to), then it becomes an NPC nation. If a new player claims it they may decide to simply take over the region as it is the way the old player left it, unless the old player gave note that they want their region to go away if they leave. However, if the old player had any marriages with other player's families, they can lay claim to it, and I won't make the old region go away. Instead, it becomes a free-for-all for all those who have a claim to it, plus whatever rebel forces there may be.

    Sometimes a player can be only temporarily absent. If a player does not post during a round, but others are using actions to make and confirm deals with the temporarily absent player, and the GM knows about it beforehand, then the action holds without the absent player having to spend an action on it. (I mean, they couldn’t anyway, because they’re absent at that time.) If the absent player gives a note about their absence for that week (or more than a week) beforehand, it should be completely fine. If a player is attacked during such a time, they are assumed to be spending an action to commit all their forces to the defense of their country for that round.

    If a player hasn't posted during a round, they receive one bonus action for the round after that. If they haven't posted for two rounds, they receive two bonus actions for the first round in which they post after that, unless they have restarted in a new region at that point.

    It is also a possibility that players leave us during the game, simply because they’re unable to continue due to prioritized commitments or for other reasons. In such a case, the link to the post compiling their information will be stored in case the player might return in the future to take things up again elsewhere. We heartily welcome new players, as well as returning ones.
    Last edited by Morph Bark; 2015-02-08 at 02:33 PM.
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    Rules Post #3, Final.
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    Technology Tables


    Updated to the end of Round 36
    Technology Slot Mechanical Bonus Required Resources
    Abyssium Ballasts - Allows Underwater Exploration Abyssium
    Adamantine-forging Metallurgy +1 Battle Checks Adamantine
    Aerial Harness Aerial Infantry +1 Battle Checks, +1 Tactical Maneuvering Tech: Mithril Forging, Plate Armor
    Resources: Arpied Mercenaries
    Aerial Naval Carrier Naval Auxiliary Grants Ability to transport Aerial Units using Naval Timber
    Advanced Agriculture - +2 Population in regions with native grown food resources Native grown food
    Ancient Alchemy - Grants Ability to Transmutate One Resource Stack in one region to another resource Tech: Calculus
    Resources: A supernatural resource, Alchemical Components, Tanedhan feathers, Dearg Sreang
    Apotheosis Toxin Psychological Enhancement +2 Military for one round in exchange for 2,000 population loss in one of own regions Tech: Medicine
    Appertisation - Allows +1 Trade Post for Food Resource in a region Glass
    Aquatic Cathedrals - Allows Aquatic Colonization by Land based races Tech: Lifeskin, Abyssium Ballasts, Lenses
    Resources: Stone
    Arquebuses Ranged Small Arms +2 Military Battle Checks Tech: Blackpowder
    Resources: Steel OR Iron & Coal
    Automata, Simple Windup - Allows more advanced clockwork based technologies to develop Tech: Clockwork Technology
    Resources: Solid Metal
    Beast Masters Land Auxiliary +1 Enemy Losses Monstrous Rats OR Big Dumb Non-Domesticated Animal
    Berunda-riding Light Aerial Cavalry +1 Battle Checks, +1 Tactical Maneuvering Berundas OR Dionosaurs OR Perytons OR Huma Birds
    Blackpowder Ranged Small Arms +1 to Military battle checks. Sulfur, Nitrates/Bat Guano, Coal/Charcoal(From Wood)
    Calculus - Combination Tech: Allows combination/advancement of existing technologies Intellectual Specialists (Architects or Scriveners or Scientists etc)
    Canons Ship Armaments +2 Military Battle Checks Techs: Blackpowder
    Resources: Iron
    Carvel-Building Ship Design +1 Military Battle Checks, +1 Tactical Maneuvering Techs: Ocean-Faring Ships
    Resources: Shipwrights
    Clockwork - Combination Tech: Allows combination/advancement of existing technologies Metal
    Crossbows Ranged Small Arms +1 Military Battle Checks Iron
    Deep Lenses - Aids exploration for underground regions and reveals the unseen Lenses Technology AND Deepflame
    Efficient Building - Spend 2 actions/turn on the same Project or Great Project as long as said project concerns construction Stone
    Feran Mysticism - +1 Faith Checks Religious Institution Great Project
    Fluid Dynamics - Combination Tech: Allows combination/advancement of existing technologies Intellectual Specialists (Architects or Scriveners or Scientists etc)
    Giant Pistol Shrimp Training Aquatic Cavalry +1 Battle Checks, +1 Tactical Maneuvering Giant Pistol Shrimp
    Renders Land Auxiliary +1 Enemy Losses Grey Renders
    Griffon Riding Light Aerial Cavalry +1 Battle Checks, +1 Tactical Maneuvering Griffons OR Pegasi
    Higher Education - +1 Non-Dynastic Ruler Stat roll based on college project type Tech: Printing Press, 2 out of: Calculus, Physics, Mysticism Studies
    Resources: Specialized Personnel
    Project: Great Project University
    Hovercrafts Land Vehicles +1 Battle Checks, +1 Tactical Maneuvering Leather
    Horse Riding (Advanced) Light Land Cavalry +1 Battle Checks, +1 Tactical Maneuvering Horses OR Rokuers OR Bladed Birds
    Ice Sailing Polar Vehicles +1 Battle Checks, +1 Tactical Maneuvering Timber
    Insect Training Aerial Cavalry +1 Battle Checks, +1 Tactical Maneuvering Giant Insects
    Inspired Militia Land Auxiliary +1 to battles involving militia and no formal troops, +2 to battles involving militia and milita's national troops. No bonus for militia alongside allied troops Raised Militia
    Kralax-riding Heavy Land Cavalry +1 Battle Checks, +1 Tactical Maneuvering Kralax OR Dinosaurs
    Lenses - +2 to tactical maneuvering checks. Glass OR Quartz OR Crystal
    Lifeskin - Allows creation of Aquatic Units in Regions Mhaki Jhana AND Shaping Wood
    Lightning Balistae Artillery +2 Battle Rolls Tangled Lightning
    Loaders - One additional trade post available in regions with constructed Loading Facilities (1 round action) MECK OR Large Animal
    Logistics - When rolling for desertion roll 1d3 and only 1 is a risk for loss Food
    Magnets - Allows faster exploration Magnetic Metal
    Mechanically Engineered Combat Knight Frame Heavy Land Vehicles Each MECK unit provides a +2 bonus instead of a +1 Technologies: Steam Power, Clockwork, Special Metal, Refrigeration, Prosthetics, Ultralight Material; Resources: Technological Pre-Reqs Required Resources (2X Fuel, Special Metal, Tears of Yphine/True Ice, Metal, Cavorite)
    Medicine - -2 on rolls to lose population to disease Shedding Trees OR Medicinal Herbs OR Dragon Flowers
    Mithril-forging Metallurgy +1 Battle Checks Mithril, Darkstar Iron, Orichalcum
    Mtambuzi Technology Psychological Enhancement +1 on a single roll per round per nation Calculus Tech, Oracles Tech, Osuro OR Fruxt AND intellectual specialists
    Ocean-faring Ships Naval Vehicle +1 Battle Checks, +1 Tactical Maneuvering Timber
    Oracles - Grants +1 to a randomly determined stat (excluding Luck) to new Rulers Osuro Mirc OR Fruxtkorp'r
    Physics - +1 to Curiosity Checks Any established education system/institution OR an educated persons resource
    Pitch Artillery +2 to Defensive Battle Checks Tar AND Oil
    Plate Armour Armor +1 to Battle checks. Hard Metal
    Printing Press - Grants +1 Diplomacy Papyrus OR Books OR Leather OR Wood
    Prosthetic Limbs Medical Grants -1 on Unit Loss in Battle Metal
    Raaneki/Heartwine Diplomacy - Grants +1 Diplomacy Checks Heartwine OR Vodka OR Absinthe
    Refigeration - Grants +2 Population Growth in Non-Polar regions True Ice OR Tears of Yphinne OR Frozen Eggs
    Sewage Systems - Grants +2 Population Growth Stone
    Shintouite Crafting Fortifications Grants -2 Unit Losses when Defending in Regions with Shintouite Import or Shintouite Defensive Structures Built Shintouite
    Shrieking Crossbow Ranged Small Arms +2 on Battle Checks Wood, Wurmsxupp (Dragon Scales)
    Solar Ray Towers Fortifications +2 on Defense rolls in regions with GP outfitting project Techs: Lenses
    Resources: Reflective Metal
    Steam Power - Combination Tech: Allows combination/advancement of existing technologies Tech: Clockwork
    Resources: Advanced Fuel (Bloodfire OR Goldfire OR Dragon's Blood OR Rock Juice OR Vatn-Dauths OR Coal OR Tanedhan Feathers) X 2 AND Alchemical Components
    Steam Train - Allows establishment of non adjacent Trade Posts if connected by Train Tech:Steam Power
    Resource: Hard Metal
    Soul Chaneling - ??? Tech:Ancient Alchemy
    Resource: Flames of Cataclysm, Papyrus OR Substitute
    Sub-Aqua Rimor - Allows 1 round underwater exploration Tech: Lenses
    Resource: Whales, Underwater Lightsource
    Tzaltec Fire Artillery +2 Offensive Military Checks Goldfire and Dragon's Blood (Oil)
    Ultralight Materials - Grants ability to build larger and taller structures with ease Cavorite
    Vyuma Bending Metallurgy +1 Military Checks Hai Vyuma AND Osuro or Fruxt
    Wurm-riding Heavy Land Cavalry +1 Battle Checks, +1 Tactical Maneuvering Wurms
    Zeppelins Aerial Vechicles +1 Battle Checks, +1 Tactical Maneuvering Lighter than air gas


    Tech Table (Updated until the end of round 39)


    Tech ALY ALZ ANN AQU ASH BDX CAL CEL CML CRI CRU DEL EBH FAE FER GLZ GUI HUR ISL KCS LYR Tech MET MUL PAV PFG PLC PRA RNK RZD SEA SLF SLT SPN SYC SYM THA TZC UFC UJR VAL Tech
    Abyssium 34 30 21 18 32 16 Abyssium 28 34 35 28 28 21 29 Abyssium
    Adamantine 24 18 18 28 17 25 29 34 16 34 34 Adamantine 34 34 37 27 32 16 Adamantine
    Aerial Harness 30 30 29 39 34 27 Aerial Harness 32 29 30 32 29 30 30 Aerial Harness
    Aerial Naval 28 11 34 25 30 24 29 27 12 34 34 28 Aerial Naval 39 34 34 19 32 25 30 35 30 12 39 Aerial Naval
    Agriculture 34 30 34 34 34 Agriculture 34 34 30 34 34 29 Agriculture
    Ancient Alchemy 37 27 Ancient Alchemy Ancient Alchemy
    Apotheosis Toxin 32 Apotheosis Toxin Apotheosis Toxin
    Appertisation 38 38 Appertisation 39 38 38 39 35 38 Appertisation
    Aquatic Cathedrals 39 39 35 Aquatic Cathedrals 37 39 Aquatic Cathedrals
    Arbalests 30 29 34 32 Arbalests 39 28 34 30 30 30 29 39 Arbalests
    Arquebuses 32 34 33 ?? Arquebuses 33 34 Arquebuses
    Automata 24 24 21 32 34 25 35 30 19 24 21 29 34 27 28 Automata 32 28 32 24 32 20 28 28 35 24 24 Automata
    Beast Masters 32 34 32 30 28 34 29 Beast Masters 39 32 30 30 32 30 30 30 39 Beast Masters
    Berunda 13 24 11 19 34 25 30 21 10 20 26 19 18 Berunda 39 21 25 28 19 13 14 28 28 21 20 39 Berunda
    Blackpowder 24 18 12 14 34 25 23 24 18 21 28 34 30 18 Blackpowder 39 30 26 30 14 14 25 28 28 21 19 33 Blackpowder
    Calculus 27 24 34 25 35 30 25 24 23 23 34 34 28 Calculus 39 25 28 34 37 28 34 24 28 28 24 22 39 Calculus
    Cannons 34 35 34 34 34 35 Cannons 35 35 34 35 34 Cannons
    Carvel-Building 38 38 35 Carvel-Building 38 38 38 38 Carvel-Building
    Clockwork 24 17 18 18 34 25 35 30 17 17 17 18 34 19 17 Clockwork 39 34 28 34 20 17 16 28 28 35 21 17 39 Clockwork
    Deep Lenses 28 Deep Lenses 20 20 Deep Lenses
    Efficient Building 21 35 27 34 25 35 30 24 24 22 29 34 27 28 Efficient Building 35 34 28 34 34 28 34 29 28 28 35 24 35 23 35 Efficient Building
    Feran Mysticism 34 35 29 Feran Mysticism 30 34 Feran Mysticism
    Fluid Dynamics 20 34 Fluid Dynamics 34 34 34 34 Fluid Dynamics
    Griffon 28 7 34 25 35 30 18 21 18 34 34 8 Griffon 39 34 28 34 19 32 17 11 28 21 34 27 39 Griffon
    High Cuisine 39 39 High Cuisine 38 High Cuisine
    Higher Education 39 39 38 Higher Education 37 36 Higher Education
    Hovercrafts 24 33 18 24 34 25 30 18 16 6 5 34 24 18 Hovercrafts 39 34 28 34 10 28 34 17 28 28 21 27 39 Hovercrafts
    Horses 24 27 30 30 26 38 34 18 Horses 39 21 31 28 17 34 30 18 28 28 28 39 Horses
    Ice Sailing Ice Sailing Ice Sailing
    Imperial Bureaucracy 37 38 38 Imperial Bureaucracy 38 38 38 38 38 Imperial Bureaucracy
    Insect 33 34 <10 3 Insect 34 23 Insect
    Inspired Militia 25 34 28 33 34 34 33 Inspired Militia 34 34 34 35 27 32 35 37 32 Inspired Militia
    Kralax 11 19 18 13 34 25 30 21 13 13 34 34 28 Kralax 39 34 28 34 27 32 28 28 21 12 39 Kralax
    Lenses 19 33 24 17 18 34 25 28 30 18 21 21 34 34 18 Lenses 39 34 28 34 18 19 18 32 21 28 28 21 21 39 Lenses
    Lifeskin 34 39 35 37 Lifeskin 31 Lifeskin
    Loaders 30 34 30 35 30 30 30 29 30 34 30 30 Loaders 39 30 30 30 37 30 30 30 30 30 30 39 Loaders
    Logistics 34 33 39 Logistics 39 39 34 34 34 39 39 39 Logistics
    Magnets 19 19 19 18 34 25 28 35 30 21 19 19 19 26 19 19 Magnets 39 34 28 34 34 19 19 19 28 28 19 19 39 Magnets
    MECK MECK MECK
    Medicine 27 27 27 27 27 39 27 27 35 27 27 29 27 34 27 27 Medicine 39 27 27 27 34 27 27 27 27 34 39 Medicine
    Mind Conference 37 39 39 39 Mind Conference 36 39 Mind Conference
    Mithril 24 37 2 2 29 34 25 35 30 18 21 18 17 26 14 10 Mithril 39 17 26 21 10 28 18 14 17 28 28 35 21 19 39 Mithril
    Mtambuzi 31 34 29 29 Mtambuzi 24 Mtambuzi
    Ocean Faring 11 39 15 14 20 11 34 25 28 35 30 18 12 <10 11 17 12 3 Ocean Faring 39 21 21 28 16 34 <10 14 <10 17 28 28 35 16 <10 39 Ocean Faring
    Oracles 19 34 19 18 20 18 34 25 35 30 24 21 19 18 34 34 28 Oracles 39 34 28 34 37 27 32 25 28 28 21 17 39 Oracles
    Patriotism Patriotism 37 Patriotism
    Physics 32 34 30 35 30 29 29 34 29 Physics 39 32 32 37 34 32 28 30 30 30 34 39 Physics
    Pitch 24 15 14 19 34 25 30 21 13 20 34 34 18 Pitch 39 34 26 34 12 32 28 28 21 13 39 Pitch
    Plate Armor 12 33 15 14 20 13 34 25 28 35 5 18 13 9 9 26 13 28 Plate Armor 33 21 15 26 16 34 19 13 19 <9 17 28 6 35 16 11 33 Plate Armor
    Printing Press 19 6 6 28 15 34 25 28 35 30 18 21 13 14 26 12 11 Printing Press 39 21 28 16 34 11 13 11 13 17 28 28 21 35 13 33 Printing Press
    Prosthetics 24 24 18 39 25 35 30 34 19 Prosthetics 39 24 25 34 28 24 27 12 35 29 33 Prosthetics
    Psychology 39 Psychology Psychology
    Raaneki Diplomacy 28 13 34 25 35 30 24 21 18 13 34 27 28 Raaneki Diplomacy 39 21 28 19 37 12 12 12 34 28 28 21 35 12 39 Raaneki Diplomacy
    Recruitment Centers Recruitment Centers 39 39 38 38 39 39 Recruitment Centers
    Refrigeration 38 34 35 30 23 24 34 27 28 Refrigeration 39 27 29 28 27 35 34 26 29 28 28 24 27 39 Refrigeration
    Renders 39 <16 Renders Renders
    Sewage Systems 18 33 18 18 20 18 34 25 28 35 30 21 19 19 18 26 18 28 Sewage Systems 39 22 28 34 20 32 19 28 28 21 16 39 Sewage Systems
    Shintouite Crafting 28 28 16 34 25 30 21 20 15 34 27 18 Shintouite Crafting 39 34 28 19 27 27 28 28 21 16 39 Shintouite Crafting
    Shrieking Crossbows 32 34 29 34 27 29 Shrieking Crossbows 39 32 29 32 30 32 25 39 Shrieking Crossbows
    Solar Ray 33 34 39 34 35 Solar Ray Solar Ray
    Spirit Channeling 38 Spirit Channeling Spirit Channeling
    Steam Train 27 25 27 34 27 27 27 28 Steam Train 39 27 27 38 38 39 Steam Train
    Steam Power 22 24 24 34 25 20 21 19 20 34 34 28 Steam Power 39 21 28 34 28 34 21 28 28 21 27 39 Steam Power
    Sub-Aqua Rimor 37 37 37 37 Sub-Aqua Rimor 36 37 39 Sub-Aqua Rimor
    Tzaltec Fire 24 24 21 34 25 30 21 21 34 34 28 Tzaltec Fire 33 34 28 34 28 34 28 28 19 24 33 Tzaltec Fire
    Ultralight 24 24 18 34 25 30 25 17 21 35 34 34 28 Ultralight 39 34 28 34 28 34 28 28 21 27 39 Ultralight
    Vyuma Benders 34 29 29 Vyuma Benders 22 Vyuma Benders
    Wurms 24 19 18 17 34 27 16 34 27 28 Wurms 21 19 27 <9 17 Wurms
    Zeppelin 24 18 18 28 17 34 25 30 18 21 17 17 34 34 18 Zeppelin 39 34 28 34 27 32 17 28 28 21 16 39 Zeppelin
    Techs ALY ALZ ANN AQU ASH BDX CAL CEL CML CRI CRU DEL EBH FAE FER GLZ GUI HUR ISL KCS LYR Tech MET MUL PAV PFG PLC PRA RNK RZD SEA SLF SLT SPN SYC SYM THA TZC UFC UJR VAL Tech
    Last edited by QuintonBeck; 2015-05-06 at 05:47 PM.

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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Round 39; Round 40

    Praeclarus: +2 Diplomacy, +2 Curiosity, new ruler - Duc Fozik

    Kingdom of the Carmine Sea: +2 Diplomacy +1 Curiosity; +2 Diplomacy

    Caramel Kingdom: +2 Curiosity; +2 Military, new ruler – Mirian Freeform!

    Faedas Freehold: +1 Diplomacy +1 Military +1 Faith; +1 Curiosity +1 Faith

    Hurosha Empire: +3 Faith; +1 Curiosity; New Ruler: Sanell Fireguard

    Holy Kingdom of Sycia: +1 Military +1 Curiosity; +1 Faith

    UJR Legislator: +2 Curiosity +1 Diplomacy; +2 Curiosity +1 Diplomacy, new ruler – Cheyna Sisvul!

    Maur: +1 Military +1 Diplomacy (+2 Curiosity)

    Salterri Imperium: +1 Curiosity +1 Faith; +3 Curiosity

    Caercian Consortium: +1 Diplomacy +2 Curiosity; +1 Curiosity +1 Diplomacy, new ruler - Augustai Caercia

    An Nádur: +1 Diplomacy; +1 Diplomacy +1 Military

    Guilder: +1 Diplomacy +1 Military; +2 Diplomacy

    Mularuhm: +1 Diplomacy +1 Military; +1 Military +1 Curiosity

    Chivalric Republic: +1 Diplomacy +1 Curiosity; +1 Curiosity +1 Faith, new ruler - Yfa Da'at Zwei (rolls unassigned)

    Seaborne Confederation: +1 Military +1 Faith; +1 Curiosity +1 Faith, new ruler - Elizabeth Grant

    Kingdom of the Isles: +1 Diplomacy +1 Military; +2 Diplomacy

    Everburning Horde: +1 Military +1 Faith; +1 Military +1 Diplomacy

    Kingdom of Serendel (EoD): +1 Diplomacy +1 Military +1 Faith; +1 Military +1 Faith

    Glazfelli Hegemony: +1 Diplomacy +1 Military +1 Faith; +2 Diplomacy +1 Faith

    Kingdom of Celero: +1 Military +1 Curiosity; +1 Military +1 Curiosity

    Thalman Legacy: Inactive 2 rounds

    Trandar: Inactive 3 rounds – NPC! (Begrudgingly)

    Sovereign Principality of Niskovia: +2 Faith; +1 Faith +1 Military

    Kingdom of Ashenia: +1 Military +1 Curiosity +1 Faith; +1 Military +1 Curiosity

    Tzlateclan: +1 Faith +1 Curiosity, Luck 10 used; +2 Curiosity

    UJR Executor: +1 Military +2 Curiosity; +1 Military +2 Curiosity

    Empire of the Silver Moon: +1 Military +2 Curiosity

    New Crima: +2 Curiosity; inactive

    Kingdom of Calorum: Inactive; +1 Military +1 Faith

    Tuvaak: (NPC); +1 Diplomacy +1 Military

    Great Sharixian Republic: +1 Diplomacy +4 Curiosity

    UJR Judicator: +1 Military +2 Faith; +2 Military +1 Faith

    Kingdom of Dekboard: +1 Military +2 Curiosity +1 Faith, new ruler – Telk'Hazar Duriduo

    Kemuliaan: +3 Faith, new ruler – Red Pharaoh

    Kingdom of Kuldran: Inactive 3 rounds - NPC! (Begrudgingly)

    Kingdom of Faelthalas: Inactive 3 rounds - NPC! (Begrudgingly)

    Region Name Player Ruler D M C F L
    Celero Logic King Rion Andust Noth 7 5 6 2 ?
    Hurosha Empire WaylanderX Emperor Sanell Fireguard 6 4 5 6 ?
    Faedas ReggieJam Queen Loris Varinel 5 6 6 10 6
    Triad Legislator Snowfire Speaker Cheyna Sisvul 5 2 8 4 10
    Triad Executor zabbarot Manorath C. Hammer 3 4 10 2 7
    Triad Judicator ImperatorV Imani Mbeba 2 4 7 10 7
    Calorum Chief High Priestess of Fire Arvaya Divinorum 5 10 6 10 5
    Kingdom of Serendel TheWombatOfDoom Ridion Serendel 5 9 7 9 10
    Guilderene Expanse SamBurke Acting Doge Kuku Lelion 10 8 10 1 10
    Empire of the Silver Moon Lord_Burch Lord Alexander Bordeux 10 9 10 3 10
    Kingdom of Ashenia Elemental Queen Idrisa III 7 7 9 10 7
    Seaborne Confederacy lt_murgen Skipper-General Elizabeth Grant 4 5 3 6 7
    Salterri Imperium Morph Bark Qzare Li Teutus 7 9 9 6 6
    Niskovia Kitsanth Grand Prince Jehan Nisakovich 10 10 10 10 8
    Glazfell BladeofObliviom King Torre Daan 10 10 10 6 10
    Kingdom of the Carmine Sea Aedilred Elwyn, King of the Jarrs &c. 10 4 8 5 2
    Caercian Consortium DurkBlanston King Augustai Caercia 5 6 6 3 7
    Tzalteclan TheDarkDM Teotlkan Senusret 10 10 9 10 10
    Mularuhm RandoMan High King Konrad Ringmaker 10 10 7 10 9
    New Crima DoomHat Good Tyrant Sarnai Eats-the-Eyes 5 5 7 1 5
    Chivalric Republic of the United Free Cities Kasanip Steward Yfa Da'at Zwei 10 6 4 2 9
    Holy Kingdom of Sycia HalfTangible High Priestess Marvella 9 10 8 10 7
    Everburning Horde Tychris1 Fel 6 10 1 10 7
    An Nádur Rain Dragon Ceannin Llyeth 10 4 5 10 5
    Palatinate of Myrwik Gengy Duc Fozik 5 5 6 6 6
    Tuvaak XIII Harbinger Uyarak Suluk-Tukutkaa 5 10 4 4 6
    Caramel Kingdom Philote Queen Miriel Freeform 2 4 6 4 4
    Thalmann Legacy Randolf King Rythen 7 3 10 3 4
    Trandar NPC Raeth Tanar VII Aerdoth 2 1 8 5 3
    Kingdom of Faelthalas NPC King Trius Pyrrhanal III 8 6 6 2 3
    Kingdom of Kuldran NPC King Gamok Svinnr 6 7 3 3 2
    Ash-Kingdom of Maur Mynxae Dragon-Queen Kara Volshevrin 10 9 8 4 2
    Kingdom of the Isles Pepper Queen Areta and King Uialben 8 7 7 2 3
    Great Sharixian Republic The Blue Guard Alixvara Tierrasha 6 2 9 1 3
    Telek'kra Soommor Telk'Hazar Duriduo 1 5 4 6 1
    Kemuliaan The Necromancer Red Pharaoh 10 6 10 10
    Last edited by QuintonBeck; 2015-05-06 at 05:41 PM.

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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Religions
    Updated through Round 41 Round Opener

    #
    Region Name
    Player
    Religions
    Rulers Religion
    P1 Mictlanpa chief
    • Lord of Fire (Only)
    Calorum Lord of Fire Reformation
    P2 Wenyavuk chief
    • Children of Kina(Majority)
    • Calorum LoF Reformation (Minority)
    Calorum LoF Reformation
    P3 Krepida NPC
    • Doctrine of Frost (unknown)
    Ancestors
    P6 Kuldran ShadowShrubbery
    • Pagan (majority)
    Doctrine of the Frost
    P8 Tletica chief
    • Lord of Fire (Only)
    Calorum Lord of Fire Reformation
    U11 Cuan WaylanderX
    • Ashmarism (Majority)
    • Order of the Eyes (Minority)
    • Pagan (Minority)
    Ashmarism
    U12 The Abyss of Corraich WaylanderX
    • Paganism (Majority)
    • Order of the Eyes (Minority)
    • Ashmarism (Minority)
    Ashmarism
    01 Gunung chief
    • Lord of Fire (only)
    Calorum Lord of Fire Reformation
    02-A Celero Logic
    • Lord of Fire (majority)
    • Radurja (minority)
    • Children of Kina (minority)
    • Hailings of the Silver Sea (minority)
    • Order of the Eyes (minority)
    None
    02-B Bereginia Logic
    • Radurja (majority)
    • Ancestor (minority)
    • Children of Kina(minority)
    None
    03 Nyroth QuintonBeck
    • Radurja (only)
    Radurja
    04-A Kasumor WaylanderX
    • Ashmarism (Only)
    Ashmarism
    04-B Shikurai WaylanderX
    • Ashmarism (only)
    Ashmarism
    05-A The Heartwaste Reggiejam
    • Children of Kina (Only)
    Children of Kina
    05-B Eyrecradia Reggiejam
    • Children of Kina (majority)
    • Calorum Lord of Fire Reformation (minority)
    Children of Kina
    06 Woodwind QuintonBeck
    • Radurja (only)
    Radurja
    07-A Calorum Chief
    • Calorum Lord of Fire Reformation (only)
    Calorum Lord of Fire Reformation
    07-B Gwrîstîn WaylanderX
    • Ashmarism (majority)
    [*]Calorum Lord of Fire Reformation (minority)
    Ashmarism
    08-A Aloren QuintonBeck
    • Radurja (majority)
    • Calorum Lord of Fire Reformation (minority)
    Radurja
    08-B Tunneldom of K'braashriix zabbarot
    • Radurja (majority)
    Radurja
    09 Genivana zabbarot
    • Radurja (majority)
    • Lord of Fire (minority)
    Radurja
    10 Hrathan-Tuor ImperatorV
    • Radurja (only)
    Radurja
    11-A Raaneka Snowfire
    • Radurja (majority)
    • Lord of Fire (minority)
    • Ramhsa (minority)
    Radurja
    11-B Ayava Snowfire
    • Radurja (sole)
    Radurja
    12 Qarimos Snowfire
    • Radurja (majority)
    • Animism (minority)
    Radurja
    13-A Lyradis NPC
    • Radurja (majority)
    • Lord of Fire (minority)
    • Ramhsa (minority)
    • Doctrine of Frost (minority)
    Ramhsa
    13-B Razdis NPC
    • Children of Kina (only)
    Children of Kina
    14-A Guilder SamBurke
    • Radurja (only)
    Doctrine of Frost
    14-B Elbaraz NPC
    • Children of Kina (only)
    Children of Kina
    15-A Zargrim WaylanderX
    • Ashmarism (majority)
    • Lord of Fire(minority)
    • The Great Eel Spirit (minority)
    Ashmarism
    15-B Keldagrim Reggiejam
    • Children of Kina (Sole)
    Children of Kina
    16-A Pryonia WaylanderX
    • Lord of Fire (Sole)
    Ashmarism
    16-B Galie-Noiret Reggiejam
    • Children of Kina (majority)
    • Calorum LoF Reformation (minority)
    Children of Kina
    17-A Tekorva NPC
    • Children of Kina (Only)
    Children of Kina
    17-B Yorukuni Reggiejam
    • Children of Kina (Only)
    Children of Kina
    18-A Sympolemou NPC
    • Ancestor (majority)
    • Children of Kina (minority)
    Ancestor
    18-B Aimplach NPC Ancestors Ancestor
    19 Domhan Abhaile NPC
    • Council of Spirits (majority)
    • Spirit Shamanism (minority)
    • Ramhsa (minority)
    Ramhsa
    20-A Bordeux Lord_Burch
    • Lord of Fire (majority)
    • Animism (minority)
    Lord of Fire
    20-B Lord_Burch
    • Lord of Fire (majority)
    Lord of Fire
    21-A Sulvan Primarchy Silverbit
    • Lord of Fire (majority)
    • Paragons (minority)
    Paragons
    21-B
    22 Ashenia Elemental
    • Doctrine of the Frost (Sole)
    Doctrine of Frost
    23 New Crima DoomHat
    • Animism (majority)
    • Children of Kina (minority)
    • Radurja (minority)
    • Order of the Eyes (minority)
    • Lord of Fire (minority)
    Lord of Fire
    24 Tar lt_murgen
    • Children of Kina (majority)
    • Atur, Spirits (minority)
    • Cult of the Sky (minority)
    • Order of the Eyes (minority)
    Children of Kina
    25 The Jeweled Cities lt_murgen
    • Children of Kina (Majority)
    • Spirits (minority)
    • Radurja (minority)
    Children of Kina
    26 Shengdi Morph Bark
    • Hailings of the Silver Sea (majority)
    • Panshén (minority)
    • Order of the Eyes (minority)
    Panshén
    27 Scla´ca moossabi
    • Cult of the Sky (majority)
    • Order of the Eyes (minority)
    Cult of the Sky
    28 Hazaria Elemental
    • Doctrine of the Frost (majority)
    • Pagan (minority)
    Doctrine of Frost
    29 Alydaxis moossabi
    • Cult of the Sky (majority)
    • The Ancient Ones (ancestors) (minority)
    • Order of the Eyes (minority)
    Cult of the Sky
    30 Grizzland ImperatorV
    • Radurja (only)
    • Children of Kina (minority)
    Radurja
    31 Grmanhil TheWombatofDoom
    • Radurja (Majority)
    • Honored Dead (fallen warriors) (minority)
    • Ramhsa (minority)
    • Children of Kina (minority)
    • Doctrine of the Frost (minority)
    Ramhsa
    32 Selyra TheWombatOfDoom
    • Ramhsa (Majority)
    • Spirits (minority)
    • Radurja (minority)
    • Doctrine of Frost (minority)
    Ramhsa
    33A Bracia Morph Bark
    • Ascension (majority)
    • Hailings of the Silver Sea (minority)
    Panshén
    33B Landerkunst Randoman
    • Panshén (majority)
    • Pagan (minority)
    Panshén
    34A Bor-Teire Morph Bark
    • Ascension (majority)
    • Lord of Fire(C.R.)(minority)
    • Hailings of the Silver Sea(minority)
    • Panshén (minority)
    Panshén
    34B Graberlock Randoman
    • Panshén (majority)
    Panshén
    35 Saltiere Morph Bark
    • Panshén (majority)
    • Hailing of the Silver Sea (minority)
    • Ascension (minority)
    Panshén
    36 Aus-Teire Morph Bark
    • Panshén (majority)
    • Hailings of the Silver Sea (minority)
    Panshén
    37 Pontensulae Morph Bark
    • Panshén (majority)
    • Hailings of the Silver Sea (minority)
    Panshén
    38 Penoccident Morph Bark
    • Hailings of the Silver Sea (majority)
    • Panshén (minority)
    Panshén
    39 Propinlonge Logic
    • Pagan? (Majority)
    • Children of Kina (Minority)
    • Radurja (Minority)
    Children of Kina
    40 Solus moosabi
    • Animism (majority)
    • Cult of the Sky (minority)
    • Order of the Eyes (minority)
    Cult of the Sky
    41 Glirfrey moosabi
    • Strange Marsh
    Cult of the Sky
    42 Arix'La moosabi
    • Cult of the Sky (minority)
    Cult of the Sky
    43 Angan Avale Elemental
    • Doctrine of the Frost (minority)
    • Shamanism (minority)
    Doctrine of Frost
    44 Kyaralath Elemental
    • Doctrine of the Frost (Majority)
    • Laiks Riqis(Minority)
    • Carasan (unorganized) (Minority)
    Doctrine of Frost
    45 Lacertia Elemental
    • Doctrine of the Frost (majority)
    • Ancestor Worship (minority)
    • Kelarthianism (minority)
    Doctrine of Frost
    46 Intepeuh Elemental
    • Doctrine of the Frost (majority)
    • Lord of Fire (minority)
    • Miara, Goddess of Truth (Unorganised) (minority)
    • Pagan (minority)
    Doctrine of Frost
    47-A Niskovia Kitsanth
    • Kartina Zhizni (majority)
    • Laiks Riqis (Minority)
    Kartina Zhizni
    47-B Halja Kitsanth
    • Laiks Riqis (majority)
    Laiks Riqis
    48 Karintiya Kitsanth
    • Shamanism (majority)
    • Kartina Zhizni (Minority)
    Kartina Zhizni
    49 Errelosse Lord_Burch
    • Ancestor Worship (only)
    Lord of Fire
    50 Sycia HalfTangible
    • Doctrine of Frost (only)
    Doctrine of Frost
    51 Felitora HalfTangible
    • Doctrine of Frost (only)
    Doctrine of Frost
    52 Drugaud BladeofObliviom
    • Doctrine of Frost (majority)
    Doctrine of Frost
    53 Maos SamBurke
    • Radurja (majority)
    • Children of Kina (minority)
    • Ramhsa (minority)
    Doctrine of Frost
    54 Rannara SamBurke
    • Doctrine of Frost (majority)
    • Truemind "Razors" (minority)
    • Lord of Fire/Sun (minority)
    • Radurja (minority)
    • Children of Kina (minority)
    • Ramhsa (minority)
    Doctrine of Frost
    55 Sahra'a BladeofObliviom
    • Doctrine of Frost (majority)
    Radurja
    56 Skarval BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    57 The Frosskov Expanse BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    58 The Estglaz BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    59 The Glazfell BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    60 Borlmyn TheWombatOfDoom
    • Radurja (majority)
    • The Ocean (minority)
    • Ramhsa (minority)
    • Doctrine of the Frost (minority)
    Ramhsa
    61A Requiem TheWombatOfDoom
    • Radurja (minority)
    • Ramhsa (minority)
    • Doctrine of Frost (minority)
    Ramhsa
    61B Triumph TheWombatOfDoom
    • Ramhsa (only)
    Ramhsa
    62A Jarrland Aedilred
    • Panshén (majority)
    • Lord of Fire(C.R.)(minority)
    Panshén
    62B Asterith RandoMan
    • Panshén (majority)
    • Lord of Fire(minority)
    • Ancestor Worship (minority)
    Panshén
    63A Discordia Aedilred
    • Panshén (majority)
    • Ancestor (minority)
    • Hailings of the Silver Sea (minority)
    Panshén
    63B Galardoth RandoMan
    • Animism(majority)
    • Panshén (minority)
    Panshén
    64-A Vennland Aedilred
    • Panshén (majority)
    • Hailings of the Silver Sea (minority)
    • Lord of Fire (minority)
    • Pagan (minority)
    Panshén
    64-B Mularuhm ForzaFiori
    • Panshén (majority)
    • Animistic Ancestor worship (minority)
    • Lord of Fire (minority)
    Panshén
    65A Minotron DurkBlanston
    • Lord of Fire (minority)
    • Hailings of the Silver Sea (minority)
    • Panshén (minority)
    Panshén
    65B Meiterdon Randoman
    • Panshén (majority)
    Panshén
    66 Wyrmar DurkBlanston
    • Hailings of the Silver Sea (majority)
    • Wyrm Below (minority)
    • Panshén (minority)
    Panshén
    67 Palas Caercia DurkBlanston
    • Panshén (sole)
    Panshén
    68A Pavonia ReaderAt2046
    • The Path (majority)
    • Panshén (Minority)
    The Path
    68B Norogh ReaderAt2046
    • Panshén (majority)
    • Runes (Unorganized) (minority)
    • Animism (Minority)
    • The Path (Minority)
    The Path
    69 Farridon Aedilred
    • Panshén (majority)
    • Hailings of the Silver Sea (minority)
    • Lord of Fire (minority)
    • Paganism (minority)
    Panshén
    69B The Riderock RandoMan
    • Panshén(Unorganized)(majority)
    • Zandel (minority)
    Panshén
    70 Valterre Lord_Burch - Unknown - Lord of Fire
    71 Malkavan Lord_Burch
    • Unorganised agnosticism (majority)
    • Paganism (minority)
    Lord of Fire
    73 Maur C'nor
    • Great Dragon (majority)
    • Doctrine of Frost (minority)
    • Kartina Zhizni (minority)
    Great Dragon
    74 Kaspiyskiya Kitsanth
    • Animism (majority)
    • Kartina Zhizni
    Kartina Zhizni
    76 Neo Scandza Rain Dragon
    • Laiks Riqis (majority)
    • Pagan Star Worship (Minority)
    Laiks Raqis
    77 Valeriya Kitsanth
    • Druidism (majority)
    • Kartina Zhizni (Minority)
    • An Nádur Paganism (Minority)
    Kartina Zhizni
    83 Ahmeskharras NPC
    • Tzetultep (Majority)
    • Pagan (Minority)
    Tzetultep
    84 Maztpoala TheDarkDM
    • Radurja (Sole)
    Tzetultep
    85 Amocuallan TheDarkDM
    -Unknown-
    Tzetultep
    86 Tzalteclan TheDarkDM
    • Tzetultep(only)
    Tzetultep
    87 Elomaoli TheDarkDM
    • Tzetultep (minority)
    Tzetultep
    88 Niemidaland NPC
    • Paganism (majority)
    • Ashmarism (minority)
    -Unknown-
    90 Galomyr lt_murgen
    • Children of Kina (Majority)
    Children of Kina
    91 Bloomenwald Islands lt_Murgen
    • Children of Kina (majority)
    Children of Kina
    92 Bjurnja DurkBlanston
    • Lord of Fire (majority)
    • Hailings of the Silver Sea (minority)
    • Panshén (minority)
    Panshén
    93 Sterkelv DurkBlanston
    • Panshén (Majority)
    • Hailings of the Silver Sea (minority)
    • Pagan (minority)
    Panshén
    94 Cridan DoomHat
    • Animism (minority)
    • Old Gods (minority)
    • Ascension (minority)
    • Radurja (minority)
    • The Path (minority)
    • Lord of Fire (minority)
    Lord of Fire
    95 The Thousand Vales ReaderAt2046
    • Pagan (majority)
    • The Path (minority)
    • Lord of Fire (minority)
    The Path
    96 Promise DurkBlanston
    • Panshén (Majority)
    • The Path (minority)
    Panshén
    97 Miskaton DoomHat
    • Pagan (Majority)
    • Lord of Fire (minority)
    Lord of Fire
    98 Vantalaan DoomHat
    • Pagan (Majority)
    • Lord of Fire (minority)
    Lord of Fire
    100 The Thumping Plains NPC
    • Tzetultep (majority)
    • Mugerkhal (minority)
    Tzetultep
    103 Keystone NPC
    • Sapha Rasta (majority)
    • Mugerkhal (minority)
    Tzetultep
    105 Kapital NPC
    • Tzetultep (majority)
    • Mugerkhal (minority)
    Tzetultep
    106 Nezetkharras DarkDM
    • Tzetultep (minority)
    Tzetultep
    107 West Kap NPC
    • Sapha Rasta (majority)
    • Mugerkhal (minority)
    • Tzetultep (minority)
    Tzetultep
    108 Planinfrag NPC
    • Pagan (majority)
    • Doctrine of Frost (minority)
    Pagan
    110 Kseverumestia Kitsanth
    • Pagan (majority)
    • Kartina Zhizni (minority)
    Kartina Zhizni
    111 Tekoshkiya Kitsanth
    • Pagan (majority)
    • Kartina Zhizni (minority)
    Kartina Zhizni
    112 Serdtsezimiya Kitsanth
    • Paganism (majority)
    • Doctrine of the Frost (minority)
    • Kartina Zhizni (minority)
    Kartina Zhizini
    113 Cantroth NPC
    • Pagan (majority)
    • Kartina Zhizni (minority)
    Pagan
    120 Isles of Tepeti Yarghenforgen
    • God Tenders (Unorganized) (sole)
    Druidism
    121 Sanglea qazzquimby
    • Rism (Unorganized) (majority)
    • Children of Kina (minority)
    Druidism
    122 The Broken Enclave NPC
    • Druidism (majority)
    Druidism
    124 Tempestia Aedilred
    • Paganism (majority)
    • Cult of Tempest (minority)
    • Panshén (minority)
    Panshén
    125 Trinacria Aedilred
    • Panshén (majority)
    • Lord of Fire (minority)
    • Paganism (minority)
    Panshén
    126 Tuhiland Aedilred
    • Panshén (majority)
    • Paganism (minority)
    • Lord of Fire (minority)
    Panshén
    127 Frios ReaderAt2046
    • The Path (minority)
    The Path
    128 Tumeland Aedilred
    • Paganism (majority)
    • Panshén (minority)
    Panshén
    130 Sea of Glass lt_Murgen
    • Children of Kina (minority)
    Children of Kina
    131 Novrania lt_murgen
    • Paganism (majority)
    • Children of Kina (majority)
    • Panshén (majority)
    Panshén
    133 Ri Chugang NPC
    • Ascension (majority)
    • Children of Kina (minority)
    None
    134 Nan Hai Nian Celero
    • Hailings of the Silver Sea (majority)
    • Q'jes (minority)
    None
    135 Dong Bu Dosi Celero
    • Q'jes (majority)
    • Ancestor (minority)
    None
    137 Nezett Karn Lord_Burch
    • Askander (unorganised) (majority)
    Lord of Fire
    138 Land of Free Knights Kasanip
    • Animism (only)
    Animism
    139 Alzeroth NPC
    • Ashmarism (majority)
    • Spirits (minority)
    Ashmarism
    141 Kemuliaan Necromancer
    • Wrathful Sun and Kindly Dark (only)
    Wrathful Sun and Kindly Dark
    145 Tandar Tanar Aerdoth
    • Avolianism (majority)
    Avolianism
    153 Puerto Melizine DurkBlanston
    • Pagan (Majority)
    • Panshén (Minority)
    Panshén
    162 Esuma Philote
    • Ramhsa (Majority)
    • Pagan (Minority)
    • Doctrine of the Frost (Minority)
    Pagan
    163 Valasharix moossabi
    • Atheism (Unorganised) (only)
    Atheism
    165 - moossabi
    • Pagan (majority)
    • Panshén (minority)
    Atheism
    N18B Everburning Horde Tychris1
    • Lord of Fire (only)
    Lord of Fire
    N46 Warriors of Syivine NPC
    • Doctrine of Frost (majority)
    • Syivine Worship (minority)
    Doctrine of Frost
    N125 Kathuan Tribes Rain Dragon
    • An Nádur Paganism (majority)
    An Nádur Paganism


    Organized Religions
    As stated under the rules, only organized religions can be used mechanically (such as miracles, holy orders and conversions). The following are organized religions:
    • Lord of Fire // Head of Religion: The Blazing Avatar
    • Ashmar // Head of Religion: Nyllana Earthguard
    • Calorum Lord of Fire Reformation // Head of Religion: The current High Priest(ess)
    • Radurja // Head of Religion: Shahidi Mkuu / Chuo wa Mashahidi (College of Witnesses)
    • Council of Spirits // Head of Religion: Naomh Fionn Sheenan
    • Cult of the Sky // Head of Religion: Current High Shaman
    • The Great Eel Spirit (see here) // Head of Religion: The Hovermaster Oberdrood
    • Doctrine of Frost // Head of Religion: High Priestess Fabula
    • Kelarthianism // Head of Religion: ???
    • Laiks Raqis // Head of Religion: Bokareis Thuidans High Shaman
    • Children of Kina // Head of Religion: Eldest Child of Kina, Silene Onerogin
    • Tzetultep // Head of Religion: The Teotlkan
    • The Path // Head of Religion: ???
    • Kartina Zhizni/Circle Paganism // Head of Religion: ???
    • Jaaku Na // Head of Religion: Konton-Lordo
    • Q'jes // Head of Religion: ???
    • Ramhsa // Head of Religion: ???
    • An Nádur Paganism//Head of Religion: Ceannin Llyeth
    • Panshén//Head of Religion: Qzare Li Gun Huang Jarrow
    • Avolianism//Head of Religion: ???
    • Wrathful Sun and Kindly Dark//Head of Religion: ???


    Holy Orders
    • Knights of Hoarfrost - Doctrine of Frost - Glazfell
    • Knights of Fabula - Doctrine of Frost - Sycia
    • Knights of Syivine - Doctrine of Frost - Warriors of Syivine Yphinne's Head
    • Knights of the North Wind - Doctrine of Frost - Ashenia
    • Knights of the Towering Glacier - Doctrine of Frost - Estglaz
    • Council of Truth - Calorum Lord of Fire Reformation - Calorum
    • Quorum of the Sixteen Patriarchs - Ascension - Salteire
    • Taratibu wa Mwalimu - Radurja - Genivana
    • Taratibu wa Yrrmindel - Radurja - Aloren
    • Taratibu wa Lunakellai - Radurja - Hrathan-Tuor
    • Taratibu wa Wangaza - Radurja - Ayava
    • Taratibu wa Anagua - Radurja - Grizzland
    • Taratibu wa G'sangfrau - Radurja - K'braashriix
    • Taratibu wa Ignatumna - Radurja - Woodwind
    • Taratibu wa Purvajom - Radurja - Raaneka
    • Ittou Gakusha (Blade Scholars) - Ashamar - Kasumor
    • Dragon Knights - Tzetultep - Tzalteclan
    • Burning Souls - Tzetultep - Kapital
    • Holy Order of the Great Deceiver - Children of Kina - Jeweled Cities
    • Wives of Black - Children of Kina - The Heartwaste
    • Frozen Ashes - Children of Kina - Tekorva
    • The Elbaraz Children - Children of Kina - Elbaraz
    • The Black Hammers - Children of Kina - Keldagrim
    • The Society of Big Brothers and Sisters - Children of Kina - Galomyr
    • Knights of the Black - Jaaku Na - Guilder
    • Knights of Discord - Lord of Fire – Jarrland
    • Order of the Great Emblazoned One - Lord of Fire - Everburning Hoard
    • Kathuan Bards – An Nádur Paganism – Kathuan Tribes
    • Knights of the Silver Wyrm - Panshén - Mularuhm
    • Knights of Bright Silver - Panshén - Trinacria
    • The Rytsari - Kartina Zhizni - Niskovia
    • Holy Order of Water - Ramhsa - Borlmyn
    • Holy Order of Earth - Ramhsa - Triumph
    Last edited by QuintonBeck; 2015-05-06 at 03:38 PM.

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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  8. - Top - End - #8
    Titan in the Playground
     
    Aedilred's Avatar

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    Apr 2006
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    Bristol
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    Default Re: EMPIRE! Rules and Administration

    Updated to the start of Round 41.

    Region List

    # Region Name Kingdom
    N-17A The Everburning Horde Everburning Horde (Nomads)
    N-32 Tuvaak Tuvaak (Nomads)
    N-45 Warriors of Syvine Warriors of Syvine (Nomads)
    N-69A Ti Kathuan An Nádur (Nomads)
    N-69B Ti Saethyl An Nádur (Nomads)
    P1 Mictlanpa Kingdom of Calorum
    P2 Wenyavuk Kingdom of Calorum
    P3 Krepida Kingdom of the Iron Doctrine
    P4 Voreal Kingdom
    P5 Voreal Kingdom
    P6 Kuldran Kingdom of Kuldran
    P8 Tletica Kingdom of Calorum
    P9 Sovrassia Banished Kingdom of Kelldria
    P10 Banished Kingdom of Kelldria
    P16 Banished Kingdom of Kelldria
    U1 Abyssian Sea Coalition of the Abyssian Sea
    U4 Challenger Depths Coalition of the Abyssian Sea
    U6 The Savage Reaches Coalition of the Abyssian Sea
    U11 Cuan Hurosha Empire
    U12 Abyss of Corriach Hurosha Empire
    U13 Scálaísceir Hurosha Empire
    U16 Barathrum Myrwik Palatinate
    U17 Margaria Myrwik Palatinate
    U31 Praeclarus Myrwik Palatinate
    U32 Vagas Littus Myrwik Palatinate
    U33 Belua Bay Myrwik Palatinate
    1 Gunung Kingdom of Calorum
    2A Celero Kingdom of Celero
    2B Bereginia Kingdom of Celero
    3 Nyroth Union of Radurjic Republics
    4A Kasumor Hurosha Empire
    4B Shikurai Hurosha Empire
    5A The Heartwaste Faedas Freehold
    5B Eyrecradia Faedas Freehold
    6 Woodwind Union of Radurjic Republics
    7A Calorum Kingdom of Calorum
    7B Gwistrin Hurosha Empire
    8A Aloren Union of Radurjic Republics
    8B K’Braashriix Union of Radurjic Republics
    9 Genivana Union of Radurjic Republics
    10 Hrathan-Tuor Union of Radurjic Republics
    11A Raaneka Union of Radurjic Republics
    11B Ayava Union of Radurjic Republics
    12 Qarimos Union of Radurjic Republics
    13A Lyradis Kingdom of Serendel
    13B Razdis Razdissi Underpire
    14A Guilder Guilderene Expanse
    14B Elbaraz Razdissi Underpire
    15A Zargrim Hurosha Empire
    15B Keldagrim Faedas Freehold
    16A Pryonia Hurosha Empire
    16B Galie-Noiret Faedas Freehold
    17A Tekorva Faedas Freehold
    17B Yorukuni Faedas Freehold
    18A Sympolemou Kingdom of the Iron Doctrine
    18B Aimplach Kingdom of the Iron Doctrine
    19 Domhan Abheile Kingdom of Serendel
    20A Bordeux Sulvan Primarchy
    20B Archos Sulvan Primarchy
    21A Sulvan's Fury Sulvan Primarchy
    22A Ashenia Kingdom of Ashenia
    22B
    23 Crima Tyranny of New Crima
    24 Tar Seaborne Confederation
    25 The Jewelled Cities Seaborne Confederation
    26 Shengdi Salterri Heartlands
    27 Scla'Ca Imperial Alydaxian Dominion
    28 Hazaria Kingdom of Ashenia
    29 Alydaxis Imperial Alydaxian Dominion
    30 Grizzland Union of Radurjic Republics
    31 Grmanhil Kingdom of Serendel
    32 Selyra Kingdom of Serendel
    33A Bracia Salterri Heartlands
    33B Landerkunst Kingdom of Mularuhm
    34A Bor-Teire Salterri Heartlands
    34B Graberlock Kingdom of Mularuhm
    35 Salteire Salterri Heartlands
    36 Aus-Teire Salterri Heartlands
    37 Pontensulae Salterri Heartlands
    38 Penoccident Salterri Heartlands
    39 Propinlonge Kingdom of Celero
    40 Solus Imperial Alydaxian Dominion
    41 Glirfrey Glirfrey
    42 Arix-La Imperial Alydaxian Dominion
    43 Angan Anvale Kingdom of Ashenia
    44 Kyaralath Kingdom of Ashenia
    45A Lacertia Kingdom of Ashenia
    45B Ascalaine Kingdom of Ashenia
    46 Intepeuh Kingdom of Ashenia
    47A Niskovia Sovereign Principality of Niskovia
    47B Halja Fera
    48 Karintiya Sovereign Principality of Niskovia
    49 Errelosse Kingdom of the Silver Moon
    50 Sycia Holy Kingdom of Sycia
    51 Felitora Holy Kingdom of Sycia
    52 Drugaud Glazfelli Hegemony
    53 Maos Guilderene Expanse
    54 Rannara Guilderene Expanse
    55 Sahra'a Glazfelli Hegemony
    56 Skarval Glazfelli Hegemony
    57 Frosskov Glazfelli Hegemony
    58 Estglaz Glazfelli Hegemony
    59 Glazfell Glazfelli Hegemony
    60 Borlmyn Kingdom of Serendel
    61A Requiem Kingdom of Serendel
    61B Triumph Kingdom of Serendel
    62A Jarrland Kingdom of the Carmine Sea
    62A Asterith Kingdom of Mularuhm
    63A Discordia Kingdom of the Carmine Sea
    63B Galardoth Kingdom of Mularuhm
    64A Vennland Kingdom of the Carmine Sea
    64B Mularuhm Kingdom of Mularuhm
    65A Minotron Caercian Consortium
    65B Meiterdon Kingdom of Mularuhm
    66 Wyrmar Caercian Consortium
    67 Palas Caercia Caercian Consortium
    68A Pavonia Grand Duchy of Pavonia
    68B Norogh Kingdom of Mularuhm
    69A Farridon Kingdom of the Carmine Sea
    69B Riderock Kingdom of Mularuhm
    70 Valterre Kingdom of the Silver Moon
    71 Malkavan Kingdom of the Silver Moon
    72 Escuralan Kingdom of the Silver Moon
    73 Maur Ash-Kingdom of Maur
    74 Kaspiyskiya Sovereign Principality of Niskovia
    75 Fraezeid Fera
    76A Neo Scandza Fera
    76B
    77 Valeriya Sovereign Principality of Niskovia
    78 Vythau Fera
    79 Hleibjan Fera
    80 Voreal Kingdom
    81 Issedonia Voreal Kingdom
    82 Haiwaste Glazfelli Hegemony
    83 Ahmeskharras Ahmeskharras
    84 Maztpoala Tzaltec Empire
    85 Amocuallan Tzaltec Empire
    86 Tzalteclan Tzaltec Empire
    87 Elomaoli Tzaltec Empire
    88 Niemidaland Niemida Prefecture
    89 Meimanda Niemida Prefecture
    90 Galomyr Seaborne Confederation
    91 Bloomenwald Seaborne Confederation
    92 Bjurnja Caercian Consortium
    93 Sterkelv Caercian Consortium
    94 Cridan Tyranny of New Crima
    95 The Thousand Vales Tyranny of New Crima
    96 Promise Caercian Consortium
    97 Miskaton Tyranny of New Crima
    98 Vantalaan Tyranny of New Crima
    100 The Thumping Plains METAL
    101 Nanacatlon Tzaltec Empire
    102 Axiquahitl Tzaltec Empire
    103 Keystone METAL
    104 Oztotla Tzaltec Empire
    105 Kapital METAL
    106 Nezetkharras Tzaltec Empire
    107 West Kap METAL
    108 The Planinfrag Kingdom of Stolok
    109 Anavia Kingdom of Stolok
    110 Kseverumestia Sovereign Principality of Niskovia
    111 Tekoshkiya Sovereign Principality of Niskovia
    112 Serdtsezimiya Sovereign Principality of Niskovia
    113 Cantroth Del'Taihn Provinces
    114 ? Ash-Kingdom of Maur
    115 ? Ash-Kingdom of Maur
    116 ? Ash-Kingdom of Maur
    117 ? Voreal Kingdom
    118 Cantroth Del'Taihn Provinces
    119 Arresia Kingdom of Stolok
    120 Tepetl Kingdom of the Isles
    121 Sanglea Kingdom of the Isles
    122 The Broken Enclave Kingdom of the Isles
    123 The Coldwell Kingdom of the Isles
    124 Tempestia Kingdom of the Carmine Sea
    125 Trinacria Kingdom of the Carmine Sea
    126 Tuhiland Kingdom of the Carmine Sea
    127 Frios Grand Duchy of Pavonia
    128 Tumeland Kingdom of the Carmine Sea
    129 Banished Kingdom of Kelldria
    130 Sea of Glass Seaborne Confederation
    131 Novrania Kingdom of Novrania
    132 Indica Kingdom of the Silver Moon
    133 Ri Chugang Kingdom of Celero
    134 Nan Hai Nian Kingdom of Celero
    135 Dong Bu Dosi Kingdom of Celero
    136 Dong Nam Dosi Chivalric Republic of United Free Cities
    137 Nezett Karn Kingdom of the Silver Moon
    138 Land of Free Knights Chivalric Republic of United Free Cities
    139 Alzeroth Alzeroth Collective
    139B Hringboga Alzeroth Collective
    140 Pomequi Ash-Kingdom of Maur
    141 Kemuliaan Kemuliaan
    142 Bastet Chivalric Republic of United Free Cities
    143 Kanyat Chivalric Republic of United Free Cities
    144 Telek'kra Telek'kra
    145 Trandar Trandar
    146 Rikorsial Great Sharixian Republic
    147 Ziben Yong (New Celero) Kingdom of Celero
    148 Maisel Great Sharixian Republic
    149 Kakowokula Great Sharixian Republic
    152 Dekboard Kingdom of Dekboard
    153 Puerto Melizine Caercian Consortium
    154 Conjellado Anillo Kingdom of Novrania
    156 Darsia
    157 Mapuílli
    160 Guilderene Expanse
    161 Rathenal Thalmann Legacy
    162 Esuma Caramel Kingdom
    163 Valasharix Great Sharixian Republic
    164 Triwilix Great Sharixian Republic
    165 ? Banished Kingdom of Kelldria

    Spoiler: Stuff already determined
    Show
    Some regions are already partially determined in what resources or terrain features they have. If you are a new player to the game, you may contact Morph to see if the resources may be waived so you can use all of your own ideas for it. (As a new player you always start with 3 resources, so if a region listed below has less than 3, you always gain extra to bring you up to 3.)

    Pavonian explorers scouring south of Promise uncover Region 97! It has one [Good] undefined resource and one [Good] resource of Cyanastone. It has a population of 432,000 spread out across the cold expanse!

    Valasharix explorers looking north from their homeland discover a great desert! Half of the explorers don't return, those that do are nearly dead of heatstroke and dehydration! With the stories of the Saroc and the Western nations it seems clear the majority of the continent is covered by this massive desert!

    South of Praeclarus the Makgrull find no sign of habitable areas in the waters surrounding Galomyr (90)

    Valasharix explorer east of region 164 discover Region 148! It has one [Good] resource of Skygoats and one [Good] Undefined resource! It's people revere the sky spirits and believe the skygoats to be the souls of their ancestors who acheived enlightenment and the Skygoats are considered sacred animals to the people! The region contains a population of 410,000!

    Valasharix and Thalmann explorers south of region 164 and southeast of the Thalmann Legacy [161] discover Region 165! It has one [Great] resource of True Fire harvested and used by the locals to stave off the cold! The region contains a population of 488,000!

    Caramel explores for an underground region beneath 162! The explorers report that the low level of the land in the western portion of the province so close to sea level and the Hexrises being the only elevations means there's no room for an underground realm! Perhaps further inland such underlands might exist!

    Thalmann explorers south of the Thalmann Legacy [161] discover Region 160! It has one [Good] resource of Malhanan Brew and one [Good] resource of Whispered Darkness. The majority of the population makes its home in a series of three city-states in the northern greener portion of the region which are run by three enigmatic meisters respectively. The meisters and their officials seem to afflicted with black tongues. The region has a population of 710,000!

    Makgrull explorers east of U17 discover Region U16! It has one [Great] resource of Bubbling Stones and one [Good] resource of Hippocampi as well as a population of 800,000 who revere the moons beyond the ceiling!

    NOTE: Region 147's correct resources are Bureaucrats and Oil.

    Makgrull explorers discover Region U33! It has one [Good] resource of Claymak and one [Good] Undefined resource! The region contains a population of 890,000 carnivorous natives!

    Nix explorers discover Region U2! It has one [Great] resource of Salt and a population of 688,000! The natives appear to be related to the merfolk of Borlmyn!

    Niskovian explorers discover Region 114! It has one [Great] resource of Ravusan Yogurt and one [Good] resource of Honey Bees whose honey is often combined with the native yogurt by the natives! It has a population of 1,040,000, a rigid feudal hierarchy, and emphasis on honor above all else!

    Niskovian explorers discover Region 115! It has [Good] resources of Divining Sapphires and Serene Magi! It has a population of 800,000 who put their belief in gods of time and space as interpreted by the holy women of the region!

    Niskovian explorers discover Region 116! It has one [Great] resource of Marbled Foxes and one [Good] Undefined resource! It has a semi-nomadic population of 640,000 who revere the natural world and the connection between all creatures!

    Alzeroth explorers discover Region 139B! It has one [Good] resource of Adamantine. It's population numbers only 60,000 but the mass of the inhabitants leads the Alzerite explorers to speculate their equivalency to 600,000 Alzerites!




    Valasharix explorers discover Region P10, another holding of the Banished Kingdom of Kelldria! Upon the intrusion of yet more foreigners Gregor Argulus returns the explorers with a map of Kelldria's holdings that they might be left undisturbed!

    The Banished Kingdom of Kelldria is composed of regions: P9, P10, P16, and 129 and is ruled by Gregor Argulus

    129 (Capital) - [Good] resource of Potatoes and one [Good] resource of Cotton Population - 740,000 Army - 6,000 Req. Resource - Meat

    P9 - [Good] resource of Bronze and one [Good] resource of Fish Population - 340,000 Army - 3,000 Req. Resource - Food Crops

    P10 - [Good] resource of Glow Snow Population - 210,000 Army - 1,000 Req. Resource - Food Crops

    P16 - [Great] resource of Platinum Population - 450,000 Army - 2,000 Req. Resource - Food Crops



    Niskovian explorers discover Region 117, a holding of the Voreal Kingdom, liege state of the Iero Dominion! Explorers return with detailed maps of the Voreal Kingdom's holdings and those of its vassal states!

    Planinfrag explorers discover Region 109, a holding of the Despotate of Anavia, a vassal to the Iero Dominion!

    The Voreal Kingdom is composed of regions: P4, P5, 80, 81, and 117 and is ruled by Pagos Autokratos Bacchus Laad

    81 (Capital) - [Good] resources of Yaks, Stone, and Gold Population (Frosten) - 1,032,000 Army - 8,000 Req. Resource - True Ice

    P4 - [Great] resource of True Ice Population - 489,000 (Undefined) Army - 4,000 Req. Resource - Food Crops

    P5 - [Good] resource of Frozen Candles Population - 430,000 (Undefined) Army - 4,000 Req. Resource - Meat

    80 - [Good] resources of Books and Steel Population (Frosten) - 940,000 Army - 5,000 Req. Resource - Professionals

    117 - [Good] resources of Wood and Leather Population (Undefined) - 745,000 Army - 4,000 Req. Resource - Precious Metal

    The Despotate of Anavia is composed of regions: 109 and 119 and is ruled by Despot Maraat Laad, eldest son of Bacchus and leader of the crusade against Glazfell.

    109 (Capital) - [Great] resource of Horses and [Good] resources of Sulfur and Azure Magistrates Population - 1,020,000 (Undefined) Army - 6,000 Req. Resource - Stone

    119 - [Good] resources of Colossal Fungi and Llamas Population - 689,000 (She'er) Army - 2,000 Req. Resource - Precious Metal

    Also revealed to Niskovian and Planin explorers is the existence of the Holy States of Our Frozen Lady composing region 118 and ruled by High Priestess Vurima, successor to the High Priestess Marmora.

    118 - [Great] resources of True Ice and Silver [Good] resources of Barley and Blood of Yphinne Population - 1,500,000 Army - 5,000 Req. Resource - Wood


    Player List

    Kingdom Capital Region Player
    Kingdom of Calorum (Hurosha Vassal) Calorum Chief
    Kingdom of the Iron Doctrine AKA Sympolemou (Glazfell Vassal) Sympolemou NPC (Vassal)
    Kingdom of Kuldran Kuldran ShadowShrubbery
    Voreal Kingdom 80 NPC
    Banished Kingdom of Kelldria 129 NPC
    Nixdarum (Mularuhm Vassal) The Abyssian Sea NPC (Vassal)
    Hurosha Empire Kasumor WaylanderX
    Praeclarus Praeclarus Gengy
    Kingdom of Celero (Salterri Vassal) Celero Logic
    Union of Radurjic Republics (Federation) Aloren ImperatorV, zabbarot, Snowfire, Syrution
    Faedas Freehold The Heartwaste Reggiejam
    Kingdom of Serendel/Empire of Dawn Selyra TheWombatofDoom
    Razdissi Underpire Razdis NPC
    Guilderene Expanse (Empire of Dawn Vassal) Maos SamBurke
    Kingdom of the Silver Moon Valterre Lord_Burch
    Sulvan Primarchy (Ashenia Vassal) Sulvan's Fury NPC (Vassal)
    Kingdom of Ashenia Ashenia Elemental
    Tyranny of New Crima Crima DoomHat
    Seaborne Confederation (Salterri Vassal) Galomyr lt_murgen
    Salterri Imperium (Heartlands) Aus-Teire Morph Bark
    Imperial Alydaxan Dominion (Kingdom of the Silver Moon Vassal) Alydaxis NPC (Vassal)
    Glirfrey (Kingdom of the Silver Moon Vassal) Glirfrey NPC (Vassal)
    Sovereign Principality of Niskovia Niskovia Kitsanth
    Fera (Niskovia Vassal) Fraezeid NPC (Vassal)
    Holy Kingdom of Sycia (Glazfell Vassal) Sycia HalfTangible
    Glazfelli Hegemony Glazfell BladeofObliviom
    Kingdom of Mularuhm (Salterri Vassal) Mularuhm RandoMan
    Kingdom of the Carmine Sea (Salterri Vassal) Jarrland Aedilred
    Caercian Consortium (Salterri Vassal) Palas Caercia DurkBlanston
    Pavonian Imperium Pavonia NPC
    Del'Taihn Provinces (Niskovia Vassal) Maur Mynxae
    Ahmeskharras (METAL Vassal) Ahmeskharras (aka the Clanships) NPC (Vassal)
    Tzaltec Empire Tzalteclan TheDarkDM
    Niemida Prefecture (Salterri Vassal) Niemidaland NPC (Vassal)
    Kingdom of Faelthalas Faelthalas NPC
    Mighty Euge Terrible Alliance of Lanteroc (METAL) Kapital NPC
    Kingdom of Stolok (Glazfell Vassal) The Planinfrag NPC (vassal)
    Holy States of Our Frozen Lady (Iero Vassal) 118 NPC (Vassal)
    Kingdom of the Isles (Carmine Sea Vassal) The Broken Enclave PepperP.
    Kingdom of Novrania (Seaborne Confederation Vassal) Novrania NPC
    Chivalric Republic of United Free Cities Land of Free Knights Kasanip
    Alzeroth Collective (Hurosha Vassal) Alzeroth NPC (Vassal)
    Kemuliaan Kemuliaan NPC
    Telek'kra Telek'kra Soommor
    Kingdom of Dekboard Dekboard Durmatagno
    Trandar Trandar NPC
    Thalmann Legacy Rathenal NPC
    Caramel Kingdom (Empire of Dawn Vassal) Esuma Philote
    Great Sharixian Republic Valasharix The Blue Guard
    The Everburning Horde Nomads Tychris1
    Tuvaak (Empire of Dawn Vassal) Nomads XIII
    Warriors of Syivine (Ashenia Vassal) Nomads NPC (Vassal)
    An Nádur Nomads Rain Dragon
    Last edited by Aedilred; 2015-05-19 at 09:48 AM.
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  9. - Top - End - #9
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    Join Date
    Apr 2006
    Location
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    Default Re: EMPIRE! Rules and Administration

    Trades

    The table here is out of date, as maintaining a forum version of the table is currently unsustainable. The latest version of the trades table is available as a GoogleDoc. Please ask if you have any specific queries and cannot access (or understand) the GoogleDoc.

    Updated to start of Round 36

    Round-by-round trade updates will continue to be posted in the OOC thread.

    Spoiler: Trades as of Round 28
    Show

    Updated to the end of Round 28

    # Realm Region Name Quantity Resources Exported To Trading Posts
    U1 Nix'Darum Abyssian Sea Great Coral
    U11 Cuan Good Dearg Sreang Elbaraz

    P1 Kingdom of Calorum Mictlanpa Good Fish
    P2 Faedas Freehold Wenyavuk Great Amber Kasumor
    Nyroth
    Selyra
    Vennland
    Tekorva
    Calorum
    P2 Good Mammoths Lyradis

    P3 Kingdom of the Iron Doctrine Krepida Good True Ice Tekorva
    Glazfell
    Tzalteclan
    P8 Kingdom of Calorum Tletica Good Blue Fire Celero
    Kasumor
    P8 Good White Flax
    1 Kingdom of Calorum Gunung Great Adamantine Kasumor
    Aloren
    Genivana
    Guilder
    Aloren
    1 Good Iron Wenyavuk
    Woodwind
    Guilder
    1 Good Obsidian Gwistrin

    1 Good Crops Pryonia

    2A Kingdom of Celero Celero Good Wood Gunung

    2A Good Magnetite Propinlonge
    Genivana
    2A Good Fish Gunung

    2A Good Griffons Lyradis

    2B Kingdom of Celero Bereginia Good Light Crystals Borlmyn
    Ashenia
    2B Good Granite
    2B Good Iron
    2B Good Mercenaries Woodwind

    3 Triumvirate Nyroth Good Wood Wenyavuk
    Tekorva
    Grizzland
    3 Good Ginger Propinlonge
    Gunung
    Hazaria
    3 Great Silk Tletica
    Raaneka
    Tempestia
    Valeriya
    The Jewelled Cities
    4A Hurosha Empire Kasumor Good Huge Insects Woodwind
    Lyradis
    4A Great Shintouite Borlmyn
    Rannara
    Wyrmar
    Grizzland
    Cuan
    4A Good Alchemical Compounds Tekorva
    Raaneka
    Guilder
    4A Good Cotton Gunung
    Wenyavuk
    Tekorva
    4B Hurosha Empire Shikurai Great Squid The Heartwaste
    Kasumor
    Zargrim

    5A Faedas Freehold The Heartwaste Good Precious Gems Shikurai
    Genivana
    Frosskov
    5A Good Stone Yorukuni
    Lyradis
    Guilder
    5A Good Bloodfire Tekorva

    5B Faedas Freehold Eyrecradia Good Platinum The Heartwaste
    Woodwind
    Jarrland
    5B Good Mushrooms
    5B Good Moss
    5B Good Opal
    6 Triumvirate Woodwind Good Dire Boar Zargrim
    Gunung
    Guilder
    6 Good Fish Zargrim
    Hrathan-Tuor
    Solus
    6 Good Wood Kasumor
    Hrathan-Tuor
    Eyrecradia
    6 Great Architects Tar
    AQUA
    Jarrland
    Novrania
    Calorum
    7A Kingdom of Calorum Calorum Good Salt
    7A Good Helium
    7A Good Marble Pryonia
    Maos
    7A Good Cows Pryonia
    Grizzland
    Pavonia
    7B Hurosha Empire Gwistrin Good Lead Kasumor

    7B Good Quartz Kasumor
    The Jewelled Cities
    Raaneka
    8A Triumvirate Aloren Good Fish K'Braashriix
    Grizzland
    Qarimos
    8A Good Saffron Alydaxis
    Jarrland
    8A Good Goats Qarimos
    Scla'Ca
    Jarrland
    8B Triumvirate K'Braashriix Good Fruxtkorp'r Aloren
    Halja
    8B Good Kobold Musicians Novrania

    8B Good Dragon Scales Vennland
    Pavonia
    9 Triumvirate Genivana Good Vegetables Celero
    Hrathan-Tuor
    Ayava
    9 Good Wood Tletica
    Yorukuni
    Niskovia
    9 Good Fish Nyroth
    Hrathan-Tuor
    Ayava
    9 Great Osuro Mirc K'Braashriix
    Ayava
    Maos

    10 Triumvirate Hrathan-Tuor Good Fine Crafted Goods Gunung
    Genivana
    The Jewelled Cities
    10 Good Basilisks and Venom Woodwind
    Sahra'a
    10 Good Assassins Woodwind
    Vennland
    Genivana
    10 Good Hai Vyuma Aloren

    11A Raaneka Raaneka Great Heartwine Kasumor
    Nyroth
    Lyradis
    Frontier
    Razdis
    Palas Caercia
    The Jewelled Cities
    Aus-Teire
    11A Good Lumber Grmanhil
    Solus
    Selyra
    11A Good Coloured Sandstone Gwistrin
    The Jewelled Cities
    Alydaxis
    11A Good Berundas Ayava
    Qarimos
    Lyradis
    11B Raaneka Ayava Good Scholars Genivana
    Raaneka
    Alydaxis
    Kasumor
    11B Good Mushroom Trees Drugaud
    Genivana
    11B Good Cave Cats Genivana
    Aus-Teire
    Vennland
    12 Raaneka Qarimos Good Spices Domhan Abheile
    Raaneka
    12 Good Elephants Aloren
    Grmanhil
    Lyradis
    12 Good Ships Jarrland
    Sympolemou
    The Broken Enclave
    Aloren
    12 Good Mahaki Jana
    13A Kingdom of Serendel Lyradis Good Clay Objects Borlmyn
    Raaneka
    Qarimos
    13A Great Grain Grmanhil
    Selyra
    Requiem
    Razdis
    Tekorva
    Domhan Abheile
    13A Good Craftsmen Guilder
    Celero
    Kasumor
    Raaneka
    13B Razdissi Underpire Razdis Good Stone Sahra'a
    Frontier
    13B Good Iron Domhan Abheile
    Tar
    Qarimos
    13B Good Coal Zargrim
    Lyradis
    Domhan Abheile
    13B Great Mithril Lyradis
    Raaneka
    Guilder
    Niskovia
    14A Guilderene Expanse Guilder Good Wood Bereginia
    Tekorva
    14A Good Crops Kasumor
    Yorukuni
    Rannara
    14A Good Bronze Gunung
    Raaneka
    Maos
    14A Good Inventors Kasumor
    Gunung
    Razdis
    Aus-Teire
    14B Razdissi Underpire Elbaraz Good Tin Wenyavuk

    14B Good Copper Wenyavuk

    14B Good Andbar Mushrooms Rannara
    Malkavan
    Cuan
    15A Hurosha Empire Zargrim Good Furs Mularuhm
    Shikurai
    Keldagrim
    15A Good Phoenixes Pontensulae
    Gwistrin
    Tar
    15B Hurosha Empire Keldagrim Good Goats Neo Scandza
    Shikurai
    Zargrim
    15B Good Gold Farridon

    15B Good Iron Kasumor
    Novrania
    16A Kingdom of Calorum Pryonia Good Coal Gunung
    Calorum
    Galie-Noiret
    16A Good Crystal
    16A Good Lord of Fire Relics Calorum

    16A Good Grain
    16B Faedas Freehold Galie-Noiret Good Sulphur Kasumor
    Selyra
    16B Good Nitrates Tuhiland
    Penoccident
    Selyra
    17A Faedas Freehold Tekorva Good Stone Nyroth
    Galie-Noiret
    Tzalteclan
    17A Good Iron Lyradis
    Bjurnja
    Minotron
    17A Good Fish Kasumor
    Pryonia
    Galie-Noiret
    17A Good Brass Kasumor
    The Heartwaste
    The Jewelled Cities
    17B Faedas Freehold Yorukuni Good Kinu Kuroth Shikurai
    The Heartwaste
    Tekorva
    17B Good Ketsuek Crystal The Jewelled Cities
    Tekorva
    18A Kingdom of the Iron Doctrine Sympolemou Good Scarnak Birds Glazfell

    18A Good Wood Qarimos

    18A Good Vegetables Tar

    18A Good Monstrous Rodents
    18B Kingdom of the Iron Doctrine Aimplach Good Darkstar Iron
    18B Good Tunnel Wolves
    18B Good Screeching Crystals Glazfell

    19 Kingdom of Serendel Domhan Abheile Good Fish Lyradis
    Sympolemou
    19 Good Wood Lyradis
    Qarimos
    Razdis
    19 Good Goats Hrathan-Tuor
    Lyradis
    20 Kingdom of the Silver Moon Bordeux Great Cedar Wood Sulvan's Fury
    Ashenia
    LLC

    20 Good Furs Sulvan's Fury
    Ashenia
    20 Good Gold Sulvan's Fury
    Ashenia
    Crima
    20 Good Sulphur Sulvan's Fury
    Ashenia
    Estglaz
    21 Sulvan Primarchy Sulvan's Fury Good Iron Bordeux
    Ashenia
    21 Good Coal Bordeux
    Ashenia
    21 Good Mithril Bordeux
    Ashenia
    22 Kingdom of Ashenia Ashenia Good Dairy Cows Palas Caercia
    Sulvan's Fury
    Bordeux
    22 Good Horses Crima
    Sulvan's Fury
    22 Good Silver Sulvan's Fury
    Bordeux
    Crima
    22 Good Books Celero
    Sulvan's Fury
    Bordeux
    23 Tyranny of New Crima Crima Good Pegasi Raaneka
    Ashenia
    Niskovia
    23 Good Grain Valterre
    The Jewelled Cities
    Niskovia
    23 Good Stone
    23 Good Bats Pavonia
    Ashenia
    24 AQUA Tar Good Wood Razdis
    Niskovia
    24 Good Tar Nyroth
    Bordeux
    The Jewelled Cities
    Aus-Teire
    24 Good Meat and Hides Aloren
    Crima
    Sympolemou
    24 Good Aeromancers Kasumor

    25 AQUA The Jewelled Cities Great Kelp-Olive Oil Nyroth
    Jarrland
    Raaneka
    Tar
    Guilder
    25 Good Gemstones Qarimos
    Tar
    Yorukuni
    25 Great Fruits Kasumor
    Zargrim
    Tar
    Jarrland
    Frosskov
    Crima
    Aloren
    26 Salterri Imperium Shengdi Great Goats Nan Hai Nian

    27 Alydaxan Dominion Scla'Ca Good Wood Glirfrey
    Arix'la
    27 Good Gold Aloren
    Raaneka
    Alydaxis
    27 Good Herbs
    28 Kingdom of Ashenia Hazaria Great Salt Bordeux
    Ashenia
    Lacertia
    Glazfell
    Aus-Teire
    Angan Anvale
    28 Good Diamonds Bordeux
    Ashenia
    29 Alydaxan Dominion Alydaxis Good Ordinarium Scla'a

    29 Good Wood Glirfrey

    29 Good Silver
    29 Good Ancient Artifacts Halja

    30 Triumvirate Grizzland Good Grain Aloren
    Genivana
    Hrathan-Tuor
    30 Good Dire Crabs Vennland
    Calorum
    Aloren
    30 Good Stone Woodwind
    K'Braashriix
    Hrathan-Tuor
    31 Raaneka Grmanhil Good Iron Lyradis
    Crima
    31 Good Sheep (Wool) Lyradis

    31 Good Bees (Honey, Mead) Wenyavuk
    Raaneka
    Aloren
    31 Good Glass Niskovia
    Celero
    Borlmyn
    Guilder
    32 Kingdom of Serendel Selyra Good Rhinos Lyradis
    Razdis
    Raaneka
    32 Good Abyssium Kasumor
    Qarimos
    Sycia
    33 Salterri Imperium Bracia Good Hops Palas Caercia
    Salteire
    Ri Chugang
    34 Bor-Teire Good Hops Ri Chugang
    34 Good Drum Lizards Salteire

    35 Salterri Imperium Salteire Good Salt
    35 Good Gold Tzalteclan

    35 Good Silver Aus-Teire
    Minotron
    35 Good Tea
    36 Salterri Imperium Aus-Teire Great Crops Jarrland



    36 Good Silver Palas Caercia
    Ri Chugang
    36 Good Personal Servants
    36 Good Corundum Ashenia

    37 Salterri Imperium Pontensulae Good Orichalcum Tempestia
    Zargrim
    Shengdi
    37 Good Everlava
    37 Good Diamonds Ayava

    38 Salterri Imperium Penoccident Great Cliffhorn Goats Palas Caercia
    Valeriya
    Krepida
    Novorogh
    Heartwaste
    Halja
    Tar
    38 Good Fish Niskovia

    39 Kingdom of Celero Propinlonge Good Pigs Jarrland

    39 Good Tropical Fruit Nyroth

    39 Good Platinum
    40 Alydaxan Dominion Solus Good Olive Oil Woodwind
    Ashenia
    LLC
    40 Good Glass Drugaud
    Raaneka
    Ashenia
    40 Good Kingbirds Bordeux
    Tar
    41 Alydaxan Dominion Glirfrey Good Giraffes
    41 Good Kralax
    42 Alydaxan Dominion Arix'la Good Limestone Genivana
    Scla'Ca
    Alydaxis
    42 Good Rice Solus

    43 Kingdom of Ashenia Angan Anvale Good Void Beasts Bordeux
    Ashenia
    43 Great Wheat Bordeux
    Valterre
    Ashenia
    Lacertia
    Kyaralath
    Hazaria
    43 Good Sugarcane Woodwind
    Bordeux
    Ashenia
    44 Kingdom of Ashenia Kyaralath Good Somnorum Bordeux
    Ashenia
    Lacertia
    44 Good Tea Crima
    Bordeux
    Land of Free Knights
    45A Kingdom of Ashenia Lacertia Good Iron Hazaria
    Kyaralath
    Angan Anvale
    45A Good Adamantine Bordeux
    Crima
    Ashenia
    45A Good Great Lizards Bordeux
    Kyaralath
    45B Kingdom of Ashenia Ascalaine Good Shade Crystal Bordeux

    46 Kingdom of Ashenia Intepeuh Good Marble
    47 Sovereign Principality of Niskovia Niskovia Good Yaks Nyroth
    LLC
    Halja
    47A Good Precious Gems Galomyr
    Crima
    LLC
    47A Good Star Metal Propinlonge
    Tar
    Halja
    47A Good Engineers Selyra
    Razdis
    Halja
    Fera
    47B Fera Halja Good Luftus Nochenwarm Niskovia
    LLC
    47B Good Spies Hrathan-Tuor
    K'Braashriix
    Solus
    47B Good Absinthe LLC
    Penoccident
    Alydaxis
    47B Good Vatn-Dauths Bordeux
    LLC
    Niskovia
    48 Sovereign Principality of Niskovia Karintiya Good Niskovian Vodka Penoccident
    Jarrland
    48 Good Dyes LLC

    49 Kingdom of the Silver Moon Errelosse Good Cattle Bordeux
    Ashenia
    Aus-Teire
    49 Good Nyx Hounds Pryonia
    Bordeux
    Ashenia
    50 Holy Kingdom of Sycia Sycia Good Pegasi Frosskov
    Selyra
    50 Good Gemstones
    50 Good Grain Jarrland
    Glazfell
    51 Holy Kingdom of Sycia Felitora Good Crystals
    51 Good Wood
    51 Good Furs
    52 Glazfelli Hegemony Drugaud Good Coal Sahra'a
    Tzalteclan
    52 Good Iron Solus
    Skarval
    The Planinfrag
    52 Good Scientists Skarval
    Estglaz
    Drugaud
    Aus-Teire
    53 Guilderene Expanse Rannara Good Magnetite Kasumor

    54 Guilderene Expanse Maos Good Dinosaurs Guilder
    Gebui
    54 Good Tar Glazfell
    Lyradis
    54 Good Athletes Grizzland
    Raaneka
    Estglaz
    Aus-Teire
    55 Guilderene Expanse Sahra'a Good Lacertal Lizards Vennland
    Niskovia
    Tzalteclan
    55 Good Lacertal Leather Drugaud
    Palas Caercia
    Bloomenwald Isles
    55 Good Lacertal Milk Hrathan-Tuor
    Razdis
    56 Glazfelli Hegemony Skarval Good Herbs Frosskov
    Estglaz
    Glazfell
    56 Good Stone Haiwaste
    Aimplach
    Tzalteclan
    57 Glazfelli Hegemony Frosskov Good Silk Tar
    Bloomenwald Isles
    Sycia
    57 Glazfelli Hegemony Frosskov Good Wood Krepida
    Glazfell
    Estglaz
    57 Good Wood The Heartwaste
    Estglaz
    The Planinfrag
    58 Glazfelli Hegemony Estglaz Good Silver Ayava

    58 Good Gold Gunung
    Rannara
    Eyrecradia
    58 Great Cavorite Elomaoli
    Guilder
    Bordeux
    Sycia
    59 Glazfelli Hegemony Glazfell Good