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    Default EMPIRE! Rules, Tables, & Administration

    EMPIRE!
    Gods, Kings & Adventurers
    A Community World=Building Game by Morph Bark

    Running on Giantitp since January 2014!


    Current OOC: EMPIRE!-CWBG-XIV-To-Heir-is-Human-To-Faith-10-Divine
    Current IC: [EMPIRE!]
    Last edited by QuintonBeck; 2015-05-12 at 11:49 AM.

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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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    Default Re: EMPIRE! Rules, Tables, & 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. This first post should contain all the information neccesary to get started and play Empire! The second post shall contain the more complicated and in-depth rules, many of which are only used by the GMs but are publicly available for purposes of transparency. Others concern more acute areas of play and may be relevant to some, but not all players.

    Starting Up

    The Basics
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    In EMPIRE! you start play as the ruler of a country. 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.

    With much of the world saturated and discovered there is limited available space for entirely new countries. New players are encouraged instead to pick up NPCs currently run by the GM as full on PCs. While it is encouraged a player work with existing fluff and terrain features and resources cannot be changed the possibility of a coup is not unheard of and fresh ideas are welcome. If anew player absolutely insists on creating a nation from scratch it may be possible though options will be quite limited to underground, polar, or nomadic groups rather than the green lands most which are already populated.


    Your Ruler
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    All player characters have the following attributes:
    • Diplomacy
    • Military
    • Curiosity
    • Faith
    • Luck


    When a new player starts, they roll 1d4 for each attribute, and then assign the rolls as they wish. Two +1s may be assigned to any two separate attributes.

    You can make your rolls in this linked thread. Be sure to link to your rolls in your nation post in this thread once approved. 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 subsequnet 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. In the case of the heir being the child of the previous ruler (whether eldest, youngest, adopted, or blood so long as the heir was raised as a child of the previous ruler) Their stats are rolled down the line of scores with 1d4 for their attributes receiving a +1 bonus to any stats their predecessor had a score of 4 or higher in or a +2 bonus to their roll for any attribute their predecessor had an 8 or higher in.

    If the new ruler is not a child of a previous ruler, they roll stats as a new player's first ruler with flat d4s and two floating +1 modifiers. Unlike rulers who were children of the previous ruler the rolls may be assigned freely to the various attributes.

    Regents, those who rule in the place of a designated heir should they be too young to begin rulership themselves, roll attributes as non-related rulers. Unlike legitimate sovereigns, Regents cannot perform special actions.

    Rulers must be changed the round prior to the round in which you wish to use their attribute scores. The round in which a ruler is changed the previous ruler's scores will still be in play although bonuses accrued by their actions will be applied to the new ruler for the subsequent round.

    A new ruler does not roll for Luck as Luck is a player stat (discussed under Luck as an attribute below)

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


    Rounds
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    Each round will take two OOC weeks and will be the equivalent of 5 years in-game. The end and beginning of every round will be announced by the GM.

    During each round you have five actions you can spend doing things as a non-Great Kingdom nation. If players haven't posted actions by the end of that round, their round is considered wasted. Rounds close and open on Sunday.

    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.


    Actions
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    Actions are the major things happening in your nation over the course of the 5 in-game years each round covers. Is construction happening on a massive monument to your god? Are armies being raised to answer the call of their sovereign? Perhaps your nation is hosting or sending its finest diplomats to an international event to mingle with world leaders? If you want your nation to do something and have an impact on the world, use an action. There are a few specially defined actions discussed below.

    Special actions are actions you can only take when your ruler has a 5 or a 10 in the attribute in question. Diplomacy 5s are the only Special 5 that can be used multiple times by a single ruler by default.

    You can combine your actions with those of other players to increase their effectiveness or broaden their impact. Some examples are given in the attribute sections, but are at the GM's discretion.

    All actions take effect at the end of the round (unless they have an effect that is delayed even longer). So, for instance, if you set up a trade for a resource, you will not have the resource until the following round. If you pursue an investigation, the results will be announced in the round opener for the next round.

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

    Other players may assist with completion of a project. Up to three players may assist in a round with a project, so a Great Project will always take at least two rounds to complete.

    Sub-actions are where a single action can be taken that has the effect of several other actions. The most common occurrence for this is at events, where a player can perform several trades, betrothals or treaty signings for the cost of one action.

    In general, unless specified otherwise in the rules, if an action must be rolled for or has a mechanical effect greater than a trade, it probably can't be a sub-action and will take a full action of its own.

    Luck actions are normally sub-actions.

    Secret actions are actions which are known only to you and the GM. Such actions need to be sent to the GM for verification, otherwise they will have no effect. They do not count towards attribute increases and you can only take one per round. Some types of action cannot be secret (like Special Actions). Other players cannot investigate what you have been doing with your secret actions, but if your actions affect them, they may investigate the results and trace them back to you. Secret actions are almost always full actions, rather than sub-actions or non-actions.

    Non-actions are anything that a player does in their turn that does not cost an action. A player can take any number of these, some of which may have a mechanical effect. Changing rulers is a non-action, as is cancelling a trade.

    Non-actions take effect at the end of the round along with regular actions.


    Increasing Attributes
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    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 it can be clearly noted in the tables.

    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. Diplomacy actions may also be aiding another nation with a project as a sign of goodwill between nations so long as the assisted project is not a military endeavor.

    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.


    Your First Round


    New Player Bonus Actions
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    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.


    Sample New Player First Round Actions
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    New Player Bonus Actions
    1.) Raise 1 Land Unit in Region A [Military]
    2.) Raise 1 Land Unit in Region A [Military]
    3.) Raise 1 Land Unit in Region A [Military]
    4.) Begin construction of Great Project: Pyramid Temple in Region A (1/5) [Faith]
    5.) Continue construction of Great Project: Pyramid Temple in Region A (2/5) [Faith]

    Round X Actions
    1.) Create Assassin Agents based off of Assassin Resource (+2 Assassination Rolls) (Military 5) [Military]
    2.) Convert Region A to Religion 1 Majority TN: 12 Roll: (Link to Roll) [Faith]
    3.) Continue construction of Great Project: Pyramid Temple in Region A (3/5) [Faith]
    4.) Colonize Region B next to Region A TN: 10 Roll: (Link to Roll) [Diplomacy]
    5.) Attend the Fun Event [Diplomacy]
    • Trade Gold to Player 2 for Salt
    • Marry heir to Player 2's Princess
    • Sign a peace treaty with Player 2


    Attribute Increases: +2 Military, +2 Faith, +2 Diplomacy


    The Attributes

    Diplomacy
    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 under your control. 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.

    Unlike most other special actions a ruler may perform multiple Diplomacy 5 actions during a single reign, but no more than once in each region.

    Diplomacy 10 Special: Efficient Government: If you have a score of 10 in Diplomacy, you may take an action to refresh Curiosity 5 and Faith 5 actions if your current ruler has already expended both. This allows a ruler to perform two Curiosity 5 and/or Faith 5 actions in their reign. The actions must be used before and after the Diplomacy 10 action, so you can still only do one of each after the refresh even if you had not already expended both.

    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 receive ruler stat bonuses from Greater Vassals. 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
    Spoiler: Military
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    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 human 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. If you want to equip your armies with advanced 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.

    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.


    Curiosity
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    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). 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.

    Curiosity 5 Special: Improve Resource

    A Curiosity 5 action can also be used to improve an existing resource in a region, either by upgrading its quantity from Good to Great or by increasing its quality. A Good Resource can be traded to up to 3 other regions. A Great Resource can be traded to up to 6 other regions, and can also have two trading posts dedicated to it in the same region.

    Existing resources can be improved in quality or changed slightly in nature by use of a Curiosity 5 special action. For instance, mundane Sulphur could be upgraded to Goldfire (a better, slightly magical, type of Sulphur).

    When a new (or improved) 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 5 Special: Adapt Technology

    A Curiosity 5 action may be used to adapt an existing resource for substitution in a technology. These adaptations, like technologies, are subject to GM approval.

    Only one Curiosity 5 action can be performed by each ruler.

    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.

    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.


    Faith
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    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[/color]).

    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. Holy Orders also give a +4 to the “defence” if a foreign ruler attempts to convert people away from that Holy Order’s religion. 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
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    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 special. This ability shall be subject to case by case review by the Head GM. 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 though can be used to accent a Faith 10 action.


    Base Mechanics: Rolls

    Contested Rolls
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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.). There are usually no fractions, but in general 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.


    Target Numbers
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    Often players will find themselves having to roll against a target number. The relevant roll is 2d6 + relevant attribute + other bonuses from technologies or the like. If they equal or beat the target number, the roll will succeed.

    Target numbers for some different actions (with the relevant attribute in brackets) are:

    Adding a religious minority (Faith): 10 or 2d6+Faith
    Upgrading a religious minority to a majority (Faith): 12 (Can be opposed)
    Upgrading a religious majority to sole religion (Faith): 14
    Converting an unwanted religious minority (Faith): 8
    Converting an unwanted religious majority (Faith): 11
    Destroying an unwanted religious minority (Military): 8
    Destroying an unwanted religious majority (Military): 11

    Colonizing a new region (Diplomacy): 10 +2 per currently owned region beyond capital, +2 if new region is non-adjacent to capital.
    Claiming an abandoned region/NPC in one round (Diplomacy): 17
    Claiming an abandoned region/NPC in two rounds (Diplomacy): 10
    Vassalising a friendly NPC (Diplomacy): 16 + 2 per each existing NPC vassal, to a maximum of 22.
    Last edited by QuintonBeck; 2015-05-18 at 02:51 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

  3. - Top - End - #3
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    Default Re: EMPIRE! Rules, Tables, & Administration

    Country Relationships & Ways of Expansion


    Diplomatic Colonization
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    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
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    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.


    Directly Claiming NPCs
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    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.[/color]


    Trade Posts
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    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
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    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. Great Kingdoms can have can have any number of vassals, but only two of those vassals can be NPCs.

    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 their 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.

    Existing Great Kingdoms may choose to cooperate in the formation of an Empire. Each participating Great Kingdoms must spend a Diplomacy 10 action and announce in their action which of the Great Kingdoms is to serve as the liege state and which the vassal(s).

    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.


    NPC Vassals
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    NPCs may also be vassalized if they are friendly. A Diplomacy check is necessary to accomplish this (TN 16, +2 for each existing vassal to a maximum of 22). NPC vassals may not have more than 5 regions (or fewer if their liege has only 4 or 5). 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.

    NPC vassals can be turned over to the GM so that he takes their actions instead of the liege player taking actions on the vassal's behalf. Vassals run by the GM gain two actions per round (so lesser vassals have three, and greater vassals four) but may also develop more of a mind of their own and be more difficult to control.


    Advanced Military Rules


    Unit Types & Militia
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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 with a cap of 20,000 members of a militia. 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
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    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
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    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 1,000 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.

    The further an army travels, the more chance troops will be lost en route, from exhaustion, desertion, disease or other mishap. For every 5 regions traveled through (Polar regions count as two regions, and aquatic regions will be used to determine sea travel distances) an army has a 50% chance of losing an additional 1,000 troops, calculated after loss deductions for technologies.

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


    Tactical Maneuvering
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    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.

    Overrunning enemy armies

    When an army attempts to move through a region and is blockaded by enemy troops numbering less than 10,000: if the resulting battle will be won without the dice needing to be rolled, the result is determined automatically. The losing army is destroyed. Casualties are otherwise calculated normally.

    Casualties are calculated for the winners based on number of casualties suffered by the defenders, taking into account relevant technologies. If the winning army was attempting to reach another region but was stopped by the losing army, it may continue its progress and fight again in the same round. Additional losses for travel and army size are calculated per army per round, rather than per battle.


    Other Rules


    Technology
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    Technologies are created with use of a Curiosity 10 special action or, occasionally, introduced by the GM.

    Some technologies are assumed to be known universally. For instance, everybody knows how to construct buildings, ride horses and forge steel and do not need specific technologies to do so. However there may be technologies which represent advanced techniques in these areas.

    Technologies usually give players who own them an advantage, whether by giving them a bonus on certain rolls, or allowing them to perform some actions they would not normally be able to (or perform such actions more frequently than usual). They can be traded in the same way as resources, or stolen with an opposed Curiosity roll.

    Unlike resources, once you have a technology it is yours for good. Technologies are assumed by default to be spread to all regions in your kingdom. This does mean however that if someone conquers one of your regions they will acquire all your technologies! You can take actions to destroy technologies within your regions, at which point you no longer have it available.

    Some technologies, mainly military ones, fit into a certain “slot”, listed on the table. This is a broad family of technologies that have a similar application. Technologies in the same slot do not stack with each other, as they become redundant. If you have more than one technology in the same slot but with different bonuses, you need to specify which one you're using.

    Some technologies may not always work, depending on the environment. This is usually on a common-sense basis: for instance, black powder weapons can't be used underwater.

    Most technologies have at least one prerequisite, and more advanced technologies will usually have more prerequisites. If you want to claim the benefits of a technology you must have those prerequisites available in the round you want to use it. These prerequisites are specified in the technology list and may include other technologies, specific resources, previous completion of a particular type of Great Project, possession of a certain type of unit, or similar.

    The use and bonuses of technologies are usually 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.

    Where a technology requires a given resource, it might be possible to adapt the technology to use a similar, but different, resource. This can be done with a Curiosity 5 action and the player attempting it must possess both the “new” resource and the technology in question.

    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.

    All aspects of creation, adaptation and ongoing management of technologies are at the discretion of the GM, and technologies that seem to be unbalanced or otherwise inappropriate will be restricted or prohibited.


    Population
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    Population increases by default every fifth round and is rolled by the GMs. Population increases by the number rolled (including bonuses)*1,000.

    The die size used depends on the predominant race in that region and whether the region is aboveground (A) or below-ground or underwater (B):
    Human or demihuman: 1d12(A) or 1d10(B).
    Nonhuman (cannot breed with humans): 1d20(A) or 1d12 (B)
    Polar regions (all): 1d4

    The following bonuses apply:

    +2 if satisfying Import necessity (meeting "Food" import necessity removes a single qualifying food stack from counting towards bonuses for unique food resources)
    +2 per unique Food resource
    +2 for Sewage System tech and Stone resource (native or import) in region
    +2 for Refrigeration tech and appropriate resource (native or import) in region
    +2 for Population Increase agents
    +1 per duplicate food import
    +1 per duplicate import necessity import
    +1 per luxury resource (EG: Spices, Cloth, Specialists etc.)
    -4 if not satisfying Import Necessity
    -2 if without food resources native or import

    Nomad groups have a more dynamic population, described under the rules for nomad groups.

    Populations can be moved between regions with use of a Diplomacy action. The absolute maximum number of people that can be moved in a single round is one-quarter of that region's population. There may be side effects to moving such a large number of people in one go, such as regions becoming destabilised, acquiring additional import requirements, death on a large scale or similar other outcomes, at the discretion of the GM.


    Nomad Rules
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    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, coastal, or aquatic (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 2d4*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. Coastal 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 which is trying to keep them out. This requires a Military action. 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 i.e. 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 its non-central nomad groups suffer population loss until the second 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.


    Game Over and Second Chances
    Spoiler
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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[/U] 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
    Spoiler
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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, tand 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 QuintonBeck; 2015-05-14 at 02:24 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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    Default Re: EMPIRE! Rules, Tables, & Administration

    Ruler Information

    STATS FOR THE START OF ROUND 48

    Spoiler: Stat Boosts!
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    Nation: Dip Mil Cur Fth Leader Change?
    Caercian Consortium
    Calorum +1 +1
    Cantroth +2
    Caramel Kingdom +2
    Celero
    Chivalric Republic of the United Free Cities +1 +2
    Empire of Dusk +1 +1 +1
    Everburning Horde
    Faedas +1 +2
    Fera +2 +1
    Frost-Kingdom of Maur +2 +1
    Glazfell +1 +1 +1
    Great Sharixian Republic +1 +1
    Guilderene Expanse
    Holy Kingdom of Sycia +1 +1
    Hurosha Empire +1 +1
    Imperium of Sobrida (Carmine Sea) +2
    Kingdom of Ashenia +1 +2
    Kingdom of the Glowing Tides +2
    Kingdom of the Isles +1 +1 +1
    Mularuhm +1 +1 +1
    Niskovia +2 +1
    Praeclarus +1 +2
    Salterri Heartlands +1 +1
    Seaborne Confederation +1 +1 +1
    Telek'kra +1 +1
    The Ancient Coven Returned +2
    Tzalteclan +1 +2
    Zhido Kretoria +1 +1


    Spoiler: Ruler Scores
    Show
    Region Name Player Ruler D M C F L
    Caercian Consortium DurkBlanston King Augustai Caercia 10 10 9 3 9
    Calorum Chief High Priestess of Fire Arvaya Divinorum 10 10 6 10 10
    Cantroth woolii264 Consul Marrwin Kozlov 8 3 10 6 6
    Caramel Kingdom Philote Queen Miriel Freeform 5 7 9 4 9
    Celero Logic King Rion Andust Noth 10 10 10 2 7
    Chivalric Republic of the United Free Cities Kasanip Steward Ilex of Neu 6 6 10 10 10
    Empire of Dusk TheWombatOfDoom Lucas Serendel 10 10 8 5 10
    Everburning Horde Tychris1 Fel 10 10 1 10 8
    Faedas ReggieJam Alicia Loistavaseppä 6 9 10 10 9.5
    Fera Rain Dragon Aglus Thuidans Leikeis Kaiser 10 8 6 6 9.5
    Frost-Kingdom of Maur Mynxae Frost-Queen Nitra Volshevrin-Li 3 7 2 10 9
    Glazfell BladeofObliviom King Khyne Daan II 9 8 9 6 10
    Great Sharixian Republic The Blue Guard Acting Prime Minister Kalixothy Diegeo 5 5 5 5 7.5
    Guilderene Expanse SamBurke Fezzik DeLuca 7 10 5 1 7
    Holy Kingdom of Sycia HalfTangible High Priestess Gloria 6 4 10 9 10
    Hurosha Empire WaylanderX Emperor Sanell Fireguard 10 10 8 10 6.5
    Imperium of Sobrida Aedilred Elwyn, King of the Jarrs &c. 10 10 10 10 6
    Kingdom of Ashenia Elemental Queen Idrisa III 6 10 9 5 10
    Kingdom of the Glowing Tides Dracolon Tide King Anju Thel'sor 10 7 5 2 6
    Kingdom of the Isles Pepper Queen Roimoata and King FitzJarrow 6 4 9 7 7.5
    Mularuhm RandoMan High King Konrad Ringmaker 7 10 10 6 10
    Niskovia Kitsanth Zoran Alkaev-Nisakovich 7 8 10 4 6.5
    Praeclarus Gengy Rex Fozik 10 6 10 10 10
    Salterri Heartlands Morph Bark "Laoying" Valkoinen 6 9 10 10 9.5
    Seaborne Confederation lt_murgen Skipper-General Darryl Grant 5 8 6 4 10
    Telek'kra Soommor Gres'Mogul Mocaba 2 9 2 4 4.5
    The Ancient Coven Returned drack The Great Grandmother of Witches 10 6 3 10 3.5
    Tzalteclan TheDarkDM Teotlkan Khensa 5 10 7 10 6
    Zhido Kretoria DimpleLoamsdown Amber Woods 6 10 3 7 3.5
    Last edited by QuintonBeck; 2015-08-11 at 02:44 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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    Default Re: EMPIRE! Rules, Tables, & Administration

    Religions 1/2

    Updated through Round 50 Round Opener

    Religions Table by Region
    Spoiler
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    #
    Region Name
    Player
    Religions
    Rulers Religion
    NPC2 Serpent's Teeth NPC
    • Doctrine of Frost (Only)
    Doctrine of Frost
    P1 Mictlanpa chief
    • Tzeltulep (Majority)
    • Calorum Lord of Fire Reformation (minority)
    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 (majority)
    Ancestors
    P6 Kuldran Kretoria -
    • Pagan (majority)
    • Doctrine of Frost (minority)
    Doctrine of the Frost
    P7 Zhido Kretoria -
    • Doctrine of Frost (majority)
    • Pagan (minority)
    Doctrine of the Frost
    P8 Tletica chief
    • Tzeltulep (Majority)
    • Calorum Lord of Fire Reformation (minority)
    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
    U13 - -
    • Paganism (Majority)
    • Scions of Jongo (Minority)
    -
    U14 - -
    • Paganism (Majority)
    • Scions of Jongo (Minority)
    -
    U15 - -
    • Paganism (Majority)
    • Radurja (Minority)
    • Scions of Jongo (Minority)
    -
    U16 Barathrum Gengy
    • Paganism (Majority)
    • Scions of Jongo (Minority)
    Scions of Jongo
    U17 Margaria Gengy
    • Paganism (Majority)
    • Scions of Jongo (Minority)
    Scions of Jongo
    U18 - -
    • Paganism (Majority)
    • Scions of Jongo (Minority)
    -
    U22 Symphony TheWombatofDoom
    • Paganism (Majority)
    • Ramhsa (Minority)
    Ramhsa
    U25 - -
    • Paganism (Majority)
    • Radurja (Minority)
    -
    U27 Starbed HalfTangible
    • Doctrine of Frost (Majority)
    • Paganism (Minority)
    Doctrine of Frost
    U31 Praeclarus Gengy
    • Scions of Jongo (Majority)
    • Paganism (Minority)
    Scions of Jongo
    U32 Vagas Littus Gengy
    • Paganism (Majority)
    • Scions of Jongo (Minority)
    Scions of Jongo
    U33 Belua Bay Gengy
    • Paganism (Majority)
    • Scions of Jongo (Minority)
    Scions of Jongo
    U34 Myrwik Gengy
    • Paganism (Majority)
    • Scions of Jongo (Minority)
    • Radurja (Minority)
    Scions of Jongo
    01 Gunung chief
    • Lord of Fire (only)
    Calorum Lord of Fire Reformation
    02-A Celero Logic
    • Children of Kina (majority)
    • Radurja (minority)
    • Tzeltulep (minority)
    • Hailings of the Silver Sea (minority)
    • Order of the Eyes (minority)
    None
    02-B Bereginia Logic
    • Radurja (majority)
    • Children of Kina(minority)
    None
    03 Nyroth QuintonBeck
    • Radurja (majority)
    • Ashmarism (minority)
    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
    • Ashmarism (majority)
    • Radurja (minority)
    Ashmarism
    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 NPC
    • Calorum Lord of Fire Reformation (majority)
    • Radurja (minority)
    Calorum Lord of Fire Reformation
    08-B Tunneldom of K'braashriix zabbarot
    • Radurja (majority)
    Radurja
    09 Genivana zabbarot
    • Radurja (majority)
    • Tzeltulep (minority)
    Radurja
    10 Hrathan-Tuor ImperatorV
    • Radurja (majority)
    • Calorum Lord of Fire Reformation (minority)
    Radurja
    11-A Raaneka Snowfire
    • Radurja (majority)
    • Tzeltulep (minority)
    • Ramhsa (minority)
    Radurja
    11-B Ayava Snowfire
    • Children of Kina (Majority)
    • Radurja (minority)
    Children of Kina
    12 Qarimos Snowfire
    • Radurja (majority)
    • Animism (minority)
    Children of Kina
    13-A Lyradis NPC
    • Children of Kina (majority)
    • Tzeltulep (minority)
    Children of Kina
    13-B Razdis NPC
    • Children of Kina (only)
    Children of Kina
    14-A Guilder SamBurke
    • Children of Kina (Sole)
    Children of Kina
    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 Reggiejam
    • Children of Kina (Sole)
    Children of Kina
    20-A Bordeux Lord_Burch
    • Tzeltulep (majority)
    • Animism (minority)
    Tzeltulep
    20-B Under-Bordeux Lord_Burch
    • Tzeltulep (majority)
    Tzeltulep
    21-A Sulvan Primarchy NPC
    • Tzeltulep (majority)
    • Paragons (minority)
    Tzeltulep
    21-B Under-Sulvan NPC
    • Tzeltulep (majority)
    • Paganism (minority)
    Tzeltulep
    22 Ashenia Elemental
    • Doctrine of the Frost (Sole)
    Doctrine of Frost
    23 New Crima DoomHat
    • Children of Kina (Majority)
    Children of Kina
    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)
    Panshén
    27 Scla´ca moossabi
    • Cult of the Sky (majority)
    • Order of the Eyes (minority)
    • Children of Kina (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
    • Children of Kina (majority)
    • Radurja (minority)
    • Calorum Lord of Fire Reformation (minority)
    Radurja
    31 Grmanhil TheWombatofDoom
    • Children of Kina (Majority)
    • Honored Dead (fallen warriors) (minority)
    • Ramhsa (minority)
    • Radurja (minority)
    • Doctrine of the Frost (minority)
    Ramhsa
    32 Selyra TheWombatOfDoom
    • Children of Kina (Majority)
    • Spirits (minority)
    • Radurja (minority)
    • Doctrine of Frost (minority)
    [*]Ramhsa (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
    • Panshén (majority)
    • Hailings of the Silver Sea (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 (Sole)
    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)
    • Skodur Laiks Riqis (minority)
    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
    • Children of Kina (Sole)
    Children of Kina
    54 Rannara SamBurke
    • Children of Kina (only)
    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
    • Children of Kina (majority)
    • The Ocean (minority)
    • Ramhsa (minority)
    • Doctrine of the Frost (minority)
    [*]Radurja (minority)
    Ramhsa
    61A Requiem TheWombatOfDoom
    • Ramhsa (minority)
    • Radurja (minority)
    • Doctrine of Frost (minority)
    • Children of Kina (minority)
    Ramhsa
    61B Triumph TheWombatOfDoom
    • Ramhsa (majority)
    • Children of Kina (minority)
    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
    • Panshén (majority)
    • Animism (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
    • Tzeltulep (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
    • Panshén (majority)
    • The Path (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
    • Tzeltulep (majority)
    • Paganism (minority)
    Lord of Fire
    71 Malkavan Lord_Burch
    • Panshén (majority)
    • Paganism (minority)
    Lord of Fire
    73 Maur C'nor
    • Doctrine of the Frost (Sole)
    DoF
    74 Kaspiyskiya Kitsanth
    • Animism (majority)
    • Kartina Zhizni (minority)
    Kartina Zhizni
    75 Frazeid Rain Dragon
    • Kartina Zhizni (minority)
    • Laiks Riqis (minority)
    • Skodur Laiks Riqis (minority)
    Laiks Raqis
    76A Neo Scandza Rain Dragon
    • Laiks Riqis (majority)
    • Pagan Star Worship (Minority)
    • Skodur Laiks Riqis (minority)
    Laiks Raqis
    76B Zente Rain Dragon
    • Paganism (Majority)
    • Skodur Laiks Riqis (minority)
    Laiks Raqis
    77 Valeriya Kitsanth
    • Druidism (majority)
    • Kartina Zhizni (Minority)
    • An Nádur Paganism (Minority)
    Kartina Zhizni
    78 Vythau Rain Dragon
    • Paganism (Majority)
    • Skodur Laiks Riqis (minority)
    Laiks Raqis
    79 Hleibjan Rain Dragon
    • Skodur Laiks Riqis (majority)
    • Paganism (Minority)
    Laiks Raqis
    83A Ahmeskharras NPC
    • Tzetultep (Majority)
    • Pagan (Minority)
    Tzetultep
    83B Xictloali NPC
    • Tzetultep (majority)
    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)
    • Panshen (minority)
    -Unknown-
    89 Meimanda NPC
    • Paganism (majority)
    • Panshen (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
    • Tzeltulep (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 NPC
    • Tzeltulep (majority)
    • Animism (minority)
    • Old Gods (minority)
    • Ascension (minority)
    • Radurja (minority)
    • The Path (minority)
    Lord of Fire
    95 The Thousand Vales ReaderAt2046
    • Pagan (majority)
    • The Path (minority)
    • Tzeltulep (minority)
    The Path
    96 Promise DurkBlanston
    • Panshén (Majority)
    • The Path (minority)
    Panshén
    97 Miskaton NPC
    • Pagan (Majority)
    • Tzeltulep (minority)
    Lord of Fire
    98 Vantalaan NPC
    • Pagan (Majority)
    • Tzeltulep (minority)
    Lord of Fire
    100 The Thumping Plains NPC
    • Tzetultep (majority)
    • Mugerkhal (minority)
    Tzetultep
    103 Keystone NPC
    • Sapha Rasta (majority)
    • Mugerkhal (minority)
    • Tzeltulep(minority)
    Tzetultep
    105A Kapital NPC
    • Tzetultep (majority)
    • Mugerkhal (minority)
    Tzetultep
    105B - NPC
    • Tzetultep (majority)
    Tzetultep
    106 Nezetkharras DarkDM
    • Tzetultep (majority)
    Tzetultep
    107A West Kap NPC
    • Tzetultep (majority)
    • Mugerkhal (minority)
    • Sapha Rasta (minority)
    Tzetultep
    107B Suranga Chella NPC
    • Tzetultep (majority)
    Tzetultep
    108 Planinfrag NPC
    • Doctrine of Frost (majority)
    • Pagan (minority)
    Doctrine of Frost
    110 Kseverumestia Kitsanth
    • Pagan (majority)
    • Kartina Zhizni (minority)
    • Doctrine of the Frost (minority)
    Kartina Zhizni
    111 Tekoshkiya Kitsanth
    • Pagan (majority)
    • Kartina Zhizni (minority)
    • Doctrine of the Frost (minority)
    Kartina Zhizni
    112 Serdtsezimiya Kitsanth
    • Paganism (majority)
    • Doctrine of the Frost (minority)
    • Kartina Zhizni (minority)
    Kartina Zhizini
    113 Cantroth NPC
    • Skodur Laiks Riqis (majority)
    • Kartina Zhizni (minority)
    • Pagan (minority)
    Pagan
    114 Ravusia Mynxae
    • Doctrine of the Frost (Majority)
    • Paganism (Minority)
    Doctrine of Frost
    115 Denarii Mynxae
    • Doctrine of the Frost (Majority)
    • Tzeltulep (Minority)
    Doctrine of Frost
    116 Taloqi Mynxae
    • Doctrine of the Frost (Majority)
    • Paganism (Minority)
    Doctrine of Frost
    120 Isles of Tepeti PepperP
    • God Tenders (Unorganized) (Majority)
    • Panshén (minority)
    Panshén
    121 Sanglea PepperP
    • An Nadur Paganism (majority)
    • Rism (Unorganized) (minority)
    • Panshén (minority)
    Panshén
    122 The Broken Enclave PepperP
    • Panshén (majority)
    • Druidism (majority)
    Panshén
    123 The Coldwell PepperP
    • Panshén (majority)
    • Paganism (minority)
    Panshén
    124 Tempestia Aedilred
    • Panshén (majority)
    • Cult of Tempest (minority)
    • Paganism (minority)
    Panshén
    125 Trinacria Aedilred
    • Panshén (majority)
    • Lord of Fire (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
    136 Dong Nam Dosi Chivalric Republic
    • Q'jes (majority)
    • Ancestor (minority)
    • Chosen of Inyannya (minority)
    • Chivalry (minority)
    Chosen of Inyannya
    137 Nezett Karn Lord_Burch
    • Panshén (majority)
    • Paganism (minority)
    Lord of Fire
    138 Land of Free Knights Kasanip
    • Chivalry (majority)
    • Animism (minority)
    • Chosen of Inyannya (minority)
    Chosen of Inyannya
    139 Alzeroth NPC
    • Ashmarism (Sole)
    Ashmarism
    140 Pomequi Mynxae
    • Doctrine of the Frost (Sole)
    Great Dragon
    141A Kemuliaan NPC
    • Wrathful Sun and Kindly Dark (only)
    Wrathful Sun and Kindly Dark
    141B Old Kemuliaan NPC
    • Wrathful Sun and Kindly Dark (majority)
    Wrathful Sun and Kindly Dark
    142 Bastet Kasanip
    • Chosen of Inyannya (majority)
    • Chivalry (minority)
    Chosen of Inyannya
    143 Kanyat Kasanip
    • Paganism (majority)
    • Chosen of Inyannya (minority)
    • Chivalry (minority)
    Chosen of Inyannya
    145 Trandar Tanar Aerdoth
    • Avolianism (majority)
    Avolianism
    146A Rikorsial TheBlueGuard
    • Creed of the Ancestors (majority)
    • Doctrine of the Frost (minority)
    • Paganism(minority)
    Creed of the Ancestors
    146B Jaote TheBlueGuard
    • Tzeltulep (majority)
    • Paganism (minority)
    • Creed of the Ancestors (minority)
    Creed of the Ancestors
    148 Maisel TheBlueGuard
    • Paganism (majority)
    • Creed of the Ancestors (minority)
    Creed of the Ancestors
    149 Kakowokula TheBlueGuard
    • Paganism (majority)
    • Creed of the Ancestors (minority)
    Creed of the Ancestors
    153 Puerto Melizine DurkBlanston
    • Pagan (Majority)
    • Panshén (Minority)
    Panshén
    161 Rathenal NPC
    • Pagan (Majority)
    • Panshén (Minority)
    Pagan
    162 Esuma Philote
    • Ramhsa (Majority)
    • Pagan (Minority)
    • Doctrine of the Frost (Minority)
    Pagan
    163 Valasharix TheBlueGuard
    • Tzeltulep (majority)
    • Creed of the Ancestors (minority)
    • Atheism (Unorganised) (minority)
    Atheism
    164 Triwilix TheBlueGuard
    • Tzeltulep (majority)
    • Paganism (minority)
    Atheism
    165 - NPC
    • Pagan (majority)
    • Panshén (minority)
    Atheism
    N18B Everburning Horde Tychris1
    • Tzeltulep (only)
    Tzeltulep
    N46 Warriors of Syivine Yphinne's Head NPC
    • Doctrine of Frost (Sole)
    Doctrine of Frost
    NP7 Warriors of Syivine Yphinne's Fist NPC
    • Doctrine of Frost (Majority)
    Doctrine of Frost
    N125 Kathuan Tribes Rain Dragon
    • An Nádur Paganism (majority)
    An Nádur Paganism
    Last edited by QuintonBeck; 2015-09-07 at 10:37 AM.

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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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    Default Re: EMPIRE! Rules, Tables, & Administration

    Religions 2/2

    Organized Religions
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    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: ???
    • Scions of Jongo//Head of Religion: Sanctus Makgrull
    • Blessing of Mazara//Head of Religion: ???
    • Creed of the Ancestors//Head of Religion: ???
    • Skodur Laiks Riqis//Head of Religion: ???
    • Chivlary//Head of Religion: ???


    Holy Orders
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    • 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
    • Knights of Gloria - Doctrine of Frost - Felitora
    • Monastery of the Icy Grip - Doctrine of Frost - Frosskov
    • Knights of the Icy Stirrup - Doctrine of Frost - Anavia
    • 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 - Ashamar - Kasumor
    • Hogosha - Ashamar - Shikurai
    • Downsier a'n Beawta - Ashmar - Cuan
    • Dragon Knights - Tzetultep - Tzalteclan
    • Burning Souls - Tzetultep - Kapital
    • Imperial Pyromancers - Tzetultep - Nezetkharras
    • Dragon Bones - Tzetultep - The Thumping Plains
    • Coldfire Berserkers - Tzetultep - Amocuallan
    • Keepers of the Blazing Mural - Tzetultep - Keystone
    • 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 Children of Elbaraz - Children of Kina - Elbaraz
    • The Black Hammers - Children of Kina - Keldagrim
    • The Society of Big Brothers and Sisters - Children of Kina - Galomyr
    • The Children of Razdis - Children of Kina - Razdis
    • 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
    • Choir of the Inner Flame - Lord of Fire - New Crima
    • Kathuan Bards – An Nádur Paganism – Kathuan Tribes
    • Knights of the Silver Wyrm - Panshén - Mularuhm
    • Knights of Bright Silver - Panshén - Trinacria
    • Knights of the Silver Shoe - Panshén - Palas Caercia
    • Knights of Concord - Panshén - Tuhiland
    • Knights of the Silver Leaf - Panshén - Broken Enclave
    • The Rytsari - Kartina Zhizni - Niskovia
    • Holy Order of Water - Ramhsa - Borlmyn
    • Holy Order of Earth - Ramhsa - Triumph
    • Holy Order 1 - Laiks Riqis - LLC
    Last edited by QuintonBeck; 2015-09-07 at 10:37 AM.

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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

  7. - Top - End - #7
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    Default Re: EMPIRE! Rules, Tables, & Administration

    Technology


    Tech Descriptions Updated to the end of Round 36
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    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 by Nation (Updated until the end of round 39)
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    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

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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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    Default Re: EMPIRE! Rules, Tables, & Administration

    Projects and Great Projects Post 1/2

    Updated Through End of Round 41

    Finished Projects and Great Projects
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    Kingdom Region Project Rounds Notes Completion
    Ahmeskarras Clanships Shintouite Forts R31, R32, R32, R32, R32 Fortification [5/5]
    Ahmeskharras Clanships Theocratic Dictatorship R37, R38 Governance [2/2]
    Alydaxan Dominion Scla’ca Port City R4, R5 City [2/2]
    Alydaxan Dominion Alydaxis Shrine to the Sky R18, R19 Shrine [2/2]
    Alydaxan Dominion Alydaxis Study of Humans R27, R29 Book [2/2]
    Alydaxan Dominion Scla’ca Capital City R5, R6, R7, R8, R9 City [5/5]
    Alydaxan Dominion Alydaxis Government System R10, R11, R13, R14, R15 Governance [5/5]
    Alydaxan Dominion Alydaxis Capital City Foundations R17, R18, R18*, R19, R20 City [5/5]
    Alydaxan Dominion Alydaxis Capital City (Palace Grounds) R21, R22, R22*, R23, R23* City [5/5]
    Alydaxan Dominion Alydaxis Capital City (North Quadrant) R21, R22, R23, R24, R24* City [5/5]
    Alydaxan Dominion Alydaxis Capital City (West Quadrant) R21, R22, R23, R24, R24* City [5/5]
    Alzeroth Collective Alzeroth Academy of Tactics and Prowess R33, R34, R35, R36, R36 University [5/5]
    An Nádur Kathuan Tribes Legends of the Deities R32, R32, R33, R34, R35 [5/5]
    Ash Kingdom Maur Sewer System R37, R37 [2/2]
    Ash Kingdom Pomequi Sewer System R37, R37 [2/2]
    Caercian Consortium Palas Caercia Dover Channel R16, R16* Canal [2/2]
    Caercian Consortium Minotron Granaries R23, R24 Infrastructure [2/2]
    Caercian Consortium Palas Caercia Palas Caercia R15, R15*, R15*, R15*, R15* City [5/5]
    Caercian Consortium Minotron Temple to the Wyrm Below R28, R29, R30, R31, R31 Temple [5/5]
    Caercian Consortium Bjurnja Palas Benedictus R28, R29, R30, R32, R32 City [5/5]
    Chivalric Republic of Free Cities Free Cities Heroic Academy of Free Knights R29, R29*, R29*, R29*, R29* University [5/5]
    Chivalric Republic of Free Cities Free Cities Free Knights Academy Curriculum R31, R32 National Standard [2/2]
    Chivalric Republic of Free Cities Free Cities Farm Infrastructure R31, R33 Infrastructure [2/2]
    Chivalric Republic of Free Cities Free Cities River Infrastructure R31, R34 Infrastructure [2/2]
    Chivalric Republic of Free Cities Dong Nam Dosi Train System R39, R39 Train [2/2]
    Chivalric Republic of Free Cities Free Cities Public School R40, R40 Schools [2/2]
    Dunfel Aimplach Statue of the Great Emblazoned One R32, R33, R34, R34, R35, R36 Shrine [6/5]
    Dunfel Everburning Horde The Bloodbound School for Raiding, Banditry, and Fashion R32, R33, R37, R39, R40 University [5/5]
    Faedas Freehold Heartwaste Road to Blazing Temple R19, R19* Road [2/2]
    Faedas Freehold Heartwaste Castles R19, R19* Fortification [2/2]
    Faedas Freehold Tekorva Night’s Gate R10, R16, R17, R20, R21 Fortification [5/5]
    Faedas Freehold Heartwaste Shadowed Academy of Kina R15, R32, R35, R36, R37 University [5/5]
    Faedas Freehold Yorukuni Ketsueki Deep Spire R20, R21, R22, R40, R40 Temple [5/5]
    Fera Halja Niskovian Embassy R12, R14 Embassy [2/2]
    Fera Halja Fauna Farm Improvements R14, R15 Infrastructure [2/2]
    Fera Halja Halja to Neo Scandza Tunnel R17, R18 Road [2/2]
    Fera Halja Medical Academy R12, R12*, R12*, R12*, R13 University [5/5]
    Fera Halja Calculation and Measurement System R14, R15, R15*, R16, R18 National Standard [5/5]
    Fera Halja Cathedral R12, R12*, R14, R19, R21 Temple [5/5]
    Fera Halja Wandering Scientists R16, R18, R19, R22, R24 [5/5]
    Fera Land of the Last Clockwork Waltz Port of Pirate’s Rest R27, R36 City [2/2]
    Fera Maur Lorvyn Embassy R36, R37 Embassy [2/2]
    Fera Fera Caste System R35, R36, R37, R38, R39 National Standard [5/5]
    Glazfell Hegemony Glazfell School System R15, R16 Public School [2/2]
    Glazfell Hegemony Drugard School System R15, R16 Public School [2/2]
    Glazfell Hegemony Glazfell Avenspire R15, R16, R18, R20, R21 Temple [5/5]
    Glirfrey Glirfrey Public Schools R36, R37 Public School [2/2]
    Grand Duchy of Pavonia Pavonia Constitution R16, R17 Governance [2/2]
    Great Sharixian Republic Valasharix Red Canal R39, R39, R39, R39, R39 Canal [5/5]
    Great Sharixian Republic Maisel Red Canal R40, R40, R40, R40, R41 Canal [5/5]
    Guilderene Expanse Maos Titan Leg (East) R20, R20*, R21, R21*, R21* Fortification [5/5]
    Holy Kingdom of Calorum Wenyavuk Arctic Institute R9, R10, R11, R11*, R12 University [5/5]
    Holy Kingdom of Calorum Gunung Good Roads R1, R2 Obsidian [2/2]
    Holy Kingdom of Calorum Gunung Population Incentives R3, R4 [2/2]
    Holy Kingdom of Calorum Gunung Office of Intelligence R13, R14 [2/2]
    Holy Kingdom of Calorum Gunung Metric System conversion R13, R14 [2/2]
    Holy Kingdom of Calorum Gunung Lava Canal Expansion R14, R15 Infrastructure [2/2]
    Holy Kingdom of Calorum Gunung Zeppelin Docks R14, R15 Infrastructure [2/2]
    Holy Kingdom of Calorum Gunung Zeppelin School System R15, R18 Public School [2/2]
    Holy Kingdom of Calorum Calorum Great Mausoleum R1, R2, R3, R4, R5 Mausoleum [5/5]
    Holy Kingdom of Calorum Calorum Holy Book of Flames R4, R5, R6, R8, R9 Book [5/5]
    Holy Kingdom of Calorum Calorum Academy of Arts R4, R5, R6, R8, R9, R11 University [6/5]
    Holy Kingdom of Calorum Gunung Lava Canals R3, R5, R6, R9, R10 Infrastructure [5/5]
    Holy Kingdom of Calorum Calorum Temple of Blazing Truth R14, R15, R16, R18, R19 Temple [5/5]
    Holy Kingdom of Calorum Calorum Great Roads R16, R18, R19, R20, R22 Road [5/5]
    Holy Kingdom of Calorum Calorum Zeppelin Temple R35, R36, R37, R38, R40 Temple [5/5]
    Holy Kingdom of Sycia Sycia Tomb of Yphine R28, R28*, R28*, R28*, R28* Mausoleum [5/5]
    Holy Kingdom of Sycia Sycia Icewing Academy R34, R35, R36, R37, R38 University [5/5]
    Holy Kingdom of Sycia Sycia International Sign Language R14, R15, R38, R40, R41 [5/5]
    Kemuliaan Kemuliaan Mercenary Recruitment Center R37, R38 Recruitment [2/2]
    Kemuliaan Kemuliaan Wall R37, R39 Fortification [2/2]
    Kingdom Caramel Esuma Big Top College R34, R34, R34, R34, R34 University [5/5]
    Kingdom Caramel Esuma Bridge & Ramp Infrastructure R35, R35 Infrastructure [2/2]
    Kingdom Caramel Esuma Healthcare Infrastructure R35, R35 Infrastructure [2/2]
    Kingdom Caramel Esuma Big Top Expansion R36, R36 University [2/2]
    Kingdom Caramel Esuma Big Top Expansion R37, R37 Mind Conference [2/2]
    Kingdom Caramel Esuma Banks & Currency R37, R38 Currency [2/2]
    Kingdom Caramel Esuma Regional Fortification R36, R36, R36, R37, R38 Fortification [5/5]
    Kingdom Caramel Esuma Mind Conference Big Top Expansion R38, R38 Mind Conference [2/2]
    Kingdom Caramel Esuma Vsionary Academy R39, R39 [2/2]
    Kingdom Caramel Domhan Abhaile Research Post R39, R39 [2/2]
    Kingdom Caramel Esuma Shintouite Forts R41, R41 Fortification [2/2]
    Kingdom Caramel Esuma Solar Ray Towers R41, R41 Fortification [2/2]
    Kingdom of Ashenia Hazaria Misakand Fortifications R17, R17* R25 Fortification [3/2]
    Kingdom of Ashenia Ashenia Land Survey R26, R27 National Standard [2/2]
    Kingdom of Ashenia Ashenia Rail Network R26, R27 Train [2/2]
    Kingdom of Ashenia Kyaralath Rail Network R27, R28 Train [2/2]
    Kingdom of Ashenia Ashenia Sewer System R28, R29 Sewage [2/2]
    Kingdom of Ashenia Angan Anvale Rail Network R29 Train [2/2]
    Kingdom of Ashenia Ashenia Great Observatory R2, R3, R4, R5, R8 [5/5]
    Kingdom of Ashenia Kyaralath University of Gran Kyara R17, R17*, R18, R19, R19* University [5/5]
    Kingdom of Ashenia Ashenia Ashenian Encyclopedia R15, R16, R17, R21, R23 National Standard [5/5]
    Kingdom of Ashenia Kyatalath Sewers R30, R31 Sewage [2/2]
    Kingdom of Ashenia Angan Anvale Sewer Systems R31, R32 Sewage [2/2]
    Kingdom of Ashenia Ashenia Medical Academy and Hospital R32, R33, R36, R38, R39, R40 University [6/5]
    Kingdom of Ashenia Ashenia Solar Ray Towers R35, R36, R38, R39, R40 Fortification [5/5]
    Kingdom of Ashenia Hazaria Train System R39, R40 Trains [2/2]
    Kingdom of Celero Celero Great Roads R1, R2, R3, R4, R5 Road [5/5]
    Kingdom of Celero Celero Great Library R2, R3, R4, R5, R6 [5/5]
    Kingdom of Celero Celero Hanging Gardens R2, R6, R8, R10, R12 [5/5]
    Kingdom of Celero Bereginia Reconstruction of Bereginia R10, R12, R12*, R12*, R13 Infrastructure [5/5]
    Kingdom of Celero Celero Patent Office R13, R14, R15, R17, R18 [5/5]
    Kingdom of Celero Celero Senate Building R14, R20, R21, R22. R22* Governance [5/5]
    Kingdom of Celero Celero The Great War Memorial R8, R8*, R10, R14, R32 Monument [5/5]
    Kingdom of Celero Rì Chūgǎng Good Roads R35, R36 Road [2/2]
    Kingdom of Celero Dong Bu Dosi Aerial Military Academy R34, R35, R36, R37, R38 University [5/5]
    Kingdom of Celero Celero Train System R39, R39 Train [2/2]
    Kingdom of Celero Rì Chūgǎng Reconstruction of Rì Chūgǎng R27, R36, R38, R40, R40 Infrastructure [5/5]
    Kingdom of Celero Ziben Yong Train System R41, R41 Trains [2/2]
    Kingdom of Celero Dong Bu Dosi Train System R41, R41 Trains [2/2]
    Kingdom of Faelthalas Faelthalas Good Roads R36, R36 Road [2/2]
    Kingdom of Hurosha Pryonia Statue of Combulei Divonorum R25, R26 Shrine [2/2]
    Kingdom of Hurosha Pryonia Metric System R3, R4, R5, R6, R7 National Standard [5/5]
    Kingdom of Hurosha Pryonia Foundries R3, R4, R5, R6, R7 Infrastructure [5/5]
    Kingdom of Hurosha Kasumor Fortress Reconstruction R15, R16 Fortification [2/2]
    Kingdom of Hurosha Kasumor Law System R21, R24 Law [2/2]
    Kingdom of Hurosha Kasumor Academy of Prowess and Culture R5, R6, R7, R8, R9 University [5/5]
    Kingdom of Hurosha Kasumor Itou Temples R15, R16, R17, R18, R19 Temple [5/5]
    Kingdom of Hurosha Kasumor Giant Airship - Marius' Pride R20, R21, R23, R25, R30 [5/5]
    Kingdom of Hurosha Zargrim Shintouite Forts R17, R20, R21, R31, R31 Fortification [5/5]
    Kingdom of Hurosha Kasumor Academy of Prowess and Culture Expansion R28, R29, R30, R33, R34 University [5/5]
    Kingdom of Hurosha Kasumor Relic Weapon Reconstruction R32, R34, R36, R37, R39 [5/5]
    Kingdom of Hurosha Abyss of Corriach Cloud Weapon Recovery R35, R37, R39, R40, R40 [5/5]
    Kingdom of Kuldran Kuldran Gamok's Wall R36, R36, R36, R36, R36 Fortification [5/5]
    Kingdom of Mularuhm Mularuhm Hrogar’s Outpost R28, R29 City [2/2]
    Kingdom of Mularuhm Mularuhm Monetary System (Gold Coins) R21, R21*, R21*, R21*, R21* Currency [5/5]
    Kingdom of Mularuhm Mularuhm Banking Reserve R28, R35, R40, R40 R40 Currency [5/5]
    Kingdom of Mularuhm Mularuhm College of Dag Torum R10, R10*, R35, R39, R39 University [5/5]
    Kingdom of North Lyradis Lyradis Expansion of Ports R4, R38 [2/2]
    Kingdom of Novrania Novrania Constitutional Monarchy R28, R31 Governance [2/2]
    Kingdom of Novrania Novrania Public School R25, R25*, R25*, R25*, R25* Public School [5/5]
    Kingdom of Novrania Conjelado Anillo Novranian Consulate R36, R37 Embassy [2/2]
    Kingdom of Serendel Grmanhil Intercontinental Canal (East) R9, R10, R11, R13, R14 Canal [5/5]
    Kingdom of Serendel Grmanhil Intercontinental Canal (East) Refurbishment R27, R28, R28*, R29, R29* Canal [5/5]
    Kingdom of Serendel Lyradis Good Roads R1, R2 Road [2/2]
    Kingdom of Serendel Lyradis Good Roads R15, R16 Road [2/2]
    Kingdom of Serendel Lyradis Training University R5, R6, R7, R8, R9 University [5/5]
    Kingdom of Serendel Lyradis Vassal Embassies R17, R18, R18*, R19, R19* Embassy [5/5]
    Kingdom of Serendel Selyra Titan Leg (West) R19, R20, R20*, R21, R21* Fortification [5/5]
    Kingdom of Serendel Selyra Capital City of Ryineene R19, R20, R22, R23, R24 City [5/5]
    Kingdom of Serendel Selyra Titan Torso/Head R22, R22*, R23, R24, R25 Fortification [5/5]
    Kingdom of Serendel Kingdom of Serendel Raaneki Taverns R18, R20, R22, R24, R25 [5/5]
    Kingdom of Serendel Requiem Old Capital Reconstruction R15, R16, R26, R27, R27* City [5/5]
    Kingdom of Serendel Lyradis Granaries R7, R33, R33 Infrastructure [3/2]
    Kingdom of Serendel Niskovia Diplomatic Embassy R34, R34 Embassy [2/2]
    Kingdom of Serendel Requiem Temple of Ramhsa R26, R27, R34, R35, R35 Temple [5/5]
    Kingdom of Serendel Lyradis Fortification of the Crest R1, R2, R3, R3*, R5 Fortification [5/5]
    Kingdom of Stolok Planninfrag Fortification of Planninfrag R26, R26*, R26*, R26*, R26* Fortification [5/5]
    Kingdom of the Carmine Sea Jarrland Good Roads R10, R10* Road [2/2]
    Kingdom of the Carmine Sea Jarrland Port (Seaborne Confederation Port) R13, R14 City [2/2]
    Kingdom of the Carmine Sea Jarrland Sea Palace R14, R15 Palace [2/2]
    Kingdom of the Carmine Sea Jarrland Nationwide Literacy R10, R10*, R11, R12, R13 National Standard [5/5]
    Kingdom of the Carmine Sea Farridon Soikeia Stadium R25, R25*, R25*, R25*, R25* Stadium [5/5]
    Kingdom of the Carmine Sea Jarrland Horbeach Restoration R24, R26, R26*, R28, R28* City [5/5]
    Kingdom of the Carmine Sea Jarrland Royal Raiments R32, R33 [2/2]
    Kingdom of the Carmine Sea Trinacria Shard of Winter at Lamadyr R35, R36, R38, R39, R39 University [5/5]
    Kingdom of the Carmine Sea Trinacria Urusilim R40, R40 City [2/2]
    Kingdom of the Iron Doctrine Sympolemou Iron Vermin Suit R8, R9 [2/2]
    Kingdom of the Iron Doctrine Sympolemou Medical Academy R5, R6, R8, R9, R10 University [5/5]
    Kingdom of the Isles Broken Enclave Military Barracks R17, R18 Fortification [2/2]
    Kingdom of the Isles Broken Enclave Enclave to Tepetl Ferry System R20, R25 Infrastructure [2/2]
    Kingdom of the Isles Isles of Tepetl Local Government System R20, R26 Governance [2/2]
    Kingdom of the Isles Broken Enclave Boardwalk R16, R16*, R16*, R16*, R16* Infrastructure [5/5]
    Kingdom of the Isles Sanglea Access points to Capital City R20, R20*, R20*, R20*, R20* Infrastructure [5/5]
    Kingdom of the Isles Broken Enclave Public Schools R17, R18, R19, R20, R25 Public School [5/5]
    Kingdom of the Isles Broken Enclave Sea Forts R31, R32, R35, R35, R36 Fortification [5/5]
    Kingdom of the Isles Isles of Tepetl Sea Forts R37, R38, R39, R39, R40 Fortification [5/5]
    Kingdom of the Isles Broken Enclave Enclave Institute of Collegiate Mastery R38, R38, R38, R38, R38 University [5/5]
    Kingdom of the Isles Propinlonge KotI Embassy R38, R40 Embassy [2/2]
    Kingdom of the Silver Moon Valterre Public Schools R18, R30, R31, R33, R36 Public School [5/5]
    Kingdom of the Silver Moon Malkavan Public Schools R29, R30,R32, R33 R36 Public School [5/5]
    Kingdom of Trandar Trandar University of Asikar R35, R35, R35, R35, R35 University [5/5]
    Makgrull Praeclarus Uncle Sky's School for Walking the Surface R32, R32, R32, R33, R34 University [5/5]
    New Crima Crima Union of Radurjic Republics Embassy R26, R26* Embassy [2/2]
    New Crima Crima Public School System R2, R3, R4, R5, R6 Public School [5/5]
    New Crima Crima Total Industrialization R26, R26*, R27, R28, R29 National Standard [5/5]
    New Crima Crima Constitutional Tyranny R26, R27, R27*, R28, R33 Governance [5/5]
    New Crima Cridan Choir of the Inner Flame R37, R38, R38, R39, R39 Temple [5/5]
    New Crima Miskaton March of Defiance R37, R41 [2/2]
    Niemida Prefecture Niemidaland Naval Academy R36, R37, R37, R37, R38 University [5/5]
    Niemida Prefecture Meimanda Fu Lakes Lagoon Canal R40, R41 Canal [2/2]
    Nixdarum Abyssian Sea Nixople R36, R36, R37, R38, R38 Capital [5/5]
    Razdissi Underpire Razdis School System R15, R16 Public School [2/2]
    Razdissi Underpire Razdis Statue of Vali the Archer R26, R28 Monument [2/2]
    Razdissi Underpire Razdis Wall of Kalpraz R5, R6, R7, R7*, R8 Fortification [5/5]
    Razdissi Underpire Razdis Razdis to Zargrim Hovertrain Tunnel R14, R15, R16, R17, R18 Road [5/5]
    Razdissi Underpire Razdis Eyeguard Monster Slaying Academy R15, R16, R17, R18, R19 University [5/5]
    Razdissi Underpire Razdis Razdissi School of Espionage and Inquisition R36, R37, R37, R37, R38 University [5/5]
    Razdissi Underpire Razdis Feudalism R18, R19, R37, R38, R39 Governance [5/5]
    Salterri Heartlands Salteire Chamber of Angels R16, R17, R18, R19, R19* Temple [5/5]
    Salterri Heartlands Salteire Lord of Fire Temple R27, R28, R28*, R29, R29* Temple [5/5]
    Salterri Heartlands Aus-teire Public Schools R27, R28, R29, R30, R30* Public School [5/5]
    Salterri Heartlands Salteire Temple to the Silver Lady R27, R28, R29, R30, R30 Temple [5/5]
    Salterri Heartlands Aus-Teire Shintouite Forts R17, R18, R24, R24*, R31 Fortification [5/5]
    Salterri Heartlands Aus-teire Law System R17, R19, R19*, R19*, R34 Law [5/5]
    Salterri Heartlands Aus-teire House of Houses R34, R35 Embassy [2/2]
    Seaborne Confederation Woodwind Emerald City R9, R10 City [2/2]
    Seaborne Confederation Propinlonge International Embassy R18, R19, R20, R22, R22*, R27 Embassy [6/5]
    Seaborne Confederation Jeweled Cities Call of the Mother R22, R23 Book [2/2]
    Seaborne Confederation Jewel Cities Ship Building Academy R2, R3, R4, R5, R6 University [5/5]
    Seaborne Confederation Penoccident Port Diamondhead R18, R19 City [2/2]
    Seaborne Confederation Jeweled Cities Pearl City Expansion R20, R20*, R21, R22, R22* City [5/5]
    Seaborne Confederation Jeweled Cities Aeromancer Academy R15, R16, R17, R18, R19 University [5/5]
    Seaborne Confederation Galomyr Seaborne Capital City R34, R34, R35, R35, R36 City [5/5]
    Seaborne Confederation Ranarra Port Periodot R37, R38 City [2/2]
    Seaborne Confederation Conjelado Anillo Dragon Scale Harbor R37, R38 City [2/2]
    Seaborne Confederation Sea of Glass Museum of Art R20, R27, R28, R40, R41 Museum [5/5]
    Seaborne Confederation Galomyr Skywhale Domestication R40, R41 [2/2]
    Sovereign Principality of Niskovia Niskovia Good Roads R12, R13 Road [2/2]
    Sovereign Principality of Niskovia Niskovia Haljan Embassy R12, R13 Embassy [2/2]
    Sovereign Principality of Niskovia Niskovia Zeppelin Infrastructure R18, R19 Infrastructure [2/2]
    Sovereign Principality of Niskovia Niskovia School System R26, R27 Public School [2/2]
    Sovereign Principality of Niskovia Karintiya Vodoprovod System R26, R27 [2/2]
    Sovereign Principality of Niskovia Niskovia Aqueducts R12, R12*, R12*, R13, R13* Infrastructure [5/5]
    Sovereign Principality of Niskovia Niskovia Public Schools R14, R15, R17, R18, R19 Public School [5/5]
    Sovereign Principality of Niskovia Kaspiyskiya Cassaana City Expansion R28, R29, R30, R31, R32 City [5/5]
    Sovereign Principality of Niskovia Niskovia Train System R28, R29, R30, R31, R32 Train [5/5]
    Sovereign Principality of Niskovia Niskovia Academy of Advanced Learning R29, R30, R31, R32, R33 University [5/5]
    Sovereign Principality of Niskovia Ashenia Ashenian Consulate R30, R36 Embassy [2/2]
    Sovereign Principality of Niskovia Niskovia Sanctum of Prevoskhodstvo R20, R21, R28, R38, R39 Temple [5/5]
    Sovereign Principality of Niskovia Niskovia Mausoleum R12, R38, R39, R40, r40 Masuloeum [5/5]
    Sulvan's Primarchy Sulvan’s Fury Fortification of Sulvan’s Fury R28, R29, R32, R33 R34 Fortification [5/5]
    Telek'kra Telek'kra Tul'Ski Temple R40, R40, R40, R40, R40 Temple [5/5]
    Thalmann Legacy Rathenal Geras City R34, R34, R34, R34, R34 City [5/5]
    Tzaltec Empire Tzalteclan Gates of Nezetkhamun R14, R14*, R15, R16, R17 Fortification [5/5]
    Tzaltec Empire Tzalteclan Imperial Academy R29, R30, R33, R36, R36 University [5/5]
    Tzaltec Empire Tzalteclan Xiutlatokalis R36, R36, R37, R38, R38 [5/5]
    Tzaltec Empire Tzalteclan Tower Perilous R40, R40 [2/2]
    Union of Radurjic Republics Qarimos Granaries R4, R5 Infrastructure [2/2]
    Union of Radurjic Republics Raaneka Golden Statue of Berunda R6, R7 Monument [2/2]
    Union of Radurjic Republics Qarimos Spirit Shrines R17, R18 Shrine [2/2]
    Union of Radurjic Republics Ayava Ancestor Shrines R17, R19 Shrine [2/2]
    Union of Radurjic Republics Raaneka Raaneki Stadium R6, R7, R8, R9, R10 Stadium [5/5]
    Union of Radurjic Republics Raaneka Royal Palace of Bander R12, R13, R14, R15, R16 Palace [5/5]
    Union of Radurjic Republics Ayava Illumination Refinement R15, R16, R17, R18, R19 [5/5]
    Union of Radurjic Republics Raaneka Eastern Floor R27, R27*, R27*, R27*, R27* [5/5]
    Union of Radurjic Republics Woodwind Enclave of Existance R8, R10, R20, R21, R40 University [5/5]
    Union of Radurjic Republics Genivana Radurjic Codex Expansion R10, R11 Book [2/2]
    Union of Radurjic Republics Nyroth School System R14, R15 Public School [2/2]
    Union of Radurjic Republics Grizzland School System R14, R15 Public School [2/2]
    Union of Radurjic Republics Hrathan - Tuor School System R14, R15 Public School [2/2]
    Union of Radurjic Republics Genivana School System R14, R15 Public School [2/2]
    Union of Radurjic Republics Woodwind School System R14, R15 Public School [2/2]
    Union of Radurjic Republics Aloren School System R14, R15 Public School [2/2]
    Union of Radurjic Republics K’braashriix School System R19, R20 Public School [2/2]
    Union of Radurjic Republics Woodwind Good Roads R27, R27* Road [2/2]
    Union of Radurjic Republics Hrathan-Tuor Good Roads R27, R28 Road [2/2]
    Union of Radurjic Republics Genivana Good Roads R29, R29* Road [2/2]
    Union of Radurjic Republics Genivana Radurjic Codex R2, R3, R4, R6, R7 Book [5/5]
    Union of Radurjic Republics Woodwind Republican Senate R6, R8, R9, R10, R11 Governance [5/5]
    Union of Radurjic Republics Grizzland Western Grand Coalition Port R12, R12*, R13, R14, R14* City [5/5]
    Union of Radurjic Republics Grizzland Intercontinental Canal (West) R10, R14, R14*, R14*, R15 Canal [5/5]
    Union of Radurjic Republics Aloren Monetary System R14, R15, R15*, R16, R17 Currency [5/5]
    Union of Radurjic Republics Genivana Grand Radurjic Temple R13, R14, R16, R17, R18 Temple [5/5]
    Union of Radurjic Republics Nyroth Shintouite Forts R16, R17, R18, R18*, R19 Fortification [5/5]
    Union of Radurjic Republics Grizzland Amber Stadium R19, R20, R20*, R21, R21* Stadium [5/5]
    Union of Radurjic Republics Genivana Asnaoga College R21, R22, R22*, R22*, R23 University [5/5]
    Union of Radurjic Republics K’braashriix Opera House & Musical Academy R23, R23*, R24, R24*, R24* University [5/5]
    Union of Radurjic Republics Grizzland Shintouite Forts R19, R20, R23, R24, R24* Fortification [5/5]
    Union of Radurjic Republics Aloren Shintouite Forts R25, R25*, R25*, R25*, R26 Fortification [5/5]
    Union of Radurjic Republics Genivana Shintouite Forts R26, R26*, R27, R27*, R28 Fortification [5/5]
    Union of Radurjic Republics Grizzland Intercontinental Canal (West) Refurbishment R27, R28, R28*, R28*, R29, R29* Canal [6/5]
    Union of Radurjic Republics Aloren Law System R20, R20*, R20*, R30, R30* Law [5/5]
    Union of Radurjic Republics Aloren Great Road R23, R23*, R24, R24*, R30 Road [5/5]
    Union of Radurjic Republics Union of Radurjic Republics Provincial Courthouses R17, R18, R30, R30*, R30* Infrastructure [5/5]
    Union of Radurjic Republics Hrathan-Tuor Shintouite Forts R28, R29, R30, R30*, R32 Fortification [5/5]
    Union of Radurjic Republics Union of Radurjic Republics Public Schools R29, R29*, R30, R30*, R32 Public School [5/5]
    Union of Radurjic Republics Raaneka Public Schools R34, R34 Public School [2/2]
    Union of Radurjic Republics Raaneka Good Roads R3, R34 Road [2/2]
    Union of Radurjic Republics Ayava Public Schools R35, R35 Public School [2/2]
    Union of Radurjic Republics Qarimos Public Schools R35, R35 Public School [2/2]
    Union of Radurjic Republics K'braash Train System R35, R37 Trains [2/2]
    Union of Radurjic Republics Hrathan-Tuor Train System R37, R38 Trains [2/2]
    Union of Radurjic Republics Aloren Train System R37, R38 Trains [2/2]
    Union of Radurjic Republics Woodwind Train System R38, R38 Trains [2/2]
    Union of Radurjic Republics Nyroth Train System R38, R38 Trains [2/2]
    Union of Radurjic Republics Grizzland Train System R39, R39 Trains [2/2]
    Union of Radurjic Republics Raaneka Train System R39, R39 Trains [2/2]
    Union of Radurjic Republics Qarimos Train System R39, R39 Trains [2/2]
    Union of Radurjic Republics Raaneka Shintouite Forts R34, R35, R36, R36, R40 Fortification [5/5]
    Union of Radurjic Republics Ayava Train System R40, R40 Trains [2/2]
    Union of Radurjic Republics Genivana Codex Codification R37, R40 [2/2]
    Union of Radurjic Republics Union of Radurjic Republics Shrine Refurbishment R37, R37, R38, R39, R40 Shrine [5/5]
    Union of Radurjic Republics Qarimos Good Roads R36, R41 Road [2/2]
    Last edited by QuintonBeck; 2015-05-25 at 04:23 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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    Default Re: EMPIRE! Rules, Tables, & Administration

    Projects and Great Projects Post 2/2
    Updated End of Round 41

    Unfinished Projects and Great Projects
    Spoiler
    Show
    Kingdom Region Project Rounds Notes Completion
    Alydaxan Dominion Solus Solus Canal R25, R25*, R25* Canal [3/5]
    Alydaxan Dominion Alydaxis Study of Lizardfolk R27 Book [1/2]
    Alzeroth Collective Alzeroth Fortification of Alzeroth R22 Fortification [1/5]
    An Nádur Kathuan Tribes Wild Empathy R34 [1/5]
    An Nádur Kathuan Tribes Advanced Learning Clan R37 University [1/5]
    Banished Kingdom of Kelldria Kelldria Law Code R40 Law [1/2]
    Caercian Consortium Wyrmar Shintouite Forts R17, R18 Fortification [2/5]
    Caercian Consortium Puerto Melizine Puerto Melizine R39, R39, R40 City [3/5]
    Chivalric Republic of Free Cities Bastet Garden City of Requiem R40, R41, R41 City [3/5]
    Chivalric Republic of Free Cities Chivalric Republic Education Reform R41 School System [1/2]
    Faedas Freehold Tekorva Tome of Metallurgy R3, R20, R41 Book [3/5]
    Faedas Freehold Eyrecradia Shintouite Fortification R5, R6, R7, R41 Fortification [4/5]
    Faedas Freehold Tekorva Great Temple R8 Temple [1/5]
    Faedas Freehold Eyrecradia North Elven Academy R40, R41 University [2/5]
    Fera Halja Fortification of Halja R14 Fortification [1/5]
    Fera Halja Halja to Neo Scandza Tunnel Plus! R17, R18 Road [2/5]
    Fera LLC Fjarskad Ampitheatre R41, R41, R41, R41 Stadium [4/5]
    Glazfell Hegemony Glazfell Law System R26, R27, R40 Law [3/5]
    Glazfell Hegemony Glazfell Modernize Roads R30, R30*, R41 Road [3/5]
    Grand Duchy of Pavonia Pavonia Grove City College R31, R32, R33, R38 University [4/5]
    Grand Duchy of Pavonia Pavonia Coastal Forts R33 Fortification [1/5]
    Grand Duchy of Pavonia Pavonia Sygaldric Lore R20 [1/5]
    Great Sharixian Republic Valasharix Temple Pyramid R38 Temple [1/2]
    Great Sharixian Republic Valasharix Sharix Foundry R40 [1/2]
    Great Sharixian Republic Kakowakula Red Canal R41, R41 Canal [2/5]
    Guilderene Expanse Maos Government System R29 [1/2]
    Guilderene Expanse Guilder Religious Embassies R14 [1/2]
    Guilderene Expanse Guilder Technical Institute for Magical Studies R35, R35, R36 University [3/5]
    Guilderene Expanse Rannara Solar Ray Towers R41 Fortification [1/5]
    Holy Kingdom of Calorum Wenyavuk Ice Sailing Recovery R25, R26, R27 [3/5]
    Holy Kingdom of Calorum Gunung Road Redistribution R3 Road [1/2]
    Holy Kingdom of Calorum Gunung Zeppelin Infrastructure R15, R18, R22 Infrastructure [3/5]
    Holy Kingdom of Calorum Gunung Fortification of Gunung R17, R18, R22 Fortification [3/5]
    Holy Kingdom of Calorum Calorum Regional Libraries R26 [1/5]
    Holy Kingdom of Calorum Calorum Food Distribution R32 Infrastructure [1/2]
    Holy Kingdom of Sycia Sycia Disaster Relief Shelters R36, R38, R39, R40 [4/5]
    Holy Kingdom of Sycia Holy States Blood of Yphinne Investigation R41 [1/2]
    Kemuliaan Kemuliaan Chivalric Republic Embassy R38 Embassy [1/2]
    Kingdom of Ashenia Lacertia Great Temple R6, R7 Temple [2/5]
    Kingdom of Ashenia Ashenia Temple of Carasan Reconstruction R19 Temple [1/5]
    Kingdom of Celero Rì Chūgǎng Medical Academy R20, R22,R36, R37 University [4/5]
    Kingdom of Celero Rì Chūgǎng Fortification of Rì Chūgǎng R21 Fortification [1/5]
    Kingdom of Celero Dong Bu Dosi University of Dong Bue Dosi R35 University [1/5]
    Kingdom of Celero Ziben Yong Capital of Celero R36, R37, R38, R40 Capital [4/5]
    Kingdom of Faelthalas Faelthalas Gradthos Castle R36, R36, R36, R37 [4/5]
    Kingdom of Hurosha Pryonia Temple of the Burning Heart R23 Temple [1/5]
    Kingdom of Hurosha Pryonia Great Roads R11, R13, R14 Road [3/5]
    Kingdom of Hurosha Pryonia Lord of Fire Temples R13 Temple [1/5]
    Kingdom of Hurosha Zargirm Zargrim to Tekorva Hovertrain R14, R18, R19, R19* Road [4/5]
    Kingdom of Hurosha Zargrim Public Schools R15 Public School [1/5]
    Kingdom of Hurosha Kasumor Giant Airship cannons R25, R26 Legal?
    Kingdom of Novrania Novrania Fortified Keeps R25 Fortification [1/2]
    Kingdom of Novrania Novrania Shrine to Panshen and Kina R38 Shrine [1/2]
    Kingdom of Serendel Grmanhil Port City of Hivedric R14, R14*, R16 City [3/5]
    Kingdom of Serendel Borlmyn Irrigation R16 Infrastructure [1/2]
    Kingdom of North Lyradis Lyradis Public School R29, R38, R39 Public School [3/5]
    Kingdom of Serendel Requiem Shintouite Forts R31 Fortification [1/5]
    Kingdom of Stolok Planninfrag Storyteller’s Circle R27, R30, R34, R34 [4/5]
    Kingdom of Stolok Anavia Statue of Despot Maraat R39