RISE OF NATIONS
Ride Forth Victoriously!
PREMISE
Welcome to the Tabula Rasa, a world whose history has yet to be written. In this RP you shall take the role not of one or two characters but that of an entire nation! In your hands you will hold the fates of thousands of people and their prosperity or disaster shall depend on your actions.
What kind of nation shall you lead is entirely your choice. Will it be focused on commerce or military? Will it be a country of sentient fungi or possibly a state of clockwork men? You will be given large freedom when creating it and I will strive to keep it as sandbox as possible. There will be no predetermined storyline and no end boss. Sure, from time to time I may send a “natural” disaster your way, but otherwise I will limit myself to mediation when conflict arise between players and to making sure everyone follows the rules.
However, this is still largely a concept, and there are a stuff that I need to do before the RP can start.
MAP Pick a hex as your starting province and give it a name. Also, be kind like the 3 who already claimed their hexes and mention how'd like for its terrain to look like on the map. 145- Katia 142- Siderealmight MECHANICS Because I’m writing this stuff across the span of several days, and because this is Wall of Text: The RP, there may be some conflicting info. So, anything written bellow takes precedence over anything written in CS or elsewhere. If you feel there are some inconsistencies between things written here, let me know. CS ::General Info:: Each province can only have one building of the same name. Only exception to this is Fortress.
53- Darkoda
::Time and Actions::
- Each update lasts one year in RP and one week in real life.
- How many actions per update you can take depends on the number of Officers. Each Officer can take only one action per turn and once you assign Officer with a task you can't change it.
- Actions an Officer can do aren't limited by their class, they are just more efficient at tasks related to it.
- Spending money on constructing buildings or recruiting armies don't count as action so you don't need Officers for them and can do it as long as you have money.
- Armies and buildings you paid for this turn will become active next turn. Until then you can’t move them or use them to defend your provinces.
- Because it would be a huge hassle (in my opinion) to keep track of the age of each Officer, they are “immortal” as far as natural death is concerned. They can still be assassinated or die of some unexpected circumstances.
::Provinces and Expansion::
- Each province on the map is marked with a number. If the province is explored (and thus named), write down the number next to the province’s name every time you refer to the province. Only exception to this is in-character posts.
- Unless you border another player right at the start, your nation will first expand through exploration.
- To expand this way you first need to send an Officer leading an army to the un-explored province bordering a province you already control. Once the exploration is finished (which may take several updates, depending on Officer’s skill and your luck) the provinces becomes part of your nation.
- You can annex an unexplored province as soon as your army arrives, but this may damage the army and the province may end up having worse stats than it would’ve had originally.
- By expanding through exploration there is a chance you get a perk from the new province.
- When trying to take a province from another player you need to move your army into his province and defeat any army he has stationed there. If there are Fortresses in the province, you need to defeat enemy armies one additional time for each Fortress.
- If enemy doesn’t have stationed army in the province and no Fortresses, then you automatically take the province.
- If enemy province has no armies but has Fortresses, then your army needs to spend one turn per Fortress in the province in order to occupy it. During this time enemy can move his armies to stop your annexation attempts, but in this case he counts as “attacker” for the purposes on deterring who benefits from Ramparts.
- Each Fortress taken in enemy province remains yours even if you didn’t annex the province and gained benefit from it. To take them back enemy has to station his army in the province one update per taken Fortress, but this starts in the update after he expelled your army from the province.
- You can station your army in the enemy province where you own Fortresses. This means enemy will have to fight you to retake them.
- However you choose to expand, you’ll start to benefit from the province in the update after the one in which you acquired it.
::Armies::
- There are two types of armies: standing and levied.
- Standing army is hired once for 10g per unit of Size and afterwards it is always ready for action.
- Standing armies have superior stats to levied armies.
- When you raise levied armies, an army spawns in each province you own with Size equal to province's population.
- Levies don’t contribute to the nation’s Might.
- You can choose specific provinces from which you wish to raise levies.
- Levy army name is same as the name of its origin province.
- For each loss of Size in Levied army you also lose population in the origin province.
- Levied armies can't be merged, but several of them can be led by the same Officer, in which case they move as one army.
- Both standing and levied army cost 1 gold per update per Size unit to keep.
- Army which isn’t led by an Officer can’t attack other armies or invade other provinces, but can move normally within owned provinces.
::Movement and Battles::
- Armies can only move 1 hex per update without suffering from fatigue. Each subsequent move order will make them less effective at battles.
- Moving through unexplored or enemy province may damage your army (attrition).
- Battles occur when to hostile armies are in one province.
- If Army fights more than one battle in update it will increase fatigue per battle fought.
- Army which has lost a battle by being broken, and has no friendly Fortresses in the province, will retreat to nearby province. Unless specified by player before the battle, retreat will prioritize friendly provinces.
- Army can move over sea, but then it moves up to 2 hexes per turn. If the sea voyage started from the friendly province with Dock building, then the movement can go up to 3 hexes.
- Sea battles work in same manner as land battles (and with same armies).
- Defending armies will usually have terrain advantage.
- Fatigue of armies is completely reset if army spends an entire update not moving or battling. If army splits then all new armies inherit the fatigue level.
::Misc::
- Morale is usually lost or gained depending on the results of battles and expansion. Winning or losing battles gives a chance of Morale change, but winning or losing a province will affect Morale 100%.
- Upkeep of Armies and Officers is deducted from your national Income. If it exceeds it, you will lose money each update. If you would go below zero you will have to take a loan. Too many loans will result in bankruptcy and that will wreck your Morale, Prestige and some other scary stuff may happen.
- Population naturally increases 1 unit per 5 turns.
- By roleplaying actions of Officers you gain bonus dice to the dice rolls which affect their chances of succeeding at actions given to them.
- At the start nations don’t know about existence of other nations. You have to send Officers to find them and length and difficulty of this task depends on how far away their borders are from yours. Officers can’t be sent to find a specific nation, only in their general direction (North, East, West, South).
- At the bottom of each post put a spoiler with the list of all your Officers and Armies with their location next to their names and short description of what you want them to do.
- This is not a video game. If you are uncertain about some mechanics, ask. If you think your actions are limited, consult me about what you would like to do.
Anything after this is not necessary knowledge. Read it only if you’re interested in how mechanics work behind the curtains.
::Army Stats::
Standing Army Stats
Size: Determined by the player.
Attack: 2
Defense: 2
Discipline: 2
Speed: 2
Fatigue: 0
Levied Army Stats
Size: Determined by the player.
Attack: 1
Defense: 1
Discipline: 1
Speed: 1
Fatigue: 0
::Officer Stats::
Warfare: 1
Subterfuge: 1
Scholarship: 1
Health: 5
Note: As Officers level up their stats increase depending on their class. The class’ main stat is increased by 1 each level while other two are increased by 1 every 2 levels. Also, because Officers are level 1 they immediately get +1 bonus to their class’ main stat. Classes are: Soldier (Warfare), Spy (Subterfuge), Scholar (Scholarship). Health is a universal stat determining how hard it is to kill the Officer, not just through assassinations or battle, but by disease and other natural and supernatural causes as well.
:: Dice::
- I will use ten-sided die for this RP (d10).
- The level of stats determines how much dice that stat contributes to the dice pool which I will roll to see if actions taken are successful.
- When rolled, all dice showing result of 7 or higher are counted as “successes”. Some actions can be done with one success, but most will require several.
- If result showed by a die is 10, then that die is re-rolled while keeping the success, allowing you, if you are really lucky, to have more successes than the initial size of the dice pool.
- Depending on outside circumstances, dice pools will be modified with penalties and bonuses outside of the limits of stats.
- If, for some reason, the dice pool is reduced to 0 or under, then one die is still rolled to determine success, but now only the result of 10 is counted. The re-roll on 10 is still possible.
- If you have no successes and a result is 1, it critical failure and will result in harsher consequences than normal failures.
Battle Dice Pools:
Damage Roll=(Size+Attack+Warfare+Misc.)-(E.Defense+E.Discipline+Fatigue+Misc.)
Damage roll is done at the same time for both armies involved in battle. Each success on Damage Roll is subtracted for opposing army’s Size.
Morale Roll=(Size+Discipline+Warfare+Misc.)-(Fatigue+E.Size+Misc.)
Morale Roll is done when Army suffers damage (when enemy Damage roll is successful). Only one success is needed. If it succeeds then the army continues fighting. If it fails the army breaks and starts to retreat.
Speed Roll=(Speed+Warfare+Misc)-(Fatigue+Misc.)
Speed Roll is done when you attempt to chase/escape enemy army. It is a contested roll, meaning the army with more successes gets its way. Also, a Speed Roll is done when the army retreats during battle after being broken. If pursuing army wins the Speed Roll then it gets one additional Damage Roll against enemy force without retaliation.
Recovery Roll=Number of Size units lost during battle
Once the battle is done Recovery Roll is used to determine how many battle casualties recovered. Those who ran away during battle and wounded who can still fight return to the ranks.
Anthem: Basically, a theme song for your nation. Try to make it fitting.
Name: Self-explanatory.
Race: In this field you name and describe the main race of your nation. The term “race” encompasses all inborn physical, mental and magical characteristics the people of your nation possess. It is possible for two or more players to have the same race as the main population of their nation. Be descriptive. Even if you pick vanilla humans, there should be at least some distinct physical trait, such as blonde hair, dark skin or slanted eyes.
Culture: Give us a brief overview of your nation’s culture. What kind of arts and crafts do people usually appreciate? What do they do in their spare time? What kind of traits are the most appreciated? At what age is one considered mature?
Religion: What do people of your nation believe in? Do the worship it? How do they worship it? Is there an organization dedicated to worship? How do their beliefs interact with their daily lives?
Administration: How do people of your nation govern themselves? How do they travel? Do they have good schools, hospitals, fire brigades? Who enforces the laws?
Economy: What do people do to make a living? What kind of resources are around? Is the trade developed? What is the nation’s currency?
Military: What is more prized in your nation when it comes to warfare: discipline or ferocity? Is the army professional or levied? Are there advanced war machines? Do they use beasts, both mundane and magical, in warfare?
::Stats::
The power of your nation represented in numbers.
Total Population: No, I will not force you (or myself, for that matter) to keep track of your population in tens, hundreds of thousands or millions. Population in this RP will be represented by an abstract number. You raise that number either by expanding (annexing other peoples) or after certain time period (natural population growth, currently considering 1 every 5 updates). Population has 2 main purposes: it acts as “army cap” for your armies and it affects how much money you get each turn. At the start it's 10.
Morale: This number represents several things: how content your people are, how much faith they have in the nation and how much they are willing to give for the nation. The higher the number the better, because at low values riots, rebellions and other kind of disturbances will start popping up, which may spell the doom for you. Starting default is 5.
Prestige: This stat is similar to the Morale, only it represents how people outside of your nation view it. Higher the Prestige, the greater the chances your culture and religion will “infect” other nations, even if you don’t do anything. Also, persuading foreign Officers to join you will also be easier. Nation starts with 0 prestige.
Might: Not to be confused with Total Population, which represents the army cap, Might is the number of the armies you currently have active. It has two edges: the higher the Might, the more likely that the enemy nation will lose Morale simply by being invaded by you. On the other hand, high Might means you have large number of armies, which means you expanded a lot and peoples of other nations will see you as militaristic and will dislike if their government cooperates with you and will also encourage it to enter alliances against you. It's initially 0, but if you buy armies with starting money it will be equal to the total Size of your armies.
Total Trade: Number representing the amount of trading that goes on in your provinces. Each province has it's own value that contributes to this stat. Total Trade can also increase by getting trade agreements with other nations.
Wealth: This one is 2 stats in 1: the number of piled up funds and the income per turn/update. Money is represented in "gold" and the starting amount is 50g. Your income per turn equals to your Total population plus your total Trade. So, with default stats, this field should look 50g (+11).
Perks:
All the perks you have are listed here.
::Provinces::
Each province has its own set of stats which will influence how it interacts with the rest of your nation as well as other nations.
Province Name: Self-explanatory. Your give the name to your starting province, as well as any province you get through exploration. When you take provinces from other players they will already have their own names. Next to the province's name write the number of its hex.
Province Population: How much pop this province adds to nation’s Total Population. Starting province's default is 10.
Race: Main race of the province. This will probably always be different from your nation’s main race, except for your starting province.
Culture: Same as above, though you can convert the province to be your culture, though it will not be easy.
Religion: Same as the above 2, and like Culture you can convert Province to your religion. Depending on your Prestige, your Religion and Culture may spread to provinces adjacent to the ones you control.
Order: Something like “Morale” stat for each individual province. It has the same value as Morale, minus 1 point for different than main Race, Culture and Religion each.
Trade: This stat shows how much of the income coming from the province is from trade. Starting province's default trade is 1.
Buildings:
Not sure if I’ll go with this, but I may add option to create buildings. The buildings will only affect provinces they are in. I may create a list of buildings, or allow players to create their own, not sure.
::Officers::
Officers are your hands and eyes in this RP. If there’s anything you want do, like send armies to conquer stuff, convert province or spy on the enemy, you will need an officer to do it. There are several ways to get new officers: either you handcraft an officer suitable to your needs a promising individual rises from the masses and you get the option to hire him or you get an officer from other nations, either through persuasion, bribes and/or blackmail. You start with 3 Officers. You are free to choose their classes, but they start at level 1. Only one of the starting Officers can have an Officer perk (only one perk). Handcrafting an Officer during RP costs 20g per Officer. Each Officer, no matter how you got him or her, costs 1g per level per turn to keep.
Appearance: Put the Officer’s appearance pic here. This field is not necessary.
Name: Self-explanatory.
Race: These and the next 2 fields work for the Officers in similar way they work for provinces. They affect how loyal the Officer is to you. Depending on your national policies, once you expand you will probably get a lot of officers who don’t belong to the main Race, Culture and Religion.
Culture:
Religion:
Loyalty: The lower this stat is, the higher likelihood of Officer betraying you. Its value is usually your nation’s Morale minus 1 point per Race, Culture and Religion different from your main. There will also be other miscellaneous modifiers which will affect Officers loyalty.
Class: Officers have 3 classes: Soldier-in charge of leading armies, Spy- in charge of sabotage, uncovering other’s intentions and stuff like that, Scholar- in charge of converting cultures and religions, exploration and some other miscellaneous tasks. Officers aren’t limited by their classes, you can have a Spy lead an army, but they will be the most effective by doing jobs suitable for them.
Level: Officer’s level. The higher it is, the more effective is the Officer. The Officers you handcraft will start at level 1, while Officers got in other ways will be usually be higher level.
Perks: Not always, but Officer may possess a perk (or two) which makes them more effective.
Background: Short description of officer life and personality.
::Armies::
If there is a host of 100 000 soldiers at your gates, bent on burning your city, raping your women and tearing you to pieces, no amount of money and scholarship will stop them from doing it. That’s why any nation planning to survive will have an army, a way to defend itself, and this is where you list all the armies controlled by your nation Each unit of army size has an upkeep of 1 gold per turn.
Name: Any proper army has a name, even if it’s just “1st (or 2nd or 3rd ) Army”. In brackets next to Army's name write the name and hex number of the province the army is currently in.
Leader: Name of the Officer who leads this army.
Size: Each unit of army Size corresponds to one unit of Total Population and one unit of Might. Thus, an army Size of 5 increases your Might by 5 and takes up 5 points of your Total Population. Army must at least be of Size 1, otherwise you may split and merge your Armies however you want (though remember to edit your sheet so I know how many armies you have). Army must be led by an Officer, so that's probably the only limitation to the number of armies.
BUILDINGS
Ramparts (20g): +1 Defense to the defending army in this province.
Assembly (20g): +1 Order (if starting province, to Morale as well), +1 Prestige.
Temple (30g): +2 Order if province's religion is nation's main. Otherwise -1 Order, but increases the chance of conversion.
Market (20g): +1 Trade.
Training Fields (20g): +2 Size to levied Army.
Dock (30g): Speeds-up naval transportation, +1 Trade.
Courthouse (30g): +2 Order if province’s culture is nation’s main. Otherwise -1 Order, but increases the chance of conversion.
Highway (30g): Excessive movement through the nation’s provinces with Highways doesn’t raise army’s fatigue.
Barracks (20g): Decreases upkeep cost of standing armies.
Fortress (40g): Increases the number of won battles needed to take this province by 1.
University (50g): Increases chances of getting a good Officer, +1 Prestige.
Manufactory (30g): +2 Income.
Farm (30g): +1 Income, Increases population growth.
Palace (50g): +1 Prestige, +2 Morale, +1 Upkeep. Can only be built in starting province.
World Wonder (150g): +3 Prestige, +3 Morale, +3 Income, +1 Perk (player-made).
Edited by ANIMA, 18 January 2015 - 09:32 AM.