Welcome to the continent of Zalazar.
1 - Valthar played by Azathoth
3 - Kentauri played by Fox Hound
9 - Nyskal played by fsphere
10 - Thuringia played by Pirate
18 - Nermavia played by Torack
22 - Isles of Uul played by gowia
IC located here: http://roleplayerguild.com/showthrea...77#post9480277
Here, among the tundra and ice to the north, to the grasslands and plains of central, to the savannah and desert to the south, and all the way down to the tropical islands out to the Raging Sea, many different races live in cooperation or in rivalry. In peace and war. In dark times and golden ages.
You are in control of one such kingdom, a kingdom of either a most proud nature-loving elves, or a brutish tribal people of bloodthirsty goblins. The choice is all yours, for you are the painter, and so Zalazar is your canvas.
Here's what you do to begin your creation of a kingdom of Zalazar.
There are numbers on the map on the top of this post, that obviously stand for whatever region it might be located on. You will choose one of these regions and place your kingdom here, and fill in the sheet on hidden inside the spoiler below.
Before you start, please remember to keep large images in spoilers!
Code:Nation name: If you want you can just have a big text instead of the whole "Nation name:" thing. Race/Species: What your race is called. Below is a description of their features. Keep in mind if you're making up a race that's not in traditional fantasy settings, please be more descriptive so that we can all get a bigger picture of your surely very original race! Racial Features: Sometimes, when living in a frozen area for generations, you adapt. You grow used to the cold weather, or maybe all of your people are naturally talented animal-skinners or trackers, stuff like that. Specify such a benefit, and it will apply to all your units of your race. (Doesn't apply to tamed animals or constructs of sorts such as siege weaponry or attack-dogs.) Other than that, explain if your people are caucasian, african, indian, middle-eastern, asian, etc. Government Leader Name(s): Your king/emperor/congresspeople, whatever. Government description: Type of government your nation uses. Is it a democracy? Theocracy? Monarchy? After listing that, give a short description of how your nation is ruled and what the government does. Economy Description: A small description of your nation's economical state. Imports and exports: What your country needs and what it sells to other countries. Production and industry: What natural resources does your nation have, and what do you make out of them? Currency: Gold? Dollars? Plinkers? Geography Map Location: What number on the map? (The number) Terrain: Explain your terrain and that stuff. Keep in mind your preset terrain-type (Frozen, tundra, grasslands/forests, savannah/light desert, desert, tropical) and mountains and that kinda stuff. Wildlife: Animals, plants, fukyeh. Terrain Concept: (Optional) Pictures or screenshots or photos of landscapes that would suit your nation and your above terrain description. Capital City Capital Name: What's the name of your capital? Capital Description: How does it look like? What would one see when strolling the streets? What are the buildings of interests (government housing) etc? Capital Industry: What kind of industry and work is done in the city? What drives the city economically? Capital Population: How big is the city and how many lives there? Keep in mind most whatever race you are has an effect on your population overall. For example while humans might range in a few hundred thousand, however elves, who do not breed as well, might be only in the tens of thousands. You get the point. Culture Social standards: Describe social standards between individuals. Are there big differences between rich and poor? Do you have "casts"? Things like that. Religion: Does your nation have specific religions? Do they worship the Light? The balance? Perhaps an omnipotent being that commands his followers to cut their foreskin off? Describe the religion here! Estimated Population: Numbers of population, and where they mostly inhabit. Keep in mind whatever race you are has an effect on your population overall. For example while humans might range in a few hundred thousand, however elves, who do not breed as well, might be only in the tens of thousands. You get the point. Military Military Strength: How many units of each type do you have? Where are they positioned? Units Unit Name: (Pikeman? Swordsman? Maybe just infantry?) Unit Type: (Archer, infantry, cavalry, siege weaponry, etc, keep it simple here. The fancy titles go in the name above) Unit Cost: (The amount of currency the unit costs to create) Unit Description: How does the unit look like? Anything else notable Images are accepted, but keep large ones in spoilers.
At first, you will start off weak of a nation. Your forces are few and spread thin, you do not control many cities, and you do not have a big, prosperous population. The standards vary from nation to nation seeing as we're they're all from different areas and have all risen by different means. While some might have a strong economy, they might lack in military strength, while someone else is the complete opposite.
You will start out with one capital, no big cities. Towns and more cities will be constructed at the cost of currency, and it will take a few turns to complete.
The first post will be created by me, and from there you may only advance your economy -once- until I have posted again. This means you get one economical post per turn, and I decide how long the turn holds, however I will not advance to the next turn until everyone has posted once in the current turn. In one turn, however, you can post however much you want if you want to advance roleplay.
So say the turn starts, and Person#1 writes his economical turn. Let's say he gets 100 gold, and trains 20 swordsmen for his army. He may now deploy those swordsmen and use that 100 gold he just got in a roleplay manner. Next, Person#2 posts and also gets 100 gold and trains 20 swordsmen for his army, and he engages in roleplay with Person#1. Person#1 may post again to respond to Person#2's roleplay, but he cannot get another 100 gold and train more units this turn. Yeah you get it.
Every turn you will receive 100 currency per city you control, 50 currency per town and 25 currency per trade route through your lands. This will be added to your current stash. You start out with 2000 gold, and building a new city costs 1000 each, and a town 500. Building a new city takes 3 turns and towns 2 turns, however, and you will not get the income bonus until it's done. You cannot have more than 2 construction projects active at a time, so wait until one or all of them is done before starting construction of a new one.
The trade routes are established through diplomacy between different nations. For example, Person#1 asks Person#2 is he wants to trade with you. If he accepts, you will both get a trade route for about 10-30 turns depending on what you established in the deal, and both will benifit from the 25+ currency each turn.
To keep an army active and standing, it requires training, food, payment and so on, even when it's not currently engaged in war. The bigger the army, the higher the cost of upkeep, meaning you need a high income to maintain a bigger army.
The current upkeep is as follows:
-1 Currency per 100 active soldiers
-1 Currency per 5 active ships
With an income of 100, and an army of 2000, this means the new income would become 80 (100 income -20 upkeep = 80)
In the first post of every turn, where you specify your income and what units you train/buildings you construct, there should be a little template to follow.
Turn: (Number it, to make sure you're in the right turn.)
-Income: (100 multiplied by the amounts of cities you have, 50 multiplied with your towns, 25 multiplied with your trade routes.)
-Current Stash: (Say you have 1800 gold the last turn, and your income is 200. You should now have a current stash of 2000.)
-Cities: (How many cities you have.)
-Towns: (How many towns you have)
Construction: 1 City [turn 1/3] (-1000 gold) (the [1/3] indicates which turn the constructed city is on, so you can keep track of when the city should be finished. Since this is the turn you begin construction, 1000 gold is drained from your stash to fund building the city. This fee does not have to be payed the second and third turn of construction.)
Units Trained: 25 Swordsmen [10g x 25 = 250] (Name the amount and name of the units you construct, and calculate how much gold this will cost you.)
End-turn Stash: 2000g - 1000g - 250g = 750g (Current stash minus the costs of 1 city, minus the costs of 25 Swordsmen. This gives you your end-turn stash, and how much gold you will have on the next turn.)
As mentioned before, cities can be constructed for 1000 gold, and take 3 turns to finish, but there are other types of buildings to construct. Towns and fortifications.
The fortification is a fort of sorts to station soldiers to defend land and serve as bastions. If a player were to attack a piece of land, he'd have to take down the fortification first before he can take the land.
Building a fortification is a bit harder than building a city however. The fortification itself costs 1000 but it will start off empty, so you need to train units to station in it. So you buy a fort for 1000, then units for X gold and station them inside said fort. You can of course station more units or withdraw them from the fort. The fortifications also take 3 turns to finish.
You can ofcourse name the fortification whatever you want, like Keep or Castle or Hill Fort or whatever suits your nation.
The Town is a lighter method of expanding your kingdom and gaining income. It costs 500 currency to build, and only 2 turns to finish, which is much faster and cheaper than the City, but it gives only 50 currency in income each turn, unlike the City which gives 100.
Waging war with another faction is expensive and gruesome business, but often unavoidable. To calculate which army would win over the other, one would have to take into account unit types, strengths and weaknesses, numbers, equipment, efficiency, etcetera.
A soldier costing 10 gold would fare very well against a militia costing 5 gold, the soldier effectively being twice as good as the scrawny militia. Two militia versus a single soldier however would result in militia victory due to teamwork, because they have increased efficiency when working together.
Siege weapons might take out 10 soldiers with a single shot, however one of almost any type of soldier could take out a siege weapon if it's caught without support.
All these factors will contribute to the outcome of the battles, however how the armies are deployed and how their movements/orders are executed is up to the player. Perhaps one player choses to charge with his 200 cavalrymen from the flank, while his bulk of 500 swordsmen and archers storm head on, while the other player might back up, deploying pikemen first in line to meet the cavalry, then uses his footmen to protect his archers and siegeweapons while they fire at the enemy army from behind friendly troops.
In some cases however, the outcome might look very uncertain. Perhaps the two adversaries are equal. Then a series of rolls will be made depending on the situation to determine how many men fall on both sides, and how much ground the factions would gain or lose. Please note that the DM has ultimate say over whatever outcome the battle may have.
The non-player nations around the world will be controlled by the DM, but wont be actively narrated until a player "discovers" them or otherwise does an action involving them.
Discovered non-player nations so far:
Please abide by the following rules:
1 - You may not godmode or metagame. Meaning do not control another player's actions and do not use OOC information to affect the IC outcome.
2 - Be kind! I don't want to hear any sort of insults if they are not casual joking around. If you get in a fight, take it to PM! You both may get booted from the RP if you argue in our OOC!
3 - Do not invade another kingdom without first letting the player in control of said kingdom know! If you're invading a non-player nation, then you must notify the DM!
4 - Do not speedpost! This is quite a big Civilization RP so try to keep your posts bigger and few rather than short and many.
5 - The DM's word is law. I will hold ultimate say over everything in my RP. If you break any of these rules I may boot you whenever I want.
Questions are very welcome, as this OOC may not contain all the information you are looking for!