Each nation makes exactly 1 post in this turn thread each day, listing the actions taken that turn, and rolls any dice required by their actions. This is an in-character thread. Take all OOC to the OOC thread, or use the PM system. Further posting, in the diplomacy thread, is strongly suggested.
Play
- Spoiler:
- Turns
A nation is given four military actions during the course of a 24-hour turn, to begin every day at 12:00am EST (GMT -5).
All of your turn (all actions) is taken at once, when you make your one post for the day.
Nations may post as many times as they like in the diplomacy thread, and are encouraged to RP heavily there.
Nation Creation
To create a nation, choose a name and up to 8 unoccupied regions and make a post in the turn thread. The turn after a nation joins, it may begin taking actions.
Resources:
There will be scattered throughout the map clusters of resources in adjacent territories. Each resource of a type is capable of providing one additional dice to your dice pool (see warfare, below). These may be traded to adjacent nations passively by agreement between two nations for whatever terms agreed between them, often for resources, but for other services or territory as well. Trade is considered to be ongoing unless a limit of turns is set in place by the trade agreement, and requires only a single one of the agreeing nations to state intention to end the trade, and that very turn, the resources traded are considered unavailable to the other players as per their agreements. Note: In the event of a series of trades requiring a continued chain of trade between multiple players (such as trading a resource received from another player), it is possible to break the chain of trade between all players by cutting off the resource from the original source.
Military Actions
- Spoiler:
- These are all the things you can do on your turn. You have 4 actions per day.
Colonization: Costs 1 action: Colonization is a simple six-sided dice roll of 4 or better to gain a new adjacent territory. Overseas expansion must make geographic sense, and only succeeds on a 5 or better.
Expansion: Costs 3 actions: Gain one territory of your choosing. This option cannot be used for overseas expansion.
Trade Land: Costs variable actions: Swap territories with one other nation. If the difference in the trade is greater than 1, one extra action must be spent by both sides for each additional territory. So if Player A is trading 4 territories and Player B is trading 3, it costs one action. But if Player A is trading 5 territories, both players spend two actions. If Player A is trading 6 territories, both players spend three actions. Player A may not trade 8 territories, as that would cost 5 actions. At the end of a war, land may be traded between both combatants at no cost, according to the agreements of each party.
Trade Resources: Costs 0 actions. Initiate an ongoing trade of resources with another player.
End Trade: Costs 0 actions. End an ongoing trade of resources with another player.
Taxes/Tithes: Costs 1 action: A nation collects 1 gold from every territory they own, +3 more. This passive resource gives no bonus, but may be traded to denote a "debt" to another player for resources or other terms, such as military aid for a number of turns and so on.
Embargo/Blockade: Costs variable actions: A nation may interdict a trade between two other parties with an expenditure of actions. For each action used, you may deny a player access to a single resource received through trade (this will also deny the third party with whatever they were receiving in return for that resource, likely another resource). This action may only be used when it geographically makes sense (has to be believable)
Full Defense: Costs 4 actions: A nation spends all of its efforts in defense, gaining a 50% bonus on all rolls to defend its territory. However, players in full defense cannot take an attackers territory if victorious.
Full Offense: Costs 2 actions: A nation spends all of its efforts in a focused offense, gaining a 25% bonus on all attack rolls on a single front. However, players in full offense obviously restrict the number of territories they can take to 2. This in effect is emphasizing effectiveness of attack vs. quantity.
Attack: Costs variable actions: A player may attack another nation if the nations are “at war.” See Warfare, below.
Military Assistance: Costs 0 actions: A player may allocate part of his dice pool to another nation's war. See Warfare, below.
Warfare:
- Spoiler:
- The Turn before a war:
1. Attacker must publicly declare war a turn before rolling any conquest dice, stating both a reason for the war and terms of surrender on part of the defending nation. Both of these are required. (Your reasoning or terms may be ridiculous, but you still need to give some.)
2.Defender may either accept attacker's terms, or the two nations are considered “at war.”
3.Other nations, though not required to, should make their position on the war known now in the diplomacy thread.
A Turn “at war”:
Nations have a pool of dice equal to the number of territories they control plus the number of resources they have access to. (“dice pool”) If involved in multiple wars, a nation must divide its limited dice pool between multiple fronts.
Attacker:
1.Attacker expends a number of actions equal to the number of territories he wishes to conquer if victorious, and declares an adjacent territory for each action being spent.
2.Attacker rolls any amount of dice from their dice pool.
3.The attacker in a war get a 25% bonus to their attack rolls on the first turn of dice rolling. This bonus is lost if the defending nation was previously in a war within the last 5 turns.
4.Any player wishing to provide allied support for the attacker must roll using their own dice pool for the attack, up to a maximum of 1/10th their own dice pool (rounded UP). Remember that should the ally be in a war with multiple nations/providing aid to multiple nations, it must divide their limited dice pool between all of these fronts.
Defender:
1.Defender then declares a territory for each attack he is defending against.
2.Defender rolls any amount of dice from their dice pool.
3.Any player wishing to provide allied support for the defender must roll using their own dice pool for the attack, up to a maximum of 1/10th their own dice pool (rounded UP). Remember that should the ally be in a war with multiple nations/providing aid to multiple nations, it must divide their limited dice pool between all of these fronts.
Result of battle:
If attacker wins, he gains attacked territory. If defender wins, he gains one of his territories back, or, if he still owns them all, gains one of the attacker's territories. The first turn of the war, an attacker may not lose territories for failed war attempts, due to the need to establish the fighting line on part of the defender.
Additional rules for war:
1. Territories gained in the same turn as an attack/defense cannot be counted for your dice pool until the next turn.
2. Territories gained through war cannot be counted for your dice pool until the war is over.
3. War ends when the two nations come to a formal agreement, one nation gains all of the other nation's land, or when either party gives in to terms set by the other.
Nation Elimination, Dissolution, and Reformation
- Spoiler:
- Elimination: If a nation's last territory is lost through war, or traded away, that nation is eliminated. A player that has lost his nation may either start a new nation with 4 unoccupied regions, or play a rebel front.
Rebel Front: (Reformation): A rebel front has no regions, no resources, and a dice pool of 2. The only actions it may take is to attack, or the trade land action. Like any nation, a rebel front may trade with and receive support dice from allies. If a rebel front wins territory in an attack, or is given territory by another nation, it acts as a regular nation from that point on.
Dissolution: If a player does not roll any dice required of them in defense by the end of a turn, they are assumed to have rolled all 3's. If a player is inactive for 4 days, they are dissolved, and their territories are considered unclaimed. Fluffwise, they are remnants of the previous nation in anarchy or decay. If a player returns from a hiatus and some of their land still remains unclaimed, they may simply post to take a turn again to regain the territory that hasn't been claimed.
Last edited by kobo1d on Tue May 11, 2010 2:07 am; edited 1 time in total