After long consideration, I finally decided to start this new game here. If any of mods or Buck sees this as wrong place for this, feel free to move it to proper place
This is a game for members here in GameBanshee, and everybody is welcome to take part if interested. Following is the rules and information about the game:
The Empire General information
In this game, each participiant rules their own land, makes decidions of how to react different situations, what to build, how arrange their army, religion and goverment, trades with other players for different things and of course wars against others. You may have seen similiar games somewhere, but do not be fooled: all the rules are made by myself, and thus there ain't no plagiation.
The theme of the game is fantasy, so you can find many aspects of that style in this game like magic, dragons, fighters, dwarves, elves etc.
Before joining the game, pleace read carefully the rules and how to play, since when you join, you agree to follow the rules. If you don't do that, you won't play, it's that simple
How to join?
Joinin this game is very simple: Just send me pm that you are willing to join this game, and when I have approved you, you will be in the game at the start of next round.
There is no time limit to joining this game, you can join anytime you want, even if the game is already running. The rules ensure that each new player has proper chance to survive at the early stages even if there are much stronger kingdoms playing.
The "application" pm should include the following information:
- Your kingdom's name
- Your player name (may be the same as your username here in GB)
- Race
- Style of goverment
- Main religion
- Tax rate
Races
Humans:
Average race, no bonuses and no penalties.
Dwarves:
+ Bonus to building things
+ Bonus to strengths of army
+ Longer life expectancy than humans
- Not so good at magic
- Demands more food to live than average
Elves:
+ Great bonus to magic
+ Great bonus to research
+ Longest life expectancy
- Lousy fighters
- Don't tolerate other races very well
Centaurs:
+ Fearsome fighters
- Don't tolerate other races at all
Orcs:
+ Fearsome fighters
- Lousy magicians
- Bad at reasearch
Undeads:
+ Best selection of different type of soldiers and mages
+ Immune diseases
- Very bad at research
- Minimal need for food
Gnomes:
+ Best researchers
+ Very good at magic
+ Very tolerate towards Dwarves
- Not so good at direct fighting
Goverments: -
UPDATED!
Total despotism:
You rule, and others obey. Population lives under fear of their king.
One advisor for each field
+ You make all the decisions
+ Almost none fear towards war
+ Nearly none riots
- When riots, those destructive ones
- Mostly content or unhappy population
Elders:
Ruled by you and few other elders.
2 advisor for each field
+ Rarely any riots
+ Only small fear towards war
- In few occasions, other elders may make decision instead of you.
Democracy (limited):
You are selected to lead your country, and if the population is not happy about your actions, they may make new election.
4 advisor for each field
+ When riots occur, they are quite peacefull ones
+ The genral mood of population is happy
- At times citizens may make decisions instead of you
- If riots get too far, anarchy takes place in few turns
Anarchy:
Not a goverment to choose from. Usually takes place as a goverment after riots.
No advisors. If empire had such, there is 50% chance for each one that that advisor will quit.
- Building stops
- Research stops
- Possibility of destruction of buildings
- Possibility of losing wealth and resources
Religions:
God of War:
+ Bonus to stats of army
- Penalties to magic
God of Magic:
+ Bonus to magic
- Penalties to war
God of Research:
+ Bonus to research
- Penalties to War
-Penalties to Building
God of Constructions:
+ Bonus to building
- Penalties to war
God of Farming:
+ Bonus to food production
+ Bonus to population growth
- Penalties to war
- Penalties to magic
- Penalties to research
The mechanisms of the game Gametime
The game is fomed by turns, which representates one month in the game. During turns you can make different decisions and actions, described belows. After each turn I'll post to the game thread general public information about happenings, as well as PM players kingdom related information. At the end of each turn I may throw some special events which player may react if they see it necessare.
Trading
Players can trade with each others anything they want. There is no limits of what they can trade, and how many deals they can have going in the same time. Note though that if you are in war with somebady, every deal with that player will be canceled and no new deals may be made without making peace first or at the same time. The way how you negotate with others are up to you decide, you can use PM, IM, or even discussion thread (the last is not good idea if you want to keep the deal secret

).
Whe you have got to agreement what you trade, both players PM me a "contract", which should include the following information:
- The name of kingdoms and what they will give (the ammounts are needed)
- If trading resources or resources in they way that you pay decided ammount each turn, there must be also listed how many turns player will keep on paying each resources
- Is the deal secret or public
Both players must send identical deals to me (the layout isn't important, just the details) and when I get those, the deal will take place at the beginning of next round.
In case of trading science, I will determine the effect to the receiving player when the deal takes place.
War
To send armies to war, you must first form such. To do this, you assign free population to army. The next turn, when this assignment has taken place, you can send the ammount of soldiers and magicians to attack any player you want. To do this, you PM me how many units of each type available you send, rough tactic (conquer land, drive the enemy away, kill each enemy soldier, raze the land... the possibilities are limited almost only by your imagination) as well as general tactic of how units act (how many mages casts what spells in what situations, how many of soldiers will chase enemy away, in what situations withdraw...). When you have send this, I will make it to take place next turn.
There are two ways to start war: First one is just to attack. Second one is to make declaration in the game thread. When you have started war, both participiants must send me the announce of peace before the war will be over.
Population -
UPDATED!
At the beginning player have certain ammount of population to use. Player can assign them as (s)he wishes, as long as there are available places in that job.
Each citizen needs two (2) units of food to live. Each new citizen born requires 2 jobless citizen and 3 units of food. Each unused acre of land produces 4 units of food
At the beginning, your population will consists only natives, but as the time passes, some of them may decide to leave your kingdom and join others' kingdoms, or there may be some population wanting to move in your kingdom. These new citizens require the same ammount of food, but they may bring some troubles with them. You can also get citizens from other kingdom by conquering their lands. Again, these new citizens MAY bring some problems.
Building
To build, you need to have spare workers. The ammount of workers determine how much time building needs. There are other factors too, whcih affect this speed. Each building requires one acre of free land.
The buildings which are available at the beginning are (The cost of each building is inside the "()" -characters:
Farm (20gp): Doubles the production of food of that acre. Can hold 10 farmer
Construction Guild (100gp): The workers occupying this building works 1.5 times faster.
Mage Guild (150gp): Can hold 10 mages
Smith (80gp): Products armors and weapons for soldiers. Can hold 10 smiths
Gold Mine (120gp): Produces 10gp each turn per one miner. Can hold 10 miners
Iron mine (100gp): Produces 1 piece of iron per worker. Iron is used by smiths. Can hold 10 miners.
Guard Tower (120gp): Increases the values of fighters occupying this tower while defending city. Can hold 15 fighters.
Laboratory (150gp): Each researcher will produce 1 research point per turn. Can hold 10 researcher.
Barracks(300gp): Can hold 100 soldier.
Den of spied (500gp): Can hold 10 spies
Temple (150gp): Can hold 15 priests -
NEW
Fortress (1000gp): When under attack player can put his population inside fortresses to give more protection. Each fortress can hold 300 persons of any job, including soldiers. -
NEW
Notice that new buildings may become available when certain point is reached in research.