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The Supremacy of Arelon


DeathClutch19

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The Supremacy of Arelon

Elantris will not exist for many more centuries. The great land of Arelon is in peril, it has been split up into 28 small countries and is on the brink of utter destruction from neighboring lands. One ruler must step up and unite these countries under one great banner. One great leader to take Arelon to a new era of peace and prosperity. The task will not be easy as each country will fight tooth and nail to become the victor, however only a few will survive.

Arelon was once a great nation, however religious unrest drove it to annihilation. 28 different religions emerged and conflict soon ensued. Eventually the fighting got so bad that the different religions sectioned themselves off from one another and become their own countries. As time passed some religions became more tolerable to each other but none would forfeit the power of being its own country. Im the old scrolls of Arelon a prophecy was found that one great ruler would unite the land once again. Thus began a long, cold, bitter war that would spread death, destruction and deceit through the once sacred landscape. Every country proclaimed their leader to be the “Child of Prophecy”. The history books tell a different story…

 

This game is based on World Domination. There are 28 regions in this world, any region that is not occupied by a player will be an NPC nation.

 

The win condition in this game is to own 50% or more of all regions.

 

A Map of the world will be provided and you will be assigned a region.

Rules:

Buildings, Research and People

Every nation starts out with Money, Military, Technology and Philosophy based upon region.

 

Buildings:

You can choose to build buildings which can be used for various actions. Max 3 buildings per region.

 

Workshops: These will increase the income of your country. Cost 5 wealth to build. Will give +2 wealth per turn

 

Barracks: These will be used to train troops. Cost 5 wealth to build. Will give +3 Army Power per turn.

 

Colleges: These will be used to research different subjects (Limit of 1 Colleges per Region). Cost 8 wealth to build. Research time varies.

 

Church: Can be used to train Missionaries and Templars. Cost 8 wealth to build. Can train a Missionary or

 

Templar once every other turn. Cost 3 Wealth to train.

 

All buildings can be upgraded. The effect of the upgrade will be revealed upon completion.

Research:

Military: You can gain military by training soldiers in your barracks. The barracks can be upgraded to produce more military per turn. Army’s will require upkeep which depends on the size of the army ex.) An Army of 12 units has an upkeep of 3 wealth per turn. Battles between Armies will be decided by a dice roll with appropriate percentages given to each army.

 

Technology: Technology can be researched in 2 categories: Military and Economy. Military technology will give an Army a bonus which will be taken into account in battles. Economy technology will reduce the upkeep of running the country and increase your income each turn.

 

Philosophy: Philosophy can be researched to appease your citizens. The new laws formed will make your citizens less likely to have a rebellion. This will also give you access to change taxes in your regions, the tax levels are High (+5 wealth per turn), Medium (+2 wealth per turn) or Low (+0 wealth per turn). Citizen happiness will change with tax policy (the lower the tax the happier the people).

People:

 

Missionaries: Can be used to secretly travel to enemy regions and convert the people to your regions religion. This will cause unrest in the citizens, raising the possibility of Revolution. 5% chance of being discovered and killed per turn.

 

Templars: Can be used to assassinate Generals, Missionaries or other Templars. Assassination of Generals will cause that army to lose power. 15% chance of success.

 

General: Head of the Army and Leader of troops, if he is killed his men waver and lose their will to fight, causing a reduction in the army’s power.

Rebellions:

If the citizens of a region get too unhappy, they will rebel. This will cause all production in the region to halt until the rebellion is dealt with.

 

You can use Taxes and Philosophy to appease the citizens in a region.

Location and Moving

Your location will be given to you on the map.

 

The time it takes for Armies and People to get where they are going depends on how close to your region the destination is. The further the destination the more turns it takes to get there and execute the action.

 

You cannot move through a nations border without making an agreement with that nation first. Should you not make an agreement you will go to war with that nation.

Armies and Battles

All armies will be given a Power level. This is how strong they are. This level is affected by the number of troops, technology and if they have a general or not.

 

Generals can be bought; every Army can have 1 general. The cost of a general will depend on how powerful the army is, the stronger the army the cheaper the general. The general will give an army a bonus.

Battles will be decided by a dice roll. Percentage of victory will be decided by how powerful the 2 armies fighting are ex.) Army 1 has 12 power and Army 2 has 24 power, Army 2 has a 66% chance of victory while Army 1 has a 33% chance of victory.

 

If an army is defending in its own region, then it may be given a bonus for terrain familiarity

 

Should you use 2 armies to attack 1 army, the 2 attacking armies will gain a bonus.

 

Should a Multi-Army battle occur the percentages will be given proportionately to power.

Alliances and Agreements

Alliances can be made, as it is possible for 2 countries to both control 50% of the regions, however they must be made public and should you break an alliance your country will lose X wealth per turn for 6 turns. The amount will be decided by a dice roll. An alliance allows the 2 countries to travel between each other’s borders without penalty and both parties will be able to give their ally 10 Army power per turn or 8 wealth per turn.

 

Trade agreements can also be made these will gain your country 5 wealth per turn. Should a trade agreement be broken your country will lose X wealth per turn for 3 turns. The amount will be decided by a dice roll.

 

A military access agreement can be made to allow Armies to travel through non-ally regions.

 

Map:

 

tumblr_nvrzejamvM1stjqlxo2_1280.jpg

 


 

Hello all! Me and Elkannah are going to Co-Gm this game. We just think this is a really interesting game and wanted to try it out. The cycles will end at 8pm MST on Sunday and Wednesday of every week. The game will start once we have about 12 players. If you are interested please join! Also help us spread the word and get others to join. Hope to see you all on your path to world domination!

 

Player List

1. Kynedath

2. Master_Elodin

3. Hellscythe

4. Voidus (Maybe)

5. irulelikeSTINK

6. Orlok 

7. Mailliw

8. Prizoner

9. MarkIV

10. RippleGylf

11. Alvron

12. Aonar

13. Quiver

Edited by DeathClutch19
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I'm in too!

So, there's no location based benefits, right?

How much wealth do we start off with? How much is our starting income?

When we break an alliance/trade deal, we lose points. Does our income reduce the amount of deduction?

Example:

Maill and Kynedath have a trade agreement.

Maill decides to break it.

Already, he had +6 wealth per turn.

His wealth reduction amounts to -5 wealth per turn.

So, will he finally get a +1 wealth per turn income?

There's two Eons on the map. One in the South-West and the other in the North-East. Mistake? Or does it have a reason?

What does researching subjects do?

Edited by Mark IV
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There's two Eons on the map. One in the South-West and the other in the North-East. Mistake? Or does it have a reason?

This is the same map as in the Elantris book and in the book, each province was placed under the care of a lord or a noble family (one of the two, but I'm pretty sure it's just the single guy). The name of the province was named after the root of the person'e name.  For example, the province of Aor could be governed by someone named Shaoran. Alternatively, it could be governed by someone named Sulaor. I am not entirely sure if the provinces are named after those who govern them or if those who govern them are named after the provinces. My guess is that either initially or currently, there were two governors who had the same base in their name. They most likely took places farthest away from each other to prevent confusion.

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Philosophy: Philosophy can be researched to appease your citizens. The new laws formed will make your citizens less likely to have a rebellion.

Ham's philosophing totally "prevented" a rebellion.

The actual reason philosophy makes people less likely to rebel is that they will all be too busy philosophing to rebel.

(I'm not joining. Just having fun.)

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I'm in too!

So, there's no location based benefits, right?

How much wealth do we start off with? How much is our starting income?

When we break an alliance/trade deal, we lose points. Does our income reduce the amount of deduction?

Example:

Maill and Kynedath have a trade agreement.

Maill decides to break it.

Already, he had +6 wealth per turn.

His wealth reduction amounts to -5 wealth per turn.

So, will he finally get a +1 wealth per turn income?

There's two Eons on the map. One in the South-West and the other in the North-East. Mistake? Or does it have a reason?

What does researching subjects do?

There is location based benefits thus you will be informed of your starting wealth and income.

Your income does not reduce the amount of deduction.

Yes to the example.

The 2 eons will just be called North Eon and South Eon.

Reasearching subjects allows you to increase your Army Power, reduce citizen unhappiness and increase income per turn.

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Alright. I think I'd be interested in this. It's question time, though. :P

What's the turn length? (Irl and in game?)

Can we interact with NPC nations in all the same ways we can interact with other players? How will those actions be handled?

How much freedom do we have? How much if anything are we able to do that isn't inherently obvious in the rules?

More questions are liable to come, but they'll probably he over PM.

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Oh, also, do we get to name our religion? Or is that just you and you hand us a religion? Or is it somewhere in the middle and there are guidelines to naming the religion but no concrete names? Or is it somewhere else in the middle where we get to choose a name for our religion from a list provided by you? Or is it in the middle of those two by giving you a list of names and you get to modify it within a specific range of guidelines?

Edited by Kynedath
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Alright. I think I'd be interested in this. It's question time, though. :P

What's the turn length? (Irl and in game?)

Can we interact with NPC nations in all the same ways we can interact with other players? How will those actions be handled?

How much freedom do we have? How much if anything are we able to do that isn't inherently obvious in the rules?

More questions are liable to come, but they'll probably he over PM.

Turns will end on Wednesday and Sunday of each week at 8 pm MST.

Each turn in the game represents one year.

 

Deathclutch may correct me on this one, but for now you may make trade agreements, but not alliances with NPCs.

 

Most of the game will be solved by referring to the rules; however, if you come up with a clever interaction we will probably let you get away with it.

 

I'll be very interested to see what you try.

 
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Oh, also, do we get to name our religion? Or is that just you and you hand us a religion? Or is it somewhere in the middle and there are guidelines to naming the religion but no concrete names? Or is it somewhere else in the middle where we get to choose a name for our religion from a list provided by you? Or is it in the middle of those two by giving you a list of names and you get to modify it within a specific range of guidelines?

 

Yes you can name your religion whatever you want.

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