Forums / Roleplaying / Battle for Rome
Battle for Rome | ||||
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"In Vino Veritas" -Truth in Wine Egpyt, Rome, Parthea, Gaul, Greece, Scythia, Germania… all great nations. These great nations need great leaders. Who will win, and who will die by the blade? Now is the time. The world is ready for a good leader to rise up and destroy all enemies. Can you be that leader? You may use your skills in battle, and you must choose wisely which men to recruit with your limited resources. Choose wisely, and you will rest on the throne of Rome. Choose wrongly, and you will rest on the spears of your foes! Let us begin the remake of the legendary Battle for Rome! The Roman Army The Roman army is the force from Italy, deadly with legions of troops. Once in control of so much more then they currently do, can the roman army take its place and rule the world? *Leader* Julius Caesar - *Consul* Pompey - *Consul* Crassus - Gallic Tribes Not united in any way, these tribes are fearsome and competitive. They are deadly in their homeland, and have a bitter hate for Romans. Handle with care, sons of Mars! *Vercengetes* Vercengetorix - *Gestenores* Gestenorox - *Feriendores* Feriendore - Egypt Devastating force from the south, Egypt is not bound by a particular hatred for any Faction. Egypt is one of the superpowers of the ancient world. Great monuments are not this Faction's only strength! *Leader* Ptolemy XII - *General* Abayomi Lateef - *General* Apophis Kneph - Parthia Parthia, (otherwise known as Persia) is a great force, and brilliant with cavalry, Parthia once had a strong empire rivalry Rome. Can they do the same this time? Certainly if other Factions underestimate these horsemen. *Leader* Orodes II - *General* Gorus Tynet - *General* Marinea Youssul - Germania Northern brothers of the Gauls, the Germanians had great axemen and sturdy fortresses. They are a major threat to any invaders! *King* Ambiorix – *General* Vorro - *General* Geir – Greece Civilised, cultured, a nation of thinkers and philosophers... just don't disagree, or find yourself on the point of the invincible Spartan Hoplites! Do not underestimate these warriors. *Leader* Kleomenes - *General* Antigonos - *General* Eumenes - Scythia Eurasian 'barbarians', this faction was legendarily the first to domesticate the horse. As such, their horsmanship is unmatched by even the Parthian steeds. Their archers are also mighty, their warriors feirce and strong. Be wary of their prowess in battle, or weep for your lost men and honour! *King* Palokus - *General* Tasius - *General* Maecotia - [Inactive] = Does not post often, has not been here in a while. Place may be open for others. [Warning] = Spammed, Flammed or Broke the rules. Place may be open for others. [Son of...] = Good player either at tactics, helpfulness or just posting often. Do not expect the history to go according to the books, in this Rome, you decide your fate! I shall assume the role of Jupiter, and make sure that all goes well in the world of mortals. ~Rules~ Getting Started: Please post on the thread asking to be accepted, and the character and faction you wish to belong to. Do not spam or go ahead and post after your applictaion, or you will be ignored. Points: Only leaders can get points, but you can help! Points can be used to buy troops, and points can be gained by winning battles. So, you buy troops, use them to battle, and get more points! Sometimes if you settle a situation without bloodshed you get the points without using Troops. Once you win a battle, your leader will get the points to give to his generals as he likes. Please be patient, as most of the leaders aren't robots... most... Battling: To battle you need men. Small battles can sometimes include yourself, but generally you need an army. You also need to reach the battlefield, which will normally take a few days or even weeks. Once you are there, you may fight. You can do anything you like on the battlefield, but please wait for me to reply to your movements and give you the outcome. Secret Plans: If you are planning to ambush someone, you obviously don't want them to know about it. In these circumstances PM me your movements, and I will use this as proof that you had moved there. Secret Plans not PMed to me will be void. Roads: Roads may be built from one town to another. The cost of a road depends on the amount of days it would normally take to travel between the towns, and what natural obstacles are in the way. Roads are very useful to move an army around swiftly, but be careful as they may cost many points. Name, Location, Faction: To help me keep track of everyone, please put your character name, location at the time of the post, and the faction you belong to. Failure to do this may result in your post being ignored. Turmoil: If you control no territories, or if your faction leader dies, your faction enters a state of [Turmoil]. After 5 days of [Turmoil], you suffer a faction-wide morale decrease amongst the soldiers, and for every day you remain in turmoil after 5 days, you lose 50 soldiers at random. This is to simulate lack of supplies and food, as well as desertion in the face of desperation. You may remove your status of Turmoil by capturing a territory. ~Gods~ Temples: Temples cannot be built. They are simply there. There is a temple dedicated to each God of the Pantheon, that is 12 temples in all. If you own a city in which a temple stands, you gain the power to Envoke the God of that temple. Temples can be destroyed by invading armies, and the treasures taken to another city. In that case, a temple will be erected around the treasures in the new city, and the benefits will be given to the new owner. One city may only have one temple at any one time. There can never be more than one temple for one god. Envoking the Gods: All of the gods bestow different powers on their people. You may only Envoke the Gods if you are visiting a city that has a temple dedicated to that god in it, and if you own that city. You may only envoke each god once per chapter. To find out what cities contain what temples, and what powers they bestow upon their worshippers, see the section labelled "Temples". FAQ: Q: Can we duel? A: Yes. You can do anything in Battle for Rome. When the situation comes up I will address it. Q: How does Game Time relate to Real Time? A: It doesn't. Time is advanced according to the latest timestamps. Generally for a day passing I will show a "Time Moves On..." legend which indicates the passing of time. Q: Can we play as sub-officers? A: No. Sub-officers are controlled by me, although they are commanded by their generals. Generals relay their orders to the sub-officer, and I shall post the sub-officer's reaction to this. As such, sub-officers are not playable. ~Unit Cost~ ~ROME~
Peasants - Useful for luring enemies into areas, Peasants are pathetic at hand-to hand fighting - 5 points Skirmishers - Pepper the enemy with spears, cheap ranged units - 10 points Vigiles - General keepers of the peace, Rome's policemen. Can be called on to fight, but for fear of rebellion these troops are no stronger than the standard militia - 10 points Socii - With their loyalty constantly in question, these cheap troops are effective for their cost and willing to fight should trouble arise - 15 points Peasant Light Cavalry - Equipped with a spear and with very basic cavalry training, the peasant is a cheap way to get cavalry. However they are slow and poor morale makes them quick to flee - 15 Points Archers - Archers give an added dimension to your army, no Century should be without them - 20 points Auxilia - Non-citizens that are generally expendable and used to wear down enemies before the real killers of the Roman Army take hold - 20 points Peasant Heavy Cavalry - Without much training, these peasants are very good defenders but poor at shifting the huge spears and swords that heavy cavalrymen traditionally support - 25 Points. Skirmisher Cavalry - Mounted on quick steeds, these units can stay out of harm's way. Be careful of limitted ammunition - 30 points. Peasant Engineer - A peasant trained in the arts of operating machinery more effectively - 30 points. Cavalry Auxilia - Recruited from captured provinces and often skilled in the ways of their mount - 35 points Heavy Cavalry - Basically early knights, more useful in their sheer power than flankers - 45 points. Legionarius - The most effective and flexible infantry in the Ancient World. Carries two Pila for a ranged attack - 45 points. Lancearii - Elite light infantry to support the Legions, these well disciplined forces hold the enemy in place for the real attack - 45 points. Ladders - Cheap way to scale an opponent's walls - 50 points Immunes - Fully trained legionaries with specialist roles such as medics or engineers, who may be called upon to fight in the ranks - 50 point. Trireme - Copied from the greeks, use this to cross water! (Capacity 40 men) - 60 points Speculatores - Internal keepers of the peace, trained to remove enemy spies and troublemakers that might threaten the rule - 100 points Exploratores - Spies and scouts, mounted on horseback when necessary, and used to reveal enemy numbers - 100 points Frumentarii - Rome's undercover operation, these troops are loathed by the people and should not be revealed, capable of many covert deeds - 200 points Quadrireme - Upgrade of the Trireme, a slow ship but very powerful (Capacity 100 men) - 200 points Battering Ram - Used to destroy fences, walls etc. must be manned by infantry - 200 points Ballista - Powerful weapon, causes opposition's men to flee more easily - 200 points Oneger - This great beast slows down your armies, but does devastating damage to walls with boulders - 300 points Quinqereme - Slow but still quicker than most ships of it's size, the Quinqereme is an expensive but effective craft (Capacity 150 men) - 350 points Mounted Onegers - Can only be garrisoned. Offers better defense for cities - 400 points Heavy Oneger - The mother of all machines, fear this flame upgrade of the Onager! - 600 points Mounted Heavy Onegers - Can only be garrisoned. Offers better defense for cities - 800 points Extra Fortifications - Adds Archer towers, Pit-traps and other nasties to your province - 1000 points ~GAUL~ Peasants - Useful for luring enemies into areas, Peasants are pathetic at hand-to hand fighting - 5 points Skirmishers - Pepper the enemy with spears, cheap ranged units - 10 points Gaul Warriors - Effective light infantry, flexible and cheap - 10 points Runners - Speedy peasants rigorously trained to carry messages quickly - 15 points Spear Warriors - like Roman Hastati but with less armour, these men first throw their spears before engaging. Light Infantry - 20 points Archers - Archers give an added dimension to your army, no army should be without them - 20 points Light Cavalry - Fast and effective, useful for flanking manouvres - 30 points Archer Cavalry - Mounted on quick steeds, these units can stay out of harm's way. Be careful of limitted ammunition - 30 points. Celtic Warriors - These soldiers can incite themselves into a warcry on command, doubling attack for one attack - 50 points WarDogs - used to terrify the enemy, these dogs rip apart light infantry - 50 points Slingers - Deadly, short-ranged units hurling stones with precise accuracy - 50 points Ladders - Cheap way to scale an opponent's walls - 50 points Gallic Cavalry - Unlike the trained horses of Rome and Carthage, these men ride wild, ferocious steeds - 60 points Basic Ship - Required to cross the water, this is the basic Gallic ship (Capacity 50 men) - 70 points Battering Ram - Used to destroy fences, walls etc. must be manned by infantry - 100 points Spies - Masters of sneakiness, spies are useful for turning the tide in battle with information - 100 points Druids - Increases army attack and morale for each living druid slightly - 100 points Celtic Warrior Cavalry - Riding ferocious steeds, these units can incite a blood lust amongst themselves which doubles the damage of heir charge - 100 points Explorer - More flexible than a scout in difficult terrain, not as fast but great at noticing useful landmarks - 120 points Scout - Mounted on fast steeds, these mounted spies are expert at mapping out a battlefield and opponent troop counts, at cost of their subterfuge capabilites - 150 points Ballista - Powerful weapon, causes opposition's men to flee more easily - 200 points Great Ship - More powerful than the basic ship, Gaul's proudest naval vessel (Capacity 100 men) - 250 points Extra Fortifications - Adds Archer towers, Pit-traps and other nasties to your province - 1000 points ~EGYPT~ Peasants - Useful for luring enemies into areas, Peasants are pathetic at hand-to hand fighting - 5 points Spearmen - Pepper the enemy with spears, cheap ranged units - 10 points Guards - General keepers of the peace, sometimes drafted in to the army - 10 points Warriors - Light infantry who use their curved scimitars in battle to deadly effect - 20 points Hunters - Skilled in hunting along the nile, flexible troops with spears and swords, fast movement - 20 Archers - Archers give an added dimension to your army, no army should be without them - 20 points Raiders - Light infantry armed with swords, Raiders are good at ship-to-ship combat - 25 Points Raider Cavalry - Light cavalry armed with swords, decent at hit-and-run type attacks - 25 Points Light Cavalry - Fast and effective, useful for flanking manouvres - 30 points Heavy Infantry - Strong, slow and well-trained. Useful core of an army - 30 points Hoplites - The Egyptian version of the hoplite, they are armed with long spears and can form a phalanx to gain increased attack and defense but reduced speed - 35 points Heavy Raiders - More heavily armoured counterparts of Raiders, good at ship-to-ship combat but cannot stand against higher quality soldiers in a straight fight - 40 points Slingers - Deadly, short-ranged units hurling stones with precise accuracy - 50 points Basic Ship - Used mainly for transport across the nile (Capacity 40 men) - 50 points Light Cavalry Guard - With swift steeds and steady horses, these light cavalry keep their Leader from danger - 50 points Ladders - Cheap way to scale an opponent's walls - 50 points Camel Riders - Good to scare cavalry, and effective in desert terrain - 60 points Heavy Cavalry Guard - Powerful cavalry, an elite unit - 80 points Battering Ram - Used to destroy fences, walls etc. must be manned by infantry - 100 points Spies - Masters of sneakiness, spies are useful for turning the tide in battle with information - 100 points Large Ship - A combination of the deep Great Ship hull, but trimmed to a basic ship frame (Capacity 90 men) - 150 points Ballista - Powerful weapon, causes opposition's men to flee more easily - 200 points Great Ship - More powerful than the basic ship, Egypt's proudest naval vessel (Capacity 120 men) - 250 points Large Ram - A huge battering ram, effective but expensive - 300 points Extra Fortifications - Adds Archer towers, Pit-traps and other nasties to your province - 1000 points ~PARTHIA~ Peasants - Useful for luring enemies into areas, Peasants are pathetic at hand-to hand fighting - 5 points Skirmishers - Pepper the enemy with spears, cheap ranged units - 10 points Parthean Warriors - Effective light infantry, flexible and cheap - 15 points Spear Warriors - Like Roman Hastati but with less armour, these men first throw their spears before engaging. Light Infantry - 20 points Archers - Archers give an added dimension to your army, no army should be without them - 20 points Scouts - Mounted on lightning steeds, these men can travel much faster than a normal army - 25 points Light Cavalry - Fast and effective, useful for flanking manouvres - 30 points Spear Cavalry - Hurling spears from their steeds, enemies are sure to get the 'point' XD - 40 'point's Heavy Parthian Warriors - These heavily armoured soldiers have an excellent defence, but are slow and their attack is poor - 50 points Ladders - Cheap way to scale an opponent's walls - 50 points Slingers - Deadly, short-ranged units hurling stones with precise accuracy - 50 points Mounted Archers - Their horses keep these archers from harm's way, be careful of limited ammunition - 50 points Persian Cavalry - Carrying both a sword and a bow, but mostly proficient with the sword, these make flexible all-round cavalry units - 60 points Basic Ship - Required to cross the water, this is the basic Parthian ship (Capacity 40 men) - 70 points Spies - Masters of sneakiness, spies are useful for turning the tide in battle with information - 100 points Battering Ram - Used to destroy fences, walls etc. must be manned by infantry - 100 points Cataphracts - Carrying not only spears but also maces, these heavy cavalry are capable of breaking through almost any formation - 120 points Large Ship - A combination of the deep Great Ship hull, but trimmed to a basic ship frame (Capacity 90 men) - 150 points Ballista - Powerful weapon, causes opposition's men to flee more easily - 200 points Extra Fortifications - Adds Archer towers, Pit-traps and other nasties to your province - 1000 points ~GERMANIA~ Peasants - Useful for luring enemies into areas, Peasants are pathetic at hand-to hand fighting - 5 points Skirmishers - Pepper the enemy with spears, cheap ranged units - 10 points Gaul Warriors - Effective light infantry, flexible and cheap - 15 points Ladders - Cheap way to scale an opponent's walls - 20 points Archers - Archers give an added dimension to your army, no Century should be without them - 20 points Light Cavalry - Fast and effective, useful for flanking maneuverer's - 30 points WarDogs - used to terrify the enemy, these dogs rip apart light infantry - 50 points Battering Ram - Used to destroy fences, walls etc. must be manned by infantry - 50 points Slingers - Deadly, short-ranged units hurling stones with precise accuracy - 50 points Axemen – Strong attack but a weak defence, hurl these men into battle to wreak havoc on close formations – 60 points Gallic Cavalry - Unlike the trained horses of Rome and Carthage, these men ride wild, ferocious steeds - 60 points Basic Ship - Required to cross the water, this is the basic Germanic ship (Capacity 50 men) - 70 points Hand-picked Axemen The elite of Germanian axemen, these warriors do great damage – 10 axemen + 60 points Celtic Warriors - These soldiers can incite themselves into a war cry on command, doubling attack for one attack - 70 points Spies - Masters of sneakiness, spies are useful for turning the tide in battle with information - 100 points Shaman - Increases army attack and morale for each living shaman slightly - 100 points Ballista - Powerful weapon, causes opposition's men to flee more easily - 100 points Great Ship - More powerful than the basic ship, Germania's proudest naval vessel (Capacity 100 men) - 250 points Extra Fortifications - Adds Archer towers, Pit-traps and other nasties to your province - 500 points ~GREECE~
Peasants - Useful for luring enemies into areas, Peasants are pathetic at hand-to hand fighting - 5 points Peltasts - Pepper the enemy with spears, cheap ranged units. Stronger than average skirmishers - 15 points Greek Warriors - Effective light infantry, flexible and cheap - 15 points Common Hoplites - Drawn from the peasant class, these men receive simple training covering the use of their large spears in forming a phalanx - 15 points Archers - Archers give an added dimension to your army, no army should be without them - 20 points Hoplites - Armed with long spears, these men can form Phalanx to gain increased attack and defense but reduced speed - 30 points Greek Cavalry - Poor quality peasantry riding average farm horses. Greece's mounted support - 30 points Sailboat - A small Greek ship, useful for ferrying around bands of men (Capacity 30 men) - 40 points Cretian Archers - Imported from the famous Greek island, these bowmen are trained in fire - 40 points Battering Ram - Used to destroy fences, walls etc. must be manned by infantry - 50 points Ladders - Cheap way to scale an opponent's walls - 50 points Slingers - Deadly, short-ranged units hurling stones with precise accuracy - 50 points Trireme - The original, the best, this ship is better than Roman imitations (Capacity 50 men) - 60 points Armoured Hoplites - Even slower than Hoplites, can form phalanx and are very hard to kill - 70 points Spies - Masters of sneakiness, spies are useful for turning the tide in battle with information - 100 points Spartan Hoplites - Extremely powerful and well trained Hoplites, can form phalanx - 100 points Ballista - Powerful weapon, causes opposition's men to flee more easily - 200 points Quinqureme - Upgrade of the Trireme, a slow ship but very powerful (Capacity 120 men) - 200 points Greek Fire Vessel - An adapted version of the Quinqereme, this ship pours flaming oil onto the waves! (Capacity 100 men) - 250 points Oneger - This great beast slows down your armies, but does devastating damage to walls with boulders - 300 points Town Irrigation - Small wells, trenches and flood-traps increase agriculture taxes by 200 points - 600 points Extra Fortifications - Adds Archer towers, Pit-traps and other nasties to your province - 1000 points City Irrigation - Large-scale water lifts and pumps make the best out of your city, increasing by 300 points - 1200 points ~SCYTHIA~
Peasants - Useful for luring enemies into areas, Peasants are pathetic at hand-to hand fighting - 5 points Skirmishers - Pepper the enemy with spears, cheap ranged units - 10 points Archers - Archers give an added dimension to your army, no army should be without them - 20 points Scouts - Mounted on lightning steeds, these men can travel much faster than a normal army - 25 points Light Cavalry - Fast and effective, useful for flanking manouvres - 30 points Spear Cavalry - Hurling spears from their steeds, enemies are sure to get the 'point' XD - 40 point's Scythian Infantry - Tough nomadic warriors from the northern territories, Scythia's basic infantry unit - 40 points Ladders - Cheap way to scale an opponent's walls - 50 points Slingers - Deadly, short-ranged units hurling stones with precise accuracy - 50 points Heavy Cavalry - More useful for sheer power than flanking manouevres - 50 points Barb Archers - These archers use barbed arrows to cause even more devastation amongst enemy ranks - 50 points Mounted Archers - Their horses keep these archers from harm's way, be careful of limited ammunition - 50 points Sword Wielders - Stong units, these infantry wield their large two-handed swords with great skill. Honour plays an important role in their lives - 60 points Steppe Cavalry - Mounted on sure-footed horses, these cavalry thrive on the difficult terrain that is the downfall of other caalry units - 60 points Basic Ship - Required to cross the water, this is the basic Scythian ship (Capacity 50 men) - 70 points Spies - Masters of sneakiness, spies are useful for turning the tide in battle with information - 100 points Battering Ram - Used to destroy fences, walls etc. must be manned by infantry - 100 points Chariot - Manned by warriors, the edge on any Scythian force - 70 points Chariot - Manned by archers, very useful for any Scythian force - 100 points Scythed Chariot - A terrifying and forceful shock troop, the scythed chariot was designed as a counter-measure to masses of heavy infantry - 120 points Sarmatian Knights - Elite knights on par even with Cataphract Cavalry, their leadership and honour in battle is a force to be reckoned with - 120 points Ballista - Powerful weapon, causes opposition's men to flee more easily - 200 points Great Ship - More powerful than the basic ship, Scythia's proudest naval vessel (Capacity 100 men) - 250 points Extra Fortifications - Adds Archer towers, Pit-traps and other nasties to your province - 1000 points ~Weapons of the Seige~ Mounted Catapult - 455 feet range - 8 Unit Crew Oneger - 18% damage - 400 feet range - 6 Unit Crew Mounted Oneger - 440 feet range - 6 Unit Crew Heavy Oneger - 21% damage - 405 feet range - 7 Unit Crew Mounted Heavy Oneger - 450 feet range - 7 Unit Crew Ballista - 14% damage - 350 feet range - 4 Unit Crew Battering Ram - 27% damage - 12 Unit Crew Large Ram - 33% damage - 24 Unit Crew Field Seige Weapons: These can only be built whilst sieging a town. Though they cost no points, they require several days at least to be built. Battering Ram - 3 Days - 27% Damage - 12 Unit Crew Long Range Field Catapult - 5 Days - 22% Damage - 455 Feet Range - 10 Unit Crew Dual Field Catapult - 4 Days - 25% Damage - 410 Feet Range - 10 Unit Crew Field Catapult - 3 Days - 22% Damage - 420 Feet Range - 8 Unit Crew Seige Ladder - 2 Days - 14 Unit Crew Seige Tower - 6 Days - 30 Unit Crew A note on unit statistics: Attack - Determines the force of a charge, your pushing power, and the damage inflicted by Seige weapons. Damage - Determines how many casualties you inflict upon enemy units while engaged in combat. Defence - Determines your resistance to enemy charges and Attack, and reduces casualties in battle. Speed - Determines how fast you can move across the map or how skillfully you can manouvre around the field. Morale - Effects various things, prevents your troops from rallying, and can inspire them to great and heroic acts. ~Point Count~ Julius Caesar - : 0 points Pompey - : 0 points Crassus - : 0 points Gestenorox - : 0 points Feriendore - : 0 points Vecengetorix - : 0 points Ptolemy XII - : 0 points Apophis Kneph -: 0 points Abayomi Lateef - : 0 points Orodes II - : 0 points Gorus Tynet - 0 points Marinea Yousull - 0 points Ambiorix - 0 points Vorro - : 0 points Geir - : 0 points Kleomenes - 0 points Antigonos - 0 points Eumenes - 0 points Palakus - 0 points Tasius - 0 points Maecotia - 0 points ~Territories~ Large City = 18,000+ Small City = 12,000 - 18,000 Large Town = 6,000 - 12,000 Small Town = 1,000 - 6,000 Large Settlement = 100 - 1,000 Small Settlement = 0 - 100 ITALY: Venaria, a large fortified town, under Romes rule. Population 9000. Income 2,700 points. Pavatium, a small city, under Romes rule. Population 12000. Income 4,800 points. Rome, a large fortified city, under SPQR's rule. Population 40000. Income 20,000 points. Syracuse, a small fortified strategic port-city, under Romes's rule. Population 17,000. Income 6,800 points. Brundisium, a large strategic port-town, under Rebel rule. Population 7000. Income 2,100 points. NORTH AFRICA: Carthage, a large fortified city, under currently neutral. Population 20000, income 10,000. Hadrumentum, a large strategic port-town, currently neutral. Population 7500, Income 2,500. Agrigentum, a large fortified port-town, currently neutral. Population 9000, Income 2,700. Hippo Regis, a small port-town, under Roman rule. Population 5000. Income 1000. GAUL: Lutetia, a small fortified city, under Gestenores rule. Population 12500. Income 5,000. Anicos, a small fortified city, under Vercengetorese rule. Population 13500. Income 5,400. Alesia, a small fortified town, currently neutral. Population 4500, Income 900. Certabum, a large fortified town, under Feriendores rule. Population 9,000. Income 2,700. Gulloris, a small city, currently neutral. Population 13,000. Income 5200, mining 1040. Augusta Trevororum, a large town, currently neutral. Population 11,300. Income 3,300 EGYPT: Cairo, a large fortified strategic port-city, under Egyptian rule. Previously neutral. Population 22,000. Income 11,000. Alexandria, a small port-city, currently neutral. Population 12,000. Income 4800. Thebes, a large port-town, currently neutral. Population 8000, income 2400. Aswan, a small port-town, currently neutral. Population 5500, Income 1100 points, mining 220. Rosetta, a large port-town, currently neutral. Population 11,000, income 3300. Tanis, a small fortified town, under Egyptian rule. Previously neutral. Population 4500, Income 900 points. NUMIDIA: Shahhat, a large city, under Numadian rule. Previously neutral. Al Bayaddah, a large town, under Numadian rule. Previously neutral. Ra's al Hilal, a small port-town, under no rule. Previously neutral. Bu ath Thamir, a large town, under Numadian rule. Previously neutral. PARTHEA Altimum, a large fortified port-city, currently neutral. Population 18000, Income 9000, mining 1800. Hostilia, a large town, currently neutral. Population 7000, Income 2100. Brixia, a small foritified town, currently neutral. Population 3000, Income 600. Aquelia, a large port-town, currently neutral. Previously neutral. Population 11000, Income 3300. Sargadeva, a small fortified city, currently neutral. Previously neutral. Population 15000, Income 6000. Hercyania, a small town, currently neutral. Population 4000, Income 800. BRITANNIA Rhegin, a large fortified port-town, under Brittanian rule. Population 7000, Income 2100, mining 420. Ebraue, a small fortified town, under Brittanian rule. Population 4500. Income 900 points. Powys, a large fortified port-town, under Brittanian rule. Population 6000. Income 1800. Caer Lyrion, a small fortified city, under Britannian rule. Population 14000, Income 5600. GERMANIA Noricum, a large fortified strategic city, under Germaniac. Population 19000, Income 9500. Nervii, a large fortified town, currently neutral. Population 7500, Income 2250, mining 450. Konigsberg, an small town, under Germaniac rule. Population 4250. Income 850. GREECE Sparta, a small fortified irrigated city, under Greek rule. Previously neutral. Population 14000, Income 5600. Athens, a large fortified port-city, currently neutral. Population 20000, Income 10000. Corinth, a large fortified irrigated strategic port-city, currently neutral. Population 18000, Income 9300. Lorissa, a small port-town, under Greek rule. Previously neutral. Population 5000, Income 1000. Rhodes, a small port-city, currently neutral. Previously neutral. Population 13000, Income 4700. Crete, a large fortified port-town, under Greek rule. Population 9000, Income 2700. Thessalonica, a small city, currently neutral. Population 15000, income 6000. Aliobrix, a small city, currently neutral. Previously neutral. Population 12000, Income 4800. HISPANIA [Tarraconensis] Cartago Nova, a large fortified port-city, under Hispanian rule. Population 18000, income 9000, mining 1800. Gerunda, a small fortified port-town, under Hispanic rule. Population 5000, income 500. Osca, a large fortified town, under Hispanian rule. Population 7000, income 2100, mining 420. Clunia, a small fortified city, under Hispanian rule. Population 15000, income 6000, mining 1200. Bracara, a small town, under Hispanic rule. Population 4000, income 800. [Lusitania] Olisipo, a large port-town, under Hispanian rule. Population 8000, income 2400. Salamantica, a large town, under Hispanian rule. Population 9000, income 2700. Emerita, a small town, under Hispanic rule. Population 4000, income 800. [Baetica] Italica, a large settlement, under Hispanian rule. Population 900, income 90. Malaca, a small port-town, under Hispanian rule. Population 5000, income 1000. PERSIA Byzantium, a large strategic port-city, under Persian rule. Previously neutral. Population 20000, income 10000. Halicarnassus, a large port-town, currently neutral. Population 7000, income 2100. Ipsus, a large town, under Persian rule. Previously neutral. Population 7000, income 2100. Damascus, a large town, under Persian rule. Previously neutral. Population 10000, income 3000. Jerusalem, a large fortified city, currently neutral. Population 20000, income 10000. Ancyra, a large town, currently neutral. Population 8000, income 2400, mining 480. Salamis, a small port-city, currently neutral. Population 12,000, Income 5000. SCYTHIA Sarmatae, a large town, under Scythian rule. Previously neutral. Population 10000, Income 3000. Roxolonia, a small city, under Scythian rule. Previously neutral. Population 12000, Income 4800. Kotais, a small port-town, under Scythian rule. Previously neutral. Population 5000, Income 1000. Vicus, a large fortified city, under Scythian rule. Previously neutral. Population 19000, Income 9500. Histria, a large town, currently neutral. Population 7000, Income 2100. Collatis, a large town, currently neutral. Population 6000, Income 1800. Krounoi, a large town, currently neutral. Population 9000, Income 2700. Kogaion, a large town, currently neutral. Population 6000, Income 1800. ~Unity Bonuses~ Hispania - For holding all of Hispania - ??? - All units receive stat boosts all around. Britannia: For holding all of Britannia - Rule Britannia - All ships receive double speed. ~Temples~ Temple of Apollo - God of Healing - Certabum - All of the casualties from your last battle are restored. Temple of Ceres - Goddess of Agriculture - Altimum - Gain 50% of your normal tax income in points. Temple of Diana - Goddess of Fertility - Alesia - Population of all cities increases. Temple of Juno - Queen of the Gods - Syracuse - Gives an extra 5,000 points. Temple of Jupiter - King of the Gods - Rome - Bestows two of the other gods' blessings at random. Temple of Mars - God of War - Carthage - Next battle, all men will gain a large damage bonus. Temple of Mercury - God of Trade - Alexandria - Troop purchases are 50% cheaper for one post. Temple of Minerva - Goddess of Wisdom - Athens - Next battle, all strategies will be much more successful. Temple of Neptune - God of the Sea - Rhodes - Next naval battle, all units are much stronger. Temple of Venus - Goddess of Love - Caer Lyrion - Next battle, morale is much higher. Makes all cities content. Temple of Vesta - Goddess of the Hearth - Shahhat - Next battle, all cavalry will do much more damage. Temple of Vulcan - God of the Fire and the Forge - Noricum - Next battle, all infantry will do much more damage. TOWN MAP http://i104.photobucket.com/albums/m189/Darkflame_Raiga/ChangedBFRmap4.jpg Application Thread Who you want to be: Whats your Forum name: Scenario #1: [Response to Scenario #1.] Scenario #2: [Response to Scenario #2.] Scenario #3: [Response to Scenario #3.] SCENARIOS Scenario #1 There has been a rebellion against the crown. Your father and elder brother have been slain. In a rushed ceremony, you have been pronounced King, as the only remaining male in the bloodline. The rebels are rampant, and have captured your sister. Raising an army, you have tracked them down and now they attempt to stand and hold a remote castle. Your troops have surrounded the castle, and it is under seige. However, you soon hear reports of another smaller Rebel force marching to the south. You command some of the most powerful and versatile troops in the world, and could take on either of the two armies, but if the southern force manages to reach your flank, you will be cut off from supplies... Decide; What to do. How to deal with the rebels in the event of their defeat. Scenario #2 You are a field commander, tasked with blocking one of the major mountain passes that sprinkle the border between your country and it's neighbours. One day, you and your forces are ambushed as you do a routine sweep of the valley. The ambushers kill many of your men, but are forced to flee as reinforcements arrive, leaving their supplies behind and meaning that they will be forced to forage from the land - slowing them considerably. To have been caught off-guard in your own terrain is a great disgrace, and the enemy's numbers would not be enough to properly contend with your great army... Decide; What to do. How to do it. Scenario #3 Your faction is falling apart. Rebellion is rife, and the Emperor struggles to maintain authority over his splintering lands. You and a large force of troops are stationed at a small town which overlooks a gushing river. One day, you recieve word that the Emperor has been slain, and his sons are fighting over his reign. Fearfully, you are also informed that there is a huge force of one of the rebel sons heading for your town, presumably to eliminate any threat. You have one day to prepare for the attack, which will come from across the river. The capital city of your faction is a day away in the opposite direction, along with the son that you are currently loyal to - he is the fairest and deemed the most fit to rule. To battle the rebel son would be very difficult, although the river would likely be an effective defense against his greatly superior numbers... Decide; What to do. How to do it. PM ME THE APPLICATIONS!!! I will most likely make a forum to go with this game. If you don't sign up in the way the application states then I will ignore you. I choose which faction you join by how good you are. Good Night. | ||||
You... seriously have a lot of free time, unfortunately I don't. | ||||
yea, this is really insane bro could be a whole lot of un if enough people sign up and actually play. I sent in an app, lets see it this picks up. | ||||
can you give the text in green/ orange and other colors a normale color like white? | ||||
if you add britannia ill play...... | ||||
Sorry about that. But I can't. | ||||
While I'm at it Brittania may well be the first new faction. But I'm not going to add a new faction just for you. | ||||
can i play as gaul then? | ||||
Please try to follow the application rquest people. | ||||
holy crap its as long as the bloomin bible :S | ||||
Heh you think thats long Borvald has details for every single town and warrior. | ||||
I already sent ya an apllication, I'm just waiting for a response from ya. | ||||
I'm considering who you'll be. I'll tell everyone if they get in once I have all the needed apps. | ||||
so then what was the point of us telling who we wanted to be, if you chosse? Is this a stupid question? | ||||
*sigh* If I get more then one person asking for the same person I'll
then (hopefully) be able to put you in the same faction anyways. Also I
like it more when people just tell me the faction. Also I can use it to
put the better people to with not so good people thus balancing it out. | ||||
alright, that sounds pretty fair. I was just wondering, I'm pretty sure I told you what faction I wanted to be. | ||||
This is supremely dissapointing. I did not get anywhere near enough
roles. The only way I can see this continuing is if the people who did
sign up PM people who they think would be good at this. Otherwise I'll
just let this die and continue it on the other site this is playing in. | ||||
awwwww, no. I figured it'd be kinda complicated, there are only like, 15 or so really into it RPers on this site. Too many roles I think | ||||
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