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Brythonic Warlord
Joined: Jul 2004 Gender: Male  Posts: 1,857 Location: Brittania Karma: 6 |  | Rules « Thread Started on Nov 19, 2004, 7:22pm » | |
Introduction: The Dark Ages is a Realm-Roleplay, a game where, playing the lord of a set kingdom, and make your mark in history. Do this through conquests and diplomacy, europe is in turmoil, can the 'civilised' hold out against the barbarians?
Getting Started To become a Faction Leader, contact me (Warlord Cradoc) and ask to play one of the kingdoms specified on the map.
Cities: On the map, there are several cities spread across it. Factions start off with these cities, whereas some are held by non-playable factions.
Turns: Every Two Weeks is a 'turn'. Every turn players receive their income. They get 5 geld for each city they own. At the end of each turn they must send me a PM saying their Order Form (see below)
Battle System Battles are not played out in immense strategic ways, instead generated determined on the battle plans of both sides. In a turn, the player must determine what city (if any) they wish to attack that turn, and what their battle plan is (if any). Available targets are cities on your own's border, or a city you can reach by sea. You can move your forces through any sea that is not involve going past any hostile territories. For example, Dublin cannot be invaded from York if Mannau is in enemy hands. If a city is behind another hostile city, for example, London cannot be invaded without getting through either: Kent, Cornwall or East Anglia.
In you battle plan you must choose a formation, following this layout: Formation: Centre: Right Flank Left Flank Behind
Once this is done the defending player shall be notified of the enemy invasion. They shall not be told the enemys exact number of men, only a rough estimate. They shall not be told of the enemys formation either. They to must produce a battle plan.
You must remember to include your strategy for the battle. You seek to outwit you opponent, as number of men, strategies used, morale and etc are the factors taken into account when determining outcome.
Purchasable Items These are the things that faction leaders may buy with their turn's share of geld.
Buildings: Buildings are things that may be bought and placed in cities. They cannot switch from city to city and each city must have their own.
Barracks: Where new units are purchased. Without a barracks a nation cannot train new units. 10 florins
Docks (Coast Cities Only): Allows for trade overseas
City Walls: Protects your City from attacks, attackers require seige weaponry. 10 florins
Keep: Provides an additional defensive bonus if the city is attacked. Acts as a giant watch tower. 20 florins
Watch Tower: Enables archers to be garrisoned inside for further protection for shooting, and a larger height advantage. 10 florins
Units: Units make up your nation's army. Each unit contains 100 men.
Light Infantry: Armed with hand weapons, leather armour and a small shield. 3 florins
Swordsmen: Armed with swords, chainmail and a mediu-sizedl shield. Medium Infantary. 4 florins
Heavy Infantry: Armed with a hand weapon (sword, axe, mace) and equiped with chainmail and a large shield. 5 florins
Spearmen: Armed with an eight foot long spear, dagger and equiped with leather armour. 4 florins
Archers: Armed with a bow, dagger and leather armour. 4 florins
Knights: Armed with almost any melee weapon, heavily aroumred and mounted on horseback. 10 florins
Horsemen: Light cavarly armed with a melee weapon and leather padded armour. 5 florins
Catapult: Used to launch large rocks at buildings or enemy formations. 10 florins
Balista: Ballistas are effective in lessening morale, and used to penetrate enemy formatiosn easily. 10 florins
Battering Rams: Used to batter down gates. 10 florins
Unique Units: Each nation has two unique units. 7 florins
Trade Caravan: Used for trade, only one per allied city. 15 florins
Game Rules
When you first begin the game, you shall start off with a treasury of 30 geld, if you choose to be a faction leader.
Each city has an income of 5 geld. The income is collected up at the end of each turn and purchases are made.
At the end of every month each faction leader will have to have handed in their orders, they can do this by PMing Warlord Cradoc.
Anything purchased in your order from will be ready for use that turn.
At the start of the game there will be many non-playable nations, lead by NPCs (Non-Playable-Characters). These may be invaded at whim. They shall have a set amount of troops, and their armies may increase over time. Should you wish to get a better idea of the amount of men and their quality, you may do this by roleplay, by creating new threads in the enemy factions board for scout missions and etc.
When you attack, remember you must state where you attack, who holds that land, and the exact amount of men you shall be attacking with. The defender may defend with however many men he or she wishes, as may the attacker do the same. But remember, your troops cannot be in two places at once.
Order Form
Faction: Your Factions name
Income: Add up your income for this turn
Purchases: What you and purchasing
Attack Orders: Who you want to attack, name the city, amount of men and strategy.
NOTE: These rules are based on the Rules written by castin for the site 'Medieval Warfare'
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Brythonic Warlord
Joined: Jul 2004 Gender: Male  Posts: 1,857 Location: Brittania Karma: 6 |  | Rules Continued « Reply #1 on Aug 11, 2005, 1:30pm » | |
Scorched Earth: When a player is being invaded, they may choose to abandon the settlement using 'scorched earth' tactics. This completely destroys all buildings in the city, and also renders the city incapable of producing income for two turns. This may only be used if the defender chooses to completely abandon the city, and not fight for it
Viking Raids: Viking raids are raids used by the viking nations (Denmark and Norway) to weaken an enemy city. It destroys all non-defensive buildings in the city, renders the cities' income invalid for one turn and a chance to kill off a small portion of the enemies army. During a raid, a small-scale battle takes place, with a limitation of 300 men on either side. If the vikings win a battle, they steal 15 geld from the enemy's treasury. If they loose, they simply loose the men they sent to raid with. Only one raid may be carried out per turn by each viking faction. The raids cost 10 geld.
Abandoned City If a city is attacked and no reply to defense is given, the attacked city shall automatically transfer into the hands of the attacker. Capital cities, however, if attacked and no reply is received, shall cause a battle. This battle shall involve the attacking army and the whole of the defending faction's army.
Rebellions Similarly, if no turn is received from a lord of a country for two turns in-a-row, then a rebellion shall ensue, causing a battle between npc-controlled rebels and a portion of the defender's army. If the rebellion is succesful, the defender will loose a city. More than one rebellion may occur in one turn, if so then it is a 'civil war'.
Civil Wars As mentioned above, civil wars are when more than one rebellion takes place that turn. Now, when a rebellion occurs it creates a new, independant, non-playable kingdom. If a civil war occurs, it creates a playable kingdom, that will, until played, be played by a member of staff. If a rebellion occurs, then another rebellion occurs at a latter date, it creates two independant fifdoms, as opposed to a single player-controlled country.
Trade Trade is obtained through 'Trade Caravans'. To trade you must have at least one ally. You can trade with as many allied players as you wish. Trade Caravans bring in an income of 5 geld each. In order to effectively gain the income from trade caravans, you must pick an allied city to send it to. Each allied city may receive only one Trade Caravan.
Renaming Your Faction: If you wish so, you may rename your Kingdom. The name MUST be appropriate, and it must be approved of by myself. Renaming costs 100 Geld
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