Post by ShockHelix on Aug 14, 2013 10:58:28 GMT -5
To join the game, there are a few requirements. First, you must have Hamachi, Medieval 2 Total War, and time. To join the game, you will need to choose a color, the name of your kingdom, and a faction from M2TW. After that, for every turn you'll need to make a dice roll of 10, and declare actions. Make sure that any new actions you declare are put in a new post, so that people are not confused, and can see what has changed.
Please keep in consideration that this game will most likely take a large amount of time, and will require both activity and coordination. Onto the rules.
Each player starts with one territory and in it a village. Taking an unoccupied Territory takes 1000 gold. The gold bonuses for Cities and Castles are as follows:
Territory - +100g
Village - +100g
Town - +200g
Large Town - +500g
City - +750g
Large City - +1000g
Huge City - +2500g
Fort – +100g, +500g in defense
Motte and Baily - +150g, +1000g in defense
Wooden Castle - +200g, + 1500g in defense
Castle - +300g, +2000g in defense
Fortress - + 500g, +2500g in defense
Citadel - +1000g, +5000g in defense
Upgrading a territory you’ve taken is expensive, and the gold it costs for each conversion is listed below. You can convert a city into a castle or a castle into a city, but you must pay the relative cost for each upgrade. IE a Large Town could convert into a Wooden Castle, at the cost of 5000 gold. To upgrade a territory, you must have the required amount of gold in that territory, which will be expended upon upgrade.
Territory >Village – 1000g
Village > Town – 2500g
Town > Large Town – 5000g
Large Town > City – 7500g
City > Large City – 10000g
Large City > Huge City > 25000g
Territory > Fort – 1000g
Fort > Motte and Baily – 2500g
Motte and Baily > Wooden Castle– 5000g
Wooden Castle > Castle – 7500g
Castle > Fortress > - 10000g
Fortress > Citadel – 15000g
Rolls – While the above are just bonuses, what’s RISK without a little chance? In each post, you’ll put a dice roll of 10. Depending on what you roll, that will be your gold growth for the turn.
1 – You get nothing! You lose! Good day sir!
2 – 100 gold
3 – 200 gold
4 – 300 gold
5 – 400 gold
6 – 500 gold
7 – 600 gold
8 – 750 gold
9 – 1000 gold
10 – 1500 gold
Generating Gold: Each Territory and its occupied cities generate gold in that territory each turn. With gold generated by rolling, you choose which territory to deposit it in. You can also generate gold by trade agreements, or donations
Reinforcement: Once per turn, you can also transfer gold from one single territory, into the gold stores of one other territory, which must be connected by territories you control, trade agreements with other countries, or open borders with other countries. If a city is besieged, (an enemy has taken the territory surrounding it,) Gold cannot be transferred to it, and it produces half of what it would normally make.
Donations: Once per turn, rather then make a reinforcement move, you may donate gold from a territory you control to someone you have an NAP or an Alliance with, assuming the two territories are connected in some way.
Interacting with other players: There are Four agreements you can make with other players. NAP, Trade Agreement, Open Borders, and Allies. To make any of these interactions, you must have a territory adjacent to that player.
An NAP is a Non-Aggression Pact. This agreement means that you and the other player will not attack each other for the next 5 rounds. A person you have a non-aggression pact with can choose to help you in combat against enemy attacking forces, if they have an adjacent territory, or forces in your territory due to open borders.
A Trade Agreement is something you can agree to with other players, with whom you must have an NAP or Alliance with. For each the city involved in the trade agreement, players generate an extra 100 gold a turn. So if you have two cities, and your trade partner has four, you would both generate a total of +600 gold per turn. Note that an un-renewed NAP will break this agreement. Note that you can only have 2 trade agreements open at one time.
Open Borders allows you to move gold (and in representation, forces,) across someone’s territory with whom you have an NAP with. Note that movement this way takes one turn for each movement, and so moving through three territories of someone you have an NAP with to attack an enemy will take three turns. If your forces are caught in a territory when the NAP expires, you may immediately move them back to where they started, at the cost of you reinforcement move for the turn. Alternatively, you may use them to attack the territory they are in, though note that even if your assault succeeds, you will not be able to reinforce them if they are surrounded by your new enemy’s territory. Note that you may only have two Open Border agreements active at any time.
Allies: Making an Alliance prohibits players from attacking one another, and automatically establishes a Trade Agreement and Open Borders. Furthermore, you can reinforce your own gold to any territory they control, as if they were territories you controlled, although you cannot use this gold to improve their territory without donating it to them. Note that you may only have one ally, and once allied, this pact cannot be broken. Only if your ally is eliminated from the game, can you then ally with someone else.
Periods: Just like in M2TW, you have to work your way up to the strongest units. After 25 turns from the first combat, units from the high period will be unlocked for combat, and then after 50 turns, all units will be unlocked.
Nations: Each player starts the game as a nation from M2TW, which they will use for the remainder of the game. Once chosen, this nation cannot be switched, so choose wisely!
Combat: The most important part of this risk game, battles will be played out in Medieval 2 Total War. For this, you must have hamachi installed, and have joined the Nexus group. Each turn, each player can attack up to three times. Before combat, each player will decide how much of their gold they want to dedicate to that particular combat. Players that have an NAP or alliance with the player attacking, or the player under attack, can choose to assist their friend in the fight. Furthermore, if a player does not like that Player A is attacking Player B in a territory, but does not like Player B either, they can join the fight as their own group. Note however this ability is not possible in a siege, and can only be done in the field of combat.
For the battle itself, players involved in the fight will secretly give their desired gold amount to be used in the fight to spectator. The Spectator will be hosting the game, and will distribute gold fairly, ensuring that the fight is fought by the rules of the game. Each match will consist of a 60 minute time limit, and will be fought out according to the defenses and location of the fight in question. The season, weather, and time of day are to be decided by the Spectator, but all other options will be pre-determined. Battles are to be fought on Hard difficulty, with a maximum gold limit per player of 100,000, on last man standing battle type.
Post-Battle: When you successfully defeat forces in a territory, you can then choose how much gold to move into that territory, from the previous territory your forces occupied. If that territory has a city inside it, you will not gain a bonus from holding that territory until you take its city or castle. If you lose the battle as a defender, you lose the territory you hold. If you lose the battle of a city, any gold within that city is lost, so it is best you use your full force in the defense of a city or castle, if not in defense of the territory itself. Gold expended in attacking or defending a location will be refunded to you on a % basis, rounded to the nearest number of troops that survived the battle in increments of 50.
For those of you who are curious about the math behind this, allow me to explain. Let us say that the total number of soldiers you began the fight with was 2650. You began the fight with 10,000 gold. This means that based on the number of soldiers you lose, is how much gold you will lose, rounded up to the nearest increment of 50. If you retain all 2650 soldiers, you’ll keep all 10,000 gold. However, if you lose a thousand of those soldiers, after rounding that means you lost about 37% of your soldiers. As such, you lose 37% of your gold as well, leaving you with 6200 gold after the fight.
There's the map. Choose a starting location and starting faction, and prepare for war.
Please keep in consideration that this game will most likely take a large amount of time, and will require both activity and coordination. Onto the rules.
Each player starts with one territory and in it a village. Taking an unoccupied Territory takes 1000 gold. The gold bonuses for Cities and Castles are as follows:
Territory - +100g
Village - +100g
Town - +200g
Large Town - +500g
City - +750g
Large City - +1000g
Huge City - +2500g
Fort – +100g, +500g in defense
Motte and Baily - +150g, +1000g in defense
Wooden Castle - +200g, + 1500g in defense
Castle - +300g, +2000g in defense
Fortress - + 500g, +2500g in defense
Citadel - +1000g, +5000g in defense
Upgrading a territory you’ve taken is expensive, and the gold it costs for each conversion is listed below. You can convert a city into a castle or a castle into a city, but you must pay the relative cost for each upgrade. IE a Large Town could convert into a Wooden Castle, at the cost of 5000 gold. To upgrade a territory, you must have the required amount of gold in that territory, which will be expended upon upgrade.
Territory >Village – 1000g
Village > Town – 2500g
Town > Large Town – 5000g
Large Town > City – 7500g
City > Large City – 10000g
Large City > Huge City > 25000g
Territory > Fort – 1000g
Fort > Motte and Baily – 2500g
Motte and Baily > Wooden Castle– 5000g
Wooden Castle > Castle – 7500g
Castle > Fortress > - 10000g
Fortress > Citadel – 15000g
Rolls – While the above are just bonuses, what’s RISK without a little chance? In each post, you’ll put a dice roll of 10. Depending on what you roll, that will be your gold growth for the turn.
1 – You get nothing! You lose! Good day sir!
2 – 100 gold
3 – 200 gold
4 – 300 gold
5 – 400 gold
6 – 500 gold
7 – 600 gold
8 – 750 gold
9 – 1000 gold
10 – 1500 gold
Generating Gold: Each Territory and its occupied cities generate gold in that territory each turn. With gold generated by rolling, you choose which territory to deposit it in. You can also generate gold by trade agreements, or donations
Reinforcement: Once per turn, you can also transfer gold from one single territory, into the gold stores of one other territory, which must be connected by territories you control, trade agreements with other countries, or open borders with other countries. If a city is besieged, (an enemy has taken the territory surrounding it,) Gold cannot be transferred to it, and it produces half of what it would normally make.
Donations: Once per turn, rather then make a reinforcement move, you may donate gold from a territory you control to someone you have an NAP or an Alliance with, assuming the two territories are connected in some way.
Interacting with other players: There are Four agreements you can make with other players. NAP, Trade Agreement, Open Borders, and Allies. To make any of these interactions, you must have a territory adjacent to that player.
An NAP is a Non-Aggression Pact. This agreement means that you and the other player will not attack each other for the next 5 rounds. A person you have a non-aggression pact with can choose to help you in combat against enemy attacking forces, if they have an adjacent territory, or forces in your territory due to open borders.
A Trade Agreement is something you can agree to with other players, with whom you must have an NAP or Alliance with. For each the city involved in the trade agreement, players generate an extra 100 gold a turn. So if you have two cities, and your trade partner has four, you would both generate a total of +600 gold per turn. Note that an un-renewed NAP will break this agreement. Note that you can only have 2 trade agreements open at one time.
Open Borders allows you to move gold (and in representation, forces,) across someone’s territory with whom you have an NAP with. Note that movement this way takes one turn for each movement, and so moving through three territories of someone you have an NAP with to attack an enemy will take three turns. If your forces are caught in a territory when the NAP expires, you may immediately move them back to where they started, at the cost of you reinforcement move for the turn. Alternatively, you may use them to attack the territory they are in, though note that even if your assault succeeds, you will not be able to reinforce them if they are surrounded by your new enemy’s territory. Note that you may only have two Open Border agreements active at any time.
Allies: Making an Alliance prohibits players from attacking one another, and automatically establishes a Trade Agreement and Open Borders. Furthermore, you can reinforce your own gold to any territory they control, as if they were territories you controlled, although you cannot use this gold to improve their territory without donating it to them. Note that you may only have one ally, and once allied, this pact cannot be broken. Only if your ally is eliminated from the game, can you then ally with someone else.
Periods: Just like in M2TW, you have to work your way up to the strongest units. After 25 turns from the first combat, units from the high period will be unlocked for combat, and then after 50 turns, all units will be unlocked.
Nations: Each player starts the game as a nation from M2TW, which they will use for the remainder of the game. Once chosen, this nation cannot be switched, so choose wisely!
Combat: The most important part of this risk game, battles will be played out in Medieval 2 Total War. For this, you must have hamachi installed, and have joined the Nexus group. Each turn, each player can attack up to three times. Before combat, each player will decide how much of their gold they want to dedicate to that particular combat. Players that have an NAP or alliance with the player attacking, or the player under attack, can choose to assist their friend in the fight. Furthermore, if a player does not like that Player A is attacking Player B in a territory, but does not like Player B either, they can join the fight as their own group. Note however this ability is not possible in a siege, and can only be done in the field of combat.
For the battle itself, players involved in the fight will secretly give their desired gold amount to be used in the fight to spectator. The Spectator will be hosting the game, and will distribute gold fairly, ensuring that the fight is fought by the rules of the game. Each match will consist of a 60 minute time limit, and will be fought out according to the defenses and location of the fight in question. The season, weather, and time of day are to be decided by the Spectator, but all other options will be pre-determined. Battles are to be fought on Hard difficulty, with a maximum gold limit per player of 100,000, on last man standing battle type.
Post-Battle: When you successfully defeat forces in a territory, you can then choose how much gold to move into that territory, from the previous territory your forces occupied. If that territory has a city inside it, you will not gain a bonus from holding that territory until you take its city or castle. If you lose the battle as a defender, you lose the territory you hold. If you lose the battle of a city, any gold within that city is lost, so it is best you use your full force in the defense of a city or castle, if not in defense of the territory itself. Gold expended in attacking or defending a location will be refunded to you on a % basis, rounded to the nearest number of troops that survived the battle in increments of 50.
For those of you who are curious about the math behind this, allow me to explain. Let us say that the total number of soldiers you began the fight with was 2650. You began the fight with 10,000 gold. This means that based on the number of soldiers you lose, is how much gold you will lose, rounded up to the nearest increment of 50. If you retain all 2650 soldiers, you’ll keep all 10,000 gold. However, if you lose a thousand of those soldiers, after rounding that means you lost about 37% of your soldiers. As such, you lose 37% of your gold as well, leaving you with 6200 gold after the fight.
There's the map. Choose a starting location and starting faction, and prepare for war.