Diplomacy

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Diplomacy

Post by Guest on 24th February 2013, 9:18 pm

This is a relatively new concept, so...

BACKSTORY

For years, these countries lived, unaware of their being so close to each other. Unaware that there was a life outside of their prospective living areas, and completely self-sustaining, they saw no need to fight against a threat that wasn't there. That's what they thought. To be fair, it was true until they began to realize how desperate their situations were: all of them were growing rapidly. From humble beginnings to an empire, your heroes and heroines have created a kingdom from their own... and then borders were pressed.

Each of your scouts, looking for more land to conquer, suddenly meet at the very center, in a peculiar situation. Holy crap on a stick, people they had NEVER met before, bearing strange colours and even stranger names, ones that they had never heard before. Terrified, they returned to their lieges and informed them of the threatening countries... and instead, they all decided that they would try to live harmoniously. Again, wishful thinking.

They tried to ignore each other, they really did. But the prospect of more resources and a larger share of the land pie was too alluring to ignore. They had to act. Now.

CHARACTERS

You need to create not one, not two, but THREE characters for this roleplay. Two of them need to be "royalty" in this case, or very close to ascending to royalty in the case of the heir apparent. The third is your general and is essentially your key to winning wars. In your registration, you must outline, IN ORDER, how important each character is to your country. This will impact your position somehow in the role play, so choose wisely.

Code:

Character Creations:

Name:
Type (If a General, the *s MUST be filled out): General/Heir Apparent/Monarch
Age:
Appearance:
*Height
*Weight
*Handedness
*Weapon
Personality:
Backstory (If you want this to remain secret, PM me backstory):

KINGDOM

Your kingdom must have a main export, and no two kingdoms are allowed to have the same main export. Depending on the type of export you have, you will be deemed one of three types of countries (all with their advantages and disadvantages): Merchant, War, or Academic. The actual export you have will also impact your kingdom in a positive and logical way. For example, a main export of cloth will decrease the possibility of dissent because there are pretty clothes for them to wear! In addition, your kingdom must have a specialized type of warrior (THERE IS NO MAGIC). These types of warriors are stronger than warriors of the same type in other countries. The fighter advantages work as follows:

ARCHERS (High Cost, High Attack, Average Mobility, Low Defense) beat INFANTRY (Low Cost, Average Attack, Average Mobility, Average Defense) who defeat CAVALRY (VERY High Cost, High Attack, High Mobility, Average Defense), whom then crushes ARMORS (Average Cost, Average Attack, High Defense, Low Mobility).

Your specialized type does even more damage against their advantages and mitigates some of the disadvantages against types they are weak to. This does not mean that your kingdom must have only that type of infantry, only that it has an emphasis on that unit. Calvary-specialist kingdoms are allowed to have all of the types of unit, they just have better cavalry than others. Oh, just saying, when it comes to colours and coats of arms, it is FIRST COME, FIRST SERVE.

Code:
KINGDOM REGSTRATION

Kingdom Name:
Founded By (This does not have to be your monarch):
Main Export:
Specialization:
Kingdom Colours:
Coat of Arms Symbol:
% Army:

ACTIONS

You've registered? CONGRATS. Now you need to know how this works. This will be VERY structured, you must post in order, and you MUST know that you can commit at least one post, even if it's just a sentence about what your characters want to do, per week. In fact, if you don't post, your country starts to lose land size at 1% per day after a week that you don't post!

After everyone posts, I will write out a special "battle report" that everyone will have to follow and use as their guidelines. In essence, think of this like an RPG. There are four things you need to maintain a Kingdom:

Food (gained by your farmers, which is a % of your landmass * 50,000. At 10%, you will get 500,000 food. This rate will be set for the entire game, which means there is essentially 5,000,000 units of food produced per day)
People (determined by looking at your % landmass, and multiplying it by 40,000, while subtracting any army people. for example, 10% would result in a population of 400,000 with no % of your country going to army. They consume 1 food per person, and grow at a rate of 1% per day.)
Army (determined by you! Based on the % that you set as a mark as your army size. They do NOT produce food, and they consume 4 food per army person, and this can be changed at whim)
Dissent (determined by me, how unhappy your people are! This % affects your food production, by 1% per 3% dissent)

As you can tell, lots of math. A "day" is basically one round of posts and then me posting results. I will keep a tab on most of it, but it is your decision how large your army is, even at the expense of losing food if needed to push that army to the next level. There will be no rebellion, and you can be safe knowing that when you take territory, the people will flip to your side quickly.

All of that is automatic once you set your army %, but you must still make decisions EVERY round! You can do many things, whether you would like to stay put, set up an alliance with your monarch, charm your people with your heir apparent, or prepare for battle with your general is up to you.

Now, obviously, you want lots of resources, so you can forge alliances if you wish to. The MONARCHS do this task, and they will be protected (though not inassailable, though this would take a great feat of genius and scheming, and even then, it will still have an incredibly low success rate). Both Monarchs must consent to this alliance meeting and depending on how talks go, it will impact your success at an alliance, amongst what kind of country you are.

Alternatively, you can attempt to bolster morale of your country by sending your HEIR APPARENT to make them happy! They, too, are assailable, and again, this has an incredibly low success rate. You don't need anyone's approval but your own to send someone to make people happy, but it can have rather... adverse affects on your heir apparent, such as heckling or injuries that will impact morale NEGATIVELY, though a morale issue can be fixed as well by kicking some opposition butt...

If you're a warmongerer, then send your GENERAL to war! This is an easy option that requires you to just SEND your opponent a notice that you're going to war with them. Your army gets to go fight the opposing army and attempt to DEFEAT the enemy! Before hand, you must PM me two things:

A: The composition of your army in % (Infantry %, Archer %, Armor %, Cavalry Defense)
B: The position of your army in % (Where you slot your people in)

Your General is UNASSAILABLE, having been trained well enough to defeat anyone not known to be a general. You have two options:

A) A DUEL! Depending on how this works out, you get a fixed 1% land win or loss, and it is dependent on only your general! I will create a new thread and after 10 posts, five by each party member, I will determine the winner by RNG, or if it lands in a "tie" area, then no land is won or lost.
B) FULL WAR! You can win or lose up to 3% land in this part, and it is completely dependent on your army size and your army composition. For reference, the cost of 1 cavalry can buy you 5 infantry, 1 armor can buy you 2 infantry, and 1 archer can buy you 2 infantry. The calculations as to who wins are top secret.

WINNING
You win when you joint-own or own 100% of the land. Alliances are only at any given time 3-players large, so there is definitely some war of attrition going on.

You lose when you have no more land and your characters become "prize characters": you still get to post, but your characters basically have no actions and are there to provide colour to the RP by either serving the enemy or by spitting in their faces, you choose... Alternatively, your characters can run away and join another country in an alliance, in a LAST ATTEMPT BID to win the game. However, you, as a loser, do not make any decisions in a one-way alliance like this one.

Are. You. Ready?
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Re: Diplomacy

Post by Red on 25th February 2013, 3:40 pm

Will get around to this because lots of stuff

Character Creations:

Name:
Type:
Age:
Appearance:
*Height:
*Weight:
*Handedness:
*Weapon:
Personality:
Backstory:

Name:
Type:
Age:
Appearance:
*Height:
*Weight:
*Handedness:
*Weapon:
Personality:
Backstory:

Name:
Type:
Age:
Appearance:
*Height:
*Weight:
*Handedness:
*Weapon:
Personality:
Backstory:

KINGDOM REGSTRATION

Kingdom Name:
Founded By (This does not have to be your monarch):
Main Export:
Specialization: Archers
Kingdom Colours:
Coat of Arms Symbol:
% Army:

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THANKS SO MUCH TO LEAH FOR THE SET!

Claims: Silver, EphPhoenix, Cave Johnson (Portal 2), Nephenee (Fire Emblem: Path of Radiance), Hazama (BlazBlue), Henry (Fire Emblem: Awakening), Elizabeth (Bioshock Infinite)
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