Trektek
Happy Necromancer
This is a list of actions for the current year: 3000 BC
This shall be an attempt to go from approximately 3000 BC to 3000 AD with developments happening over time. Once we begin, during each turn, you will write in the IC thread what you are trying to do that turn. You will be able to do 3 tasks every round, though depending on what you are trying to do, it might take multiple turns or you can choose to rush a task by performing less actions in a single turn
Every Nation starts with 5 Coin, 10 Population, 4 Tier 1 Troops
Nations with Mandatory Military Service can draw upon half additional population for soldiers by taking from civilians (ex: Pop currently 10, can take up to 15 Pop)
Nations with Strategic Alliances decrease demands to gain alliances from NPC nations
Nations with Natural Connection turn and cost decrease by 1 to Build New Settlements and Structures
Nations with Mandatory Education for Magic Sensitive gain additional bonus for magical attacks and decrease cost for magical troops by 1
Nations with Isolationism/Diplomatic Intolerance/Xenophobic gain a bonus to defense but increase demands on NPC nations for peaceful relations
Nations that are Nomadic have no permanent territory and as such when they move on take their territory with them (Only control territory that has troops/forces in it and only count as having 1 city without defense bonus.) They gain +1 coin/2 fields that they currently control
Nations with Cultural and Technological Development can perform one extra 1 turn action if it involves change/add a policy, change religion or begin developing era appropriate structure/equipment
Nations with The Warmth of All Living gain +1 spread of their religion and a bonus to magical abilities
Nations with Nurture of Nature can create forest tiles in a 9 turn action
Nations with Industrious Infrastructure Decrease cost to build and upgrade by 2 to a minimum of 1. Time remains the same.
Nations gain 2 coin for each turn naturally. Gain additional 1 coin per turn based on resources from Mountains and Forests. Gain 10 coin by razing/sacking a city. Population goes up by 2/city each turn. Gain 2 coins/trade route every turn. Exploring new locations such as ruins/caves can gain additional coin or additional coin/turn depending on discovery.
Options for each turn include:
Develop era appropriate structure/equipment (2 turns)(No cost)
Build structure(1 turn)( Cost 2 Coin)
Diplomacy (which may be done with fellow players or NPC nations in side chats, just give me the highlights and what was agreed upon so that I can write something up.)
Train Tier 1 troops (2/turn)(Cost 1 coin)
Train Tier 2 Troops(Currently unavailable)(Cost 1 coin)
Train Tier 3 Troops(2 turns) (Currently Unavailable)(Cost 3 coin)
Change Policy/ Add new policy (1turn) Max of up to 3 Policies
Change Major Religion (1 turn)
Upgrade City (When resources are appropriate enough. Takes 3 turns)(Cost 5 Coins)
Build new settlement (2 turns)(Cost 3 coins)
Develop New trade Routes(1 turn)(Cost 2 coin) Gains 2 coins per turn per route)
Move troops 1 space (1 turn )
Move horse rider troops (2 movement/turn)
Attack troops or settlement (1 turn)
Siege a city( 1 turn to initiate) (9 turns til city gives in to siege)
Train Naval ship (2 turns)(Cost 2 Coins)
Move Naval ship (2 movement/turn)
Explore discovered ruins/cave
Hire Mercenary Troops (3/turn but uses additional coin and requires upkeep every turn)(Cost 3 coin on original turn with 1 coin/turn upkeep)
Move Airship (4 movement/turn)
This shall be an attempt to go from approximately 3000 BC to 3000 AD with developments happening over time. Once we begin, during each turn, you will write in the IC thread what you are trying to do that turn. You will be able to do 3 tasks every round, though depending on what you are trying to do, it might take multiple turns or you can choose to rush a task by performing less actions in a single turn
Every Nation starts with 5 Coin, 10 Population, 4 Tier 1 Troops
Nations with Mandatory Military Service can draw upon half additional population for soldiers by taking from civilians (ex: Pop currently 10, can take up to 15 Pop)
Nations with Strategic Alliances decrease demands to gain alliances from NPC nations
Nations with Natural Connection turn and cost decrease by 1 to Build New Settlements and Structures
Nations with Mandatory Education for Magic Sensitive gain additional bonus for magical attacks and decrease cost for magical troops by 1
Nations with Isolationism/Diplomatic Intolerance/Xenophobic gain a bonus to defense but increase demands on NPC nations for peaceful relations
Nations that are Nomadic have no permanent territory and as such when they move on take their territory with them (Only control territory that has troops/forces in it and only count as having 1 city without defense bonus.) They gain +1 coin/2 fields that they currently control
Nations with Cultural and Technological Development can perform one extra 1 turn action if it involves change/add a policy, change religion or begin developing era appropriate structure/equipment
Nations with The Warmth of All Living gain +1 spread of their religion and a bonus to magical abilities
Nations with Nurture of Nature can create forest tiles in a 9 turn action
Nations with Industrious Infrastructure Decrease cost to build and upgrade by 2 to a minimum of 1. Time remains the same.
Nations gain 2 coin for each turn naturally. Gain additional 1 coin per turn based on resources from Mountains and Forests. Gain 10 coin by razing/sacking a city. Population goes up by 2/city each turn. Gain 2 coins/trade route every turn. Exploring new locations such as ruins/caves can gain additional coin or additional coin/turn depending on discovery.
Options for each turn include:
Develop era appropriate structure/equipment (2 turns)(No cost)
Build structure(1 turn)( Cost 2 Coin)
Diplomacy (which may be done with fellow players or NPC nations in side chats, just give me the highlights and what was agreed upon so that I can write something up.)
Train Tier 1 troops (2/turn)(Cost 1 coin)
Train Tier 2 Troops(Currently unavailable)(Cost 1 coin)
Train Tier 3 Troops(2 turns) (Currently Unavailable)(Cost 3 coin)
Change Policy/ Add new policy (1turn) Max of up to 3 Policies
Change Major Religion (1 turn)
Upgrade City (When resources are appropriate enough. Takes 3 turns)(Cost 5 Coins)
Build new settlement (2 turns)(Cost 3 coins)
Develop New trade Routes(1 turn)(Cost 2 coin) Gains 2 coins per turn per route)
Move troops 1 space (1 turn )
Move horse rider troops (2 movement/turn)
Attack troops or settlement (1 turn)
Siege a city( 1 turn to initiate) (9 turns til city gives in to siege)
Train Naval ship (2 turns)(Cost 2 Coins)
Move Naval ship (2 movement/turn)
Explore discovered ruins/cave
Hire Mercenary Troops (3/turn but uses additional coin and requires upkeep every turn)(Cost 3 coin on original turn with 1 coin/turn upkeep)
Move Airship (4 movement/turn)
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