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 Post subject: Tamriel Land Wars I: Imperial Strife
PostPosted: Thu Jan 01, 2015 3:41 pm 
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Location: The Land of the Mormons
Tamriel Land Wars I
Imperial Strife


Hello there, and welcome to the first ever Land Wars on the AZ Forum! Or at least I think it is. Whatever. It’s set within the Cyrodiil Province of the Elder Scrolls.

Before you do anything else, read what is outlined below. It is imperative that you understand everything! Also, I have no experience in hosting this, so this is a very unpolished build that I’m going to have to expose to you.


Land Wars is a real-time strategy based game that will require interaction on a day-to-day basis. If you cannot fully commit to updating at least a few times each week, then this game is not for you. This isn't a one-and-done game, you must be ready and willing to participate for months at a time.

Anyone who does not update or post in 12 in-game weeks will lose their base! Only exceptions are when a post is made ahead of time, or during extreme circumstances.

The Basics of the Game:
Here is where you learn to take command of your armies.

Bases
Each “Nation” begins with one starting base. This base, acting as your "capital", will grant you the recruitment of 100 men per in-game week and 2 project slots that you use to build stuff. You can gain bases through two things: diplomacy and warfare.

Diplomacy: If someone is your ally and does not wish to continue the game, they may give you their base. This does not include the troops they hold here, as it is assumed they desert once their master leaves. However, you can get any items or schematics they have.

Warfare: The main aspect of this game is to kill your enemies' armies. So do so. Attacking a base and either routing the enemy or killing them all entirely is a good way to gain bases quickly.

Important Notes:


-A base that is not your capital grants an extra 100 troops per in-game week, with a limit of 600 troops per in-game week. A base will also grant you an extra project slot
-If a base is under siege, unless they have the capabilities to sustain themselves or secret access routes to get supplies in or out, their men can survive for 10 days (IRL) without sustaining casualties. Once the ten day limit is reached, 50% of the defenders are lost per day.
-If a base is completely destroyed, a 10 day (IRL) project will be needed to repair it to it's former glory. Destroyed bases grant no bonuses other than control of the land. If a base is damaged, but not destroyed, then a 4 day project is necessary to repair it.

Recruiting

-Each player starts off with a maximum of 2,000 soldiers
-You can recruit 100 per week (every 2 weeks is one real-life day), with a maximum of 600 per week
-You can recruit up to two hero units for use in your armies
-To make a new unit, you must use a base unit. For example: you have Redguards, and you have mass produced the bow. Therefore, to gain Redguard Archers you must train Redguards to use said bows. Training a new unit does not convert all current units to that type, rather it unlocks them. You can, however, train existing units to use new equipment.

Projects

-Each player starts with two projects
-Every base acquired afterwards grants one more, for a limit of 8 project slots per player.

Projects must take a logical amount of time. I will let players judge what takes a certain amount of time, but in general, these are some loose guidelines to follow:

-Recruit a hero (heroes are really powerful “distinguished” units) [4 weeks]
-Train a new unit [4 weeks]
-Research/build a schematic [4 weeks]
-Mass produce said schematic [6 weeks]
-Reinforce your base [12 weeks]

Letters

Within the game, you can send letters to other nations in order to request alliances, trade items and schematics, and otherwise give information that that nation wouldn't otherwise obtain within the context of the game. Almost all IRL information must go to the Land Wars Discussion thread. Now, when sending these letters, refering to the leaders of each nation by the person who actually leads each county is nowhere near as fun as creating a persona of your own based on your avatar and/or username. These personas are purely aesthetic, but help to build an absurd world where each of these regions are lead by people who don't necessarily belong within this kind of setting. Or maybe they do. Whatever. It's all up to you.

Alliances

Alliances are not recognized in the Land Wars, so feel free to make and break any you wish.

Underlying Rules

-No changing war strategies unless a major event that is unaccounted for happens

-No bosses from places outside the realm in which this takes place in

-Zero time travel

-Teleportation is limited to 20 feet with a line of sight, and you can not teleport through objects. Heroes have a range of 60 feet.

-You MUST list all completed projects, this is important so others can tell what you have done

-No out of game information. You can't assume x has y fortification without prior knowledge. Knowledge can come from sneak attacks, scouts, prior attacks, and their allies ratting on them. Note that, for their allies to rat on them, you must have proof they have told you said things (a simple screenshot will do).

-No instantaneous transport of troops to another base: Divide your army up

-Bosses are always hero units

-Minibosses are normal units

-Projects may be shortened with multiple slots, or shared between people

-Technology and magic are to be limited in strength. I, myself, will be the initial judge on whether something goes or stays but a majority vote of the players can override what I say.

-You may steal items

-You may intercept trade routes and letters if they must pass directly through your land

-If you have a copy of a unique item, you may do a project to reverse engineer it

-When you start with a base, you get all items found there

-Prisoners are allowed. If any are captured and questioned I will talk to you and the opposing force and decide what is learned.

-Recruiting units is NOT a project

Game Specific Rules*:

Since this is the first try at this, no game-specific rules will be applied. That way we can learn from the horrible chaos that comes from it.

To Battle!

Tactical combat is pretty much the reason we're here.

The idea of this game is conquest. The way you win is to get all the bases.

There are 3 ways to attack in this version:

Base Attacking: you attack a base in hopes of taking it, sabotage it, or just ransacking it for fun.

Sneak Attack: Use stealthy units to infiltrate an enemy base. Steal schematics, learn about the defenses, take out a few units etc.

Neutral Field War: Contact another player and challenge him to a fight on a neutral area. You may do this for whatever reason.

1. DECLARING WAR

When making your declaration of war, you must list these things:

Who you are attacking
Where the battle will take place
Which troops you will use
Which supplies they will be using
OFFENDER STRATEGY. (most important)

The format for an offender strategy goes like this:
Troops:
*list troops*

Supplies:
*list supplies*

Strategy:
*write out what you want your troops to do* (including any phases there may be)

Notes:
*things like retreat point, battle affecting side notes, and project effects go here*


2. DEFENDER

First of all, and most important,
The Defender needs to make his strategy while pretending to not know anything about the offender strategy. You may however include responses to obvious maneuvers. Like: they split into two groups, so I will fan out.

Defender strategies are really the same as offender, only the defender can't retreat unless they have some sort of exit. (ie a secret tunnel to a friendly base)

The defender can also get their allies to help them in the defense. All allies must have one united strategy, not 2+ separate ones.

Example:

For the layout see attacker.

3. THE WAR

The war mod will evaluate the two strategies and make an INFORMED, IMPARTIAL AND LOGICAL DECISION on who will win. Then he/she will write a brief description of what happened in the war, and at the end, will post how many troops died for each side.

Note that war modding should include status effects, like if there was a project to build a base and it got burned down, it must be listed in the modding.

Heres the layout for a warmod:

The Battle:
*description of the battle, have some fun with it, make it fun to read*

Units:
*list what people have left, not what they lost, but what they have left*

Notes:
*list reasons for things you think may cause arguments*

IF YOU QUIT THE LAND WARS
If you should quit or leave the Land wars, your units disappear and your base becomes abandoned. Someone may then do a project (10 days) to claim it.

Explanations and Stuff:

In this game, we will be operating off of a weekly system, meaning you can chain battles. You can set up a battle to take place on, say, Tuesday of Week 68, and write your attack and send it to your enemy. They will write a defense and you can respond the next day by continuing the attack or retreating with white flag in arms. If you retreat, they can choose to counter if they wish it.

The Map/Your Kingdom

This is a map of our game, and a list of who owns what bases. As bases are claimed, the list of bases will change for whoever is holding whichever bases. In order to claim your capital region before the game starts, just do a base update for week 0, and state your region within "Primary Base". You may just post to call dibs on a province, so that you can later edit said post to contain the Week 0 Update.

Image

  • Blackwood (Dark Green): *Vacant*
  • Colovian Highlands (Cyan): *Vacant*
  • Gold Coast (Gold): *Vacant*
  • Great Forest (Light Green): *Vacant*
  • Heartlands (Red) (must be claimed with a 10-week project): *Vacant*
  • Jerall Mountains (Magenta): Airra
  • Nibenay Basin (Indigo): BlazeVortex4231
  • Nibenay Valley (Yellow): *Vacant*
  • Valus Mountains (White): *Vacant*
  • West Weald (Brown): *Vacant*

Army Updates

This is how your basic update should look (this was copy/pasted, by the way):

-----------------------------------------------------------------------------------------------------------

Army Name: The Katz of Fate
Week 0
Primary Base: Kat Land
Acquired Bases: none

Troops:
1500 Kool Katz
500 Snoop Lionz

Total: 2000

Recruitment:
100 Katz

Total: 100

Supplies:
Kat Claws

Schematics:
Kat Bows

Projects:
Build Katz

Completed Projects:

Log: Katzzzz

-------------------------------------------------------------------------------------------------

The game will start on January 21, or the day after all the bases are filled. The link to the Land Wars Discussion thread is right here.


Last edited by BlazeVortex4231 on Thu Jan 01, 2015 5:07 pm, edited 5 times in total.

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 Post subject: i have won this round sir
PostPosted: Thu Jan 01, 2015 3:49 pm 
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Hehehehe, Imperial City Penis.

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Last edited by Exeres on Thu Jan 01, 2015 4:29 pm, edited 3 times in total.

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 Post subject: Pre-game Update
PostPosted: Thu Jan 01, 2015 3:57 pm 
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Joined: Tue Dec 30, 2014 12:19 am
Posts: 30
Location: The Land of the Mormons
Army Name: The Killer Death Murderers
Week 0
Primary Base: Nibenay Basin
Acquired Bases: none

Troops:
1000 Dark Brotherhood Assassins
1000 Imps

Total: 2000

Recruitment:
100 Dark Brotherhood Assassins

Total: 100

Supplies:
Captain Kordan's Saber
Cowl of the Druid
Chronicle of Sacrifice
General other things

Schematics:
...

Projects:
Train Dunmer Destruction Mages (0/4)
Research Cowl of the Druid (0/4)

Completed Projects: None

Log: I, Archmage Raze Boltvex (real name: Blaze Vortex) have risen to the seat of power here in Cheydinhal, through political maneuvering (if you take my meaning :wink:). The first thing I must do: Start a war! This land is daedraforsaken anyways, and war is inevitable. I must rise to the occasion, or else my flame will go out before it has the opportunity to burn at least 20 villages!


Last edited by BlazeVortex4231 on Thu Jan 01, 2015 5:57 pm, edited 1 time in total.

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 Post subject: Re: Tamriel Land Wars I: Imperial Strife
PostPosted: Thu Jan 01, 2015 5:03 pm 
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Location: 卄モ尺モ 丹几刀 丅卄モ尺モ. 几モ丹尺 丹几刀 下丹尺.
I'm taking the snowy Jerall Mountains. Cheese and sweetrolls for all!

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