MAP OF RESOURCES AND MAP OF EXPANSION

Priydan

Active member
It seems easier to put both Maps together in the same place.
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*Map of Expansion*

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This is the map of the most dominant resource in each region. Naturally, they contain other basic resources but these are the main ones. 

A rule of thumb is that a larger state produces more, a medium state produces a reasonable amount and a smaller state produces a basic amount of resources. HOWEVER, on the secret MOD map, certain states produce extra amounts - as dictated in the Map Guide. Larger states are found in the East, however to balance play these are generally harder to take control of.

GUIDE

  1. RED - PETROLEUM (initially useless until Industrialization)
  2. BEIGE - STONE & GEMSTONES (initially a great commodity as stone is the primary building material)
  3. PURPLE - EXCELLENT FISHSTOCKS (provides excellent access to local or deep sea fishing channels)
  4. BROWN - LUMBER (excellent for building and production)
  5. GREEN - FARMLAND (CROPS & LIVESTOCK)(the most common land usage on the map - essential to fueling larger nations)
  6. GOLD - GOLD - (exceptionally valuable commodity earlier in the game before rise of petroleum)
  7. PINK - SILVER - (valuable commodity earlier in the game)
  8. LIGHT BLUE - IRON - (very valuable resource for military and technological advancements)
  9. LIGHT GREY - COAL - (initially of little use, very important during industrialization era)
  10. LAVENDER - LEAD - (initially of little use, very important during industrialization era)
  11. LIME - NATURAL GAS - (initially of little use, very important during industrialization era where it becomes an exceptionally valuable commodity)
  12. ORANGE - DIAMONDS - (In short supply, however forever exceptionally valuable for trade)
  13. BLUE GREY - PRECIOUS METALS - (always a great commodity to possess)





RESOURCES GUIDE


1400-1450


 


 


 


 


 


 


(IN SUM)


 


SMALL


SMALL BONUS


MEDIUM


MEDIUM BONUS


LARGE


LARGE BONUS


NATURAL GAS


LIME


10 000


15 000


20 000


25 000


30 000


35 000


OIL


RED


10 000


15 000


20 000


25 000


30 000


35 000


COAL


LIGHT GREY


10 000


15 000


20 000


25 000


30 000


35 000


LEAD


LAVENDER


10 000


15 000


20 000


25 000


30 000


35 000


FARMLAND


DARK GREEN


90 000


120 000


180 000


240 000


270 000


360 000


FISHING


DARK PURPLE


100 000


130 000


200 000


260 000


300 000


390 000


LUMBER


LIGHT BROWN


100 000


150 000


200 000


300 000


300 000


450 000


STONE


BEIGE


120 000


180 000


240 000


320 000


360 000


480 000


IRON


LIGHT BLUE


150 000


200 000


300 000


400 000


450 000


600 000


PRECIOUS METALS


BLUE GREY


170 000


220 000


340 000


440 000


510 000


660 000


SILVER


PINK


200 000


250 000


400 000


500 000


600 00


750 000


GOLD


GOLD


300 000


350 000


600 000


700 000


900 000


1 050 000


DIAMONDS


ORANGE


400 000


450 000


800 000


900 000


1 200 000


1 350 000

 
Last edited by a moderator:
I'm just going to drop this right here so everyone can see all of this at once...
 

Each nation has the right to claim one blank state adjacent to their current State at a rate of ONE new state per ONE IRL day.

To each player the neutral states are entirely blank to begin with, until they start filling them in. The MODs however possess a second map detailing the state of those neutral States. On the MOD map there is the following guide:

1.       Blank State. The State is free for the taking without any moderation recourse.

A small blank state provides the State holder with 30 000 new citizens and basic natural resources..

A medium blank state provides the State holder with 50 000 new citizens and basic natural resources.

A large blank state provides the State holder with 100 000 new citizens and basic natural resources

2.       Brown State. This State will resist with force. You must defeat this nation to claim it in a single pitched battle. If you do not wish to fight, you will not claim the area and lose your turn.

        A small brown state provides the State holder with 40 000 new citizens and basic natural   resources. They are defended by 1000 Militia Units.

A medium brown state provides the State holder with 75 000 new citizens and above average natural resources. They are defended by 2000 Militia, 500 Spearmen & 500 Light Horsemen.

A large brown state provides the State holder with 150 000 new citizens and great natural resources. They are defended by 5000 Militia, 1000 Spearmen, 500 Longbowmen, 500 Light Horsemen.

3.       Purple State. This is State is civilised and friendly an assimilate to your nation.

A small purple state provides the State holder with 50 000 citizens, 1 barracks and 1 wooden fort with basic natural resources.

A medium purple state provides the State holder with 75 000 citizens, 1 stable and 1 stone fort with medium natural resources.

A large purple state provides the State holder with 125 000 new citizens, 1 siege workshop, 1 stable and a basic castle and large natural resources.

4.       Gold State. This State comes with the risk of a natural or civil disaster.

A small gold state provides the State Holder with 20 000 new citizens. It will however trigger possible minor disasters, such as small flooding, small smallpox outbreak etc. Basic natural resources.

A medium gold state provides the State Holder with 50 000 new citizens. It will however trigger possible medium sized disasters, such as medium sized earthquakes, medium outbreaks of dysentery amongst troops, etc. Medium natural resources.

A large gold state provides the State Holder with 100 000 new citizens. It will however trigger possible major disasters, such as rebellion, plague outbreak and desertion. Large natural resources.

5.       Green State. This State comes with an abundance of natural resources.

A small green state provides the State Holder with 15 000 new citizens. It provides an abundance of resources.

A medium green state provides the State Holder with 35 000 new citizens. It provides a plethora of resources.

A large green state provides the State Holder with 80 000 new citizens. It provides a mother-lode of resources. 

The Spy

Nations are not required to expand every day, although turns cannot accumulate. If a nation builds a spy, they may use the spy to scout an adjacent region. They can move in on the same turn, however the spy is now defunct.

Ranking

The more states you own, the greater your reputation will be – so even those risky Brown and Yellow states are worth owning. Players can obtain each rank depending on how many states they

own (including starting states). The size of nations does not apply here.

10 States – Local Power – no extra credit

20 States – Regional Power - +50 extra credit

30 States – Medium-Sized power - +150 extra credit

40 States – World Power + 300 extra credit

75 States – Superpower + 1000 extra credit

100 States – Hyperpower + 3000 extra credit

Similar State Bonus

Each region has it’s own code. If a nation controls every nation in with that code, it will be granted massive bonuses.

Region A – Bonus of 5 000 000 citizens and 500 extra daily credit.

Region B – Bonus of 2 500 000 citizens and 350 extra daily credit.

Region C – Bonus of 5 000 000 citizens and 500 extra daily credit.

Region D – Bonus of 5 500 000 citizens and 550 extra daily credit.

Region E – Bonus of 7 000 000 citizens and 700 extra daily credit.

Region F – Bonus of 2 000 000 citizens and 300 extra daily credit.

Region G – Bonus of 1 500 000 citizens and 200 extra daily credit.

Region J –  Bonus of 5 500 000 citizens and 600 extra daily credit.

Region K – Bonus of 3 000 000 citizens and 400 extra daily credit.

Region L -  Bonus of 3 000 000 citizens and 400 extra daily credit.

Region I – Bonus of 4 000 000 citizens and 450 extra daily credit.

Region M – Bonus of 4 000 000 citizens and 450 extra daily credit.

Region N –  Bonus of 5 000 000 citizens and 500 extra daily credit.

Region O – Bonus of 1 500 000 citizens and 200 extra daily credit

Region P – Bonus of 4 500 000 citizens and 475 extra daily credit

Region Q – Bonus of 2 500 000 citizens and 350 extra daily credit

Region R – Bonus of 2 500 000 citizens and 350 extra daily credit

Region S – Bonus of 1 000 000 citizens and 100 extra daily credit

TIPS & CONQUEST OF FELLOW RP NATIONS

Territory may be exchanged with another nation providing it is adjacent to a state owned by said nation. You can exchange for similar size state (small, medium, large) or trade for Military Credit (300 Small, 500 Medium, 1000 Large)

Remember that you cannot be conquered by another player without them controlling all Medium or Large castles in your territory - spread them out! Invading armies can attack 2 adjacent squares per Day. You can choose whether to contest the region or withdraw. Remember, 5 pitched battles must be won by the aggressor. Defenders cannot launch an attack on the aggressors territory without achieving 3 defensive victories first.

It may seem an advantage to start as an Eastern Empire as there are much larger states there - but that comes at the price of much larger barbarian nations which are more frequent there.
 
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