Priydan
Active member
GUIDE TO THE MAP AND EXPANSION
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.
MAKE SURE TO OPEN TO FULL SIZE SO YOU CAN SEE THE UNIQUE STATE CODES.
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.
MAKE SURE TO OPEN TO FULL SIZE SO YOU CAN SEE THE UNIQUE STATE CODES.
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