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Jor Ulfrsson

Jor Ulfrsson

Posts: 6,288 Rune Posts by user Forum Profile RuneMetrics Profile
°ï!¦!ï* Territories °ï!¦!ï°

- All nations start out with 10.000c, 200 timber, stone, food, and medicine, excluding other commodities.

- All territories, save for obstacle claims, generate a revenue of 2.500c weekly, while capitals generate 5.000c revenue weekly.

- All territories generate 100 timber, stone, food and medicine on a weekly basis. Obstacle claims do not generate resources; however, they have the potential to do so with upgrades to the region.

- All territorial claims, except for capitals, are considered "unofficial". This means they can be attacked at any given time.

- A nation wishing to “claim” a territory must announce their annexation.

- All nations upon joining must annex a territory within a week of their recognition.
The first territory they claim will serve as their capital.

- Individuals and families cannot annex land. However, nations may "lend" land to it's citizens, but only if the land citizens wish to own is situated within the borders of their respective nation.
We find ourselves at the end of our amusements.

10-Nov-2015 15:35:58 - Last edited on 17-Dec-2015 08:04:46 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

Posts: 6,288 Rune Posts by user Forum Profile RuneMetrics Profile
°ï!¦!ï° General Movement, Warfare °ï!¦!ï°

- In order to create an army a nation must enlist players to fill those ranks.

- A nation can have as many armies as they have territories, as long as that nation has the available population.

- An army can consist of up to ten soldiers, including the commanding officer.

- An undefended territory belonging to one nation can be occupied and/or annexed by another nation if an army is not stationed there. Usually, this move is considered an act of war against a nation.

- A defensive position can quarter up to four armies, or forty soldiers, including support.

- It costs nothing for a nation to station a single army within their borders, even for an indefinite length of time, unless there are two or more armies stationed at that given location. In which case the additional armies will begin to drain the resources it needs from the revenue and resources of that territory. This is represented as a 25% decrease in the revenue and food production of that territory per-week of stationing.

- An army can occupy an unclaimed or undefended territory for an indefinite length of time; this does not necessarily imply that they are claiming it. However, it will be costly. 100c per-soldier, plus 20 food and medicine per-week of stationing.

- It costs nothing to station armies and/or fleets at a capital.

- Should one of your defensive troops not show up to a battle, they may be substituted by any soldier from a neighboring position no further than 2 claims away.

- It will take one day to move one army one territory, for annexing, attacking, etc

- To move an army one territory costs 250c and 5 food and medicine per soldier. This does not include additional costs for obstacles.

- Moving across an obstacle will require a 20% additional cost based upon the initial costs for moving a given army.

- Should multiple armies be moved to the same location it will take 50% longer.
We find ourselves at the end of our amusements.

10-Nov-2015 15:36:02 - Last edited on 20-Dec-2015 05:38:48 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

Posts: 6,288 Rune Posts by user Forum Profile RuneMetrics Profile
°ï!¦!ï° General Movement, Warfare, Cont. °ï!¦!ï°

- Ships can act as a defensive position while not in harbour, number of troops are limited by size of the ship.

- Leaving a ship out at sea will slowly damage the ship and if not brought back to port for repairs will be destroyed.

- Moving across an obstacle, (such as an ocean, mountain, swamp etc.) will increase the cost of moving your army through that territory by 25%.

- Should you wish, you can attack a territory for its resources rather than it’s claim.

Prisoners of War

Prisoners of War can be taken during a battle. When one side has a noticeable advantage and what remains is one last opponent, (with little chance of victory); during this time, the side with the advantage may choose to take him/her as a prisoner of war, figuratively. The prisoner then cannot fight in another battle until released. They ultimately become a bargaining token for negotiations or prisoner exchanges. Alternatively, the last remaining opponent can choose to fight to the death, but will be penalized; not being able to fight for one week. However, these only apply if verbally asked to surrender.
We find ourselves at the end of our amusements.

10-Nov-2015 15:36:39 - Last edited on 17-Dec-2015 08:10:43 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

Posts: 6,288 Rune Posts by user Forum Profile RuneMetrics Profile
°ï!¦!ï° Trading Overview °ï!¦!ï°


Trading between nations is one method of generating the two things you need to keep your nation's economy running: currency and resources. You can set up trading routes with other nations for resources that you need, but don't have or can't produce. As for market prices, they're not pre-determined. This means there is no set standard price for trading resources; that is for the two trading nations to decide.

There are two modes through which you can transport and trade resources: 1.) on land,
through green temperate forests, mountain passes, rivers, and scorching deserts, or 2.) sailing the ocean blue.


- Nations may trade with other nations, importing and exporting resources of value in exchange for currency, resources, and/or prisoners.

- All nations that claim a port town as their capital begin with one brigantine as a courtesy. Nations that do not claim a port, but later claim one will need to build or purchase a ship.

- Sea vessels can carry a certain amount and type of resource: such as timber, stone, food, and medicine. They can also transport soldiers, as well as government and civilian personnel, such as diplomats and settlers.

- Sea vessels are allowed to sail along the coast, as long as there is not a land mass in the way.

- Should your trade route pass through another nation’s territory, they may charge you a tax to pass through. This does not apply to the ocean, which is considered neutral.
We find ourselves at the end of our amusements.

10-Nov-2015 15:36:44 - Last edited on 03-Feb-2016 01:52:32 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

Posts: 6,288 Rune Posts by user Forum Profile RuneMetrics Profile
°ï!¦!ï° Ocean : Sea Vessels °ï!¦!ï°

There are various types of vessels to be used in transporting resource goods, which include soldiers and settlers. These vessels can range from being very slow and heavy, to being very fast and light.

: Drekkar : (fastest)
Drekkars are fast, very fast. They can store up to 250 resources, but can only store two weeks of military provisions. Drekkars, however, are the only fairly large-sized ship capable of negotiating rivers. (this is a special perk for the nation that claims Rellekka)

: Shooner: (fast)
Shooners are generally faster and can store up to 480 resources. However, they can only store one weeks worth of military provisions (140 food and medicine).

: Brigantine : (medium)
Brigantines are not too slow, and not too fast. These ships can store up to 960 resources, but can only store two weeks worth of military provisions (280 food and medicine).

: Galleons: (slow)
Galleons are fairly large vessels, but tend to be the more slower of ships. These ships - when not being used for naval battles - can store up to 1920 resources, but can only carry three weeks worth of military provisions (420 food and medicine).

Ship Building

The title explains it all. A nation can either fund the building of a ship, which yes, requires resources; or they may purchase a pre-built ship from another nation. These are the costs of building a ship:

: Shooner :
750 timber 150 stone

: Drekkar :
800 timber, 100 stone

: Birgantine :
1600 timber 350 stone

: Galleon :
3500 timber 800 stone
We find ourselves at the end of our amusements.

10-Nov-2015 15:37:26 - Last edited on 17-Dec-2015 10:16:50 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

Posts: 6,288 Rune Posts by user Forum Profile RuneMetrics Profile
°ï!¦!ï° Maritime Speeds °ï!¦!ï°

Maritime ship speeds are based on the Gielinor coordinate map. On the ocean, you have the full range of moment, meaning you can travel 10 degrees in any direction, so long as your ship doesn't make land fall on a jagged rock beach. Of course, the speed at which you travel depends heavily on the type of ship you have.

These are the four (current) speeds:

: Slow :
1 ½ days to travel 10 degrees.
: Medium :
1 day to travel 10 degrees.
: Fast :
½ a day to travel 10 degrees.
: Fastest :
6 hours to travel 10 degrees.
We find ourselves at the end of our amusements.

10-Nov-2015 15:38:01 - Last edited on 19-Dec-2015 07:35:50 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

Posts: 6,288 Rune Posts by user Forum Profile RuneMetrics Profile
°ï!¦!ï° Special Perks °ï!¦!ï°


* special perks or bonuses are subject to extension.

Ports
Those who claim one of the many ports can voyage the ocean, land on coastlines, and trade with other ports.

Rellekka
Those who claim Rellekka receive the perk of longships: faster ships and can negotiate rivers.

Karamja Shipyard
Those who claim the ship building yard in southern Karamja receive the perk of shipbuilding: a generous discount when building/purchasing new ships.

Grand Exchange
Those who claim the Grand Exchange or Prifddinas receives a 10% revenue bonus on all territories.

Burthorpe
Those who claim Burthorpe will receive a cost reduction when moving to, or through territories; as well as for stationing two or more armies. (does not include additional costs for obstacles, those still apply.)

Isafdar
Those who claim Isafdar will receive a cost reduction when moving through obstacles. (does not include costs for moving in general)
We find ourselves at the end of our amusements.

10-Nov-2015 15:40:12 - Last edited on 02-Feb-2016 09:10:45 by Jor Ulfrsson

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