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Jor Ulfrsson

Jor Ulfrsson

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


Revenue

- Nations will receive revenue from the territories they possess, save for obstacles.

Capitals & Territorial Claims

- All territorial claims, except for capitals, are considered "unofficial"; meaning they can be forcibly annexed by another nation at whim, if not properly defended.

- 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.

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

Armies, Moving & Stationing

- An army can consist of up to twenty soldiers/partisans.

- A defensive position or territory can quarter up to forty soldiers/partisans (two armies), including allied support.

- Nations can have as many armies as they have territories, as long as they are capable of defending them. (word of advice: do not spread your armies too thin.)

- Land belonging to one nation can be annexed by another if an army is not stationed there or within the vicinity/adjacent to.

- It costs nothing for a nation to station an army at a given location, even for a indefinite length of time. It will however cost to move that army to another location.

- An army can move to assist in the battle of a given territory, but only if that army is within five territories of their destination and the battle does not occur for three days. (moving costs apply)
- During a battle the only soldiers that should be present on the battlefield are those that are defending/attacking that position, or aiding in the battle.
We find ourselves at the end of our amusements.

10-Nov-2015 15:54:49 - Last edited on 12-Dec-2015 18:49:11 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

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

Ports & Sea Voyages

- Nations that have a port can land on any coastal region or island.

- The sea is an obstacle itself, high waters, dangerous winds, and let's not forget pirates. It can be costly and time consuming to move a fleet across the map, but they have the full range of movement and the element of surprise.
We find ourselves at the end of our amusements.

10-Nov-2015 15:54:54 - Last edited on 12-Dec-2015 18:48:42 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

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

These values are not set in stone. They are subject to change during this process.


Starting Out Resources (Possible Infromation Layout for 1st page.)

| 1 Territory |
| 25,000 Revenue |
| 100 Timber | 100 Stone |
| 100 Food | 100 Medicine |
| 100 Silk | 100 Spice
We find ourselves at the end of our amusements.

10-Nov-2015 15:54:58 - Last edited on 12-Dec-2015 09:23:17 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

Posts: 6,288 Rune Posts by user Forum Profile RuneMetrics Profile
Notes:

Obstacles: Oceans, dense jungles, mucky swamps, harsh deserts, steep mountains, rugged terrain (wilderness).

Risk Factors:
Oceans - hurricanes, tsunamis, broken masts, capsizing, piracy.
Jungles - dense overgrowth, poisonous species, carnivorous predators.
Swamps - muck, quicksand, sinkholes, ghasts.
Deserts -sandstorms, shifting sands, mirages, confusion, loss sense of direction, dehydration, heat stroke.
Mountains - High altitude sickness: increased breathing rate, shortness of breath, dizziness, disorientation, loss of consciousness. Falling rocks, slipping and falling, predators.

Advantages:
Oceans - full scale of movement, quick departure to and fro a location, element of surprise when attacking/raiding.
Jungles - element of surprise, easy to lose an enemy
Swamps - (I have nothing)
Deserts - (nope)
Mountains - defensive advantage

Special perks:

- Those who claim one of the many ports can voyage the ocean, land on coastlines, and trade with other ports.
- Those who claim Rellekka receive the perk of longships: faster ships and can negotiate rivers.
- Those who claim Karamja port receive the perk of shipbuilding: a generous discount when building/purchasing new ships.
- Those who claim the Grand Exchange receive a revenue bonus on all territories.
- Those who claim Burthorpe will receive a cost reduction when moving territories. (does not include costs for obstacles)
- Those who claim Isafdar will receive a cost reduction when moving through obstacles.
We find ourselves at the end of our amusements.

10-Nov-2015 15:55:02 - Last edited on 12-Dec-2015 19:07:10 by Jor Ulfrsson

Jor Ulfrsson

Jor Ulfrsson

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

Notes:

Revenue tax: is the set amount of currency that a nation receives every week from the territories within their borders; unfortunately, revenue cannot be obtained from obstacle claims, e.g, mountains, deserts, etc.

Revenue. It's a wonderful thing to have; it can be the very difference between victory or defeat, and not necessarily a war defeat either; listen, you don't need to be defeated on the battlefield to lose a war - your nation could enter an economic depression! Now what? You're left incapable of funding further war efforts/providing your armies with the necessities to defend your nation. Good job. (but hey, no worries..you have allies.....right?)

My tip to you is to plan your movements wisely. This isn't mamby pamby world 31, don't take unnecessary risks; because you're quite literally on a budget. (unless your an economic powerhouse.)


Trading Overview: Trading between nations is an alternative method of gaining revenue. One nation can trade with another via land: market to market; or ocean: port to port. However, ocean trading is more efficient, but also more dangerous. (warning: beware the pirates! Pirates can interrupt trading operations, steal goods and sell them on the market themselves. Any one can pirate, but it is generally frowned upon.)

Trading Goods: Timber, Stone, Food, Silk, Spices, and Medicine

- Timber and Stone are used in repairing structures and fortifying positions. It is also used to build ships, as well as settlements, improving their economic value/rate of production.

- Food and Medicine are used to boost the morale of an army and prolong battles.

- Silk and Spices are used mainly to generate revenue, boosting the trade exchange rate value.
We find ourselves at the end of our amusements.

10-Nov-2015 15:55:07 - Last edited on 12-Dec-2015 09:32:00 by Jor Ulfrsson

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