Mass Prediction
22-09-2008, 19:50
I've been thinking about an RP for the years 300-1100, starting out as custom-made kingdoms or small tribes and through diplomacy, war, and Religion, ascending to become empires.
The RP will be played in turns; all the nations will be able to do what they want (invasions, battles, royal marriages, conversions), and after each nation has had their turn, the unselected nations will preform their actions.
I request that you use this map to show your nations boundaries (use microsoft paint):
http://img367.imageshack.us/img367/2293/deutschpr7.th.png (http://img367.imageshack.us/my.php?image=deutschpr7.png)http://img367.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
Note: You cannot have massive empires at the start, and you cannot have Rome of Byzantium.
Also, you can be historical factions (i.e. Saxons, Celts)
Red/Dark Red: Western Empire
Punk/Purple: Eastern Empire
http://img230.imageshack.us/img230/1428/romebyzantiumqx9.th.gif (http://img230.imageshack.us/my.php?image=romebyzantiumqx9.gif)http://img230.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
The red and pink lands are available for taking, but if they are not taken, they go to the empires. The dark red and purple lands are NOT available for taking at the beginning of the RP.
Admittance
To join, you must submit a factbook for your nation, and I will approve of it if it follows the guidelines.
Gameplay:
Provinces are taken through sieges. I determine how long a siege lasts, but, if you have enough troops, you can attempt to take the seat (castle, fort, city, village) of the province by force (using ladders, siege machines, rams).
Religious conversions cost a set amount of money, and last one turn. They do not always succeed though, and you may have to fave a revolt in the province you failed to convert. The probability of success in a conversion is determined by several factors (i.e. how long you've had the province, what culture they are, and what religion they are). I will tell you the percentage of success in a conversion if you ask me.
Also, you can vassalize and annex another nation through a peace deal or alliances and royal marriages. After a nation accepts the offer of vassalization (again, I will tell you how high your chances are), you have to wait ten turns until you can ask them to be annexed, or absorbed, into your nation.
Rules:
Armies can only move so far each turn
NO GOD-MODDING
All battles will be resolved mathematically
You can't annex an entire nation in one war (Similar to EU3)
No religious debate
No forced conversions
No ridiculousness (i.e. alien invasions, cavalry ride massive mutant badgers)
No cultural ridiculousness (no stranded tribe of arabs in Scandinavia, no colony of vikings in morocco)
The RP will be played in turns; all the nations will be able to do what they want (invasions, battles, royal marriages, conversions), and after each nation has had their turn, the unselected nations will preform their actions.
I request that you use this map to show your nations boundaries (use microsoft paint):
http://img367.imageshack.us/img367/2293/deutschpr7.th.png (http://img367.imageshack.us/my.php?image=deutschpr7.png)http://img367.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
Note: You cannot have massive empires at the start, and you cannot have Rome of Byzantium.
Also, you can be historical factions (i.e. Saxons, Celts)
Red/Dark Red: Western Empire
Punk/Purple: Eastern Empire
http://img230.imageshack.us/img230/1428/romebyzantiumqx9.th.gif (http://img230.imageshack.us/my.php?image=romebyzantiumqx9.gif)http://img230.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
The red and pink lands are available for taking, but if they are not taken, they go to the empires. The dark red and purple lands are NOT available for taking at the beginning of the RP.
Admittance
To join, you must submit a factbook for your nation, and I will approve of it if it follows the guidelines.
Gameplay:
Provinces are taken through sieges. I determine how long a siege lasts, but, if you have enough troops, you can attempt to take the seat (castle, fort, city, village) of the province by force (using ladders, siege machines, rams).
Religious conversions cost a set amount of money, and last one turn. They do not always succeed though, and you may have to fave a revolt in the province you failed to convert. The probability of success in a conversion is determined by several factors (i.e. how long you've had the province, what culture they are, and what religion they are). I will tell you the percentage of success in a conversion if you ask me.
Also, you can vassalize and annex another nation through a peace deal or alliances and royal marriages. After a nation accepts the offer of vassalization (again, I will tell you how high your chances are), you have to wait ten turns until you can ask them to be annexed, or absorbed, into your nation.
Rules:
Armies can only move so far each turn
NO GOD-MODDING
All battles will be resolved mathematically
You can't annex an entire nation in one war (Similar to EU3)
No religious debate
No forced conversions
No ridiculousness (i.e. alien invasions, cavalry ride massive mutant badgers)
No cultural ridiculousness (no stranded tribe of arabs in Scandinavia, no colony of vikings in morocco)