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> TCOMBAT REBORN CUBED, REBORN^4, We're back, baby!
 Posted: Mar 3 2013, 07:35 AM
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King of Gits
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Welcome, ladies and gentlemen, to TCOMBAT REBORN REBORN REBORN REBORN! (REBORN^4)
Feel free to join and battle to your hearts' content!
RULES:
There are several traits you can pick to begin with that will decide what you have in the beginning of the game, as well as what will define what sort of things your country will have trouble with.
--TRAITS--
IMPERIAL: Imperial factions are excellent in military endeavors due to being able to unify against enemies. Starting with the secrets of steel, they field elite heavy infantry and cavalry, but flounder in lighter units and ranged units, at least near the beginning. Due to internal corruption and conflict, occasionally there might be the occasional revolt or assassination, both of which can be devastating to production.
SEAFARING: With a knack for travelling by sea, seafaring countries start with the secrets of navigation, greatly increasing their ability to travel across oceans. However, storms and tidal waves can greatly affect their process. Their units tend to be skilled in traversing shallow waters, making them expert raiders.
DOGMATIC: Staunchly set in their ways, dogmatic countries start with the secrets of unification, they are capable of whipping up vast armies of weak units joined in a zealous fury. However, those peasants may wind up revolting if measures aren't taken to ensure happiness.
AGRICULTURAL: Talented farmers living in rural communities, agricultural countries start with the secrets of conservation, which allow them to utilize the earth to a greater extent for farming. As a result, they tend to field units armed with a variety of polearms, making them excellent for taking on cavalry. Famines are especially devastating for them and the lower class will potentially revolt in conditions are not good.
INDUSTRIAL: Skilled in producing large quantities of goods at a time and armed with the secrets of mass production, industrial countries can quickly field standardized tools, weapons, armor, and etc. By utilizing their molds and other such tools, they can avoid most waste. Strikes and resource shortages can greatly effect their production.

In addition, there will occasionally be disasters that plague the land, some of which influenced by technology level, traits, location, etc. For example, a coastal country could have a tsunami, wrecking their harbors and ports. An imperial country's colonies could rebel. The events will be randomly chosen and, at the beginning of the game, will mostly effect unoccupied territories, but once people start claiming more space, they will start seeing more and more of those disasters.

--TEMPLATE--

Name:
Color:
Territory Number:
Traits (Pick Two):
Backstory:

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So, uh. 'Lo. I'm BCN, so you know, if that name means anything to you.
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 Posted: Mar 3 2013, 07:53 AM
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This post reserved for a list of countries, their territory number, color, traits, etc.

--Gooflagia-- Territory 16
Seafaring and Industrial

--Hemialand-- Territory 4
Agricultural and Industrial

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So, uh. 'Lo. I'm BCN, so you know, if that name means anything to you.
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 Posted: Mar 3 2013, 07:48 PM
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EPIC WIN MAN
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Name: Gooflagia
Color: light blue
Territory number: 16
Traits: Seafaring, Industrial
Backstory: Gooflagia is a isolated country of seafaring people who's economy is completely based on trading their tools, armor, and weapons that are well known for their quality. The raiding and pillaging of small mainland cities contribute almost as much to the economy as trading does, as the government is based off ship captains. There are farms on the island but they are few in number. In the gooflagian goverment the ship captains hold very small pull in politics, but they have the ability to get promoted to Jarl if they are a skilled/ well known captain. The Jarls are essentially nobles, but they remain ship captains. The OberJarl is the Lord of all captains and essentially the king, but to become the OberJarl you have to be voted in by the Jarls. The OberJarl resides in the countries capitol and can not go raiding except for in times of war. Normally the Gooflan's, as they are called, are Strong tough and charismatic in nature, but are stupid. Yet the family of the Fjordlans is the largest families (mostly because they don't die going raiding) and are the scribes of the country, additionally the head of the family is the assistant to the OberJarl and advises him on almost everything he does.


// wasn't sure if this was open or not so i just posted something, because i am interested.
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 Posted: Mar 4 2013, 03:41 AM
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GOOFLAGIA HAS BEEN ADDED TO THE LIST

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So, uh. 'Lo. I'm BCN, so you know, if that name means anything to you.
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Greatest_Dude
 Posted: Mar 4 2013, 07:09 PM
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EPIC WIN MAN
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Name: Hemialand
Color: yellow
Territory Number: 4
Traits (Pick Two): Agricultural, industrial
Backstory: Ho! look to the Twins, for our over abundance and see that we may spread this abundance with others! The first Twin our goddess Hemlock, may she see fit that our crops, grow like the weeds we remove in her name. may she see fit that our cattle get fat as we do off of our land. may she see that we endure as a land and prosper as a people. the second twin must not be forgotten for he ensures that we have the tools to prosper, his name is and forever shall be Aspestas. may he see fit that our steel is strong like the people who wield them. may he see fit that we shape this land to our needs, like steel is shaped for tools. may he see fit to bless us with the ingunity to prosper. with out Hemlock we can not nourish our selves to worship Aspestas, with out Aspestas we can not shape the tools to worship hemlock. so they are forever entwined together and with us, one can not exists with out the other, but an abundance of one is just as disastrous as neither.~the Tome of the Twins 20:6

a land of incredibly hard working people, they see work as the way to worship the twins. but because of this work they have managed to create a abundance of food and tools, and have some of the best crafts man in all of the land because of their constant refinement of their skills, and just like the craftsmen the farmers are also quite effective at their craft as after generations they can read the land like an opponent in a game of cards. they are apt traders who enjoy sharing the abundance they create, for they know that hard work in noting with out people ot share it with.

Aspestas; god of:
craftsmanship
knowledge
strength
control
shaping
darkness
an over abundance causes:
greed
death of the land
plague
desert

Hemlock; goddess of:
growth
joy
endurance
light
fertility
abundance (of natural resorses)
an over abundance causes:
swamps
stupidity (retardation)
laziness
corruption
natural disasters

(pretty good for thinking about it for like 2 min. by the way for those who didnt catch it it is a yin and yang like god system, got to keep them in balance)

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Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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 Posted: Mar 4 2013, 08:19 PM
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HEMIALAND HAS BEEN ADDED TO THE LIST

--------------------
So, uh. 'Lo. I'm BCN, so you know, if that name means anything to you.
PM
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