Well, this is an overcomplicated roleplay, so if you have any questions ask me. Well, basically there are 8 kingdoms, and each kingdom has a 'skill', a strong point and a weak point. I will list the kingdoms's skills later. Forst, the rules. Well, for the story, characters and such, I will make random events happen(decided by a dice roll) and they will have various outcomes depending on your reaction. Besides that, there are some mechanics like Terrain, Capitals, Gold, War etc. First, a list of resources and currency. Money: Money. Yeah not much to put here. Science: You get a set amount of these every turn. They are used for research such as learning how to build things, giving bonuses, policy, etc. Gold: Scattered through the map. A finite resource that is extracted by Gold Mines. Weapons: Get these by building a Weapon Factory. Every 4 money gives 1 weapon. Every weapon randomly destroys either one or two enemy soldiers. Chemical Weapon:Get thse in a Chemical factory. Every 1000 money randomly gives one or two of these. Destroy 30% of enemy population and army. Tank: Destroys 80% army and 20% population. Needs a tank factory. Every 4000 money and 400 weapons gives one of these. Uranium: also scattered through the map, also a finite resource. Extracted by a Uranium Mine. Heavy water: Gotten by a Heavy Water plant. This water is used to cool down a reactor. Terrain: Land. Here lies your population, buildings if you have any, and army if you have any. Normal terrain has a max of 4 buildings, and the Capital of a kingdom can have 6 buildings. Military: Your army. Can Recruit your population to turn Population into Military at the cost of 4 money instantly and 1 money per turn.
Now for every kingdom's skills, strong and weak points. The name of the player who's playing as that kingdom is between (). If the name says auto,it means it's automated and if someone wants to join as them they're welcome. 1(auto) Skill: Gives a 50% attack boost and a 100% defense boost against enemies in water, and armies can enter water even if no Port building is in that terrain. Strong point: A new building, the Offshore Platform, is open exclusively for this nation. Lets you build something in the literal sea, but costs 250 money per turn. Can also build this for allies. Weak point: 10% attack and 20% defense penalty for land armies. 2(QuintAnother) Skill: Double the money per turn, but triple the military cost per turn. Strong point: 50% more money per turn(stackes with the skill) Weak point: Weapons and tanks cost twice the prices. 3(shocking ikr) Skill:50% more science, double population and 50% more policy per turn if not at war Strong point: 50% more population(stackes with skill) Weak point: 50% attack penalty for army. 4(Beta Shadow) Skill: Triples science per turn, but halves money per turn. Strong point: Not only are science buildings cheaper, you also get one of them for free when you research them. Weak point: 25% army defense penalty, double army cost per turn. 5(auto) Skill: When declaring war, doubles attack for 4 turns, then gives a 25% attack penalty until you either win the war or declare war to a different kingdom. Strong point: Tank, weapons and chemical weapons factories produce two times with no additional cost. Weak point: 75% less population. 6(ch4s3man) Skill: For every ally, you get 25% more money per turn, 50% more population, and 25% more Science. Stackes up to 3. Strong point: You and your allies get 25% attack boost and 50% defense boost. Weak point: If at war without allies, 25% less attack, population, science, money and defense. 7(auto) Skill: All of the mining research is done from the start. Strong point: Gold and Uranium 50% more. Weak point: 75% less Science. 8(Lushkk) Skill: Policy and Science points are merged into Society points. Strong point: Double Society points. Weak point: Every turn there's a 2,5% chance of a Revolt happening on your kingdom. This is actually at every kingdom, but only in a 0,5% chance per turn. THIS ARTICLE IS UNDER CONSTRUCTION. Feel free to join in! Also, much like in TTC, if you don't post your action after a considerable period of time(about 18 hours) your turn will be automated. Turns considered'important'(i.e. declare war, random event etc.) I will give you sabout 8 more hours to think. These values are all approximated, and they're never roughly talken seriously. It's just that the time ends up being roughly 18 hours or 8 bonus hours. Actions you can take: Recruit- Turn your population into military at the cost of 4 money per soldier. Also 2 money per turn for each soldier. Can move your soldiers to other land terrain, or sea terrain if has a Port. Trade- Offer a trade request with another kingdom. Any resources can be traded, as well as Science, Money and terrain. War- Self-Explanatory. Declare war to use your army against other kingdom. And more as you do the proper research.
Kingdoms Roleplay(dead) Posted by QuintAnother on March 21st, 2023 at 11:49am Viewed 328 Times
Posted on March 22nd, 2023 at 1:04pmEdited on 2023/03/22 at 1:13pm
Posted 2023/03/22 at 1:04pmEdited 2023/03/22 at 1:13pm
#1
Right now you can recruit armies, offer trades, declare wars, or do nothing and wait. Hey Ch4s3 your action too pls After this turn a random event is gonna happen
Well, I'll suppose you recruited 100 from your population cuz you didn't specify the number. So uhh... You lose 400 money and will lose 200 money per turn. Though you get 1000 moeny per turn like everyone else so you now have 600 money and gets 800 money per turn.
Posted on March 22nd, 2023 at 1:21pmEdited on 2023/03/22 at 8:59pm
Posted 2023/03/22 at 1:21pmEdited 2023/03/22 at 8:59pm
#6
Ch4s3 and Lushkk, which I will call democriatic kingdoms 1 and 2 respectively for now, do nothing. Science and Wealth Kingdoms agree in a weekly(every turn) trade. shocking ikr recruits 100 soldiers. Kingdom 1 recruits an army of 100 soldiers and moves them into the sea near their own terrain. Kingdom 5 recruits 200 soldiers and moves them to the center. Kingdom 7 builds a Level II mine.
Posted on March 22nd, 2023 at 1:33pmEdited on 2023/03/22 at 8:59pm
Posted 2023/03/22 at 1:33pmEdited 2023/03/22 at 8:59pm
#8
I edited my thread thanks for the suggestion. Oh and here's the random event: Negative Event A huge earthquake hit kingdoms 5, 6 and 7. Kingdom 5 lost 300 population, 6 lost 500, and 7 lost 1250 because many were in the mines. There are also many more people injured. So here's your choice: Do not save the injured: Double chance of a revolt for 20 turns and double the population loss of this event. Save the injured: No revolt chance for 20 turns Lose 450 money(5), lose 750 money(6 which is ch4s3), lose 1875 money(7) Kingdom 7 got 20 Gold
Also, other kingdoms can help the kingdoms who were affected by this with money if they wish. I am sending 250 money to ch4s3.
Well this kinda died so im automating this whole turn. shocking ikr moves his troops to the center, while Kingdom 5 declares war on Kingdom 1 and moves his 200 troops to their first enemy's province! Kingdom 1 retaliates by recruiting 200 more troops and attacking the Sea Kingdom's first province! DictatorMan, ruler of the Commando Empire, speaks: Go, my troops! Show these fools where they belong! Meanwhile, Bubble Man, ruler of the Sea Kingdom, retaliates by sending 300 newly-recruited troops to the maritime provincies surrounding the nation. How dare you attack us!? We will win against you, you shall see! With his money from the Merchant Republic(my kingdom), along with some more, Ch4s3 saves his injured population! Kingdoms 5 and 7 don't do this though. They have double the Revolt chance for 20 turns, hile ch4s3 negates his revolt chances for 20 turns. Lushkk waits a bit more, hoping to soon spend those Society Points into some useful research. I give 275 money to ch4s3 so he can help his nation. The Science Kingdom also sits there waiting for more Science.
No random events this turn, though you may declare war to kingdoms 5 or 1 if you wish. You dare start a war in the center of this island? And you completely ignore your population suffering from the earthquake? You shall pay for such egotistic behaviour!
Just warning everyone this is dead, so if you wanna revive it i'll be here to pass the turn, but if you don't wanna revive this just wait until the mods lock this?
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