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Nation Building BoN Act 3 Rules

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Trektek

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Welcome

Welcome to Act 3 of Birth of Nations. This is an RP that has been around for a fairly long time now and allows players to create their own Nation and play out their growth and internal intrigue through out roleplaying while battling against other using our unique mechanics. All people are welcome we just ask that you are open and honest with each other and play the game in as fair a way as possible and treat each other with respect. Below is everything you will need to get started and to better understand the RP. If you have any questions at all then please feel free to ask in the Discord.

Basics

The basics of the RP is that each turn last a week (dates to be confirmed) and during that period players declare actions their nation undertakes. The cost of these actions can vary depending on the action you choose, but it is all done to further your nations cause whether that be survival, enlightenment or total world domination. Almost all nations are accepted however they all need to be within the standard RPN guidelines and one thing to bear in mind is that the GM's word is always final. There is always time for discussion and debate but once the decision has been made, please refrain from continuing on.

While there are tabletop elements to this, such as the map, units, combat etc, this is above all else an RP. While life can get ontop of people at times there is leeway to go a post or two with actions only and no fluff, however, the expectation is this is only in the rare occurrence rather than the regular. Players who regularly post fluff and make the RP aspect enjoyable are more likely to benefit from rewards from exploration than those who simply post actions each week.

Everything takes place on a map that is done by CaptainSully. It is important that you are being clear when posting your actions. To avoid the risk of mistakes please ensure that each action that will impact the map (movement and recruitment) is clearly marked. If you do notice a mistake, then please PM him and he will be sure to update the error in time for the following update.

Actions

Each turn, as a base, you may take 3 actions. No matter how many rules you have, you may only ever conduct a maximum of four actions a turn. The only exception to this would be if you can recruit multiple units as part of a recruitment action. Below are the actions you may take each turn:

• Movement
• Build Structure
• Conduct Research
• Build Settlement
• Upgrade Settlement
• Add/Change Policy
• Create/Change Religion/Government
• Create New Trade Route
• Build Mining Camp
• Conduct Diplomacy
• Explore Location
• Attack
• Siege

Turn Order

There is no set order for players to declare their turns so declaring actions is on a first come, first serve basis. So if Nation A declares an attack against Nation B and posts, but Nation B wanted to move away and hadn't posted yet, then unfortunately for Nation B they get attacked. That being said, there is a bit more depth to this.

A player who posts full fluff (multiple paragraphs and not just six lines) with their actions will take priority over someone who only posts their actions, even if they posted afterwards. This is to ensure that people take the fluff aspect of the RP seriously which did slack off a bit in Act 2. In addition, if someone edit's their post, the time stamp of their edit will be their new posting time and so could result in them going from first to last in terms of priority.

Movement

One movement action allows you to move one unit up to its maximum movement. The exception to this is when multiple units are on a single tile, these can become an army and be moved in bulk using one movement action. In this instance, the stack must move at the speed of its slowest unit. Multiple movement actions can be used in a turn on a single unit or stack, representing their determined focus to get to their destination.

If you declare a movement action on a unit stack, you can in theory split the stack and move each invidiual unit in a different direction if you so wish.

Buildings and Research

The difference between act 3 and previous acts is that as a standard there is a tech tree. It will be based entirely on a technological races standpoint but can be renamed to something else to suit your race, it is just to give an idea on bonuses you can receive each turn. So for example a level Armory could give +1/0 but you might want to call it Mages Guild, but you would copy the bonus of +1/0. The idea is that everyone gets equal value from the tree for what they pay for. Previous iterations have had people build level 1 buildings which are more effective than others level 3.

You are not limited to the tree and can suggest your own ideas, it is simply there to provide a measure of the kind of bonuses each level can give.

The other change is levels of research and buildings costs are different to previous iterations.

Buildings and Research Costs

Level 1: 1 Turn + 2 Resources
Level 2: 2 Turns + 4 Resources
Level 3: 3 Turns + 6 Resources
Level 4: 4 Turns + 8 Resources
Level 5: 5 Turns + 10 Resources

The higher the level a building is, the greater the benefits. However some buildings and research require prerequisites be completed. Also, you cannot research a level if it is greater than your highest level settlement.

Settlements

Settlements are your towns and cities where your population live. At their core they are where you can produce units and are an extension of your nations territory. When creating a settlement they will always start out at level 1 and have a maximum level of 5. Level 1 represents a small town or city with minimal defences where as 5 is a bustling metropolis fortified for war.​
  • There are multiple types of settlements listed below which can be built for 5 resources taking 2 turns:​
  • Standard : +2 population per turn and counts as 1 settlement defence.​
  • Trading City [TC]: No population gain but gain +2 resource to trade routes. 0 settlement defence.​
  • Military Outpost [MO]: No population gain and counts as 3 settlement defence.​
  • Agricultural Settlement [AS]: +4 population a turn with 0 settlement defence.​
  • Port City [PC]: Same as standard but may create naval ships​
As mentioned previously, each settlement can be upgraded from level 1 to level 5. Each upgrade costs 5 resource, takes 2 turns and provides +1 to settlement defence.

Policies

These are special policies that are in place within your nation to help better represent them. For example your race might decide to focus on farming for a while so might enact a new policy called Agricultural Focus, providing +2 extra population for every settlement in your nation. These can be very flexible and help add a different flavour to your nation to make them stand out.

Religion/Government

When you change your religion or government type there isn't an immediate in game effect like with a policy, however it can help with the fluff side of the RP. In addition, if you can make an interesting story through a change in this way, the GM will consider providing a reward. So while a policy is an immediate reward, religion and government changes are more of a long term way to receive a bonus.

Trade Routes

These are exactly how they sound, the trading of goods with other nations you come across. The standard trade route will provide a bonus of +2 resources a turn however trade partners may decide on something else. For example, one player may have access to a deposit of uranium and decide that they are willing to trade it's uses with another. It may be that the uranium player receives 4 resource from the other player, taken directly from them every turn. Trade routes can be cancelled at any time by either party and any bonuses provided by a particular resource will cease immediately.

Mining Camps

Within the world there are deposits of precious metals and stones that can be used to enhance production, units and many other things. To harness these a player must build a mining camp on the deposit. No settlement can be built on these deposits. Mining camps have no defences but can station units to protect them. Each mining camp takes five resources and one turn to build. Once built the resource is immediately provided to the nation. Below are an example of, but not complete list of, the minerals available:

• Iron: +1 to all unit defence
• Gold: +2 resources to all trade routes
• Uranium: Unique research tech unlocked. If Uranium is lost you may no longer benefit from the research, but you do not lose said research (just in case you regain the uranium).

Diplomacy and Exploration

Of all the actions, diplomacy and exploration are the ones that do not count towards your limit. This means you could have over four actions in a turn.

Diplomacy takes place when units from two nations meet in the world. The diplomacy takes place on Discord between the two parties and they talk and decide how to move forward from the meeting. Meeting isn't always a clear chance of diplomacy however, as one nation might decide to attack another without wanting to parlay, such is the danger of the world. Once diplmatic ties are created, these can occur going forward should you wish as it is assumed communication lines are set up.

Units can explore any tile they are on in the hope of finding something valuable. Often it could be a straight up resource boost, an undiscovered mineral vein or an RP opportunity. In these cases you will take to Discord and over the week until the following update, you will RP out an interaction with the GM. Big rewards can be gained from these interactions if you are lucky, if not, you could be mourning the loss of units. These are limited to one per turn, per nation (no matter what) given the expecatant number of players going up.

Attacking

Each unit or army stack can attack enemy units on the same tile as them. If you move onto a tile and declare an attack, combat begins.

If a player attacks you before you have declared your actions for your turn, you must receive the attack. If you declare an attack in retaliation, combat occurs at the same time with all units getting to attack before casualties are removed. However, if you do not attack, your casualties will be removed before you roll counter attacks.

Sieges

If you approach an enemy settlement and it has no units in it, by putting your own units onto the tile you capture it. However, if there is enemy units there, a siege begins. If your enemy wishes they can meet you in the field of battle and combat would begin as if an attack was declared. If not however, you have to wait out the city. As a standard it takes 5 turns to complete a siege, however the following modifiers apply:

• +1 turn for each settlement defense
• +1 turn for each enemy unit in the settlement
• -1 turn for each unit sieging the settlement

If a settlement is defense 10 with 5 units inside, it increases the turn counter to 20. However, If the sieging army had 20 units, the siege would be over the turn it was declared. When a siege ends, all enemy units in the settlement are considered defeated. This puts emphasis on ensuring that your nation is defended rather than just having a single, roaming horde.

If you capture an enemy settlement you may choose one of the following:

• Occupy: The settlement joins your nation.
• Enslave: The settlement remains part of the sovereign nation. You take portion of the enemies population equal to their number of settlements. E.g. If the enemy had 4 settlements and you captured 1, you would take 25% of their current pop for your own.
• Exterminate: You wipe out the population and the settlement. Enemy loses population the same way it would lose slaves above. That enemies unit will be -1/-1 versus your units for the following 4 turns.
• Pillage: The settlement remains part of the sovereign nation. You take a portion of the enemies resources equal to their number of settlements, calculated the same was as population for the enslave option.

Enslave and pillage can have big ramifications for the sovereign nation as their populace want answers to why they were left to be enslaved and robbed.

Nations

When creating your nation it is important to try and work out what sort of nation you would like to play before considering anything else. Do you want to be a bunch of religious fanatics? Materialistic money grabbers? This the key thing to decide at the beginning. Once you have made this choice, the rest of the creation process can become quite simple. With the length of this post i'm sure that in your head you're laughing at simple, but it truly is. The spoiler below is the basic CS but you can feel free to add whatever you wish.

Nation Ethics List (Bonuses unknown until game starts and you can't choose two opposite notions. Please label Primary and Secondary ): Xenophile, Xenophobe, Scientific, Spiritualist, Materialist, Socialist, Militarist, Peaceful, Technophile, Luddism

Country Name: (Simple)
Capital City: (Name your capital)
Country Flag: (A picture of your nations flag is required)
Leader of Country: (Name of your countries leader or leaders)
List of Races within Country: (Details on the make up of your nation)
Temperament: (Peaceful, Warlike, Aggressive Trading, etc)
Nation Ethics: (Primary, Secondary)
Government: (What type of government runs your nation? Dictatorship? Monarchy? etc)
Policy: (Starting policy of your nation, speak to TrekTek, Athanas or CaptainSully for ideas)
Climate: (Describe the sort of location your capital would be)
Strengths: (Pick three strengths of your nation and then speak to TrekTek, Athanas or CaptainSully for ideas on how these can translate to in game rules)
Weaknesses: (Pick two weaknesses of your nation and then speak to TrekTek, Athanas or CaptainSully for ideas on how these can translate to in game rules)
Units: (Create two units using the unit section below. Must be infantry or light vehicle/cavalry)
History if Applicable: (If you wish to provide history about your country or how it came to be.)

Units

Each nation will be made up of multiple units which can have an array of capabilities but these will be primarily combat related.

Stats

Each unit has the below stats:

Image: Feel free include an image of your units.
Unit Type: See below section
Attack Type: What type of attack?
HP: How many hits a unit can take.
Attacks: How many times they attack a turn.
Atk: Offensive value
Def: Defensive value
Movement: How many tiles the unit can move a turn - (Will be 1 to start for most units)
Save: Does the unit have a save against hits and what is it? - (This can only be achieved through research, unit trait/ability or nation traits
Basis: Is your unit tech based, magic based, magitech based or other?
Preference: What type of unit does this unit prefer to attack? Infantry? Armour/Monsters? Etc

Pulpit Marines

drawing-knight-armored-man-5.png


The standard Infantry of the religious oligarchy nation of Raza, they are driven by devout faith.

Unit Type: Infantry
Attack Type: Standard
HP: 1
Attacks: 1
Atk: 0
Def: 1
Movement: 1
Save: 0
Basis: Magitech
Preference: Infantry

Trait: Unbendable Faith - Pulpit Marines have a deep rooted faith in their lord. They receive 0/+1(included above).


Atk and Def are often represented by X/Y where X is atk and Y is def. A unit with atk 2 and def 1 would be shown as 2/1.

If an trait or research provides a +1 bonus to atk and +1 to def then it would be shown as +1/+1.

Units Types

• Infantry: Bog standard rank and file units. 1HP | 0/0 - 2 Res / 1 Turn

Infantry should be the main bulk of a nations forces as they are the basic, most readily available units. These can be power armoured marines to hordes of raving lunatics in loincloths. However, the assumption is that not all units would be the same size with regards to number. An elite, power armoured marines unit would number between five and ten. Technology is expensive and difficult to developed. While the lunatics could be in the hundreds because a knife, some drugs and next to no clothes cost nothing. So when you have marines at 0/0 and lunatics at 0/0, that isn't to say a single lunatic is equivalent to a marine, but rather the full strength marine unit of 5 men is equivalent to the drug crazed horde of fake Tarzans numbering hundreds.

• Light Vehicle/Cavalry: Things such as humvees or mounted units. 1HP | 0/0 | +1 movement - 4 Res / 2 Turn

While horseback cavalry is pretty pointless in the modern day world, that isn't to say there isn't a bullet resistant lizard creature out there capable of taking some severe punishment before dying. Light vehicles could be anything from jeeps, light armour or even APC's. There really is plenty of room to flesh out here.

• Armour: Armoured vehicles or monsters. 1HP | 3/3 - 10 Res / 3 Turns

The rumble of armoured tracks or monstrous footsteps is exactly what this is. Large mechs, heavily armoured tanks or giant monsters with rows upon rows of teeth.

• Aerial: Units specialising in flight. 1HP | 0/-1 | Moves 3 squares a turn and units are -10/0 when attacking these units unless they are aerial units or have AA type attacks - 10 Res / 3 Turns

Whether planes, helicopters or wyverns, this is where these units belong. While they are a bit on the softer side they do have the benefit of being extremely difficult to hit without purpose built weaponry.

This is not the complete and total unit type list! More will be discovered by exploration and roleplaying!

Unit Tiers

In previous iterations of BoN infantry would remain at tier 1 for their existence, however this is changed for act 3. Unit types can exist at any tier so now it is possible to have tier 3 infantry, this is to better represent elite squads, heavier tanks and more effective aircraft. The above costs are based on units at tier 1, the costs for tier 2 and 3 are the above multiplied by the tier.

Tier 1

Units created at tier one may have one trait or ability. Any trait or ability can only provide one additional stat point. Unit costs remain same.

Tier 2

Units created at tier two may have two traits or abilities, or one of each. In addition they may assign +2 stat points. Any trait or ability can only provide two additional stat points. Double turn cost and resource cost.

Tier 3

Units created at tier three may have three traits or abilities. In addition they may assign +4 stat points. Any trait or ability can only provide up to three additional stat points. Triple turn cost and resource cost.

Stat points refer to Atk, Def, HP, Attacks, Attack Type and Save.

When it comes to stat points, you can use these points to increases the above stats. The costs of these are listed below and only apply during creation.

Stat Point Values

-To give a unit an attack type costs 1 stat point.
-Atk and Def increases are always 1 stat point for each +1.
-Each HP increase costs 4 stat points.
-Each additional attack costs 3 stat points.
-Save of 10 is 2 points, 9+ is 5 points, 8+ is 9 points.

Unit Upgrades

In previous iterations units would gain bonuses and then there was no way to keep track of these beyond Trek. However, the expectation of Act III is that each player is to keep track of their own units stats. This can either be through Google Sheets, their CS or through a hider on each of their posts. If Trek is unable to find your unit stats they will be assumed to be 0/0 and rolled as such. This may seem harsh but so is the expectation of Trek to keep track of everything when it would be a simple five minute job for each player. If you need help getting a Google Sheet set up then please contact Sully on Discord.

Beyond this, unit upgrades must now be specific to a unit type and can no longer be given as an, all units gain X/X unless agreed or given by Trek. A breakthrough with a small calibre rifle may make infantry more dangerous but it won't do anything to improve a tanks efficiency.

Attack Types

Standard: Basic attack type. No modifiers.
Fire: +2/0 versus infantry and light vehicle/cavalry. -6/0 versus all other units and can't hit aerial units.
AA: Able to hit flight capable units with +3 atk. -3 atk versus anything else.
Explosive: Each attack hits two units. -3 atk versus armour/monsters.
Anti-Armour: +3 Atk versus armour/monsters. -2 atk versus anything else.

Combat Rolls

Combat is based on comparing a units atk against an opponent's def. 0 atk versus 0 def would require a 6+ on a D10 roll. For every point a units atk is higher, reduce the requirement by one. For every point a units def is higher, increase the requirement by one.

E.g. 1/0 versus 0/0 would need a 5+ to hit while 0/0 versus 0/1 would need a 7+ to hit.

A one will always miss while a ten will always hit, no matter what. It represents a units luck or ability to think outside of the box.

Combat

All combat is technically simultaneous. What this means is that one player will be rolled for first with the other following. This means units will attack each other and get to attack in their turn, even if they die. The only time this doesn't happen is if a player doesn't declare an attack or defence action, meaning they are caught by surprise. In this instance only the players surviving units attack.

-On a units sheet the player must declare the unit type that the units prefer to target.

-Units will always target the strongest enemy units of the type declared on their sheet.

-If preferred target type is unavailable then unit will attack the unit it will be most effective against with regards to attack type.​
 
Orpheus The Spider Mage
Unit Type: Hero
Attack Type: Standard
HP: 2
Attacks: 2
Atk: 1
Def: 1
Movement: 1
Save: 0
Basis: Magic
Preference: Infantry
Weakness: -2 Defense against Physical Attacks
Trait: Magical Prowess- Gains +1 Attack/Defense and allows Magical Based Research
Ability: Summons Spiders- Every turn can summon 1d4 Spider Units.

Summoned Spiders
Unit Type: Summon
Attack Type: Standard
HP:1
Attack: -2
Defense: -2
Movement:1
Save:0
Basis Magic
Preference: Infantry
Weakness: -1 Defense against Fire
Ability: Swarm- Summoned Spiders swarm their enemies and as such much be dealt with first before any other enemies can be attacked

Maeteris Maeteris
 

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