Seeing as my last game sort of died out, due to most of the players afking forever and probably because of me a bit too, I guess I'll officially declare it dead. Farewell, Victoria, Daphnes! And you too, you crazy Dune reference. You know who you are.
But, a new game is going to start now!
However, this one is going to be a bit different from my usual games, in that we will not be starting from level 1 capitals with just a ruler in them. That's fun, sure, but I'm going to be honest - it's very time consuming doing all this early game expansion and exploration. So, instead in this case, you will all play a ruler on an established side of your design. The plot will not be revealed until all three people have been chosen. The basic design of the side is following the usual format of point allocation.
PHASE 1: SIDE CREATION
Stabber (5/3/1/5) +4 (30)
Stabbers are slightly faster than pikers and are focused on attack over defense.
Piker (7/2/3/5/garrison) +4 (20)
Pikers are popped as garrison units, meaning that they start with no move; they can be upgraded to field units for 50 schmuckers. This raises their upkeep to 30.
Archer (5/5/0/5/garrison, ranged) +4 (30)
Archers are popped as garrison units but can be upgraded for 50 schmuckers, raising their upkeep to 40. Their prime advantage is being able to hit stacks without engaging them and being able to target flyers or other archers.
Scout (3/0/0/20/ scout) +4 (30)
Scouts have a very high move compared to your other infantry, besides having high move they also have the “scout” special which give them very limited thinkamancy. They may buy Flight for 4 points or terrain capability for 2.
Knight (10/3/3/5/rider) +14 (90+10 per level above 1)
Knight-class infantry is your strongest infantry and is not cheap, but they can change the outcome of a battle. They may buy a single Simple special, but it costs an extra point.
Special units are divided into two classes, Knight (humanoid) and Beast (animal). Knights cannot be Mounts and Beasts cannot be Riders.
Special A/B (8/2/2/6) +12 (60+10 per level above 1)
You get two of these weaker special units.
Special C (12/3/3/4) +18 (120+20 per level above 1)
The stronger variant of the A/B-class special, they might not be cheap, but they are well worth it.
Special D (16/4/4/3/heavy) +26 (300+50 per level above 1)
The absolute juggernaut, the D-special gets a whopping 26 points to spend on specials and upgrades. These units cost the most schmuckers in the game, but they are also the most destructive units.
THERE WILL BE NO NAVAL BATTLE IN THIS GAME
There are several special qualifications to get into this game. First, you must design your side a history for me. It doesn't need to be a ten page epic tale, but it needs to be written well enough that it piques my interest. Which means it also shouldn't be a dry recitation of this happened then that happened then snooooore. You may make your side's history stretch back as far as you like, have it have gone through a dozen rulers and thousands of turns if you so wish. However, several factors will remain concrete with the present day sides you all possess:
1 Capital (level of choice)
3 Cities (levels of choice)
1 Non-thinkamancer caster, up to level 6
Additionally, you have 3... let's call them Fate Points to spend on the following:
Extra city (1 FP)
Potent magic item (1 FP)
Extra caster (choose dicipline, may be thinkamancer) (2 FP)
Non-arkentool artifact (3 FP)
For these bonuses, the details and levels will be selected by me, aside from being able to choose the type of caster you want, should you pick one. You may choose to revise your history slightly based on what I give you, which is okay.
NOTE: I am giving you a lot of freedom on making your side's lands and caster here, keep in mind that whatever you pick will counterbalance what you are given as your Fate Rewards. Being more humble will result in more potent mystery gifts, and the reverse is true too.
PS. If every last one of you picks a thinkamancer as your bonus I'm going to cry
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.