Avatar of SyrianHamster
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    1. SyrianHamster 12 yrs ago

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11 yrs ago
The fishes aint biting like they used to.

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TheRpgGamer said
Wait still thinking of a history.i'm too sleepy to think


No rush, leave it for tomorrow. This starts tonight, my time, which will be about 3 hours from now.
TheRpgGamer said
I wasn't aware that there is already an OOC and i'm glad i found it


I erm, I made an announcement in the interest thread, and made a point of it on the original post. Glad you're still with us anyway. It starts today.
Meeky said
Just finished editing my application. 'Pologies for the delay. I changed the flag twice.


I'll get to that as soon as I can.

orangebox said
Yeah, that's totally cool. Because I tend to use guerilla tactics all the way with my small number of army.


Done and done. There is now a Military Mechanics section that covers the army stuff.

These mechanics will be subject to review if weaknesses in them develop, or they are exploited or fail to cover something. I'll notify you all if this happens, as I have been doing the whole time anyway haha.
Titanic said
Can you check my NS?


Looks good to me.

Incase y'all haven't gotten the point of them 'status cards', you're supposed to have them in every post so that other players (and the almighty ME) can track your nation's progress.
I've just added the NPC nations to the region names/races/exports/owner list. Do you think this works better?

NPC PASSIVE = nation will avoid war, unless it is superior, and will be more likely to accept treaties. Will muster to defend itself if under attack, and may become NPC AGGRESSIVE as a result.

NPC AGGRESSIVE = Nation is seeking to take land, and will be prepared to fight you on your own soil. Alliances and trade deals can be made, but they might be fragile. If nation's army is defeated, or its economy floored, it will become NPC PASSIVE.

EDIT: NPC regions can be claimed and replaced for new players, prior to the IC starting later on tonight.

Late joiners will have a chance to take control of the NPC state, or choose their own nation to replace it with if other players are happy for them to do so.

Edit: Also thinking of allowing for Vassal states. Say, if your military defeats theirs and you surround their capital, you can ask for their submission. This grants you control of their army, and their exports, but heightens the chance of future rebellion.

Edit: Players who go AWOL will become NPC controlled... I sure love my edits. I think we've already got two flakers, but we'll see.

Edit: And another one, haha. How about if armies under 1,000 men do not have to report their location? Allowing for ambushes to be set, or for a vanguard of an invasion to assemble on a border without being noticed whilst the main army hangs back to look all innocent.
orangebox said
Understood, but I would not want to be bankrupt so early because I wasn't aware of it ;DSome players have a mere 1% of the population as standing army. Mine was around 10%. Lowered it to 3% now.


Well if you consider that the Roman Empire had an army of around 350,000 and a population of about 55 million at its peak, it makes sense that professional armies are small in comparison to the population. I imagine if the Roman Empire mustered its entire eligible population for war, it'd of been able to field anywhere between five and ten million militias. This being a nation that owned most of the known world, and was rich enough to build highly advanced feats of architecture alongside maintaining a massive professional army. Our regions are smaller, much smaller. The idea is you build from the ground up so that one day you can field a large professional army. If you want a professional army, that is.

Meeky said
Is this still open? Since one of the threads I applied to doesn't seem to be starting, I have time for a third roleplay freed. How often do you want people to be able to post?


Of course, the IC starts today, when I get around to making the first post. Enter your nation in the entry thread, if you haven't done so already, and keep an eye on the region names/races/exports/owner hider or the map to see if your nation springs up. If it doesn't, you've done something wrong but in this case I'll contact you.

Edit: Only answered half your question, because that's how much of a hypocrit I am when it comes to reading stuff. You'll need to be able to keep up - i don't know how fast that will be, the RP Guild hasn't 'wowed' me so far in terms of post flow.
Titanic said
:/ I think I just set my nation up perfectly for revolts. Do we set up treaties and such with other regions (NPC and Player) before we start the IC or after?


After the IC starts. You'll have to share a border, or both have access to the sea to trade - an important factor of trading I forgot to mention, although part of me hopes this might have been obvious anyways. I'll allow trading routes to be established through nations who let you. I'll add a mention of this, actually when I'm home from work, and then we'll start the IC.
orangebox said
Lowered my total standing army. After comparing mine with others, I think it was a little bit too high due to my low population haha.


Armies can expand rapidly. Depending on the nation's security situation. Some nations might start the IC mid-war with a neighbour, others might have had peace for. some time, and therefore have disbanded their main fighting forces. Militaristic peoples might have a larger standing army, even in peace. I just don't want to see people fielding a large percent of their population at all times unless they can argue reasonably that their nation can afford to do so.

orangebox said
Pretty sure he's going to pull a MERMAN INVASION sometime in the future if things gets a little too peaceful.


The Bohaddon Empire would have been a world super power, much like Ancient Rome in the real world, and would have had enemies in all four corners. Maybe some of these enemies are watching and waiting - or maybe they"ve already made a move. Maybe they exploited King Almon's bloodline situation and assassinated him. Who knows? Not me, because I haven't decided on any of it, but I'm keeping the possibility of foreign invasion in mind.
jeray2000 said
I have a question, what's to the south of the shown map?


The lower part of the continent. Depending on how things go, I will introduce new theatres to allow for colonial expansion.
Region Number: 18
Nation Name: Kingdom of Belmorn
Nation Leader/Name of Nation's Parliament: Joint Monarchy: King Marhorn Dryadson I and Queen Alistine III
Nation Banner:
Race: Humans/Elves/Half-Elves
Capital City: Hadelmere
Other Major Settlements: Fengarde
Gross Population: 80,000 humans/45,000 Elves/10,000 Half-Elves
Exports: Wheat & Lumber
Brief Nation History: The noble Kingdom of Belmorn is the end result of a prolonged refugee camp. After the Empire descended into chaos, the Elves of Belmorn became the focused target of several powerful figures, who wrongly blamed them for the death of King Almon IX. Outnumbered and out matched by the forces arrayed against them, the Elves struck an unlikely alliance with the droves of human refugees who were fleeing the escalating crisis from elsewhere. Bolstered by this surge in manpower, the Elves managed to defeat their aggressors in a series of decisive battles that ended in Belmorn's viability as a safe haven in an increasingly hostile world. However, in the years that followed, the human population soon became the larger of the two races as birth rates sky rocketed and the columns of refugees continued to flow in from the east.

To avoid a fallout between the Elven and human cultures, it was agreed that two monarchs, one Elven and one human, should lead the realm so that everyone’s interests were represented. This resulted in the establishment of two powerful regal houses, and although the King and Queen of Belmorn do what they can to keep the peace, political turmoil and intrigue is rife. Furthermore, rather than racial tensions easing with time, they have become a hot topic, with humans and Elves tending to distance themselves from each other. Hadelmere is the Elven stronghold and seat of power, and Fengarde is the human farming city that powers Belmorn’s economy. Both are equally important to the realm’s survival, but both are equally suspicious of each other’s motives.
Nation Status Card
Kingdom of Belmorn
As promised, the OOC is now up.
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