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Fantasy RPG Map-Game by Shinji Heilemann

Explaination of the Map:

Blue: A rather cold Area with a few places to grow grain, but also alot of soft ground to dig mines in. When Winter comes, Invaders better be prepared. -5 Gold/Food from Farms, +5 Gold/Iron from Mines, Attacking Armys power is decreased by 25%.

Brown: Rocky, sharp mountains, rising from the ground, with icy glaciers ontop. Paradise for thoose who know how to deal with it, hell for thoose who don't: -10 Gold/Food from Farms, +10 Iron and +5 Gold from Mines, Attacking Armys power is decreased by 50%.

Purple: A swampy, wet area. Almost impossible to build Mines here, but certain types of grain are easily grown here: +10 Food, +5 Gold from Farms, -10 Iron/Gold from Mines, Building Farms is 10% Cheaper.

Green: An Area, rich on Wood and Lakes. +5 Food from Farms, +5 Iron from Mines.

Yellow: A rather plain area, that sometimes dissolve into deserts. -5 Food/+5 Gold, +10 Gold from Mines


Rules: Each Player has to pick 2 things to join this Map Game (otherwise your join wont be accepted)
1. Race
Aviable are:
-Orcs
Description: This race is used to the harsh nature of southern Maranur and endured numerous conflicts. Theese far-relatives of the giants celebrate war like no other race does and fight each other, when there is no common enemy or iron Ruler uniting them. But behind the seemingly harsh and cruel nature of the orcs, there is a strong culture and alot of pride and honour uniting the best warriors in war... or make them face each other.
Bonus: Farms give -10 Food and Gold, Mines give +10 Iron. Cities give -10 Gold per round, but each conquered City gives +200 Gold and 50 Iron once. Conquered Citys can be destroyed permamently to double this effect (+400 Gold and +100 Iron)

-Woodelves:
Description: Probably the most numerous race in Maranur. Theese kind, open-minded creatures treat every other race annd creature with respect. Due to their light, flexible bodys, they rely less on swords and chainmails in battle and more on bows and magic, which greatly decreases the ammount of iron, thats used for their armys. Even though theese creatures are usually friendly, they often have to defend themselves against other races, that consider them an impure race due to their sexual behavior and fascination about forbidden magic.
Bonus: Farms give 5 more Food, but 5 less Gold. Infantery and Elite Infantery have 5 more Def and cost -5 Iron, but -5 Attack

-White Elves/Snowelves

-Darkelves

-Riverelves

-Humans
Description: This Race is often described as the "normal Elves" for they have no special abilities or traits. Allys prefer the term "flexible Elves", because they can survive even under the harshest conditions and even though they are neither surperior in Sword, Bow, Magic or Engeneering, they have been one of the most succesful Races in Maranur, that builds the hugest cities of the world.
Bonus: +5 Food from Farms in Mountains. Militia can be Recruited twice in Cities per round, but they have -2 Offensive. Nobles and Elite Infantery cost +10 Iron and Gold

-Wolfmen:
Descrption: Theese creatures have surly been made for war. They are larger then most races in Maranur and are think-hided and muscluar enough to scare even the bravest warriors. In times of war the normal workers march to war, requiring no less then their claws and teeth to fight. Horses are food to them, so they cant rely on Cavalery, but that isnt necesary anyway. They are faster anyway.
Bonus: Militia doesn't cost anything (still the ammount of recruitable infantery per round is still limited by Citys and Farms!!), Infantery costs half the gold, Citys cost +10 Food, CANT RECRUIT CAVALLERY! INFANERY MOVES WITH CAVALLERY SPEED!!!

-Harpy

-Lamias

-Winged Elves:
Description: Theese insanely powerful creatures are often referred to as "gods descendants", for they bear the pure force of nature within themselves. There is barely 50 individuals of them in Maranur, but each of them is worth 10.000 Soliders of any other race and keeps a stack of tousands of slaves from all kinds of races to dig mines and sow fields for them. In exchange theese gods guarantee peace for their slaves through their very existance.
Bonus: Can't recruit Militia, Infantery, Cavallery or Catapults. Elite Infantery and Nobles cost +50 Gold and cost +20 Gold each round. Elite Infantery and Nobles move double speed of Cavallery and have +30 Attack and +40 Defense.

-Giants

(NOTE! Not all races need to be picked in this map game, but thoose who arn't picked will be controlled by me and often raise Rebellions and try to found their own states.)
(Note 2!: Each Race will come with HUGE advantages, but also with disadvantages, which makes playing each race very unique. So think carefully before picking it)

2. Type of Government:
Here is your creativity asked. Pick your government type and i'll give it it's special powers.

Tribal Imperium (As described by Jannis Schneider)
Citys cost -5 Food, as long as build on Green Areas. Militia does'nt require Iron

Khanate
Cavallery costs -10 Iron and -10 Gold

Democracy:
+5 Gold from Citys, +5 Defense of Infantery and Cavallery

Council Monarcy:
2 Units that are NOT Nobles and Elite Infanterys can be recruited twice in the Capital each rounds (Except when used by Winged elves, then Nobles and Elite Infantery can be recruited twice)

Magitocracy:
Effects from the terrain are halfed (positive AND negative), except for defense bonus. Nobles require -25 Iron, but cost +5 gold each round.

Then, after you joined the game, you'll get 500 Gold, 200 Food and 200 Iron to build your Empire.

Building your Empire:
You can build:

Citys for 100 Gold:
Each round, citys gives 80 Gold and provide the Chance to recruit ONE unit.
It costs 20 Food each round.

Farms
for 50 Gold:
Each round, farms give 20 Gold and 20 Food. You can also recruit a unit here, but then the Farm won't produce anything for this round.

Mines
for 50 Gold:
Each round, Mines give 20 Gold and 20 Iron. You can't recruit units here, still mines are necesary to build them.

Note: Please mark the place you build the Building on the map, otherwise it won't be counted!!!

Units:
Militia
for 5 Iron and 10 Gold. 5 Gold each round
Power: Offensive: 2, Defensive: 5

Infantery:
20 Iron and 20 Gold. 5 Gold each round
Power: Offensive: 15, Defensive: 10

Elite Infantery:
50 Iron and 30 Gold. 10 Gold each round
Power: Offensive: 25, Defensive: 25

Cavallery:
25 Iron, 10 Food and 25 Gold. 5 Gold each round
Power: Offensive: 30, Defensive 10.

Nobles:
50 Iron, 20 Food and 50 Gold. 20 Gold each round
Power: Offensive: 50, Defensive: 25

Katapults:
200 Iron.
Offensive: 30, Defensive: 20
Slow Armys down, but make conquesting citys easier.


Trade System:
I see, that many players will have huge disadvantages in sustaining their citys or farms.
That's why you can buy 1 food for 5 Gold on the Global market this makes it much easier for Citys to sustain themselves, but makes them quite useless.
Also, you can get to a trade agreement with other players to create cheaper trade routes.
A traderoute over land costs 5 Gold
A traderoute over sea costs 10 Gold
     
 
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