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New Wargame, pick your countries.

Rules:
You get money based on terrain
Lush fields, forest: 10/turn
Fields, swamp, rockland: 5/turn
Desert, mountains, frozen wasteland: 1/turn
Then your income is multiplied with population(you start with 5)

You can upgrade, build etc.

Buildings:
Farming Village: +1 income/1 population; cost 10g
Town: +8 income/5 population; cost 15g (you begin with one free town, as marked on the map); a town also has defenses; a 8 income town has a watch tower, a 32 income town a keep, a 64 income town a castle and a 128 income town a keep; town sort of "gathers up" any population you have prior to building it, so: you build a town when you have 40 population, get 64 income; you can build another when you have 45 income, and then that town gives you only 8 income, and the old town DOES NOT give 72 income.
Docks: allows for trade with four people, giving 20 income per trade pact; cost 15g
Caravan: allows you to trade with a country you have a border with, giving 20 income; cost 10g
Blacksmith: allows you to recruit advanced units; cost 25g
Shipyard: allows you to build warships; cost 50g-requires docks
Fighters' Guild: allows you to recruit mercenaries; cost 50g
Mages' Guild: allows you to recruit mages; cost 50g
Dark Brotherhood Sanctuary: allows you to assassinate enemy commanders in war and assassinate enemy leaders to reduce stability; 75g, one assassination 3g/%chance of succesful assassination.
Thieves' Guild: allows you to steal enemy battle plans; 100g, one contract 5g/%chance of succesful thievery.


Upgrades:
Steel: 100g: Increases income by 20%, and increases unit cost by +5
Infrastructure: 150g: Increases trade-based income by 75%
Military: 5+5*lvl; every second level unlocks a new type of unit.

0- Armsman(5g), Archer(5g)
Advanced Units
2- Spearman(10g), Crossbowman(10g), Swordsman(15g)
4- Pikeman(15g), Light Cavalry(25g), Light Infantry(15g)
6- Heavy Crossbowman(15g), Heavy Infantry(20g), Heavy Cavalry(35g)
8- Mounted Archer(60g), Mage(60g), Elite Infantry(60g)

Also, per turn, an unit costs 20% of its intial price as upkeep; you can only recruit one unit/ 1 population. You can recruit unlimited mercenaries

Expansion: 10g: Expands into unoccupied space, gives 1 population.
Welfare: 100g: A 50% chance of any of your towns producing 1 population/turn.

Ships:
Galley (20g cost/4g upkeep)
Light Warship (30g/6g)
Heavy Warship (60g/10g)
Transport (2 units; 10g/2g)

Stability:
Starts off at 100%. For every 10% of population you recruit to army, decreases by 10%. Roleplay events will affect this. Yes, we have RP events. Also, income is based on stability. At 100% stability, you get 1.25 times income. At 25%, only 0.5 times.
Low Stability increases the chance of rebellion in your country.

Races:
Greyish Blue: Nords (strong and bold)
Purple: Dark Elves (wise and proud)
Green: Bretons (crafty and graceful)
Light Grey: Redguards (great fighters and desert people)
Blue: High Elves (powerful and intelligent)
Red: Imperials (diplomatic and disciplined)
Dull Green: Argonians (stealthy lizard-people)
Grey: Khajiit (fabulous cat-men)
Brown: Wood Elves (agile and sharp-eyed)


     
 
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