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Anthill RPG (OOC)

Posted Jul 17, '13 at 12:25am

SectoidMedic

SectoidMedic

192 posts

oh, and can there be a full player list given?

 

Posted Jul 17, '13 at 6:41am

OperationNilo

OperationNilo

2,045 posts

Sure thing. Anyone wishing for any last-minute modifications, speak now or remain silent.

The Legion of Stag Beetles thfcJack

Race: Stag Beetles

Main Lair: Stag Lodge, Sheffield

Cities under Control: Stag Lodge

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Food: 200

Food Income: 30 per turn

Technology: None

Age: the Age of Stone

-------

Soldiers: 300

Soldier Cost/Recruitment: 300/0

Soldier Weapons/Armor: None/None

Vehicles: 50 grasshoppers

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The Unnamed Anarchy of Sonic sonicheroes95

Race: Honey Bee

Main Lair: Blackpool

Cities under Control: Blackpool

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Food: 200

Food Income: 30 per turn

Technology: None

Age: the Age of Stone

-------

Soldiers: 300

Soldier Cost/Recruitment: 300/0

Soldier Weapons/Armor: None/None

Vehicles: 50 grasshoppers

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The Empire of the Fallen ivanxxxxxxx

Race: Fire Ants

Main Anthill: Liverpool

Cities under Control: Liverpool

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Food: 200

Food Income: 30 per turn

Technology: None

Age: the Age of Stone

-------

Soldiers: 300

Soldier Cost/Recruitment: 300/0

Soldier Weapons/Armor: None/None

Vehicles: 50 grasshoppers

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The United Federation of Brown Recluse Spiders LupusAureus

Race: Brown Recluse Spiders

Capital: Keep of the Recluse, Eastbourne

Controlled Cities: Keep of the Recluse

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Food: 200

Food Income: 30

Technology: None

Age: Age of Stone

-------

Soldiers: 300

Soldier Cost/Recruitment: 300/0

Soldier Weapons/Armor: None/None

Vehicles:50 Grasshoppers

-------

Nyan Ant Empire Hectichermit

Race: Honeypot Ants

Main Anthill: Plymouth

Cities under Control: Plymouth

-------

Food: 200

Food Income: 30 per turn

Technology: None

Age: the Age of Stone

-------

Soldiers: 300

Soldier Cost/Recruitment: 300/0

Soldier Weapons/Armor: None/None

Vehicles: 50 grasshoppers
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The Glorious Empire of Wasp SectoidMedic

Race:Wasp

Main Nest: Stingza, Cork

Cities under Control: Stingza

-------

Food: 200

Food Income:30

Technology: None

Age: the Age of Stone.

-------

Soldiers:300

Soldier Cost/Recruitment: 300/0

Soldier Weapons/Armor: None/None

Vehicles:50 grasshoppers

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League of Theridiidae MoonFairy

Race: Black Widow

Main Lair: Lactrodectia, Killarney

Cities under Control: Lactrodectia

-------

Food: 200

Food Income: 30 per turn

Technology: None

Age: the Age of Stone

-------

Soldiers: 300

Soldier Cost/Recruitment: 300/0

Soldier Weapons/Armor: None/None

Vehicles: 50 grasshoppers
-------

Goldberg's Worshippers jambola2

Race: Pharaoh Ants

Main Anthill/Lair/Nest: Newcastle-upon-Tyne

Cities under Control: Newcastle-upon-Tyne

-------

Food: 200

Food Income: 30

Technology:

Age: the Age of Stone. This age is the one your species is currently in.

-------

Soldiers: 300

Soldier Cost/Recruitment: 300/0

Soldier Weapons/Armor: None/None

Vehicles: 50

-------

 

Posted Jul 17, '13 at 8:01am

jambola2

jambola2

24 posts

I will not be available from 3rd august to 9th august.

 

Posted Jul 17, '13 at 8:14am

jambola2

jambola2

24 posts

Also, I hope I will be able to do something asthetic with my ants related to Rube Goldberg. ( google it )

 

Posted Jul 17, '13 at 9:47am

OperationNilo

OperationNilo

2,045 posts

Also, I hope I will be able to do something asthetic with my ants related to Rube Goldberg.

Could you further explain what you want to do?

However.

There are many, many NPC factions in this RPG. However, there are four that stand out of the numerous city-states, in that they consist of more than 2 cities:

The first, and by far the most powerful, is the praying mantis nation of New Requiem. They fight with spears and heavy armor, riding grasshoppers into battle. Most of them are furious zealots who seek to reclaim their lost land (not surprisingly, all of Britain) in the name of their pagan insect gods. However, they spend most of their time adoring a great shrine in the outskirts of London, where they assemble in ridiculously large numbers to sacrifice those unfortunate enough to be captured by them.

Their bitter enemies are the tarantulas of Cardiff. The mantises claim that the tarantulas desecrated their shrine in the long past. The tarantulas reject this, and insist that the mantises were the ones that sacked their cities in the first place. The reason for this conflict will forever be disputed, but whoever wins this war will be the one with the right to write the history books. The tarantula empire is, based on the feudal system. Their soldiers fight on foot, charging recklessly against their enemies wielding heavy iron weapons.

Up north, the Glasgow-Edinburgh confederacy of Bull Ants is the dominant power. A moderately peaceful yet scientifically advanced nation, the Confederacy is a haven for the study of the sciences. As such, it is hated by the mantises and tarantulas.
Long ago, the Confederacy enjoyed a golden age, in which they ruled most of Britain with an even and just hand. The few that survived the dark epoch that followed the golden age have forgotten what began this obscure period, the only surviving witnesses to this great cataclysm being the ruins of old buildings.

The republic of Dublin is the ruling power in Ireland. It is a fairly new nation, ruled by a wise group of colonist scorpions that came from another continent. They are the only large nation to have good relations with the Confederacy, and thus are despised by the Tarantulas and Spiders.
The Republic has never needed a navy, much less an army. But in recent times, the Republic has assembled a large military force. Their purposes and objectives with this force are unknown, but it is probable that they seek to invade the Isle of Man, and thus paralyze the only real threat to their homeland: the powerful Tarantulean Navy.

 

Posted Jul 17, '13 at 9:55am

OperationNilo

OperationNilo

2,045 posts

Enjoy the above post detailing the NPC Factions, as well as this miscellaneous map:
http://th09.deviantart.net/fs70/PRE/f/2013/198/7/b/whatcha_think_of_this__by_operationnilo-d6dv1ph.png

 

Posted Jul 17, '13 at 10:11am

LupusAureus

LupusAureus

124 posts

I cannot wait for it to start!

 

Posted Jul 17, '13 at 10:12am

OperationNilo

OperationNilo

2,045 posts

An updated tech tree. Hopefully no mistakes in this one.

Ah. Enjoy this long post about Technology.

TECHNOLOGY

the Age of Stone

I-I Gathering - +20 food income Cost: 500 food.
Your worker ants now focus on gathering every single food item there is in their destination, thus increasing your food income.

I-X Training - Allows you to train 300 soldiers per turn. Requires Gathering Cost: 390 food.
The training of individuals dedicated solely to the waging of war commences, thus allowing you to train soldiers.

I-II Foraging - Allows Soldiers to Forage Requires Gathering Cost: 400 food.
Your soldiers learn how to forage, thus gaining the ability to explore their current landscape for food, be it fruit or creature.

I-III Wood Gathering - Permits the creation of wooden tools. Requires Foraging Cost: 400 food.
The collection of small wooden branches begins, thus permitting you the creation of lesser wooden tools.

I-IV Clubs - Weapon:Club Requires Wood-Gathering Cost: 390 food.
One of your soldiers, trying to prove his honor to his captain, decides to employ a heavy wooden stick in combat with another, thus demonstrating the ability of heavy wooden sticks. Increases soldier cost by 0.

I-V Slingshots - Weapon:Slingshot Requires Wood-Gathering Cost: 490 food.
By attaching some spiderweb to a wooden base, and pasting a leaf in its center, a soldier could fire small pebbles at his foes. Increases soldier cost by 10.

I-VI Fire Requires Wood-Gathering Cost: 220 food.
Many are are killed whilst investigating the strange thing that will henceforth be called fire.

I-VII Tracking - Better foraging Requires Fire Cost: 420 food.
Looking for footprints,  evidence, anything. Your hunters become adept at tracking and hunting creatures.

I-VIII Tunneling -+20 food income Requires Tracking Cost: 390 food.
Your anthill grows larger, and the worker population increases greatly, thus increasing the food output.

I-IX Enlightenment Requires 6 technologies and at least 1.000 soldiers. Cost: None.
Some strange power in the universe grants your species the power to think. Age up.

----------------------------------------

the Age of Embers

II-I Communication Cost: 520 food.
By teaching all your subjects a common language, they will now be able to maintain conversation.

II-II Farming - +100 Food Income, permits creation of farms Requires Communication Cost: 420 food.
Working together, small communities dedicated to farming arise. Food income increased by 50.
Farms - Build a Farm to increase your fojd income by 100. Can build up to 20 farms per city. Cost: 700 food.

II-III Irrigation - +200 Food Income Requires Communication Cost: 460 food.
By systematically irrigating their crops, farmers harvested more and better produce.

II-IV Mining - Permits the creation of Metal tools Requires Communication Cost: 420 food.
Delving deep into the Earth itself, your workers find strange and hardy materials that could be used for a wide number of purposes.

II-V Smithing - Permits the creation of Metal Weapons - Sword/Spear/Shield/Iron Armor Requires Mining Cost: 780 food.
By heating this material and hammering it into shapes, soldiers could now battle with stronger and better weapons. Sword attack is 70. Spear attack is 60. Shield grants 10 armor. Iron armor grants 15 armor. For each of the above weapons/armor used, cost is increased by 30. The shield counts as a weapon. A soldier can only use 1 piece of armor.

II-VI Hunting - Better foraging Cost: 420 food. Requires Communication
With new tactics for the Hunt, your soldiers become adept at the art of slaying wild beasts.

II-VII Bow - Permits the creation of Bows Requires Hunting + Slingshot Cost: 450 food.
By attaching spiderweb to a bent wooden stick, a soldier could fire small wooden bolts at longer ranges. Bow attack is 50. Increases soldier cost by 30. Bows cannot be used with a shield.

II-VIII Branch-cutting Requires Smithing Cost: 480 food.
Using metal tools to cut down lesser branches, larger wood objects could be created.

II-IX Shipwrights- Permits the creation of Biremes Requires Smithing + Cost: 800 food.
Early shipwrights could build Biremes. Biremes can be produced with 100 food per 5,  each boat taking 20 soldiers as its crew. Biremes can transport armies across water. They are equipped with small ballistas that shoot wooden bolts and a large ram in the front.

II-X Masonry - Permits the creation of Greater Buildings Requires Communication + Smithing Cost: 970 food.
Your nation can now use stone to build. It is a great achievement, especially for insects. Permits the creation of:
Stone Wall - creates a stone wall around a said city. Cost: 2.000 food.
Barracks - Build a Barracks to increase your soldier capacity by 1000. Each Barracks also increases the number of soldiers you can train in a turn by 200. Can build up to 10 in a city. Cost: 800 food.

II-XI Architecture - Reduces building cost by 100 food Requires Masonry Cost: 800 food.
Instead of improvising whilst building, Architects will now design and supervise the construction of buildings, thus improving efficiency.

II-XII Siege Engines - Allows the creation of SIege Engines Requires Communication + Branch-cutting Cost: 600 food.
By building Catapults, ladders, and siege towers, capturing walled towns was made much easier. Permits creation of:
Siege Engineer Complex - required for the construction of Siege Engines. Cost: 200 food.
Catapult - launches stones at enemy walls and soldiers. Cost: 140 food (each).
Siege Tower - moved into position against enemy walls. Cost: 140 food (each).
Ladder - used to scale enemy walls. Cost: 20 food (each).

II-XIII Alchemy - +100 Food Income (per city) Requires Communication Cost: 530 food.
Many strange creatures in your lands dedicated themselves to the study of the elements, with the result of strange potions that help crops grow faster..

II-XIV Witch Doctors - Lowers research cost by 1% Requires Alchemy Cost: 1 food.
Inspired by the success of the study of Alchemy, a few individuals dedicated themselves to the study of the art permanently, most of them becoming mad in the process.

II-XVI Cartography Requires 10 Age 2 technologies and at least 2 towns. Cost: None.
By mapping the known world, the age of exploration begins. Age up.

----------------------------------------

the Age of Fire

III-I Printing Press Cost: 680 food.
The printing press allowed common knowledge to be spread around quicker. The intelligence of the average citizen thus increased, as the common worker now had access to the data acquired by scientists everywhere.

III-II Conscription - Can train 500 more soldiers per turn Requires Printing Press Cost: 600 food.
By forcing some of your workers to become a part of the army, your army could grow faster.

III-IV Casting - -20 soldier cost Requires Printing Press Cost: 680 food.
By creating molds and pouring liquid metal into them, tools could be created much more efficiently.

III-III Gunpowder - Permits the creation of Muskets Requires Conscription + Casting Cost: 680 food.
Allows the creation of Muskets. Muskets are weapons come with small bayonets locked into place below the barrel. Musket attack is 80. Muskets increase soldier cost by 40. Muskets can be used with a shield, but with no other weapon.

III-V Ballistics - Permits the creation of Cannon Requires Gunpowder Cost: 700 food.
Allows the creation of Cannon. Cannon are vehicles that can be produced with 80 food each, each cannon taking 4 soldiers as part of its squad. Cannon can fire Solid Shot, Explosive Shot, and Canister Shot.

III-VI Rifling - Permits the creation of Rifles Requires Ballistics Cost: 2400 food.
Allows the creation of Rifles. Rifles are semi-automatic weapons with longer range and firepower than muskets. Rifles can only be equipped with grenades. Rifle attack is 110, and increase soldier cost by 80.

III-XIII Hand-grenade - Permits the creation of Grenades Requires Ballistics Cost: 1100 food.
Allows the creation of Hand Grenades. Hand grenades have a relatively low range, but are the most effective infantry-based anti-tank weapon. Moderate against infantry. Increase soldier cost by 40.

III-VII Steel Cuirass - Permits the creation of Steel Cuirasses Requires Casting Cost: 1200 food.
A moderately heavy steel cuirass, great for deflecting a musket's round shot. Protection against muskets: 30. Normal protection: 20. Increases soldier cost by 40.

III-VIII Vest - Permits the creation of vests Requires Steel Cuirass Cost: 1800 food.
Spiderweb Vests are excellent in stopping a bullet even before it hits its intended target. They increase protection against Rifles and Muskets by 50, and protection against other weapons by 20. Increase soldier cost by 50.

III-XII Tanks Requires Ballistics + ICE Cost: 1100 food.
Early tanks. Low mobility. A main gun, 2 machine-guns. Each tank costs 200 food and takes 5 soldiers as its crew.

III-IX Crop Rotation - +500 Food income Requires Printing Press Cost: 2800 food.
Farm productivity is increased by 100 points.

III-X Shipyards - allows creation of frigates Requires Ballistics, Shipwrights Cost: 1700 food.
A wooden boat powered by large sails. A great number of cannon on board. Each Frigate takes 100 soldiers as its crew. A Frigate costs 150 food. Frigates can carry up to 500 soldiers.

III-XI University - lowers Research cost by 4% Requires Printing Press Cost: 1100 food.
A center for the imparting of knowledge. Builds a university in your main city. If the university is destroyed, a new one can be built for 1000 food.

III-XIV Advanced Architecture - reduces Building cost by 200 food. Requires a University Cost: 1800 food.
The more in-depth study of construction and design allowed for cheaper building projects.

III-XV Patronage Requires Advanced Architecture Cost: 1800 food.
Become a patron of the arts, and promote the growth of culture in your nation.

III-XVI Laboratory - lowers Research cost by 5% Requires Printing Press Cost: 1300 food.
A center for the study of the sciences. Builds a Laboratory in your main city. If it is destroyed, a new one can be built for 1200 food.

III-XVII Engineering Requires a Laboratory Cost: 2000 food.
The application of what is known to what is made. Increases all armor points 50% and all weapon points by 50%.

III-XVIII Internal Combustion Engine Requires Engineering Cost: 1800 food.
The ICE permitted the construction of motor vehicles, such as cars and some tanks.

III-XIX Advanced Engineering Requires Engineering Cost: 2200 food.
Adavanced Engineering permits the player who has researched it to build vehicles for 50% less food.

III-XX Aeronautics Requires Advanced Engineering Cost: 2300 food.
The study, design, and creation of aircraft. Permits the creation of the Biplane, an early aircraft that flew at low speeds and altitudes and was armed with a single machine-gun. Biplanes, due to their low speed and flying altitude, are prone to land-based rifles and machine-guns. A biplane wing (4 biplanes) can be built for 200 food. Each biplane takes two soldiers as its crew, pilot and co-pilot.

III-XXI Age-Up Cost: None
To age up, you must have researched at least one of the following technologies:
Aeronautics.
Patronage.
Tanks.

and must control at least 3 cities.

----------------------------------------

the Age of Ash in this age, only one of three paths can be chosen. Once a player has selected a path, they may not go back.

the First Path

IV-I Advanced Aeronautics Requires Aeronautics Cost: 4000 food.
Biplanes now carry small bombs as well as their machine-gun.

IV-II Rockets Requires Advanced Aeronautics Cost: 4000 food.
The study of rockets goes underway, your scientists designing the engines and propellant that may be able to take your species into space.

IV-III Launch Site Requires Rockets Cost: 4200 food.
The Launch site is built and prepped for the launch of the SSS, the Small Space Shuttle.

IV-IV SSS Requires Launch Site Cost: 6000 food.
With the rockets in place, the rest of the Small Space Shuttle is built and assembled. Now, it must endure its final preparations to reach space, including assault from friend or foe.

the Second Path

V-I Anti-Air Missiles Requires Tanks Cost: 6000 food.
Tanks now carry small anti-air missiles for use against air targets.

V-II Nuclear Fission Requires Aeronautics Cost: 6200 food.
Your scientists study the changes an atom undergoes when it is split, and how much energy is released in such a violent reaction.

V-III Nuclear Warheads Requires Aeronautics Cost: 6500 food.
Your scientists explore the possibility of using this new-found power in war, tipping the heads of missiles with this new way of obtaining energy.

V-IV WMD Requires Rockets Cost: 7000 food.
After receiving many threats and embargoes by other nations due to your research involving Nuclear Weapons, it is time to destroy them all and become the superior power in the known world. A Weapon of Mass Destruction will be built that will destroy everything in its wake, even if that includes ourselves.

the Third Path

VI-I Renaissance Requires Patronage Cost: 4000 food.
The practicing of the arts increases greatly in your nation, thus decreasing the cost of research by 10%.

VI-II Greater Architecture Requires Renaissance Cost: 4000 food.
What if greater buildings were made, to show that your nation is indeed the most cultured and intelligent in the world? Ah, certainly all the others would be envious of our superior prowess.

VI-III Wonder - Design Requires Greater Architecture Cost: 4200 food.
A team of the most well-known architects of your nation assembles to plan and build a Wonder, what will certainly become the apex of known civilization. This vast monument will be a testament in stone to the advances of our glorious nation.

VI-IV Wonder - Construction Requires Wonder - Design Cost: 6000 food.
Construction of the greatest achievement of the greatest civilization in the known world begins. When it is completed, everyone shall truly know the greatness of our civilization.

 

Posted Jul 17, '13 at 11:03am

OperationNilo

OperationNilo

2,045 posts

Working on the OP and the post after. ETA 75 minutes.

 

Posted Jul 17, '13 at 4:24pm

OperationNilo

OperationNilo

2,045 posts

Okay, the RPG has begun. Please post before the deadline, that is July 17, 12:01PM. Here is the link.

 
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