The Lost World - Current Players & Guidance and MAP

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petergarnett
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The Lost World - Current Players & Guidance and MAP

Post by petergarnett »

PLEASE DO NOT POST HERE - use the other forum or PM me.

Current Players are shown here with their current army lists and any alliances. The national morale is RED (poor), AMBER (average), GREEN (good) and GOLD (excellent). See the post further down for explanation of morale.

1 white81 is New Albia using Late Roman Republican. Blood Alliance none. Formal Alliance 16, 24. AMBER
2 deeter of Utopia using Seleucid and Swiss (Burgundian). Blood Alliance 8, 14. Formal Alliance 3, 7 and 12. GREEN
3 TheGrayMouser is Rome using Mid Republican Roman. Blood Alliance 5, 15, 19. Formal Alliance 2, 8 and 12. GREEN

4 Scar is the Empire of Texas using Late Seleucid. Blood Alliance none. Formal Alliance none. AMBER
5 Blathergut is Egypt using Mid Republican Roman and Ordonance Burgundian. Blood Alliance 3, 18, 19. Formal Alliance 12, 15, 17 and 24. AMBER
6 TBA

7 rbodleyscott is Kappadokia using Seleucid (post166) and Yorkist Pretender. Blood alliance with 8. Formal Alliance 2, 14 & 18. GOLD
8 Morbio is Empire of Morbius using Seleucid. Blood alliance with 2, 7, 12. Formal Alliance 3 and 14. GOLD
9 Gazxtrix is Vespaia using Late Roman Republican (Cassius). (Blood Alliance with 17, 22. Formal Alliance 16, 23. AMBER

10 Xiccarph is Hypoxia using Seleucid (post166). Blood Alliance with 17. Formal Alliance none. AMBER
11 iversonjm is Crimea using Bosporans and War Roses Lancs and 26th Dyn. Egyptians. Blood Alliance with 18. Formal Alliance 24. GOLD
12 deadtorius is the Covenanter Empire using Late Jewish or Condotta Venice. Blood Alliance 8, 23. Formal Alliance 2, 3, 5, 15 and 24. AMBER

13 ianiow using Late Carthaginian. Blood Alliance none. Formal Alliance 17, 19. AMBER
14 hidde is Canaan using Late Jewish (Antigonus) and Late German. Blood Alliance 2. Formal Alliance 7 and 8. AMBER
15 iandavidsmith is Armenia using Armenian and Wars Roses Lancs and Sarmatian. Blood Alliance 3. Formal Alliance 5, 12 and 17. RED

16 davidfagnand is New Englandia using Pyrrhic (Italy) or Late Burgundian. Blood Alliance 17. Formal Alliance 1, 9. AMBER
17 will05 is The Empire using Ptolemaic. Blood Alliance 9, 10, 16. Formal Alliance 5, 13, 15, 20. GREEN
18 batesmotel is Phanagoria using Bosporans and Neuva Castillan. Blood Alliance with 5 and 11. Formal Alliance 7. GREEN

19 Ironclad is Arrakis using Seleucid. Blood Alliance 3, 5. Formal Alliance 13. GREEN
20 maximvs is Rhome using Late Republican Roman. Blood Alliance none. Formal Alliance 17. RED
21 ahuyton is Revoltus using Slave army and Anglo Irish. Blood Alliance none. Formal Alliance none. AMBER

22 claymore is Westralia using Ptolemaic (Grk) and Later German. Blood Alliance with 9. Formal Alliance none. AMBER
23 davouthojo is Clan of the Brave using Spanish & Highland & Isles. Blood Alliance 12. Formal Alliance 9. GOLD
24 triarius is the Principality of Tuam using Rep Roman (Brutus) and Late Anglo Irish. Blood Alliance 25. Formal Alliance 1, 5, 11 and 12. GREEN
25 CharlieChap is the Delian Confederacy using Late Macedonian and HYW English (Cont). Blood Alliance 24. Formal Alliance none. AMBER





Players may use one army only or may select to use one army per FoG expansion.


LW Immortals - any player who meets the criteria for Victory is considered to have reached Immortality and leaves the Lost World for a loftier place in the Golden Crabapple Tree of Immortality. Criteria are a satisfactory combination of areas, treasury, city/PR builds, and national morale.

Immortals are:-
Pantherboy with score of 17 areas, 16 cities and 10K treasury.


A player whose national morale reaches zero or less will face popular uprisings against their rule and unless such risings are crushed will be torn apart by the mob. However the mob may decide to replace you with your heir if you have one.
Equally lost of all areas means defeat.

Valiant Fallen are:-
Ianiow (revolt), Xiccarph (revolt), Amaz_Ed (defeated)
Last edited by petergarnett on Sun Jul 18, 2010 3:07 pm, edited 37 times in total.
petergarnett
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Player Guidance Notes

Post by petergarnett »

Intro:-

The Lost World Campaign open to anyone - you merely need to PM me with your choice of army. This can be done whilst the campaign is live.

Your country will begin with 7 areas each providing income for the raising of army points. If you lose an area you lose income & if you conquer an area you get it's future income. You are the head of the ruling house & look for your house to prosper by fair means or foul for generations. However the main point is to fight others using FoG PC and the DAG.

There are simple rules for taxing / collecting income, spending it on new armies, maintenance of existing armies, building cities etc. Also binding alliances (via marriage for instance which will last for many years hopefully or merely a formal alliance for a year) and informal pacts which can be made / broken at will. Sieges will be resolved by abstract means which permit arrival of relief army & hence another battle.

Battles will often be against an opponent with a different size army.

There will also be random events such as bumper harvest, palace intrigue, death of an heir, etc. There will be various options for spending income including re-training your military (so you then use a different army list).

Your country also has a national morale which reflects how your people view your rule. It's a number from 1 to 100 (but you don't know the current number). You will get a 'opinion' from your adviser (me) in terms of a traffic light colour (red worrying, green doing great). The national morale affects taxation, slave revolts, palace intrigue etc. It is also not hidden - others will see the colour!

I'm not looking to play myself - I find running a campaign fun in itself. However you may see me pop up leading slave revolts / barbarian raids!

The Campaign Map

This is posted further below. We use an abstract map for simplicity. Each player is positioned on a grid. The grid wraps around so if you move off an edge you come on at the opposite edge. This means each player is adjacent to 8 others (including diagonal ones).

If you attack an adjacent player he selects which of his areas to meet you in and you fight over that area. If you win then his area is added to yours. If you lose he may well decide to attack you and you then select which of your areas to defend.

To attack a non-adjacent player you will need the permission of the intervening players to cross their territory. This is an important aspect of alliances – your ally is more likely to grant such permission to you and refuse it to your enemies.

Again for simplicity we do not have conventional moves or turns. When at war you fight over one area. If later in the campaign you fight again it may be a totally different area your opponent choices to defend in. So it’s not movement from area to area. Equally the only concept of a turn is a completed battle between any opponents is used by me to adjudicate arrival of relief armies for a besieged city, e.g. after 5 such battles I’ve checked 5 times for the arrival of a relief army and the besieger has had 5 changes to assault the city etc.
Last edited by petergarnett on Thu Jul 01, 2010 11:20 pm, edited 5 times in total.
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Post by petergarnett »

The Yearly Calender

The Year has 4 seasonal phases for key decisions followed by campaign turns for fighting (exception - Winter is followed by no campaign turns but merely resolution checks of any sieges)

Spring Phase (To the sound of The Beatles)

1) Diplomacy – used to create formal binding alliance for one year. The two countries may not attack each other. An alliance with one country does not mean you are also allied to his other allies! If you are looking to attack a non-adjacent country then an alliance usually means you will get permission to move through your ally’s country to reach that opponent. However it is not guaranteed unless it is a blood alliance formed through a royal marriage.
2) Found / Improve a city - it's takes 2 seasons to found a new city in an area which you control or to improve an existing one (to a maximum level of 6). Cities generate more income and an army can select to withdraw into a city for a siege rather than fight another battle or conceding the area quickly. For city costs see section on Treasury.
3) Public PR - you can spend on a public improvement such as a temple, games, holiday, or a round of drinks for all. Each has the same effect of improving your national morale.

Campaign Turns

When at war the attacker will declare that he is invading his opponent’s country. A battle is fought and the results posted in the LW Results thread. The first battle will see both sides fight with a 500 point army.

If the attacker loses he may elect to fight again or he may withdraw back to his own country. If the defender loses then he may elect to fight again, to withdraw into the city (if one is in this area) and call for an ally to send a relief army, or thirdly, he may concede / withdraw from the area.

You can declare war in any campaign turn. At the end of the fighting for any one area any remaining army points are credited back into the treasury. The fight may continue in a new area but with both sides having a new 500 point army (this reflects reinforcements between campaigns).

There is a variable number of turns between each season so you never quite know when the next seasonal phase will kick in. Each battle result posted notches up a turn in the calculation which I use to determine when a season ends.

During the turn you can also do informal diplomacy such as make peace, ask a country to attack your enemy etc. However you cannot make or break a formal alliance in a campaign turn.

Note- The change to 500 point armies meant a slight change to the rules above. In line with earlier posts / discussions we are going to have 2 players fight only one war against each other so no more counter-invasions. If the invader can win 2 battles and there is no outstanding siege then he takes the area. The defender can concede the area earlier if he chooses to but cannot carry onto a third consecutive battle. Where a city is involved it means that if as defender you lose a battle your choice is to fight again or withdraw into the city. If you fight again and lose then the area is conceded. And if you fight again and win then the attacker must withdraw - using 500 point armies after 2 battles there will not be enough left to carry on fighting IMO. Any 2nd battle in this area must use the same armies and reduce them as usual.
If/when the attacker withdraws then the defender may carry the war into one of his opponent’s area. Both sides get new army at 500 points.
Last edited by petergarnett on Thu Jul 01, 2010 11:22 pm, edited 4 times in total.
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Post by petergarnett »

Summer Phase (to the sound of the Beach Boys)

1) Army Maintenance – for every battle during the previous season where you used an army in you pay 50 out of your treasury
2) Diplomacy
3) Public PR
4) Random Events - I will inform each country of the results of the random event. Some are positive, some negative. Some are an opportunity to make a decision to move the event one way or another. And some permit you to place the event on another country (for positive or negative affect)

Obviously Summer is then followed by more campaign turns.


Fall Phase (to the sound of the Moody Blues)

1) Army Maintenance – for every battle during the previous season where you used an army in you pay 50 out of your treasury
2) Diplomacy
3) Collect Tax / Tribune from the harvest. As noted in the Treasury section each area you control plus each city you control (even besieged ones) will generate income to your treasury. The actual income is dependant upon your tax rate and national morale.

Then campaign turns.


Winter Phase (To the sound of Slade)

1) Army Maintenance – for every battle during the previous season where you used an army in you pay 50 out of your treasury. In addition to keep an army in the field over winters costs 100. This may be done to maintain a siege or to remain in a disputed area (thus forcing your opponent to do the same or concede the area).
2) BDM - I'll inform each country of any births or deaths in the ruling house. You can also use this phase to make any marriage alliances with other countries. These are binding and will last for the length of the marriage. Such alliances will also increase the changes of births (To the sound of screaming)
3) Winter phase is followed by one turn to check on progression of any sieges. There are no moves / battles in the winter.

Then it's a Spring again.
Last edited by petergarnett on Thu Jul 01, 2010 11:24 pm, edited 2 times in total.
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Post by petergarnett »

Treasury

All new players start with a treasury of 20,000. You can call it talents, drachmai, gold pieces, golden nuggets, or popcorn chicken. You choice but there are no exchange rate variances here!
You will collect taxes / tribute in Fall based upon how many areas / cities you control when the harvest comes in.
Some events out of your control may add / deduct from your treasury.
You may also have money points as part of a peace settlement, i.e. you pay me 500 & I'll leave your area.

All changes to your treasury must go via me (PM please).

When you create an army to attack or defend an area in a war the cost is 650 (not 500).
You also have to pay your men and feed them. Each Seasonal phase I deduct those costs based upon how many battles they have fought. The cost is 50 per battle.
Those armies which you may have besieging a city over the winter will cost 100 for that winter to maintain.

You can re-train your armed forces (& so change to a different DAG army) at a cost of 1000. This allows you abandon an army list you are having no luck with. However such a change does not effect any armies already in a battle. You can declare this re-training in any Seasonal phase.

Marriage Alliance - the father of the bride pays a dowry of 500. However the first born comes under the ruling house of the bride - that's the pay back. Any other kids come under the groom's house. One other benefit of a marriage (known as a blood alliance) is that you can select a blood ally’s army list when fighting a battle.

Public PR - each 100 spent will move the national morale higher & the higher the better for your ruling house. You must PM me what the PR event is, such as a new temple for 200, 3 days of games at 300, veterans given land for 500 etc etc. Note however that to improve morale significantly costs 1000’s not 100’s.
Founding a new City costs 1000 and takes 2 seasons. To improve an existing city costs 500.

Income - you set at the time of tax collection the tax rate. This is a number from 1 to 4. Rates of 1 or 2 will lower the amount of income but will increase national morale (obviously 1 by a fair amount & 2 by a small amount). Equally rates of 3 or 4 will increase your income but will lower national morale. And national morale itself will alter the amount of tax collected.

Each area and each city level has a base income of 500 - so 7 areas and a single level 1 city (your capital at the start) yields a base income of 4000

Your only decision at taxation time is therefore your tax rate for that collection only. I do the rest of the calculation & inform you of your income.
Last edited by petergarnett on Fri Jul 02, 2010 5:52 pm, edited 4 times in total.
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Post by petergarnett »

Areas and Cities

Each player starts with 7 areas (provinces, tribes, states, satraphies). The 7th area has the capital city. Players would normally arrange the areas in 2 circles around the capital area. An inner circle in which to found & improve cities and an outer circle of border areas in which to defend against invasion.

Most players name their areas for added fun.

Each area may contain 1 city. A new city would need to be founded. An existing city may be improved to a max level of 6. Costs for this are in the treasury section.

The benefits of a city are:-
Increased tax income - each city level adds to your yearly income
Ability for Army to withdraw into the city & withstand a siege - an invader cannot take control of an area if there is a city under siege. Neither side collects income from the area. However you still get the city income.
Cities with higher levels can withstand sieges for longer. However your city may be taken by assault or the gates opened by treachery!

Your capital area can not be attacked unless it is the only area which you control, i.e. you have previously lost all other areas. For this reason it is the most obvious city to improve.

A player cannot reach Immortal status without more than doubling the number of starting areas.
Last edited by petergarnett on Thu Jul 01, 2010 11:32 pm, edited 2 times in total.
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Post by petergarnett »

War and Peace

To fight an opponent you make a DoW - often done in the forum but best to PM the challenge to your opponent as not everyone reads the thread every day.

The players table will list which army list or lists your opponent uses. You do not have to use your own army from the same expansion, i.e. RoR v RoR. However it is courteous to check this with your opponent first as some players do not like battles across different periods of history. In addition if you have a marriage alliance then you can use the army list of your blood ally.

Both sides raise an army and the defending side selects which of his areas he will meet the invasion in (defender must advise the map-keeper of this please).
The army must be 500 points in the DAG - this is the drop down list of army point sizes. This ensures that the system thinks battles are of equal size. However you may populate the army with lower points and you only pay for the points used. So if you are confident of winning or merely fancy a real challenge try using fewer points! If you do spend less than 500 PM me as I deduct the points spent from your treasury.

Battles are fought in the normal way. A win increases your national morale and a defeat reduces it (defeats have a greater impact on morale). If you resign in battle it will have a severe impact on morale. However both sides may agree to end a battle early (one resigns with that agreement) and it has no impact on morale. This is there in case a battlefield map is considered too extreme for an enjoyable game.

The players in a battle need to agree whether to play with FoW (Fog of War).
However the Double Move option is mandatory.

After each battle one player needs to post the results in the Lost World Battle Results thread- I only need to know how many men each army began with and how many each lost. I then calculate how many points remain in the armies. An army that won a battle will recover 50% of those lost but a defeated army only recovers 20% of it's losses.

Following the battle both sides need to consider whether to fight on over this area. You only get to know your own new reduced army size. Another battle will use that size (you load into DAG the original army & reduce those BG's originally selected until you are at or below the new total). If the campaign is to continue then one side issues a new challenge (either may do this).
When selecting your army for a 2nd or 3rd battle you may add or remove temp. fortifications if permitted by your army list.

If the attacker loses he may elect to fight again or he may withdraw back to his own country. If the defender loses then he may elect to fight again, or to withdraw into the city (if one is in this area) and call for an ally to send a relief army, or thirdly, he may concede / withdraw from the area.

If an area is lost the war carries on with a campaign in a new area & new 500 point armies.

Or you can reach an agreement to end the war – the invader may be bought off, or the invader may be so defeated that he opts for leaving the area & buys the defender off. There may be agreement not to fight again. The details are left between the players – I only need to know if money is involved.

However if an invader leaves an area the defending player may choose to launch a counter invasion before the invader is permitted to try again.
Last edited by petergarnett on Fri Jul 02, 2010 5:54 pm, edited 4 times in total.
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Post by petergarnett »

Random Events

Events are based upon draw by me of a card from a deck consisting of the usual 52 cards, plus 2 jokers and one makers brand card (55 cards in all & deck is shuffled before each card is draw so you get full range of possibilities).
Unless it's a joker or the brand card there are 2 events per card - the number of the card (Two through Ace) gives one event and the suit of the card the 2nd event. In addition the colour of the card is important.


Card
2 new mine found – random increase to treasury (100 to 1000). If placed on another player treated as a 3 card
3 caravan lost – random reduction in treasury (100 to 2000). Can only be played on an ally or yourself
4 piracy/bandit attacks – reduce an army invading an opponent by 50 points. Owner of the army may select to pay pirates off instead for 500 money points.
5 revolt – 450 point slave army attacks inner province. May raise army but it's level is based upon morale (Red 400, Amber 450, Green 500). Due to the emergency the cost is double
6 barbarian incursion – 450 point army (my choice) attacks outer province (or inner if all outer lost). May raise army to fixed level based upon morale (Red 400, Amber 450, Green 500). Due to the emergency the cost is triple
7 assassination – if heir or blood alliance exists then morale moved by fixed amount (effect may be up or down &) o/w moved by double the fixed amount
8 settlers flock to city – improve or found city immediately (cost has to be paid)
9 natural disaster strikes an area. All armies in one area of the player are halved (irrespective of owner)
10 imperial crisis – morale down by random amount per war (min 1)
Jack oracle's favour – morale up by random amount per ally (min 1)
Queen peace party – end one war with gift of 1000 to enemy (who must accept & end the war). Peace must last for the remainder of the season at least.
King war party – must fight a randomly selected opponent (not one already at war with). War must last for the remainder of the season at least or until player loses an area.
Ace No effect – however may pay 200 to draw again. However the suit remains the same, i.e. next card is only for the 2 to Ace effect.


If card is Red (hearts & diamonds) the event is on player himself. If black (clubs and spades) he may play on himself or place on another player unless own morale is red (if used with an Ace you pay to get another draw for selected player but cost is 400)


Suit
Diamond Curse thine enemy – for the next full season opponent may not use Inspired Commander in any army (excludes any existing battles)
Heart Bless thine ally – you send 200 points of troops to aid your ally. Effect is to increase remaining points in his armies by 50 max per time (until the 200 points are used up). The usual max of 500 points in a battle cannot be exceeded. Only one ally may be helped.
Club Call to arms – place any army of any player back to 500 points at no cost
Spade Disease in army – 75 points of an army melts away. Can be any army.


Special Cards
Joker Politic Coup – national morale is reset. If marriage alliance exists then it changes by fixed amount o/w randomly reset
Brand Military Coup – army list is changed. If heir exists you select o/w random

I will explain the card as it is dealt to you and answer any questions then. With many events you need to consider the timing of when to play the card. However any unused by the next seasonal turn are lost.

It is entirely upto a player to tell or not tell any or all other players which card then have been dealt

In addition to Random Events I check for Slave Revolts and for Barbarian Incursions during the normal campaign turns. A high morale makes Slaves jealous and a large plump treasury attracts Barbarians. Chances of either are low though (base 1 on 1d20 modified by morale/treasury).
Last edited by petergarnett on Thu Jul 01, 2010 11:43 pm, edited 6 times in total.
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Post by petergarnett »

Sieges

Where an area contains a city then the defender has the choice, after fighting at least one battle, to withdraw his army into the city for a siege.
Having done this he may issue a call to one ally only for a relief army to be sent. The ally must send such an army if the alliance is by marriage - otherwise he may refuse. If he refuses you cannot try another ally in that season.

The arrival of the relief army is based upon when the ally sends me a PM - I then roll each campaign turn for it's arrival. Remember a turn is one battle result reported (no matter who is involved in the battle).
If the relief army arrives I will PM the besieger who has at that point the option to abandon the siege and leave the area. This is counted as a defeat but is not a victory for the other side.
If the besieger does not leave then battle is fought with the relief army but the beseiging army may only use it's current size. So you may have a 500 point relief army to face with only a few hundred yourself!

Once a siege has started the besieger has 3 options per turn:-

Assault the City
Treachery Attempt
Starvation of the City

An assault costs 200, treachery 500, but it costs nothing to starve the city out.
If a city falls then so does the area. Also the army within the city may be granted battle honours by the victor & permitted to go home or the victor may sell them into slavery (basically this determines whose treasury gets the disbanded points).

Assault the City

Assault Attempt - roll 2d6
2 or 3 = Defender Sortie (attacker loses 75 points and defender loses 15 points). 8% base chance of this result
4 or 5 Repulsed with Heavy Loss (attacker loses 100 and defender loses 50). 19%
6 Repulsed with Light Loss (attacker loses 50 and defender loses 25). 14%
7 or 8 No Effect (25 & 15 points). 31%
9 Stormed with Heavy Loss (150 & 75 points). 11%
10 or 11 Stormed with Light Loss (75 & 125 points). 14%
12 Stormed by Surprise (15 & 150 points). 3%

Modifers are
+/- 1 per 100 difference in army size
+/- 1 if army has inspired leader
+1 if att army list has option for artillery (even if none with the army the knowledge is there)
1 per city level above level 1 (max level is 6 which equals -5)
+1 if def national morale is RED


Treachery Attempt

Treachery - roll 1d6
6 = Traitors open the gates
Modifers are
+1 if def national morale is RED
- 1 if def army has inspired leader


Starvation

Starvation - roll 1d20
20 = Defender surrenders
Modifers are
+2 if def national morale is RED
+1 per additional turn after start of siege
- 1 if def army has inspired leader
-4 if relief army in area
Last edited by petergarnett on Fri Jul 02, 2010 5:03 pm, edited 1 time in total.
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LOST WORLD MAP

Post by Morbio »

The LOST WORLD - Territory View

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Last edited by Morbio on Wed Sep 01, 2010 9:45 pm, edited 41 times in total.
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Post by Morbio »

The LOST WORLD - Country View

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davouthojo
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Current Empire status (temporary!)

Post by davouthojo »

Since we can't edit Peter's post, it is reproduced and updated here

Current Players are shown here with their current army lists and any alliances. The national morale is RED (poor), AMBER (average), GREEN (good) and GOLD (excellent). See the post further down for explanation of morale.

1 white81 is New Albia using Late Roman Republican. Blood Alliance none. Formal Alliance 16, 24. AMBER
2 deeter of Utopia using Seleucid and Swiss (Burgundian). Blood Alliance 8, 14. Formal Alliance 3, 7 and 12. AMBER
3 TheGrayMouser is Rome using Mid Republican Roman. Blood Alliance 5, 15, 19. Formal Alliance 2, 8 and 12. GREEN
4 Scar is the Empire of Texas using Late Seleucid. Blood Alliance none. Formal Alliance 20. AMBER
5 Blathergut is Egypt using Mid Republican Roman and Ordonance Burgundian. Blood Alliance 3, 18, 19. Formal Alliance 12, 15, 17 and 24. AMBER
6 jimcdaw is Iowegia using Late Seleucid, Late Hoplite and Late Granadine. Blood Alliance none. Formal Alliance none. AMBER
7 rbodleyscott is Kappadokia using Seleucid (post166) and Yorkist Pretender. Blood alliance with 8. Formal Alliance 2, 14 & 18. GOLD
8 Morbio is Empire of Morbius using Seleucid. Blood alliance with 2, 7, 12. Formal Alliance 3 and 14. GOLD
9 Gazxtrix is Vespaia using Late Roman Republican (Cassius). (Blood Alliance with 17, 22. Formal Alliance 16, 23. AMBER
10 Xiccarph is Hypoxia using Seleucid (post166). Blood Alliance with 17. Formal Alliance 16. AMBER
11 iversonjm is Crimea using Bosporans and War Roses Lancs and 26th Dyn. Egyptians. Blood Alliance with 18. Formal Alliance 24. GOLD
12 deadtorius is the Covenanter Empire using Late Jewish or Condotta Venice. Blood Alliance 8, 23. Formal Alliance 2, 3, 5, 15 and 24. RED
13 ianiow using Late Carthaginian. Blood Alliance none. Formal Alliance 17, 19. AMBER
14 hidde is Canaan using Late Jewish (Antigonus) and Late German. Blood Alliance 2. Formal Alliance 7 and 8. AMBER
15 iandavidsmith is Armenia using Armenian and Wars Roses Lancs and Sarmatian. Blood Alliance 3. Formal Alliance 5, 12, 15 and 17. AMBER
16 davidfagnand is New Englandia using Pyrrhic (Italy) or Late Burgundian. Blood Alliance 17. Formal Alliance 1, 9, 16 and 20. RED
17 will05 is The Empire using Ptolemaic. Blood Alliance 9, 10, 16. Formal Alliance 5, 13, 15, 20. GREEN
18 batesmotel is Phanagoria using Bosporans and Neuva Castillan. Blood Alliance with 5 and 11. Formal Alliance 7. GREEN
19 Ironclad is Arrakis using Seleucid and Early Sarmatian. Blood Alliance 3, 5. Formal Alliance 13. GREEN
20 maximvs is Rhome using Late Republican Roman. Blood Alliance none. Formal Alliance 4, 16, 21. RED
21 ahuyton is Revoltus using Slave army and Anglo Irish. Blood Alliance none. Formal Alliance 20. AMBER
22 claymore is Westralia using Ptolemaic (Grk) and Later German. Blood Alliance with 9 and 23. Formal Alliance none. AMBER
23 davouthojo is Clan of the Brave using Spanish & Highland & Isles. Blood Alliance 12. Formal Alliance 9, 22 and 24. GOLD
24 triarius is the Principality of Tuam using Rep Roman (Brutus) and Late Anglo Irish. Blood Alliance 25. Formal Alliance 1, 5, 11, 12 and 23. GREEN
25 CharlieChap is the Delian Confederacy using Late Macedonian and HYW English (Cont). Blood Alliance 24. Formal Alliance 15. AMBER

Players may use one army only or may select to use one army per FoG expansion.

LW Immortals - any player who meets the criteria for Victory is considered to have reached Immortality and leaves the Lost World for a loftier place in the Golden Crabapple Tree of Immortality. Criteria are a satisfactory combination of areas, treasury, city/PR builds, and national morale.

Immortals are:-
Pantherboy with score of 17 areas, 16 cities and 10K treasury.

A player whose national morale reaches zero or less will face popular uprisings against their rule and unless such risings are crushed will be torn apart by the mob. However the mob may decide to replace you with your heir if you have one.
Equally lost of all areas means defeat.

Valiant Fallen are:-
Ianiow (revolt), Xiccarph (revolt), Amaz_Ed (defeated), RyanDG (abdicated)
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