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You are here: Home --> Forum Home --> General Forum --> Recruitment Threads --> **Rise of Nations** (An Empire Simulator)
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RDI Fixture +1
Karma: 67/14
1553 Posts

**Rise of Nations** (An Empire Simulator)

hello everyone, I come to you with a game that I dont think has been tried before on Rdinn. I want to run an almost table top board game with you, only Play by post. the basis of it is you will found your own nation on the old world european map, and with rules that I am writing (but nearly complete with) you will fight, build, and talk your way up to a glorious empire for all of time! Think of it as Medieval 2 total war for the forums, almost.

I will be making all dice rolls to make things easy, and I will be posting pictures, because obviously it would not work without pics.

Please, please, please, read through the rules I am going post below, if for anything to critique and suggest things, as this is the first time I'm gonna be showing them to anyone, and I would love to get second opinions. They are not done, but are almost complete and I would love to get interest going ahead of time. Thank you again.


Each nation will start with a small plot of land with the following already established:

• 3,000 citizens

• 1 Capitol city with surrounding land owned. City has max population limit of 7,000. Small wooden to start out.
• An army of 4 units, armed with the following:
2 militia spear men with leather armor, Short spear
1 militia bowmen
1 militia swordsmen armed with leather, short sword
1 militia axe men armed with leather, one handed axe

• Two natural resources, player’s choice.

• 2,000 Gold in treasury to begin

Altogether the natural resources and taxes will bring in 400 Gold (+50 for each natural resource and +100 for each 1,000 citizens). The upkeep for the starting nations will be 120 Gold for the army, and 100 for the starting city. Overall 220 gold will be needed each turn to maintain upkeep.


Every turn will be one year; players will be able to roll up to three D20’s to research, develop, and overall improve their countries. Examples of what you can roll for would be for expanding your country’s territories, exploring your lands for natural resources, developing better armies and researching things to advance your technology, upping population, and anything else you can think of!


At some point there will be combat, and many factors will be counted when it comes down to seeing which army wins and which loses. There will be a roll for attack and a roll for armor. Your attack roll will encompass training quality of troops, experience the troops has, whether you outnumber your enemy, and possibly a weapon bonus vs. enemy units.


Sword: Roll 1d6 when fighting, roll 1d6 on armor; Tiers: short sword, long sword, great sword

Spear: Roll 1d4 when fighting, roll 1d8 on armor; Tiers: short spear, spear, long spear

Axe: Roll 1d8 when fighting, roll 1d4 on armor; Tiers: one handed axe, battle axe, two handed axe

Cavalry: 1d10 for attacking, light cavalry roll 1d6 armor, heavy roll d8, knights roll 1d10; Tiers: Light Cavalry, Heavy Cavalry, Knights **special** Count as two unit slots in an army for each cavalry unit

Archers: D8 for attacking, Roll nothing on armor; tiers: short bow, bow, longbow **special** for every archer unit, you get an additional +1 on first round of battle to represent opening volleys and having range advantage.

to upgrade your units from one tier to the other, you need to upgrade your buildings. Start with low tier appropriate building, go to medium, then to high. Ex; cavalry start with stables, then go to nobles stables, then Earls' stables. something appropriate then for swords, spears, etc.


Green + 0
Seasoned +1
Battle hardened +2
Veteran +3

The bonus for experience will be factored in by adding the bonus to your attack, and armor rolls. If mixed experience, average them.

Peasant -4 --Nothing
Peasant militia -3--Gathering grounds
Militia -2 --Town watch
Sergeant Militia -1--Town guards
Trained 0 --Drill square
Well trained +1 --Army barracks
Highly trained +2--Officers’ Quarters
Elite +3 --Military academy
Grand Elite +4 --Royal military academy

When you train a unit, depending on where they are trained they will have a certain skill level, which the corresponding number will be added onto the attack dice. When adding the numbers up, you will take the most common trained level of troop, and add it to the highest trained level. So if I have an army with 6 well trained units, and 4 highly trained units, their bonus will be +3.

Army upkeep will be for each unit. So 10 well trained units will be 700 gold.

Peasant 10
Peasant militia 20
Militia 30
Sergeant Militia 40
Trained 60
Well trained 70
Highly trained 80
Elite 90
Grand Elite 100

You can upgrade your cities as you advance throughout the game, the sizes being below

Small Wooden 100 upkeep, max population 7,000

Medium Wooden 200 upkeep, max population 9,000

Large Wooden 400 upkeep, max population 12,000

Small stone 600 upkeep, max population 16,000

Medium stone 900 upkeep, max population 21,000

Large stone 1200 upkeep, max population 27,000

You can upgrade your castle with defenses, which are listed below:

So, that's all I have for now, I need to write in the economic part but its not complicated at all, if anyone would like an example of combat I can show you in a new post, but maybe tomorrow, it's quite late.

Questions? Comments? Anything is better than silence.

Heres the map we will be using

Posted on 2011-03-07 at 06:08:47.
Edited on 2011-03-07 at 17:04:14 by Jozan1

RDI Fixture
Karma: 36/8
869 Posts

Silence is Golden...

... but Noise is Ruby!

Er, yeah, away from that cheesy phrase.

I am interested, sirrah! Sounds like something I've been working on for the past while.

May require a bit more fine-tuning on economic, diplomatic and etc points of view. There's not just combat in the world! ^^

But anyway, put me on the list.

Posted on 2011-03-08 at 09:43:04.

TRSG 2.0
Karma: 113/94
1606 Posts

:) :) :) :)

This looks fun, I'm well up for this... unfortunately I am not sure about my posting... I will be going to Belize (again) on the 6th of April and won't be getting back until the 23rd which is likely to be a very unwanted interruption.

Trading and alliances between faction/players would be something to consider. Maybe something where you can stockpile resources or something and trade them with others if there is a need for the resource.

Posted on 2011-03-08 at 13:20:07.
Edited on 2011-03-08 at 13:29:39 by Loki

RDI Fixture +1
Karma: 67/14
1553 Posts


it does have all the economics that you guys are asking for, I just have to write it up still, its the last part I need before it's done.

Posted on 2011-03-08 at 15:24:17.

Eol Fefalas
Keeper of the Kazari
RDI Staff
Karma: 462/28
8497 Posts

Very cool concept!!!

This looks completely fascinating... way to bring something "new" to the table Jozan!

Can't say that I'll have the time to commit to playing, yet, but I'll certainly be lurking if nothing else.

Posted on 2011-03-08 at 15:36:03.

RDI Fixture +1
Karma: 67/14
1553 Posts


Thanks Eol, I. hope we can get the game off the ground so we can have awesome lurkers like yourself, but of course if you can play that'd be even better

Later on today I should have the economic side of this up, and whether there will be alliances, betrayals, and trade agreements are all up to the players as those things are based on how they interact with each other. The only reason whey there is an emphasis on combat is because it is the most intricate part of this game

I'm still trying to balance attack rolls and armor rolls, and I'll have revised rules and added parts later on today.

I would like to have 5 or 6 people playing the game, and with two interested now I would probably jump in and play too. I know usually having the DM play isn't the greatest idea but the rules are set so even if I did play, I won't have an advantage over anyone else. The only thing it would be is dice rolls, but I'll be willing to make my dice rolls in dragon chat with witnesses, to show i'm not fudging

Posted on 2011-03-08 at 17:03:52.
Edited on 2011-03-08 at 17:04:46 by Jozan1

RDI Fixture
Karma: 36/8
869 Posts


Meh, I'm fine with the hidden dice rolls: sometimes it's best to modify them for better OR worst, just so that it becomes more fun!

(No, don't worry, that doesn't mean all dice rolls are cheated, Mysterion and Celtia, not at all... *innocent look*)

Posted on 2011-03-11 at 15:34:28.

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