HOTW Turn Counter and Deadline

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Re: HOTW Turn Counter and Deadline

Postby Subotai45 » 01 Mar 2017, 03:47

That's true, instead of provinces we could just have hexes that have the same function. But industry and colonization work best together, so there would need to be colonial hexes (any other than the starting ones?).
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Re: HOTW Turn Counter and Deadline

Postby dcaibal » 01 Mar 2017, 04:09

Sure yeah -- we can just take the concept and make it abstract.

We could possibly even introduce exploration into it.

I'll think of some game design for it, let's try to drum up normal HOTW in the meantime.
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Re: HOTW Turn Counter and Deadline

Postby Gooderian » 01 Mar 2017, 12:49

If any more input is needed I'm here as well.
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Re: HOTW Turn Counter and Deadline

Postby The Pez » 04 Mar 2017, 00:51

I've got a format that another roleplay group I'm in uses for nation-based RP's that you guys might like, if I can pitch my concept here:

It's a turn-based format, pretty similar to HotW. Your turn is broken down into four areas: Domestic Affairs, Military Affairs, External Affairs and Technology. How many order lines you get to spread between these areas is up to the GM, but you generally get 10 orders, plus three options for technology. Here's one example of this format:

Starting location: (You will mark down on the map where you wish to start)

Flag: (image is 250x150 pixels)
Country name:
Capital City:
State religion:

You must also send in your commands:

Technology: (You give me 3 technologies or ideas to research, and one of them will be randomly selected to be researched)
Military: Everything involving your military goes here. Also includes expansion on the map via force.
Domestic affairs: Everything inside of your countries borders. Relates to economy and politics.
External affairs: Everything outside of your countries borders. Relates to diplomacy and foreigners and espionage Includes expansion on the map via peaceful methods.

The bolded turn aspects above is what you'll send in for turn 1, to set up your nation (if it's created) or state your claimed country along with information for it at the time (if it's pre-existing). You can customize it to any particular extent that you like- If you want to add populations, language, demonyms, or remove things like culture and capital, you can do so at your discretion as a GM.

You're able to start with as little as 3 players, or as much as 10 if you're willing to balance that many players. Regarding things like resources, wars and general numbers, those concepts are more abstract and are incorporated into each turn, and your choice as a player of how you want to deal with these things can be written down as separate commands/orders if it's especially important. When you send in your turn to the GM (via PM), it's up to him how to use these orders and write up each players' turn.

We've used that concept for years now, still pushing out tons and tons of RP's each month. Here's a full example of a turn (I've replaced player names with your names):

470-471 (Image stretched out like crazy on this forum


Malvan's Roman Empire - ferdy0

Leader: Marcus Flavius Marius Malvanus (Emperor Malvan)
Capital: Capua
Primary Religion: Chalcedonian Christianity
Culture: Roman

-In a mysterious bout of plague, Emperor Julius Nepos passes away in January of 470AD. He is succeeded by Marcus Flavius Marius Malvanus, who is promptly crowned Augustus.

-With the Roman state weak and poor, Emperor Malvan fears that the empire will be overwhelmed and overrun - in a last ditch attempt to save the empire, Malvan orders the complete dissolution of the provinces and the consolidation of to just Italia. The provinces split along the lines of the civitas and become independent kingdoms ruled by their current governors or any general who can march on the capital fast enough. Control of Gaul is given to the Count of Soissons (although this is only in theory,) while Belgica and Germania Inferior are awarded to the independent Franks on the condition that they stem the tide of tribes crossing the Rhine. In the Roman public sphere, especially among aristocrats of Rome proper, this move is regarded with scorn, distaste and fear, with many believing the end is now within reach - the remaining urban aristocracy begins fleeing the cities and retreating to their rural villas.

-To couple the consolidation of the Western Empire's territories, Malvan orders the discharge of all of the Roman army's foederati troops - allied levies taken from allied Germanic tribes. Malvan then orders his remaining officers and generals to consolidate in Italy, drawing Italian troops to fight in a new, restructured Roman army. Unfortunately, numbers fall short as nary an Italian is willing to fight for Malvan's dying empire. Citizens of the Italian province begin to barricade themselves in their homes and bar the gates of their cities.

-The Foederati troops, who previously made up an overwhelming majority of the Roman army, are furious at their discharge and begin to demand backpay and compensation for their services. While most cut their losses and go on to sack or demand backpay from the independent kingdoms, the Italian garrison is especially furious. Marching on the camp of the army officer Odoacer, they give him the choice of either leading them to the capital and becoming the emperor, or death. Odoacer chooses the former, marching his army for Ravenna and taking the city without much of a fight. The Emperor Malvan and his entourage escape to Rome, which is made the new capital of the Western Empire. By mid-year, Odoacer marches for Rome at the head of almost three quarters of Italia's soldiers.

-Most could not fathom how things could get any worse than they already were until an absolutely massive Ostrogoth-Gepid army came pouring South into Italia. The Emperor Malvan and his administration made preparations to flee the city...(continued in Gepids turn)


Eastern Roman Empire - Subotai45

Leader: Flavius Valerius Leo Augustus (Emperor Leo I)
Capital: Constantinople
Primary Religion: Chalcedonian Christianity
Culture: Greco-Roman

-In a paranoia-driven consolidation of power, Emperor Leo sends Basiliscus, brother to the Empress, to exile in Crimea. Fearing the worst if he stays, Basiliscus obliges and leaves the Empire for good.
-Representatives of the Roman and Sassanian empires meet mid-year and agree to a cease of hostilities. In exchange, the Romans agree to pay the Sassanians a yearly tribute of ten million brass coins a year. Many back West grumble at this show of Imperial weakness, but those in the East are happy to see some lapse in the fighting.

-To better organize a defense of the Empire's vulnerable cities, the Emperor orders the organization of municipal militias trained by retired veterans of the mobile field armies. These militiae are to serve as a way to bolster the mobile field armies of the Empire without the need for shifting around professional soldiers from vulnerable conflict zones or paying for the creation of new expensive professional legions.

-A series of static fortifications begins construction all along the Eastern Front with the Sassanian Empire as well as along the Empire's northern border along the Danube. The Danube fortifications are to span from the black sea all the way to the Illyrian border.

-In a show of his good Christian nature, the Emperor codifies into law an unprecedented act of toleration for people of other religions - Pagans, Zoroastrians, and all the like are given equal protections as Christians under the law. This is coupled with the Emperor's call for barbarian tribes wishing to settle in Byzantine lands to be accepted with open arms and dispersed among the population. This set of moves sparks an outrage in Constantinople, especially in the conservative Senate and Christian aristocracy, but there is little they can actually do about it and so their opposition falls to the wayside. In the East, these changes are applauded by some and noted with indifference by others. The Sassanians especially note this change in Roman policy.

-This codification of Imperial policy shows more than just official pluralism - the Emperor intends to completely reorganize the way Roman law works - he begins the massive undertaking of collecting all the unwritten and scattered pieces of the Empire's civil law and codifying them into a single entity - the Corpus Juris Civilis.

-Hoping to unite the scattered elements of Christianity in the Empire, Leo calls for the Nicene and Eastern churches to meet at Chonai in Anatolia. The Emperor oversees some compromises and good progress between the two sides of Christianity, but the council ultimately concludes with many disagreements outstanding.

-With the confirmation of the Senate and the permission of the Emperor, Theoderic, King of the Ostrogoths is granted the title of Augustus and elevated to the highest seat in the West - the Emperor of the Western Empire.


The Dobunni - dcaibal

Leader: Commagil Glevucus, Dux Britanniae, Magister Militum per Britannicum (Duke Glevucus)
Capital: Corinium Dobunnorum
Primary Religion: Chalcedonian Christianity
Culture: Romano-British

-With the Romans long-gone and the threat of Germanic invasions in the forefront, the Dobunni erect a standing volunteer army reflective of their Roman and native origins. In honor of an age long-past and the hope for renewing that age, the Dobunni dub their army Legio II Britannica. The Dobunni legion then sallies forth and captures several nearby forts and establishes them as their base of operations with Colonia Glevum serving as the primary operating base of the legion. They do their best to fortify the decaying fortifications and start to regularly drill there, on the watch for the Germanic enemy.

-To supply their new legionaries, the Dobunni begin to produce a large array of British and Roman-styled weaponry and storing them in armories.

-The Dobunni send emissaries to neighboring Romano-British settlements, asking them to band up to defend against the incoming Germanic invaders. While most are too weak and decayed to even send an emissary back, the Briton settlement of Londinium agrees to form a coalition with the Dobunni. The leaders of Londinium gather up a small, meagre militia and send them off to scout the main road connecting Londinium and Corinium Dobunnorum. Soon enough, supplies and small co-op scout parties begin to flow back and forth between the two settlements.

-Hoping to increase their manpower, the Dobunni send emissaries across the channel to beg the Romano-Britons in Gaul to come back. In the coming months, the Dobunni begin to see slivers of boats arriving at their shores, and the new arrivals are accepted with open arms. The returning Britons do not number in any large sum, but with the barbarians pouring in from the South and East, every man helps.

-The return of Britons from Roman lands not only helps bolster Legio II Britannica, but skilled artisans and craftsmen also make a return to Roman Britain. Of the crafts that are brought back from extinction is Roman masonry techniques, and the Dobunni waste no time making use of these rediscovered techniques.


Kingdom of Francia - Gooderian

Leader: Childericus Rex (King Childeric)
Capital: Durocortorum
Primary Religion: Chalcedonian Christianity
Culture: Frankish

-Childeric of the Salian Franks signs a pact with the Emperor Malvan - In exchange for Belgica and Germania Inferior, Childeric will brace his tribe against other tribes attempting to cross the Rhine into Roman territory. Now holding territories to administrate, the Salians begin adapting their language to the Latin alphabet, enlisting local Latin-speakers to help them.

-The Salians continue the year with a major effort to unite the Frankish peoples under a single banner. With potential enemies on both sides and tempting offers of Roman land, most of the Frankish tribes are united under the new Frankian banner by the end of the year. Childeric is crowned Childericus Rex - King of the Franks in a new united Merovingian kingdom. He establishes Durocortorum in modern-day Reims as his center of administration.

-With everything coming together, a system of taxes is established for landowners residing in the kingdom. These taxes are then used to establish a network of standing town militias which serve as a police force and deterrent against raids. With his lands stabilized, Childeric directs the remaining funds from levied taxes to be put into a schooling system. Small schools begin to pop up in settlements across the kingdom - a sign that the Franks are not simply marauding the Roman lands - they are here to stay.

-Now in a position of great power, King Childeric extends an offer of protection to the Frisians in exchange for tribute and allied levy. They scoff at Childeric's shallow attempt to extend his influence over them and his emissary is sent back empty-handed.


The Saxons - MinnesotanKaiser

Leader: Various
Capital: Various
Primary Religion: Germanic Paganism
Culture: Germanic Saxon

-The peoples of the Saxons undergo a major unification as they prepare to come pouring south through the alps. By the end of the year, the Saxons manage to muster a unified force twenty-three thousand men, not including a contingent of five thousand Frisian allied troops

-Fearing they are not yet ready to face professional soldiers, the Saxons look to their old Roman neighbors for inspiration on how to improve the capabilities of their army. The new warband begins to undergo an impromptu tactical revision, with focus on formation fighting and organized maneuvers.

-But with all the revision and mustering of extra manpower, the Saxons must still get the favor of the Gods if they are to truly triumph in battle. Sacrifices, ceremonies, rituals, and readings all increase exponentially as the Saxons vie for the Gods' go-ahead in their coming conquest.


Kingdom of the Gepids - Pezgod1 (I actually played this nation)

Leader: King Gunderit
Capital: None
Primary Religion: Arian Christianity
Culture: East Germanic

-With the blessing of Emperor Leo, the Gepids lead most of their army down to Illyria.

-Raiding and pillaging everything in their path, the Gepids make their way up the Adriatic and link up with the army of Theoderic, King of the Goths. From their staging point at the base of the alps, The Gepids and Ostrogoths launch a joint invasion of the Italian peninsula.

-Spearheading the invasion, the Gepids go city to city sacking each population center and then moving on. Odoacer and his army of Foederati are only ten miles from Rome when the Gepid army smashes into their lines head-on with unbridled fury. The matchup is about even until the Ostrogothic army headed by King Theoderic appears on the horizon, leading a large contingent of Gothic cavalry into the back of Odoacer's lines. The flanking move sparks a full out panic and Odoacer's army is slaughtered to a man.

-The Gepids and Ostrogoths make camp outside of Rome and make preparations to besiege the city. On the first morning of December 470AD, the Gepid army awakes to the sight of the Roman army sallied in the field, waiting for them. The sight is pitiful, but at the same time troubling - a large swathe of poorly-armed citizen militias headed by a legion of Eastern Comitatenses and their contingent of heavily armored equites cataphractarii. The Ostrogoths are nowhere to be seen.

-The Gepid army quickly forms up and begins to advance, and the already-formed Roman army charges with half-hearted fervor. The Kataphractoi of the Roman force slam furiously into the center of the Gepid army, throwing men everywhere and splitting the army in half. A sense of panic enters the Gepid lines but the tides slowly start to turn back to the Gepids, who begin dispath the poorly-trained Italian levies and fall in on and surround the Kataphractoi.
-The men of the Kataphractoi begin to see death as a real possibility now - the Gepids fall in on them from all sides and their line will only remain split so long as the thinly stretched lines of the Italian levies are holding - some have already begun to rout, however.

-The first slews of men begin to peek over the hills - a few bands, and then the horses. The dust begins to kick up. The Ostrogoths are here. The Gepid men at the rear see this and breathe a sigh of relief: victory was now a certainty.

-The first ranks of the Gothic infantry slammed hard and fast into the Gepid rear. The deafening roar of their battle cries drowned out the screams and agony of the Gepids as blades slid into their backs and the lances of the Kataphractoi pierced their hearts.

-What was left of the Gepid army was spared but forced to pass under the yoke by the Romans. Defeated. Humiliated. The Gepid army was pushed into the alps and left to die. What came out the other side was ever more pitiful than what had gone in. Hearing news of the treacherous defeat, the those back home packed up and left to regroup with the defeated army. The Gepids were moving house.


Kingdom of the Vandals - Rsharpe

Leader: Geisericus Rex (King Genseric)
Capital: Carthago
Primary Religion: Chalcedonian Christianity
Culture: East Germanic

-With the raiding season in high gear, the Vandals drop raiding against the Eastern Roman Empire in favor of attempting to rein in the Berbers and Moors in the West. Extensive raiding is also conductive on the coasts of the Italian peninsula, securing decent sums of coin and valuables for the Vandals to fund their state with.

-The Vandals begin to commission the construction of churches across the kingdom in order to legitimize themselves as the successors of Roman Africa. These new church projects come with the express blessing of the Byzantine Emperor, who lauds his African protectorate as a bunch of good ol' Christian boys.

-To aid in the running of their administration, the Vandals establish a codified system of weights and scales. This system is widely distributed and soon begins to overtake more ad-hoc methods that have been in use so far.

-With Roman grip on its Mediterranean territories weakened to a virtual nil, the Vandals step in to take control. By mid-year, control of Sicily and Magna Graecia as well as the Belearic islands is completely solidified.

-Beach landings are now conducted with specialized longboats which deploy from a larger ship to transport personnel to shore. With these longboats, the Vandals need not risk their precious warships while attempting to conduct an invasion from shore.

-To secure their grip on the heartland, the Vandals set up garrisoned outposts along more vulnerable roads, encouraging travel and trade along them. Each of these new outposts also has a rest-stop for messengers and couriers, allowing letters send from one end of the Kingdom to reach the other quickly and efficiently.


The Berber Tribes - GuitarMan

Leader: King Sila
Capital: Various
Primary Religion: African Paganism
Culture: Berber

-United under King Sila of the Western Berbers, the Berber tribes of Mauretania begin to expand towards the North-West at the tail of a strong raiding campaign led by tribal warrior nobility. By the end of the year, the Berbers have expanded all the way to Gibraltar, only stopped by the sturdy walls of Tingis.

-Raiding parties go far and wide in search of plunder, eventually running into Vandal guard posts at the edge of the Western Vandal border. This far-reaching push is facilitated by intensive breeding of mobile food sources such as goats, horses, and hogs. Berber raiding parties and Vandal border guards see minor clashes all through the year.

-With the push North-West, the Berbers begin to clash more and more often with tribes inhabiting the coastal and mountain regions of Mauretania. These tribes are eventually conquered and put under the yoke of the Berbers. Most of these newly conquered peoples are allowed to continue practicing their religion and customs, but a conscious effort is made to assimilate them.

-With the tribes growing exponentially due to the new expansions, King Sila begins to reorganize the tribes as to dissuade blood ties. He hopes to eventually fully unify his peoples into a single tribal identity, and this is a first step into the right direction.

Turns due next Friday - deadline is firm

Send as turn 2!

We keep it mostly to one thread, and diplomacy between player nations goes on through Steam chat- we now have a discord that we use regularly. You can mix up this concept with HotW nicely- keep threads for each country for announcements by players, they can make their own public statements of intention, so on. Turns can last however long you want them to be. Above is an example of an Antiquity RP that lasted a year each, but one of our most popular roleplays started from the stone age, and lasted about 500 years each for the first few turns, then slowed down for each age afterward.

To compare this system to HotW- as stated earlier, it's less of a numbers and diplomacy game and more of an abstract roleplay and writing type of forum RP. I'd highly recommend it myself, I'd also be tempted to come back for it if someone wanted to GM a version that takes place in HotW's timeline. Either way, thought I'd share that concept.
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Re: HOTW Turn Counter and Deadline

Postby MinnesotanKaiser » 06 Mar 2017, 02:06

I'm up for a game of this!
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Re: HOTW Turn Counter and Deadline

Postby ferdy0 » 13 Jan 2018, 20:10

And I'm back.

Pez nice to see you, sounds cool

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