Game Thread: Tales of the Desert 1.0 The Crossroads of Ishktar
#1
Posted 03 November 2012 - 06:22 PM
Three months after the election of the Defterdar, Prince Tserish formally informed me of the intentions of Pharaoh to move his entire court to Madeena al-Salaam. Essentially, he told me that my realm was going to be flooded by Nepeth armies, peasants, priests and nobility in search of that one thing that everyone cherishes: life. Their rivers were still drying up, their peasants dying by the thousands. Immigration or invasion, only time would tell, but an outright refusal would lead to war, and if I have learned one thing, it is that no-one fights harder than a desperate man. The Nepeth were happy to be masters of Ishktar only a short time ago, still flush with victory, and now viewed Ishktar as nothing more than a staging ground.
The House of Agreements, now governing Ishktar in my name and with their pride restored after gaining control of the Council, saw the oasis-city as the first step towards exacting as high a toll as possible on the Nepeth. The Khanate, pressured by the Nepeth and as opportunistic as ever, saw an opportunity for plunder and for dealing the Nepeth a heavy blow.
Just outside the city, the Nepeth quarter continued to grow explosively. A massive temple to the sun-god was raised, and at the shores of the Mirror, a canal was dug for the floating temple dedicated to their God of Mud, the patron deity of Prince Tserish of the Nepeth. The Mirror itself was as serene as ever, but rumors of bandits, murderers and thieves hiding in the sprawling slums and farming villages on the northern shore were very persistent, despite the City Guard's best efforts to root them out - and I quietly ordered them to keep their efforts to within the city walls. Let the Nepeth, so keen to police themselves, be slowed down by the efforts of the Guild of Beggars, and let them make enemies of one another. It would only serve me. In the Northern Desert mages and madmen meditated and experimented. Like them, my own Qadi frequently venture into it, both to escape my iron hold on them for a short while, as well as to keep an eye on the monasteries of the Cult of the Vulture.
Only inside the city, life went as it always did. But then, Madeena has always been a hotbed of intrigue, murder and power plays: it seemed that in times of turmoil, The City of Peace's prime export product is strife. Mages and Merchants continued to clash in the streets and in my court, the cult of the Night Prophet continued to grow bloated on offerings and missions, and had so many assignments that they almost had to forget about achieving their own mad goals.
And I watched it all. The place where I predicted that it all would come together was just outside of the city: the Ishktar Road. Cobblestones and trodden down dirt and dust. Sometimes worthy of its name, at others, nothing more than an ever shifting trail through quick sands. But this would be the area contested, and it would be the battleground, both literally and figuratively. Whether it would be settled by violence or by diplomacy, by murder or battle, by coalition or submission, by civilized means or by brutal robbings, it was all unsure, apart from the fact that many would lose everything and only a few could survive.
The House of Agreements, now governing Ishktar in my name and with their pride restored after gaining control of the Council, saw the oasis-city as the first step towards exacting as high a toll as possible on the Nepeth. The Khanate, pressured by the Nepeth and as opportunistic as ever, saw an opportunity for plunder and for dealing the Nepeth a heavy blow.
Just outside the city, the Nepeth quarter continued to grow explosively. A massive temple to the sun-god was raised, and at the shores of the Mirror, a canal was dug for the floating temple dedicated to their God of Mud, the patron deity of Prince Tserish of the Nepeth. The Mirror itself was as serene as ever, but rumors of bandits, murderers and thieves hiding in the sprawling slums and farming villages on the northern shore were very persistent, despite the City Guard's best efforts to root them out - and I quietly ordered them to keep their efforts to within the city walls. Let the Nepeth, so keen to police themselves, be slowed down by the efforts of the Guild of Beggars, and let them make enemies of one another. It would only serve me. In the Northern Desert mages and madmen meditated and experimented. Like them, my own Qadi frequently venture into it, both to escape my iron hold on them for a short while, as well as to keep an eye on the monasteries of the Cult of the Vulture.
Only inside the city, life went as it always did. But then, Madeena has always been a hotbed of intrigue, murder and power plays: it seemed that in times of turmoil, The City of Peace's prime export product is strife. Mages and Merchants continued to clash in the streets and in my court, the cult of the Night Prophet continued to grow bloated on offerings and missions, and had so many assignments that they almost had to forget about achieving their own mad goals.
And I watched it all. The place where I predicted that it all would come together was just outside of the city: the Ishktar Road. Cobblestones and trodden down dirt and dust. Sometimes worthy of its name, at others, nothing more than an ever shifting trail through quick sands. But this would be the area contested, and it would be the battleground, both literally and figuratively. Whether it would be settled by violence or by diplomacy, by murder or battle, by coalition or submission, by civilized means or by brutal robbings, it was all unsure, apart from the fact that many would lose everything and only a few could survive.
Everyone is entitled to his own wrong opinion. - Lizrad
#2
Posted 03 November 2012 - 06:37 PM
Locations and rules for Locations.
game locations ToD 1.png (33.61K)
Number of downloads: 3
Road to Ishktar Oasis (grey circle on the map). Connects to the Square of the Camels, the Mirror, and Ishktar. Players on this tile consume +1 Water during the Dawn Phase.
Bey: Khanate Clans: every player who moves into this tile pays 500 dinari to the Bey
Madeena al-Salaam (red circles on the map): 3 tiles, circular arrangement, with the Square of the Camels connecting to the Road.
Quarter of the Coin. Players in the Quarter of the Coin gain 1000 dinari each day phase.
Palace of the Khalif. Players in the Palace of the Khalif can create formal alliances that count towards victory.
Square of the Camels. Players in the Square of the Camels can and can use the Bazaar and can move for free to a connected tile during the day phase.
Slaver Camp: Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice.
Central Administration: Livestock is in effect. Players can produce 1 Livestock here during the dawn phase.
A Place of Worship: Whenever a player produces Magic or Worship, he produces 1 extra Magic and/or Worship. This includes Magic/Worship generated by Retainers and Items.
Madeena's Outskirts (blue circles on the map). 3 tiles, circular arrayment with the Mirror connecting to the Ishktar Road.
The Nepeth Barracks. players on this tile pay 1 less Slave when recruiting a Retainer while on this tile.
Border Fortress: Until the end of the game, when entering this tile, a player is attacked by a 1 CS army consisting of 1 Retainer. If the player wins the battle, no slaves are gained. If the battle is a tie or a loss for the player, the player can't move into the tile.
Black Market: Until the end of the game, everyone on this tile can, once per day, sell any 2 goods from their storage for a total sum of 500 dinari. The sold goods are removed from the game.
The Mirror. players on this tile produce 2 extra water during the dawn phase, and players at this location can use the Bazaar.
Bey of the Mirror: the Qadi have claimed the title of Bey of the Mirror. The Khalif's Justice cannot be used on this tile. Everyone moving to this tile pays 500 dinari to the Bey.
The Northern Desert. players on this tile can only be targeted by players who are also located on this tile.
Bazaar Rights: Until the end of the game, The Bazaar can now be used by players on this tile.
A Place of Worship: Whenever a player produces Magic or Worship, he produces 1 extra Magic and/or Worship. This includes Magic/Worship generated by Retainers and Items.
Slaver Camp: Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice.
Black Market: Until the end of the game, everyone on this tile can, once per day, sell any 2 goods from their storage for a total sum of 500 dinari. The sold goods are removed from the game.
The Southern Sands (yellow circles on the map). 3 tiles, circular arrayment, with Ishktar connected to the Road of Ishktar.
Ishktar Oasis.. Players in Ishktar Oasis can use the bazaar and gain 500 dinari each day phase. Connects to Road to Ishktar Oasis.
Slaver Camp: Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice
The Horse Plains. Players on the Horse Plains tile can convert 1 Livestock --> 1 Horse if they have own a Stables.
The Nepeth Empire. Players on the Nepeth Empire produce 1 Slave or 1 Worship or 1 Sandstone during each dawn phase.Black Market: Until the end of the game, everyone on this tile can, once per day, sell any 2 goods from their storage for a total sum of 500 dinari. The sold goods are removed from the game.
A Place of Worship: Whenever a player produces Magic or Worship, he produces 1 extra Magic and/or Worship. This includes Magic/Worship generated by Retainers and Items.
Bazaar Rights: Until the end of the game, The Bazaar can now be used by players on this tile.
To move between tiles, Retainer and item abilities can be used. There also are faction specific movements that involve a cost, split per faction.
Beggar's Guild once per day/night cycle, pay 2 Liquor. Move to an adjacent tile. This counts as your action for that phase.
Cult of Vultures: once per day/night cycle, pay 2 Worship. Move to an adjacent tile. This counts as your action for that phase.
House of Agreements: once per day/night cycle, use one of your Caravans. Move to an adjacent tile. This counts as your action for that phase.
Khanate: once per day/night cycle, pay 2 Horses. Move to an adjacent tile. This counts as your action for that phase.
Nepeth: once per day/night cycle, pay 2 Chariots. Move to an adjacent tile. This counts as your action for that phase.
Night Prophet: once per day/night cycle, pay 2 Weapons. Move to an adjacent tile. This counts as your action for that phase.
Qadi: once per day/night cycle, pay 2 Politics. Move to an adjacent tile. This counts as your action for that phase.

Number of downloads: 3
Road to Ishktar Oasis (grey circle on the map). Connects to the Square of the Camels, the Mirror, and Ishktar. Players on this tile consume +1 Water during the Dawn Phase.
Bey: Khanate Clans: every player who moves into this tile pays 500 dinari to the Bey
Madeena al-Salaam (red circles on the map): 3 tiles, circular arrangement, with the Square of the Camels connecting to the Road.
Quarter of the Coin. Players in the Quarter of the Coin gain 1000 dinari each day phase.
Palace of the Khalif. Players in the Palace of the Khalif can create formal alliances that count towards victory.
Square of the Camels. Players in the Square of the Camels can and can use the Bazaar and can move for free to a connected tile during the day phase.
Slaver Camp: Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice.
Central Administration: Livestock is in effect. Players can produce 1 Livestock here during the dawn phase.
A Place of Worship: Whenever a player produces Magic or Worship, he produces 1 extra Magic and/or Worship. This includes Magic/Worship generated by Retainers and Items.
Madeena's Outskirts (blue circles on the map). 3 tiles, circular arrayment with the Mirror connecting to the Ishktar Road.
The Nepeth Barracks. players on this tile pay 1 less Slave when recruiting a Retainer while on this tile.
Border Fortress: Until the end of the game, when entering this tile, a player is attacked by a 1 CS army consisting of 1 Retainer. If the player wins the battle, no slaves are gained. If the battle is a tie or a loss for the player, the player can't move into the tile.
Black Market: Until the end of the game, everyone on this tile can, once per day, sell any 2 goods from their storage for a total sum of 500 dinari. The sold goods are removed from the game.
The Mirror. players on this tile produce 2 extra water during the dawn phase, and players at this location can use the Bazaar.
Bey of the Mirror: the Qadi have claimed the title of Bey of the Mirror. The Khalif's Justice cannot be used on this tile. Everyone moving to this tile pays 500 dinari to the Bey.
The Northern Desert. players on this tile can only be targeted by players who are also located on this tile.
Bazaar Rights: Until the end of the game, The Bazaar can now be used by players on this tile.
A Place of Worship: Whenever a player produces Magic or Worship, he produces 1 extra Magic and/or Worship. This includes Magic/Worship generated by Retainers and Items.
Slaver Camp: Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice.
Black Market: Until the end of the game, everyone on this tile can, once per day, sell any 2 goods from their storage for a total sum of 500 dinari. The sold goods are removed from the game.
The Southern Sands (yellow circles on the map). 3 tiles, circular arrayment, with Ishktar connected to the Road of Ishktar.
Ishktar Oasis.. Players in Ishktar Oasis can use the bazaar and gain 500 dinari each day phase. Connects to Road to Ishktar Oasis.
Slaver Camp: Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice
The Horse Plains. Players on the Horse Plains tile can convert 1 Livestock --> 1 Horse if they have own a Stables.
The Nepeth Empire. Players on the Nepeth Empire produce 1 Slave or 1 Worship or 1 Sandstone during each dawn phase.Black Market: Until the end of the game, everyone on this tile can, once per day, sell any 2 goods from their storage for a total sum of 500 dinari. The sold goods are removed from the game.
A Place of Worship: Whenever a player produces Magic or Worship, he produces 1 extra Magic and/or Worship. This includes Magic/Worship generated by Retainers and Items.
Bazaar Rights: Until the end of the game, The Bazaar can now be used by players on this tile.
To move between tiles, Retainer and item abilities can be used. There also are faction specific movements that involve a cost, split per faction.
Beggar's Guild once per day/night cycle, pay 2 Liquor. Move to an adjacent tile. This counts as your action for that phase.
Cult of Vultures: once per day/night cycle, pay 2 Worship. Move to an adjacent tile. This counts as your action for that phase.
House of Agreements: once per day/night cycle, use one of your Caravans. Move to an adjacent tile. This counts as your action for that phase.
Khanate: once per day/night cycle, pay 2 Horses. Move to an adjacent tile. This counts as your action for that phase.
Nepeth: once per day/night cycle, pay 2 Chariots. Move to an adjacent tile. This counts as your action for that phase.
Night Prophet: once per day/night cycle, pay 2 Weapons. Move to an adjacent tile. This counts as your action for that phase.
Qadi: once per day/night cycle, pay 2 Politics. Move to an adjacent tile. This counts as your action for that phase.
This post has been edited by Path-Shaper: 30 November 2012 - 03:31 PM
Everyone is entitled to his own wrong opinion. - Lizrad
#3
Posted 03 November 2012 - 06:42 PM
Victory Conditions
Vicotry condition.
There is only one: LAST ALLIANCE STANDING
This means that everyone not in the Alliance, must be eliminated.
Unlike previous games, alliances aren't fixed, but up to player interaction.
Alliances must be formally made and announced (so everyone knows who is allied to whom).
Making an alliance.
To propose an alliance, you must be on the Khalif's Palace tile. You must pay 3 Politics and name a faction you can legally ally with. You then post the alliance offer in the designated thread in Hugin & Munin, per the provided text:
All players of that faction can then respond to Path-Shaper. Once a majority of the faction (50% +1 of its players) agrees, the alliance is sealed and confirmed during the dusk phase. Alliance proposals can be maintained as long as the player who proposed it, is still alive. He can also withdraw the offer (but this does not repay him the cost of proposing the action).
If the accepting party was already part of an alliance with a faction that is anathema to the newly allied party, the old alliance is broken.
The Qadi can't ally with the Cult of Vultures, nor with the Nepeth.
The Nepeth can't ally with the Qadi, nor with the Khanate.
The Khanate can't ally with the Nepeth, nor with the Houses of Agreement.
The Houses of Agreement can't ally with the Khanate, nor with the Guild of Beggars.
The Guild of Beggars can't ally with the Houses of Agreement, nor with the Night Prophet.
The Night Prophet can't ally with the Guild Beggars, nor with the Cult of Vultures.
The Cult of Vultures can't ally with the Night Prophet, nor with the Qadi.
Example:
Vicotry condition.
There is only one: LAST ALLIANCE STANDING
This means that everyone not in the Alliance, must be eliminated.
Unlike previous games, alliances aren't fixed, but up to player interaction.
Alliances must be formally made and announced (so everyone knows who is allied to whom).
Making an alliance.
To propose an alliance, you must be on the Khalif's Palace tile. You must pay 3 Politics and name a faction you can legally ally with. You then post the alliance offer in the designated thread in Hugin & Munin, per the provided text:
Quote
The <your faction here> proposes an alliance to <faction of choice>.
All players of that faction can then respond to Path-Shaper. Once a majority of the faction (50% +1 of its players) agrees, the alliance is sealed and confirmed during the dusk phase. Alliance proposals can be maintained as long as the player who proposed it, is still alive. He can also withdraw the offer (but this does not repay him the cost of proposing the action).
If the accepting party was already part of an alliance with a faction that is anathema to the newly allied party, the old alliance is broken.
The Qadi can't ally with the Cult of Vultures, nor with the Nepeth.
The Nepeth can't ally with the Qadi, nor with the Khanate.
The Khanate can't ally with the Nepeth, nor with the Houses of Agreement.
The Houses of Agreement can't ally with the Khanate, nor with the Guild of Beggars.
The Guild of Beggars can't ally with the Houses of Agreement, nor with the Night Prophet.
The Night Prophet can't ally with the Guild Beggars, nor with the Cult of Vultures.
The Cult of Vultures can't ally with the Night Prophet, nor with the Qadi.
Example:
Quote
The House of Agreements proposes an alliance to the Qadi. The Qadi are already allied with the Guild of Beggars, who are anathema to the Houses.
If the Qadi accept, then the alliance between the Qadi and the Guild of Beggars is broken.
If the Qadi accept, then the alliance between the Qadi and the Guild of Beggars is broken.
Everyone is entitled to his own wrong opinion. - Lizrad
#4
Posted 03 November 2012 - 06:46 PM
Tile actions
Players can use several actions to improve the tile they are at, yielding them and any other occupants certain benefits, as well as boosting their military capabilities.
Q&A answer: Using a tile action does NOT count as your action for that phase (as all you do is pay a cost).
Q&A answer: Tile actions are announced on thread, for example: "The Khalif's Justice is in effect on the Northern Desert."
Tile actions: political.
Political actions amount to bringing the area under control, centralizing power, logistics and opening the market. The cost for political tile actions is paid in Politics (as one has to lobby the Khalif for the rights).
The Khalif's Justice (5 Politics).
Until the end of this day/night cycle, everyone on this tile is guarded and healed. Players can still use movement actions to get out or in of this tile.
NB: The Khalif's Justice, when used, works in all ways as a Heal: the first time you'd die, you live. Apart from being lynched. If the Heal is not used up, you gain +1/+0 Life Points.
Request Bazaar Rights (4 politics). Not applicable for The Mirror, the Square of the Camels and Ishktar Oasis.
Until the end of the game, The Bazaar can now be used by players on this tile.
Central Administration (6 Politics).
Name Water, Wood, Slaves, Sandstone, Politics, Mud, Metal, Magic, Livestock or Gemstones.
Until the end of the game, players on this tile gain 1 of the named good during the dawn phase. This action can be used multiple times per tile, but only once per type of good.
Proclaim Ownership (11 politics). Not applicable for Ishktar Oasis, The Khalif's Palace, the Quarter of the Coin, and the Square of the Camels.
The tile you are currently on is claimed as belonging to your faction. A title is created: "Bey of the <Tile Name>".
Bey of the "<Tile Name>": everyone who moves into "<Tile Name>", pays 500 dinari to the Bey. This is a hereditary title (if the Bey dies, the title moves on to the next player of his faction).
Once Ownership of a tile has been claimed, The Khalif's Justice can no longer be used there, until the last Bey of the tile dies.
Tile actions: military.
Military tile actions are all about protecting what is yours and making it more difficult to others to encroach on your territory.
The costs for military tile actions are paid in Weapons.
Recruit Troops(2 weapons).
Until the end of the day/night cycle, each player on this tile can recruit one tier 1 Retainer for free from one of their Retainer buildings.
NB: The recruitment does not count as your action. A player can do it only once per cycle.
Khalif's Guard Station (4 Weapons)
Until the end of the game, players on this tile without Retainers receive 1 Retainer called "Madeena Guard Platoon" with 0 CS, 0 LS, 0 WC and Tier 1 when entering battle as the defender.
NB: the Retainer is destroyed after the battle, and comes into play at the front of your destruction queue.
Border Fortress (6 Weapons). Not applicable for The Khalif's Palace and the Quarter of the Coin
Until the end of the game, when entering this tile, a player is attacked by a 1 CS army consisting of 1 Retainer. If the player wins the battle, no slaves are gained. If the battle is a tie or a loss for the player, the player can't move into the tile.
Staging Ground (8 Weapons). Not applicable for Ishktar Oasis, The Road to Ishktar, The Mirror, The Khalif's Palace, the Quarter of the Coin, and the Square of the Camels.
Until the end of the game, players on this tile who enter Battle receive +1 CS for themselves and for each of their Retainers. This bonus is also applied to Retainers created by the Khalif's Guard Station and Border Fortress.
NB: the bonus also applies when attacking out of this tile into a different tile as the attacker.
Tile Actions: religious
Religious tile actions are actions that petition the heavens to grant certain boons. It is like a localized, one time prayer. All costs for religious tile actions are paid in Worship.
A Place of Worship (2 Worship)
Whenever a player produces Magic or Worship, he produces 1 extra Magic and/or Worship. This includes Magic/Worship generated by Retainers and Items.
NB: this goes once per action, so Dawn only: once per day/night cycle, produce 2 Magic (Mystic Altar) would produce 2+1 = 3 Magic.
Prayer Shrine on the other hand (Day only: 1 Magic --> 1 Worship) would produce 1 Magic --> 1+1 Worship = 2 Worship every single time 1 Magic gets converted.
A Prayer for Rain (4 worship)
Until the end of the day phase, all farms controlled by players on this tile produce twice the usual resources when used.
NB: This goes for all different uses. 1 Mud + 1 Water → 1 Cotton --> 2 Cotton, Day only: 2 Mud + 2 Water + 1 Oxen → 5 Cotton becomes 5 x2 Cotton.
Sacrosanct (9 worship)
Until the end of the phase, people on this tile can't be lynched.
Hadj (11 Worship)
Target any tile in the game. You and everyone on your current tile is moved to it, at a movement rate of one tile per phase, through the shortest route possible. If a player is already on a Hadj when targeted with another Hadj, he completes his current Hadj before starting to move to the destination of the second Hadj.
Tile Actions: economical
Economical tile actions are about the exploiting of natural resources, opening markets and warehouses, buying and selling goods and giving economical versatility. The cost for all economical tile actions is paid in dinari.
Black Market (1000 dinari)
Establish an independendent market, selling to local settlers on this tile. Until the end of the game, everyone on this tile can, once per day, sell any 2 goods from their storage for a total sum of 500 dinari. The sold goods are removed from the game.
NB: the goods do not have to be of the same type, so you can sell 1 Grain and 1 Water, for example.
Slaver Camp (2000 dinari)
Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice.
Mercantile Contacts (4000 dinari)
Name a good. Until the end of the game, while on this tile, once per day per player, they can pay 1000 dinari to obtain 1 of that good.
NB: Mercantile Contacts that purchase Magic or Worship or Farm products are affected by A Place of Worship and A Prayer for Rain respectively, doubling the output.
Crossroads of the World (8000 dinari)
Not applicable to The Mirror, the Khalif's Palace and Ishktar Oasis.
Until the end of the game, during each day phase, each player on this tile can produce 1 of the following Item:
Players can use several actions to improve the tile they are at, yielding them and any other occupants certain benefits, as well as boosting their military capabilities.
Q&A answer: Using a tile action does NOT count as your action for that phase (as all you do is pay a cost).
Q&A answer: Tile actions are announced on thread, for example: "The Khalif's Justice is in effect on the Northern Desert."
Tile actions: political.
Political actions amount to bringing the area under control, centralizing power, logistics and opening the market. The cost for political tile actions is paid in Politics (as one has to lobby the Khalif for the rights).
The Khalif's Justice (5 Politics).
Until the end of this day/night cycle, everyone on this tile is guarded and healed. Players can still use movement actions to get out or in of this tile.
NB: The Khalif's Justice, when used, works in all ways as a Heal: the first time you'd die, you live. Apart from being lynched. If the Heal is not used up, you gain +1/+0 Life Points.
Request Bazaar Rights (4 politics). Not applicable for The Mirror, the Square of the Camels and Ishktar Oasis.
Until the end of the game, The Bazaar can now be used by players on this tile.
Central Administration (6 Politics).
Name Water, Wood, Slaves, Sandstone, Politics, Mud, Metal, Magic, Livestock or Gemstones.
Until the end of the game, players on this tile gain 1 of the named good during the dawn phase. This action can be used multiple times per tile, but only once per type of good.
Proclaim Ownership (11 politics). Not applicable for Ishktar Oasis, The Khalif's Palace, the Quarter of the Coin, and the Square of the Camels.
The tile you are currently on is claimed as belonging to your faction. A title is created: "Bey of the <Tile Name>".
Bey of the "<Tile Name>": everyone who moves into "<Tile Name>", pays 500 dinari to the Bey. This is a hereditary title (if the Bey dies, the title moves on to the next player of his faction).
Once Ownership of a tile has been claimed, The Khalif's Justice can no longer be used there, until the last Bey of the tile dies.
Tile actions: military.
Military tile actions are all about protecting what is yours and making it more difficult to others to encroach on your territory.
The costs for military tile actions are paid in Weapons.
Recruit Troops(2 weapons).
Until the end of the day/night cycle, each player on this tile can recruit one tier 1 Retainer for free from one of their Retainer buildings.
NB: The recruitment does not count as your action. A player can do it only once per cycle.
Khalif's Guard Station (4 Weapons)
Until the end of the game, players on this tile without Retainers receive 1 Retainer called "Madeena Guard Platoon" with 0 CS, 0 LS, 0 WC and Tier 1 when entering battle as the defender.
NB: the Retainer is destroyed after the battle, and comes into play at the front of your destruction queue.
Border Fortress (6 Weapons). Not applicable for The Khalif's Palace and the Quarter of the Coin
Until the end of the game, when entering this tile, a player is attacked by a 1 CS army consisting of 1 Retainer. If the player wins the battle, no slaves are gained. If the battle is a tie or a loss for the player, the player can't move into the tile.
Staging Ground (8 Weapons). Not applicable for Ishktar Oasis, The Road to Ishktar, The Mirror, The Khalif's Palace, the Quarter of the Coin, and the Square of the Camels.
Until the end of the game, players on this tile who enter Battle receive +1 CS for themselves and for each of their Retainers. This bonus is also applied to Retainers created by the Khalif's Guard Station and Border Fortress.
NB: the bonus also applies when attacking out of this tile into a different tile as the attacker.
Tile Actions: religious
Religious tile actions are actions that petition the heavens to grant certain boons. It is like a localized, one time prayer. All costs for religious tile actions are paid in Worship.
A Place of Worship (2 Worship)
Whenever a player produces Magic or Worship, he produces 1 extra Magic and/or Worship. This includes Magic/Worship generated by Retainers and Items.
NB: this goes once per action, so Dawn only: once per day/night cycle, produce 2 Magic (Mystic Altar) would produce 2+1 = 3 Magic.
Prayer Shrine on the other hand (Day only: 1 Magic --> 1 Worship) would produce 1 Magic --> 1+1 Worship = 2 Worship every single time 1 Magic gets converted.
A Prayer for Rain (4 worship)
Until the end of the day phase, all farms controlled by players on this tile produce twice the usual resources when used.
NB: This goes for all different uses. 1 Mud + 1 Water → 1 Cotton --> 2 Cotton, Day only: 2 Mud + 2 Water + 1 Oxen → 5 Cotton becomes 5 x2 Cotton.
Sacrosanct (9 worship)
Until the end of the phase, people on this tile can't be lynched.
Hadj (11 Worship)
Target any tile in the game. You and everyone on your current tile is moved to it, at a movement rate of one tile per phase, through the shortest route possible. If a player is already on a Hadj when targeted with another Hadj, he completes his current Hadj before starting to move to the destination of the second Hadj.
Tile Actions: economical
Economical tile actions are about the exploiting of natural resources, opening markets and warehouses, buying and selling goods and giving economical versatility. The cost for all economical tile actions is paid in dinari.
Black Market (1000 dinari)
Establish an independendent market, selling to local settlers on this tile. Until the end of the game, everyone on this tile can, once per day, sell any 2 goods from their storage for a total sum of 500 dinari. The sold goods are removed from the game.
NB: the goods do not have to be of the same type, so you can sell 1 Grain and 1 Water, for example.
Slaver Camp (2000 dinari)
Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice.
Mercantile Contacts (4000 dinari)
Name a good. Until the end of the game, while on this tile, once per day per player, they can pay 1000 dinari to obtain 1 of that good.
NB: Mercantile Contacts that purchase Magic or Worship or Farm products are affected by A Place of Worship and A Prayer for Rain respectively, doubling the output.
Crossroads of the World (8000 dinari)
Not applicable to The Mirror, the Khalif's Palace and Ishktar Oasis.
Until the end of the game, during each day phase, each player on this tile can produce 1 of the following Item:
Quote
Exotic Good
Value: 2000 dinari.
destroy this item while in any tile associated with Madeena al-Salaam, or just destroy this item in a game in which there are no tiles.
Gain 2000 dinari.
Value: 2000 dinari.
destroy this item while in any tile associated with Madeena al-Salaam, or just destroy this item in a game in which there are no tiles.
Gain 2000 dinari.
This post has been edited by Tapper: 30 November 2012 - 06:14 PM
Everyone is entitled to his own wrong opinion. - Lizrad
#5
Posted 11 November 2012 - 04:26 PM
Number of players: 18.
Alts: Ampelas, Anomandaris, Atrahal, Emurlahn, Fener, Galain, Karosis, Korvalain, Olar Ethil, Osseric, Ruse, Silanah, Sorrit, Spite, Telas, Tellan, Tennes, Tulas Shorn.
Alts: Ampelas, Anomandaris, Atrahal, Emurlahn, Fener, Galain, Karosis, Korvalain, Olar Ethil, Osseric, Ruse, Silanah, Sorrit, Spite, Telas, Tellan, Tennes, Tulas Shorn.
Only someone with this much power could make this many frittatas without breaking any eggs.
#6
Posted 12 November 2012 - 09:59 AM
It is Day 1. 35 hours and 59 minutes remaining
18 Players still alive: Ampelas, Anomandaris, Atrahal, Emurlahn, Fener, Galain, Karosis, Korvalain, Olar Ethil, Osseric, Ruse, Silanah, Sorrit, Spite, Telas, Tellan, Tennes, Tulas Shorn
10 votes to lynch, 9 votes to go to night.
Players not voted: Ampelas, Anomandaris, Atrahal, Emurlahn, Fener, Galain, Karosis, Korvalain, Olar Ethil, Osseric, Ruse, Silanah, Sorrit, Spite, Telas, Tellan, Tennes, Tulas Shorn
18 Players still alive: Ampelas, Anomandaris, Atrahal, Emurlahn, Fener, Galain, Karosis, Korvalain, Olar Ethil, Osseric, Ruse, Silanah, Sorrit, Spite, Telas, Tellan, Tennes, Tulas Shorn
10 votes to lynch, 9 votes to go to night.
Players not voted: Ampelas, Anomandaris, Atrahal, Emurlahn, Fener, Galain, Karosis, Korvalain, Olar Ethil, Osseric, Ruse, Silanah, Sorrit, Spite, Telas, Tellan, Tennes, Tulas Shorn
Only someone with this much power could make this many frittatas without breaking any eggs.
#8
Posted 12 November 2012 - 10:08 AM
For the history books, the conflict will probably begin with the first fights and deaths of great men and women. For me, it began with a flurry of diplomatic and commercials overtures.
The Khan of Khans paid me a personal visit. He asked me for the right for the White Foal to govern the Sands between Ishktar Oasis and Madeena in my name, putting the Clan between the Nepeth and the city. I agreed. It will result in a minor loss of taxes and a lot of warm, belligerent bodies in the way of the Nepeth. The Merchant Houses were outraged, all the more so when they learned the identity of the new Bey: a well-known raider. The Khan had predicted as much, but I can't fault him for his logic: the person in question has great knowledge of relieving people of their valuables, which will serve him well in his new capacity.
A member of the Khanate has become Bey of the Road to Ishktar.
The Khalif's Justice cannot be used on the Road to Ishktar.
An individual in the city's bureacracy has started a very lucrative business in The Square of the Camels, organising slaver raids to the tribes at the edge of Madeena's sphere of influence. Since he taxes every expedition going out and in, the city's coffers overflow.
A Slaver Camp is established on the Square of the Camels.
Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice.
The Khan of Khans paid me a personal visit. He asked me for the right for the White Foal to govern the Sands between Ishktar Oasis and Madeena in my name, putting the Clan between the Nepeth and the city. I agreed. It will result in a minor loss of taxes and a lot of warm, belligerent bodies in the way of the Nepeth. The Merchant Houses were outraged, all the more so when they learned the identity of the new Bey: a well-known raider. The Khan had predicted as much, but I can't fault him for his logic: the person in question has great knowledge of relieving people of their valuables, which will serve him well in his new capacity.
A member of the Khanate has become Bey of the Road to Ishktar.
The Khalif's Justice cannot be used on the Road to Ishktar.
An individual in the city's bureacracy has started a very lucrative business in The Square of the Camels, organising slaver raids to the tribes at the edge of Madeena's sphere of influence. Since he taxes every expedition going out and in, the city's coffers overflow.
A Slaver Camp is established on the Square of the Camels.
Until the end of the game, once per day, each player at this tile can produce 2 Slaves for free, or 1 good from the following list: Wood, Sandstone, Mud, Metal or Livestock, their choice.
Only someone with this much power could make this many frittatas without breaking any eggs.
#10
Posted 12 November 2012 - 10:45 AM
Also, I like my big big hat. Not sure about the red knobbly thing on top though.
#11
Posted 12 November 2012 - 10:46 AM
second! but ive got to go work soon so wont be prolific right now.
#12
Posted 12 November 2012 - 10:50 AM
Interesting, so we have a Khanate in the center of our movement possibilities, though I'm surprised that someone is willing to pay that much politics considering their significance for forming alliances. It would mean that he either produces lots of politics or that he gave most of his 13 starting goods for this.
And someone else had made the Square of Camels quite profitable, compared to other tiles. Now is that because he wants people to go there or because he needs slaves?
And someone else had made the Square of Camels quite profitable, compared to other tiles. Now is that because he wants people to go there or because he needs slaves?
#13
Posted 12 November 2012 - 10:51 AM
The tax collector gathers what is his due.
All players must subtract 500 dinari from their Treasury.
All players must subtract 500 dinari from their Treasury.
Only someone with this much power could make this many frittatas without breaking any eggs.
#14
Posted 12 November 2012 - 10:54 AM
Galain, on 12 November 2012 - 10:50 AM, said:
Interesting, so we have a Khanate in the center of our movement possibilities, though I'm surprised that someone is willing to pay that much politics considering their significance for forming alliances. It would mean that he either produces lots of politics or that he gave most of his 13 starting goods for this.
And someone else had made the Square of Camels quite profitable, compared to other tiles. Now is that because he wants people to go there or because he needs slaves?
And someone else had made the Square of Camels quite profitable, compared to other tiles. Now is that because he wants people to go there or because he needs slaves?
Regarding the Khan Bey thing, I think it's a money-making venture. It's right in the centre of everything, likely most people will move through it, and all will be paying that player money, if I have it right. As for the alliances, they have no real immediate usefulness anyway, as far as I can see.
#15
Posted 12 November 2012 - 10:56 AM
Path-Shaper, on 12 November 2012 - 10:51 AM, said:
The tax collector gathers what is his due.
All players must subtract 500 dinari from their Treasury.
All players must subtract 500 dinari from their Treasury.
The fuck? I say we all gather together and kill the tax collector. Vote for Path-Shaper?

#16
Posted 12 November 2012 - 10:58 AM
Atrahal, on 12 November 2012 - 10:54 AM, said:
Galain, on 12 November 2012 - 10:50 AM, said:
Interesting, so we have a Khanate in the center of our movement possibilities, though I'm surprised that someone is willing to pay that much politics considering their significance for forming alliances. It would mean that he either produces lots of politics or that he gave most of his 13 starting goods for this.
And someone else had made the Square of Camels quite profitable, compared to other tiles. Now is that because he wants people to go there or because he needs slaves?
And someone else had made the Square of Camels quite profitable, compared to other tiles. Now is that because he wants people to go there or because he needs slaves?
Regarding the Khan Bey thing, I think it's a money-making venture. It's right in the centre of everything, likely most people will move through it, and all will be paying that player money, if I have it right. As for the alliances, they have no real immediate usefulness anyway, as far as I can see.
Well, you can try winning on your own with your faction, but with more people it will get easier to get a majority. Though will probably more interesting once we get to the endgame.
#17
Posted 12 November 2012 - 10:59 AM
Atrahal, on 12 November 2012 - 10:56 AM, said:
Path-Shaper, on 12 November 2012 - 10:51 AM, said:
The tax collector gathers what is his due.
All players must subtract 500 dinari from their Treasury.
All players must subtract 500 dinari from their Treasury.
The fuck? I say we all gather together and kill the tax collector. Vote for Path-Shaper?

Iirc, there was a role like that in previous games, but I can't recall how exactly it worked, nor do I have the time to look for it right now.
#18
Posted 12 November 2012 - 11:06 AM
A small band of citizens of Ishktar is regularly raiding the tribes of Suhhan, bringing back tall, strong slaves that are either used as labour power, or sold on the auction block.
A Slavers Camp is established in Ishktar Oasis.
A Slavers Camp is established in Ishktar Oasis.
Only someone with this much power could make this many frittatas without breaking any eggs.
#20
Posted 12 November 2012 - 12:32 PM
I too am here. I'm not happy about this tax thing already.