STEAM GROUP
Rise of Ancient Lands R~O~A~L
STEAM GROUP
Rise of Ancient Lands R~O~A~L
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18 March, 2014
ABOUT Rise of Ancient Lands

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Admin: [SG]Vortex
Admin: [db]BarronVonRoflcopter

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-|Game Information|-
Year: 262 B.C.E.
In game money amount: Set to 20000
Army Movements: 2 Provinces per day
Military Actions: 1 Army has 1 Battle per day


-| Community Rules |-

In Rise of Ancient Lands, following the rules is an important part of the game community. These rules are here to allow everyone to have a good time. Breaking them will involve consquences!

1) No Racism. Racism not IG will not be tolerated.

2) Try to limit flame wars, HOWEVER if there has been no wars for an extended period of time we will permit it.

3) Respect your fellow Roleplayers.

4) Respect the Admins. The Admins do a lot for the group and its members.


World Map[postimg.org]
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POPULAR DISCUSSIONS
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RECENT ANNOUNCEMENTS
New Rules
THE FIRST STEP: JOINING A FACTION
1. Either pick one of the unpicked factions in the factions list discussion(comment with yours and the factions name),
2. OR apply to join an already existing faction as a general. To do this, you need to contact the current faction ruler. You will then not have to take as much responsibility for the faction, but will also be under the command of the faction leader.
3. You may only be in one faction at a time. If you leave a faction, you have to wait 3 days before joining/creating a new one.
4. Aternatively, you can make a revolution, taking over a faction:

REVOLUTION RULES:
- 3 land battles and 1 seige battle must be won by the rebels for the rebellion to be successful.
- The rebels can continue the attack so long as they win every fight however if they lose they must retreat and wait for the other side to then carry on their offensive attack. 
- Depending on how many battles the rebels won, once on the offensive, you must win the number of battles they won to crush them.
- Battles must be fought as in war rules



THE FIRST STEP WITH THE FACTION: TAKING NEUTRAL LAND:
1. The first army that you raise is free. See the "economic" discussion for more armies.
2. A Nation may take two regions of "rebel" land a day.
3. to capture a region, you must fight a custom battle with the AI. The battle map must follow these rules:
- must be in or nearby the province that you are attacking
- Blue city: unfortified port assault
- Green city: Fortified port assault
- Yellow city: Fortified town assault
- White city: land battle
4. The enemy army should be of decent strenght, and be the local faction (use the factions mod)
5. Take screen shots of the victory, then post an announcment about it. The announcment must contain;
- which region you took
- In which day you took the region (put ex. (monday) into the title)
- The screenshots
- In character: examples are: why/how you took the region
6. Land claimed must be connected to your already existing territory or be within reasonable port distance. This applies to land taken from other factions aswell.
7. Follow the movement and naval rules down below to get to your target.



NAVAL RULES AND MOVEMENT RULES

movement rules
1. On our world campaign map, armies and navies are able to move throughout the map.
2. It takes no time for a army to move to the next province adjacent to it. For example my army is in Rome and moves to Beneventum. I do not have to wait any amount of time to arrive at that settlement.
3. For a army to move through multiple provinces to reach its destination, it takes 24 hours to cross each territory that is in the way of their destination. For example if my army is in Rome on Tuesday and I wanted to move it to Massalia, the army would not arrive there until the same time the next day (Wednesday.)

naval
Movement accross the sea works in the same way as movement accross land.
Embarked armies:
- Armies may embark across the sea, but will then only be able to use: Infantry and missile ships. No Octeres or Hepteres ships.
- Armies may not intercept or attack other armies or navies whilst embarked, except for when disembarking.
Fleets:
- Move it like you would an embarked army.
- Fleets may intercept or attack embarked armies or other fleets.
- Fleets may blockade ports that are in their region (any amount of ports). This will take away the standard 100 gold from that province, whilst the fleet remains.



WAR: FIGHTING ANOTHER NATION:
**THERE CAN BE UNEVEN FIGHTS(Example:3v1)**
1. Declarations of War must be announced. A war must have a in-character valid reason.
2. Arranging battles must be announced. The defender has 36 hours from then until the enemy recieves an auto win.
3. If the battle is not fought the attacker automatically wins. UNLESS there is a valid reason that the defender cannot fight at that specific moment, but it will then have to be confirmed with moderators.
4. When you lose all your land you have lost your nation and will immediately become a client nation. The new client nation will be allowed one province that is given by the new rulers. (client nation rules in development)
5. Screenshots must be taken to prove victories in battles.
6. If a battle is lost, you cant raise another army for 24 hours.
7. Every territory has an auto garrison defending your lands. Armies that you purchase are for going on the offensive. Garrisons may not be moved to act as armies.

LAND GRANTS:
1. Land may only be given to another faction during times of war, or as a payment for a peace treaty. BUT it can not be given back after the war. Once it has been given away it is gone for a suspended period of time.
3. You may only give 1 province per week.
2. You are not able to give your capitol away; whether it be war no peace, you can't do it.

New army Rule
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18 March, 2014