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Nate The Shoe
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Heroes Fall by Hail of Arrows

-Version 2- [Spellchecked cool ]

(#000) Table of Contents

Introduction.....................................(#001)
The Art of War- Statistics............................(#002)
Heroes of the Kingdom...................................(#003)
Colonization and Advancement......................(#004)
The Heart of Mercantilism.............................(#005)
Peasants Under Feudalism..............................(#006)
Landscape Logistics.....................................(#007)
Beginning the Conquest...............................(#008)
Clarifying the Rules of Engagement.................(#009)

(#001) Introduction

-General Description:

Heroes Fall by Hail of Arrows is a conquest board game for two, three or four players. The objective is to eliminate your opponent from the map by military means. The board consists of economic diversity, where peasants must be sent out to cultivate resources sufficient enough to train an army.

The game consists of nine military units, each balanced out for a complex rocks-paper-scissors system. Players construct mighty citadels only to watch trebuchets and war elephants tear them apart. Cataphracts gallop bravely into the enemy lines to be shred apart by flays of a halberd. Heroes are born on the battlefield, only to fall to a hail of longbow arrows. Will your military prowess conquer the lands or be dominated?

-Storyline:

Four dominate empires have all set their sights upon the island of Idalia, a mythical land said to hold the Fountain of Youth, giving its bathers immortality. Britain, Egypt, Germania and Turk have all set sail for Idalia, a small residence off of Greece. Scouts have been sent ahead to see if it really does exist. Unfortunately, all the countries were ignorant of the other’s plans. Realizing too late their enemy’s presence in the land, the castles are under funded with few defenses. Using the land at their disposal, armies are trained anew and pitted against each other for victory.

Who will lay claim to Idalia?

-The Civilizations:

England: The British are praised and feared worldwide for their skill with a bow, inventors of the ingenious longbow. They start the game with a Tower, Archer and +2 Wood. Red-colored units.

Egypt: Egyptians have to live in the harsher conditions of the desert, so they have learned how to effectively use elephants, both agriculturally and militarily. They start the game with a Bombard, Elephant and +2 Food. Yellow-colored units.

Germania: The primitive tribes of Germany who felled the mighty Roman Empire. Teutons are simple warriors proficient with infantry, so they start the game with a Tower, Pikeman and +2 Iron.

Turkey: The Ottoman Empire protected western Europe from the threat of the Mongols, a mysterious empire who optimally used guerrilla tactics. Over time the Turks have adapted these techniques, so they start the game with a Bombard, Knight and +2 Gold.

(#002) The Art of War- Statistics

Health- When a unit is attacked, the opponent’s attack is deducted from his remaining health points. If this reaches 0, the unit is dead and must be removed from the field. Damage inflicted is marked on each by damage counters.
Attack- As per the explanation above, attack is what reduces your opponent’s health. This number never varies.
Range- The number of squares that a unit can attack an enemy from. This number also never varies.
Speed- The number of squares that unit can move in one turn. This number is a constant, but that turn’s movement can be hindered by certain terrain features. IF Remaining Speed - Terrain Movement Penalty <= 0, THEN that unit cannot cross that terrain. Units can choose to move less than their maximum speed.
Cost- The resources required for each unit/building to be built. When bought, they are placed adjacent to either a castle or barracks of that player’s choosing. The resources spent must be discarded back into the bank.

(#003) Heroes of the Kingdom

-Battlement Statistics:

Unit Name Health Attack Range Speed Cost
Pikeman ..…. 3 ….... 2 …... 1 ….... 3 ….. 1 Food, 3 Wood, 2 Iron -- (6)
Knight ......... 4 ….... 1 …... 1 ……. 5 ….. 3 Food, 3 Iron -- (6)
Elephant ..…. 6 ....... 2 …... 1 ……. 2 ….. 5 Food, 1 Iron, 1 Gold -- (7)
Archer ……... 2 ...... 1 ….. 2-4 …… 4 ….. 1 Food, 4 Wood, 1 Gold -- (6)
Tower ........... 5 ...... 1 ….. 2-5 …… 0 ….. 2 Wood , 3 Iron, 2 Gold -- (7)
Raider ……... 3 ...... 1 ….. 1-2 ….. 5 ....... 3 Food, 1 Wood, 2 Gold -- (6)
Bombard ….. 4 ....... 2 ….. 2-4 ….. 0 …... 1 Wood , 4 Iron, 1 Gold, -- (6)
Cleric ........... 2 ....... 1 ….. 1-3 ….. 3 …... * 1 Food, 5 Gold -- (6)
Trebuchet …. 3 ....... 1 ….. 3-5 ….. 3 …... * 4 Wood, 2 Iron, 1 Gold -- (7)

*Clerics and trebuchets are specialty units, those that have attributes in addition to health, attack, range, speed and cost. Clerics cannot attack. Rather, they focus their magic on a nearby ally that’s in range and heals them one point of damage. Trebuchets are mighty siege engines who gain +1 attack against buildings. They can’t, however, move and attack.

-Description:

Pikeman [Halberdier]- Simply adorned yet deadly in combat. They wear the basic mail armor, helmet and tunic and are equipped with pikes (long wooden spears, but not for throwing). These are best used to counter a cavalry rush.

Knight [Cataphract]- The valiant warriors of the battlefield. They charge headlong into enemy territory with lance and scimitar. Great at cutting down the enemy long-ranged opposition or performing raids on your enemy’s economy.

Elephant [War Elephant]- The terror of war, these behemoths do not fall with ease. Tears through enemy lines with hooves and spike-adorned tusks. Unfortunately, their incredible health and strength is hindered by its low speed.

Raider [Keshik]- As their name suggests, these are the optimal units to raid the enemy’s camp with by utilizing guerilla tactics. The rider sits upon its agile steed with javelin in hand, giving the option of both melee and long-ranged combat. Raiders are descendants of the Mongolian empire who learned their fighting tactics and pass them along.

Archer [Longbowman]- With their precise aim, they’ll give the enemy a deadly hail of arrows from afar. Equipped only with a longbow, they sacrifice armor for mobility. Should stay towards the rear of your army to make full use of their range.

Tower [Sentry]- Mighty iron towers with archers inside. Their range is unmatched, and their durability is only topped by War Elephants. Can be in trouble if units can overcome their range into direct combat. Useful for holding onto a piece of land or harassing the edges of an encampment.

Bombard [Bombardment]- Iron towers that use medieval cannons instead of bow and arrows. Gunpowder is a new technology adapted from the Chinese, so it is still in its primitive stages. Superior attack but inferior range against the Sentry. Especially useful against War Elephants.

Cleric- Holy men sent into battle to heal the wounds of their fellows. They were originally sent to the new land to convert the savages, but had to change tactics upon learning of the upcoming war. Are pacifists who choose not to battle for their king.

Trebuchet- These are giant wooden siege engines designed specifically for destroying buildings. They sling giant boulders that tear down castles, but can be easily avoided by enemy units. It requires excessive time to prepare, and thusly cannot move and fire on the same day.

-Categorization:

Cavalry: Warriors mounted on elephants, or more commonly, horses. Includes Knights, Elephants and Raiders.
Infantry: Warriors that travel by foot. Includes Archers and Pikemen.
Buildings: Immobile structures. Includes Towers and Bombards.
Siege: Constructed weapons for mobile siege. Includes Trebuchets.

Melee: Those that attack directly (one square away). Includes Knights, Elephants, Pikemen and Raiders.
Ranged: Those that attack indirectly (two plus squares away). Includes Raiders, Archers, Towers, Bombards and Trebuchets.

(#004) Colonization and Advancement

-Statistics:

Building Name Health Attack Range Speed Cost
Barracks .............. 3 ….... 0 ….. 1 …….. 0 ….. 4 Wood, 2 Iron
Castle .................. 7 ........ 1 … 1/1-2 …..0 …... 5 Wood, 4 Iron, 1 Gold
Market ................ 2 ........ 0 ….. -- …….. 0 …... 3 Wood, 1 Gold
Wall .................... 4 …….. 0 …. -- ........ 0 ……. 3 Wood, 2 Iron
Gate ................... 3 …….. 0 ….. -- ........ 0 ……. 2 Gold
Farm .................. 2 …….. 0 ….. 0 ......... 0 ........ 4 Wood

-Description:

Castle [Stronghold]- The center of your campaign: each player begins with one castle. This is where you create your units. Its high walls make it very durable, and it is able to attack a short distance with its inhabitants turned archer.
Barracks [Encampment]- This functions similarly to a castle, save it lacks the attacking capability and is less stable. Useful for when a player may not have enough resources for a castle or is on the offensive.
Market [?]- Creates a center for local trade instead of traveling to foreign countries, eliminating inflated prices. A player can, at any time, trade in three of the same resource for a different one. With a market built, this ratio becomes 2:1. This does not change if more than one market is built. The ratio will revert to 3:1 if all that player’s existing markets have been destroyed.
Wall- Protects citizens from raids. Impassable by all units, but may be fired over (arrows).
Gate- Built to replace a wall (wall must have been bought first). Passable by all allied units.
Farm- Gives food like the food tile, but can be destroyed. Must be built on plains.

(#005) The Heart of Mercantilism

Mer•can•til•ism (mûr’kan-te-liz’em)- Colonies of a nation export raw materials to the homeland in exchange for furnished goods and protection in the new world.

-The Four Consumptions:

Food- All living things require food to stay alive. This is especially true for stable animals to feed and maintain.
Wood- Idalia is a land abundant with forests. Wood is required for the more primitive or lighter weapons. Also used for buildings.
Iron- Warriors need iron for armor, as do buildings for fortification.
Gold- The warriors whose jobs are more difficult require payment for their service. Gold can also be traded in, at a 3:1 ratio, for any of the other three resources.

(#006) Peasants Under Feudalism

-The Peasant’s Statistics:

Unit Name Health Attack Range Speed Cost
Peasant …….. 2 …... 0 …... 0 ….... 3 …... 1 Food, 2 X* -- (3)
*This can be any two resources (includes a combination of two different ones) of the player’s choice, including food

-What It Does:

As you can see, this is a fragile unit who cannot attack, so it is suggested you keep them away from the front lines. At the beginning of each player’s turn, they look at the board to see which of their peasants are standing on a resource tile. If so, they receive one of that resource. Some things to note:

-There is a 10-peasant limit, but players may not want to always hit this limit.
-Peasants can be passed through by either team, but citizens cannot pass through the enemy.
-Moving two citizens costs one Turn Point. If a player has only one citizen he wishes to move, this will still cost him one Turn Point.

(#007) Landscape Logistics

-Terrain Choke-Ups:

Plains [Grasslands]: Default terrain piece, no movement deduction or specialties. Light green, patch of grass.
Woods [Forest]: -1 speed. Dark green, tree.
Marsh [Wasteland]: -1 speed. No buildings. Blue, lilipad.
Mountains [?]: -2 speed. No buildings. Brown, mountain.

-Resource Tiles:

These are the tiles from which citizens gather resources:

Food [Meat]- Animals hunted for food. Red, deer.
Wood [Lumber]- Lumber cut down for wood. Dark-green, tree. This is the same terrain piece as the Forest.
Gold [Gold Mine]- A cave that is mined for gold. Yellow, rock.
Iron [Iron Quarry]- Land that has been stripped for iron. Gray, rock.

Every resource tile has a terrain penalty of one speed. Only the forest tiles can be built on.

(#008) Beginning the Conquest

The Map:
Between you and the other player(s), decide upon what size map to play. The game comes with 36 board pieces, shuffle and place them down randomly in a square shape. If desired, place all tiles excluding starting corners face-down, creating the Fog of War effect. This means that the board is invisible at the beginning to each player, and must be searched. Tiles are flipped over whenever a unit would cross into that tile.

Balancing the Map:

These are board-creating suggestions to keep the game balanced and more enjoyable for all players:

-No more than two resource tiles be adjacent to each other. This means that the actual tiles (food, gold, iron [excludes wood]) should never be touching each other three at a time.

-No more than three of the same resource board pieces be connected. This means that there should never be a line of four or more board pieces all containing gold (or food or iron) to scatter the resources appropriately.

Initial Funding:
The King, not predicting any opposition in the exploration of this uncharted land, gave insufficient funding. Each player begins the game with 3 Food, 2 Wood, 1 Iron and 1 Gold.

Colonization Begins:
For 2 players, each of their starting land is in opposite corners. For 3 players, two go in adjacent corners and the third on the opposite board in the middle. For 4 players, each to a corner. 3 players will not be precisely balanced. In your respective 2 x 2 starting landscape, carefully choose where to place your castle and two citizens.

Limits:
On a player’s turn, they may do the following:
Collect resources: This occurs at the beginning of the turn. Any citizen that is on a resource tile (or farm) collects that respective resource. This is represented by that player drawing the corresponding resource card from the bank
Move the labor force: Each citizen can be moved once per turn. Moving two citizens costs one Turn Point. If only one citizen is moved, it will still cost one Turn Point.
Advance the army: Any military unit (includes clerics, trebuchets and castles) can choose to move and/or attack an opposing team. Moving a unit costs 1 Turn Point, attacking 2 (healing is inverted attacking, so healing also requires two Turn Points). The same unit can move as many spaces as there are Turn Points, but a single unit can only attack once a turn.
Train warriors/construct buildings: Warriors and buildings cannot be created if the resource cost isn’t met. There must be a blank tile adjacent to a Barracks or Castle for a warrior to be created, and buildings can only be made by citizens in adjacent squares. It takes one day before a building can be completed -- if, during this time, the citizen dies or the proper damage is dealt to the building, it is stopped and the resources remain spent. Additionally, it costs one Turn Point to train a unit or place the foundation for a building.

Each turn consists of 10 Turn Points. Players may choose to use less than this, but never exceed it. If, however, all players agree on another number of Turn Points, this will be the rule for that game.

(#009) Clarifying the Rules of Engagement

Below are some miscellaneous pieces of information for the game:

Fog of War: This is an optional feature to play the game with, in which the board is invisible to all players until explored. In creating the map, place each tile face-down in the regular square format. Tiles are flipped over when a unit moves onto that tile. The corners on which players start begin flipped-over. Fog of War does not prevent the players from seeing each other’s units, only the board is invisible.

Missile Weapon Rules: All ranged units who have speed may both move and attack, this costs the regular amount of Turn Points. However, a Trebuchet cannot be moved and then attack even if there are the required Turn Points available.


(#***) Unfinished Ideas, Concepts and Explanations

-Title is not permanent, table of contents is out of order. Title should say something non-generic, yet say that the game has a medieval battle theme (possibly mention mythological aspect as well, if more creatures are added). Words to [possibly] include: Kingdom(s), Heir(s), Medieval, Sword-Drawn, Battle, Horizon, Siege, Clash, Bleeding, Hero(es), Conquest, Uncharted, Forsaken, Fallen, Barbarian(s)/Barbaric, Mythic, Legendary, Sword(s), Blade(s), Brave/Bravery.

-Whoever goes first has little to no advantage in the game. This person gains the advantage of either first strike or additional land in the game, while the player going second gains knowledge of the unit that he has to counter. The two would appear to balance out. The same concept should apply to three or four player games, land vs. knowledge.

-Implementing civilizations into the game seems like a good way to drastically increase variety (and thus replayability). However, with each statistic point and economic gathering being so important, an increase in any of the areas would probably prove broken (leading to the overuse of whatever unit receives that bonus). Civilizations will not work at the present.

-Sea battles also seem to work poorly. In most RTS games, there is the battleship that can attack the land, the counter to the battleship and the counter to that counter. Unless the map is water-based (which this game will never be, seeing as that would ruin every other aspect of it), this trilogy becomes pointless. There is no point in buying a battleship counter if your opponent does not have a battleship. Therefore, there will be no naval combat in this game (nor any water tiles, for this simply gives a hindrance to all units, creating chokepoints and huge late-game lag).

-Possibility of adding a flying unit into the mix, but this may present a problem with too many units (causes confusion, need to find a balance between simplicity and variety). Could make the Raider a flying unit (change name to Pegasus [Knight]). Flying means being able to pass over anything without movement hindrance. A flying unit is rather pointless, tried creating the Pegasus. All it could do was kill ranged units while dying to everything melee.

-Another possibility--adding trebuchets, walls and gates to add a more siege feel to it. The problem remains that this might choke up the board too much. Added all three, trebuchets remain with decent speed to avoid things choking up.

-Four players instead of just two, add diplomacy into the game (plus actual unit that has to travel to another player’s starting castle to arrange alliances). Opponents may try to kill diplomat to avoid being ganged up on. Without an official alliance, players cannot trade resources. Something more is probably needed.

-Upgrade between the ages. Probably not though, too complex. Highly unlikely, each new set of units adds depth but aren’t necessarily better. Keep the three game sets as is.

-Having to supply the armies with food and possibly gold, gives the losing player a chance to gain something (has to pay less or simply none). Every two turns that the army is not fed (food), a unit of that player’s choosing dies. Every three turns that the army is not paid (gold), a unit deserts (unit becomes another person’s).

-Add event cards to create much replayability. Random is imbalanced, so make the cards affect all players at the same time. Possible ideas: plague, inflated market prices, fire to burn away the wood, barbarians attacking armies, earthquakes damaging some buildings, famine with no food production for that turn, conspiracy that breaks all diplomacy. Would activate when a six is rolled on a die (only use for dice).

Due to the slippery slope (player who wins first encounter will usually win game), create Event Cards that affect all players but would hurt the one winning the most. Example: losing resources, buildings more damaged, peasants dying.

-Fog of War: Tiles are facing downward until a unit comes in contact with it.

-Coliseum: Would be activated from an event card (or voluntary?) Units must be taken off of battlefield and go to the coliseum board. Either face off against other opponents or some mythical creatures. Loses means lost units, but win means some gold reward.

Thanks for reading
 
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Alexander Brady
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Re: Heroes Fall by Sting of Steel and Hail of Arrows
Wow, that is a long read. So, you made all this up? Not too bad. Is it based on AoE II kind of thing? That is what it sounds like.

A couple things I would like to say.

1) What about health. I have seen games that use damage counters and they get me annoyed as they are bulky and normally run out. I would personally prefer the opposite, health counters. Either way, it would also be nicer (I think) if the markers were under the units, like the number counters in Axis & Allies Europes.

2) You did not specify how many "Turn Points" the player gets, and whether they hold over from phase to phase, or if each phase has its own Turn Points.

3) Sorry to nitpick on this one, but Elephants aren't slow (in real life). They are really fast. The only reason they didn't dominate is because they would go crazy in battle. So I think it might be a bit more realistic if they just kill all adjacent units when they die. Or "retreat" two steps toward "home" (or away from their killer) and kill all units along that road before dying.

4) Sea battles might be easier to implement if ships were faster than units (like 5+ movement) and could carry a couple units. And/or a greater abundance of resources in the sea. Might not be the idea of the game,though, which is fine.

5) Just because a card effects everyone doesn't mean it is fair. If a card is drawn that eliminates alliances, but only two players were using one, then the others are at an advantage, as they didn't spend any money on diplomats. You might just make personal even cards that are harsher the better you are doing (like it takes away 1/4 of the food, so someone with higher food stores will lose more).

Ps, Amzing job making that look nice, wonderful index and all.


Otherwise, looks good! Looking forward to more installments in what you have done!
 
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Ken Lee
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Re: Heroes Fall by Sting of Steel and Hail of Arrows
Sounds like an interested project. But I do have a few points.

The name is quite a mouthful. I would think that a shorter, catchier name would capture people's interest better. Might be a shorter title with accompanying subtitle would be better.

"Fallen Heroes: Under a Hail of Arrows" ?

The choice of kingdoms seem a little strange to me, and I'd like to know why you chose them. Wales seems an odd choice, and Egypt and Byzantin weren't from the same era, and neither did France, really.

Another thing I don't quite understand, from a thematic point of view, is why these four kingdoms would vie quite so fiercely for this piece of land? The battle for colonies (from my terrible memory) were never long drawn out affairs involving vast armies, right? What is so crucial about this land that would drive 4 nations to fight tooth and nail for it?

I have no issues regarding the mechanics of the game though, and it all sounds really interesting.
 
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Nate The Shoe
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Re: Heroes Fall by Sting of Steel and Hail of Arrows
Quote:
Is it based on AoE II kind of thing?

Yeah, I love those games. The aspect that bothered me most was that the fastest player usually wins, so I thought I'd put it on a game board. Of course, Advanced Wars already does that to an extent...but it's not on a board...

Quote:
1) What about health. I have seen games that use damage counters and they get me annoyed as they are bulky and normally run out. I would personally prefer the opposite, health counters. Either way, it would also be nicer (I think) if the markers were under the units, like the number counters in Axis & Allies Europes.

Wasn't quite sure how to count damage, I think I'll look into Axis and Allies for that one. Much thanks.

Quote:
2) You did not specify how many "Turn Points" the player gets, and whether they hold over from phase to phase, or if each phase has its own Turn Points.

Quote:
Each turn consists of 10 Turn Points. Players may choose to use less than this, but never exceed it.

Heh, guess that was a little unnoticable for such an important aspect of the game. Does what I have make sense, or should I elaborate?

Quote:
3) Sorry to nitpick on this one, but Elephants aren't slow (in real life). They are really fast. The only reason they didn't dominate is because they would go crazy in battle. So I think it might be a bit more realistic if they just kill all adjacent units when they die. Or "retreat" two steps toward "home" (or away from their killer) and kill all units along that road before dying.

Nitpicking is fine Always figured they were big, clunky and slow...guess not. Its lack of speed is a vital part of the rocks-paper-sciccors aspect, but I suppose it's worth a shot. How about:
- +1 (+2?) speed
- Costs one less iron (5 food, 1 Gold)
- Gives one food when it dies
- If a unit is within its movement radius when it dies, it will fall back and trample it. This would be determined by the same-player unit with the lowest health. Does not apply to the enemy.

The only problem is that this may render Bombard Towers useless, sense then it's only good vs archers, which can easily avoid their range. Any alternative unit-changes would be appreciated here.

Quote:
4) Sea battles might be easier to implement if ships were faster than units (like 5+ movement) and could carry a couple units. And/or a greater abundance of resources in the sea. Might not be the idea of the game,though, which is fine.

In my experience, sea battles are never fun. Could work on something with resources on islands later on...to quote my game document, version 1: "Expansion packs? Money-grubbing? Hahaha!"

Quote:
5) Just because a card effects everyone doesn't mean it is fair. If a card is drawn that eliminates alliances, but only two players were using one, then the others are at an advantage, as they didn't spend any money on diplomats. You might just make personal even cards that are harsher the better you are doing (like it takes away 1/4 of the food, so someone with higher food stores will lose more).

Ah, true. However, those players with alliances probably had an abundance of resources and time to send out a diplomat and create the alliance, so it would still hurt the better players (just not more, in this case). Of course, diplomats aren't even units right now

Quote:
Ps, Amzing job making that look nice, wonderful index and all.

Thanks!

Quote:
The name is quite a mouthful. I would think that a shorter, catchier name would capture people's interest better. Might be a shorter title with accompanying subtitle would be better.

"Fallen Heroes: Under a Hail of Arrows" ?

Heh...good suggestion, I gues people would be turned off by such an ugly title.

Quote:
The choice of kingdoms seem a little strange to me, and I'd like to know why you chose them. Wales seems an odd choice, and Egypt and Byzantin weren't from the same era, and neither did France, really.

Oops! The original four were Britain, France, Greece and Egypt, I just felt like adding fancier names >_> Historical accuracy is always a plus...to Wikipedia!

Quote:
Another thing I don't quite understand, from a thematic point of view, is why these four kingdoms would vie quite so fiercely for this piece of land? The battle for colonies (from my terrible memory) were never long drawn out affairs involving vast armies, right? What is so crucial about this land that would drive 4 nations to fight tooth and nail for it?

Uhhh...good point. I was never good at writing stories...some possabilites:

-Crusade...it's a holy land? Or is that offensive?
-Fighting over the remains of the Roman Empire? Gunpowder may not have been around at that time though, and the board would need some depiction of ruins and barbarians.

Quote:
I have no issues regarding the mechanics of the game though, and it all sounds really interesting.

Sweet, thanks!

[Edit]

As per kracken's suggestion to get some better Empire choices, I have done extensive and poorly-formatted research (source is wikipedia, I love that site). Here it is:

Teutonic = Sexier name for Germanic
Ottoman = Turk
Black gunpowder, first origin in 7th or 9th century by Muslims, English or Chinese. Probably China. 11th century, used militarily. Oldest metal cannon: China, 1323. By mid-14th century, references to cannons in Europe and China.
Medieval era ends in 1517.
No crusades had gunpowder, looking for civlizations between 1350 and 1500.

-Falls of Empires:

Byzantine Empire: Invaded and ruined by the Venitians in 1204, but survived. Ottomans continued to harass it. Constantinople finally fell in 1453 to the Ottomans in a 2-month siege (walls were breached via gunpowder). “Ghost city of itself.”

Ottoman (Turk): 1299 - 1922, height of power in the 16th century.

France: Were Celtic Gauls, conqerred by Rome, overrun by the Franks. Charlogmeine divided Carolginian Empire into three parts, western is modern France. Monarchy ruled until 1792, French Revolution to Republic. So never fell.

Germany (Teutons): Germanic tribes either A.) helped in the downfall of Rome, or B.) helped defend Rome, but then became their successors instead. Goths are dead by now? Adapted to other cultures well; many were Norsemen. Guess they never died either. Assume Teutonic name never really died.

Egypt: Were native until 343 BC, when owned by Persians (assume Alexander the Great), Greeks, Romans, Byzantines and Persians...again. Arabs supported and made Egypt like their own. The new empire fell to the Ottomans in 1517.

England: http://en.wikipedia.org/wiki/British_Isles_%28terminology%29 (very useful link, explains United Kingdom's various names) First Angelvian dynasty was the Plantagenet, ruled England from 1154-1453. Nothing interesting, England never falls.

Venitians/Venice (Italy): Republic of Venice in 1200. Lost its indpenedance to Napolean Bonaparte in 1797, so never fell during medieval era.

Greece: Captured by Rome in 168 BC. Highly influenced Eastern Roman Empire of Constantinople. Captured by the Ottomans in 15th century. Some went westward and contributed to the Renaissance, others to the mountains where they remained relatively independant.

All empires fit the timeline for this game. However, some are worse choices than others, and some just have better names.

Byzantine Empire: Probably not, the height of its empire were too early. Cool name.

Ottoman (Turk): Conquerred the Byzantines, big plus. Stupid name (But Turk title is better). Participated in many of the crusades, plus. Also owned Egypt, big plus.

France: Seems like not very active empire, but look into 100 Years’ War. Possible, but boring name.

Germany (Teutons): Definitely, sweet alternative name and widespread influence like on the Norse.

Egypt: In some crusades, good. Got owned a lot, bad. Possible.

England: Yes. Use name of “Britain” though.

Venitians/Venice (Italy): They never fell, good. But it’s not even its own country, very bad. Also boring name.

Greece: Cool, but got overrun by Ottomans. Contributed to Rennaissance, but forced into mountains. Perhaps.

The list (considering ones): Turk, Teutons, Britain, (Egypt), (France)

Going to look into the 100 Years' War now. And no, I didn't spellcheck
 
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Alexander Brady
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Re: Heroes Fall by Sting of Steel and Hail of Arrows
I feel blind, missing the turn points. hehe.

The elephants shouldn't be changed over much if it could shift the balance (as they were easiest to counter with archers, so that makes sense). Whatever you decide is perfect.

Good job with the country names, they all look interesting.

Final comments are that 1) fog of war might be an interesting addition, but you would have to work out the purchasing of units (what if I pay for a pikeman but take an elephant) and their movement (same problem). 2) Countries could work if, instead of different rules for each country, they started with different resources/buildings/units to make them unique?

I would like to nod to you on a brilliant game lay-out, I like AoE II also, and this sounds like an almost perfect translation of it into a board game. Nice write-up in the beginning.
 
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Nate The Shoe
United States
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Version 2- has been editted and submitted. The main changes:

-Introduction (#001) has been scrapped and re-written. Thanks to Fate for suggesting the civilization differences*.
-Added a clarification section (#009) to tie up anything that wasn't covered earlier (goes more in-depth about Fog of War and turns consisting archers and trebuchets).
-Table is now readable

Thanks for the input, it's really helped. If I posted this at bgdf, would that be considered double-dipping? I want a large range of feedback.

*The concern here is that the Turks may be overpowered, because they have the ideal unit for raiding (well, the raider's better, but that's out of the question). Everyone already has some form of tower, and giving them a specialty unit would be disadvantageous in the early game.
 
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Was George Orwell an Optimist?
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Corvallis
Oregon
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Abdullah Ibrahim - African River
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You've obviously gone to a lot of work to do a professional job. I think running it through a spell-checker would be a good step in that process. Just skimming through I see misspellings of primitive, pacifist, peasant and plague.
 
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Alexander Brady
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Port Jefferson
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Yes, very professional, Mr. Shoe. Another idea would be unit limits (for tech/civs).

As for bgdf, go for it! Those guys have alot more experience making game (I think? I hope I am not missing any brilliance in our midst blush ), so something like them would help alot, especially if you want to publish!

It is looking realy good, I hope it all works out.
 
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