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Post by Darin on Jul 8, 2016 9:30:45 GMT -5
Country Creation Important Terms: Area of Influence (AoI) = number of hexes around a settlement that gain certain benefits/extend the boarder (Cities = 2, Towns = 1, Villages = 0) Full Hex = A normal hex that provides 10,000 population Partial Hex = Mountain or Coastal Hex that provides 5,000 population Traditions: Choose Two Academic This Tradition provides an Academy in your main city. Diplomatic Provides an additional diplomat agent and an Embassy in all neighboring countries. Sporting Coliseum/Arena This Tradition places a Coliseum in your Capital. Mercantile Provides an additional merchant, and a Trading Guild in the settlement of your choice. Artisans Provides an additional Craftsman's Guild in one of your starting settlements. Architectural All buildings take one less turn to build in your Realm. Masters of Metal Provides a Metalworkers Guild in your capitol. Spy Master Provides an additional Spy and a Spy Guild in your capitol. Militaristic Provides an additional General or Admiral and an Officers School in your capitol. Horde tactics +2 Morale for all Militia Regiments, you begin with 5 extra Militia Regiments Soldiers of Renown Provides an additional Elite military unit slot, you begin with 3 Elite Regiments/Ships
Starting Settlements: Starting with your beginning hex, place your starting settlements as follows: No settlements can be in adjacent hexes (must always be at least one hex between two settlements) The maximum distance between two settlements is 2 hexes (this is counted as 2 hexes BETWEEN the two settlements) Starting Population: City = 150,000 Town = 30,000 Village = 5,000 Players may choose below options for their starting settlement composition: Option One: 1 City 3 Towns 3 Villages Option Two: 1 City 10 Villages Option Three: 2 Cities 1 Towns Starting Buildings: City = 2 lvl one buildings or 1 lvl two building Town = 1 lvl one building Village = 0 starting buildings Starting Buildings List: Level 1 buildings: Training Grounds - Decreases the number of turns required to recruit/replenish a unit within the AoI by 1 Hunting Grounds - Increases starting stat of skirmisher units trained within AoI by 1 Craftsmen Guild - Generates 5 units of artisan goods (players can specify what these are, for narrative purposes) Alchemists Guild - Research building with a focus on alchemical, potion, poison, etc, research Church/Temple - Spreads a set religion (by 2%) and gives a bonus depending on deity/religion Monastery - Generates 5 units of luxury goods (players can specify what these are, for narrative purposes), and spreads a religion (by 1%) Shipyard - Allows construction of Medium and Large ships, and faster construction of Small ships Lumber Mill - Reduces cost of buildings by 10% and ships by 20% (requires forests within AoI), lumber may be exported as a resource Salt Mine - Generates 5 units of luxury goods (requires hills/deserts within AoI) Ore Mine - Generates 7 units of metal resources from mountains, and 3 from hills (requires hills/mountains within AoI) Stone Quarry - Reduces cost of fortifications by 20% (requires hills/mountains within AoI) stone may be exported as a resource Fortifications - Increases defenses of the settlement by 3 Trading Guild - Generates 7 units of trade goods
Level 2 buildings: Foundry - Reduces cost of Weapons and Armor by 10% (does not effect tier 5 weapons/armor) Metalworkers Guild - Allows tier 5 weapons (2 ore) and armor (4) to be created, weapons and armor may be exported as goods (Must have the required amount of Metal Ore available) Library - Research building with a focus on exploration and gathering knowledge (provides bonus to unlocking research already completed by other factions) Academy - Research building for general research, Agents may study here to gain experience Theater - Increases happiness in the settlement, Spies recruited here begin with 3 experience Food Reserves - Allows storage of large amounts of food for emergencies (Can store 100 units), may construct this building multiple times in the same settlement Marble Quarry - Generates 5 units of luxury goods (requires hills within AoI) Stronghold - Increases defenses of the settlement by 6 Spy Guild - All spies recruited in this settlement start with an extra trait Officers School - All generals and admirals recruited in this settlement start with an extra trait Embassy - Allows quicker diplomatic actions between countries without the need for a Diplomat (cities only) Coliseum - May be used to hold events to entertain the public (increases happiness, but requires money), or competitions for nobility.
Military Creation Units Stats: Land Units: Training Time - How many months it takes to recruit this unit Upkeep - How much gold you must spend a year while this unit is mobilized Morale - How willing to fight this unit is Discipline - How well trained/reliable this unit is Skirmishing - Used in the Skirmishing phase of battle Maneuvering - Used in the Opening Engagement phase of battle Combat - Used in the Main Engagement phase of battle Stamina - Used in the Closing Engagement phase of battle Speed - Used in the Withdrawal phase of battle Armor - Provides protection for the soldiers, reducing their causalities in battle Weapons - What the soldiers are equipped with, may provide situational bonuses in battle General Equipment - Quality of gear the soldiers are provided while on a match/campaign Unit Strength - Current number of soldiers in this unit
Naval Units: Construction Time - How many months it takes to build this ship Upkeep - How much gold you must spend a year while this unit is mobilized Morale - How willing to fight this unit is Loyalty - How loyal the sailors/soldiers will be when faced with adverse conditions Shooting - Used in Ranged Engagements during battles Maneuvering - Used in Chase Engagements during battles Combat - Used in Boarding Engagements during battles Speed - How fast the ship can travel Ram - Used in Ramming Engagements during battles Raiding - How good the ship is at Raiding actions Hull Strength - How much damage the ship can take Weapons - What weapons the ship is equipped with, and/or the weapons the sailors on board are equipped with Supplies - How long the ship can remain at sea before bad things happen...
Unit Keywords: Regular - Regular troops are the professional "standing" army of a country. They generally are fairly well trained, have decent recruitment and upkeep costs, and will make up the core of most armies. They can be "Stationed" which gives them a 50% discount on upkeep cost. A stationed unit may be mobilized in 1 turn. Levies - They make up the backbone of most armies. They can gain Traits just like Regulars, but require some time to be mobilized (usually 3-4 turns). Militia - The fodder/plan C of most armies. Militia can not gain Traits, they are limited on how much training they can receive, and are generally not the best troops. However, they can usually be recruited quickly, and can mobilize instantly. Cavalry - Ride horses. Horses are fairly pricey, so inherently more expensive. That said, cavalry are also quite powerful by default. Infantry - Not Mounted. Need I say more? Skirmishers - Skirmishers have the unique ability to actually train for the "Skirmishing" stat. Raider - Raiders are ships with the unique ability to increase their Raiding stat. Dragoons - Cavalry units that are also trained for fighting on foot
That's pretty much it for the Types as of now. If people have ideas for some, please suggest them!
Unit Type: Each faction begins with a total of 7 unit types, 6 Normal and 1 Elite. These types are shared across Army and Navy.
Starting Forces: Factions begin with a number of starting units based on their settlements: Cities = 3 Towns = 2 Villages = 1
These are shared between Regiments and Ships.
Creating Your Unit Types: To begin, choose a basic description or comparison of what you want the unit type to be. For example, saying "Roman Legionaries" would provide a good baseline of what the unit will be like.
Next, choose the units Keywords. Is it Regular, Levy, or Militia? Is it Infantry or Cavalry? Is it a Skirmisher unit? Is it a Raider?
Next, select the kind of weapons the unit will have.
Finally, choose which tier of armor, weapons, and general equipment the unit will have.
Once you've completed all the above steps, send it all to the Game Master (Darin), and he will provide you with that units stats, recruitment time/cost, and upkeep.
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Post by Darin on Jul 8, 2016 9:38:24 GMT -5
Kingdom Management Setting Taxes: A ruler may set taxes at 5% intervals (5, 10, 15, 20, 25 etc) for each "class" (Rural, Village, Town, and City). The more variance between each classes taxes, the more unrest there will be due to class division. 10% taxes is seen as a fairly low amount, 15% being the widely accepted "norm". Anything over 20% may been seen as "to high".
Policies: A country may enact a single policy a year. A country may also revoke a single policy a year. Policies can be pretty much anything you can come up with.
Settlement Management: Settlements are divided into (as of right now) three groups, villages, towns, and cities. Villages may only have a maximum of two buildings constructed in them. These buildings may only be level 1 buildings. Towns may have any number of level 1 buildings constructed in them, however they are limited to only three level 2 buildings. Cities have no limits. A village may only have one active building project at a time. Towns may have two active building projects, and cities may have three. Active building projects = constructing a building in that settlement.
Building Projects: There are various buildings (outposts, castles, walls, etc) that are not part of a settlement, and may/must be in a hex of their own. These buildings may be paid for over the span of it's construction. Note that there are minimum amounts for these payments. If at any time during it's construction, a buildings required minimum payment can not be afforded, construction on the project will be halted until the required payment (and any payments accumulated there after) is met. A country may choose to halt a building project for any reason, in which case the rules for a failed payment are followed.
Country Growth: TBA Research: TBA Exploration: TBA Training Troops and Mobilizing Armies: To order new troops to be trained, first select the settlement they will be trained at/near (within it's AoI). This settlement will be the units "Headquarters" and the location at which it will rally at when Mobilized. This is important for not only strategic planning for future mobilizations but also in determining any bonuses the unit receives from buildings in the settlement. At this point, the country must pay the upkeep cost once for the training of the unit. After unit has completed training, the country may then immediately demobilize/garrison that unit.
To form an army, first choose all the units/characters that will be apart of it, then set it's rallying point. Once a unit has mobilized, it will proceed to the set rally point. An army is any force that consists of two or more units. Note there is no limit on how many armies you may have at any given time.
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Post by Darin on Jul 8, 2016 12:43:24 GMT -5
Buildings List Level 1 Buildings: Training Grounds - Decreases the number of turns required to recruit/replenish a unit within the AoI by 1 Hunting Grounds - Increases starting stat of skirmisher units trained within AoI by 1 Craftsmen Guild - Generates 5 units of artisan goods (players can specify what these are, for narrative purposes) Alchemists Guild - Research building with a focus on alchemical, potion, poison, etc, research Church/Temple - Spreads a set religion (by 2%) and gives a bonus depending on deity/religion Monastery - Generates 5 units of luxury goods (players can specify what these are, for narrative purposes), and spreads a religion (by 1%) Shipyard - Allows construction of Medium and Large ships, and faster construction of Small ships Lumber Mill - Reduces cost of buildings by 10% and ships by 20% (requires forests within AoI), lumber may be exported as a resource Salt Mine - Generates 5 units of luxury goods (requires hills/deserts within AoI) Ore Mine - Generates 7 units of metal resources from mountains, and 3 from hills (requires hills/mountains within AoI) Stone Quarry - Reduces cost of fortifications by 20% (requires hills/mountains within AoI) stone may be exported as a resource Fortifications - Increases defenses of the settlement by 3 Trading Guild - Generates 7 units of trade goods Barracks - Reduces Upkeep cost of units garrisoned in this settlement by 10% Hunting Lodge - Forest hexes within this settlements AoI provide an additional 5 units of food Stables - Brothel - Foreign Relations Office - Improves a foreign populations opinion of your country (cost doubled if you build this without the countries permission)
Level 2 buildings: Foundry - Reduces cost of Weapons and Armor by 10% (does not effect tier 5 weapons/armor) Metalworkers Guild - Allows tier 5 weapons (2 ore) and armor (4) to be created, weapons and armor may be exported as goods (Must have the required amount of Metal Ore available) Library - Research building with a focus on exploration and gathering knowledge (provides bonus to unlocking research already completed by other factions) Academy - Research building for general research, Agents may study here to gain experience Theater - Increases happiness in the settlement, Spies recruited here begin with 3 experience Food Reserves - Allows storage of large amounts of food for emergencies (Can store 100 units), may construct this building multiple times in the same settlement Marble Quarry - Generates 5 units of luxury goods (requires hills within AoI) Stronghold - Increases defenses of the settlement by 6 Spy Guild - All spies recruited in this settlement start with an extra trait Officers School - All generals and admirals recruited in this settlement start with an extra trait Embassy - Allows quicker diplomatic actions between countries without the need for a Diplomat (cities only) Coliseum - May be used to hold events to entertain the public (increases happiness, but requires money), or competitions for nobility. Fishery - Allows for food gathering from water hexes beyond a settlements AoI (up to 6 hexes away from the settlement) Armory - Caravan Route - Trading Dock - Forestry - Increases resource yield from Forest hexes to 2 instead of 1 Apothecary Guild - Horse Breeders - Lighthouse - Architects Guild - Reduces cost of new buildings in this settlement by 5% Explorers Guild -
Level 3 buildings: Cathedral/Grand Temple - TBA Fortress - Increases defenses of the settlement by 9 Port Defenses -
More TBA
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Post by Darin on Jul 8, 2016 12:44:47 GMT -5
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Post by Darin on Jul 8, 2016 13:01:28 GMT -5
Diplomacy and Trade Diplomacy: Diplomatic actions require the use of Diplomats (or an Embassy). When negotiations are initiated, all sides involved must agree upon a settlement for the meeting to take place in (if using an Embassy it must be in the settlement it is located). Negotiations may be done out of character via messaging, TS, etc. However any purely out of game agreements are not considered valid. For an agreement to be considered valid, it must be made by using a Diplomatic action with a Diplomat (or Embassy).
If you do not have a Diplomat available, you may still make a diplomatic action by using an Embassy (though it's of course limited to the faction the Embassy is in), or by using your Ruler. Be warned, if using your Ruler, you may be required/expected to move your Ruler from the safety of your Capitol (assassination attempts have a better chance of success against targets not in a Capitol).
You may still receive diplomatic actions from other factions with either an Embassy (the foreign Diplomat must meet in the City your Embassy is in), or with your Ruler, though unless your Ruler has left the Capitol, foreign diplomats must meet in your Capitol.
The location a Diplomatic meeting is being held in will matter for Espionage/Counter-Espionage, so choose wisely when setting up the meeting. In addition, the more remote a meeting place, the less likely that news of the meeting will become wide spread. Keep this in mind when making "secret" treaties. To end a treaty, you must use a Diplomatic action to inform the other side(s) that you are formally ending the treaty. If you do not do this, but instead "Break" the treaty, you will most likely have a backlash from other foreign powers, as well as your own people depending on what the treaty was and with whom (and the general disposition of your people).
Diplomatic Actions Include: (Note this is not a full list, just a few examples) Alliances Non-Aggression Pacts Defensive Pacts/Alliances Limited-Full Access Joint Military Training
Trade: A Trade Network is formed using a Merchant by connecting multiple settlements. Each settlement connected will increase the value of the trade network. In addition, any available resources or goods will improve the value of the Trade Network.
Trade Values: Villages = 1 Towns = 3 Cities = 7 Resources = 1 per type (NOT per units) Trade Goods = 1 (per unit) Artisan Goods = 3 (per unit) Luxury Goods = 7 (per unit)
Types of trade: Open Trade = You allow ANY and ALL foreign merchants to set up within your country, with you taking a set % off the top (you set this when you declare the Open Trade Policy) Limited Trade = You negotiate specific deals with specific factions In order to trade resources with another player, you must have a trade network connected to them (this could be through a 3rd, willing party) Domestic trade networks are safe from being taken over however they earn half as much as international trade networks International Trade networks are vulnerable to being taken over by other merchants, however they are quite profitable. You can increase the difficulty for others attempting to take over your trade networks by using your own merchants to protect them (note while a merchant is protecting a Trade Network they may not establish any new ones)
Settlements max trade networks: Villages = 2 Towns = 4 Cities = 8
To calculate the amount of money a Trade Network provides it's owner, find the total value and multiply it by 1000 (if it's a domestic trade network, you then divide that number by 2).
Trade Networks may be jointly owned, in which case a deal would be negotiated beforehand dividing up the income from the Trade Network between the jointly owning parties.
To find the total number of Trade Networks you may establish, follow the steps below: 1 Merchant = 1 Trade Network 1 City = 1 Trade Network 1 Trading Guild = 1 Trade Network
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Post by Darin on Jul 8, 2016 13:04:16 GMT -5
Campaigns and Battles Campaign Rules: TBA Land Battle Rules: Terms: Initiative = Enacts battle plan first Advantage = There are several ways to gain the advantage, your battle plan, your enemies battle plan, your generals traits, unit traits, or from random chance of the dice! Once you have the advantage however, it wont be easy to keep it. Your opponent takes the advantage if they gain the Initiative. While a side has the Advantage, they add an extra die to ALL their rolls. Dice Pool = A player receives a die for each unit they have Active in the battle. They will then use these dice in each phase as they see fit (or as a battle plan dictates should it). Note that you may choose not to use any dice during a phase, though this will pass the Initiative to your opponent in the next phase. Players may receive additional dice for their pool from Traits, Terrain, and other bonuses. Discipline/Moral Test = Roll a die. If the result is equal to or lower than the units stat, the test passes, if higher, it fails.
Pre-battle: Each side specifies which of their units will be Active and which will be Reserves. They may also specify which units will be Active during each Phase, however this will be superseded by Battle Plans for an individual phase. To avoid this, a side should update their battle plan before the battle. Note: Units may be moved into and out of the Reserves, as part of "Enact Battle Plan" Scouting: Add your scouting total Add any bonuses from terrain/"home field advantage" Compare to your opponents The player with the higher total has the Initiative for the next phase
Phases of Battle: Skirmish: Enact Battle Plans: Side with Initiative enacts their battle plan after which the other side enacts theirs (note, a battle plan from either side MAY cancel out their opponents, at which point the side that did the canceling gains the Advantage for this phase Calculate Fighting: Each side adds the total corresponding stat of all units Active in this phase. Choose how many dice you would like to roll. Add the results to your total. Add any bonuses. The side with the higher total result wins the fight. Reaction: Side holding Initiative may choose to "Press the Attack" guaranteeing progression to the next phase, "Regroup" gaining a "Readied" bonus for the next phase but passing the Initiative to the other side, or attempt a withdraw. The other side now chooses their reaction, "Press the Attack", "Regroup", or "Withdraw". If one side presses the attack and the other tries to withdraw, the side attempting to withdraw must make a Discipline test with all the troops that were active during this phase. If at least half of them pass, nothing happens. If less then half pass, those units begin to route, and all other active units must make a Discipline test as well. Fatigue: Add 1 fatigue to all units active during this phase. Calculate Causalities The Battle Continues: If neither side successfully withdrew, proceed to the next phase.
Opening Engagement: Enact Battle Plans Calculate Fighting Fatigue Calculate Causalities Test Discipline: The side that lost the fight must make a Discipline test for all units active during this phase. Units that fail withdraw to the reserves and lose 3 Moral. Units that succeed remain Active, losing 1 Moral. If all units succeed, they all gain 1 Moral. The Battle Continues: Proceed to the next phase.
Main Engagement: Enact Battle Plans Calculate Fighting Fatigue Calculate Causalities Test Discipline The Battle Continues: Proceed to the next phase.
Closing Engagement: Enact Battle Plans Calculate Fighting Fatigue Calculate Causalities Test Discipline Test Moral: Both sides must test the Moral for ALL units that were active (including those that withdrew to the Reserves). All active units that fail withdraw to the Reserves. All units within the Reserves that fail withdraw from the battle. If no active units remain that side is forced to Withdraw from the battle. So long as there is at least 1 unit still active, that side may choose to continue the battle. Even if a side has active units, they may choose to attempt a Withdrawal. If both sides are forced or choose to withdraw, the battle ends immediately. If one side is forced or chooses to withdraw and the other chooses to remain, proceed to the Withdrawal phase If both sides choose to remain, the battle continues. Proceed to the Opening Engagement phase.
Withdrawal: Attempting a Withdrawal: If the side withdrawing chose to do so, all available Reserves attempt to protect the rest of the army in a "Fighting Retreat". The other side (that remained on the field of battle) may choose to avoid fighting and allow the retreating army to get away freely. However, if the side remaining chooses to give chase, proceed to the "Fighting Retreat" step below. Forced Withdrawal: If the side withdrawing was forced to do so, all available Reserves must make a Moral test. If all fail, proceed to the "Route" steep below. If all pass, proceed to the "Fighting Retreat" step below. If the result is mixed, those that fail are withdrawn, while those that pass must then make a Discipline test with a -1 for each unit that failed the Moral. If any units pass, proceed to "Fighting Retreat", if none pass, proceed to "Route". Fighting Retreat: Follow all the steps of "Calculate Fighting", "Fatigue", and Calculate Causalities (casualties and fatigue are doubled for BOTH sides). If the retreating side wins they gain the advantage, and the pursuing force may choose to continue attacking, in which case repeat this step, or they may choose to stop, at which point the retreating side gets away successfully. If the retreating side loses, all active units must make a Moral test, each unit that fails must then make a Discipline test or be captured. In addition, for each unit that failed it's Moral test, reduce the Moral of ALL other units in the army by 1. The pursuing side may choose to press the attack, repeat this step until the retreating side has no more Active units (at which point, proceed to the "Route" step), or the pursuing side stops its attacks. Route: When a Route begins, all units must test Discipline. Every unit that fails is captured. Every unit that passes, is "MIA" and will take time (usually about 1-2 turns) to rally at the nearest friendly army/navy/settlement. If there is no clear path to any of those options, the units will take longer. If there is no path at all, the units will be wiped out.
Naval Battle Rules: TBA
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