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Post by Darin on May 12, 2016 10:36:25 GMT -5
Post here if you want to sign up for the forum based strategy game! Requirements: Roll20 (free web based app): Here10-20 minutes a week to complete your turn Rules: Click Here
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Post by Darin on Jun 28, 2016 10:14:35 GMT -5
Territory: A country can lay claim to any amount of land, however their fiscal boarders are only as far as they have settlements. Boarders may extend beyond the hex of the settlement, depending on it's size. Village = 0 Town = 1 City = 2 Metropolis = 3 All hexes within a countries boarders are owned by that country and they receive any benefits from them.
Settlements: Settlements come in four sizes, Village (below 10,000), Town (over 10,000), City (over 100,000), Metropolis (over 1,000,000). The size of each is dependent on population. Hexes without a settlement are considered to be rural, with no central population hub.
Population/Classes: Population grows at a variable rate each year. The population listed is considered to be the "adult" population (note that adult is considered around 15 years old). In addition to population there is also "Manpower" which is calculated as 30% of the total population (this can be increased to 50% if a country chooses to allow female military service). Manpower is used primarily for military purposes.
Additionally, population is divided into three classes: Upper Middle Lower Class differences will be an ever present issue for a ruler. All hexes are combined together to produce the rural population. Then the population of Settlements is added and these combined numbers are the total population of the country. It should also be noted that I'll be using "rounded" numbers for all of these to make it easier in the running of the game.
Taxes: Taxes are set as a % of the average income for a certain class. Income is based on country wealth, trade, and stability. Taxes are set for each class (Upper, Middle, and Lower). Note however that having different tax levels for different classes could cause tension/unrest.
Example: Taxes for the middle class: Middle class population = 50,000 Income = 50 Tax level = 10% Taxes Collected = 250,000
Trade: There are three types of trade. Static - Trade between two countries that are in communication with one another and neither government has limited trade between the two. 5% total income of the population added to the government treasury. Sanctioned - Trade between two countries that was negotiated and is controlled by tariffs. Each country agree's on a set % (not exceeding 30%) of total population income, and that % split between the two countries (as they see fit). Example: 20% is agreed on, one country wants 15%/5% the other country wants 10%/10%. Specified - Country 1 gives Country 2 money in exchange for resources (or what ever) for a set number of turns (or until one side opens renegotiation's). This is the most flexible form of trade.
Hope I explained it all well enough!
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Post by Gadric on Jun 29, 2016 10:37:37 GMT -5
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Post by Dante on Jun 29, 2016 10:45:32 GMT -5
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Post by Darin on Jul 9, 2016 22:13:38 GMT -5
Thanks to XCal for asking about this and reminding me:
Each faction will start with a Faction Trait that is (surprise surprise), a faction wide effect. Everyone can send in what kind of one they want for your faction!
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Post by Darin on Jul 10, 2016 17:30:13 GMT -5
Example Units/Unit Templates! Mercenary Pikes Keywords: Infantry, Mercenaries Recruitment costs = 2,500 Upkeep = 1,500 Morale = 4 Discipline = 6 Skirmishing = 0 Maneuvering = 1 Combat = 6 Stamina = 4 Speed = 1 Armor = 3 Weapons (Pikes) = 3 General Equipment = 3
Mercenary Lancers Keywords: Cavalry, Mercenaries Recruitment costs = 5,000 Upkeep = 3,000 Morale = 5 Discipline = 6 Skirmishing = 0 Maneuvering = 6 Combat = 5 Stamina = 3 Speed = 3 Armor = 4 Weapons (Lances/Swords) = 3 General Equipment = 4
Mercenary Spearmen Keywords: Infantry, Mercenaries Recruitment costs = 1,500 Upkeep = 1,000 Morale = 3 Discipline = 3 Skirmishing = 0 Maneuvering = 2 Combat = 3 Stamina = 2 Speed = 2 Armor = 2 Weapons (Spears) = 2 General Equipment = 2
Privateer Galley Keywords: Galley, Mercenaries Recruitment costs = 3,000 Upkeep = 2,000 Morale = 4 Loyalty = 4 Shooting = 2 Maneuvering = 4 Combat = 5 Ram = 4 Raiding = 0 Hull Strength = 2 Weapons (Axes) = 4 General Equipment = 4 Supplies = 4
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Post by Darin on Jul 14, 2016 0:54:32 GMT -5
Map is back up! Places marked with a red "N" are NPC factions. Castles/Walls will be explain later, so don't waste time asking questions Also, just so everyone is aware, the locations of all castles/walls were planned prior to any players choosing their location.
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Post by Darin on Jul 16, 2016 11:07:06 GMT -5
Hey guys, I'd really appreciated if some of you read through the Rules thread (note there are still several things I haven't added yet), and just message me if you find any mistakes or have any questions!
Thanks!
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