Post by zurajai on May 2, 2017 6:13:21 GMT
To create your Kingdom you will need to decide a few things.
First what Race will your kingdom be. There are seven races, each has it's own advantages and disadvantages.
RACES
Humans- The rising tide.
Omnipresent: Especially since the Aedakom conquest, humans are everywhere. They are quite aware of this situation, and they use it to their advantage.
Subterfuge Actions by human realms are more likely to succeed.
Live Like Flies, Die Like Flies: When faced with the longevity of elves, the tough skin of orcs, and the stamina of dwarves, human physical durability isn't much to brag about.
Humans take double normal attrition from all sources.
Elves- The elder folk.
Long lived: Elves live for several lifetime of a man as such they learn skills.
Elven Monarchs may have three retinue types.
Only the Finest: As the eldest of races elves are picky about what they define as proper construction.
+1 permanent Splendor. All constructs cost 10% more gold.
Sylphs- The elder folk's less refined cousins.
Fey Wings: Ever since their unexpected (and unappreciated) arrival from the fey realm, Sylphs have used their second nature of flight for all sorts of malicious purposes.
Sylph infantry/dismounted cavalry can fly for moderate times/distances if unarmored or lightly armored..
Iron Allergy: Mysteriously, Sylphs cannot handle iron without suffering gruesome rashes and burns. This can present serious problems in the thick of melee against other races, armed with steel swords and bayonets.
Sylphs take greater casualties and morale damage in melee.
Dwarves- Masters of steel and stone.
Expert Miners: None are better at extracting minerals from the earth.
All provinces produce +1 Supplies
Land-dwellers: The dwarves prefer to avoid travel that doesn't involve their own legs.
Naval units cost 50% more in gold and resources.
Orcs- The dogs of war.
Warlike: The one true home of all orcs is the battlefield .
Orc’s start with one additional military doctrine point.
Savage: Most of the other races are reluctant to refer to the works of the orcs as civilization.
Orc's splendor is treated as 25% lower than it's true total.
Goblins- The survivors.
Populous: Before men met goblins they used to say "breed like rabbits". Now they say rabbits breed like goblins.
Goblin mobilization yields 5 units for every 2 population (round up), instead of 2 for every 1.
Short lived: The average goblin lives half the lifetime of a man, and as such tend to focus on mastering one aspect of their lives.
Goblin Monarchs have only one retinue type, and normal retinues rarely gain traits. Goblins also have a malus to healing casualties.
Giants- Man shaped behemoths that can stand up to twelve feet in height.
Massive: Gaints posses such amazing strength that they will throw boulders for sport. On the battlefield they are living terrors.
Giant units are considered mounted and armored for purposes of movement and combat, and their ranged weapons have greater power and double range. They may recruit "cavalry," but these units are Giants on foot. Giants cannot recruit artillery. However, Giant swivel guns and infantry guns can act much like light and heavy artillery, respectively. In addition, all Giant units are half sized.
(Although marine/sailor counts are halved, ships/squadrons themselves are not scaled down. They are assumed to have equivalent size and firepower to their normal counterparts, even if this means the design would be different.)
Slow-breeding: Ever a sparse and dwindling people, giants must treasure their children. Each family is graced with one less than once a decade, after all.
Giant mobilization yields 3 units for every 2 population (round up), instead of 2 for every 1.
RELIGION (see Piety Tables for effects)(WIP)
Orthodox Aedak: The mystic words of the Messaran Ancients and the laws of the Prophet-Emperor Raegar, enforced and propagated by his Holiness the Vaekir and the Messarom Vaekirate. We worship the only true god, Aed!
– Pre-set Piety Table
– (Further bonuses to be decided)
Aedak Heresies: Ah, but you see here, I'd have to disagree with the Vaekir on this point here, and that point there...And what's this? You're sure the Prophet said that? Maybe he meant it this way instead...
– Several Pre-set Piety Tables
– (Further bonuses to be decided)
Western Aedak: The words of far flung Raegar, the Prophet, decreee that those gifted with Aed's power must serve! And by that he meant rule!
- Pre-set Piety Table
- Rulers MUST BE mages
Dydorism: The Great Soul, Dydor, is the font from which all life spawns! Except, of course, those filthy devilish orcs, goblins, giants, and sylphs . . . and sometimes the rest of the lot, too.
- Several Pre-set Piety Tables
- (Further bonuses to be decided)
Local Paganism: Our Gods, our people! To hell with this or that Empire trying to dictate our faith!
– Unique Piety Table (must be approved)
– (Further bonuses to be decided)
Other: What's all this jibber jabber about pagans and Ayda-kam?
– Unique rules and Piety Table (must be approved)
STARTING ASSETS:
All Non-Returning Kingdoms begin with resources determined by lore and focuses in order to promote balance.
RESOURCES
There are 3 resources and 8 luxury resources present in this game. Primary resources are generated by provinces and cities and become expendable passively. They represent "essential" resources for the functioning of a realm and its ruling state.
Luxury resources are rarer, more "exotic" goods that offer special benefits. In general, these benefits scale upwards but eventually reach a maximum. They are generated by provinces and trade and, unless specified otherwise, require commodity slots to become useful. Commodity slots, generated by certain districts and infrastructure, represent your nation's ability to refine goods to gain their benefits. One commodity slot "refines" one node. All resources, whether "refined" and "unrefined," may be potentially traded and sold to other nations, both played and moderator controlled if buyer and seller are connected by a trade route.
Shortly after joining the forum you should receive a pm from one one of the mods informing you of your staring resources.
Primary Resources
Gold: Gold is the primary currency by which purchases are made and is measured in units of 1.
Supply: Supply represents materials such as gunpowder and steel used when deploying military units.
- Can be stockpiled up to 30 Supply; requires Armories to be stockpiled further.
- As a baseline, deploying an army costs 1 Supply per unit deployed in a single battle, paid at the beginning of the battle.
- Navy units have deployment Supply costs specified in their unit descriptions
- Units may be deployed with double Supply for morale bonus and extra ammunition.
- Units may also be deployed without Supply, but this will impose a morale penalty and prevent most units from shooting.
- Using Supplies freely requires a clear supply line. If your supply train is compromised, moderators may limit how much Supply can be used on a given army or navy. If a force is completely cut off, it cannot use Supply at all.
Food: Food is the very stuff you feed your people and is consumed by both populations and military units as a form of upkeep.
- Can be stockpiled up to 100 Food.
- Every pop requires 1 Food to sustain. Unfed pops do not count for taxes, production, or conscription and each generate -1 Order.
- Every 5 military units costs 1 Food in upkeep. Unfed military units take 10% per turn attrition from starvation and a malus to morale and cohesion.
Luxury Resources
Dyes: Access to high quality dyes allows for your soldiers to be more richly dressed, demoralizing the opposition with flash.
- 1 Node: Military agents gain Special Rule: Intimidating Presence
- 3 Nodes: Regiments of Renown and Professional Army units gain Special Rule: Intimidating Presence
- 6 Nodes: Regiments of Renown, Professionals, and Regulars gain Special Rule: Intimidating Presence
Fabrics: Fabrics such as silk and cotton are the key to superior fashion, as well as the greatest beneficiary of the manufactory boom. With proper industry they can become widely available to your people, increasing your nation's prestige.
- 1 Node: +1 Splendor
- 3 Nodes: +1 Splendor per 20 population
- 6 Nodes: +1 Splendor per 10 population
- 9 Nodes: +1 Splendor per 5 population
Furs: Furs are one of the only ways to stay warm outside during the harsh winters seen in some parts of the North and practically year-round in the Far North.
- 1 Node: Reduces attrition from cold for Agents
- 3 Nodes: Reduces attrition from cold for Agents and Professional units
- 6 Nodes: Reduces attrition from cold for Agents, Professionals, and Regulars
Delicacies: Delicacies, such as coffee and sugar, make the burdens of life more bearable, increasing public order among your people.
- 3 Nodes: +1 Order
- 6 Nodes: +2 Order
- 9 Nodes: +3 Order
Giant Beasts (does not require commodity slots): Giant Beasts may be tamed so that famous heroes and even regiments of soldiers may be borne into battle upon them.
- 1 Node: 1 Agent of choice may be mounted on Giant Beasts
- 3 Nodes: Monarchs and military agents may be mounted on Giant Beasts
- May recruit up to 1 Howdah unit for every additional node (if Northern, these count as professional but have identical traits to the Western Standing Levy equivalent)
Narcotics: The pain-relieving properties of narcotics, most notably opium, are essential to the practice of medicine.
- 1 Node: Agents less likely to die from wounds
- 3 Nodes: Casualties reduced by 10% at end of battle, Agents less likely to die from wounds
- 6 Nodes: Casualties reduced by 20% at end of battle, Agents less likely to die from wounds
Tobacco: Provided to soldiers to ease their worries, tobacco is a popular way to keep spirits high - or at least not too low.
- 1 Node: morale boost to military agents
- 3 Nodes: morale boost to military agents and Professional units
- 6 Nodes: morale boost to military agents, Professionals, and Regulars
Spices (does not require commodity slots): Perhaps the most sought-after resource in the world, spices such as cumin and pepper allow for the preservation of otherwise perishable foods and are immensely valuable in their own right.
- Every node increases food stockpile cap by 10 and generates +2 gold, up to maximum of using 10 nodes
Precious Metals (does not require commodity slots): Gold, silver, and even more precious metals provide the materials needed for a nation to make more currency.
- +2 Gold per node
TRADE
Trade is a crucial tool not only for the prosperity of the realm, but for diplomacy and state power. Without it, the global flow of coin and key resources will lay outside the state's grasp. Setting up a trade route between realms requires one open trade slot in each, as well as for both to announce the trade route in their turn actions. Trade routes generate +2 Gold/turn in each realm. Furthermore, all exchanges of resources require both participants to have a trade route connecting them.
While resources can be exchanged in single, one-time trades, this tends not to be very useful. Prolonged exchanges, where realms trade fixed resources over time (or one pays gold for resources from another), are more common. Often, these exchanges become terms of commercial treaties themselves. This is especially true in the ongoing colonial trade, where Western realms are generally expected to provide valuable luxuries to access Northern and Southern trade at all. When making resource exchanges, both participants must announce it in their turn actions.
First what Race will your kingdom be. There are seven races, each has it's own advantages and disadvantages.
RACES
Humans- The rising tide.
Omnipresent: Especially since the Aedakom conquest, humans are everywhere. They are quite aware of this situation, and they use it to their advantage.
Subterfuge Actions by human realms are more likely to succeed.
Live Like Flies, Die Like Flies: When faced with the longevity of elves, the tough skin of orcs, and the stamina of dwarves, human physical durability isn't much to brag about.
Humans take double normal attrition from all sources.
Elves- The elder folk.
Long lived: Elves live for several lifetime of a man as such they learn skills.
Elven Monarchs may have three retinue types.
Only the Finest: As the eldest of races elves are picky about what they define as proper construction.
+1 permanent Splendor. All constructs cost 10% more gold.
Sylphs- The elder folk's less refined cousins.
Fey Wings: Ever since their unexpected (and unappreciated) arrival from the fey realm, Sylphs have used their second nature of flight for all sorts of malicious purposes.
Sylph infantry/dismounted cavalry can fly for moderate times/distances if unarmored or lightly armored..
Iron Allergy: Mysteriously, Sylphs cannot handle iron without suffering gruesome rashes and burns. This can present serious problems in the thick of melee against other races, armed with steel swords and bayonets.
Sylphs take greater casualties and morale damage in melee.
Dwarves- Masters of steel and stone.
Expert Miners: None are better at extracting minerals from the earth.
All provinces produce +1 Supplies
Land-dwellers: The dwarves prefer to avoid travel that doesn't involve their own legs.
Naval units cost 50% more in gold and resources.
Orcs- The dogs of war.
Warlike: The one true home of all orcs is the battlefield .
Orc’s start with one additional military doctrine point.
Savage: Most of the other races are reluctant to refer to the works of the orcs as civilization.
Orc's splendor is treated as 25% lower than it's true total.
Goblins- The survivors.
Populous: Before men met goblins they used to say "breed like rabbits". Now they say rabbits breed like goblins.
Goblin mobilization yields 5 units for every 2 population (round up), instead of 2 for every 1.
Short lived: The average goblin lives half the lifetime of a man, and as such tend to focus on mastering one aspect of their lives.
Goblin Monarchs have only one retinue type, and normal retinues rarely gain traits. Goblins also have a malus to healing casualties.
Giants- Man shaped behemoths that can stand up to twelve feet in height.
Massive: Gaints posses such amazing strength that they will throw boulders for sport. On the battlefield they are living terrors.
Giant units are considered mounted and armored for purposes of movement and combat, and their ranged weapons have greater power and double range. They may recruit "cavalry," but these units are Giants on foot. Giants cannot recruit artillery. However, Giant swivel guns and infantry guns can act much like light and heavy artillery, respectively. In addition, all Giant units are half sized.
(Although marine/sailor counts are halved, ships/squadrons themselves are not scaled down. They are assumed to have equivalent size and firepower to their normal counterparts, even if this means the design would be different.)
Slow-breeding: Ever a sparse and dwindling people, giants must treasure their children. Each family is graced with one less than once a decade, after all.
Giant mobilization yields 3 units for every 2 population (round up), instead of 2 for every 1.
RELIGION (see Piety Tables for effects)(WIP)
Orthodox Aedak: The mystic words of the Messaran Ancients and the laws of the Prophet-Emperor Raegar, enforced and propagated by his Holiness the Vaekir and the Messarom Vaekirate. We worship the only true god, Aed!
– Pre-set Piety Table
– (Further bonuses to be decided)
Aedak Heresies: Ah, but you see here, I'd have to disagree with the Vaekir on this point here, and that point there...And what's this? You're sure the Prophet said that? Maybe he meant it this way instead...
– Several Pre-set Piety Tables
– (Further bonuses to be decided)
Western Aedak: The words of far flung Raegar, the Prophet, decreee that those gifted with Aed's power must serve! And by that he meant rule!
- Pre-set Piety Table
- Rulers MUST BE mages
Dydorism: The Great Soul, Dydor, is the font from which all life spawns! Except, of course, those filthy devilish orcs, goblins, giants, and sylphs . . . and sometimes the rest of the lot, too.
- Several Pre-set Piety Tables
- (Further bonuses to be decided)
Local Paganism: Our Gods, our people! To hell with this or that Empire trying to dictate our faith!
– Unique Piety Table (must be approved)
– (Further bonuses to be decided)
Other: What's all this jibber jabber about pagans and Ayda-kam?
– Unique rules and Piety Table (must be approved)
STARTING ASSETS:
All Non-Returning Kingdoms begin with resources determined by lore and focuses in order to promote balance.
There are 3 resources and 8 luxury resources present in this game. Primary resources are generated by provinces and cities and become expendable passively. They represent "essential" resources for the functioning of a realm and its ruling state.
Luxury resources are rarer, more "exotic" goods that offer special benefits. In general, these benefits scale upwards but eventually reach a maximum. They are generated by provinces and trade and, unless specified otherwise, require commodity slots to become useful. Commodity slots, generated by certain districts and infrastructure, represent your nation's ability to refine goods to gain their benefits. One commodity slot "refines" one node. All resources, whether "refined" and "unrefined," may be potentially traded and sold to other nations, both played and moderator controlled if buyer and seller are connected by a trade route.
Shortly after joining the forum you should receive a pm from one one of the mods informing you of your staring resources.
Primary Resources
Gold: Gold is the primary currency by which purchases are made and is measured in units of 1.
Supply: Supply represents materials such as gunpowder and steel used when deploying military units.
- Can be stockpiled up to 30 Supply; requires Armories to be stockpiled further.
- As a baseline, deploying an army costs 1 Supply per unit deployed in a single battle, paid at the beginning of the battle.
- Navy units have deployment Supply costs specified in their unit descriptions
- Units may be deployed with double Supply for morale bonus and extra ammunition.
- Units may also be deployed without Supply, but this will impose a morale penalty and prevent most units from shooting.
- Using Supplies freely requires a clear supply line. If your supply train is compromised, moderators may limit how much Supply can be used on a given army or navy. If a force is completely cut off, it cannot use Supply at all.
Food: Food is the very stuff you feed your people and is consumed by both populations and military units as a form of upkeep.
- Can be stockpiled up to 100 Food.
- Every pop requires 1 Food to sustain. Unfed pops do not count for taxes, production, or conscription and each generate -1 Order.
- Every 5 military units costs 1 Food in upkeep. Unfed military units take 10% per turn attrition from starvation and a malus to morale and cohesion.
Luxury Resources
Dyes: Access to high quality dyes allows for your soldiers to be more richly dressed, demoralizing the opposition with flash.
- 1 Node: Military agents gain Special Rule: Intimidating Presence
- 3 Nodes: Regiments of Renown and Professional Army units gain Special Rule: Intimidating Presence
- 6 Nodes: Regiments of Renown, Professionals, and Regulars gain Special Rule: Intimidating Presence
Fabrics: Fabrics such as silk and cotton are the key to superior fashion, as well as the greatest beneficiary of the manufactory boom. With proper industry they can become widely available to your people, increasing your nation's prestige.
- 1 Node: +1 Splendor
- 3 Nodes: +1 Splendor per 20 population
- 6 Nodes: +1 Splendor per 10 population
- 9 Nodes: +1 Splendor per 5 population
Furs: Furs are one of the only ways to stay warm outside during the harsh winters seen in some parts of the North and practically year-round in the Far North.
- 1 Node: Reduces attrition from cold for Agents
- 3 Nodes: Reduces attrition from cold for Agents and Professional units
- 6 Nodes: Reduces attrition from cold for Agents, Professionals, and Regulars
Delicacies: Delicacies, such as coffee and sugar, make the burdens of life more bearable, increasing public order among your people.
- 3 Nodes: +1 Order
- 6 Nodes: +2 Order
- 9 Nodes: +3 Order
Giant Beasts (does not require commodity slots): Giant Beasts may be tamed so that famous heroes and even regiments of soldiers may be borne into battle upon them.
- 1 Node: 1 Agent of choice may be mounted on Giant Beasts
- 3 Nodes: Monarchs and military agents may be mounted on Giant Beasts
- May recruit up to 1 Howdah unit for every additional node (if Northern, these count as professional but have identical traits to the Western Standing Levy equivalent)
Narcotics: The pain-relieving properties of narcotics, most notably opium, are essential to the practice of medicine.
- 1 Node: Agents less likely to die from wounds
- 3 Nodes: Casualties reduced by 10% at end of battle, Agents less likely to die from wounds
- 6 Nodes: Casualties reduced by 20% at end of battle, Agents less likely to die from wounds
Tobacco: Provided to soldiers to ease their worries, tobacco is a popular way to keep spirits high - or at least not too low.
- 1 Node: morale boost to military agents
- 3 Nodes: morale boost to military agents and Professional units
- 6 Nodes: morale boost to military agents, Professionals, and Regulars
Spices (does not require commodity slots): Perhaps the most sought-after resource in the world, spices such as cumin and pepper allow for the preservation of otherwise perishable foods and are immensely valuable in their own right.
- Every node increases food stockpile cap by 10 and generates +2 gold, up to maximum of using 10 nodes
Precious Metals (does not require commodity slots): Gold, silver, and even more precious metals provide the materials needed for a nation to make more currency.
- +2 Gold per node
TRADE
Trade is a crucial tool not only for the prosperity of the realm, but for diplomacy and state power. Without it, the global flow of coin and key resources will lay outside the state's grasp. Setting up a trade route between realms requires one open trade slot in each, as well as for both to announce the trade route in their turn actions. Trade routes generate +2 Gold/turn in each realm. Furthermore, all exchanges of resources require both participants to have a trade route connecting them.
While resources can be exchanged in single, one-time trades, this tends not to be very useful. Prolonged exchanges, where realms trade fixed resources over time (or one pays gold for resources from another), are more common. Often, these exchanges become terms of commercial treaties themselves. This is especially true in the ongoing colonial trade, where Western realms are generally expected to provide valuable luxuries to access Northern and Southern trade at all. When making resource exchanges, both participants must announce it in their turn actions.