Post by Vaklu on Sept 7, 2014 5:02:00 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.
Human army units take attrition when in enemy territory or traveling long distances, even when supply lines are clear.
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 splendor.
+1 permanent Splendor. New Palace and Temple cores (including Castles) each cost an additional 8 Gold, 1 Wood, and 1 Stone. Palace and Temple expansions each cost 4 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. Their metalworking depends on less reliable and more expensive materials, such as bronze. Consequently, with much effort and cost, Sylph clans have learned to scrounge nonferrous metals from any source available.
Cannot exploit Iron nodes. Professional units do not require Iron; instead, for every iron slot normally required pay 2 Gold/turn.
Dwarves- Masters of steel and stone.
Expert Miners: None are better at extracting minerals from the earth.
Stone, gold and silver nodes provide +1 stone/gold per turn.
Land-dwellers: The dwarves prefer to avoid travel that doesn't involve their own legs.
Dwarves may not raise Professional Navy units.
Orcs- The dogs of war.
Warlike: The one true home of all orcs is the battlefield .
Orc Levies have improved morale and cohesion.
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 villages and all food-producing buildings provide one more food slot, and goblin units are 50% larger (rounded up, applies to soldiers/crews but not vessels or artillery pieces).
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 over 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. Giants cannot field cavalry, artillery, or ship squadrons of base size 3 or less. However, Giant swivel guns and infantry guns can act much like light and heavy artillery, respectively.
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.
Villages and all food-producing buildings provide one less food slot, and all giant units (including Warrior and General retinues) are 1/2 normal size (rounded up).
ORIGIN:
Old Kingdom: We have stood where we are for generations and generations. Our ties to the land are ancient and unbreakable.
– Start with 1 Palace upgrade, 1 Market or Docklands upgrade, and 1 Artisan Block upgrade. 1 district begins with no-upkeep Medieval Walls. Start with a single no-upkeep Castle (Medieval Walls) adjacent to any settlement. Can choose any starting religion.
Post-Southern: Our people are descendants of hardy Survaekom settlers, enlightened locals who adopted Southern customs, or both. We are the light of civilization!
– Start with 1 Palace upgrade, 1 Temple or College upgrade, 1 Market or Docklands upgrade, and a single Southern faction's Trade District in capital. Survaekom Square can be recruited from Traditional Barracks. Starting religion must be a form of Aedak.
New Invader: We arrived in the from the distant lands of the West or East or Far North not more than a decade ago, carving out a kingdom for ourselves with blood and fire. Now is the time for us to make our mark!
– Start with 1 Barracks upgrade (Cannot be New Model Drill Yard or Integrated Artillery School), one upgrade of choice (Cannot be barracks or Meeting Grounds upgrade), and a Meeting Grounds in capital, a free permanent Warrior Retinue, and a free permanent General Retinue. Levies have improved morale and cohesion. Starting religion cannot be a form of Aedak.
RELIGION (see Piety Tables for effects)
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!
– May establish links with the Vaekirate and any Southern realm
– Start with a High Priest
– Pre-set Piety Table
Aedakom Heresy: 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...
– May establish links with any of the Three Southern Kingdoms
– If first nation to choose/create your heresy, start with Chief Priest. Otherwise start with High Priest and a permanent +2 Piety.
– Unique Piety Table (must be approved)
Esharan Paganism: We hold to the Old Gods of true civilization, the great pantheon that grew to include all Northern gods just as the True Empire once ruled or influenced all the North. We do not impose uniformity like the Southerners, but rather embrace the traditions of all!
– Bonus to converting Local Pagans.
– Start with Pantheon upgrade in Temple District
– Cannot trade with Southern realms
– Pre-set Piety Table
Local Paganism: Our Gods, our people! To hell with this or that Empire trying to dictate our faith!
– Levies have greatly improved morale when defending home territory
– Can only convert/influence other Local Pagans
– Cannot trade with Southern realms
– Unique Piety Table (must be approved)
Other: What's all this jibber jabber about pagans and Ayda-kam?
– Cannot trade with Southern realms
– Unique rules and Piety Table (must be approved)
STARTING ASSETS
All Kingdoms begin with:
Starting Points can be spent in the following ways:
-- +2 Gold, +2 Wood, or +1 Stone = 1 point
-- +1 Professional Unit = 3 points
-- Changing village to Iron, Lumber, or Saltpeter = 2 points
-- Changing village to Stone or Silver = 3 points
-- Changing village to Gold = 5 points
-- Extra village = 3 points (food default)
-- Castle = 5 points for Medieval Walls, 8 points for Star Walls
-- Extra City District = 8 points (cannot be Southern Trade District or Meeting Grounds)
RESOURCES
There are 8 resources in this game. Shortly after joining the forum you should receive a pm from one one of the mods informing you of your staring resource rolls.
Wood- +1 Wood/turn
Game- 2 Splendor
Iron- +3 Iron Slots
Stone- +1 Stone/turn
Saltpeter- Allows Musket Levy and provides 5 Gunpowder Slots
Gold- +4 Gold/turn
Silver- +2 Gold/turn
Food (Default)- +3 Food Slots (used to support expansion and professional army units)
Luxury- +1 Gold/turn per trade route
SETTLEMENTS
There are three types of settlements, each filling an important role in you kingdom
VILLAGE
A basic settlement of farmers, hunters, loggers, or miners protected by the Crown in return for taxes and levy duty. Villages have always formed the backbone of every realm, containing the vast majority of its subjects.
- Provides 3 food slots OR provides resource built upon at the cost of 1 food slot
- Raises 1 gold/turn (tax)
- 3 Levy units if mobilized (removes tax and resource/food output)
CITY
An administrative, commercial, and cultural center of a realm. In the last few decades, the importance of cities has vastly increased, to the point where now even military and royal affairs are focused in cities rather than the manors of old.
- Divided into Districts
- Every District has a Core, for which up to 4 Expansions can be built. See Constructs thread for more details.
- Unless noted otherwise, every District provides +2 gold/turn tax and 3 Standard Levies when raised.
- Building a new District costs 25 gold, 5 Wood, and 5 Stone. For every district past 6 in capital or past 3 in another city, the next costs double in gold and fills 2 Food Slots.
- Building a new city is the same as building a new District, except that it must replace an existing village.
CASTLE
Although castles are in their twilight, they remain useful to lords who know how to use them. The enormous complexes function for far more than just defense or logistics. They can recruit and maintain small armies on their own, and they also serve as markers of royal authority and prestige.
- Costs 30 Gold and 4 Stone + the purchase cost of Medieval Walls or Star Walls (whichever the player chooses, see Buildings thread)
- Imposes -3 Gold/turn upkeep + wall upkeep
- Grants +8 Professional Slots
- Counts as Palace core (see Constructs thread)
OUTPOST
As the frontiers of a realm grow, it must develop means to keep watch over them. Outposts are much simpler and cheaper alternatives to Castles for basic border defense, lacking the advanced military infrastructure or palatial elements of their larger cousins.
Oupost Tiers (All Outposts begin at Tier 1)
1) Frontier Watch: Permanent camp with watch-towers and defensive earthworks
Mercenaries
There are two types of Mercenaries in the world. Sellsword units and Mercenary Companies.
A Sellsword units consists of a single unit. Their Training level is considered equal to their counterpart barracks-trained professional in regards to their ability to fight and their gear. Their Morale however is Poor, as they are fighting for gold, not honor or loyalty. They are plentiful but untrustworthy.
A Mercenary Company is a unique fighting force of several units lead by a charismatic or infamous leader. They are professional troops in all regards due to the fact that a company fights with it's reputation on the line. But their commanders are willful personalities all their own and will sometimes act without orders or take exception to how their men are used.
More information on hiring mercenaries is listed in the turn actions thread.
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.
Human army units take attrition when in enemy territory or traveling long distances, even when supply lines are clear.
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 splendor.
+1 permanent Splendor. New Palace and Temple cores (including Castles) each cost an additional 8 Gold, 1 Wood, and 1 Stone. Palace and Temple expansions each cost 4 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. Their metalworking depends on less reliable and more expensive materials, such as bronze. Consequently, with much effort and cost, Sylph clans have learned to scrounge nonferrous metals from any source available.
Cannot exploit Iron nodes. Professional units do not require Iron; instead, for every iron slot normally required pay 2 Gold/turn.
Dwarves- Masters of steel and stone.
Expert Miners: None are better at extracting minerals from the earth.
Stone, gold and silver nodes provide +1 stone/gold per turn.
Land-dwellers: The dwarves prefer to avoid travel that doesn't involve their own legs.
Dwarves may not raise Professional Navy units.
Orcs- The dogs of war.
Warlike: The one true home of all orcs is the battlefield .
Orc Levies have improved morale and cohesion.
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 villages and all food-producing buildings provide one more food slot, and goblin units are 50% larger (rounded up, applies to soldiers/crews but not vessels or artillery pieces).
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 over 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. Giants cannot field cavalry, artillery, or ship squadrons of base size 3 or less. However, Giant swivel guns and infantry guns can act much like light and heavy artillery, respectively.
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.
Villages and all food-producing buildings provide one less food slot, and all giant units (including Warrior and General retinues) are 1/2 normal size (rounded up).
ORIGIN:
Old Kingdom: We have stood where we are for generations and generations. Our ties to the land are ancient and unbreakable.
– Start with 1 Palace upgrade, 1 Market or Docklands upgrade, and 1 Artisan Block upgrade. 1 district begins with no-upkeep Medieval Walls. Start with a single no-upkeep Castle (Medieval Walls) adjacent to any settlement. Can choose any starting religion.
Post-Southern: Our people are descendants of hardy Survaekom settlers, enlightened locals who adopted Southern customs, or both. We are the light of civilization!
– Start with 1 Palace upgrade, 1 Temple or College upgrade, 1 Market or Docklands upgrade, and a single Southern faction's Trade District in capital. Survaekom Square can be recruited from Traditional Barracks. Starting religion must be a form of Aedak.
New Invader: We arrived in the from the distant lands of the West or East or Far North not more than a decade ago, carving out a kingdom for ourselves with blood and fire. Now is the time for us to make our mark!
– Start with 1 Barracks upgrade (Cannot be New Model Drill Yard or Integrated Artillery School), one upgrade of choice (Cannot be barracks or Meeting Grounds upgrade), and a Meeting Grounds in capital, a free permanent Warrior Retinue, and a free permanent General Retinue. Levies have improved morale and cohesion. Starting religion cannot be a form of Aedak.
RELIGION (see Piety Tables for effects)
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!
– May establish links with the Vaekirate and any Southern realm
– Start with a High Priest
– Pre-set Piety Table
Aedakom Heresy: 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...
– May establish links with any of the Three Southern Kingdoms
– If first nation to choose/create your heresy, start with Chief Priest. Otherwise start with High Priest and a permanent +2 Piety.
– Unique Piety Table (must be approved)
Esharan Paganism: We hold to the Old Gods of true civilization, the great pantheon that grew to include all Northern gods just as the True Empire once ruled or influenced all the North. We do not impose uniformity like the Southerners, but rather embrace the traditions of all!
– Bonus to converting Local Pagans.
– Start with Pantheon upgrade in Temple District
– Cannot trade with Southern realms
– Pre-set Piety Table
Local Paganism: Our Gods, our people! To hell with this or that Empire trying to dictate our faith!
– Levies have greatly improved morale when defending home territory
– Can only convert/influence other Local Pagans
– Cannot trade with Southern realms
– Unique Piety Table (must be approved)
Other: What's all this jibber jabber about pagans and Ayda-kam?
– Cannot trade with Southern realms
– Unique rules and Piety Table (must be approved)
STARTING ASSETS
All Kingdoms begin with:
- 20 Gold, 2 Wood, and 1 Stone
- 1 City with
- Palace District
- Artisan Block
- Market OR Docklands
- Temple OR College
- Traditional Barracks - 5 Villages (food default)
- Monarch Retinue
- One non-replaceable retinue (Not magical or religious)
- Origin and Religion bonuses
- 3 Professional Units (army or navy, must have appropriate buildings)
- 22 Starting Points (does not apply to returning players RPing their old kingdoms)
Starting Points can be spent in the following ways:
-- +2 Gold, +2 Wood, or +1 Stone = 1 point
-- +1 Professional Unit = 3 points
-- Changing village to Iron, Lumber, or Saltpeter = 2 points
-- Changing village to Stone or Silver = 3 points
-- Changing village to Gold = 5 points
-- Extra village = 3 points (food default)
-- Castle = 5 points for Medieval Walls, 8 points for Star Walls
-- Extra City District = 8 points (cannot be Southern Trade District or Meeting Grounds)
RESOURCES
There are 8 resources in this game. Shortly after joining the forum you should receive a pm from one one of the mods informing you of your staring resource rolls.
Wood- +1 Wood/turn
Game- 2 Splendor
Iron- +3 Iron Slots
Stone- +1 Stone/turn
Saltpeter- Allows Musket Levy and provides 5 Gunpowder Slots
Gold- +4 Gold/turn
Silver- +2 Gold/turn
Food (Default)- +3 Food Slots (used to support expansion and professional army units)
Luxury- +1 Gold/turn per trade route
SETTLEMENTS
There are three types of settlements, each filling an important role in you kingdom
VILLAGE
A basic settlement of farmers, hunters, loggers, or miners protected by the Crown in return for taxes and levy duty. Villages have always formed the backbone of every realm, containing the vast majority of its subjects.
- Provides 3 food slots OR provides resource built upon at the cost of 1 food slot
- Raises 1 gold/turn (tax)
- 3 Levy units if mobilized (removes tax and resource/food output)
CITY
An administrative, commercial, and cultural center of a realm. In the last few decades, the importance of cities has vastly increased, to the point where now even military and royal affairs are focused in cities rather than the manors of old.
- Divided into Districts
- Every District has a Core, for which up to 4 Expansions can be built. See Constructs thread for more details.
- Unless noted otherwise, every District provides +2 gold/turn tax and 3 Standard Levies when raised.
- Building a new District costs 25 gold, 5 Wood, and 5 Stone. For every district past 6 in capital or past 3 in another city, the next costs double in gold and fills 2 Food Slots.
- Building a new city is the same as building a new District, except that it must replace an existing village.
CASTLE
Although castles are in their twilight, they remain useful to lords who know how to use them. The enormous complexes function for far more than just defense or logistics. They can recruit and maintain small armies on their own, and they also serve as markers of royal authority and prestige.
- Costs 30 Gold and 4 Stone + the purchase cost of Medieval Walls or Star Walls (whichever the player chooses, see Buildings thread)
- Imposes -3 Gold/turn upkeep + wall upkeep
- Grants +8 Professional Slots
- Counts as Palace core (see Constructs thread)
OUTPOST
As the frontiers of a realm grow, it must develop means to keep watch over them. Outposts are much simpler and cheaper alternatives to Castles for basic border defense, lacking the advanced military infrastructure or palatial elements of their larger cousins.
Oupost Tiers (All Outposts begin at Tier 1)
1) Frontier Watch: Permanent camp with watch-towers and defensive earthworks
- Cost: 4 Gold.
- Maintenance: -1 Gold/turn.
- Garrison: 100
- 1 turn holdout
- Cost: 6 Gold
- Maintenance: -2 Gold/turn
- Garrison: 200
- 2 turns holdout
3) Border Fort: Camp is surrounded by palisade with ramparts; blockhouses integrated as strong-points
- Cost: 8 Gold
- Maintenance: -3 Gold/turn
- Garrison: 300
- 3 turns holdout
4) Fortress: Palisade and blockhouses replaced with stone walls and bastions, and ditch may be filled with water from any nearby source
- Cost: 16 Gold, 2 Stone
- Maintenance: -5 Gold/turn
- Garrison: 600 + can contain a single army unit
- 4 turns holdout
Mercenaries
There are two types of Mercenaries in the world. Sellsword units and Mercenary Companies.
A Sellsword units consists of a single unit. Their Training level is considered equal to their counterpart barracks-trained professional in regards to their ability to fight and their gear. Their Morale however is Poor, as they are fighting for gold, not honor or loyalty. They are plentiful but untrustworthy.
A Mercenary Company is a unique fighting force of several units lead by a charismatic or infamous leader. They are professional troops in all regards due to the fact that a company fights with it's reputation on the line. But their commanders are willful personalities all their own and will sometimes act without orders or take exception to how their men are used.
More information on hiring mercenaries is listed in the turn actions thread.