Here is what I'm thinking a finished profile will look like:
House - Player
Lord _____
Heir
Family
Wealth
Military
Manpower
Holdings
Retainers (major retainers only)
Description
Lord will list the current lord of your house, and his age.
Heir will list your lord's heir, and his age.
Family will list notable family members, and their ages (notable members only, such as young, unwed virgins and jealous brothers).
Wealth will show your... worth, basically, and what you can spend. Wealth comes in many different shades. You can basically assume that this encompasses a general economy, including food and everything you need to maintain a military -- as long as you use enough points. I thought about having different mechanics for agriculture-based societies vs more urban lords, but I think streamlining it like this is more efficient.
You spend your wealth on raising and maintaining soldiers and engaging in a variety of special projects. Open-ended is good.
Military
For all intents and purposes, we are going with a roughly late medieval tech level. I say "roughly", because I envision this world to be a bit different from Earth's late medieval. You can still visualize European to Byzantine castles and architecture, but with a slight exotic flair (jade, socio-religious specifics, etc.). I was not imagining guns for our environment. Additionally, seeing as there was not really a plague in this timeline, populations are swelled -- yet, not as much as you might think in some places, given the horrors of the recent war.
Castles
There will be hard, concrete prices for the construction and maintenance of castles. The reason I am giving hard prices for these in the game is that I feel they will be commonly built, and so, no reason in dancing around prices and losing track of what I told the player before you. Despite this, the given price will be a
base price for the most average type of castle of the small variety. Doubling that will obtain a larger castle, and then beyond that, you get into fortress territory and other architectural specifics. You should build on base prices, but you don't have to write out a massive, detailed summary of your castle's design a la Castles II: Siege and Conquest. Concise descriptions are always good -- but of course, I won't discourage you from putting more detail into it, especially because such details might be essential for storytelling (which I love).
I thought about having different "levels", but it all just got too insane. I think it is better for each location to have its own unique description and purpose, any way, and not turn it into a board-game with castles of different levels. Besides, such levels would in no way indicate the usefulness of the fortification -- and anyway, it's not the size, but how you use it.
The map has two different castle icons, just as it has two different religious site icons and two different settlement icons. The designation is not necessarily based on size or population, though I guess 90% of the time it is; sometimes that designation is also due to importance, strategic location, or because it is the seat of a major house.
I also thought about informing players how much their castle will cost to build/maintain on a case-by-case basis, but that would just swamp me.
Oh, and, please note that small, minor castles likely dot the landscape -- the ones on the map, and the ones we spend money on and care about, are the ones that are truly strategic and in an influential position.
Castles: _____
Soldiers (a lot of this from EoE):
Levies: 10 for 1
Infantry (Homegrown): 5 for 1
Infantry (Hired): 5 for 2
Cavalry (Homegrown): 1 for 1
Cavalry (Hired): 1 for 2
Ships: 1 for 50
Siege Train: "1" for 500
There are two "types" of infantry and cavalry: homegrown and hired. Homegrown soldiers are raised and trained locally through your house and its retainers. These troops are cheaper than hired infantry, though they come with baggage: the house providing your homegrown troops could turn against you (in the worst-case scenario). These are professional soldiers, trained by your house and its brethren, and of better quality than simple levies. Meanwhile, hired soldiers (mercenaries) are there for the money and glory -- you pay them, they fight for you, without any added baggage. Hired soldiers are generally better quality than homegrown, though are also more expensive. I say "generally" because this depends on a lot of factors, and while I was tempted to add some sort of "experience" mechanic to militaries, I think we'd be better served by interesting descriptions of militaries after they have been raised and sent into battle.
I may or may not introduce "special" mercenary soldier types that come in packages of companies (well-known, famous mercenary groups). I also may or may not have a total mercenary manpower, indicating the total number of mercenaries that exist in the world.
There will be a manpower stat for each house. The other benefit of mercenaries is that you can buy and supply them, regardless of your manpower. Undoubtedly, there will be some houses that rely mostly on hired soldiers, rather than homegrown.
When you send an army on a campaign, you should expect to spend 1 wealth point per 10 soldiers.
Holdings will list your
notable castles and settlements (as in, the ones on the map). Your house and its retainers surely occupy a variety of small hamlets and farming villages scattered throughout the countryside, unless you are playing a more urbanite house. I'm not going to attach an amount of wealth or anything to settlements -- kind of silly, in my opinion.
Prestige
The question: do we have a prestige stat? And my answer for now is "No". I don't think it serves a purpose. "Prestige" is subjective, often defined by those in power, and therefore is rather pointless for this NES. I'm willing to hear counter-arguments, but I just don't see any practical purpose for having this as a stat. Additionally,
influence is a weird one to give a number or descriptor to, because I feel a lot of how well you influence others depends on how well you NES.
Now of course, I understand some houses should have baggage from the get-go. But isn't that what starting descriptions are for?
Retainers will list
notable / major retainers.
I am thinking about this:
Manpower / Loyalty
I was hesitant to give major retainers a loyalty stat (I was also kind of hesitant to give them a manpower stat). Lords did not have spreadsheets indicating how much their retainers loved them; they had to know what their actions would spawn. However, lords did have advisors, and so think of your loyalty stat as a briefing from an advisor about the relations between your house and your retainers. Every major retainer will have both manpower and loyalty. The manpower section of this represents how much they contribute to the total number of able-bodied men in your realm. There is no set method to increasing a retainer's loyalty.
I'm still hesitant to include a loyalty stat because each retainer has a unique, unquantifiable situation. Additionally, by designating manpower for each retainer, we are getting kind of heavy on the micromanagement. On the other hand, it does make sense for you to know what losing a retainer will cost you -- or what someone else's disloyal retainer could offer you.
Thoughts and suggestions are always welcome, as long as you keep in mind what kind of game I want here (which is not a glorified war board game).