How does the Game Work?
Income and Settlements
At the beginning of each turn, you gain a certain amount of gold in tax. This gold, plus anything you have saved in your treasury is available for you to spend.
Gold comes from two main sources, settlements and resources. There are two types of settlement, towns and cities, and how much gold they produce is modified by your ‘’Wealth’’ stat, which determines the base output of towns, and the Tax Rate, which determines what proportion of this output goes to your treasury. The Wealth stat is based around 100, and can be increased through game events or special projects. Wealth has an exponential effect on the value of towns. The Tax Rate is how much you are taxing your landowners, and as a result, the general population. It can be adjusted by the player on a turnly basis. Excessive taxation over many turns will begin to have an effect on wealth. Low taxation does the reverse.
The Empire is undergoing a population boom and an increase in urbanisation, meaning that new cities and towns may appear as time goes on. This can be encouraged through the euse of certain projects, but may not always be succcessful in producing new settlements. However, a third type of settlement may be directly built by the player, Castles. Castles are built by the nobility in order to defend and/or subjugate land. They cost 5 gold to build, and a further 5 gold per turn to maintain each turn. They can be quite effective at defending land from aggressors, but are only useful within a relatively small perimeter. For this reason they can defend an important resource or City, but can’t defend large territories from attack.
Resources are the other main income producer for the Duchies. Unlike towns, each type of resource has a different output, which may fluctuate throughout the game, and an individual imperial tax rate, which indicates what proportion of the tax goes to the Emperor. New resources may appear throughout the course of the game, but players cannot produce them or cause them to develop. If a player controls every instance of a particular resource in the Empire, they hold a monopoly which will increase its value by 50%.
Piety and Prestige
There are a few other statistics which are important to the game, these are Piety and Prestige. Prestige is generally speaking how well respected you are by the minor nobility of the Empire, the petty landowners and so on, who are usually subservient to a Duke. These are the people who provide men for your armies and tax for your coffers and so their respect is important. Prestige is perhaps the most important stat of the game. It affects your army’s morale, the stability of your realm, and your standing with the cities . If your prestige becomes too low you will face bad, negative events. It is generally gained through shows of strength, such as when subjugating minor fiefdoms in the Empire, or winning a war against a rival Duke. Prestige can also be increased although to a lesser extent, through special projects. Becoming Emperor is a good way to increase your Prestige. A high prestige may cause fiefdoms to defect to you and other positive events. It will also allow you to train more knights (see below), and foreign powers are more likely to treat you with respect. Low Prestige is the reverse.
It is possible for players to agree to official treaties. These will be listed in the OP, and an unjustified breaking of them will result in a loss of prestige. In order for a treaty to be official they must have a time limit of no more then 5 turns, after which they are cancelled or renegotiated. The Emperor, as the highest authority in the realm, must ratify treaties for them to come into effect, and can also nullify them.
Below is a rough guide as to how prestige is gained and lost.
Gained by:
Looking Strong: For example, subjugating new lands, negotiating tax reductions (Dukes), increasing imperial tax (Emperor), successful diplomacy with foreign powers, winning battles, gaining votes (Emperor, Contender), Imperial Reforms (Emperor), increasing Weath, creating a monopoly, changing votes to a better candidate (Dukes), Contending the Throne etc
Abiding by Tradition: Protecting the Empire (Emperor), improving relations with the Church, providing sponsorships (Emperor),
Lost by:
Looking Weak: loosing battles/land, reducing Imperial Tax (Emperor), loosing votes (Emperor, Contender), abstaining (Dukes), being suspended from the Court (Dukes)
Ignoring Tradition: Imperial reforms that threaten the Nobility (Emperor), War against a popular or prestigious Emperor (Dukes), ignoring treaties, failing to abdicate once a majority is lost (Emperor)
Abuse of Power (Emperor): Excessive Imperial Taxation, Unjustified suspension of Electors etc
Religion is a very powerful force in the game. It is highly dominant in society, and often a source for conflict. There are multiple religions across the game map, and the religion of the ruling dynasties of each realm are important.
Piety is your standing in the eyes of the Church, and in particular the eyes of the Pareya, the eccleastical leader of the Empire. Most common people are more loyal to the Church then they are to their liege, and so maintaining an adequate piety is very important. A high piety will bestow you the favour of the Pareya which can be very useful. A low piety may risk the wrath of the Church.
Empire and Emperor
In this game, the Emperor rules by consent of the dukes. An Electoral Court exists in which each of the Elector Dukes can support a candidate to be Emperor. Each Elector has one vote, plus one more for each City they control. These votes can be pledged to either the ruling Emperor or to a Contender. In order to become an official Contender, the Duke must have at least 30 prestige, and announce his ambitions in the Court, thus allowing Electors to choose to defect to supporting them, or to continue supporting their current candidate. There can be an unlimited amount of Contenders at any one time.
A candidate becomes Emperor by controlling a majority of votes. However, should the Emperor fail to please his allies they may withdraw their support from him at any time. This must be announced in the Electoral Court, but will not take effect until the next update. Should an Emperor loose a majority, he will continue to play out that turn as Emperor. Although once crowned, an Emperor may choose to continue to rule until death, it is traditional for them to abdicate the throne if they lose the support of the Electors. Each successive Emperor is crowned by the Pareya, and the Electoral Court will be represented by a discussion group on the forum, where Dukes can voice their concerns and discuss issues with each other and their liege.
The Emperor’s role is to lead the Empire as a whole. Theoretically they represent the entire Empire in international diplomacy, although in reality the Dukes are able to maintain diplomatic relations with foreign powers independent of the Emperor. The Emperor should do their best to protect the Empire and maintain it’s stability in the way that they see best. In the past, Emperors’ have rallied the Dukes to the defence of the Empire in the face of foreign invasion, and have even occupied the lands of rebelling Dukes to maintain the integrity of the Empire.
In order to fill this role, the States of the Empire pay a small amount of their collected tax to the Emperor. This is called the Emperor’s dues. This tax is split into two parts, Landowner’s Tax (on settlements) and Goods of the Crown Tax (on Resources). The Landowner’s Tax is the proportion of tax from the Elector’s cities and towns which is due to the Emperor. The Emperor can change the tax rate as he pleases, and it is universal throughout the Empire. The Goods of the Crown Tax is more flexible however. A different tax rate exists for every resource in the Empire, and these can be changed independently of each other. Every turn, players receive their incomes in their stats, as well as the amount they are expcted to pay to the Emperor. It is then their responsibility to post in the thread stating whether they will be paying the tax or not. Technically they can choose to pay less then expected, or simply not pay the tax at all, however this is likely to invoke the wrath of the Emperor. If you plan not to pay any tax, please post this rather then simply not posting at all. If no post is made, it will be assumed that the full amount asked is being paid.
A proportion of the Imperial Dues (as decided by the Emperor) is given to the Pareya each turn. The Pareya is the Empire’s religious authority and wields a large amount of power both within the Empire and beyond its borders. The proportion of taxation that is redistributed is at the discretion of the Emperor on a turnly basis, and the rest goes directly to his own personal Treasury. However, the Church will take careful note of the amounts paid. An average payment could be of around 30-40g.
There also exists an Imperial Army, which is drawn from the entire population of the Empire. This army is controlled and maintained by the Emperor, and is intended to allow him to defend the land from foreign invasion, and help maintain the stability and integrity of the Empire. The Empire pays for the maintenance of this army, and many castles across the Empire.
Bartering for votes is not only extremely common, but a traditional and acceptable method of gaining votes in the Electoral Court. Bartering often involves adjustment to tax rates, policies, and most commonly ‘’Sponsorships’’, essentially a slice of the Imperial Dues for themselves. Electors with many votes (due to the ownership of cities), are very influential in the Electoral Court, and often demand large pay-outs for their votes. This is particularly common when the Emperor rules by only a slim majority, allowing influential Dukes to act as Kingmakers.
Dukes may refuse to pay either the full amount of Tax, or any tax at all on any turn, but doing so will reduce his prestige and may risk suspension from the Electoral Court. The Emperor’s dues are ultimately a balancing act, a too high tax might alienate those who give their support in the Electoral Court, risking the Throne to a contender, but a too low tax could leave the Emperor weak and unable to maintain the stability of the Empire or defend against foreign invasion. An Emperor who fails to fill his responsibilities will lose the respect of the nobility (prestige) and in most cases the Pareya (piety).
The throne comes with responsibilities, but can also make a Duke a very powerful man. It represents an excellent opportunity to increase your Prestige and Piety levels , encourages foreign powers to treat you with respect, and almost always increases the strength of your State relative to those of other Dukes due to the influx of the Emperor’s dues. There is no legal distinction between the Emperor’s state and the Empire as a whole, and it is absolutely acceptable (and in fact expected and desirable) for the Emperor to spend the dues strengthening his own state in order to protect his subjects. The Emperor is usually expected to defend the Empire in case of war, and should he fail his prestige could be crushed for generations.
Duchies and Fiefdoms
The Empire is made up of fiefdoms and duchies. Fiefdoms are small units of land managed by local nobility. These can be independent, or in service to one of the Dukes. These are not shown on the map, but are implied within the game. They are the lands of local Counts and Barons in your service. The loyalty of your fiefdoms is determined by your prestige. A high prestige could cause neighbouring independent Lords to pledge their loyalty to you, but a very low prestige could see your Barons abandon you. Duchies, also known as Imperial States, are areas of land ruled by the Duke, although they are subdivided into loyal fiefdoms. The title of Duke comes with a certain degree of respect, and often, land. Dukedom is also a traditional prerequisite in order to become and Elector.
Electors are the men who sit in the Electoral Court and decide who should rule as Emperor. They are also required to pay Imperial Dues, unlike minor fiefdoms and other bodies. The title of Elector can be bestowed upon new Duchies should they come into existence, and the title can also be stripped from a Duke in remarkable circumstances. More commonly however, Electors are suspended from the Court by the Emperor . This will cause substantial damage to the Duke’s prestige, and also to the Emperor’s if the suspension is considered to be illegitimate. A suspended Elector loses the ability to vote in the Court, but is usually not expected to pay Imperial Dues as a result. Suspended Electors may be redeemed at any time, partially restoring the lost prestige for both parties. Suspended Electors may not vote in the Electoral Court, but they will retain the ability to stand as a Contender for the Throne if they meet the required level of Prestige.
There is one other unit of land, besides Duchies and Fiefdoms. These are the city states, the largest urban centres of the Empire. Many were once, independent republics, but were slowly integrated into the Empire. Most retain their old customs and have a large degree of autonomy. In these cities, the people elect a city council or in the larger cities a small parliament to rule their city. Every man over the age of 25 and with his own home is allowed to vote in elections which happen on average every four years. Among their many duties, the council must nominate a Governor. It is common practise for a Governor to be associated with or sponsored by one of the Electors of the Empire, (ie. Duchies) although this isn't always the case. If a Duchy's candidate for governor is chosen then the city essentially becomes a part of that players territory, providing additional income, and an extra vote in the Electoral court. ''Independent'' cities who's governors are not associated with an elector, do not receive a vote in the Court.
It is considered bad form to secure a City State through force, or to prohibit elections in a city you control, and doing so would result in a loss of prestige. Prestige is the biggest influence on city elections, but piety will sometimes also play a role where relevant. However these stats are not the only factor that matters. Conducting projects in these cities is a great way to secure their loyalty. The cities are very influential, and a Duke who controls many cities is often a serious powerbroker or contender for the Throne. Cities have their own stats, which tell you a small amount about their populace.
Producing and Spending Gold
In EkoNES II, one of my main aims is to make a game whereby even the most down-trodden Duke can with skill, once again become a significant force in the Empire, thus providing a dynamic game. One of the main ways that this is achieved is the wide range of techniques a player can use to succeed. The most obvious are to increase your wealth and modify your tax rate. However, courting foreign powers or the Pareya (religious leader) can be very useful. Building popularity in the cities is another great way to become more powerful in the Empire, and of course seeking influence with the Emperor can lead to beneficial sponsorships or tax reforms. Furthermore, the Pareya will make regular donations to those he considers devout and pious. You can also obtain additional spending money by enacting a special tax levy on your lands. This will provide you with a lump sum of gold, but potentially at the expense of Wealth and Prestige.
Gold is the currency of the game, and with gold comes power. It is largely spent on one of two things, the military (see below), and special projects. Projects can be almost anything, and generally seek to improve one or more of your stats, for example Prestige, Piety, Wealth etc. With projects I very much encourage creativity, but they must also be appropriate to the time period. Projects can also be used to build up popularity for your faction in city states, which is an excellent way to get yourself elected there. They can also be used to target another Duke’s lands, stirring up trouble there. Like I said, creativity is encouraged.
War and Armies
At the start of the game, your military is made up primarily of infantry, archers, light cavalry, knights, and war galleys. These are the five ‘’unit types’’ available at the beginning of the game, but more may become available over the course of the game as the dynamics of war develop.
Your military is made up of Castles, Armies and Fleets, which for the purpose of this game are called ''Commands''. Each of these work in essentially the same way, and cost 5 gold per turn to maintain, plus an additional cost per man. The main differences are in their movement abilities, and the types of units they can support.
Armies can be comprised of the four land unit types, infantry, archers, light cavalry, knights. They can move across land and rivers, but require transport to cross seas. Fleets can be comprised of War Galleys, and the four land unit types. Infantry and archers can be used in naval battles, and to perform naval raids and attacks along coastlines, however light cavalry and knights can play no part in naval warfare (and if anything are a liability), but can be transported across sea areas by fleets. Fleets can travel across the sea, and along rivers. You must have at least one war galley per 50 men in a Fleet. Castles are obviously stationary, but provide an excellent base of operations from which to operate. They can hold all land unit types, which can then be used to operate in the area. Castles are very difficult to conquer, particularly when well maintained.
Units can be moved between Commands with ease. Commands can be merged or divided at will, but for every Command you have you pay a baseline of 5 gold in maintenance, meaning that having an excessive amount can cause prohibitive levels of maintenance. You can't divide and then remerge an army in the same turn.
Armies and Fleets can be deployed to attack enemy territory and towns and settlements they encounter can be besieged.
Each turn represents seven years. During this time you can theoretically move your armies almost anywhere in the known world. However, attrition will begin to take hold if you move quite far outside of friendly territory, and moving through hostile land will reduce the speed of movement considerably, particularly if it is densely populated.
Fleets work in exactly the same way as armies, however at the beginning of the game there is only one unit type available to the Dorians; War Galleys. Due to the shallow and largely calm nature of the Ulphereal Sea, naval technology has not flourished in the Dorian Empire. However, new ship designs may become available throughout the game.
War can be used to gain new settlements and resources and further boost income. As peaceful development of income is to be relatively limited in this game as compared to my previous NES, war is by far the best way to increase your power. Winning battles is also one of the best ways to increase prestige, which of course has many beneficial effects. When attacking other players, land that you seize will become ''occupied''. Occupied land does not provide income for either party. In order for this land to start producing gold, a peace treaty must be arranged. These treaties do not need to be ratified by the Emperor.
Size and Location of armies will not be displayed in the stats, and will instead be send privately to each player every third turn. Between these updates, I ask the players to keep track of their own military so I don't have to send them every turn.
Infantry: These are generally lightly armed and armoured, drawn from the serf population. Generally fight with sword and shield, or with spears, can be used in small groups as skirmishers, or in larger, denser groups to provide a strong body for your army. Can act as marines when part of a fleet. Infantry cost 3 gold per 1000 men, and 0.3 gold per 1000 men in maintenance.
Archers: Fight with bow and arrow, but usually carry a short sword or dagger in case they are drawn into a melee. From afar they can cause immense damage, particularly to the lightly defended infantry. However, up close they are vulnerable, and a cavalry charge can spell the end for them if they are poorly defended. Archers cost 4 gold per 1000 men to train, and 0.4 per 1000 to maintain.
Light Cavalry: These cavalry rely on their speed to attack an enemy where they're weak, or to flank an enemy side. If drawn into a prolonged conflict they can be worn down, but given open space they can easily dominate a battlefield. They cost 6 gold per 1000 per turn to train and 0.6 per 1000 to maintain.
Knights: Heavilly armoured, and generally drawn from the nobility. Knights are very powerful on the battlefield. They can fight either on foot or on horseback. They cost 15 gold per 1000, and 1.5 gold per 1000 to maintain. However, with high prestige you will occassionally gain Knights for free.
War Galleys: Large ships, propelled sometimes by several hundred oars. Many sport dangerous rams designed to puncture the hull of enemy ships causing them to sink. Naval battle generally consists of ramming, or the use of marines (infantry and archers). War Galleys cost 20 gold per 100 ships, and 0.2 gold per 100 to maintain.
Although most prices for units are given in 1000's they can be hired in any amounts. Newly trained units can ajoin pre-existing Commands or can create a new one. Newly created units can be used on the same turn as they are bought.
Example Stats
State Name/Player: Trinistea/ Ekolite
Ruler: Erik of Arrovin
Religion: Astrovadean
Prestige: 35
Piety: 60
Treasury: 0g
Output: 60 (42/18)
Military Maintenance: 20
Available to Spend: 22g
Towns: 6
Wealth: 110
Tax Rate: 40%
Resources: Wheat (4), Wool (2), Silver (2)
Template Orders
Please entitle your orders in the following format: Turn Number, Duchy Name, Player Name.
[Insert Public and Military stats in spoilers]
Military Orders
This section should contain any new army purchases, specifying how many men of what kind you want to train, the cost of them, and which Command you want to enrol them in.
Following this describe any military operations you are undertaking this turn. If they are particularly complex, a map may be beneficial but for simple movements this is unnecessary.
Domestic Orders
Here you should describe projects you are undertaking this turn, your goal for this project, and how much you want to put towards it. The average cost for most projects should be between 15-25, although the scale of the project is important for determining its cost.
Diplomacy
Include any treaties that have been signed here. These can be made public or remain private. Remember that treaties ratified by the Emperor will cause significant hits to prestige if broken. Non-ratified treaties will provide a far smaller penalty.
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Orders should focus on relative brevity, and clarity. Stories posted in the thread relevant to certain projects or operations will provide a small boost to their effectiveness.