The Empire and the Game
- Basics
EkoNES: The Crown and the Dragon is a quasi-politically themed NES based loosely on the world of Fall From Heaven. However, no knowledge of FFH or it's background is required to play in this game. The game will contain various ''Fantasy'' elements, there are elves and goblins and so on, but magic is well-balanced and not overly-prevalent.
The Kuriotate Empire is, for the most part, the playing field of this NES. It is divided into 9 regions, which are each further divided into ‘Nomes’’. These are the provinces of the Empire, which are governed by one of the various Imperial Factions. Every Nome provides gold in taxes based on its population, and any significant Industries that are based there. Nomes also provide a vote on the Overcouncil.
But what is the Overcouncil?
- Votes and Edicts
- Proposing an Edict
- The Imperial Treasury
The Overcouncil is the ruling body of the Empire. It is divided between various ‘’Factions’’ (political parties) who vote on important matters regarding the Empire. Anll Governors possess a vote which can be used to vote in support or against an edict that has been put forward by one of the players. As leaders, you command all of the votes of your faction.
The Overcouncil can vote on edicts about just about anything, troop locations, international diplomacy, and can even change the very structure of the Kuriotate Government. However, the most important edicts are the ones detailing how the ‘’Overcouncil Treasury’’ will be spent during the year.
To put an Edict up for discussion, open a thread in the Overcouncil Social Group, explaining the edict in your OP. You must then wait for the GM to confirm the edict. This is just a simple check to make sure that this edict won’t significantly increase the workload of the GM or make use of an exploit or misconception in the game’s rules. After this check is complete, players may discuss the issue, during which the edict can be modified and changed accordingly. After approximately two days the GM will call for a vote, and one day later (or when all votes are in) he will announce the result. If the edict passed, The Tyranus must then ratify it for it to come into power.
The Overcouncil Treasury receives a small portion of the tax from every Nome in the Empire, with the rest going to the governing Faction. Part of the Overcouncil Fund is given to the Emperor every year, which he then distributes as he wishes, but the rest is up to the Overcouncil to decide.
What’s a Tyranus?
-What the Tyranus is
-Powers of the Tyranus
The Tyranus is like the Prime Minister of the Emperor. They are elected every eight years by the Imperial Factions through ballot. This is a separate to the Overcouncil’s system of voting because only the Faction Leaders are eligible to vote, meaning one vote for each Faction regardless of how many Nomes they control.
The Tyranus has many powers, making it a coveted position. The Tyranus must ratify the edicts of the Overcouncil for them to come into effect, and is allowed to choose not to do so. They have the final say in all government policy and may make reforms, such as changing the Overcouncil Tax Rate, without necessarily consulting the Overcouncil.
The Tyranus is also responsible for speaking for the Empire on the International Stage, so conducting diplomacy with other powers and signing treaties and so on. Similarly, they command the Imperial Armies when they are formed (more on this later).
But if the Tyranus rules the Empire, what does the Emperor do?
- What doesn’t the Emperor do
- The Emperor’s Disposition
- The Imperial Treasury
- Emperor as Judge
The Emperor does not have authority over the Government, the power of veto, or any votes on the Overcouncil. However, he does command the (fanatic, worshipful) loyalty of the populace.
The Emperor is given a portion of the Overcouncil Treasury every year, which he then uses to contribute to projects he supports around the Empire. He also judges cases of ‘’breach of Imperial Law’’.
For any change of the Imperial Law, the Emperor must give his consent (ratification). This is the one small facet of direct influence he still commands over the government. However, he is unlikely to refuse to ratify the decisions of the Overcouncil.
Imperial Law?
- Court system
- Pillars of the Imperium
The Imperial Law is the law concerning the members of government, (so therefore, the players). It also envelopes the structure of the Government, which can be modified by the Overcouncil. Sometimes it may be beneficial to the player to break aspects of Imperial Law.
At any point, a player may accuse another one (or an NPC if applicable) of breaking Imperial Law. This player, and the accused, will then go before the Emperor for a trial.
Both sides should make their case, and then the Emperor will decide whether the accused is guilty or innocent. If the accused is found guilty, they may face a fine, or the death penalty in the case of treason.
Hold on, did you say Death Penalty?
- Player Characters
- Player Deaths
The players play the leader of their Imperial faction. However, the important thing to remember is that you are only the faction’s leader, not the faction itself, meaning that internal problems can occur.
The player’s character is not immortal. They can be executed for treason, assassinated, or even killed in an event (if that player has been inactive). When the leader is killed, the player is removed from the game.
However, this isn’t all bad. Killed players will be added to the ‘’Group B’’ list. This is a list of players which are not currently active, but will draw positions within the main NES from time to time. Group B players will be called upon to replace deceased players, or fill one of the many new permanent or temporary roles that will arise throughout the course of the game.
Ok, is there anything else I need to know about Factions?
- Membership
- Investment
Factions get income from Nomes each turn, but can also gain more money through attracting new members.
Membership of a Faction of the Overcouncil is a great status symbol amongst Kuriotate society, anyone with money (entrance fees of 1/3 of a gold) can join one to show their support, but only the Upper Echelon of members are actually involved in policy at all. The majority of ‘’members’’ act largely as investors, providing you a little extra capital to make use of.
For every new member that joins, the faction gets 1/3 of a gold as an investment. However, members can also leave, and at this point you must immediately repay their investment. You can refuse to accept new members joining, but you can’t stop current ones from leaving.
Naturally you can assume that people join and leave in small numbers all the time, but for the purposes of simplicity these are ignored.
If you are ever in financial trouble you can levy a little extra capital (non-returnable) from your investors.
Statistics
Stats can be either public or private. Private stats are sent to you in the form of a stat sheet (a la FFHNES 2) after every update, while Public stats are displayed in the game thread.
Faction Stats:
These are the stats regarding your entire faction.
Emperor’s Disposition:
This will be a key word such as ‘’Approving’’, ‘’Disapproving’’, ‘’Disgusted’’ etc. This represents what the Emperor thinks of your character, and in association your faction. This is a public stat which can affect your popularity with the plebs, your faction loyalty, and the punishment you receive if you are caught breaking Imperial Law. The stat is affected by the actions you undertake as a player.
Votes:
This is how many votes your faction commands on the Overcouncil.
Annual Income:
The total income of your Nomes, derived from taxing your population and major industries.
Treasury
How much gold you have saved in your Treasury.
Faction Loyalty:
How loyal your faction members are to your leader. The more loyal your faction is the more able you are to retain your members and the less likely you are to suffer negative loyalty events.
Faction Size:
The number of members your faction has.
Provincial Stats:
These are slightly more complex, they include the population of each Nome, and the value of the main Industries there, and the income this equates to. A percentage of this income is taken by the Overcouncil and the rest goes to you.
In the Kuriotate Empire, only large industries receive additional ‘’corporation’’ taxes, and these are represented by the ‘Industries’ stat. The income from your Nome’s industries may vary as a result of game events or your faction’s actions.
Finally, all factions have a ’'popularity’’ stat in every Region (Kuriotatia, Lanea etc) that they have a presence in. These ratings are displayed vaguely, but publicly. Approval mainly comes into effect during elections (which are done on a regional basis every so often and in Kwythellar every two years). Approval can be increased in the way that you would expect, having low taxes, and projects such as festivals, basic health care and so on in the appropriate Nomes. You can conduct most projects in Nomes you don’t control as well as the ones that you do, which can help you to worm your way into the hearts of your enemy’s plebs. If the governing faction of a province has low approval, expect dissent.
What about the other Civilisations?
- Their stats
- International Diplomacy
NPC civilisations have two stats only, their estimated strength and their disposition to the Empire. Both will be represented by a single word, ie. ‘’Strong’’ or ‘’Fearful’’.
The Tyranus can engage in diplomacy with the other civilisations on behalf of the Empire. Other players can also conduct private diplomacy with foreign powers, but like any other project this must be paid for.
You keep mentioning these ‘’projects’’...
- Spending Money
- Unpredictable Projects
Projects are things that you spend you money on. Other then Armies (See below), there are no pre-determined types, descriptions or costs. What you build, buy or bribe and how much you spend to do so is entirely up to you.
However, while there are no pre-determined costs, there are also no pre-determined results. In your orders, you should tell me when you aim to accomplish with your project, and how much you want to spend on it. Generally speaking projects will do what they say on the tin. For example, holding a festival might increase your support in that Nome. However, the exact degree of effect is determined mainly by how much you spend, but also on the quality of the short blurb or description that you might have written, any other events going on nearby, and maybe even a little luck, I will bear all these factors in mind and then use an RNG to decide the result. Sometimes projects will have other side effects, or do something totally unintended. Sometimes they will be fantastic, whereas sometimes (but rarely) they will be utter catastrophes.
I encourage the players to be creative in how they spend their money.
Where does warfare come in?
- The Nature of the Empire
- War between players
War can occur on a grand scale, with the Empire united against a foreign enemy, or on a minor scale, between the factions.
The Kuriotate Empire is a diverse and complicated place, the result of hundreds of minor fiefs, tribes and Kingdoms being united through a combination of force and guile. There is very little sense of nationalism as a single entity, and the only thing that truly unites the masses is their love for the Emperor; the wise, compassionate, and all-powerful Cardith Lorda. However, on a local scale, it is the Governing Factions that control the Nomes and their people, and as such, the Empire is less a single Empire, and more like eight, carefully bound at the head.
As such, it is not unheard of for the factions of the Overcouncil to engage each other in battle, and throughout the history of the Empire Nomes have changed hands many times through use of force. It is not a breach of Imperial Law to engage in battle with the armies of another faction, or anyone bearing arms against you, in all areas except the Nome of Kwythellar
.
How do Armies work?
-How armies work
-Unit types
-Maintenance
-Generals
Armies are composed of an assortment of the five unit types available, and a General which commands them. Armies can support as many troops as you can afford.
Whenever an army is in your territory you can reinforce it by training more men to join that army. If your army is part of the Imperial Guard then you can reinforce it in any Kuriotatian territory.
You pay maintenance for every soldier under your command. Maintenance is at 20% of the original cost of the soldier, you also pay 10 gold per turn for each General you control. To decrease maintenance you can disband soldiers and retire Generals.
All factions start with at least one General, but new ones can be purchased for 20 gold each. Generals have a command stat which affects how well they play the battlefield and command their army.
If your General dies in battle your army becomes immobile, and receives an arbitrary command stat of -5, making it very vulnerable until a new General is assigned to take control.
Armies can be merged if they are in the same Nome, this automatically retires one merging General (the one with the lowest Command if it isn't otherwise specified). Your faction leader can also act as an extra General (with a particularly high command stat) in times of desperate need, but this makes him vulnerable to being killed on the battlefield.
Armies can move through two friendly Nomes in one turn, however if you move units into a Nome and attack with them (or perform another action) they can't then move on to another Nome.
Attacking other players...
- Battle Orders
- Occupation
When enemy armies meet, the mod sends an email to both players involved giving a brief description of the battlefield, the enemy, and any other relevant factors. The players must then send in battle orders for their armies.
When invading a Nome, you must first fight any enemy armies in that Nome. Once this is done, or if there were none present, most of the Nome falls under occupation.
However, to fully take control, you must now besiege the capital city of that Nome, where the seat of the Nome is based. The city becomes besieged on occupation, but you must wait until the next turn to attempt to take it. This may require a project, such as constructing siege weapons or bribing city guards. You will not always be successful the first turn of the siege, and for every turn you maintain the occupation your armies present there suffer attrition from militia defending their homes. The relative popularities of the two players determine how much attrition is caused.
Once the city is breached, you replace the governor with one of your own and gain an extra vote on the Overcouncil. Taking cities by force may damage your reputation with the Emperor and popularity in the target Nome.
And on the International Scale...
- The Imperial Guard
Following a successful edict on the Overcouncil, the Imperial Guard can be formed. This is an amalgamation of armies belonging to multiple factions, which temporarily pass under the control of the War Council to defend or expand the Empire. The War Council is a thread in which any players with armies serving the Empire can post, as can the Tyranus. The Tyranus leads the Council, and posts all orders regarding the army in that thread.
If you vote ‘’yes’’ in the edict proposing to form the Imperial Army then you must, with your vote, pledge at least one army to the cause. If you vote ‘’no’’ you may abstain from pledging troops. Armies can be added to the cause at any time, but you may not withdraw an army without the Regent’s permission.
What about Fleets?
-The Naval system
-Unit Types
-Tactics
The naval system is identical to the army system. The sea is split into territories and a fleet may pass through two territories a turn, unless there is a battle in the first.
There are three types of ship, which form the fleets, and are described below. Fleets can transport one army each. The amount of men each ship in the fleet can carry is technically unlimited (assume transport ships are also present in some degree), but if your fleet is very small it could be vulnerable to attack.
There are also marine units which can be added to a fleet, and armies being transported also act as (inexpert) marines, although be warned that certain unit types are more adaptable to a naval situation than others.
The primary naval tactics employed are ramming and boarding, boarding a ship can result in its capture.