Knights of IOT

WhiteRobber

Twinkle twinkle Wunderbar
Joined
Jun 16, 2013
Messages
798
Location
There be souls of gophers
===Knights of IOT===


ATTENTION! UNHISTORICALITY INTENDED.
Map, courtesy of Nedim and me, cropped by HJ :
Spoiler :
HK5mDpO.png


http://www.freeimagehosting.net/t/w6kmw.jpg



Existing (unplayable) nations: The Papal States (white), Byzantium (purple) , the Ottoman Empire (green), the Mongol Horde (brown). Altough they are unplayable, defeating them is possible and is rewarded with vast riches, Stability, more Attribute Points for the Commanders, and more troops.


Europe. Year: between 500 and 1200.

Everyone starts by claiming four provinces and naming his Kingdom appropriately, then naming three Commanders (military rank and name are player's choice).
Religion will be chosen from the location of the nation, and will influence the stats.

Religion effects:
-Catholic (Northern Spain, France, Italy, Germany, England, Ireland, Denmark, Austria, Hungary, Jerusalem, Albania, Croatia): Infantry has +20% strength , Unique Unit: Crusader (strong cavalry with +25% strength vs Muslims).
-Orthodox (Serbia, Bulgaria, Romania, Ukraine, Russia, Armenia, Georgia) : +25% farming efficiency at all tech levels (more income from provinces) . Unique Unit: Militia (cheap, weak infantry)
-Pagan (Scandinavia, Caucasus, Eastern Russia, Poland) : -10% troop strength, +25% more money from province taxes, no need for conversion upon conquering land from enemies of other religion. Unique unit: Berserker ( infantry; Scandinavia), Horse Archer (cavalry; other regions)
-Muslim (Southern Spain, Turkey, North Africa) : +10% artillery strength, +5% Cavalry strength, has a 5% chance to make up to 5 enemy regiments disband, has a 5% chance to gain 1 extra Infantry, 1 extra Cavalry and 1 extra Artillery at the beginning of each battle. Unique Unit: Saracen (cannot be trained, 5 regiments of them defend each Muslim province, player-owned or unclaimed. Counts as infantry. +25% strength vs Catholics)

MENTION: due to Nedim being a whiner, whoever joins in Bosnia gets to pick his religion.

Religious conversions

A conquered enemy province of another religion will NOT pay taxes to your kingdom, thus it must be converted. You can either get lucky with your religious commander and convert it on the spot, or pay 10 EP for a conversion attempt (50% chance to convert, each failure decreases chance of failure).


==============================
====================

Armies cost:
1 Infantry - 2 EP - 1 Strength (power)
1 Cavalry - 4 EP - 1.5 STR
1 Artillery - 6 EP - 2 STR ( 1 when Defending)


Uniques:

1 Crusader (cav) - 5 EP
1 Militia (inf) - 1 EP
1 Berserker (inf) - 2 EP
1 Horse Archer (cav) - 2 EP
Saracens cannot be trained.

Infantry has a power of 1, Cavalry has a power of 1.5 and Artillery has a power of 2. The combined power of your armies is both the “health” and the “damage” of your armies in battle. Having more inf/cav/art than the enemy gives a 10% bonus to the total power given by that category.
NOTE: Artillery works at full strength only when it is the attacker. When defending, artillery has a power of 1, just like infantry. Also, Artillery automatically disbands once all Infantry regiments are destroyed.

The army with the most power ( or strength) wins the battle.
Each category of armies gains individual bonuses.
===========================================

Commanders rule armies; every won battle gives them 1 Attribute Point. Attribute Points are used to gain bonuses in and out of battle and advance in rank, from Rank I (starting) to Rank V (dangerous).
NOTE: Each battle has 3 phases. The winner of each phase will gain one Attribute Point.



Rank cost:
Rank I - everyone starts with it.; no bonuses. only 5% bonus when defending.
Rank II - Commander gains 5 income for every military victory and 1 income every turn. Requires 3 Attributes and 3 spare Attribute Points. 10% Defender bonus
Rank III - Commander now gains 10 income per victory and 2 income every turn. Requires 10 Attributes and 5 spare Attribute Points. 20% Defender bonus
Rank IV - Chance of death in battle (usually 10% for victory and 20% for defeat) is halved, All units under the lead of this Commander gain +5% strength. Requires 15 Attributes and 10 spare Attribute Points. 25% Defender bonus
Rank V - Commander inspires his people, raising +25% more infantry and 10% more Cavalry units before each battle; the extra units are disbanded after the battle; Commander now gains 20 income per victory and 5 income every turn. Requires 20 Attributes and 10 spare Attribute points. 30% defender bonus.

After reaching Rank V, any Attribute Points the Commander has are added to the strength of the entire army as a small percent.




Ranks require having Attributes. Attributes are gained by spending Attribute Points. Each Commander has his own Attribute points, which are not shared with others.
Attributes are as follows, and are ranked too; higher Attribute rank means you need to get those of lower rank first:

-Infantry Tactics I - all Infantry under this Commander gain 5% strength when attacking.
-Infantry Tactics II - all Infantry under this Commander gain another 5% strength when attacking.

-Heavy Guards I - All Infantry under this Commander gain 5% strength when outnumbered and defending.
-Heavy Guards II - All Cavalry under this Commander gain 5% strength when outnumbered and defending.

-Horseback Training I - All Cavalry under this Commander gain 5% strength.
-Horseback Training II - All Cavalry under this Commander gain 5% strength

-Horse Transport - 25% of Infantry under this Commander can turn into Cavalry if the Commander so desires, at the beginning of the battle; the transformation is permanent.

-Siegecraft I - All Artillery under this Commander gain 5% strength when Attacking.
-Siegecraft II - All Artillery under this Commander gain 5% more strength when Attacking.

-Intensive Training - All Unique Units under this Commander gain 10% strength
-Elite Training (requires Intensive Training) - All Unique Units under this Commander gain another 10% strength when outnumbered.

-Religious Fanaticism I(Unavailable to Pagans) - All units under this Commander gain 3% strength against enemies of different religion.
-Religious Fanaticism II - All Units under this Commander gain 6% strength against enemies of different religion.
-Religious Fanaticism III- All Units under this Commander gain 9% strength against enemies of different religion.
-Religious Fanaticism IV - All Units under this Commander gain 12% strength against enemies of different religion.
-Religious Fanaticism V - All Units under this Commander gain 15% strength against enemies of different religion.

-Monk Commander - no effect yet.
-Cleric Commander - 20% chance to instantly convert enemy provinces of other religions upon conquering them.
-Priest Commander - 40% chance to convert provinces.
-Bishop Commander - 60% chance
-Holy Commander - 80% chance. Unavailable to Pagans.

-Tactical Commander I - no effect yet
-Tactical Commander II -Artillery strength loss when Defending is halved.
-Tactical Commander III - Artillery strength loss when Defending is no more.

-Prestigious Commander - chance to gain 1 extra Attribute Point when Ranking up.

-Healer I - 10% of loses are recovered after each battle.
-Healer II - 20% of loses are recovered after each battle.
-Healer III - 30% of loses are recovered after each battle.



=================
Expansion and Farming

To claim a province, one must send a Commander with his army to that province and pay 10 EP to build fortifications.

To gain a new Commander, one must build an Academy in a province ( 20 EP each, the more, the better, max 1 academy per province.); Academies give a 25% chance for a new Officer to appear. Promoting an Officer to Commander costs 5 EP and he must be given an army. Officers are stored for later promotions.

Each Province owned pays 12 EP to the player who owns it. If an enemy conquers a province you own, It will gain “Plundered” status and it will give him only half the taxes, for 3 turns; if it is of a different religion, it will not pay taxes at all; thus conversion is necessary to gain taxes.

Paying 10 EP for province repairs removes Plundered status.
Conversion implies repairs.




Farming is another important factor. There are 3 farming tech levels. Upgrading to the next tech level costs 30 EP+ (desired tech level x5). Upgrading to the next tech level upgrades all provinces. Every province starts at Level 1 Farming and gives normal income, Level 2 gives +50% more income and Level 3 gives double than the original income.
Plundering a province decreases it’s Farming level by 1. Minimum is 1. Repairing a province restores it's Farming level. A province that was Plundered will be marked on the map with a little fire icon.


Armies can only exist under their Commanders; if the commander dies, all his armies are disbanded.
Armies can only move to 1 adjacent province per turn.

====================================
Nation Size:
Nation size counts a lot!

Sheikdom / County - small size (no bonuses) - starting size ( 4-8 provinces)
Emirate / Duchy - medium size ( adds 15 EP) - ( 8-13 provs)
Sultanate / Kingdom - big size ( adds another 15 EP) - (13-16 provs)
Caliphate / Empire - HUGE ( adds another 20 EP) - (16+ provs)

Countries of Pagan religion may have other names based on their location and player's desire ( Horde, Khanate, other names).

=================================
Revolts and Rebels.

Each nation has a “Stability” stat. If it goes under 60% you’re in trouble. If you anger the population somehow, then you get a revolt, usually having only Infantry. Defeating the revolters is of utmost importance for the integrity of your nation. If not dealt with, they multiply and take over.

If Stability gets under 70%, you’ll start getting hints on what angers your population and what can you do about it.



==================

Everyone starts with 10 Infantry and 2 Cavalry.
Everyone starts with 1 Academy .
Everyone starts at 90% Stability.
 
The Kingdom of Ireland will claim the 3 western provinces of Ireland, as well as Munster.
 
Noted. Please name three Commanders, and re-announce your claims, as you got them wrong; Ireland has ONLY 3 provinces in the west, one of them being Munster/Desmond. Maybe you meant East? (Leinster / Meath/ Ulster)
 
Woops, I did mean to say Eastern, not Western.

As for commanders:
Fial Ó Braonáin
Lonán Flynn "The Blackbird"
Uallachán MacCormack
 
Holding a little poll to see what NPC nations except from the ones already ni the game do you want.

These new NPCs will consist of only one province.
Choose
-Cyprus
-Valencia
-Trebizond
-Corsica
-Gotland
-Normandie
-Avignon
-Frysland
-Corfu
-Knights of Rhodes
-Urbino
-Jabr'Al Tarik (Gibraltar)
-Abkhazia
-Ragusa
-Moravia
-Mecklemburg
 
Sorry for doubleposting, but this is needed for some changes. A new map will be updated with one more claim for each existent nation. There will be more straits on the map, facilitating access in many areas.

Also, 2 more people needed.
 
is this dead ? or still looking for 2 more people ?
 
well, I still got the update file and the original ruleset, so it's... on. Gotta check on the other players though.
 
I'm still game. I've been waiting a couple of weeks for An Appeal to Fear to get started, and having a second game running would be nice.
 
ok, just wait till friday.
Friday I will post the new map with the updated claims ( provinces are slightly changed but overall the same). Bonefang, you can post claims whenever you want.
There will be very slight rule changes, which will be highlighted, so you can't miss them, and the game will officially start.
Also, all NPCs mentioned above will be added.
 
New map.
Spoiler :

bywPofL.png



NPCs: Papacy (white) , Byzantines (Yellow) Ottomans (Dark Green) , Golden Horde (Orange), Norwegian Vikings (brown), Venice (Cyan).
 
Claims on Portugal.

Spoiler :
7ZMG8pg.png


Commanders :
Mario de Albuquerque
Luiz Arriga
Francisco Luiz
 
Forgot to mention everyone has 7 claims now.
Bone, you got 3 more claims and you're considered a starting player, so you and everyone else in the game can post orders.
Also everyone gets 15 bonus Infantry on top of starting units to fasten gameplay.
 
Yes, unbeliever, it is.

Update is when I get orders from the players.
All signups that are amde before the update will be considered starting players and should contain orders.
 
I'm going to join this as the Holy Roman Empire. Any three French or German provinces will do.

Commander Rank Names:
I- General
II- High General
III- Count
IV- Duke
V- Ceasar

Starting Commander Names: Romanus, Civilis, Charlemange
 
i am okay with any provinces.

its crusade time !!
 
Back
Top Bottom