- Joined
- Mar 31, 2008
- Messages
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We have a OOC Social Group! GM Questions answered quickly inside.
Joining
Age
Family
Wealth
Plots
The Council
Feudal System
Succession Laws
Personal Retinue
Combat
[/SPOILER]Religion
Religious Hierarchy
Military Units
Warrior
Left Hand: None
Right Hand: Wooden Club [+1 Blunt Attack]
Extras: None
Armor: None
Costs: Nothing. Default template.
Income
1.) Tax your Land Holdings!
Food + Hammers + Commerce (2)
Cities work under the same system. Same system.
To do this requires performing a “Collect Taxes” action. Only a lord or his/her steward can perform this action for the lord’s holdings. Higher the stewardship, the less of a chance of peasants losing their crap and attacking the guy collecting taxes.
In other words, you can either have a good steward, or a steward with a lot of troops with him! Killing peasants will increase the chance for future revolts, which increase the chance of killing peasants, etc. So, I suggest sending troops with weapons that break, not kill.
2.) War loot. Sometimes, killing IS a reward. Loot comes in the form of wealth, yes. However, scavenging equipment itself can be rewarding.
Business Ventures
You can PM me the idea of starting up a business venture. A venture has to be started on a specific tile. Like tile output, business ventures can be allocated to vassals. Most business ventures require a start-up cost and maintenance cost. Some require resource input and produce output.
Improved resource tiles can generate 5 of that resource automatically. Ventures can be built to improve output. Resources can be sold in cities, which have varying levels of demand for resources, or sent to business ventures needing the resource.
Business ventures can include workshops that create armor and weapons.
Operating a business venture requires an action. A productive person can create a network of businesses and hire Overseers to see over these businesses.
The courtiers paced the corridor outside the king's bedroom. For the last five days, the Mad King Sonereal had been fighting his own insanity in the confines of his room. What happened no one knows, but he had gravely wounded himself. He was on his death bed.
No heirs and the last of his dynasty.
The mystic stepped out the bedroom. The courtiers knew the worst has come to past.
The Mad King is dead, cry discordia!
No heirs and the last of his dynasty.
The mystic stepped out the bedroom. The courtiers knew the worst has come to past.
The Mad King is dead, cry discordia!
Joining
Spoiler :
Players wishing to join for the first time can only join via an existing NPC. The NPC can not be the child or parent of an existing patriarch or matriarch.
Players who died, left, and wish to come back can only do so the nearest NPC relative to their previous character that, again, is not the child or parent of another patriarch or matriarch.
If you choose an illegitimate bastard, you can change your last name from the standard bastard name of Snow.
Diplomacy: Increases chance of successful NPC actions
Martial: Increases ability to lead and train troops, as well as fight.
Stewardship: Increases ability to collect taxes without peasants murderfying you.
Intrigue: Increases plotting power
Learning: Increases ability to learn stats.
Attribute points in a character can increase over the course of the game.
All characters start off in the capital city. They can move as the game goes on.
Players who died, left, and wish to come back can only do so the nearest NPC relative to their previous character that, again, is not the child or parent of another patriarch or matriarch.
If you choose an illegitimate bastard, you can change your last name from the standard bastard name of Snow.
Diplomacy: Increases chance of successful NPC actions
Martial: Increases ability to lead and train troops, as well as fight.
Stewardship: Increases ability to collect taxes without peasants murderfying you.
Intrigue: Increases plotting power
Learning: Increases ability to learn stats.
Attribute points in a character can increase over the course of the game.
All characters start off in the capital city. They can move as the game goes on.
Age
Spoiler :
Age is measured in turnsets. One turnset is a baby, second is child, third teenager, four young adult, five middle-aged adult, six late adult, and seven and beyond is elder.
Age determines the number of actions you (or the NPC) can perform. A baby can perform no action. A child can perform two, a teenager three, adults four, and the elderly two again.
Actions do NOT include giving orders to your council.
Age determines the number of actions you (or the NPC) can perform. A baby can perform no action. A child can perform two, a teenager three, adults four, and the elderly two again.
Actions do NOT include giving orders to your council.
Family
Spoiler :
Familial ties are important. Traits are passed along, alliances are formalized, and long-lasting ties are forged. Getting married is an action, and for you Sims players out there, so is “try for baby”.
When a marriage is arranged, the two agree if the marriage is matrilineal or not. Matrilineal means the children carries the wife’s dynasty’s name.
When a marriage is arranged, the two agree if the marriage is matrilineal or not. Matrilineal means the children carries the wife’s dynasty’s name.
Wealth
Spoiler :
Wealth is what makes the world go. Everyone starts with twenty wealth, which is a lot, but not easy to replace. Wealth is generated by how much the tiles you control produce in wealth, how much you generate in taxing your vassals, and how much you have to pay your lord in taxes.
War plunders and pillaging also generate wealth. NPCs and player characters with no titles can potentially gain by joining a stack as he marches off to war.
Another war to gain wealth is through business ventures. More on that when we get there.
War plunders and pillaging also generate wealth. NPCs and player characters with no titles can potentially gain by joining a stack as he marches off to war.
Another war to gain wealth is through business ventures. More on that when we get there.
Plots
Spoiler :
Plots are advanced actions that are usually secret. Joining the army would be a normal action. Trying to start a mutiny would be a plot.
A plot requires at least one plotter, wealth, and prestige. It requires the plotters spend at least one action point to initiate the plot. More action points, more wealth, more prestigious plotters, and more plotters can all increase the chance of complete success of a plot.
A plot failure could be caused by an assassin just not taking the shot. In other words, no penalty. Oftentimes, a failure can result in various bad things happening to one, some, or all the plotters.
Espionage buildings can affect success or failure.
A plot requires at least one plotter, wealth, and prestige. It requires the plotters spend at least one action point to initiate the plot. More action points, more wealth, more prestigious plotters, and more plotters can all increase the chance of complete success of a plot.
A plot failure could be caused by an assassin just not taking the shot. In other words, no penalty. Oftentimes, a failure can result in various bad things happening to one, some, or all the plotters.
Espionage buildings can affect success or failure.
The Council
Spoiler :
Each character which owns at least one tile can have up to five council members. Council members, whether NPC or PCs, have roles they should perform. Council members can be compensated for their services. It requires an action to do the "council member" action. Depending on who is doing the action, the other gets a bonus.
Chancellor: The Chancellor is the person who increases your relations with NPC leaders and engages for diplomacy on your behalf. The Chancellor Action is “hear petitions”. Hearing petitions can tip you off to possible other events.
Marshal: The Marshal Action is “Train Troops”. A special thing about the Marshal Action is that the Marshal trains both his/her lord’s AND his/her own troops. This ALSO makes sure you raise troops in your territories.
Steward: The Steward Action is “Collect Taxes”. This lets the Steward collect taxes. Better Stewards collect more (explained more below).
Spymaster: The Spymaster’s Action is “Defend Liege”. In this case, the Spymaster is using their intrigue to cast a shadowy veil over their lord or lady.
Court Spiritual: The Court Spiritual is your religious advisor. Interestingly, the CS has no use until a religion spreads to England and at least a monastery is built. Unlike other NPCs, who require a decent diplo to successfully interact with, the religion instiutions require a decent learning. The Spiritual doesn’t have an action, but his/her high learning makes him/her a good person to ward children to.
Chancellor: The Chancellor is the person who increases your relations with NPC leaders and engages for diplomacy on your behalf. The Chancellor Action is “hear petitions”. Hearing petitions can tip you off to possible other events.
Marshal: The Marshal Action is “Train Troops”. A special thing about the Marshal Action is that the Marshal trains both his/her lord’s AND his/her own troops. This ALSO makes sure you raise troops in your territories.
Steward: The Steward Action is “Collect Taxes”. This lets the Steward collect taxes. Better Stewards collect more (explained more below).
Spymaster: The Spymaster’s Action is “Defend Liege”. In this case, the Spymaster is using their intrigue to cast a shadowy veil over their lord or lady.
Court Spiritual: The Court Spiritual is your religious advisor. Interestingly, the CS has no use until a religion spreads to England and at least a monastery is built. Unlike other NPCs, who require a decent diplo to successfully interact with, the religion instiutions require a decent learning. The Spiritual doesn’t have an action, but his/her high learning makes him/her a good person to ward children to.
Feudal System
Spoiler :
This is the meat of the game. There is a pre-game election to determine who will be the first monarch. From there, a monarch can hand out titles to award loyalty, create alliances, and more.
In the game, NPCs want titles. They will always want more titles. Some will go far to gain more titles, so take this into account. Giving titles does create loyalty.
The hierarchy goes King/Queen->Duke/Duchess->Count/Countess->Baron/Baroness->Knight
Position determines which titles you can give out. A King can give out any title from Duke to below. A Duke can't (legally) can't hand out the title of King, for example.
In the game, NPCs want titles. They will always want more titles. Some will go far to gain more titles, so take this into account. Giving titles does create loyalty.
The hierarchy goes King/Queen->Duke/Duchess->Count/Countess->Baron/Baroness->Knight
Position determines which titles you can give out. A King can give out any title from Duke to below. A Duke can't (legally) can't hand out the title of King, for example.
Succession Laws
Spoiler :
When a character dies, it is time to select someone to take his or her place if s/he holds titles. There are four kinds of succession law with three gender laws a lord of any rank can pick. Once changed, a succession law can not be changed for ten turnsets.
The default is Cognatic Gavelkind. This means that the titles are split amongst all eligible children (male or female) upon death.
The five gender laws are cognatic (male or female can inherit equally), agnatic-cognatic (males favored, females if no choice), agnatic (males only), enatic (females only), and enatic-cognatic (females favored, males if no choice).
The four succession laws are
Gavelkind: Titles split amongst children. Eldest will always at least get the most valuable holding.
Seniority: Oldest member of dynasty inherits.
Primogeniture: Oldest eligible heir inherits.
Ultimogeniture: Youngest eligible heir inherits.
Feudal Election: Your direct vassals can vote amongst themselves and your eligible heirs.
The default is Cognatic Gavelkind. This means that the titles are split amongst all eligible children (male or female) upon death.
The five gender laws are cognatic (male or female can inherit equally), agnatic-cognatic (males favored, females if no choice), agnatic (males only), enatic (females only), and enatic-cognatic (females favored, males if no choice).
The four succession laws are
Gavelkind: Titles split amongst children. Eldest will always at least get the most valuable holding.
Seniority: Oldest member of dynasty inherits.
Primogeniture: Oldest eligible heir inherits.
Ultimogeniture: Youngest eligible heir inherits.
Feudal Election: Your direct vassals can vote amongst themselves and your eligible heirs.
Personal Retinue
Spoiler :
Your personal retinue is your personal guard and small army. Your retinue is not troops on the map (in most cases).
Each turn, each character with a landholding will have their retinue increased with poorly armed, poorly-armored troops. 1 Food=2 troops. 1 Hammer/Commerce=1 troop. Cities receive a bonus.
If you wish to create new units, you should look at the techs and resources available and create new templates.
At a minimum, each retinue troop should be paid .1 Wealth, but paying more increases the innate martial power of the troop.
If you don’t want a gigantic retinue, you bid off excess troops as mercenaries.
Each turn, each character with a landholding will have their retinue increased with poorly armed, poorly-armored troops. 1 Food=2 troops. 1 Hammer/Commerce=1 troop. Cities receive a bonus.
If you wish to create new units, you should look at the techs and resources available and create new templates.
At a minimum, each retinue troop should be paid .1 Wealth, but paying more increases the innate martial power of the troop.
If you don’t want a gigantic retinue, you bid off excess troops as mercenaries.
Spoiler :
Combat in Civilization Kings has been revamped to be more personal in order to drive home the importance of individual characters. Armor and weapons will be as important as martialing ability in combat. A well-armored, well-armed character with high martial is a powerful soldier indeed.
For damage, there are three different types of damage to take into account. Piercing, Blunt, and Slashing. Piercing damage has a better chance of damaging internal organs. Blunt has a chance of breaking bones. Slashing causes bleeding. Any of these can do the function of the other, but not as well.
Some types of armor does a better job at blocking specific damage than other.
As such, player characters should now take note that they arm and armor themselves!
For damage, there are three different types of damage to take into account. Piercing, Blunt, and Slashing. Piercing damage has a better chance of damaging internal organs. Blunt has a chance of breaking bones. Slashing causes bleeding. Any of these can do the function of the other, but not as well.
Some types of armor does a better job at blocking specific damage than other.
As such, player characters should now take note that they arm and armor themselves!
[/SPOILER]Religion
Spoiler :
We’ll cross that bridge when we get there.
Religious Hierarchy
Spoiler :
We’ll cross that bridge when we get there.
Military Units
Warrior
Left Hand: None
Right Hand: Wooden Club [+1 Blunt Attack]
Extras: None
Armor: None
Costs: Nothing. Default template.
Income
1.) Tax your Land Holdings!
Food + Hammers + Commerce (2)
Cities work under the same system. Same system.
To do this requires performing a “Collect Taxes” action. Only a lord or his/her steward can perform this action for the lord’s holdings. Higher the stewardship, the less of a chance of peasants losing their crap and attacking the guy collecting taxes.
In other words, you can either have a good steward, or a steward with a lot of troops with him! Killing peasants will increase the chance for future revolts, which increase the chance of killing peasants, etc. So, I suggest sending troops with weapons that break, not kill.
2.) War loot. Sometimes, killing IS a reward. Loot comes in the form of wealth, yes. However, scavenging equipment itself can be rewarding.
Business Ventures
You can PM me the idea of starting up a business venture. A venture has to be started on a specific tile. Like tile output, business ventures can be allocated to vassals. Most business ventures require a start-up cost and maintenance cost. Some require resource input and produce output.
Improved resource tiles can generate 5 of that resource automatically. Ventures can be built to improve output. Resources can be sold in cities, which have varying levels of demand for resources, or sent to business ventures needing the resource.
Business ventures can include workshops that create armor and weapons.
Operating a business venture requires an action. A productive person can create a network of businesses and hire Overseers to see over these businesses.