FeudalIOT: Birth of Britain Welcome to a game inspired by Amon Savag's FeudNES. https://forums.civfanatics.com/threads/asfeudnes.398226/ According to the Pope, it is spring of the year 1100 Anno Domini. This world did not follow history as in our timeline, and the slate is clean for new rulers. However, much remains the same. The Franks attempt to re-unify fruitlessly across the sea, the Norsemen have intermingled on our northern shores, and our feudal way of life has spread to the Gaelic lands of Eire to the west. The balance of power has stabilized, and it is time for someone to rock the boat. Rules Spoiler STATS : Player's name House name Ruler's name Culture, religion Coffers: 2 Economy: 1/1 Stability: 5 Knights: 50 Rabble: 50 (Upkeep:1) Rabble Quality: 5 Ships: None Naval Quality: 0 Special: Vassals: Locales: [fortress name] Family, if applicable Example: NPC House Oddswain Lord Aethel of Norfolk, (b. 1055) Danish, Christian Coffers: 2 Economy: 1/1 Stability: 5 Knights: 50 Rabble: 50 (Upkeep:1) Rabble Quality: 5 Ships: None Naval Quality: 0 Special: Vassals: Locales: Castle Eldgridge[0 upkeep], City of Norwich Aethel Oddswain, of Norwich, (b. 1055), Danish, Christian -Wife, Eulifia, (b. 1062), Anglish, Christian -Son, *Aelfgar, (b. 1082), Danish, Christian -Daughter, Concordia, (b. 1096), Danish, Christian Spoiler MAP : http://i.imgur.com/5TjTzPn.png Spoiler Stats explained : Ruler Your name should be something along the lines of "William of Devon" or "Ragnar of Durham". You may have a surname beyond this, but you will be primarily identified by the county or city of your inheritance. If you have a title, such as "Edgar the Pious, of Norfolk" that is fine as well. Cultural and religious background Your character's background info. This info is useful when forming alliances in-character. A Christian is more likely to trust a Christian, and a Welshman is more likely to trust a Welshman. List of immediately playable cultures: Angle, Dane, Scott, Saxon, Welshman, an Irishman or a Norman. Religions include Catholic, Norse and Pagan (Briton) Coffers The amount of money you have to spend. You may only spend what is in the coffers. You cannot spend money as it is being collected, as in other games. Economy The first number is your spring income, the second is your autumn income. Commercial taxes and rent is collected in the spring. Harvest taxes in the autumn. You may collect emergency wartime taxes. This will bring in anywhere from half to full seasonal income at the cost of 1 stability. The currency in this game is gold bars. (G) Stability A sliding scale from 0-10. The higher the number, the more secure your position as lord of your realm is. As it goes lower, your vassals and courtiers may plot to overthrow you, or maybe the peasants end up getting tired of your rule and revolt. To increase this rating, you must use your imagination. Knights The number of highly trained, independant and professional mounted soldiers you have at your disposal to call on in times of need. Knights come with their own entourage of blacksmiths, archers, bowyers, cooks, men at arms and camp prostitutes, et cetera, and are bound by their oath of fealty to defend your body and honor. This means you need not pay them for a defensive war. They are not required, however, to campaign with their lord on an offensive outing, but will usually do so, so long as realm stability is high. Knights being used for offensive warfare cost the same per man as your personal rabble, but are far more deadly and cost-effective. More Knights cannot be purchased if lost, however the occasion may arise to anoint new Knights from particularly effective and honorable rabble that have proven themselves in battle, or through hosting a grand melee or jousting tournament. Knights are landowners and account for a significant portion of your taxation. Rabble These are the troops under your direct control, upkept regularly by you. This is the closest thing to a standing army you will get. For every 50 soldiers, you will pay 1 gold in the autumn time. If you neglect or forget to pay your soldiers, you will face desertion and mutiny, unless you have a particularly well-prepared speech. Then you might face only desertion. Ships Ships are used for naval warfare and for transporting troops between landmasses. A ship may carry 25 troops per season, one way, and cost 1/2 gold each per turn. If you only have 1 ship, you do not pay maintenance. Ships cost 2 gold to construct. Quality This is the quality of your fighting and sailing men. It is increased through experience in warfare. This is the sum of your army's collective experience, and if you have a sudden hike in green troops, the quality of your army overall will decline. It is on a sliding scale of 0-10. Vassals and Lieges This is a list of lesser lords that have pledged fealty to you, and are bound by feudal contract to come to your aid, or a dirty reminder that you are not the top dog, and you owe your allegiance to another player or NPC. -- Fortresses Fortresses are small black squares, positioned by players, in locations of their choice. This is their seat of power to start. Feel free to position fortresses in place of cities I have omited from the map. EX: Rochester, Reading, etc. There is a difference between a fortress and a city. Cities represent the sum of industry and trade in an area (if applicable) and therefore the majority of income, and fortresses are the strongholds representing your authority in the land. The two are not mutually exclusive, however, and a well-placed fortress in the country side, on the coast, in a strategic mountain pass, or by a particularly important resource or city could be the difference between success and failure. Fortresses cost 10 gold to construct and take a minimum of 4 seasons (4 turns) to construct, and cost 1/2 gold to upkeep every autumn turn after that, rounded down. Every player starts with 1 fortress in a location of their choice. Fortresses have their own garrison forces, but do not expect them to withstand dedicated attackers for too many seasons. Cities, Counties, Duchies, Kingdoms and Glory Cities are small black squares with a white exterior and a brown interior. At the moment they represent the largest economic contributors on the map. As time progresses, small towns may become cities on the map. Cities have their own garrison forces, but do not expect them to withstand dedicated attackers for long. Counties are outlined by black, and represent a city's de jure influence on the countryside. Strategic placement of fortresses may permanently disrupt this influence. There are 88 counties on the map. Duchies are outlined by red. Once a player controls 66% of counties in the Duchy, they may declare themselves Duke, and have a causus belli against any land owning political entity within the Duchy. There are 11 Duchies on the map. Titles Each player will begin as either an Angle, Dane, Scott, Saxon, Welshman, an Irishman or a Norman. They start as Lords, Counts or Earls depending on their personal preference. As they gain vassals and land they may declare themselves Dukes or Kings, but this may give others a causus belli if they have the same ambitions. Causus Belli Without a Causus Belli, players will incur a 1 point Stability loss when declaring war on a neighbor. Causus Belli are granted through in-game events, espionage and sometimes story-telling. Ravages of War You may burn/raze the locales or special improvements of your enemies. This will not result in spendable loot, but will lower the income of your opponent. They must control the area with the improvement and pay 1/2 the cost of the improvement, rounded down, to get it up and running again. Improvements / Special These are, aside from just owning more land and cities, the main sources of income in the game. Each locale (city, fortress, etc) may only have 1 item from each category attached to it. Format: item ( cost ( effect ( desc Agricultural: cheap but susceptible Wheatfields (2g (1+ autumn income (suited for flat / hilly regions Wineries (2g (+1 autumn income (suited for mountainous regions Quay (5g (+1 spring income and +1 autumn income (suited for coastal regions Resource: more expensive but resilient Mine (3(+1 spring income( Quarry (3(+1 spring income Timbermill (3(+1 autumn income General: Road system(4(for ease of movements of troops; gives advantage to defending troops Fortress (10(-1g per autumn(vital strongholds for control of the realm during war Guilds: Dockyards (8(+0.5 spring income and +0.5 autumn income(repair damaged ships if specified Siege Engineers (10(Provides siege equipment once per season(siege equipment is very important for attacking fortresses or walled cities. Urban: Bank (4(permits loans How to start: Choose a ruler, a house name and their cultural background. If you provide a family tree, provie birth DATES, not ages, as I will not update ages for every family member of every player in the game. Chooese a color. If there are too many blues in one area, for example, I will re-assign colors based on what looks nice. Aim for more subdued tones; no neons or bright pinks and cyans. Pick a city, and a location for a fortress within that county. You start controlling both, but the countryfolk may not agree depending on your cultural background. The Anglo-Normans of Kent may take issue with a Danish lord, likewise Irish folk won't take kindly to an Anglish ruler. This will effect your starting stability. Feel free to position fortresses in place of cities I have omited from the map. EX: Rochester, Reading, etc. There are pros and cons to having your fortress and city nearby and far from one another. I will update and post stats as people join. Orders and updates: Submit orders in the thread in a spoiler, containing stats. Provide bullet points of ambitions, actions and spending, with more details later if applicable. Updates will have a deadline, however player orders willing, the update may come sooner. Missed deadlines will result in no action, lost income or bad events. Stories will be rewarded by success in actions you take. Limit 1 reward per turn.