IOT Developmental Thread

Thats an interesting question. Honestly, I think it depends on the scale of the game. Air superiority can change wars, so it is important to model in some way. I think, though, it is possible to model them without having them being a seperate "military" force, but like I said it really depends.

In any case, yes, it is important to model if you're doing a game in an apppropriate era.
 
Air Force.

Making a combat system where an air squadron meets another is doable. However I'm still mind boggled on how it should perform alongside/against navies/armies. So far I merely inflict the effects of each other manually. Alternatively you can have a special unified single stat on armies/navies on its defend/attack value against air units and another stat on how much defend/attack value an air force have against ground units.

In regards on what aircraft do besides engage other aircraft and ground/naval units, they can perform raid/bombing/recon operations or whatever. You can make them a stat on how effectively hinder enemy supply lines or destroy the enemy infrastructure, etc.

This is an old problem; there are essentially two schools of thought:

1. Count air forces as weapon systems a la ground/naval forces, so that all forces on both sides are summed. This allows for accurate estimation of outcomes but usually lacks any nuance of modeling air superiority or anti-air fire.

2. Treat air forces as a separate "theater" calculated independently of ground forces (except for ack-ack fire, which may be treated as a bonus/malus) whose outcome in turn grants a bonus/malus to the ground forces, whose outcome resolution comes second. Straightforward but obviously contrived.

In most situations, I lean towards 2 for simplicity (tweaking the values is effort, but then again so is all of this), but I think 1 is over-all the better option and far more elegant. The accuracy of the outcomes it predicts will reflect the deepness of your system, which is fine for most purposes.
 
Against their own, planes are air armies; for strategic missions they might be used comparable to special agents; in cross-theatre combat I see them as force multipliers. Based on my experience in several games *cough*TanIOT*cough* I would penalize an all-air armada v. ground/naval forces a) to prevent doltish min-maxing and b) because much like eduhum's coveted Hundred Thousand Fleet, if you wanted to level a country larger than Cyprus in one go, there aren't enough planes in the world to actually do it.

I don't have the formula on me at the moment, but in MPR I tried to arrange it so in a combined-arms battle, dogfights occurred simultaneous with the ground/naval engagements rather than that horrifically broken tiered system Tani used. Most important in this regard is that the more planes involved in fending off other planes, the lower the final effectiveness of close air support regardless of absolute numbers.
 
Question for all you GMs who have run stat-heavy games: what did you have aircraft do in your games? Like I get the idea of modelling armies and navies separately, but what about aircraft? Is it worth modelling them or is it not worth it? And what is the equivalent word for armies/navies that aircraft can use anyway?

If I can run a game in the time before air forces become a separate thing, then by the gods I will.
 
Against their own, planes are air armies; for strategic missions they might be used comparable to special agents; in cross-theatre combat I see them as force multipliers. Based on my experience in several games *cough*TanIOT*cough* I would penalize an all-air armada v. ground/naval forces a) to prevent doltish min-maxing and b) because much like eduhum's coveted Hundred Thousand Fleet, if you wanted to level a country larger than Cyprus in one go, there aren't enough planes in the world to actually do it.

I understand what you're getting at, but is this really such a bad thing? If a player wants to develop an air-heavy military, they should be allowed to do that and the quality of their army should reflect the benefits of an air-heavy force (and the cost). I mean, if you want to achieve the level of overall supremacy that, say, the United States of America enjoys, your air force is going to have to be the very best in the world. That doesn't mean you can replace boots on the ground, at least theoretically, but in practical terms many games don't even model the entirety of a military organization, much less each and every goon with boots and a rifle - for instance, I consider MPs to exist regardless of what the players do because the organization of a modern army requires MPs. Likewise, if a player only builds air squadrons (and I let them), I won't assume they have absolutely no foot soldiers unless they explicitly say it because, as you say, airplanes can't do literally everything (though they can do a whole lot) and some amount of ground forces is required for any military operations to begin with.

e: I mean one thing that hardly ever is explicitly acknowledged is that governments create militaries to fulfill a certain purpose: either the policing of the populace, the protection of the hinterlands, the defeat of other militaries, the destruction of other militaries, or the maintenance of global deterrence. This is part of the reason why military governments are so remarkable (and frequently ineffective at building robust, long-lasting institutions). I feel like there's this notion that there are a few Ways Of Doing Things that are objectively superior to others, and that's not completely untrue, but not only does a government like - say - Greece's have not the ability to create a military on the scale of the superpowers, but it has no particular need to do so. Most governments aren't really trying to conquer the world, so most governments don't really care to min-max the efficacy of their institutions to the point that they can conquer the world (and those that try frequently fail). I think this is a convenient narrative for our games to have because this encourages players to find their own solutions to the problems their countries are facing. Of course everyone wants to run a megalithic military-industrial complex that can accomplish anything through sophisticated application of force and high-explosives, but I assert that a greater legacy than an unbeatable military is a lasting institution.
 
I feel like if someone wants to build only air units, they can do so as long as they don't complain about the guy with only anti-air units.
 
Both will fall to the guy who's smart enough to install SAM installations on all of his armoured units.
 
I feel like if someone wants to build only air units, they can do so as long as they don't complain about the guy with only anti-air units.

Yeah, and that goes for everything.
 
I in turn understand what you are saying, and in a game that supports that level of subdivision I embrace it wholeheartedly (Daftpanzer deliver us!). It was even a major component in IOT XIV where Japan basically ignored air power for everything other than saturation napalm strikes with the result even run-of-the-mill fighters could sink entire battle groups with impunity. Trouble is, I've only seen it in a handful of titles, and those were usually narrative, not hard-stats.
 
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Sellswords

Rohnia is a continent in peril. An empire crumbles, kingdoms rise up in patriotic bloodshed, religions purge the unholy with righteous prejudice, monsters prod and press on the ever shrinking edges of civilisation, and a vile darkness grows in the shadows. Great people, small and large, heroes and villains, from near and far, fight desperately to shape the fate of this tumultuous land.

You are not these people.​

In Sellswords, you take on the management of a mercenary company. Your main goal: make gold. Your second goal: make your sellswords more badass. The fate of Rohnia may very well be decided by your hand, but it will most likely be by accident.

The Stats and Rules of a Company
Spoiler :

Company: Truffle Pigs
Player: Decamper
Offices: Polud
Captain: Timmy, Aggressive
Reputation: 15
Morale: 0
Gold: 400
Relations:
  • Kingdom: 10
  • Republic: 60
  • Bandits: -10
Stash:
  • Socks: 5
  • Spoons: 6
  • Forks: 2
  • Sporks: 4
Specialists:
  • Garreth, Merchant Lvl 1, Upkeep: 20
  • Toble, Doctor Lvl 1, Upkeep: 20
Sellswords:
  • Timmy, Dwarf Wizard Footman, Equipment: Standard, XP: 5, HP: 15/15, Frt: 10, Mob: 6, Arc: 13, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 25
  • Jordy, Dwarf Warden Skirmisher, Equipment: Standard, XP: 9, HP: 9/9, Frt: 6, Mob: 9, Arc: 4, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 12
  • Tera, Elf Warrior Skirmisher, Equipment: Mint, XP: 9, HP: 9/9, Frt: 9, Mob: 5, Arc: 6, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 12
  • Jill, Human Wizard Warden, Equipment: Mastercraft, XP: 18, HP: 18/18, Frt: 9, Mob: 15, Arc: 16, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 30


The Company
Spoiler :
Mercenary companies are composed of sellswords and
specialists
, with one sellsword acting as the captain. Sellswords are a company’s actual fighting force, while specialists are in non-combat support roles. Reputation is how well known and reliable your company is. The morale of a company affects how well its sellswords fight, as well as how loyal they are. Companies use gold to purchase everything they need, as well as pay the wages of sellswords and specialists. Companies have relations with various factions and employers, determining how friendly or hostile towards you they will be. All items not equipped on sellswords is stored in the stash, and can be equipped later or sold as needed.


Offices
Spoiler :
To take a contract in a territory, a company must have an office in the territory’s capital. Companies begin with one free office, and each additional office costs 200 gold, with an upkeep of 25 gold.


Captain & Captain Traits
Spoiler :
Captains affect their companies by way of their trait. If a captain is killed or replaced, the trait may be replaced. The loss or replacement of captains will immediately reduce morale by 2. The level of the captain will enhance the bonus of their trait.
Traits
Army Veteran: +1 Fortitude to all sellswords
Vagabond: +1 Mobility to all sellswords
Mystic: +1 Arcana to all sellswords
Haggler: +10% to all contract wages.
Sweet Talker: +10% relations per contract.
Boastful: +10% reputation per contract.
Encouraging: +10% morale per contract.
Protective: Acts as 5 Muscle specialists (see specialist section below).


Reputation
Spoiler :
Reputation determines how well known and trustworthy a company is. Reputation is gained through completing contracts, while it is lost through inactivity or failing contracts. Every inactive turn will result in -1 reputation. A higher reputation will give you access to more contracts and employers, and therefore more opportunities for gold. Higher reputation also allows companies to hire more skillful sellswords and specialists.
Reputation & Hiring
0-20: Tier 1 sellswords, Lvl1 specialists
21-40: Tier 2 sellswords, Lvl1 specialists
41-60: Tier 3 sellswords, Lvl2 specialists
61-80: Tier 4 sellswords, Lvl2 specialists
81-100: Tier 5 sellswords, Lvl3 specialists


Morale
Spoiler :
Morale ranges for 3 to -3, and determines how well your sellswords fight, as well as how loyal they are. At morale 1 and higher, the morale (rounded down) is added to your sellswords hp/attack/defense. Your morale (rounded down) is added to the Frt/Wil/Arc of your sellswords. If you run into negative gold, the rate at which your sellswords desert is determined by your morale and the sellswords’ tier. At morale 0, low tier sellswords will immediately desert. Morale is generally raised or lowered through completing or failing contracts, as well as losing sellswords, though many other smaller things may affect morale.


Gold
Spoiler :
Gold is gained through completing contracts, looting, and selling items. It is needed to buy new equipment, hire new specialists/sellswords, as well as pay wages for specialists/sellswords and upkeep for offices. Higher level specialists/sellswords have higher wages. More information on wages will be found in the sellsword and specialist sections.


Relations
Spoiler :
Companies will build better relations with employers and factions by successfully completing contracts. Having higher relations with employers and factions can open up new contract opportunities, as well as gain the favour of the employer/faction, who will then choose the more preferred company over another if they receive multiple offers for a contract. Higher relations will also result in higher contract payments, with every 10 relations resulting in an additional 5% payment.

Failing contracts, or acting in a hostile manner towards an employer/faction will result in negative relations, resulting in less available contracts, as well as lower payments, with every -1 relation resulting in -5% payment. At -10 relations, the faction will become hostile to you, and at further levels of negative relations, may send guards, hitmen, soldiers, etc after you. You can revert to 0 relations with a faction or employer by paying them a certain amount of gold, varying depending on the specific faction or employer. See more info in the contracts section.


Stash
Spoiler :
The stash is where all items not currently held by a sellsword are kept. Items can be swapped out between sellswords and the stash between contracts, but cannot be accessed if a sellsword is away from an office. Items from the stash may be sold at any time.


Specialists
Spoiler :
Specialists are your support staff. They do not participate directly in combat, but can provide a range of bonuses for your sellswords and your company. Specialists do not gain xp like a sellsword, but will level up automatically every 5 turns, to a maximum of level 5. Higher level specialists can be hired if a company has the required reputation (see reputation section above).

Specialist Pricing
Hire: Level*50
Upkeep: Level*20

Specialist Classes
  • Accountant - Increases contract payments by (5*level)%.
  • Doctor - Can heal (1*level) resting sellsword to full hp per turn.
  • PR Officer - Can raise relations with one faction by (5*level) per turn.
  • Blacksmith - Can forge (10*level)gp worth of weapons and armour a turn.
  • Drill Sergeant - Can train up an inactive (not resting) sellsword by (5*level) hp a turn.
  • Entertainer - Raises morale by (.05*level) per successful contract.
  • Advertiser - Raises reputation by (1*level) per successful contract.
  • Thief - Steal level*3 random items from another company. Must share territory.
  • Impersonator - Reduce the relations of another company by (5*level) per turn with an employer or faction. Must share territory.
  • Propagandist - Reduce the reputation of another company by (1*level)per turn. Must share territory.
  • Assassin - Reduce hp of another company’s sellsword by (1*level).
  • Muscle - Counter the effects of (1*level) Thief/Impersonator/Propagandist/Assassin targeting your company.


Sellswords
Spoiler :
Sellswords are the main fighting force of a mercenary company. Assuming you have the required reputation, sellswords can be hired for the below prices:
Recruit: 10g
Militia/Skirmisher/Acolyte: 50g
Footman/Hunter/Adept: 125g
Warrior/Warden/Mage: 225g
Blademaster/Ranger/Wizard: 350g

Below is an example of a sellsword stat block.

Timmy, Dwarf Wizard Footman, Equipment: Standard, XP: 5, HP: 15/15, Frt: 10, Mob: 6, Arc: 13, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 25

Name: The name of the sellsword. When you hire a new sellsword, you may choose the name, unless you are hiring an npc.

Race: the race of the sellsword. Different races provide different starting bonuses. You may choose the race of a sellsword if it is a generic hire (special hirable NPCs’ races are pre-decided).
Race Fortitude Mobility Arcana
Dwarf 2 0 0
Human 0 2 0
Elf 0 0 2
Half-Orc 1 1 0
Half-Elf 0 1 1
Halfling 1 0 1


Xp and Classes: Sellswords can advance along three generic class lines (Soldiers, Scouts and Spellcasters), as well as multiclass between two class lines, as they gain experience. There are three class lines, each focusing on one of the three attributes (see Attributes section below), with each line being divided into 4 classes. Sellswords begin as Recruits, the first ‘generic’ class, who after gaining enough experience, may choose their main class, advancing into the second tier. The first tier of each class are Militia (fortitude), Skirmisher (mobility), and Acolyte (arcana). Once enough XP has been gained, a sellsword may proceed to the next class, or pick up a subclass line, beginning at the lowest class (militia, skirmisher, acolyte), adding together the attributes of the main class and the subclass. A sellsword may only have one subclass, and the subclass can never be a higher than the main class. Sellswords can be leveled up at 10, 25, 50, 90, 150, 235, 350, 500, and 690 xp.

Line Class HP Fortitude Mobility Arcana Upkeep
Generic Recruit 1 1 1 1 1
Spellcaster Acolyte 2 1 1 2 2
Spellcaster Adept 4 2 2 4 5
Spellcaster Mage 7 3 3 7 10
Spellcaster Wizard 11 4 4 11 20
Soldier Militia 2 2 1 1 2
Soldier Footman 4 4 2 2 5
Soldier Warrior 7 7 3 3 10
Soldier Blademaster 11 11 4 4 20
Scout Skirmisher 2 1 2 1 2
Scout Hunter 4 2 4 2 5
Scout Warden 7 3 7 3 10
Scout Ranger 11 4 11 4 20


Attributes: All sellswords posses HP, as well as three combat attributes: Fortitude, Mobility and Arcana. Once a sellsword reaches 0 HP, they will die. Resting one turn (taking no actions) will return 25% of max HP.

In combat, attributes each have a target attribute they do extra damage to. Fortitude targets Mobility, Mobility targets Arcana, and Arcana targets Fortitude. Each attribute is also countered by itself (Fortitude is countered by Fortitude, etc). See more details in the Combat section below.

Equipment: Equipment is the quality of weapons, armour and gear a sellsword is using. Equipment affects the frt/mob/arc of a sellsword. Over time and use equipment will lower in quality, and new equipment must be bought to replace it. Equipment levels and their effects are:
Decrepit: -8
Rusty: -4
Worn: -2
Standard: 0
Mint: 2
Mastercraft: 4
Legendary: 8

Feats: Every time a sellsword levels up, they may choose a feat. Feats may all be taken multiple times.

Generic Feats
  • Plains Wanderer: +1 to frt/mob/arc when in planes terrain. May be taken 3 times.
  • Forester: +1 to frt/mob/arc when in forest terrain. May be taken 3 times.
  • Mountaineer: +1 to frt/mob/arc when in mountain and hills terrain. May be taken 3 times.
  • Urban Crawler: +1 to frt/mob/arc when in settlements. May be taken 3 times.
  • Cave Delver: +1 to frt/mob/arc when underground. May be taken 3 times.
  • Sailor: +1 to frt/mob/arc when on ships. May be taken 3 times.
Soldier Line Feats
  • Tough: +1hp
  • Brothers in Arms: +1 to frt per every 2 friendly soldier line sellswords in battle.
  • Tank: Double frt if there are no other friendly soldier line sellswords in battle.
Scout Line Feats
  • First Shot: Deal 1hp of damage to a random enemy automatically before battle.
  • Wolfpack: +1 to mob per every 2 friendly scout line sellswords in battle.
  • Lonewolf: Double mob if there are no other friendly scouts line sellswords in battle.
Spellcaster Line Feats
  • Healer: heal 1hp of damage on random ally after battle.
  • Arcane Battery: +1 arc per every 2 friendly spellcaster line sellswords in battle.
  • The One: Double arc if there are no other friendly scouts line sellswords in battle.


Making and Using Gold
Spoiler :

Items
Spoiler :
Items may be bought or sold for the prices set below. Prices that sell for below one gold must be sold in bulk, otherwise round down (e.g. 10 decrepit equipment must be sold to receive one gold). From time to time, prices for items may change depending on current events. Special items may be found in the world, either from loot, or as a reward. Some items have special properties, such as:
Medicine: Used to speed up recovery of wounded sellswords. Consumed on use, but you can use multiple medicines on a single sellsword.
Potions: Potions last for 1 turn, and are consumed on use. A sellsword can only use one potion a turn.
Ships: Ships allow companies to travel by sea without having to pay transport fare. Also allows for naval combat.
Item Buy (g) Sell (g) effect
Decrepit Equipment X .1 -8 f/m/a
Rusty Equipment 1 .5 -4 f/m/a
Worn Equipment 4 2 -2 f/m/a
Standard Equipment 10 5 0 f/m/a
Mint Equipment 25 12 +2 f/m/a
Mastercraft Equipment 60 30 +4 f/m/a
Legendary Equipment 150 75 +8 f/m/a
Medicine 30 15 +1hp to a resting sellsword
Constitution Potion 30 15 +1 temporary hp
Strength Potion 30 15 +1 frt.
Dexterity Potion 30 15 +1 mob
Will Potion 30 15 +1 arc to one sellsword/1 turn. 1 use.
Fishing Boat 50 25 Holds 5, -4 f/m/a to all onboard
Longboat 200 100 +0 f/m/a to all onboard
Galley 500 250 +2 f/m/a to all onboard

Contracts
Spoiler :
As a mercenary company, your main method of making gold is by taking contracts. Every update, there will be a list of contracts that can be taken. To accept a contract, you must meet a number of requirements, varying between contracts. At the very least, you must have an office in the employer's territory. Following that, you must have a high enough Reputation, as specified by the particular contract, which is determined by your Renown + Relations with the employer. Finally, some contracts may have a specific personnel/attribute need, such as requiring only a single sellsword, but with at least 10+ fortitude. If you meet all the requirements, you may take the contract.

Some contracts will only pay once the contract is complete, while others may pay a portion upfront, or even the full wage upfront. The payment is modified by a number of things, such as your captain’s trait, specialists, and your relations with the employer.

Some contracts can be completed in the same turn they are taken, such as caravan guard contracts. Others may require two or more turns to complete, requiring multiple actions.

Contracts can be accepted by multiple mercenary companies only if they agree to work together beforehand, in which case the payment will be split between the two. If a two competing companies seek a contract, then the company with the higher Reputation (renown + relations) will be awarded the contract, meaning the the losing company may waste a turn (hint: it’s good to have a backup plan).


Exploration
Spoiler :
If a company wants to take independent action rather than contracts, exploring is a way to gain experience and treasures without dealing with employers. While the central Marwood is the most obvious area to explore, almost anywhere that is off the main roads of Rohnia is wilderness, and may contain treasures or horrors. A party can only explore a single tile a turn, but you can skip over tiles you know to be empty or safe, and can send multiple parties to speed up exploration. Be warned though, even if a tile was once safe and empty, something may have moved into it between turns, and the further you stray from settlements, the more dangerous Rohnia becomes.


Banditry and Inter-Company Conflict
Spoiler :
If a company is in dire need of gold, or is simply tired of playing straight, they may turn to raiding and banditry. The safest way of doing this is by camping out along a road, far from a settlement, and rob passerby. Depending on who is robbed and killed, it is possible for a company to collect gold this way without being discovered, and without being in much danger. Undertaking larger and more blatant forms of banditry and raiding, such as waylaying large caravans or directly attacking settlements, will indeed bring in more gold, but will also be more dangerous, and severely damage a company’s relations and reputation. This can eventually result in factions sending troops after the renegade mercenaries, or even offering other companies a contract to bring down the bandit company.

Contracts overlapping in this way is generally the only time in which companies will come into direct and open conflict. If a company attacks another company without a contract, it can severely damage relations with whatever faction is in the area, as well as reputation, as employers and the authorities do not approve of unpredictable violence. Competition between companies is generally done through stealing contracts or skullduggery undertaken by specialists.


Writing
Spoiler :
Stories and RP are lovely, and keep me from setting my computer on fire when stats/you piss me off. Creative content will be rewarded with bonuses decided by me every update, generally in the form of a bonus to a stat (gold, renown, reputation, xp).


Map - warning for size
Spoiler :
Z92YVCS.jpg


Territories and Main Factions
Spoiler :
Rohnia is broken up into 12 territories, 11 of which are provinces of the Empire. While the provinces are nominally united by the Empire, in practice they are largely autonomous. From north to south and east to west, the territories and their ruling factions are:

Ziemno
Main Factions: House of Tsaryov (Local and historical ruling family), Rohnian Empire (small garrison and viceroy)
Important People: Duchess Tsaryova (head of House Tsaryov), Viceroy Bosko (Imperial Viceroy), Count Drugov (lord of Malenkaya and Polputi), Count Vetrov (lord of Otenk and Temho).
Demographics: Majority human, large minorities of elves and half-elves.
Description: Ziemno is the north eastern section of Charkov Island. It is primarily ruled by the House of Tsaryov and its retainers, though the Empire maintains a viceroy in the territory, and small garrisons in Dv’gav, Fort Vorat and Fort Piesz. Economy is mostly based on logging, hunting and agriculture, with only cursory mining. Traditionally human, though elves and half-elves integrated well after Imperial annexation.
Wildlife: The forests of Ziemno are notoriously dangerous, leading to most travel and trade to and from Otenk and Temho being done by ship, or requiring heavy guard if done overland. On the eastern island of Bezlundy, all manner of beasts roam freely outside of the chronically undermanned Fort Piesz.
History: Pre-Imperial Era, the island was divided into numerous feudal Houses that occasionally formed a united Kingdom of Charkov to enjoy a few decades of relative stability, before inevitably descending into civil war.When Imperial forces arrived, much of modern Ziemno was controlled by the House of Tsaryov and its retainers, locked in a vicious war with an alliance of southern houses. After a very brief reactionary attempt to combat the Imperials, House Tsaryov and the southern alliance accepted Empire’s enforced ceasefire. Chernov was split into two provinces, with Ziemno falling under almost complete control of House Tsaryov and its retainers. Later, the uninhabited eastern island of Bezlundy was added to Ziemno’s jurisdiction, with the Empire funding the construction of Fort Piesz as a claim, though the island was never further developed do to aggressive wildlife and a lack of funding as the Empire declined. Charkov culture was similar to Imperial culture, and Ziemno became one of the more peaceful and prosperous provinces.
Settlements
  • Capital: Dv’gav (d11)- Center of House Tsaryov and Ziemno trade. Large garrison of Tsaryov soldiers, as well as a small Imperial garrison.
  • Fort Vorat (g8)- Border station between Ziemno and Cieplo. Heavily garrisoned by Tsaryov troops, as well as small compliment Imperial soldiers.
  • Fort Piesz (d20)- Battered and undermanned outpost on Bezlundy Island. Small garrison of Tsaryov and Imperial troops to defend against large number of monsters.
  • Malenkaya (b9)- Fishing and logging town. Local lord provides small town guard.
  • Polputi (d8)- Small farming town. Local lord provides small town guard.
  • Otenk (g12)- Logging town. Sizeable garrison of Tsaryov troops, as well as local lord town guard to ward off bandits and dangerous wildlife.
 
Your specialist list formatting is borked. Also, thieves and especially accountants seem AWFUL. A thief, if not blocked, will take 8 turns to pay off the overhead (because it levels up), and an accountant won't pay itself on a turn by turn basis unless you're raking in an excess of 2000, which is probably impossible and also compeltely useless. If you forgot a 0 then 200 is still probably a hell of a lot.

Your items table columns are labeled off. How long til standard equipment decays and becomes literally useless on anyone but a T3? Because T2s will have 0 in most to all of their atributes.

Do berks only get 3 atb points instead of 4 when they go from T3 to T4 because you want subclassing? Can a guy have lone wolf and the one to effectively turn into a demigod?
I never knew how much I wanted this

I've wanted this ever since I got CK2.
 
Nice touch on the map though. That's something I always wished I could pull off

Thanks!

Your specialist list formatting is borked.
Your items table columns are labeled off.
Wups, thanks for pointing that out. Fixed.
Also, thieves and especially accountants seem AWFUL.
Bumped the accountant up to 5*level% bonus on payments. Not really sure how to balance this guy properly, given that its just paying gold to make gold... Changed thief to stealing level*3 random items from another company's stash. So, bit more of a gamble, but you could end up grabbing a lot more gold than before. Or far less if you manage to grab three decrepit equipment sets.

How long til standard equipment decays and becomes literally useless on anyone but a T3? Because T2s will have 0 in most to all of their atributes.
Hm. I see the problem. Weapons were going to decay based on a dice roll (no way I'm keeping track of how many times each weapon has been used). I'll probably need to either redo the equipment numbers, or buff all the sellswords a bit.

Do berks only get 3 atb points instead of 4 when they go from T3 to T4 because you want subclassing?
Nah, I just borked the table. Should be fixed.
Can a guy have lone wolf and the one to effectively turn into a demigod?
Yup! That would be a quick way to make a low level guy pretty beefy, but it would require that guy to never have any other spellcasters or scouts in his party. Also means that all the damage usually going to scouts or spellcasters will be going directly to him. Still, that would be a really good build for early game when you don't have too many selllswords in your company.
 
Thanks!


Wups, thanks for pointing that out. Fixed.

Bumped the accountant up to 5*level% bonus on payments. Not really sure how to balance this guy properly, given that its just paying gold to make gold... Changed thief to stealing level*3 random items from another company's stash. So, bit more of a gamble, but you could end up grabbing a lot more gold than before. Or far less if you manage to grab three decrepit equipment sets.


Hm. I see the problem. Weapons were going to decay based on a dice roll (no way I'm keeping track of how many times each weapon has been used). I'll probably need to either redo the equipment numbers, or buff all the sellswords a bit.


Nah, I just borked the table. Should be fixed.

Yup! That would be a quick way to make a low level guy pretty beefy, but it would require that guy to never have any other spellcasters or scouts in his party. Also means that all the damage usually going to scouts or spellcasters will be going directly to him. Still, that would be a really good build for early game when you don't have too many selllswords in your company.

Personally speaking I think thief's justified in that it's specifically denying other people resources that they could be using to improve.

As for the balancing of accountant well... maybe make the specialist slots limited based upon the company's size or reputation level...? So people will have to make a choice between making their guild more powerful by hiring a specialist, or get more gold by hiring an accountant.
 
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