MedIOT: An IOT of Medieval politics and warfare

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MedIOT: A Game of Medieval Politics and warfare

Welcome to MedIOT! This game is, as the title will suggest, set on the medieval ages. This IOT was inspired by, *drums roll* Crusader Kings II. However, I swear I won’t make it half as complex as that. I promise. However, this RP involves a lot of roleplaying in peacetime. You can use gamey tactics all you want though, but it's strongly discouraged.

So let’s get to the basics of the IOT.

Income

The income you have depends on how many provinces you have. All provinces give you 30 income.

Armies

Your army is broken in three parts.

Normal armies cost 250 gold to create and they cost 50 gold to maintain. Fleets costs 400 gold to create and 80 to maintain.

For every 5 provinces you automatically have a peasant army. Since you automatically gain peasant armies, you may choose not to deploy them or deploy a few of them when at war. Peasant armies take 2 turns to deploy. They have no maintenance (unless deployed, which then have 75% less maintenance than normal armies) but have 50% less strength.

Battles are decided by probability, which is mostly affected by army size.

Stability

Your stability naturally increases by 5% every turn, but it also depends on various other things. Mainly how your subjects fit in with your nation.

Your subjects, depending on how similar are on you, will be loyal or rebellious if you are too different. If you are on France and you are Catholic and French, your subjects will be loyal to you. If your nation is too big, or it spreads in lands very different of eachother (for example, an empire that rules Italy, Spain, Greece, Tunisia and southern Russia), it will also suffer penalties which will eventually lead to rebellion.

Stability is measured by percentages and, depending on how high and low they are, they may also affect your taxation and for every 1% positive or negative, you will have 1% positive or negative bonus in taxation that, when negative, may affect up to 75% of your taxes.

Stability is also affected by other factors, such as how different your provinces are from eachother, roleplaying, etc. In short, common sense will tell you what will put your nation in a very stable mood or about to collapse.

Religion

General stuff about religions

All religions will be on the map like most religions IRL. (Although if your story is convincing enough, I might change that) Areas like Russia are places where you may choose whatever religion you want but an area like France will stay loyal to Catholicism.

You may start an alliance with someone from other faith, though you will suffer a penalty. Allying yourself with someone from a different branch of your religion (Catholic with Orthodox for instance) will give you 7% stability penalty. Allying yourself with someone from other religion (Catholic with Sunni for instance) will give you 20% stability penalty. Allying yourself with a heretic from your religion (Catholic with Cathar for instance) will give you 30% stability penalty.

Religious heads, in special cases, might call for Crusades/Jihads/Holy Wars. For example, the pope might call a crusade on Jerusalem if the year is after 1090 or Rome falls to infidels, or the Caliph will call a crusade on Mecca if it falls to the infidels.

If a religion is faring badly (losing territories to infidels, having rulers of the religion convert to an infidel religion, etc) there will appear heresies. Heresies, unless a ruler embraces them, are never a good sign and need to be exterminated immediately or else they might spring into a rebellion against the ruler. While a strong empire might handle them, a weak ruler will have a very bad time if they spread. The stronger the moral authority of a heresy is, the faster they’ll spread. If they have more territories than their father branch, they will replace said branch as the head of the religion and the former branch will become a heresy instead.

Example: If Catharism has more moral power than Catholicism, and is big in comparison to Catholicism, Catharism will replace Catholicism and Catholicism will become a Cathar heresy.

Converting from an organized religion to another organized religion (EG: Catholic to Sunni) will give you a 30% stability hit and 50% hit for crown authority/tribal unification for feudal kingdoms/tribes/khanates. This penalty will double if you convert to unreformed paganism (EG: Reformed Norse to Old Slavic).

Christianity

Catholicism

Catholicism is the religion predominant in most of Western Europe and widespread in Eastern Europe. The head of the Catholics is the pope, which will be represented by the papal state and which will have its territory placed at the start of the game in a convenient location. You may attack the pope, but you’ll suffer severe penalties like excommunication, a crusade called against you and other nasty stuff.

The unique features of Catholicism are that, when stability is at very high, the nation will get 25% bonus at income (because the priests like their ruler more than the Pope).

Orthodoxy

Orthodoxy is the predominant religion of South-Eastern Europe. It does not have one head (save the Patriarch of Constantinople), but rather several heads subjected to the desires of their lords. A patriarch may be summoned once a nation has 30 provinces. If an orthodox territory doesn’t belong to an orthodox nation with its own patriarch, it will be assigned to the closest patriarch. A ruler may call for excommunication on lands which are under his own patriarch. In addition

For example: If all of Russia is Orthodox and it only has one nation with more than 30 provinces, which is Novgorod, most of Russia will be subject to the patriarch of Novgorod. The Duke of Southern Finland may call for the excommunication of Kiev, but may not call for an excommunication of Bulgaria since he belongs to the Patriarch of Constantinopile.

Eastern

Eastern Christianity represents the Nestorian, Ethiopian and Armenian churches. They are predominant in parts of the Middle East (such as Armenia and Northern Mesopotamia) and also in Ethiopia. They don’t have a single religious head, but they have multiple heads that work like the orthodox.

Islam

The head of the religion is the caliph from their respective branch. The caliph will be randomly selected from the nations at the start of the game. Heresies don’t start with a proper caliph, but if they grow strong enough they can declare themselves caliphs.

Sunni

Sunni Islam is predominant in Arabia, North Africa, Southern Hispania and parts of Sicily.

Shi’a

Shi’a Muslims are predominant in Persia.

Pagan

Pagans are predominant in areas like Northern Russia, Finland and Tartaria.

The pagans are especially strong when it comes at war and infidels suffer penalties (40% less military strength) when attacking pagans. However, they also suffer instability problems more than any other nation (10% less stability). It is also harder for them to convert infidels and infidels have a higher revolt risk.

Pagans may also declare their own pseudo-wars known as raiding. This is not a war de jure, so you may not conquer a territory nor the raided can conquer yours, but you instead can loot the enemy’s territories. For every province raided, you will gain 150 gold.

However, if a pagan kingdom grows strong and big enough, they may reform their faith, which will remove the instability problems attributed to being a pagan, they may convert infidels easier and may even send missionaries from their branch to convert other pagans. They will lose, however, most of their military strengths as pagans and their enemies will no longer suffer so many penalties.

The pagan religion is not one huge religion but rather several religions like the other branches. I am just too lazy to come up with special mechanics for even a couple of them. Their penalty from allying with other of their branch (say, Norse with Finnish) is also reduced to 5%.

A pagan kingdom which converts to other religion will receive a 15% stability bonus, a 5% income bonus, a 25% chance that a province converts to the religion you converted to and will have the side effects of having people from other religion removed (side effects from pagans are removed permanently, but you will get 25% less taxation in pagan provinces). All of these bonuses last for 10 turns. You may only convert to another religion if you are 5 territories away from the closest province or nation having said religion.

Just for fun, also try restoring Greek, Germanic and pre-arab cults :). Just for fun, I'm going to allow you to join as a pagan in those areas.

Zoroastrians

Zoroastrians are predominant in Northern Persia and are located between Persia and Tartaria. Although they are already an organized religion, they may “reform” themselves and become even stronger (that is, if they don’t start out with Persia or something like that) and they will also gain features similar to catholicism.

Government

Feudal kingdom

Feudal kingdoms are the governments predominant in Western, Central and parts of Southern Europe, as well as in Russia and on some places of the muslim world. If a feudal kingdom manages to maintain a stable kingdom (stability must be very high) and with a powerful crown authority, it will evolve into an absolutist kingdom.

Crown authority is the measure of how powerful your king is. At first, it starts at a minimal level, but as long as the nation doesn't suffer many rebellions, it will increase very slowly. Crown authority is measured by a percentage and when you have positive stability, it will increase crown authority by 5% per turn. Negative stability won't affect crown authority unless stability falls below 25%, which will then decrease crown authority by 3%. A heretic/religious/cultural rebellion will reduce crown authority by 3% and a feudal rebellion will reduce it by 5%. If a rebellion is successful, it will decrease crown authority by 7% (if said rebellion takes over a country, it will decrease crown authority by 15%). Once crown authority is by 90%, you may proclaim yourself an absolute king.

Feudal kings have armies that have 10% more power than other armies, but have a 20% stability penalty.

Absolutist kingdom

Absolutist kingdoms are predominant in the Muslim areas and in much of Southern Europe (see: Greece and the Byzantine Empire). An absolutist kingdom is a type of government where the king reigns supreme over their subjects. An absolutist kingdom is free of many of the problems that plague a feudal kingdom, but they suffer a bigger revolt risk thanks to their oppression on peasants. For this matter, the only kingdoms that may start absolutist are Muslim and Southern European kings. Absolutist kings have armies which are 30% more powerful but they have 10% revolt risk when they rule over areas which differ from their opinion.

Tribes/Khanates

Tribes/Khanates are a more exaggerated version of the feudal kingdoms and may only exist in Pagan, Muslim or Zoroastrian nations and must be located in the east of Europe or Central Asia. Tribes/khanates can convert to feudal kingdoms if they are unified enough. The tribal unification mechanic works the same way as crown authority, except that it doesn't decrease save in the dire situation where the stability is below 70%.

If a tribe/khanate converts to Christianity, it will automatically become a feudal kingdom. They have 30% more strength and have 20% less maintenance but are 30% more unstable.

Republics

Republics are predominant in much of Italy and the Baltic Sea. Republics are meant for very small kingdoms or kingdoms which are small in their local area but have “colonies” in the rest of Europe. They have 30% more income (their capital province has 3x more income) but 40% less military strength and can become unstable once they have more than 30 provinces.

The one rule

The one rule is that your nation must make minimal amount of sense. You can make a Sultanate of Greece if you want (although you’ll suffer rebellions from the Orthodox population), but a pagan crusader equestrian khanate of France in Ethiopia won’t cut it.

Map

I removed India since I don't know enough about it to put it into the game and Mali since, well, it would be boring trying to play as Mali.

Spoiler :
MyfOPw0.png


Joining

Simply state the basic things of your nation (name, government, religion, etc.), give yourself some claims and you’re all set.

The claims may be very big, but not too much (France and England is fine, but not an Empire ruling the Middle East, all of North Africa, all of Hispania and France). Be aware that, the bigger you start as, the less stability you have. For every territory you claim, you lose 0.15% stability.

You have a full week to send in the applications. After that, I will lock the applications to break up the world between the NPCs. Any applications sent during the lockdown period will be automatically rejected (already done) You may join after that point, but the world will have been already divided by then.

Other stuff

Russia is pretty much for grabs for any religion. Tartaria can also be grabbed by any religion (save christians).

There are other two religions which aren't mentioned but you may join as. Judaism in very small areas around the map or as kingdoms in Russia or Tartaria, and Yazidis in Mesopotamia. Both of them will also have surrounding NPCs following their same religion.

Roleplaying events, of course, will also have a say on your stability, income and crown authority. Mary Sues (that is, people that are roleplaying only to receive positive bonuses with little to no backfiring) will be warned at first, and if said warning is ignored, they will suffer.

Yes, if the game survives that far, there will be mongols.

Updates happen every 4 days.

Turns

Timeline + Turn 1 (1066)
 
Tribes of Germany
NLSmLzx.png
Name: Federation of German Tribes
Government: Tribal Federation ( Tribe )
Religion: Pagan
History: After the defeat of Charlemagne at the hands of Pagan Saxons, the Germanic Tribes united under the leadership of Heinz I von Saxen, a prominent pagan warrior noble, in order to claim all of Germany and become the one and only religious leader of his fellow Pagans. His heir, Wolf II rules today in Saxony.
 
Kingdom of Wales

Feudal Monarchy
Brythonic Pagan

History:
Spoiler :
The mad bastard Pedran map Prydwyn inherited a minor county in Wales after a series of suspicious assassinations, but you can't prove it was him, so don't you dare make accusations. After fabricating a series of claims on his neighbors, he took out a loan from some Jews, then kicked them out of his lands and seized their property. Using his newfound wealth, he hired several mercenaries and went on a conquering spree, unifying most of Wales under his rule in a few short years. After his wife got too old to have children he murdered her and married someone far younger and more fertile, who bore him a worthy heir, Pembroke map Pedran. In his madness, he hallucinated a visit from a faerie who ordered him to revive the ancient Celtic traditions, and thus began the work of reviving the Brythonic Pagan religion. These actions prompted one of the bowmen of his personal guard to murder him near a scroll depository; any rumors that it was a conspiracy orchestrated by his wife and vassals should not even be considered.

Before his untimely death, however, he managed to convert his son, who had to fight off a noble rebellion after coming to power, his vassals entirely unwilling to accept rule by an unwashed pagan. Leading his armies from the front, he managed to put down the revolt at the Battle of Caerleon. His vassals' armies were crushed, their leaders captured, and their lands revoked and given to a cadre of incompetent yes-men and sycophants. His realm secure, he waged war upon the Anglo-Saxons of Wessex, conquering the kingdom outright after a series of brutal battles. No sooner had he completed his conquest, however, when the peasants of Wales rose up in revolt, not liking rule by a pagan any more than the nobles did. While preoccupied with fighting the upset masses, neighboring Anglo-Saxon realms took advantage and managed to retake most of Wessex, and only were only stopped from destroying the Kingdom of Wales by a series of untimely deaths that plunged them into a succession crisis, and that had nothing at all to do with King Pembroke.

Pembroke spent the next several years consolidating his rule over Wales, doing what he could to make the people of him realm forget all about that Jesus fellow and revert to the worship of the Brythonic gods. Results were mixed, and at the time of his death only about 1/3 of his lands had embraced the ancient pagan faith. His son and heir, Rhyrid map Pembroke, started his rule my marching west and conquering Cornwall; currently, he is consolidating his rule over the area and doing what he can to spread belief in the old ways among the populace of Wales.


fa4T5Zw.png
 
Name: Abbasid Kingdom:
Claims (100: If this is too large I will reduce it):
Spoiler :

KYodF7K.png


Religion: Sunni Islam
Government: Absolutist Monarchy
History: 5 minute History: To reduce instability the Abbasids retreated from Persia, Anatolia and most of North Africa, keeping Egypt, the Holy Land, Arabia and parts of Mesopotamia.
 
By the way, since we're having a lot of pagans in Europe already, here are the provinces which will get a crusade/jihad going (minus Constantinopile and Anatolia if you're going to be a hellenist):

lippaDD.png


Beware that, if you're going to make dodgy claims to avoid a crusade/jihad, you'll suffer a stability penalty and a crusade.
 
I thought there was only one pagan group at start.
 
Tatar Khanate

Khan: Tolui Khan
Religion: Zoroastrian
Government: Khanate
Territories: 30 territories:

Spoiler :
7fkiW2i.png


History: Monge Khan managed in a series of lighting campaigns to unify the tribes of the steppes under his rule. He also had managed to convert the Tatars to Zoroastrianism, as many Zoroastrian priests escaped to the Khanate in order to not be purged by the Muslims. When Monge died, his son Tolui became Khan.
 
I now have fully checked most apps and read the OP again, and I would like to say a couple of things. Although I find your apps acceptable, I would like to see a history part. Just a suggestion.

Greek: Remember, the caliph is selected randomly from the starting nations. Now that I think of it, it won't fall on a one-province dude, but the thing still has to be random.

For the pagans: While I like your apps, remember that the pagans are still one religion. Only when one of you grow powerful enough to eventually reform, paganism will start splitting.

In addition, I have updated the OP to explain about pagans converting to other religion, crown authority, stability (pagans and khanates please revise) and roleplaying (roleplaying is on the others section).
 
For the pagans: While I like your apps, remember that the pagans are still one religion. Only when one of you grow powerful enough to eventually reform, paganism will start splitting.

Wait what
I realise pagans have the most mechanic rules, but there is no reason to not split them up, especially if Eastern Christianity is going to be all alone and special with no apparent rule differences from standard Orthodoxy whatsoever. Wales clearly doesn't believe in the same gods as Germany, but like this it appears like they always believed in the same gods until one becomes a standardised religion.
 
Wait what
I realise pagans have the most mechanic rules, but there is no reason to not split them up, especially if Eastern Christianity is going to be all alone and special with no apparent rule differences from standard Orthodoxy whatsoever. Wales clearly doesn't believe in the same gods as Germany, but like this it appears like they always believed in the same gods until one becomes a standardised religion.

Okay yeah, you got me there. I was just too lazy to investigate the differences of several pagan groups that I then had to think about special game mechanics for a couple of them so I threw them as one huge homogenous blob.

EDIT: I have updated the religion parts to explain the penalties for allying yourself following a different branch/another religion/heresy
 
Added history.
 
Republic of Naples
UwBBaxa.png

Religion: Guess.
History: something something replaced Amalfi something clearly better than Venice or Genoa
 
A reserve for a muslim kingdom based out of Andulucia .. Al Andalus.
Religion - Muslim
 
MedIOT opening post.

Kingdom of Beja

Religion: Christian.

http://i.imgur.com/aUSMzCV.png


History:

Spoiler :
(This is pretty much straight lifted from something I saw in my CKII game, except for the fact that in-game, the guy got pretty much instantly steamrolled because AI. Guess which country I was?)

Afwfled the Conqueror was born the nephew of an Anglo-Saxon count. At the time, England was almost entirely controlled by the Vikings. This made things a bit awkward for the highly pious Afwfled. As his family started to accept the heathen’s ways as to try and keep ahold of their power, Afwfled chose a different path — to accept the grace and mercy of Christ, come what may. He would not bow before the infidel. He would stand tall and proud. As he grew, he slowly gathered like-minded men to his cause. Owing to the fact that… well, he wasn’t exactly quiet about his views, when the King of the land noticed how many men were following the rebellious Christian, he quickly banished Afwfled and all his followers from the land. Afwfled likely would have attempted to overthrow the King, were it not for the fact that even he could tell his men were seriously outnumbered. Realizing his situation was hopeless, he still refused to let the army he had gathered go to waste. If, perhaps, he could not free his countrymen here, perhaps he could finally end the legendary suffering of those Christians conquered by the foul Saracens in the Holy Land. Stealing the family gold (after all, they were traitors to Christ — worse even than the heathens,) he purchased a fleet and even a few mercenaries to fill out his ranks. He set out South.

In Spain, the Umayyad Caliphate was in chaos. The Shi’ite heretics were multiplying by the day, and even had found a young man they claimed to be the direct blood decendant of Muhammad through his daughter Fatima. Meanwhile, two of the Caliph’s brothers had launched their own powerhungry grabs at the throne.

Amongst this madness, Afwfled and his fleet arrived off the coast of the area that eventually become the heart of the kingdom of Beja. The provisions of the fleet were exhaused, and over 150 of his original 3,000 men had fallen to disease, with many more on the verge. While it might not be the Holy Land, there were quite a few foul Mohammedans there, and they were in strife amongst themselves, showing that God himself had prepared this land for their arrival.

Putting to land, he quickly overwhelmed the token Umayyad garrisons left there, before starting to heavily fortify the 3 largest castles they had took in preparation for the large assault that would almost certainly come. They waited… and waited… and waited, for almost 3 years, starting to even build up a temporary governing system over the land, turn the castles that had been unused for decades into fortifications worthy of the name, and convert the populace. When the local nobles and their exhausted armies finally returned home from the massive civil war, what did they find but their castles turned into the strongholds of the infidels and the lands turned to aid them. They swiftly fled, begging the Caliph to help free their poor subjects from the terror of the monstrous Christian menace. He obliged, drawing up an army of 10,000 men from across the land.

The holy warriors of Christ, when they saw the tide of men sweeping across the ground, quickly withdrew within the fortifications, to wait out a siege in hope of some salvation.

A year and a half passed. One stronghold was taken by the Moors, while the other two were down to eating rats and considering the nutritional value of their own legs. Suddenly, the miracle they had been waiting for occurred. [Insert Frankish name here][Insert Frankish dynasty name here,] of [insert nation somewhere in what we would call France— I wouldn’t mind if some other player would take this part for their history, or if it would be assigned to an NPC,] had heard of Afwfled’s magnificent struggle, and had brought his own army of 15,000 men, crushing the Moorish army in battle after battle and retaking the third castle. He negotiated a peace with the Caliph, where the Umayyads swore not to attack the fledgling Christian state for 10 years if Afwfled’s men expanded no further.

In the following decade, the nation Afwfled had established was given the name Beja, after the name of the port where they first landed on the coast. A marriage was established between Afwfled’s first son and the Frankish leader’s second daughter, further solidifying the relation between the two nations. The Franks lended money and burecratic expertise to help establish a functioning government. When the 10 years had passed, Beja was a functioning nation, there to stay.

As the years went by and the Umayyad Caliphate slowly collapsed from the constant internal struggles it was beset by, Beja slowly but surely expanded, taking the lands which the Saracens could no longer afford to hold. Now, Beja is a self-sufficient state, able to face its enemies on its own, but it is still outnumbered. What will be it’s fate? We’ll have to wait and see…


It's been a while since I've been here. How does this look?

Whoops, forgot Government
Government: Feudal
 
Sassanid Empire:
Claims: 39
Government: Shahdom? (Tribe/Khanate for the purpose of the game, though wouldn't a Shahdom be closer to an Absolute Monarchy?)
Religion: Zoroastrianism
History: Didn't wage the stupid, self-destructive war in the early 600s against the Byzantines and survived the Muslims, managed to keep its empire going, etc, etc. Will probably fill in more later.

Map:
Spoiler :
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A couple of minor things. Not about the apps but I would like to point them out.

Claiming 10 territories is what reduces your stability by 1.5%. Just wanted to throw it out of the way.

And yes, I have abandoned the concept of forced time divergence at 750 a while ago after I realized it wouldn't allow nations to be as creative. However, it still stands as a recommendation and NPCs will, depending on the case, follow the time divergence.

I'm also going to make a possible cut in the start of the game. If no more apps are sent for 2 days (from the day the last app is sent during the time period I gave you in the OP), I will lock the apps and prepare the NPCs. The definite lock will happen on Sunday if apps are still sent. This is because, since we're talking about filling the medieval continent, it will take some time to put in the stats for every NPC bordering players (as well as filling in stories if I find them intresting).

In addition, tribals/khanates will also have a tribal unification mechanic, which is the same as crown authority but increases by 10% when conditions are met. This will allow them to convert to feudal kingdoms when the tribe/khanate is united enough. Of course, both mechanics are optional and can be ignored. If you want to instantly convert to feudal kingdom to skip this whole process (for pagans), then convert to Christianity.

Finally, I also modified the conversion of pagans mechanic a little bit and added penalties to any organized religion converting to other organized religion (EG: Catholic to Sunni)
 
Claiming 10 territories is what reduces your stability by 1.5%. Just wanted to throw it out of the way.
So are 10 territories essentially the same thing as 19 in terms of stability?

Also, I'm not really seeing any downsides to starting as pagan and then switching to Christian.
 
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