Alright, here's an explanation of the new system for the military:
Small Cities provide 3,200†
Small Castles provide 3,200†
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Large Cities provide 5,400†
Large Castles provide 5,800†
This is base manpower, though more manpower can be recruited/generated automatically.
Realm Garrison now functions both as a 'last defense' and an indicator to how much free manpower players receive each turn/every decade. Realm Garrison is only provided by castles.
Small Castles provide 500†
Large Castles provide 1,000†
There are now three states that manpower† can be in:
Pool~Your "Manpower" represents your manpower pool and while soldiers are in the pool they are considered 'unusable for campaigns, but there'. In this state they cost 0¤ to maintain, however they cannot be set out on offensive campaigns, but can be counted to defend your realm in the event of an enemy invasion. It is important to note that 'Pool' manpower fights considerably less well than 'Standing' manpower or 'Realm Garrison' manpower; 'Pool' manpower can be thought of as your battle-capable citizens (Orcs/Elves/Orelfs that are of age and fit) that are currently not serving in your army, but are dispersed around your realm and will take up arms against invaders in a fair unorganized way.
Standing~Your 'Standing' manpower are those citizens that are properly organized into armies, under command of vaguely capable officers, and are able to partake in your offensive campaigns. You get 'Standing' manpower by raising your 'Pool' manpower, which you can do by expending 1¤/1,000†. Standing manpower can defend your realm effectively if left in your realm. Standing manpower can be 'demobilized' back into your 'Pool' manpower.
Realm Garrison~Your 'Realm Garrison' manpower, as mentioned above, serves a dual purpose of representing those soldiers stationed in/around castles as well as representing young Orcs/Elves/Orelves that are entering your manpower 'Pool'. Your 'Realm Garrison' can never exceed the allowed amount that is dictated by your holdings (i.e. if you have 2 small castles and 1 large city your Realm Garrison can never be over 1,000†, as your small castles provide 500† each while your large city provides nothing), however your 'Realm Garrison' may fall below its maximum amount in the event of an invasion to represent casualties taken during resistance. (i.e. if you have 2 small castles and 1 large city and are invaded by some player who fails to capture anything due to a successful resistance your Realm Garrison may be reduced to 200† to represent the losses sustained). Even if your 'Realm Garrison' falls below its maximum amount it will still provide the maximum amount of free manpower per turn, but the free manpower first goes into the Realm Garrison before supplying your manpower 'Pool' (i.e. if you own 2 small castles and 1 large city and have a Realm Garrison of 200† you receive 1,000†, but the first 800† goes into your Realm Garrison to bring it back up to 1,000† and the remaining 200† goes into your 'Pool' manpower).
Even if you have no castles you can still recruit manpower per turn by paying for it. This is to equalize cities and castles somewhat to emphasize the economic boons of cities and the military boons of castles.
Here is a list of costs:
0¤ per 1000 manpower (rounded up) to maintain troops
--Remember, 'Pool' manpower costs nothing to maintain.
1¤ per 1000 manpower (rounded up) to raise/mobilize troops
--To 'mobilize' your 'Pool' manpower into your 'Standing' manpower it costs ¤
10¤ per 1000 manpower (rounded up) to recruit additional army
--You can always recruit manpower, this can be rationalized as providing your citizens incentives to join your army; recruited manpower goes directly into 'Standing' manpower and if demobilized the recruited manpower becomes 'Pool' manpower
10¤ per 1000 manpower (rounded up) field army
--When in the field your armies cost a considerable amount of ¤, which is meant to encourage players to form coalitions when attacking other players or give benefits to economic-heavy players.
I will be updating stats shortly.
edit: A note on navies
Navies will be now included in their own separate stat. 20‡ ships = 1,000† manpower. 'Pool' manpower can also be converted into 'Navy' ships/manpower for 1¤ per 1,000† (i.e. if a player has 5,000† in their manpower pool he could turn 2,000† into 20‡ for 2¤).
Ships‡ can be recruited for 10¤/20‡.
Small Cities provide 8‡
Small Castles provide 8‡
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Large Cities provide 14‡
Large Castles provide 14‡
Seafaring clans receive:
12‡ for Small Cities/Castles
18‡ for Large Cities/Castles
Of course players have no navy if they do not have any major coastal settlements. Upon constructing/capturing a coastal settlement players must wait 1 turn/update to receive their base amount of ships.
A special thanks to theDright for helping me/providing the groundwork for these rule updates. Expect great things from him if he ever decides to run a NES of his own, folks!
edit: So there is no confusion about it, players are receiving 5,000† to begin with in their manpower pool.
Wait, what am I talking about? This makes no sense. Unless you went to war last turn your base amount of manpower will be put into your pool.