nutranurse
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NutraNES
The Dread-Kings of Ekra
Overview
The old regime has crumbled. Once Ekra was held in the iron grip of the High Kings, but the untimely death of the late High King Bogor-Taniion the Patron, the apparent death of his son and heir, the infant High-King Gogzur-Garion, and the destruction of the imperial capital of Urst by a group of over-ambitious lords has plunged the continent into an era of chaos and strife.The Dread-Kings of Ekra
Overview
Players of this NES take up the bloody mantles of the Dread-Lords of Ekra--brutal warrior-kings living in an equally brutal land. Your rules are absolute; Your goals may be whatever you wish them to be. However, more likely than not few will survive the dark times to come.
Playing The Game
Each player will take control of a single High Clan--the premier sociopolitical members of the Ekran society. Players are the lords of their clan and for all intents and purposes have complete control over those underneath you, however I implore you to not be too much of a tyrant without the force of arms to back it up.
Turns & Timescale
Each turn will encompass 10 years, which seems like a lot of time, but not really when you consider that both Elves, Orcs, and Orelves are a fairly long-lived peoples.
Elves live for 250-300 years
Orcs live for 200-250 years
Orelfs (Half Elf-Orcs) live for 100-150 years
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Castles & Cities
The lifeline of the players lie in their castles and cities. Both come in two variants, small and large; both provide the two most important stats, income and manpower. Castles provide more manpower, while cities provide more income. More castles and cities can be constructed as the game goes on. Costs for these grand projects must be negotiated with me.
Below is a table relating the base manpower and income¤ generated per turn by castles and cities:
Small Castles|6¤/turn|3,200
Small Cities|10¤/turn|3,200
Large Castles|9¤/turn|5,800
Large Cities|15¤/turn|5,400
Income
This is the generic term for money, supplies, raw and finished goods, etc. If you have a lot of income assume that you are well off. If you do not have a lot of income start a war. Cities and castles generate income, but cities generate more income than castles. Players use income to fund virtually every action they can think of; when in doubt throw income at the issue. Income is represented by the ¤ symbol.
Manpower
This stat deals with your soldiers and how many soldiers you have. There are three kinds: 'Pool' manpower; 'Standing' manpower; and 'Realm Garrison' manpower. These will be explained in-depth further down. Manpower is represented by the symbol.
Pool Manpower refers to the 'potential' your clan/realm/kingdom has for individuals it can make into soldiers. Essentially every single able-bodied and willing Elf, Orc, and Orelf within your realm is represented in the manpower pool. There is no ¤-cost for having men in your pool and you can count on the individuals in your manpower pool to take up arms and defend their homes in the event of an invasion. However, they will not fight nearly as well as soldiers who are organized into proper armies.
Standing Manpower refers to the able-bodied and willing individuals who are employed as trained, vaguely professional soldiers. These are the Orcs, Elves, and Orelves who make up your armies and are the ones who can be mobilized for offensive campaigns. Moreover, standing manpower better defend your territory and you can employ standing manpower to conduct petty raids on neighbors without the need to mobilize them. For ever 1,000 of standing manpower you have you must pay a 1¤ maintenance.
Realm Garrison refers to the soldiers stationed in and around your castles as well as the Orcs, Elves, and Orelfs entering your pool manpower. Only castles can provide realm garrison, meaning that you only generate manpower if you hold castles. This is to give castles a benefit akin to the increased income ¤ generated by cities. In the event of an invasion your realm garrison may be reduced to represent the losses sustained by both civilian and military defenders; in such a scenario the manpower generated by your castles first must refill the realm garrison to maximum capacity before it can start to provide you with pool manpower.
e.g., Player 1 holds 3 small castles, giving him a realm garrison of 1,500. Player 2 invades, successfully takes one of Player 1's small castles and does significant damage to Player 1's realm. Player 1's realm garrison is reduced to 200. He still receives 1,000 realm garrison per turn for holding 2 small castles, however 800 must go into Player 1's realm garrison, leaving only 200 to go into Player 1's manpower pool.
Small Castle | 500
Large Castle | 1,000
Manpower can also be 'purchased'/'recruited' for an expenditure of income¤. City-heavy realms will not be penalized because they will be able to purchase manpower, so do not fret if you have more cities than castles. Recruited manpower immediately goes into your Standing Manpower.
Standing Manpower must be 'Fielded' for offensive campaigns. Fielded Manpower incurs a higher income¤ cost and this cost represents the maintenence of necessities for an army out in a field. The total income¤ cost for a fielded army can be seen as analogous to the cost of launching a campaign, however in certain situations it may be prudent to provide more income¤ for your campaigns.
Below is a summary for the list of costs concerning manpower:
- Pool Manpower costs 0¤/1,000 to maintain
- Changing Pool Manpower into Standing Manpower costs 1¤/1,000
- Standing Manpower costs 1¤/1,000 to maintain
- You can Recruit Manpower for 5¤/1,000; the recruited manpower becomes Standing Manpower
- You need to convert Standing Manpower into Fielded Manpower to go on offensive campaigns; Fielded Manpower costs 5¤/1,000
Navies
Navies operate somewhat similarly to normal manpower. 20 Ships = 1,000. Pool manpower can be converted into ships at a conversion rate of 1¤/1,000 (e.g., to get 40 you would need to spend 2¤ and 2,000 from your manpower pool). This change is permanent and losing ships means you lose that manpower forever! Ships cost 1¤/20 to maintain.
Coastal Castles and Cities both provide a base amount of ships. The amount provided is shown in the table below:
Small City| 8
Small Castle| 8
Large City| 14
Large Castle| 14
Clans with the 'Seafaring' trait receive a larger base amount of ships from their settlements. The amount provided is shown in the table below:
Small City| 12
Small Castle| 12
Large City| 18
Large Castle| 18
Base ships will refill a player's navy if the amount of ships they have drops below the total sum of base ships from all their settlements. Upon conquering new settlements players must wait 1 Update for the settlement to begin providing its base ships.
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Miscellaneous Mechanics
Miscellaneous Mechanics
Roads: At the start of the NES there is only a single major road: Bragga's Path. The Path, as it is commonly referred to, is perhaps the single-most important example of engineering that Ekra has thus far put forth. It is an extensive road tracing the conquests of the first High King of Ekra, Bragga 'the Bold', and it links together Ekra's largest cities and most formidable castles. The road is obviously important as it provides a way through some of the island's more treacherous terrain. More roads can, and probably will, be constructed, and the costs for these roads must be negotiated with me.
Updates: At best the NES should update once a week, at worst updates will come out every one and a half week. Updates will include pretty much everythig that has gone on in ten year time-span.
War: What is war good for? Pretty much everything. Most updates will contain at least a few conflicts, and given the length of each update these conflicts will tend to be resolved in a single update. Multi-update spanning wars are truly tremendous wars to behold. Wars are conducted via players determining how much manpower they are going to expend on each campaign and then giving a series of campaign goals. There is no need to go further than this, although I do appreciate added detail, but do not go overboard!
Orders: Orders should be PM'd to me unless we have a prior agreement. Orders should have the following title:
NutraNESIV.6 Update [#] [Clan Name]/[Player Name]
I will refuse orders not sent to me with the proper title format (it really, really, really helps me find orders at a glance and makes the updating process easier). Beyond this orders must include your current stats, as well as spending amounts.
Spending: I am unashamedly stealing this mechanic from kkmo who made it for his lovely Lords of the Rising Sun NES. To ease players into the game and not cause them to be lost at what to do I am limiting what players can do to a few specific categories. Each turn players will allot income into various spending categories and will use these categories as a base for what exactly they want to do.
Player Profiles
If I do this right the entirety of the game can be summed up in your player profile.
Clan Name-Dynasty/Inter-Dynasty Affiliations
Your clan name and the dynasty they belong to will be listed here, alongside any outside affiliations they might have to other clans. The dynasty your clan belongs to serves as a reminder for you to see just who is on your 'side' or who you should look out for in particularly. Dynasties over the course of the game will change as players forge realms of their own.
Inter-Dynasty Affiliations are gained through marrying off scions of your clan to other acceptable scions. There is a great incentive to marry off your children and their children because otherwise your clan might die out!
Lord Name (Race/Age/Sex)
Your clan's ruling lord will be listed here, alongside his/her race, age, and sex. These are all pretty straight forward. The only thing I will expand upon is age:
Elves live for 250-300 years
Orcs live for 200-250 years
Orelfs (Half Elf-Orcs) live for 100-150 years
Heir (Pretenders)
Your heir is the person you expect to succeed your current clan lord. Alongside the heir's name their age, race, marital status, and gender will be listed. From time to time pretenders will emerge to challenge the succession of your desired heir. Alongside their name will be their age, race, marital status, gender, and support. Support details just how big of a threat they pose to the unity of your clan, and ranges from 1 to 10. In the event of a pretender arising you generally have one of three options: back the new pretender, kill the pretender, or attempt to placate the pretender.
Family (Relation, Race, Age, Gender, Marital Stats)
Here I will list the important members of your clan. Generally they will be the sons and daughters of your ruling lord, though from time to time a powerful niece/nephew, brother/sister, or cousin will be listed here. Feel free to use them as pawns in your schemes.
Holdings (Name/Type/Expected Income/Manpower)
Here I will list all the important places your clan has dominion over. The type will be either Small Castle-Large Castle/Small City-Large City. The expected income they generate for the next turn will also be listed here, but please note that this is just an estimate and not the true income they will yield.
Manpower (Army Desc.)
I will list your manpower here and how many are currently raised for warfare. The manpower stat will display small numbers (it most likely will never broach the double digits) but in truth represents hundreds of troops. Every unit of manpower represents 500 warriors. It costs 0 income to maintain 1 unit of unraised manpower. When raised for war it costs 1 income to maintain 1 unit of manpower, ontop of the campaign's costs. War is expensive.
Alongside the manpower number is a short, descriptive blurb about just what kind of soldiers are in each unit. Your army description is somewhat important and it pays to pay attention to what kind of units you can field so you can adjust your campaign tactics accordingly.
Please note that manpower can never be purchased. Each turn your castles and cities generate manpower and just how much you have to use is listed here. In the event of a true crisis you can choose to mobilize your non-military population. The amount of manpower your receive from this action is double the number of that city's/castle's generated manpower. However, these troops are not true warriors and raising them will most likely see damage to their city's/castle's income.
Income (Estimated True Income - Maintenance = Spendable Income) (Stored Income)
Here the income of your clan is listed in a simple formula: estimated true income before maintenance - maintenance of your clan = spendable income. In your orders you do not have to allot extra income to the upkeep of your soldiers and various long-term porjects unless you are feeling particularly generous. The spendable income you get each turn will be what you put into the various spending categories. Please do note that as the amount of income you get per turn is an estimate, as all sorts of bad things can befall your castles and cities that see the amount of income they generate be lessened (or increased, in certain cases). It is a good idea to never overspend and to always have a sizable store of income.
Clan Factions (Strength/Loyalty)
Within your clan there will most likely be various minor factions that can subtly influence the way you play the game. These factions range anywhere from religious sects, important/uppity vassals, angry lowborns, and foreign merchants. Their strength is how much power they hold within your realm and ranges from 1 to 5; at 5 their power is almost equal to yours. Loyalty likewise ranges from 1 to 5, where five is complete and utter devotion.
Favor (Major Faction's Name/Favor Amount)
Lastly your clan will interface with the major factions in the realm through this stat. If a major faction is not listed in your player profile assume that you are on neutral grounds with the faction. Favor ranges from -10 to +10, and anything over +/-7 is difficult to achieve without some sort of tremendous display that engenders great love/ire. Major factions are listed elsewhere.
Fear (#)
Fear fulfills the same function as 'Prestige' does in other NES'. It is a measure of just how prominent your clan is and can be taken as your 'score' if you really want to. Although no one really wins the NES, the clans with the most 'Fear' are arguably the winners. Fear is not garnered through simply terrorizing your foes, but terrorizing them in such a sick and twisted way that even the most hardened warrior thinks twice about attacking you. Brute force alone cannot gain fear; in fact, in some cases brute force alone sees your fear score drop.
Projects: "Project Name" (Progress, Cost for Advancement)
Projects encompass any multi-turn investment meant to better your realm somehow. This ranges from strengthening walls to training a special kind of troop to introducing new crops to building whole new settlements. Most projects will take multiple turns to complete and will cost ¤ each turn. To find out the price of these projects you must negotiate with me. To reward builders/encourage players to have a lull in between their wars, during turns in which players preform no offensive or defensive campaigns they can choose a project and have it advance two stages; they must may the cost for EACH stage, so if both stages were to cost 5¤ each the player would have to pay 10¤. Raiding does not count as an offensive action. Players can have a maximum of 3 projects running at a time.
Sample Stats
Spoiler :
Imperial Ekran/-
NPC
Lord: High King Gogzur-Garion (Orelf/5/M)
Heir: - (Regent Hirion Ekran-Noroloth/Elven/190/Unwed/M/3s *Uncle & Regent*)
Family: -
Holdings: Urst (Huge City/20¤/9); Braga's Fist (Large Castle/9¤/10); Volir (Small City/10¤/3);
Manpower: 22 (10 Raised) (Experienced and fiercely loyal troops, Elvish, Orcish, and Orelfish mix of spear & bow warriors supported by core of heavy armed hammer-wielding Orcish veterans, no cavalry)
Income: 26¤-10¤=29¤ (50¤ Stored)
Factions: Noroloth Family (4/2)
Favor: Church of the Goddess (+8)
Fear: 5
NPC
Lord: High King Gogzur-Garion (Orelf/5/M)
Heir: - (Regent Hirion Ekran-Noroloth/Elven/190/Unwed/M/3s *Uncle & Regent*)
Family: -
Holdings: Urst (Huge City/20¤/9); Braga's Fist (Large Castle/9¤/10); Volir (Small City/10¤/3);
Manpower: 22 (10 Raised) (Experienced and fiercely loyal troops, Elvish, Orcish, and Orelfish mix of spear & bow warriors supported by core of heavy armed hammer-wielding Orcish veterans, no cavalry)
Income: 26¤-10¤=29¤ (50¤ Stored)
Factions: Noroloth Family (4/2)
Favor: Church of the Goddess (+8)
Fear: 5
Spending
Again, I must credit kkmo with this brilliant mechanic, as it makes both mine and your jobs easier. Spending is the concept that any action done by a clan in this NES will fall into one of eight categories:
Military
Infrastructure
Religion/Magic
Foreign Relations
Internal Relations
Trade
Reinvestment
Treasury
Military spending encompasses anything related to your soldiers outside of general maintenance. Remember that general maintenance is already accounted for and so military spending is about training your troops to fight in different ways or funding military campaigns. Anything relating to manipulating your manpower poolsuch as recruiting drives, propaganda, mobilizing civilians, etcalso falls under military spending. Subterfuge is also tied to military spending.
Infrastructure deals explicitly with the construction of new castles, cities, and roads or the construction within already built castles, cities, and roads. If you want to expand a castle's barracks then throw that income here; if you want to build tolls alongside your stretch of Braga's Road then throw that income here; if you want to erect a new castle and make your neighbors fearful/envious then throw that income here. The upgrading of already existing castles and cities also falls under infrastructure spending.
Religion/Magic plays an important role in this NES and the fictional society in this NES. As the NES progresses players will find that magic and religion are one in the same, but initially who knows what will happen! When you put income into this category you are actually just donating money to the leaders of your clan's chosen faith (either the Cult of Many or the Goddess Sect). When dealing with religious major factions putting income into religious spending will have positive/negative effects on your relations with other religions depending on who you decide to favor. The use of spending to influence magic and magical affairs will be revealed once magic enters the fray.
Foreign Relations relates to every peaceful action your clan can preform with other clans. If players make diplomatic agreements that see the use of income then put that amount of income here in the foreign relations category. Weddings between two different clans or factions outside of your clan also falls under the foreign relations category. Interfacing with secular major factions also falls under this category.
Internal Relations refers to your lord's efforts to interface peacefully with factions and individuals within your clan. It is important to keep your vassals happy and make sure the lowborns remain blissfully unaware of the greater going-ons. Sponsoring certain events such as festivals, tournaments, etc. are ways to do this, and I encourage you all to be creative in your politicking. Marriages that deal with factions/families within your clan also falls under the internal relations category.
Trade matters are any matters that deal with the abstracts of economics. Trading within your clan, trading with other clans, and trading with other factions are all ways to generate extra bits of income, so it is a good idea to attempt to foster trade within your clan's realm unless you are hellbent on making sure all your gold is red and bloody.
Reinvestment is my way of giving you an out if you have no clue what you want to do and are willing/stupid enough to let me dictate where your spending goes. When you put income into reinvestment you are basically putting income into the hands of your advisers and telling them "Look guys, I just want to kill things so you do all the stuff that doesn't deal with killing things. kthxbye."
Treasury spending is not spending per say, but putting away income so that you can begin to build up a nice buffer zone between you and all those nasty events I will throw at your clan. It is generally a good idea to put some money into your treasury each turn as you never know if the amount you are spending this turn is the amount you will be receiving this turn due to various events and factors.
Diplomacy
Diplomacy in-thread should be formatted as follows:From: (Clan Lord) of (Clan
To: (Recipient Clans)
Text