DG6 RPG Rules, 1st Draft
Land Management
1. Land provides a number of food, shields and commerce/gold (f/s/c or f/s/g) that it would if worked in a city, and produces it's value shown when clicked to view info in a game. This is pretty straight forward.
2. A city produces the number of food, shields, and gold seen in the city view, plus an additional gold for each population point.
Example: Fanatica is size 6, so it's owner receives an additional 6 gold to his/her income.
3. Gold can be converted to food or shields, making 1/2 of either.
4. Land will be divided into 'sections' of tiles that can be in any size from 4-16, but for the most part not going past 9 or so. This is to help Land Management's record keeping. Income will still be calculated for individual tiles.
5. A single contigous territory with at least 5 tiles, earns added gold per tile.
5-9 tiles = +1 g/ti
10-14 tiles = +2 g/ti
15-24 tiles = +3 g/ti
25-49 tiles = +5 g/ti
50+ tiles = +10 g/ti
Here is a chart to help you:
The Feudal System(strongly encouraged, not required)
A player who owns a large amount of territory will have difficulty keeping track of his or her land and income. A player may allow another to use his land as the new player's own. Some rules to consider:
-The Lord of the land still collects added gold for his contigous territory. This includes the land he allows Vassals to use.
-Vassals collect added gold for the land that is alotted to them by the Lord
-A Lord may tax his Vassals as he sees fit, though it may not be what the Vassal wants.
-A Vassal is considered to have sworn allegiance to the Lord upon taking the land, and the diplomatic relations of the Vassal to any other Lord's or foreign Vassals will be what his Lord's relations are.
-A Vassal may rise up in rebellion against the Lord, and likewise, the Lord may use any means necessary to crush the rebellion.
-If a Vassal succeeds in rebellion, his land is now completely his and is considered a new nation.
-------------------------------------------------------------------------------
Characters
1. Each player may control 2 playable characters (PC's) at any given time.
2. Character statistics are the innate traits of the character. These are determined by the player.
3. A character cannot die of old age, or in a random event (unless the player states). A character can die in combat.
Character Stats and Traits
Intelligence - Determines how the character is intellectually, and their ability to solve problems. A high intelligence will help a character outwit his or her enemy in the battlefield
Charisma - Determines how the person appears to other characters. A character with a high charisma will be able to command more soldiers in the battlefield.
Constitution - Determines the physical strength and health of the character. A higher constitution increases the chances a character will come out of a battle alive or only minorly wounded.
Dicipline - Determines how industrious they are at performing tasks, and how they can lead people and show patience. A higher discipline enables a character to command more units in battle, and increases a character's chance of survival in a battle.
Agility - Determines the athleticness and quickness of the character. A character with a higher agility will have a higher survival rate.
You may give your character stats (from 0 - 20). You get 65 points to put into these stats. 10 is average.
Calculation for Unit Control
(C^3*I^2*D)/200,000
C is Charisma
I is Intelligence
D is Discipline
--------------------------------------------------------------------------------------------------
Conflict and Units
Basics
1. Each player may raise a certain number of units per chat. This is based on their caste level and modified by their statistics.
2. Each character also has a maximum number of units that they can maintain command over. This is based on their statistics, and modified by their caste and territory owned.
3. Each unit costs one shield and one food per chat to be maintained in fighting order. A unit without this support becomes a half strength unit. After 2 chats at half strength the unit will disperse.
4. Each unit costs a number of shields to raise that is equal to 1/10 of the number of shields to build it in the Civ3 game.
5. Mercenary units must be supported with gold and cost gold equivalent to their unit raising cost each chat. (Example: It costs 3 shields to raise a swordsman. It would cost 3g per chat to maintain a mercenary swordsman.)
6. Units are stationed in a territory and can be assumed to be located anywhere inside that territory. A unit can move into (through) one territory per chat for each of its Civ3 movement points. If movement is not contested and is along roads a unit can move into (through) 3 territories per chat for each of its Civ3 movement points. A unit must always stop movement when it enters a contested territory.
7. Units in a contested area will fight using their unit attack/defense values from the Civ3 game modified by character warfare skills, terrain, defenses, etc. Forces may be destroyed, rebuffed, routed, etc.
Unit 'Leasing' (Player Mercenaries)
A player may have a surplus of units that he or she does not need, and can let another player's character 'borrow' that unit for a price. The unit will then be considered under the paying character's control and will effect his or her Unit Command. That unit cannot be used against his original owner and WILL defect if the new owner tries to use it in combat. This can result in a rear flanking and could cost the new owner gravely.
Unique Units
A player may create a limit of 1 unique unit for the entire game. This unique unit will be available to that player's characters for purchase for a limit of 3 turnchats. The player creates the stats, but are subject to approval by the (Conflict) RPG Manager.
Unit Command
As stated earlier a character has a certain amount of units he or she can control. That character can control more units than the alotted number, but they may defect, and can either pledge alliegance to a neighboring province, or become rogues.
-----------------------------------------------------------------------------------------------
Nobility and Caste Rules
1. All characters begin play in a specific caste (Imperial, Royal, High Noble, Noble, Upper Gentry, Lower Gentry, Common). It is possible for a character to become a higher (or lower) caste through appointments and storyline effects.
2. The default government of the captial of the nation will be a Feudalistic Monarchy, and all characters will start with their allegiance to the Kingdom. Of course, anyone can rebel and set up their own government system.
[pre]
Title male (female) Class
King (Queen) Royalty
Prince (Princess) Royalty
Archduke (Archduchess) Royalty
High Lord (Lady) High Noble
Lord (Lady) High Noble
Duke (Duchess) High Noble
Marquis/Margrave (Marquessa) Noble
Earl/Count (Contessa) Noble
Viscount (Viscountess) Noble
Baron (Baroness) Noble
Baronet Gentry (civ)
Knight Gentry (mil)
Squire Gentry (mil)
[/pre]
*Note: If a player manages to somehow unite all player's under one contigous territory, he or she will be deemed Emperor or Emperess
This is the standard system of Caste Ranking. It is default throughout the RPG as to prevent confusion.
3. Each caste gives a bonus for unit commanding.
Royalty: +5
High Noble: +4
Noble: +3
Gentry: +2
4. Certain characters can give certain titles.
-The general rule for giving a title is that a character can only give a title up to 1 rank below his.
-Naming someone a Prince/Princess is considered naming an heir, unless it is otherwise stated.
-And another exception to this rule: If a vassal successfully revolts agains his lord, he can proclaim for himself a title only to High Lord.
5. A certain amount of land is required before a character can attain certain ranks.
King/Prince: 40 tiles (Unless it is DG Captial City and the territory around it.)
Archduke: 36
High Lord: 32
Lord: 28
Duke: 25
Marquis: 22
Earl/Count: 18
Viscount: 15
Baron: 12
Baronet: None
Knight: None
Squires: None
Knights and Squires do not require land as they can be supported by a higher caste, or be given units to command that are supported by their master.
RPG Managers
Because of the anticipated size of the RPG world, there may be multiple Conflict and Land Managers. This will be established at a latter date.
------------------------------------------------------------
This is the rough draft. I had planned on having this portion of the RPG start around the late ancient age. If that is not what players want, we can start a few days after the DG begins, but this may not be fun because we'll just have 1 city.
Another thing i have thought about adding is Battlefield Formations and Tactics. We desperately need imput on this ruleset and anything that you may have a concern for. If we get good discussions, and people really want it, we can start 2 or 3 days after the DG begins.
Edits- Land requirement for Nobility Titles are gone.
Land Management
1. Land provides a number of food, shields and commerce/gold (f/s/c or f/s/g) that it would if worked in a city, and produces it's value shown when clicked to view info in a game. This is pretty straight forward.
2. A city produces the number of food, shields, and gold seen in the city view, plus an additional gold for each population point.
Example: Fanatica is size 6, so it's owner receives an additional 6 gold to his/her income.
3. Gold can be converted to food or shields, making 1/2 of either.
4. Land will be divided into 'sections' of tiles that can be in any size from 4-16, but for the most part not going past 9 or so. This is to help Land Management's record keeping. Income will still be calculated for individual tiles.
5. A single contigous territory with at least 5 tiles, earns added gold per tile.
5-9 tiles = +1 g/ti
10-14 tiles = +2 g/ti
15-24 tiles = +3 g/ti
25-49 tiles = +5 g/ti
50+ tiles = +10 g/ti
Here is a chart to help you:
Code:
Tiles[center]Gold added to income[/center]
5[center]5[/center]
6[center]6[/center]
7[center]7[/center]
8[center]8[/center]
9[center]9[/center]
---[center]---[/center]
10[center]20[/center]
11[center]22[/center]
12[center]24[/center]
13[center]26[/center]
14[center]28[/center]
---[center]---[/center]
15[center]45[/center]
16[center]48[/center]
17[center]51[/center]
18[center]54[/center]
19[center]57[/center]
20[center]60[/center]
21[center]60[/center]
22[center]66[/center]
23[center]69[/center]
24[center]72[/center]
---[center]---[/center]
25[center]125[/center]
26[center]130[/center]
27[center]135[/center]
28[center]140[/center]
29[center]145[/center]
30[center]150[/center]
31[center]155[/center]
32[center]160[/center]
33[center]165[/center]
34[center]170[/center]
35[center]175[/center]
36[center]180[/center]
37[center]185[/center]
38[center]190[/center]
39[center]195[/center]
40[center]200[/center]
41[center]205[/center]
42[center]210[/center]
43[center]215[/center]
44[center]220[/center]
45[center]225[/center]
46[center]230[/center]
47[center]235[/center]
48[center]240[/center]
49[center]245[/center]
---[center]---[/center]
50[center]500[/center]
The Feudal System(strongly encouraged, not required)
A player who owns a large amount of territory will have difficulty keeping track of his or her land and income. A player may allow another to use his land as the new player's own. Some rules to consider:
-The Lord of the land still collects added gold for his contigous territory. This includes the land he allows Vassals to use.
-Vassals collect added gold for the land that is alotted to them by the Lord
-A Lord may tax his Vassals as he sees fit, though it may not be what the Vassal wants.
-A Vassal is considered to have sworn allegiance to the Lord upon taking the land, and the diplomatic relations of the Vassal to any other Lord's or foreign Vassals will be what his Lord's relations are.
-A Vassal may rise up in rebellion against the Lord, and likewise, the Lord may use any means necessary to crush the rebellion.
-If a Vassal succeeds in rebellion, his land is now completely his and is considered a new nation.
-------------------------------------------------------------------------------
Characters
1. Each player may control 2 playable characters (PC's) at any given time.
2. Character statistics are the innate traits of the character. These are determined by the player.
3. A character cannot die of old age, or in a random event (unless the player states). A character can die in combat.
Character Stats and Traits
Intelligence - Determines how the character is intellectually, and their ability to solve problems. A high intelligence will help a character outwit his or her enemy in the battlefield
Charisma - Determines how the person appears to other characters. A character with a high charisma will be able to command more soldiers in the battlefield.
Constitution - Determines the physical strength and health of the character. A higher constitution increases the chances a character will come out of a battle alive or only minorly wounded.
Dicipline - Determines how industrious they are at performing tasks, and how they can lead people and show patience. A higher discipline enables a character to command more units in battle, and increases a character's chance of survival in a battle.
Agility - Determines the athleticness and quickness of the character. A character with a higher agility will have a higher survival rate.
You may give your character stats (from 0 - 20). You get 65 points to put into these stats. 10 is average.
Calculation for Unit Control
(C^3*I^2*D)/200,000
C is Charisma
I is Intelligence
D is Discipline
--------------------------------------------------------------------------------------------------
Conflict and Units
Basics
1. Each player may raise a certain number of units per chat. This is based on their caste level and modified by their statistics.
2. Each character also has a maximum number of units that they can maintain command over. This is based on their statistics, and modified by their caste and territory owned.
3. Each unit costs one shield and one food per chat to be maintained in fighting order. A unit without this support becomes a half strength unit. After 2 chats at half strength the unit will disperse.
4. Each unit costs a number of shields to raise that is equal to 1/10 of the number of shields to build it in the Civ3 game.
5. Mercenary units must be supported with gold and cost gold equivalent to their unit raising cost each chat. (Example: It costs 3 shields to raise a swordsman. It would cost 3g per chat to maintain a mercenary swordsman.)
6. Units are stationed in a territory and can be assumed to be located anywhere inside that territory. A unit can move into (through) one territory per chat for each of its Civ3 movement points. If movement is not contested and is along roads a unit can move into (through) 3 territories per chat for each of its Civ3 movement points. A unit must always stop movement when it enters a contested territory.
7. Units in a contested area will fight using their unit attack/defense values from the Civ3 game modified by character warfare skills, terrain, defenses, etc. Forces may be destroyed, rebuffed, routed, etc.
Unit 'Leasing' (Player Mercenaries)
A player may have a surplus of units that he or she does not need, and can let another player's character 'borrow' that unit for a price. The unit will then be considered under the paying character's control and will effect his or her Unit Command. That unit cannot be used against his original owner and WILL defect if the new owner tries to use it in combat. This can result in a rear flanking and could cost the new owner gravely.
Unique Units
A player may create a limit of 1 unique unit for the entire game. This unique unit will be available to that player's characters for purchase for a limit of 3 turnchats. The player creates the stats, but are subject to approval by the (Conflict) RPG Manager.
Unit Command
As stated earlier a character has a certain amount of units he or she can control. That character can control more units than the alotted number, but they may defect, and can either pledge alliegance to a neighboring province, or become rogues.
-----------------------------------------------------------------------------------------------
Nobility and Caste Rules
1. All characters begin play in a specific caste (Imperial, Royal, High Noble, Noble, Upper Gentry, Lower Gentry, Common). It is possible for a character to become a higher (or lower) caste through appointments and storyline effects.
2. The default government of the captial of the nation will be a Feudalistic Monarchy, and all characters will start with their allegiance to the Kingdom. Of course, anyone can rebel and set up their own government system.
[pre]
Title male (female) Class
King (Queen) Royalty
Prince (Princess) Royalty
Archduke (Archduchess) Royalty
High Lord (Lady) High Noble
Lord (Lady) High Noble
Duke (Duchess) High Noble
Marquis/Margrave (Marquessa) Noble
Earl/Count (Contessa) Noble
Viscount (Viscountess) Noble
Baron (Baroness) Noble
Baronet Gentry (civ)
Knight Gentry (mil)
Squire Gentry (mil)
[/pre]
*Note: If a player manages to somehow unite all player's under one contigous territory, he or she will be deemed Emperor or Emperess
This is the standard system of Caste Ranking. It is default throughout the RPG as to prevent confusion.
3. Each caste gives a bonus for unit commanding.
Royalty: +5
High Noble: +4
Noble: +3
Gentry: +2
4. Certain characters can give certain titles.
-The general rule for giving a title is that a character can only give a title up to 1 rank below his.
-Naming someone a Prince/Princess is considered naming an heir, unless it is otherwise stated.
-And another exception to this rule: If a vassal successfully revolts agains his lord, he can proclaim for himself a title only to High Lord.
King/Prince: 40 tiles (Unless it is DG Captial City and the territory around it.)
Archduke: 36
High Lord: 32
Lord: 28
Duke: 25
Marquis: 22
Earl/Count: 18
Viscount: 15
Baron: 12
Baronet: None
Knight: None
Squires: None
Knights and Squires do not require land as they can be supported by a higher caste, or be given units to command that are supported by their master.
RPG Managers
Because of the anticipated size of the RPG world, there may be multiple Conflict and Land Managers. This will be established at a latter date.
------------------------------------------------------------
This is the rough draft. I had planned on having this portion of the RPG start around the late ancient age. If that is not what players want, we can start a few days after the DG begins, but this may not be fun because we'll just have 1 city.
Another thing i have thought about adding is Battlefield Formations and Tactics. We desperately need imput on this ruleset and anything that you may have a concern for. If we get good discussions, and people really want it, we can start 2 or 3 days after the DG begins.
Edits- Land requirement for Nobility Titles are gone.