Decamper
..!
- Joined
- Jul 28, 2014
- Messages
- 1,159
Sign-ups due by Sunday, September 26th.
Background
The Qeng Xo Empire completed its conquest of the known world almost three hundred years ago. The first Imperial century saw a peace between nations never thought possible, and the trade of goods, people and ideas brought the three continents closer together than ever before. Peace begins to grate, though, when its held by the edge of a blade. This golden age ended after less than a century when a string of incompetent emperors lead to the decline of imperial legitimacy as governors and local leaders began to accrue their own power independent of the Empire. Peoples from across the three continents gathered around self-labeled kings and warlords promising independence and a return to the days of old when the only men they bent their knees to were of their own blood. They waited for any sign, some chance to break free and claim what they so eagerly sought, and the chance did indeed come to them. In the year 297 of the Imperial calendar, the capital city of the Qeng Xo Empire was destroyed by some unknown calamity, killing the Emperor, his council, much of the Empire’s central bureaucracy, and the elite core of the Imperial army. Nobles and peasants, nationalists and fanatics, priests and generals, rose up across the three continents, ready to claim this new uncertain world for their own.
Introduction
Hi, I’m Decamper. Some of you might know me from around here, NES, or running a game over on the Frontier. I’m still pretty new to all of this, much less running games, but some people seemed to like the last one, so I figure I’ll give another one a shot. The last game ran for 17 updates, so hopefully that means this one will have a good chance of not dying in a month.
The Game
As you might gather from the little blurb up there, The World Becomes Ours is a game will be set in a low/non magical fantasy world during the end of a transcontinental empire. The technology level is roughly comparable to OTL’s 13th century. While the Empire made use of hand cannons and larger siege cannons to great effect, the battlefield is still dominated by archers, crossbowmen, sword and pike infantry and lancers. Players will control factions that rise up amid the crumbling Empire, whether they be royal blood lines that had been lying in waiting, warlords eager to grab whatever they can by force, Imperial governors set on restoring the Empire or founding their own, religious leaders set on building their holy theocracies, or anything else you can think of (within reason). Magic does not exist in this world, but religion is as strong as ever.
Key
Dark Bluish-Green: Tundra
Light Bluish-Green: Taiga
Light Green: Continental
Dark Green: Tropical
Orange: Semi-Arid
Yellow: Arid
Blue: Alpine
For reference, the southern continent is roughly the size of Australia.
I need to give a shout out to SouthernKing, as much of the signup procedure I stole from Kashmir.
Sign up and Faction Building
To create a faction, fill out the below form as detailed or as barebones as you wish, as long as write something for each section. Also, you can make as many factions as you want (within reason)! When the game eventually starts, you will have priority for joining factions you made yourself, but you may join any open faction. The plan is to have the map completely filled when the game starts, either with factions you folk make, or I make myself. Do try to work with other players to make your factions/religions/peoples mesh, if not I may barge in and fix things to the best of my incompetent ability.
Country Name / Player
Colour: Choose the colour of your territory.
Government/Ruler: Basically whatever government you want, as long as it fits within the time period and setting (no communist wizards please). If you have a defined leader, put him/her here as well. Special: If you chose an Imperial governor, you will have access to better equipment and initial troops, but will have a mess of instability to deal with, as well as being hated by most NPCs.
Religion: Go crazy, whatever you want. As I said before, try to work with other players. Note: The Imperial Pantheon basically just absorbed all local gods, so if you don’t want to outline a religion, you’re faction will follow the generic Pantheon.
Values: What do your people value? Strength? Charity? Marmots?
Sample Names: Sample names for people in your country. At least 3 per gender, but more would be lovely.
History: Who are your people? What do they look like? Who is your leader? Did they join the Empire peacefully, or fight against it? Anything you want, as always, try to work with other players.
Claims and Capital City: What territory you claim as your main territory, and where your capital city is. The larger your initial territory is the worse initial stability you will have. If you can, please give me a map. I reserve the right to change your territory to match other players, have better borders, not be ridiculous, etc.
Neighbours: Not necessary, but would be a great help, and give you a bit of an advantage. Describe what the people and countries neighbouring your own are like. By default, neighbouring countries will be roughly modeled off of the nearest player faction in terms of religion, race and culture.
This is the size of a country that will have fairly high stability. Much smaller will have very high stability, and much larger will start to have issues with instability.
FAQ
Q. When will the real game start?
A. Dunno. Next week, hopefully. Whenever I get the rules hammered out, which will be displayed in the post below as I finalise them.
Q. What are the rules?
A. They will be put up in the below post as I finalise them. The economic rules will be fairly simple, based mostly upon some older NESes that I like the look of. Military rules may be a bit more complicated, as I hope to have a unit creation system somewhat similar to EQ's Capto Iugulum, though a bit simpler.
Q. The map sucks.
A. Not a question, but I agree! I don't do maps well, so this one is based off a civ5 map I liked, hence the wonky climates. Deal with it.
Q. How low fantasy?
A. No magic, no fantasy creatures, only humans.
Q. What kind of cultures can I make? Just Chinese?
A. Anything you want. The Empire was sort of Mongolian/Chinese, but anything and everything else is fine. Just try to work with other players near you.
Q. X is claiming over my territory!
A. Stop being children and work it out between you two, or I'll fix it however I like. Which likely won't be how either of you would like.
Q. I want to yell at you.
A. PMing always works, if a bit slow. I might be on iot chat from time to time. If you use skype, my handle is decampergame, but I might miss your message.
Q. When was X conquered by the Empire?
A. Here you go.
Absolute Monarchy: King of Dung VII
Factions:
- Nobles: highly influential
- Merchants: moderately influential
- Qeng Xo minority: uninfluential but large in numbers
Religion: Church of Filth (70%)
- Cult of Stink (25%)
- Kind of Cuteism (5%)
Stability: 6 (being awful, not enough food to steal, War of the Dude with a Gun (30%))
Economy: 25 (+56) (-40)
Trade Power: 6 (5%)
Trade Value: 9
Development:
- Army 4
- Seafaring 2
- Agriculture 7
- Industry 4
- Infrastructure 4
- Culture 3
Army: 10 levy infantry, 2 light infantry, 2 levy crossbows
Navy: 3 cogs, 1 galley
Note: Numbers are horribly off.
Government, Factions and Religion
Government, factions and religion are all descriptive, and do not directly affect your harder stats. The leader of your government may be an individual, or a small group, depending on your government type. Depending on the country, there may be various factions that may hold some influence over the government or the country’s population. They could either help you, or stir up more trouble. The first religion listed is your state religion, followed by the larger minority religions. Depending on stability or the influence of factions, religions may become violent towards one another. In general, the Imperial Pantheon doesn’t have much of any issue with other religions, but native religions are more hostile towards the Imperial Pantheon.
Stability, Issues, Will-to-Fight
Ranges from 0 to 10, and displays how content your population is with your government. It can be decreased by all manner of things, and can generally only be raised by actions taken by the players. The level of stability modifies your income, with stability rates above 5 increasing your income, and stability below 5 decrease your income, do to your people either working harder or hoarding goods/avoiding taxes. The possibility of Bad Things happening increases as stability drops.
Stability 10-8 - People are content, and will willingly pay taxes and do what you wish of them.
Stability 7-5 - People are not overly satisfied with their rulers. They will pay taxes accordingly, but they could be easily pushed into violence.
Stability 4-1 - Your government has lost the support of the majority of its population. If not emerged yet, resistance movements will become a frequent occurrence. Multiple factions may attempt to overthrow your government. If unchecked, full scale civil war will break out.
Stability 0 - Your government has collapsed, rebel brigades and warlords fight over the remains of your once proud nation. You lose, try again next time, but not so sucky.
Issues are the current events that your population or factions worry about, and can be a useful indicator of an approaching issue or of how to raise stability. Will-to-Fight displays what percentage of your population supports a given war effort. If it drops below 50%, you will risk stability loss. Will-to-Fight will be discussed further in the war section, but the general rule of thumb is to get Will-to-Fight as high as possible to start with, and begin thinking about ending a conflict if it nears 50%.
Economy
Your economy is represented by good ol’ Economic Points (EP). The first number is your banked EP, the second is your income, the last is your upkeep. You may only spend your banked EP. Your income is decided by the Black Box that is your development and trade (see below for more). Upkeep is decided by your military and the development levels of agriculture, industry and infrastructure added together.
Trade
Trade Power is the relative power you have invested in controlling the world’s trade routes. The percentage is the actual amount of control you have over global trade. You can improve your Trade Power by increasing the development level of infrastructure and seafaring, as well as by active measures such as using ships or troops to control trade routes, or capturing areas that are important to regional trade. Experiment with whatever backhanded methods you can think of to improve your control over trade.
Trade Value, on the other hand, is how much value your faction is adding to global trade value. While you will always receive EP equal to your Trade Value (unless you are blockaded), having a higher Trade Power will let you take advantage of the full global trade system.
Development
Development is essentially your tech level, but also the effectiveness and experience your faction has in a field. Development are generally increased through projects, military conquest, or simply the passage of time. Development can be decreased by military defeats (or conquests, if you annex a large undeveloped territory) or intentional downgrading to avoid upkeep costs (note: decreasing development will likely piss off your population or specific factions). The development fields are:
Gunnery - How experienced your faction is with gunpowder. Only Imperial factions begin with development in Gunnery. Other factions must conquer an Imperial faction to gain Gunnery development. Allows the training of Firepower units.
Army - How advanced and experienced your land forces are. Most commonly increased through military campaigns, but may be increased by creative projects. You generally have a better chance of increasing army development when fighting against more advanced opponents.
Seafaring - How advanced and experienced your naval forces are, as well as the effectiveness of your maritime traders. Contributes to trade power and trade value. May be increased through naval combat or projects such as ports. Allows you to develop more advanced ships.
Agriculture - How developed your food production is. Contributes to your economy, and his tied to Infrastructure development. Contributes to trade value.
Industry - How developed your production and industry is. Contributes to your economy, and is tied to infrastructure, but less so than agriculture. Contributes to trade value.
Infrastructure - How developed your roadways and infrastructure is. Contributes to your economy, and is mostly used to increase the effectiveness of agriculture, and to a lesser extent Industry. Contributes to trade power and trade value.
Culture - How developed your faction is artistically, philosophically, etc. While it contributes slightly to economy, and more so to trade value, though less than other fields, it mostly represents a less material stat than the other development fields. Can help with stability, or will-to-fight (either increasing your own or decreasing your opponents).
Projects
Projects are large projects that have a single set EP cost that can be paid over multiple turns. They can range anywhere from expansive highways to a massive statue of your cat, and will generally have a positive effect on your development, trade, or stability, though it might not be immediately apparent. If you wish to undertake a project, PM me with your idea, and I’ll put a price in your stats after the next update assuming I approve of the project.
Warfare
The first and most important aspect of war in this game will be Will-to-Fight, representing your populace’s support of any current war. Once a war begins, a Will-to-Fight percentage will appear in your stability issues section. Will-to-Fight will be most affected by what the reason for war is, and therefore you should put some thought into why you are going to war, and what you will tell your people and the world. This doesn’t mean land grabs aren’t impossible, if your people are poor and starving they would be all over stealing some farmland, but you’ll need to use some political savy in most other cases. Of course, having a legitimate reason for a war will raise your initial Will-to-Fight, with defensive wars likely being the only ones to warrant a full 100% Will-to-Fight. As wars drag on and more soldiers die, the percentage will drop, with only very key victories having a chance of raising it. Once it dips below 50%, you will risk having stability-hitting revolts or rising brigandry, or possibly even coups if your stability is low enough. As you approach 0%, your military itself will start refusing to fight. Breaking treaties will usually result in a higher Will-to-Fight for your opponents.
Combat will take into account the terrain, length of supply lines, who is defending/attacking, strategy outlined in orders, and the stats of the units in combat. If you need to know more about the particular terrain of an area on the map, PM me. When writing combat orders, the more information the better, generally. Your generals will try to follow your orders to the best of their abilities, but will react in whatever way they feel most appropriate if the enemy counters your plans. If you don’t include any orders regarding the placement of defensive troops, that’ll once again be ‘automated’ by your generals, which once again may not be optimal. You will almost always be better off doing things yourself than leaving it up to me, as I have all the rest of the game to think about.
Designing Units
Players may create their own military units by adding a set number of points to Attack, Maneuver and Armour. You may spend a number of points up to your appropriate military development level (army for land units, seafaring for naval units). Creating infantry units cost 5ep per point, while naval units cost 10ep per point. Unit designs may be funded over multiple turns.
If a faction possess gunnery development, they may add gunnery points up to the total gunnery development to a design, with each gunnery point costing 10ep for land units, and 15ep for naval units. Current handcannons are fairly short ranged, and gunners carry only a small amount of ammunition, and so are prepared to fight as regular infantry. Cannons are designed with only Gunnery development, and cost 15ep per point.
Infantry Units
Unit:
Attack:
Maneuver:
Armour:
Firepower
Initial Cost:
Maintenance:
Availability:
Notes:
Levy Infantry 2 2 0 0 4 1 all levy
Light Infantry 4 4 1 0 9 4 all
Heavy Infantry 4 2 6 0 12 6 all
Handcannon Gunner 1 2 1 2 10 5 N/A Melee capable
Ranged Units
Unit:
Attack:
Maneuver:
Armor:
Initial Cost:
Maintenance:
Availability:
Notes:
Levy Crossbowmen 3 3 0 6 1 all
Archer 4 3 0 7 3 all
Crossbowmen 5 3 0 8 4 all
Cavalry Units
Unit:
Attack:
Maneuver:
Armor:
Initial Cost:
Maintenance:
Availability:
Notes:
Light Cavalry 6 9 1 16 8 all
Heavy Cavalry 8 5 5 18 9 all
Cannons
Unit:
Firepower
Initial Cost:
Maintenance:
Availability:
Notes:
Imperial Cannon 2 16 8 N/A
Ships
Ship:
Attack:
Maneuver:
Armor:
Firepower:
Initial Cost:
Maintenance:
Availability:
Notes:
Levy (Cog) 2 2 2 0 6 1 Levy
Cog 3 3 2 0 14 3
Galley 3 4 3 0 20 5
Gunboat 1 2 2 2 22 11 N/A
Background
The Qeng Xo Empire completed its conquest of the known world almost three hundred years ago. The first Imperial century saw a peace between nations never thought possible, and the trade of goods, people and ideas brought the three continents closer together than ever before. Peace begins to grate, though, when its held by the edge of a blade. This golden age ended after less than a century when a string of incompetent emperors lead to the decline of imperial legitimacy as governors and local leaders began to accrue their own power independent of the Empire. Peoples from across the three continents gathered around self-labeled kings and warlords promising independence and a return to the days of old when the only men they bent their knees to were of their own blood. They waited for any sign, some chance to break free and claim what they so eagerly sought, and the chance did indeed come to them. In the year 297 of the Imperial calendar, the capital city of the Qeng Xo Empire was destroyed by some unknown calamity, killing the Emperor, his council, much of the Empire’s central bureaucracy, and the elite core of the Imperial army. Nobles and peasants, nationalists and fanatics, priests and generals, rose up across the three continents, ready to claim this new uncertain world for their own.
Introduction
Hi, I’m Decamper. Some of you might know me from around here, NES, or running a game over on the Frontier. I’m still pretty new to all of this, much less running games, but some people seemed to like the last one, so I figure I’ll give another one a shot. The last game ran for 17 updates, so hopefully that means this one will have a good chance of not dying in a month.
The Game
As you might gather from the little blurb up there, The World Becomes Ours is a game will be set in a low/non magical fantasy world during the end of a transcontinental empire. The technology level is roughly comparable to OTL’s 13th century. While the Empire made use of hand cannons and larger siege cannons to great effect, the battlefield is still dominated by archers, crossbowmen, sword and pike infantry and lancers. Players will control factions that rise up amid the crumbling Empire, whether they be royal blood lines that had been lying in waiting, warlords eager to grab whatever they can by force, Imperial governors set on restoring the Empire or founding their own, religious leaders set on building their holy theocracies, or anything else you can think of (within reason). Magic does not exist in this world, but religion is as strong as ever.
Spoiler blank map :
Spoiler climate map :
Key
Dark Bluish-Green: Tundra
Light Bluish-Green: Taiga
Light Green: Continental
Dark Green: Tropical
Orange: Semi-Arid
Yellow: Arid
Blue: Alpine
For reference, the southern continent is roughly the size of Australia.
I need to give a shout out to SouthernKing, as much of the signup procedure I stole from Kashmir.
Sign up and Faction Building
To create a faction, fill out the below form as detailed or as barebones as you wish, as long as write something for each section. Also, you can make as many factions as you want (within reason)! When the game eventually starts, you will have priority for joining factions you made yourself, but you may join any open faction. The plan is to have the map completely filled when the game starts, either with factions you folk make, or I make myself. Do try to work with other players to make your factions/religions/peoples mesh, if not I may barge in and fix things to the best of my incompetent ability.
Country Name / Player
Colour: Choose the colour of your territory.
Government/Ruler: Basically whatever government you want, as long as it fits within the time period and setting (no communist wizards please). If you have a defined leader, put him/her here as well. Special: If you chose an Imperial governor, you will have access to better equipment and initial troops, but will have a mess of instability to deal with, as well as being hated by most NPCs.
Religion: Go crazy, whatever you want. As I said before, try to work with other players. Note: The Imperial Pantheon basically just absorbed all local gods, so if you don’t want to outline a religion, you’re faction will follow the generic Pantheon.
Values: What do your people value? Strength? Charity? Marmots?
Sample Names: Sample names for people in your country. At least 3 per gender, but more would be lovely.
History: Who are your people? What do they look like? Who is your leader? Did they join the Empire peacefully, or fight against it? Anything you want, as always, try to work with other players.
Claims and Capital City: What territory you claim as your main territory, and where your capital city is. The larger your initial territory is the worse initial stability you will have. If you can, please give me a map. I reserve the right to change your territory to match other players, have better borders, not be ridiculous, etc.
Neighbours: Not necessary, but would be a great help, and give you a bit of an advantage. Describe what the people and countries neighbouring your own are like. By default, neighbouring countries will be roughly modeled off of the nearest player faction in terms of religion, race and culture.
Spoiler example claims map :
This is the size of a country that will have fairly high stability. Much smaller will have very high stability, and much larger will start to have issues with instability.
FAQ
Q. When will the real game start?
A. Dunno. Next week, hopefully. Whenever I get the rules hammered out, which will be displayed in the post below as I finalise them.
Q. What are the rules?
A. They will be put up in the below post as I finalise them. The economic rules will be fairly simple, based mostly upon some older NESes that I like the look of. Military rules may be a bit more complicated, as I hope to have a unit creation system somewhat similar to EQ's Capto Iugulum, though a bit simpler.
Q. The map sucks.
A. Not a question, but I agree! I don't do maps well, so this one is based off a civ5 map I liked, hence the wonky climates. Deal with it.
Q. How low fantasy?
A. No magic, no fantasy creatures, only humans.
Q. What kind of cultures can I make? Just Chinese?
A. Anything you want. The Empire was sort of Mongolian/Chinese, but anything and everything else is fine. Just try to work with other players near you.
Q. X is claiming over my territory!
A. Stop being children and work it out between you two, or I'll fix it however I like. Which likely won't be how either of you would like.
Q. I want to yell at you.
A. PMing always works, if a bit slow. I might be on iot chat from time to time. If you use skype, my handle is decampergame, but I might miss your message.
Q. When was X conquered by the Empire?
A. Here you go.
Spoiler RULESwip :
RULES
WIP
Kingdom of Marmots Decamper WIP
Absolute Monarchy: King of Dung VII
Factions:
- Nobles: highly influential
- Merchants: moderately influential
- Qeng Xo minority: uninfluential but large in numbers
Religion: Church of Filth (70%)
- Cult of Stink (25%)
- Kind of Cuteism (5%)
Stability: 6 (being awful, not enough food to steal, War of the Dude with a Gun (30%))
Economy: 25 (+56) (-40)
Trade Power: 6 (5%)
Trade Value: 9
Development:
- Army 4
- Seafaring 2
- Agriculture 7
- Industry 4
- Infrastructure 4
- Culture 3
Army: 10 levy infantry, 2 light infantry, 2 levy crossbows
Navy: 3 cogs, 1 galley
Note: Numbers are horribly off.
Government, Factions and Religion
Government, factions and religion are all descriptive, and do not directly affect your harder stats. The leader of your government may be an individual, or a small group, depending on your government type. Depending on the country, there may be various factions that may hold some influence over the government or the country’s population. They could either help you, or stir up more trouble. The first religion listed is your state religion, followed by the larger minority religions. Depending on stability or the influence of factions, religions may become violent towards one another. In general, the Imperial Pantheon doesn’t have much of any issue with other religions, but native religions are more hostile towards the Imperial Pantheon.
Stability, Issues, Will-to-Fight
Ranges from 0 to 10, and displays how content your population is with your government. It can be decreased by all manner of things, and can generally only be raised by actions taken by the players. The level of stability modifies your income, with stability rates above 5 increasing your income, and stability below 5 decrease your income, do to your people either working harder or hoarding goods/avoiding taxes. The possibility of Bad Things happening increases as stability drops.
Stability 10-8 - People are content, and will willingly pay taxes and do what you wish of them.
Stability 7-5 - People are not overly satisfied with their rulers. They will pay taxes accordingly, but they could be easily pushed into violence.
Stability 4-1 - Your government has lost the support of the majority of its population. If not emerged yet, resistance movements will become a frequent occurrence. Multiple factions may attempt to overthrow your government. If unchecked, full scale civil war will break out.
Stability 0 - Your government has collapsed, rebel brigades and warlords fight over the remains of your once proud nation. You lose, try again next time, but not so sucky.
Issues are the current events that your population or factions worry about, and can be a useful indicator of an approaching issue or of how to raise stability. Will-to-Fight displays what percentage of your population supports a given war effort. If it drops below 50%, you will risk stability loss. Will-to-Fight will be discussed further in the war section, but the general rule of thumb is to get Will-to-Fight as high as possible to start with, and begin thinking about ending a conflict if it nears 50%.
Economy
Your economy is represented by good ol’ Economic Points (EP). The first number is your banked EP, the second is your income, the last is your upkeep. You may only spend your banked EP. Your income is decided by the Black Box that is your development and trade (see below for more). Upkeep is decided by your military and the development levels of agriculture, industry and infrastructure added together.
Trade
Trade Power is the relative power you have invested in controlling the world’s trade routes. The percentage is the actual amount of control you have over global trade. You can improve your Trade Power by increasing the development level of infrastructure and seafaring, as well as by active measures such as using ships or troops to control trade routes, or capturing areas that are important to regional trade. Experiment with whatever backhanded methods you can think of to improve your control over trade.
Trade Value, on the other hand, is how much value your faction is adding to global trade value. While you will always receive EP equal to your Trade Value (unless you are blockaded), having a higher Trade Power will let you take advantage of the full global trade system.
Development
Development is essentially your tech level, but also the effectiveness and experience your faction has in a field. Development are generally increased through projects, military conquest, or simply the passage of time. Development can be decreased by military defeats (or conquests, if you annex a large undeveloped territory) or intentional downgrading to avoid upkeep costs (note: decreasing development will likely piss off your population or specific factions). The development fields are:
Gunnery - How experienced your faction is with gunpowder. Only Imperial factions begin with development in Gunnery. Other factions must conquer an Imperial faction to gain Gunnery development. Allows the training of Firepower units.
Army - How advanced and experienced your land forces are. Most commonly increased through military campaigns, but may be increased by creative projects. You generally have a better chance of increasing army development when fighting against more advanced opponents.
Seafaring - How advanced and experienced your naval forces are, as well as the effectiveness of your maritime traders. Contributes to trade power and trade value. May be increased through naval combat or projects such as ports. Allows you to develop more advanced ships.
Agriculture - How developed your food production is. Contributes to your economy, and his tied to Infrastructure development. Contributes to trade value.
Industry - How developed your production and industry is. Contributes to your economy, and is tied to infrastructure, but less so than agriculture. Contributes to trade value.
Infrastructure - How developed your roadways and infrastructure is. Contributes to your economy, and is mostly used to increase the effectiveness of agriculture, and to a lesser extent Industry. Contributes to trade power and trade value.
Culture - How developed your faction is artistically, philosophically, etc. While it contributes slightly to economy, and more so to trade value, though less than other fields, it mostly represents a less material stat than the other development fields. Can help with stability, or will-to-fight (either increasing your own or decreasing your opponents).
Projects
Projects are large projects that have a single set EP cost that can be paid over multiple turns. They can range anywhere from expansive highways to a massive statue of your cat, and will generally have a positive effect on your development, trade, or stability, though it might not be immediately apparent. If you wish to undertake a project, PM me with your idea, and I’ll put a price in your stats after the next update assuming I approve of the project.
Warfare
The first and most important aspect of war in this game will be Will-to-Fight, representing your populace’s support of any current war. Once a war begins, a Will-to-Fight percentage will appear in your stability issues section. Will-to-Fight will be most affected by what the reason for war is, and therefore you should put some thought into why you are going to war, and what you will tell your people and the world. This doesn’t mean land grabs aren’t impossible, if your people are poor and starving they would be all over stealing some farmland, but you’ll need to use some political savy in most other cases. Of course, having a legitimate reason for a war will raise your initial Will-to-Fight, with defensive wars likely being the only ones to warrant a full 100% Will-to-Fight. As wars drag on and more soldiers die, the percentage will drop, with only very key victories having a chance of raising it. Once it dips below 50%, you will risk having stability-hitting revolts or rising brigandry, or possibly even coups if your stability is low enough. As you approach 0%, your military itself will start refusing to fight. Breaking treaties will usually result in a higher Will-to-Fight for your opponents.
Combat will take into account the terrain, length of supply lines, who is defending/attacking, strategy outlined in orders, and the stats of the units in combat. If you need to know more about the particular terrain of an area on the map, PM me. When writing combat orders, the more information the better, generally. Your generals will try to follow your orders to the best of their abilities, but will react in whatever way they feel most appropriate if the enemy counters your plans. If you don’t include any orders regarding the placement of defensive troops, that’ll once again be ‘automated’ by your generals, which once again may not be optimal. You will almost always be better off doing things yourself than leaving it up to me, as I have all the rest of the game to think about.
Designing Units
Players may create their own military units by adding a set number of points to Attack, Maneuver and Armour. You may spend a number of points up to your appropriate military development level (army for land units, seafaring for naval units). Creating infantry units cost 5ep per point, while naval units cost 10ep per point. Unit designs may be funded over multiple turns.
If a faction possess gunnery development, they may add gunnery points up to the total gunnery development to a design, with each gunnery point costing 10ep for land units, and 15ep for naval units. Current handcannons are fairly short ranged, and gunners carry only a small amount of ammunition, and so are prepared to fight as regular infantry. Cannons are designed with only Gunnery development, and cost 15ep per point.
Infantry Units
Spoiler :
Levy Infantry 2 2 0 0 4 1 all levy
Light Infantry 4 4 1 0 9 4 all
Heavy Infantry 4 2 6 0 12 6 all
Handcannon Gunner 1 2 1 2 10 5 N/A Melee capable
Ranged Units
Spoiler :
Levy Crossbowmen 3 3 0 6 1 all
Archer 4 3 0 7 3 all
Crossbowmen 5 3 0 8 4 all
Cavalry Units
Spoiler :
Light Cavalry 6 9 1 16 8 all
Heavy Cavalry 8 5 5 18 9 all
Cannons
Spoiler :
Imperial Cannon 2 16 8 N/A
Ships
Spoiler :
Levy (Cog) 2 2 2 0 6 1 Levy
Cog 3 3 2 0 14 3
Galley 3 4 3 0 20 5
Gunboat 1 2 2 2 22 11 N/A