Rules and regulations

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Rules and regulations Empty Rules and regulations

Post  Most Humble Scholar on Mon Oct 20, 2008 12:40 am

Section I

I. Everyone should be polite and try to act according to civilised manners.

II. Before you register, you should chose a name which is "aesthetically correct". For example, if you are going to chose or contest the Byzantine throne, it is important that you rather than naming yourself "sexiboy1989" or "bozoo" call yourself something like Ioannes Doucas or Justinian III. If you are unsure of what names you could chose, just go into http://en.wikipedia.org and search for "Byzantine Emperors" (alternatively "English Kings"/"French Kings"/"Swedish kings"/"Holy Roman Emperors"). While your character do not need to be historically correct, it should have a good username.

III. If you have been too quick and registered yourself as "bozoo", you cannot chose a realm before you have chosen to change your name.

IV. You could either chose or contest a realm.

IV.a If you chose a realm which is non-player-controlled, it will be given to you and you will ascend upon the trone.

IV.b If you contest a realm, you have chosen to battle with an established player over a realm, and the dice will award you a specific amount of units to contend the claims.

Section II

ACTIONS

Economy

Change social system: (-3 stability/-1 popularity)
Raise taxes: +50% tax income bonus/turn/-1 popularity)
Lower taxes back: +1 popularity
Raise tariffs: +50% tariff income bonus/turn/-1 stability
Lower tariffs back: +1 stability

Military

Build a new unit: -100 gold
Hire a mercenary regiment: -50 gold/A military unit is available for three turns (only if Merchant Republic)
Move a unit over water: -20 gold
Lend land: +10 credits/-1 stability (only if Feudal Monarchy)
Plunder conquered areas: +20 credits/-10 prestige
Slaughter infidels: -2 popularity in conquered nation/easier to convert
Build fortress (specify city) (-50 gold per fortress)


Diplomacy

Enter royal marriage: (chance of inheriting kingdom/-50 gold active nation) (you could only marry if the other nation has the same religion)
Take hostage: -10 prestige for affected nation every turn

Religion

Change your faith: (+50 credits plunder bonus/-4 popularity)
Convert your population: Chance of success depending on how much gold you invest.
Start a heretic movement: (-3 stability/new religion created if successful)
Appoint an anti-pope: -500 gold/if successful overthrow Pope

The Pope (Unique Actions)

Sanctify a person: -100 credits/a shrine is erected to the new saint and affected nation gets a pilgrimage bonus
Excommunicate a person: Affected player gets -3 in popularity
Send missionary to Pagans: -20 credits each missionary
Start a Knight's Order: -300 gold/1 unit appear in Rome

All players could propose new actions.

FACTORS:

Popularity: Determines your vulnerability to rebellions.

Stability: Determines your tax income.

Fortresses: Each fortress is accounted for as a static, unmovable military unit.


Last edited by Most Humble Scholar on Mon Oct 20, 2008 1:51 pm; edited 1 time in total
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Post  Halsten Stenkilsson on Mon Oct 20, 2008 1:28 am

How about the possibility for the pope to actually have a real knights order, granting them a province. Hospitalers order, teutonic order and so on so forth?
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Post  Most Humble Scholar on Mon Oct 20, 2008 1:37 am

The pope cannot grant them land, but they could be granted land by players. Of course, you could play as an order as well.
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Post  Pope Alexander II on Mon Oct 20, 2008 5:01 pm

Suggestions for new actions:

Siege a fort: Lay siege on a fort. Then it will be besieged until a army breaks the siege or until it surrenders, then the local province is occupied.
Storm a fort: Depending on how big the fort is, it has more defenders, witch makes it harder to storm it.
Burn a fort: As it is made of stone, it can not be burned down completely but still all the food, houses and buildings can be destroyed.

Send spy: The spy does a mission that makes it harder for the affected kingdom, such as supporting a revolt.
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Post  Géza on Mon Oct 20, 2008 10:21 pm

does diplomacy occur over PMs but can be announced in the main forum?
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Post  Most Humble Scholar on Mon Oct 20, 2008 10:21 pm

Géza wrote:does diplomacy occur over PMs but can be announced in the main forum?

Both.
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Post  Bolesław Śmiały on Tue Oct 21, 2008 4:32 am

How about more specific economic options? Like increasing mining operations to make more money, or improve farming operations to increase population growth? Or is that too detailed for this game?
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Post  Ioustinianós III on Tue Oct 21, 2008 1:06 pm

How about adding a "Military doctrine" characteristic for every nation, to reflect the strengths and weaknesses that every kind of army has against the other? It would of course be even better to simulate every type of unit in battle, but this would undoubtedly be too complex. As an example:

Military doctrines-

Peasant levy focus - low efficiency, but low maintenance. New units are also cheaper.
Heavy infantry focus - Roman legions or Greek Phalanxes would fall under this category. Limited mobility, high costs, but will only face difficulty facing heavy cavalry. Also vulnerable to non-convential warfare tactics.
Cavalry charge doctrine - Bulk of army being heavy knights. Devastating against light infantry, but can be outmaneuvered by light cavalry.
Mounted archery doctrine - Employed primarily by nomads from the steppes of Asia Minor. Weak in conventional warfare, especially sieges, but of superior mobility and very little maintenance.

And so forth...

Any nation would have one or two dominant strategies; having only one will make the advantages and disadvantages stronger, having one will give half of each. I don't know exactly how this would work, but what do you think?
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Post  Izyaslav on Tue Oct 21, 2008 2:24 pm

Lets say that I decide to conquer a region in the neighbouring state, and only this region. If I then attack this region, will it be defended by the defending states full army? Or do you count as if X amount of troops are stationed in that region particullary?
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Post  Ioustinianós III on Tue Oct 21, 2008 3:30 pm

I assume the simplest (and probably best) solution to this problem would be to rely it all upon roleplaying. However, this would require a lot more from the players, as they need to put more care into their actions and describe them more intricately.

"The Scots invade England" would make things difficult in that case, while something like "The dukes of Galloway and Carrick has now reaches the walls of York with an army of 3000 highlanders, and is now preparing equipment for the siege."

Is this too much to ask of the players?
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Post  Pope Alexander II on Tue Oct 21, 2008 6:20 pm

My suggestion is that you build forts that automatically has a idle force witch you can not withdraw from it. It is not a army but local people inside the fort.
However plundering can be done outside the fort and after plundering the victim player or his allies responds with attacking or begging or whatever they want to do.
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Post  Most Humble Scholar on Tue Oct 21, 2008 7:46 pm

Pope Alexander II wrote:Suggestions for new actions:

Siege a fort: Lay siege on a fort. Then it will be besieged until a army breaks the siege or until it surrenders, then the local province is occupied.
Storm a fort: Depending on how big the fort is, it has more defenders, witch makes it harder to storm it.
Burn a fort: As it is made of stone, it can not be burned down completely but still all the food, houses and buildings can be destroyed.

Send spy: The spy does a mission that makes it harder for the affected kingdom, such as supporting a revolt.

A fort is considered as a unit, but a stationary one. It cannot be moved, and its strength is alloted a specific "amount" of units. Constantinople is unique and alone has a strength of 10 units.

Most other forts have between 1 and 5.

As for the idea to divide it into military doctrines, I could buy it. But I am sceptical to having specialised units, as they would complicate the game greatly.
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Post  Ioustinianós III on Tue Oct 21, 2008 7:54 pm

Most Humble Scholar wrote:As for the idea to divide it into military doctrines, I could buy it. But I am sceptical to having specialised units, as they would complicate the game greatly.

I concur. It would certainly be interesting, but far too complex. And if you look at it roughly, most countries to mainly resort to one or maybe two military doctrines. The bulk of western European armies are almost always knights, Asian nomads resort to cavalry archers, while the arabs rely on swift, light cavalry.
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Post  Most Humble Scholar on Tue Oct 21, 2008 8:28 pm

Porfyrogenetos wrote:
Most Humble Scholar wrote:As for the idea to divide it into military doctrines, I could buy it. But I am sceptical to having specialised units, as they would complicate the game greatly.

I concur. It would certainly be interesting, but far too complex. And if you look at it roughly, most countries to mainly resort to one or maybe two military doctrines. The bulk of western European armies are almost always knights, Asian nomads resort to cavalry archers, while the arabs rely on swift, light cavalry.

Yes, we could write in three doctrines.

Charge (W.Europe)
Raid (Asian Nomads)
Stalk (Muslims)

How did Byzantine cataphracts and Russian bogatyrs act?
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Post  Ioustinianós III on Tue Oct 21, 2008 11:15 pm

Byzantine Katáfraktoi are much the same as western knights in tactics. The main difference is that a Cataphract is a type of soldier, but a knight is so much more; as essential part of the Feudal system as land-owner and member of the social elite. There are also some differences in armaments and tactics (mainly because the former lacked the rigid code of honour possessed by knights, making them more... flexible), but not enough to make their military doctrine, game mechanics-wise, would change.

Bogatyrs could work both as heavy European cavalry or Asian raiders, but probably more of the former.
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Post  Most Humble Scholar on Wed Oct 22, 2008 12:28 am

Porfyrogenetos wrote:Byzantine Katáfraktoi are much the same as western knights in tactics. The main difference is that a Cataphract is a type of soldier, but a knight is so much more; as essential part of the Feudal system as land-owner and member of the social elite. There are also some differences in armaments and tactics (mainly because the former lacked the rigid code of honour possessed by knights, making them more... flexible), but not enough to make their military doctrine, game mechanics-wise, would change.

Bogatyrs could work both as heavy European cavalry or Asian raiders, but probably more of the former.

Even an emperor of the Roman Empire, you have to work. Write in the doctrines under the countries (at least the PC-realms). Razz
.
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Post  Philippe Auguste on Fri Oct 24, 2008 3:18 pm

Shouldn't there be a possibility to build Cathedrals, which were in deed commonly built in the middle ages? Thereby increasing your favor in Rome as well as increasing your popularity among the people? Though they should come with att high price as 500 credits, to avoid building-rampage of cathedrals.

The cathedral of Chatres, dated to the 12th centuary.

Rules and regulations FacadeCathedraleChartresFrance041130

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Post  Ioustinianós III on Fri Oct 24, 2008 7:01 pm

They should not necessarily cost such a massive amount, but rather become a stable source of outcome for the Kingdom all the time, to represent the exhaustingly long time it took to build a Cathedral. Most of them took centuries to build; some were not even completed at all until later in modern times.

Also, I think there shouldn't be a fixed price, but the more hard-earned cash you want to burn on your pompous, the better. Some Cathedrals could perhaps cost 500 gold, while some would perhaps only cost half as much, but a huge complex with cathedrals, monasteries and all, like the Basilica of St. Peter in the Vatican, would certainly cost more.
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