Moon Wu stood up from his chair, leaving his book open on the table.
As he waited for the ink to dry, to let him turn the page to continue writing, he paced over to his window, overlooking the countryside.
At last, there was peace in the land.
But what had it taken to get this far?
Wu turned back around and walked back over to his desk, and turned the page, before sitting down to continue his book.The Art of War
IC ThreadThis may sound like a feudal warfare game, but it's more than just that. It's an attempt at being a simulator of the entirety of being a feudal lord, complete with oppressed peasantry, meddling nobles, external threats and internal sabotage, and of course, war.
The eventual goal of the game is to reach the state mentioned in the preface. Peace of the land.
This, of course, will never happen until all who oppose you lay in a bloody heap at your feet, one way or another.
This will be the
OOC thread and sign-ups thread, so the actual gameplay won't be taking place here, just everything else.
Since this game is intended to get somewhat complicated, I would
seriously advise you to join only if you're willing to take things at least marginally seriously. This isn't going to be MEGA SERIOUS or anything, and humor is always welcome.
But I swear to god, if you try to summon an army of scythers, it
WON'T WORK.
At first, many aspects of the game may seem confusing, as I may even outright leave you uninformed of how things work. You can assume this to take effect for the majority of cases, actually. Don't worry, most of the game will either be self-explanatory, inherently intuitive, or something that an NPC will try to help you out with. They won't hold your hand for you, though, or at least, if they do, they'll be sure to brush the germs off on their robes afterward.
In any case, I'll let you guys discover how the game runs as you go along. After all, you aren't playing as people who have been in power for the past 40 years, you're playing as people who, as a whole, have no damn idea what they're doing.
Another thing you know, each "turn" in-game represents a season. A full year takes only 4 turns. Each season, there will be a random event to hopefully introduce more conflict to the game. (For the first 10 turns, there will be 2 events per turn to help kick things off.)
I won't tell you what any of these do until they happen.
Creating your character, and noble familyThe exact person you play as isn't really going to be that important, as they'll likely die. Just throwing that out there.
Your
family, however, is going to stick with you for a rather long time.
One rule you do know:
if you die, you can only resume play as one of your offspring, barring special circumstances.
If you run out of living heirs, you lose. So try to keep that from happening.
Family Name: (Also known as your last name, this will be carried on by your noble family, and will determine the name of your starting city, county, and pretty much everything you own. Choose wisely.)
Family Crest: (Your Coat-of-Arms. Try to be creative and original in detailing what this looks like. It may affect more than you think. Also keep in mind that this is the medieval era. Nobody knows what a gun is, or an atomic bomb, or anything silly like that.)
Lord's Name: (The given name of the Lord.)
Lady's Name: (The given name of the Lady.)
(Please place a ">" in front of the gender you wish to play as.)
Starting Traits:
(Select 3 traits from the Traits spoiler. You must take 2 positive traits, and 1 negative trait.)
Starting Skill:
(Specify a particular skill that you are trained in. There's no list to choose from, just whatever you want. Keep in mind that you're a noble, so being something like a blacksmith doesn't exactly make sense, but you can still choose it if you insist.)
Positive / Negative
Strong / Weak
Agile / Clumsy
Tough / Feeble
Genius / Dim-Witted
Focused / Absent-Minded
Courageous / Cowardly
Fervent / Faithless
Charismatic / Withdrawn
Fortunate / Unlucky
After you've created your character, the other member of your family (your main character's spouse) will then have their own traits randomly rolled, and you'll have the start of your noble lineage, which should hopefully survive to supper.
In order to assist you in figuring out how to drive your nation into the ground, you will also begin the game knowing some advisors.
These consist of your Military Advisor, Internal Affairs Advisor, Foreign Affairs Advisor, and Economic Advisor.
Note that these characters do not simply exist as info dumps. They represent people under you, that are entirely vulnerable to assassination, bribery, untimely demises, corruption, incompetence, and generally disliking you.
You can assign more advisors as you will, they will simply be drawn from your county's population.
Each advisor (and NPC noble-class characters in general) will have a single positive trait, plus another trait that may be anything.
Important Notice:In order to better simulate being an uninformed lordling, this game will primarily run through spoilers.
Please don't open spoilers that don't pertain to you, or spoilers posted by other players. If you want to find out what someone is up to, you'll have to get some in-game scouts and spies to tell you, and hope they don't get caught and executed.
But of course, you wouldn't let that happen, would you?
Alright, I think that about sums it up. The game map will be posted when I make the IC thread, and feel free to ask any questions you may have.
Economy and Interal Affairs:
Gold: Every season, you gain an amount of gold equal to 10% of your Civilian Population from each territory. Assuming standard Tax rates.
You will also lose an amount of Gold based on your Upkeep. For every 1% you have in Upkeep, you wll lose 1 Gold for every 100 people in your Nation. Your standard Upkeep is 0%
You can form Trade Routes, which genreate 20 Gold per season. This requires a land or coast connection, and for both sides to agree.
You can Construct a Bridge over River regions to form a land connection. This takes 100 Gold and a season to build. You may only have one Construction Project active in a Territory.
You can Construct a Logging Camp in a territory if there is a Forest in it. This provides 10 Gold per season, and costs 50 Gold and a season to build. You may only have one Construction Project active in a Territory. If there is a forest that lay within multiple territories' boundaries, they are all considered to be valid, and all territories can construct logging camps.
You can Construct a Mine in a territory if there is a Mountain in it. This provides 20 Gold per season, and costs 100 Gold and a season to build. You may only have one Construction Project active in a Territory. If there is a mountain that lay within multiple territories' boundaries, they are all considered to be valid, and all territories can construct mines.
You can Set Up Fishing Boats in a territory if it borders a Coastal Region. This provides 15 Gold per season, and costs 75 Gold and a season to build. You may only have one Construction Project active in a Territory.
Population: Every season, the Civilian Population in each territory increases by 10% of the current Civilian Population.
Policies: You may issue Policies to change some of the effects of your Territories.
Civilain Training Policy: Reduces the penalties suffered by Civilain Class Units. Increases Upkeep by 3%
Entertainment Policy: Enacts some form of service to keep the populous entertained. Increases Civilian Happiness. Increases Upkeep by 2%
Scholarship Policy: Makes the research of new Technolgies House Funded. Gives an increased chance to discover new Technologies. Increases Upkeep by 2%
Territorial Improvements: These are structures that provide some form of benifit to the territory they are in. They follow all the normal rules for buildings.
Granary: Costs 75 Gold to build. Increase the Population Growth rate by 2%
Mill: Costs 100 Gold to build. Increases Happiness.
Church: Costs 100 Gold to build. Increases Loyalty.
Fortress: Costs 150 Gold to build. An impressive defensive structure.
Academy: Costs 125 Gold to build. Doubles the number of House Units derived from drafts in this territory.
Drydocks: Costs 100 Gold to build. Permits construction of fleets simultaneously to drafting/training of armies.
Military:
Armies:
There are three Ranks of Military Units:
Civilain: Freshly conscripted soldiers. They take penalties to combat, particularly Morale based actions. You may obtain Civilain Class Units by Issuing a Draft, which converts 10% of the Civilain Population of a Territory into Civilian Class Soldiers. This takes a season to perform.
Military: Soldiers with proper equipment and training. Standard Units that take no penalties. You can obtain Military Class Soldiers by converting Civilain Class Soldiers. This costs 1 Gold per Soldier, and a season. You may also hire Mercenary Soldiers at the cost of 2 Gold per Mercenary hired. Mercenary Soldiers take a season to form, but do not count against the limit of Military Actions per Territory. In addition, Mercenaries take a penalty to Morale unless you pay them 1 Gold per Mercenary when ordering them into battle.
Noblity: Unique Units with the best equipment and training they can afford. You can aquire Noble Class Soldiers by Hiring them. This costs 5 Gold per Soldier hired this way. Before hiring them, you must either seek these units out, or hold an event to hire them. If you sent out runners to seek them out, there will be no extra Gold cost, but the number of Units you may hire will be few. If you hold an Event, there will be a larger number of Units to hire, depending on how much Gold you spend on the event. You will also recieve Noble Class Units unique to your own Family House. These Units are obtained for free when assembling an army, and no action must be stated for them to arrive. They will be few, however.
There are three Levels of Military Units:
Recruit: Fresh Soldiers with little to no actual combat experience. Has no effect.
Veteran: Soldiers that have seen battle before. Any Soldier that is present during a decisive victory (One that ends in the death of a player character, or the end of a prolonged conflict) will be promoted to Veteran Level. They gain bonuses to Combat, particuraly Morale.
Elite: Soldiers that have fought through countless battles. Any Soldier that is present during a decisive victory (One that ends in the death of a player character, or the end of a prolonged conflict) in which Veteran or Elite Level Units are utilized by the enemy will be promoted to Elite Level. They automatically succeed at any task involving Morale.
There are also many Classes of Units, such as Archers, Infantry, Cavalry, etc. But I will not be going over them in detail at this time.
Navies:
Boats: Can traverse Rivers and Coasts. Can carry 20 Soldiers. Costs 5 Gold per boat, and 1 season.
Ships: Can Traverse Coasts and Oceans. Can carry 100 Soldiers. Costs 20 Gold per ship, and 1 season.
There is a possibilty of Unique Flag Ships that follow their own rules.
Foreign Affairs:
Scout/Spy Missions:
Intel: An Intel Mission is one in which information is attempted to be gained, and returned. It costs 5 Gold per Intel Mission.
Counter-Intel: A Counter-Intel Mission is one in which information gained by an enemy is prevented from being returned. It costs 5 Gold per Counter-Intel Mission.
Sabatoge: A Sabatoge Mission is one that attempts to undermine another nation, either through damaging a physical structure, or causing the loss of research. A Sabatoge Mission against a structure (Such as a Bridge or Mine) will cost half the cost of the Structure (rounded up), and destroy it. Sabatoge against research will reset the breakthough chance back to the start, and then apply a penalty to it. This costs 10 Gold, plus 2 for each season the target had been at work on it.
More to come as they become relevent.
Research:
Naturally, people need to adopt new technologies in order to best their opponents.
I won't give a list of technologies to research, you'll have to ask what it possible.
The way research actually works is that after you've set aside a goal and been informed of the difficulty and costs, research increases your Upkeep by a certain amount. Rather than producing any sort of "research" resource, there is simply a chance every season that there will be a breakthrough or not. (Invention is a crapshoot in this game. Who knew.) This chance increases as time goes on.
There is also a very small chance that you will passively learn a technology that someone else has already discovered, with the chance based on proximity to the territory that knows of it. This costs nothing, and represents the flow of information from place to place. Researching a Technology that someone else has already discovered is considerably easier, for this reason.