You are the leader of a clan. You with your family and a few other families and friends broke away from one of the other clans and move westward. After a couple years of traveling west you and your advisors feel confortably safe from any of the other clans. This will give you a few years before other clans discover you.
This is a game on being a clan leader of one of the Mongol clans.
Pop grow at a rate of 1/100 every year, eg you have 12538 pop this years increase will be 125.
Manpower = base 10% of pop(max possible with upgrades is 50%)
Military:
Your troops have a structure of: 10/sqaud(SQD)->40/platoon(PLT)->200/company(CO)->1000/battalion(BN)->5000/Brigade(BDE)->10000/Division(DIV)
When raising troops it is recommended that you have enough manpower to cover 1 company and gold/prestige based on the composition. However you can raise troops based on having enough manpower to cover 1 platoon and gold/prestige based on the composition/5. You can change your stucture at any time. When you take troop losses unused manpower will go to replace the losses, manpower is regained from pop at the begining of the next turn. This may, on occassion, get you above your max manpower.
Compositions:
(10 prestige)100% light cav(lc); (20 prestige)75% lc and 25% mounted archers(ma); (25 prestige and 25 gold)50% lc and 50% ma; (20 gold)25% lc and 75% ma; (10 gold)100% ma
Loyalty determines how willing your subjects are to follow your rule. Higher levels give more taxes, while lower levels incease chance of rebellion.
Stability is how well your rule is perceived by outsiders. Higher stability mean less likely to be attacked by neighboring clans, but higher chance of being raided, and more feared you are.
Treasury/Gold allows you to improve your clan, hire mercenaries, bribe other clans, raise troops, etc.
Prestige is your ranking in the world, can be used to raise troops, improve loyalty, improve tribal lands, etc
Vassal Tribes give you direct troops, can be absorbed to get some extra pop.
Tribes can be absorbed and give 4 times their troops as pop.
Splinter Clans will provide extra taxes and more troops(not controled by you), they can also be absorbed for 1/4 of their pop. They also get your modifiers and can raise their own armies.
Splinter Clans will run as their own entity, you can give them commands that they will obey based on your loyalty.
Blood Pacts are clans that are allies for life.
Gold will buy you a random modifier, cost is base 50+(50*#of mods^2).
Base gold income is (pop/1000)-(troop cost/100), vassal clans give half their income to their overlord, Tributaries give 90% of their income to their Suzerain and can also be called into war with their suzerain or call their suzerain into wars.
Base prestige income is (pop/10000)+(age/4)+(#of male family members)-(1 if not married)-(troop cost/100); when a ruler dies prestige is divided by (age of previous ruler)
Royal Horses grow at a rate of 1/10 ever year. They will be what you personal retinue use and your army, if you do not have enough horses, the new recruits will bring their own horses, ask they expect they would have anyway.
Prisoners can become: slaves, integrated as pop, or kept as prisoners. Integrating them as pop adds the number you are integrating to your pop. Keeping them as prisoners allows you to change them latter, they will not grow tho. Prisoners can also be traded or sold to anyone. Be careful integrating too much as it decreases your loyalty when you do.
Slaves will travel with you army and carry loot for you(army movement slowed), they will also grow at a rate of 1/500 yearly, they also increase how much gold you get yearly. Slaves can also be traded or sold to anyone.
Clans:
For every company that is in the battle a die is rolled, the die is based on squad size e.g. you have 6 companies in the battle with squad sizes of 8 6d8 is rolled. This roll is than multiplied by 3 for damage value against none clan enemies, any modifiers are added to that and that is the damage. In that same example 6d8 is rolled any modifiers are added and that is the damage value against a clan army.
None Clans:
For every company that is in battle a die is rolled, the die is based on sqaud size. This roll is than divided by 2 for damage against clans enemies, any modifiers are added to that annd that is the damage.
1 turn is a year unless at war or in combat.
Combat/War:
If your clan is at war each turn is 1 month, pop will grow. Geneally battle will only require the rolls, but if your army is going against and enemy of equal or greater strenght you can micromanage the battle. Be warned that if your not directly leading your troops then there is a penalty for microing the battle(s), tho if you are leading the is a chance you could die(especially if you lose a battle).
At the start of the game it is just you(the leader of the clan is always male), your wife, and a young child(coin flip on sex, d6 on age). You can give anyone of your family a name, if you don't I will give them a random name(either using a random name gen or just male01/female01). When your character dies if you have no male family members the game ends. If you leader dies and your heir is a boy and you have sub/splinter clans they will break away.
They lived in big tents called gers. They were a nomadic people, which means that they move a lot. Food was usually from domesticated animals such as cattle, horses, camels, yaks, sheep, and goats, as well as game. Defenses were usually what ever defensive terrain they camped in, or simple wooden palisades that could be taken down and moved with them. For offensive only a portion of the men went out, usually 2 armies would meet away from camp and fight. For defensive a bigger number of men, and sometimes women, defended the camp. For the most part the majority of the pop would be the herders, felt crafters, cheese makes, shearers, milkers, etc.
When you raid/pillage it initates a battle, usually one sided, where you kill most of the defenders and take prisoners based on the number of troops you have there(roll 2dtroops @ raid). You also get gold based on the prisoner roll(1dprisoners). If both numbers are maxed out, or you kill and take the last people in the tribe(unlikly unless either a very small tribe or you have a lot of troops at the raid) you gain prestige equal to half the gold you pillaged.
They have troops, gold, effective pop, and prestige. Troops grow in 2 ways, first passively at 15 a year from effective pop, second using effective pop and gold/prestige they can raise 1 company of troops. Gold increases at 0.5+pop/10000. Effective pop is just like clan pop, but not as important, grows at 100 yearly. Prestige inceases at 5 a year.
Please watch the OP for updates on mechanics.
Date: Jan 1, 750
Stats:V
Pop:1,000
Manpower (used/unused):0/100
Troops:0
Loyalty:100%
Stability:1
Treasury:10
Prestige:2
Family:
You:(what is your name)(25)|You wife:(her name)(20)
Your Son:(what is his name)(1)
How do you proceed?