NATION CREATION:
Leader: King/Queen this or that here (player name here)
Color: Something easy on the eyes
Nation: One of the 36 available on the
Map of EnglandTraditions: 2 from your Tribe and 1 extra chosen by you
TURNS:
Game starts at Turn 0, where Players can spend their starting Gold (default 30) on Development of Resources and Creation of Levies, Retinues and Navies, as well as inter-Player Diplomacy.
Each subsequent Turn has their Players post their Actions - and have them resolved - in the order of Playerlist.
TAXATION:
Everything is paid with Gold; Gold is predominantly achieved via Tax Income.
Each Land Area owned provides +2 Tax Income. Each Developed Resource provides Tax Income according to "Resources" list.
No Tax Income is generated in Land Areas currently Occupied by Enemy Armies, though!
DEVELOPMENT:
You can Develop Resources according to their Terrain/Region dependencies. This costs Gold. You CANNOT Develop/re-Develop Resources if the Land Area is currently Occupied by Enemy!
Each Land Area can have maximum of 2 Resources Developed in it. You can re-Develop one Resource into another by paying the usual Development Cost.
DIPLOMACY:
War: States can move Armies into each other's Land Areas for Combat and Occupation.
Peace (default): States cannot move Armies into each other's Land Areas. "Truce" enforced by Negotiations is also this.
Trade Treaty: +2 Trade Income to both States, and +2 Trade Income per Developed Resource-type NOT shared by both States. Requires Peace. Requires Land adjacency or Coastal access. Going to War nulls Trade Treaty. You can have maximum of 1 Trade Treaty.
Military Pact: States can move Armies into each other's Land Areas for further Movement, and Navies for Anchoring. Prevents War. When nulled, all Levies and Retinues in Land Areas not owned by their controller are moved to closest owned Land Area if possible; else they are Disbanded.
Gift: Sends Gold to another Player. Requires Peace. Maximum amount of Gold gifted cannot exceed your Tax Income.
Subjugate (vs NPC only): Modified Diplomatic Acceptance Roll to instantly absorb target NPC State with its Resources and Levies intact. You can offer only one Subjugation every Turn. You cannot offer to Subjugate an NPC State you're currently at War with.
NPC NATIONS:
After game starts, all non-Player States develop 1 random Resource and get 1 Levy.
Players can do Diplomacy (except Gifts) with them. NPC States roll 1d10 for Acceptance, with a roll of 6 or higher resulting in Acceptance of the proposal (10 or higher for Subjugation); having Diplomacy and Piety Tradition boosts it by +1 each, being of the same Tribe boosts it by +1, and if target is not adjacent or across Seas, -2.
NPC States receive Tribe and Terrain bonuses in the same way as Players, and their Tribal associations are the same as listed in Starting Areas (Jutes in Chenth, Wiht; Danes in West Treding, Est Treding, Lindesie, Hoiland, Norfulc; Anglo-Saxons everywhere else)
NPC States never wage War, Raid their neighbours or Build Churches, but will move their units during a War started by a Player. They will build up Levies if Max Unit Limit allows them to, but will never raise Retinues or Navies.
When at War, defeating NPC State's Levies and occupying the NPC State's Land Area instantly ends the War and annexes NPC State to the Player's State.
WAR AND ITS SCORE:
Two States at War accumulate War Score:
Each Destroyed (but not Retreated) enemy Retinue or Navy raises your War Score by 2. Each Destroyed (but not Retreated) enemy Levy raises your War Score by 1.
Each Destroyed or Retreated owned Retinue or Navy lowers your War Score by 1. Destroyed or Retreated owned Levies do not affect War Score.
Each Occupied Land Area nets you War Score equal to 2 + 1 per Tier of Developed Resources in that Area (Grain/Stone/Timber +1, Horses/Iron/Livestock +2, Textiles +3)
Not owning any Levies and Retinues: +10 War Score to the Enemy (temporary modifier).
Not controling your Capital: +10 War Score to the Enemy (temporary modifier).
The first State to achieve 5 War Score can offer Negotiations.
You can also begin Peace Negotiations if at least 2 Turns have passed since the start of the War.
Peace Negotiations also automatically begin the moment one Player destroys all Armies and occupies all Land Areas of the other Player.
During Negotiations, you can spend your War Score on certain demands. If War Score difference is 20 or more in your favor, your demands cannot be refused!
White Peace = 0 War Score (prevents any other Negotiation terms!)
10 Gold of Tribute = 1 War Score per each 10 Gold requested, cannot ask more than the other Player has.
Truce Length = Minimum Truce is 2 Turns, plus 1 War Score per 1 Turn of Truce, to maximum of 10 Turns (8 War Score).
Disbanding of Retinues/Navies = 2 War Score per each Retinue/Navy requested.
Renouncing Trade Treaties and Military Pacts = 2 War Score per each Trade Treaty/Military Pact requested.
Enforcing Trade Treaty (both Players must have an empty Trade Treaty slot) with minimum duration of Truce Length = 3 War Score.
Enforcing Military Pact with minimum duration of Truce Length = 4 War Score.
Land Areas, base 5 War Score, further modified by:
*If not adjacent to any currently owned Land Area: +2 War Score extra.
*If not occupied by your forces at start of Peace Negotiations: +5 War Score extra.
LEVIES, RETINUES AND NAVIES:
Each Land Area can create 1 Levy or Retinue per Turn; Creating a Levy costs 3 Gold, while creating Retinues costs 9 Gold. You cannot create Levies or Retinues in Land Areas currently Occupied by Enemy (when at War).
Maximum amount of Levies or Retinues a Player can have at any given moment is equal to Max Unit Limit (base of 1), raised by Developed Grain and Livestock they own. Retinues also cannot be raised if a Player does not have sufficient Maximum Retinues cap, raised by Developed Textiles they own (this can be further raised by Feudalism Tradition).
If you have more Units than your Max Unit Limit, they gain -1 to all Land Combat rolls until you solve the issue.
Each Levy owned requires 1 Gold of upkeep per Turn, while each Retinue owned requires 5 Gold of upkeep per Turn (4 with Feudalism tradition).
If you cannot pay all your Levies at start of your Turn, you first must disband enough Levies or Retinues (Retinues must be prioritized) to be able to pay Upkeep before you can do any other Actions.
Each Land Area adjacent to The Wash, Southern Bight or The Channel can create 1 Navy per Turn; Creating a Navy costs 12 Gold. You cannot create Navies in Land Areas currently Occupied by Enemy (when at War).
Maximum amount of Navies a Player can have at any given moment is equal to Max Navy Limit (base of 1), raised by to Developed Timber they own (this can be further raised by Vikiing Tradition).
If you have more Navies than your Max Navy Limit, they gain -1 to all Sea Combat rolls until you solve the issue.
Each Navy owned requires 6 Gold of upkeep per Turn.
If you cannot pay all your Navies at start of your Turn, you first must disband enough Navies to be able to pay Upkeep before you can do any other Actions.
LAND AND SEA MOVEMENT:
Levies and Retinues can move to adjacent Areas if Owned, or other State's during War or Military Pact.
Navies can perform 2 Actions per Turn; Dispatch (from Land Area to Sea Area), Sail (from Sea Area to Sea Area), Anchor (from Sea Area to Land Area). Anchored Navies can Load up land Units (1 Unit per Navy) to carry them across Sea Areas.
Land Areas that border two Sea Areas effectively have two Anchor points; Player must choose in this situation which Land Area they wish to Anchor their Navy at.
Levies and Retinues can Attack a Land Area directly from Navies they're embarked on; this grants a penalty of -1 to Attack Rolls of the Armies involved; the same happens when traversing rivers separating Est Trading from Lindesie, or Exsessa from Chenth (Viking tradition removes this penalty).
Navies can share the same Sea Area no matter the Diplomacy (War will force Combat, though).
COMBAT ON LAND AND SEA:
Land:
Combat is resolved using 1d10 die. Levies +1 to Combat Rolls for each 3 Levies more than Opponent (Mass Bonus). -1 to Attack if Levy or Retinue attacks while carried by Navy. Retinues always attack other Retinues before focusing on Levies next; Levies will focus their mass on enemy Levies before attacking better equipped Retinues.
If Attacking Levies or Retinues roll higher than Defender, the Defender is destroyed.
If Attacking Levies or Retinues roll equal to Defender, they Retreat to the Land Area they started from.
If Attacking Levies or Retinues roll lower than Defender, the Attacker is destroyed.
Combat continues until all Levies and Retinues involved are destroyed or retreat.
Sea:
Combat is resolved using 1d10 die. If Attacker has spent only 1 Move to get to the Sea Area where Combat occurs, they gain +1 to their Attack rolls. This bonus applies also if the owner of one Fleet Declares War against the owner of the other Fleet in the Sea Area.
If Attacking Navies roll higher than Defender, the Defender is destroyed.
If Attacking Navies roll equal to Defender, they Retreat to the Sea Area or Land Shore they started their Attack from; if that's not the case, the Fleet escapes to adjacent Sea Area without any enemy Fleets; if that's not possible, then the Fleet is destroyed.
If Attacking Navies roll lower than Defender, the Attacker is destroyed.
Combat continues until all Navies involved are destroyed or retreat. If any Navies carried any land units, these land units are destroyed (Navies without land units are destroyed first).
CAVALRY ACTIONS AND RAIDING:
If you have Horses, you gain the ability to use Cavalry Actions. There are 3 Cavalry Actions you can undertake:
Boost Armies: Choose owned Levies or Retinues; chosen Levies or Retinues gain +1 to Attack Rolls of during your Phase.
Dispatch a Raid: Choose a Land Area of another Player bordering any Land Area owned by you; Performs Raiding against chosen Land Area, or improves Raiding roll.
Protect Borderlands: Choose an owned Land Area; Enemy Raiding actions against the chosen Land Area gain -1 to their Rolls until your next Phase.
You can stack Cavalry Actions as long as you have sufficient Horses.
Raiding:
Raids use a 1d6 dice; you need to roll 5 or 6 (or higher) to perform a successful raid. A successful Raid destroys 1 random Resource and grants you Tax Income of said Resource. There are several ways to modify Raiding Roll:
Stacking 'Dispatch a Raid' Cavalry Action against the same Land Area: +1 per stacked Dispatch.
Raiding Tradition: +1
Stacking 'Protect Borderlands' Cavalry Action by Land Area's owner: -1 per stacked Protect.
Terrain Defense Modifiers, Attacking across Rivers: -2 (Swamps), -1 (Highlands), -1 (across Rivers)
For example, you Dispatch a Raid using 3 Cavalry Actions (1 for the Raid, 2 for boost) against Lindesie which has Textiles and its owner stacked Protect Borderlands twice, and you have Raiding Tradition. You roll a 4, therefore:
4 + (3-1) - 2 + 1 = 5, your raiders successfully destroy Textiles in Lindesie and you gain 5 Gold!
PRESTIGE AND CHURCH BUILDING:
Prestige is the legitimacy and fame of your Kingdom. You need 50 Prestige as one of victory conditions. Prestige can be generated by the following:
Winning a War vs another Player (but not NPC): +5 Prestige
Gaining Land Areas via Peace Negotiations or NPC conquest: +2 Prestige per Land Area gained
Piety Tradition: +1 Prestige per Turn
Church Building: varies
Church Building is direct spending of Gold to generate Prestige. You can do this once a Turn, and only if you're not at War with any NPC or another Player.
The formula for Church Building is: X*20 Gold = +X Prestige, where X is the amount of Land Areas you have (so if you have 9 Land Areas, you need to pay 180 Gold to get 9 Prestige points).
You can also lose Prestige points by the following:
Losing a War vs another Player (but not NPC): -10 Prestige
Losing Land Areas via Peace Negotiations: -3 Prestige per Land Area lost
VICTORY CONDITION:
At the end of any given Turn:
Be at Peace with every other Player and NPC State.
Own 20 or more Land Areas.
Have 50 or more Prestige.
Once you fulfill these conditions, congratulations! You're the new Sovereign of England!