Background
Each land, as it is created, will be given 4 sectional subforums. "Statecraft" "Diplomacy" "Warfare" "Exploration".
Statecraft
The section where development goes.
- Research: Things need to be discovered to be used, be the first to light an arrow on fire and create flaming arrows for your group of elven archers, be the madman who harnesses the power of gunpowder, discover what plant attracts certain animals, how to breed them or how to train them. The possibilities are endless.
- Produce: The applied version of research. If you find something neat, you'll have to put it into practice. Discovering flaming arrows is nice and all, but if you have only one arrow and one match, it won't be much use.
- Recruitment: Men are needed whether you intend to fight a war or not. Hire men of different trades, create generals to lead your armies and bring up a hero for each land.
- Reform: Perhaps you're trying to boost troop morale, perhaps you're intent on increasing production, perhaps you just want to ration the food you have... it's even a possibility you just plan to raise taxes. In any case, a reform is the fastest way to go.
- Building: Life is ephemeral but monuments are forever. Whether it's a castle, a barrack, a ship, a pen for trained hounds, a torture room for prisoners or a monument to the pride of your ruler/hero/people. If you have the money, time and materials, you can build it.
- Fortify: Strengthen the defensive capabilities of a building.
- Erect: One step above building, the erection of a city allows for a structure, more income, a greater population, etc. A capital is vital to the well-being of a country, but cities are very costly so keep this in mind before making more, sometimes simply conquering more land can be less expensive. Additionally, if a land with a city is conquered, the city remains, so your enemies will be more tempted to attack a province with such a rich resource.
- Support: Give to the people and they shall give in return. An old hermit in the mountains may have precious information and a greedy village chief may have ill gotten treasures.
- Train: Improve the training of your men, level up your generals and heroes, improve the obedience of your animals.
- Improvement: If research invents the item and production produces it, improvement improves it. (no shit).
- Event: Occasionally the moderator will come to you with a situation occurring in your kingdom (good or bad or wash) and you will have to react to it. How you react may very well determine the faith of your kingdom.
Diplomacy
Where non-violent country to country interactions occur. Unlike other decisions, you must post in the Diplomacy thread of the country you wish to ally yourself with as an emissary of your own. Keep in mind that diplomatic decisions may be refused and that treaties, like in real life, can be broken.
- Free Exchange Treaty: Such a treaty simply states that two kingdoms are allowed trade between one another. In addition to trading units, food, items and information between you and the country in question, both countries' monthly monetary gain will increase substantially.
- Mutual Protection Treaty: Following such a treaty, you are expected to protect another kingdom in case of invasion, however the favor will be returned.
- Joint Attack Treaty: In the event of a mutual enemy, you may convince another kingdom to attack alongside you.
- Subordination Treaty: You may serve under another ruler, or have another ruler serve under you. This type of agreement allows someone to continue ruling under the orders of another. Limited independence is better than total defeat.
- Surrender Treaty: Give away your kingdom without bloodshed, you demand the surrender of an area, or of the totality of a kingdom. Sometimes difficult decisions must be made.
- Marriage: A marriage can create an alliance between two kingdoms.
- Blood Oath: Similar to a marriage, but the relation remains platonic. (in most cases)
- Union: Creating an alliance between two kingdoms without marriage or blood oath taking place.
- Trade Route: Unless you are neighbors, when you wish to proceed to a Free Exchange Treaty, the contents of a trade need to make it safely to their destination, for this, trade routes are necessary. Building a path from one kingdom to another can be strenuous, and the longer the path the higher the odds of a pirate/bandit attack, be it by sea or by way of another country however, a trade route is necessary.
Warfare
Where violent country to country interactions occur
- Preparation: Prepare an attack before launching it. The bigger the force, the longer the preparation time.
- Attack: (in the thread of the country you wish to attack). Once you have prepared an attack, you may launch it at the enemy. Hopefully causing damage, costing them units, decreasing their moral and perhaps even taking their cities and lands.
- Brace: Preparation, but for defense. Just because you have men does not mean you have posted them. Perhaps it is wise to set them up where need be.
- Defend: Sometimes the defenses you have prepared just aren't enough, sometimes the enemy attacked somewhere unexpected or in greater number than expected, either way, moving men at the last minute takes longer than setting them up in time, but it's better than not having them move at all.
- Spy: Send a spy to an existing country, in doing so you will acquire knowledge you would otherwise not have access to.
Exploration
Because there is so much else to be done.
- Character Role-play: Role-play as a character, be it your ruler or not, within the country, interact with players who decided against being rulers, meet NPCs and explore.
- Visit Your Cities: Meet your people, discover your buildings, have diner in your finest restaurants, go horseback riding. Everything is possible when you are a lord.
- Visit other countries: Outside of conflict, under the guise of (or as an) every day man, it is occasionally nice to visit other countries, whether it be for leisure or to know the opinions of the people on their rulers.
- Wander: Certain uninhabited areas will ONLY have an exploration section where you are free to go as you please. Some things can only be found when wandering.
- Shop individually: You'll find that buying something for one person is a lot less expensive than to do so for hundreds of men.
- Encounter individual events: As mentioned in the wander section, some things just cannot happen from the comfort of your planning room.
Keep in mind that actions can only be performed with the necessary resources and may take time. 1 irl week being equivalent to 1ig month, 1irl day being equivalent to 4-5 ig days. (Saturday and Sunday are worth 5, the others 4).
Units
Violent or not, your country is likely to face altercations. Here are the base units of the RP.
Warriors
- Pikesmen: Infantry unit specialized in attacking cavalry
- Swordsmen: Infantry unit specialized in attacking other infantry
- Spearmen: Infantry unit specialized in attacking projectile units
- Light Cavalry: Fastest but weakest of cavalry units
- Heavy Cavalry: Slower but stronger cavalry unit
- Knights: Strongest but slowest cavalry unit
- Archers: Basic projectile unit
- Crossbowmen: Stronger projectile unit
- Mounted Archers: Faster projectile unit
- Healer: Prevents loss of troops after battle, but has little combat function
- Priest: Prevents loss of troops after battle, doubles as an unspecialized infantry unit.
- Mage: Deals magical damage
- Warlock: Deals heavy magical damage
- Sorcerer: Prevents loss of troops after battle, Deals magical damage
Animals
- Horses: Necessary for cavalry units
- Birds: Messengers, used for communication and spying missions.
- Hounds: Very weak but very fast combat unit.
Siege Weapons
- Trebuchet: Deals great damage to enemy strongholds
- Catapult: Deals damage to enemy strongholds
- Siege Tower: Protects nearby units from projectile damage, deals minor damage to enemy strongholds
- Battering Ram: Breaches stronghold gates
- Ladder: Bypasses stronghold gates
Vehicles
- Cogs: Smallest ship (500 units)
- War Galleys: Larger ship (may hold 2000 units)
- Warships: Largest ship (may hold 5000 units)
Characters
If this is a faction:
The name must be [Faction](name of your faction). ex: [Faction]Kingdom of Thornmouth
Flag
Or logo, anything distinguishing for your country, this will be your character Icon as well.
Leader
Who is/are s/he/they?
Government
Fascist, Democratic, Monarchic, etc.
Dominant Race
What is the main race of your country? (doesn't have to be, but usually is the same as the Leader's)
Religion
What is your people's religion (be creative with this)
Political Strength
Decided by Mod
Economic Tier
Decided by Mod
Society
Decided by Mod (Food, Wealth and Faith, goes from 1 to 5 with 3 being enough)
Food: Monthly food gain in tens of thousands, Limit of army/population ratio. 1=3%, 2=7%, 3=10%, 4=15% 5=20%
Wealth: Monthly gold gain, in tens of thousands. Max. of researches allowed per month.
Faith: Monthly info gain in tens of thousands. Odds of rebellion in occupied areas, 5=2%, 4=4%, 3=6%, 2=8%, 1=10%, multiply by amount of occupied lands. Your main land is not considered as occupied.
Resources
Food: needed for train, recruitment, support (usually spent in 500 food slots.
Gold: needed for pretty much everything, but in less significant quantity. (usually spent in 100 gold slots)
Info: Needed for research, diplomacy, reform, building, fortify, erect, improvement (usually spent in 500 info slots)
Major Cities
Start with the name of your capital followed by an asterisk (*), more cities will follow as you build/earn them.
Population
Decided by Mod
Population Happiness
Decided by Mod
Army Morale
Starts at 0, I will handle this.
Military
Decided by Mod
Unique Unit
A unit unique to your faction, you can start creating them from the beginning of the game. Add a description of what it is, does, and looks like (you can put in a picture)
PERSONALITY
Put in the names (and pictures if possible) of all the characters you create who are related to this country, your generals, heroes, ruler and any valuable other characters go here.
ABILITIES
Put in the abilities of your main race. I expect 1 weakness for every 2 abilities (ex: if you have 7 abilities, you must have 3 weaknesses)
HISTORY
The history of your kingdom from day 1 to now. The more effort you put in this the easier the game will be from day 1, minimum of 10 lines.
If this is a character:
[Kingdom](Name) ex: [Blackwield] Pan Yck
If your character has no kingdom, put [Free] where kingdom would be.
Role
Leader = Leads a country, is your "main character", role limited to those who own a country.
General= Leads a maximum of 1,000 men under a Leader, must be approved by leader or controlled by same player as leader
Hero= Leads a maximum of 10,000 men under a Leader and is worth 10 generals in every practical aspect, same restrictions as generals apply
Other = Can be anything
Race
Age
Sex
Rank: (start with *)
Special Traits
(note: Troop = Self and troop, if there is no troop, just apply "self")
* Troop strength +
** Troop speed +
*** (Your choice (leader only))
**** Troop maximum +
***** Moral boost
****** (Your choice, stronger than first ability (leader and hero only))
******* Troop strength x2
******** Troop speed x2
********* (Your choice, stronger than other abilities (leader hero and general only))
********** (Your choice)
Personality
At least 3 lines
History
At least 8 lines