Prophesy of Pendor : Aftermath
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An RPG detailing the aftermath of the events of PoP3 and the events before PoP4
 
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 Manifest Destiny Rules (New)

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Mordred
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Mordred


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PostSubject: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyFri Nov 02, 2012 4:23 am

Please do not post here. The new system of rules will slowly but surely take form here. Please use the OOC thread to discuss!

Table of Contents:

  1. BaseMechanics (see below) - Resource and Territory Maps, Terminology
  2. Influence - Ranks, Perks, Requirements and Ownership Boni
  3. Building Rules - Tiers, Requirements and Construction Rules
  4. Economics - Supply, Denars, Resources, Faction Modifiers and Tax Rates
  5. Units - Recruitment, Upkeep, Replenishment
  6. Actions - Layout and Rules for the Turnbased Actions
  7. War - Basic guidelines for Armed Conflict
  8. Naval Power - Stats, Construction and Naval Combat
  9. Espionage - Actions, Bonuses and General Mechanics
  10. Trade - The Different Modes of Trading
  11. Minor Orders - Seasonal Requests and Interactions
  12. Feudal Ranks - Hierarchy, Customs and Titles
  13. Movement - Border Policy, Land and Naval Movement



Base Mechanics

Territory Map
Spoiler:
Blue = Coastal
Dark Green = Forest
Light Green = Grasslands
Brown = Mountains
Orange = Hills
Yellow = Steppe

Resource Map
Spoiler:
Purple = Marble
Cyan = No Resource
Light Green = Flax
Dark Green = Lumber
Light Grey = Granite
Dark Grey = Iron
Dark Yellow = Spice
Bright Yellow = Gold
62 - Noldor Land

InfoSheet

http://www.stormwind.co.uk/image1/InfoSheet2.htm

Contains;
Improvements tab : A full list of the buildings in Aftermath
Inputs tab : The different settlement levels, their upgrade costs and their relation to the terrain modifiers
Unit Upkeep tab : The upkeep costs in supply and resources.
Influence Actions tab : The different possible ways of raising influence in a hex
Unit Recruitment tab : The costs to raise new regiments and hire Order troops.
Unit Strength tab : An overview of the combat abilities of each Order, and all the troops.
Influence Actions tab : An overview of the different influence actions available, and their cost.

Terminology
Unoccupied : A province that is not controlled by an Order and has no prior towns / castles
Occupied : A province that is not controlled by an Order, but does have prior towns / castles
Unclaimed : A province of either Unoccupied or Occupied status that is not controlled by an Order
Claimed : A province that is controlled by an Order.


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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyFri Nov 02, 2012 4:59 am

Influence

Influence will have a number of level shown below.

Each level has a number of special powers or abilities associated with them which will allow you to diplomatically strike at neighbours, earn claims on neighbouring territory, or improve the Order's grip on lands.
Each level up to Baron will improve the income earned from that province. Beyond Baron, you will only gain special powers.
Barons and above may call the Banners to war. Doing this against fellow Pendorians without a properly claim however is very much frowned upon.
Barons and above are subject to the Law of Halves.

Unoccupied provinces can be claimed by reaching the level of "Outsider". This requires a Stockade.
Occupied provinces can be claimed by reaching the level of "Citizen". This requires a Chapterhouse I.

Build Chance and Build Costs Modifiers have been reduced; influence only enables new powers and improves your income.

RankInfluence req.CH req.troops availableresources avilable(dis-)advantages
Intruder0nonenonenonemistrust
Outsider5nonenonenonenone
Citizen10IMilitia+trust
Burgher20IRegulars+merchant plot +rally
Councillor35IISpecial Regulars+council intrigue, bodyguards, slander
Courtier45II+watch commander, court access +arrest, expel (vs. Burgher and below), usurp title
Lord50IIKnightsclaim lands
Baron60III+court intrigue
Count70III+arrest, expel (vs. Courtier and below), sphere of influence
Margrave (only in proper marches)70III+defensive levy
Duke80III+ducal levy (whole duchy)+ducal claim

Terms:

Mistrust: the populace mistrusts your order and everything you do will cost more money or require more troops
Trust: the populace has come to know you, you can count on subtle assistance when dealing with intruders
Merchant plot: as an influential burgher you know most merchants and can make life very expensive for your rivals
Rally: as a respected patrician you can rally the lower classes against intruders and outsiders
Council intrigue: you can use your influence in the council to work against your rivals and decrease their influence
Bodyguards: as a member of the council you are provided personal guards (for player characters, RP uses only)
Watch commander: as a leading councillor and courtier the city watch/sentry militia obeys your commands
Court access: as a courtier you have access to the court which makes it easier to influence the nobility
Arrest: you can command your troops to arrest rivals of lower influence
Expel: you can use your authority and troops to (at least temporarily) expel rivals of lower influence
Court intrigue: as a Baron you can use your widespread relations at court to damage the renown even of high ranking rivals
Propaganda - Allows you to diplomatically reduce the influence of neighbouring Orders to 50.
Usurp Title - Allows you to claim a title of higher ranks, note; they are very likely to fight back. If successful, influence increased to 51.
Claim lands - Allows you to diplomatically decrease neighbouring Order's influence to 35. This is frowned on by other Nobles unless you have a valid claim!
Sphere of Influence - Allows you to diplomatically decrease neighbouring Order's influence to 35 WITHOUT a valid claim.
Ducal Claim - Allows you to diplomatically boost your Order's influence in neighbouring hexes without armed forces being present at the rate of 1 per turn.

I will be keeping tabs on the level of influence that each Order exerts in each territory, your influence can be expanded by the following actions, of which you may attempt one per province, per week. Note, you can apply influence to areas owned by a rival Order, but they WILL be notified of you doing so. You may select to reduce their influence, or boost your own. If your influence goes too far below a certain threshold, you will lose status in the province. Just because you own it, does not mean that you will keep it!

Please see this sheet for a list of influence actions in the Info Sheet (LINK!)

Note; Order special Influence Actions have been removed. Gaining influence at higher levels has become more expensive.

I realise the table is a little convoluted, so I will attempt to explain it. The "Required" row represents how much influence is required to advance to the next level.

So if you have 5 Influence, then you can attain "Outsider" level. The rows beneath shows how much influence you generate a week for each action, and the cost related. Different actions have a different value associated. The bottom chart shows that you can send either troops or Denars to bolster your influence. So for an action costing 1000 RPs, you need to spend 1000 RPs or send 50 Knights... or a combination there of.

Example : Imagine the Order of the Pink Pansies are Burghers in Laria. They could assign 50 Knights to Patrol and thereby earn 1 influence a turn, or they could assign 100 Knights and earn 3. Once they hit 35 Influence, they can rise to become a Councillor so long as they meet any other requirements.

Special Ownership Boni

Note that Combat Upgrades, Mercenary Allowance, Research and Ships may all be traded away to other Orders.

Having control of different provinces can bestow special benefits as follows;

Spoiler:


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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyFri Nov 02, 2012 7:01 am

Building Rules

- One building project per province per week.
- Most buildings will take 1 week to build.
- You may not build in provinces you have no influence over
- You may build a "Stockade" at "Intruder" level or higher in unoccupied provinces.
- You may not build anything in occupied provinces that already have a town or castle present until you achieve "Citizen" influence.

And here is the building list;

Its in the "Improvements" tab!

http://www.stormwind.co.uk/image1/InfoSheet2.htm

Warning - Its big!

Improvement : The Building
Tier : The level of settlement required.
Requirements : Additional conditions that must be met.
Cost : How many Denars it costs you to build
Resource Cost : A one off payment in resources to build.
Other Benefits : The additional bonuses aquired through having the building.
Additional : Additional Info, such as construction limits.

Each Fortification level can support one building, each Town level can support two. Therefore provinces with two fortifications can have a maximum of 10 buildings if they are both Citadels, while a Metropolis and a Citadel can maintain 15 buildings. Upgrades are not counted as a unique building, they simply replace the building that they have upgraded.

Special Buildings

In this edition of Manifest Destiny, many buildings have lost their economic aspect, and provide other more individualised bonuses instead. As such, the benefits of some of these buildings may not be immediately clear as they are designed to provide different services; for instance a Skilled Craftsmen is required for High Tier construction, while an Inn lets you hire mercenaries.

You should also consider that some buildings may have a hidden dimension, for instance the Statue to the King provides a significant boost to Loyalist Faction Relation, which not only boosts the economic impact of that hex, but also boosts recruitment and generally makes the King like you more, and therefore more likely to sanction special projects... or even wars.

Note : sometimes the costs do outweigh the benefit, so think hard about what you wish to build, and where.

Building Tiers

Requirement denotes what you need to have in the settlement before you can begin construction of the structures of that Tier.

Low
Requires : Stockade or Small Town
Enables : All Low Tier Buildings, Stockade, Hill Fort, Small Town, Large Town.

Middle
Requires : Citizen Influence, Hill Fort OR Large Town.
Enables : All Middle Tier Buildings, Castle, Fortress, Small City, Large City

High
Requires : Courtier Influence, Castle OR Small City, Skilled Craftsmen
Enables : All High Tier Buildings, Metropolis, Citadel


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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyFri Nov 02, 2012 7:59 am

Economics

There are now a number of factors which are applied to determine the output of each province.

Each Hex has been assigned a terrain type and an economic value (based on structures and other variables) which taken together with the size of the settlement, fortifications and the presence of roads determines the "Hex Value". This Hex Value is then the corner stone to this system, and is the most important factor in determining the income of the county.

Economics in Manifest Destiny have been broken into three distinct elements, each designed to make the process of decision making (and administration) as stream lined, and interesting as possible. Two of these elements, Supply and Denars are determined from the Hex Value by your Order's tax rate, and are modified by the various Factions you interact with, while Resources are produced from the raw materials present in some hexes, and which add an interesting strategic layer to the game.

The Hex Value of each province can be enhanced only in two ways; upgrading fortifications or towns, and building / upgrading roads.

Supply

Supply is a general term denoting logistics, maintenance equipment, peasant time, messengers, spare parts, etc. Basically, it is a unit of upkeep.

Every building (with the exception of towns, fortifications and wharves) cost 1 Supply a turn.
Every regiment costs at least 1 Supply a turn (Militia 1, Regulars 2, Knights 3).
Each Ship costs at least 1 Supply a turn (Caravels cost 2)
33 Retainers cost 1 Supply
25 Order Knights cost 1 Supply
20 Order Centurions cost 1 Supply

Therefore, you can see that the continuous production of Supply is of great importance to each Order, and they should ensure that they produce enough to cover the maintenance of their forces and structures, because to fail to pay there is a chance that troops may desert or buildings collapse.

Supply is converted from Hex Value through the tax rate. Having LOW taxes produce more Supply, at the cost of Denars.

Supply can NOT be stored.

Supply can be traded between Orders, but it must be used that same turn. Surplus supply can be sold to the Crown at a rate of 62 Denars a unit. Note; this is a terrible rate of exchange, keeping a balanced tax rate is far more effective.

Denars

Where Supply is a term covering a variety of materials, Denars are the cold hard currency of Pendor, and are used in virtually every project an Order could imagine.

Recruiting soldiers cost Denars
Building structures cost Denars
The King may demand a special tax in Denars
Constructing ships cost Denars
Undertaking research cost Denars

Denars are produced through taxes just like Supply, however HIGH taxes produce more Denars, at the cost of Supply.

Denars CAN be stored.

Denars can be freely exchanged between Orders for other goods and services, or sold to the Crown at a rate of 250 Denars for a unit of Supply. Note; this is a terrible rate of exchange, keeping a balanced tax rate is far more effective.

Resources

Resources are defined by the province, and may not be changed. Each province with materials may construct as many resource producing structures as their infrastructure can support (both in terms of build slots and supply). These resources are very important to the basic function of the Orders, and each tends to specialise in one or more types of goods.

Gold - Adds to the Hex Value (already implemented) and can be used for jewelry OR for gold bullion trade (*)
Marble - Required for High tier buildings.
Lumber - Required for Buildings, Ships and Militia.
Granite - Required for Buildings, Fortification upgrades and Town upgrades.
Spice - Required for Knights and Order Knights. Can be used to hold a feast.
Iron - Required for Regulars, Knights and Order Knights.
Flax - Required for Ships and Regulars.

(*) A unit of gold can be worked into jewelry to a) work like a ton of spice or b) be donated to the nobility for either +0.02 global nobility or +3 influence in a specific hex with no further patrols. It can furthermore be used as a raw currency, which will increase relations with the merchants (+0.2 locally or +0.05 globally) but make loyalists wary since it undermines the king's monopoly on minting coins (- 0.025).

Additionally, some resources are required to maintain special buildings, usually associated with upgrading the combat power of the Order troops.

Important note; resource structures no longer have tiers, you simply build more of them in a province that has that raw material, up to the building limit / supply.

These resources can be freely traded between Orders so long as both Orders have a Bazaar in their lands. When trading, the Orders determine their own fair price for the goods, or they can send these as aid to a struggling ally (or in exchange for other goods and services).

Provinces without any resources tend to have a higher economic value to make up for their lack of raw materials.

I have tried to keep Upkeep as simplified as possible through the use of Supply, and instead having resources paid upfront when the instruction is given, however this proved impossible for hiring new Order Knights and Retainers, which are created individually. As such, they have an upkeep in resources (Iron and Spice), but these are paid only on the first turn of each Season.

1 Regiment of Order Knights or Retainers cost 0.2 Spice and 0.1 Iron per Season.

Faction Relations

These will be properly explained in a post below, however there are some important economic aspects that should be taken into consideration.

Zealots, Loyalists, Nobles and Peasants all contribute to the production of Supply.
Merchants contribute to the production of Denars.

Tax Rate

Finally, the mechanism which determines the production of Supply Vs Denars should be further explored. Each Order has a Global Tax Rate (note this cannot be tweaked on the local level. One number must fits all the Order's holdings), which ranged from 0% to 100% in multiples of 5. 50% was the default amount decided when creating Manifest Destiny, however some Orders have their finances in such a way that they can tweak this number either up or down.

Decreasing the tax rate will increase the amount of Supply produced, while increasing it will increase the amount of Denars. Of course swinging either way, will come to the detriment of the other.

Additionally, the Peasants will become upset if taxes rise too high (70+), as they prefer to pay through service rather than money, while conversely the Nobles will get angry if it drops too low (30-), as they will find their peasants are often not working their lands.


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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyFri Nov 02, 2012 8:11 am

Units

With the new Manifest Destiny rules, the recruitment and upkeep of forces has been streamlined (though the Faction based system for Order Knights and Retainers remains different).

Please see these sheet for the combined unit costs (Unit Upkeep and Unit Recruitment tabs!) : http://www.stormwind.co.uk/image1/InfoSheet2.htm

All units cost denars to recruit, some units cost resources also which are paid upfront, while others cost resources as an upkeep paid SEASONALLY. No units cost Denars to maintain, this is fully covered by the supply system.

All prices for 1 Regiment = 100 Men

Pendor Troops

Militia - 1000 Denars, 1 Timber
Regulars - 2000 Denars, 1 Iron, 1 Flax
Specials - 3000 Denars, 1 Iron, 1 Flax
Knights - 4000 Denars, 1 Iron, 1 Spice

Mercenaries (require no Supply Upkeep)

Irregular (D'Shar Raider, Mystmountain, Armsmen) - 2000 Denars
Regular (Vanskerry, Bladesmen) - 5000 Denars

Order Troops

Individual Retainer - 40 Denars
Individual Order Knight - 80 Denars

Order troops pay an upkeep in Iron and Spice at the start of every season.
Spice : 1 Spice for every 5 regiments (Retainers and Knights combined, rounding up)
Iron : 1 Iron for every 10 regiments (Retainers and Knights combined, rounding up)

If they fail to make this payment, they will lose 1 Regiment each of Knights and Retainers. A Retainer regiment consists of 33 men, an Order Knightly Regiment consists of 25 men, or 20 men in the case of Legion Centurions.

Upgrades for your soldiers are certainly possible, and have already been happening throughout the course of the RPG. Missions can directly influence the combat effectiveness of your troops, as can holding strategic locations in Pendor such as the Senderfall. Finally each Order can build structures to further boost combat skills, but these are expensive and cost upkeep, also only one of each type may be owned by an Order.

The blue rows at the bottom are the power of the Royal Pendor Army troops, which can be raised for garrison duties by the Orders if they possess the correct infrastructure.

Recruitment

Order Knights and Retainers can be purchased individually, however Royal Pendor Units must be bought in sets of 100.

Now that the various Orders have a decent amount of land, the question of how to defend their assets arises and with this how to raise an army. As each Order is a military entity of its own, plus in a number of cases members of the nobility also, they have access to two different types of troops (not including Mercenaries), Order Troops and Pendor Royal Army troops.

Pendor Royal Army Recruitment
As Pendor is a Feudal society, the various lords and wealthy members of the kingdom can hire their own troops to fight for them. A number of Order members also hold titles of nobiliy or possess a lot of money, and as such can access their own troops depending on the facilities built. No matter the types of soldiers to be raised, a Training Ground of one degree or another is needed, with the upgraded varieties providing access to better and more troops. Each Training Ground can only maintain a set number of soldiers, as such they can also reinforce the men in each unit to maximum strength at the start of each season. Note each upgrade is cumulative.

Militia Training Ground : 100 Militia Soldiers
Regular Training Ground : 100 Militia Soldiers : 100 Regular Soldiers
Estates : 100 Militia Soldiers : 100 Regular Soldiers : 100 Knights

So, if you had 1 set of Estates in your Order, you would be able to field a maximum of 300 Militia, 200 Regulars and 100 Knights.

Order Recruitment
This system is dependant on the Global Faction Relations of the four different factions; the Zealots, the Loyalists, the Local Nobility and the Peasants.

Zealots; Zealot bonus is applied to the ratios at the discretion of each Order.
Loyalists; Loyalist bonus is applied to the ratios at the discretion of each Order.
Local Nobles; Local Nobles provide only Order Knights.
Peasants; Peasants provide only Retainers.

Additionally, Orders may build some structures which improve their relations with the Factions. Economically, these occur on a local level, however these buildings also contribute half of their bonus to the global recruitment modifier.
- Shrines, Chapels, Churches and Cathedrals improve Peasantry Recruitment Modifier
- Statue to the King improves Loyalist Recruitment Modifer
- Number of units available is not limited, so numbers will always increase to the detriment of no-one if you boost your modifiers.

Replenishing Costs

If a unit is damaged beyond 1/2 strength then they must be replenished. The below chart shows the costs of this. Units may not be replenished while in the field, they must be returned to their Training Grounds. While at half or below strength they may not be given new orders (so if they are involved in an on-going battle scene then they remain, you would however not be allowed to set them to patrolling a province however). This process takes 2 turns, in which time that regiment may not be re-deployed. If a unit remains above 1/2 strength during their active duty then they are automatically replenished the following turn.

All prices for 1 Regiment = 100 Men

Pendor Troops

Militia - 625 Denars
Regulars - 1250
Specials - 1500
Knights - 1750

Mercenaries (require no Supply Upkeep)

Require no replenishment costs, however they are subject to the same rules as the above units. Therefore if they are damaged beyond 1/2 strength and are no-longer in an active scene then they must be withdrawn for 2 turns, after which they are eligible for new duties.


Special Units

To ensure the diversity of the different orders and thus a tactically and strategically interesting roleplay several remarks regarding the various special units are in order.
  1. There will be no stat bonus for special units. They will, as far as they are of the same type as the order's knights, be just this stat-wise. If the special unit is of a different type than the usual knights of the order, it will have the same stats as Pendor knights in the respective position. (E.g. Wolfarmin's wolf riders will technically be Dawn knights and Blaze's berserkers will technically be dismounted Pendor knights, though it will still be up to Blaze and Wolfarmin how they want them to look like.)
  2. Special troops acting as the escort of a player character will get a slight morale bonus for fighting alongside one of the heroes of Pendor.
  3. The number of special troops to be led by the player (and thus to receive the above morale bonus) is limited to 30.
  4. Special troops count towards the total numbers of the order and are thus to be considered to be included in them, not as additional troops.
  5. We will only award Special Units in exceptional circumstances. Please use the Order Special Regulars instead!


Raising the Banners

*Available to Barons and above
* A noble may call his banners which are 50x the Hex Value of that county (bearing in mind a regiment must contain 100 men, this rounds down).
* There is the Law of Halves which reduces this by 50%
* Marcher Status increases it by 50% (thereby effectively negating the Law of Halves, though they are not permitted to raise the banners outside of a war situation, and this should be an external threat)

15% of raised regiments are Knights (rounding down)
35% of raised regiments are Regulars (rounding down)
50% of raised regiments are Militia (the remainder)

Therefore, if the county of Montecristo had a value of 14, the Count of Montecristo could raise 3 Regiments under normal circumstances.
0 Knights
1 Regulars
2 Militia

If he was the Margrave of Montecristo then he could raise 7 Regiments.
1 Knights
2 Regulars
4 Militia

If he was the Margrave of Montecristo, and the Law of Halves was lifted then he could raise 10 Regiments
1 Knights
3 Regulars
6 Militia

A Duke may call the banners of all their Counts, however a Marcher Duke gets no bonus, they are more likely to have Margraves in their Duchy.


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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyFri Nov 02, 2012 8:22 am

Actions

All actions in Manifest Destiny are presumed to take one turn, unless otherwise specified. This includes building times and recruitment. You may build one building per province, per turn so long as you have the money / resources / building slot for it.

Troops are presumed to be a central pool of your Headquarters, and will move depending on your orders. If you wish to actively fortify a location, post this as an action. Fortified units gain a bonus to defence, and will promote influence in the location they are holding.

Some actions cost Denars, some cost soldiers, some cost both. A Patrol influence action for instance can only be carried out if you dispatch 500 RPs worth of soldiers, while others can be carried out by both soldiers and Denars, with different troops being worth different amounts of RP depending on their level of training.

Some actions take a "Season", or occur on a Seasonal basis (like Order Knight / Retainer upkeep). A season is simply 3 turns of play.

When posting what you are doing, please do the following in your Order Actions thread on the Royal Court board (a more detailed version will be provided later when we have some examples). If you have any secret actions, for instance espionage, then please post them in your Chapterhouse for a Game Master to pick up. If it's something super duper secret, then post it in your Inner Sanctum, however please keep this to a minimum, I do not have the time to determine every espionage outcome!

Province Orders:
Hex : Building
Hex : Influence Actions

Movements
Movements : Who and to where

Overview
Budget : Start Cash : Income : Outgoings
Any further details I need to know
Detail on what all your members / troops are doing would be appreciated
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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyFri Nov 02, 2012 9:20 am

War

This will likely be greatly expanded on in the future, but for the moment I will keep it to some (very) basic guidelines and fill the rest in when it comes to it. Currently there are three forms of warfare in Aftermath

Declaration of War
- This is the main form of total war. You must issue a declaration of war to your enemy and not commit any hostile actions the following week (ie give them a week to react).
- The King may turn a blind eye, he may not. Depends on his own strategic goals and the stability of the realm.

Surprise Attack
- You do not need a declaration of war, and undertake an assault on your enemies without warning.
- Be prepared to have the Royal Pendor Army knocking on your strongholds should you do this.

Skirmishes
- No declaration of war required
- May only occur in unclaimed provinces (ie those either empty or with unclaimed towns / castles)
- May occur in "Patrols" and "Outpost" provinces.
- Skirmishes are the primary tool to break control of an Order on a province, before they lodge an official claim with the authorities.
-- Skirmishes in occupied provinces (towns / castles) will just be field battles and include no fortifications even if they are present.
-- Skirmishes in unoccupied provinces (without towns / castles) will only take place against a fortification if the defenders built a stockade THEMSELVES.

These rules must be applied to the NPC factions on the map. To those who hold no official standing like rebels, then they are fair game.
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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyFri Nov 02, 2012 9:21 am

Naval Power

All Orders may maintain a fleet so long as they have at least a Coastal Province with an active Harbour. Ships should be recorded on a separate thread which includes each ship, their current Hull Points, status, location and hopefully a name too. If you want to organise your ships into separate Groups, then organise them as such here.

Each Group may include a single Flag Ship which costs 1,000 Denars and 1 Flax to designate (the first Flag Ship is free). The Flag Ship is the leader of the Group. It would help matters if all ships were sorted by class within their groups, with the least important vessels FIRST, and the most important ones LAST. This is because damage is applied by class, in order of appearance. Therefore, those near the TOP of the list are likely to be lost before the BOTTOM ones. Therefore, your flagship should appear LAST, if you want to keep it active!

Navy = The entire naval power of an Order
Group = Smaller sections of the total fleet, usually acting individually of other groups.
Fleet = Collection of Groups or Ships active in an engagement or province.
Ship = A single vessel.

Trade ships have been added both as transports, but also to determine Espionage outcomes.

An Order may only construct one ship per turn, per Shipyard they own.

Ships

Warships

Harbour Watch Galley
Troop Capacity : 0
Crew : 10
Attack : 12
Handling : 20
Toughness : 3
Hull Points : 10
Repair Cost : N/A - Automatically repaired if not sunk.
Supply Cost : 0
Cost : N/A - Come free with Harbours. If sunk, takes 2 turns to build each new vessel (consecutively).
Cannot be Captured

Galley
Troop Capacity : 0
Crew : 30
Attack : 18
Handling : 15
Toughness : 4
Hull Points : 10
Repair Cost : 1000 Denars
Supply Cost : 1
Cost : 1000 Denars, 2 Timber

Barque
Troop Capacity : 100
Crew : 70
Attack : 37
Handling : 10
Toughness : 7
Hull Points : 15
Repair Cost : 2375 Denars
Supply Cost : 1
Cost : 2000 Denars, 3 Timber, 2 Flax
Requires Skilled Craftsmen.

Caravel
Troop Capacity : 500
Crew : 150
Attack : 75
Handling : 5
Toughness : 10
Hull Points : 20
Repair Cost : 7250 Denars
Supply Cost : 2
Cost : 5000 Denars, 9 Timber, 5 Flax, 2 Iron
Requires an Embassy to Barclay or Veccavia, Mettenheim does not have them

Trade Ships

Coastal Cog
Troop Capacity : 200
Crew : 30
Attack : 6
Handling : 5
Toughness : 2
Hull Points : 5
Repair Cost : N/A (500 if needed)
Supply Cost : 0
Cost : Requires a Harbour, one of these can be raised for every 5 hex points of a county (rounding down), and will result in -0.2 local Merchant faction. If any are sunk, the Order will lose 0.01 Global merchant faction.
Cannot be Captured

Cog
Troop Capacity : 500
Crew : 50
Attack : 12
Handling : 7
Toughness : 4
Hull Points : 10
Repair Cost : 1750
Supply Cost : 1
Cost : 1000 Denars, 3 Timber, 1 Flax

Carrack
Troop Capacity : 1000
Crew : 100
Attack : 25
Handling : 10
Toughness : 6
Hull Points : 15
Repair Cost : 3750
Supply Cost : 2
Cost : 3000 Denars, 5 Timber, 3 Flax
Requires an Embassy to Barclay, Mettenheim or Veccavia

Repairing Costs

The rules for Naval damage is different to that of the ground units. Ships may continue in active duty as long as they wish, regardless of their shape, however if they need repairs then they must be withdrawn to a shipyard for a period of 2 turns, and the repair costs must be paid. Note these costs are regardless of actual damage, so it may make more sense to have some slightly damaged vessels active if the costs do not warrant their repair (note however that this will lose you 1 Naval Command!)

Naval Command

All factions involved in the battle have a Naval Command rating (Usually ranging from -10 to +10), which modifies their results and gives an air of ordered chaos to the engagement. This is a very important stat, both because it could increase or decrease your chance of doing damage, but it significantly alters your chances of capturing prizes at the end of the engagement! Send your ships off with good tactics, an admiral and flag ship and you will be more likely to succeed then just launching a fleet and hoping for the best.

At the start of each engagement, a roll of -5 to 5 (D10-5) must be made. This is the wind direction. The attackers get the die roll, while the opposite goes to the defenders. Therefore if the attackers roll a +2, the defenders get -2. Apply this to the Naval Command.

Naval Command is comprised of the following factors;
+1 : Admiral Commanding : Flag Ship Present (Just one)
+1 : Fire at Will : No attept to capture enemy vessels in the action
+1 : Fully Repaired : Fleet has suffered no prior damage
+1 : Manoeuvrability Bonus : Fleet's Average Handling is over 8
+1 : Large Manoeuvrability Bonus : Fleet's Average Handling is over 13 (stacks with Manoeuvrability Bonus)

-1 : Manoeuvrability Penalty : Fleet's Average Handling is under 8
-1 : Large Manoeuvrability Penalty : Fleet's Average Handling is under 13 (stacks with Manoeuvrability Bonus)
-1 : Minor Fleet Damage : Ships have taken 25-49 total Hull Points in damage before the beginning of the battle.
-1 : Major Fleet Damage : Ships have taken 50+ total Hull Points in damage before the beginning of the battle. (stacks with Moderate Ship Damage)
-3 : Aim for the Crew! : Trying extra hard to capture enemy vessels in the action

Therefore, even if the wind is against you, a fleet can still come up with higher Naval Command, though the weather as always adds an element of randomness to a Naval encounter.

There can be additional factors considered, which are applied by the host / GM, though I would suggest not more than a +/- 1 or 2 modifier.

The result is then used to multiply the damage inflicted by either side.

Example;
Spoiler:

Naval Combat
Naval combat occurs with with a system very similar to the Espionage combat, where we take whole groups of similar class vessels (Harbour Watch, Galleys, Barques, Caravels, Coastal Cogs, Cogs, Carracks), then calculate and apply damage en-mass.

The Calculations;
Spoiler:

Example;
Spoiler:

Capturing Vessels

Capturing is only available if that side has any ships left at the end of the engagement. If they all sunk, they cannot make away with any prizes!

If enough damage is done to a vessel class (pre-toughness) to equal the crew on board, then there is a 5% chance to capture any ships that have suffered more than half damage (rounding up, so a Barque that takes 7 damage cannot be captured). This chance is modified by the Naval Command, with 1 equating 1%. If the Fleet chooses the "Aim for the Crew!" tactic before the battle, then this chance is doubled. If they choose "Fire at Will!" then they will not capture anything. The Shadow Legion always gains +1 Naval Command for capture attempts, due to their Marines.

Therefore a Fleet with "Aim for the Crew!" and +10 Naval Command would have a 30% chance to capture.

Example;
Spoiler:


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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyMon Nov 19, 2012 4:26 am

Espionage

I have tried to keep the system as simple as possible to calculate, and for success / failure this is easy to do. However there are a number of additional modifiers which will need to be included that could complicate things. This seems like a really long and complex document, however much of it are examples and possible espionage actions (and their costs), so please do not be put off. This is a very complex and powerful system which can be employed, and covers a wide range of possibilities from theft of resources, destruction of production, to minor border skirmishes.

Espionage actions are made in the Inner Sanctum (though be sure to have troops available for these actions on your main order sheet. Therefore if an Order has large numbers of inactive troops, there is a good chance that they are being sneaky!), where Iskar or I will pick them up and enact them.

Espionage actions use three numbers to calculate;

Security Rating : The security presence in the hex / of the Order
Espionage Power : The ability of the agents involved, and the difficulty of the action.
Random Factor : A number between 1-10 which gives an element of risk to the operation. Low numbers are good for the agents.

Success = (Security Rating - Espionage Power) + Random Factor
You then apply the effects from the below chart. Simples!

Success / Failure Chart
22 or higher : Failed : Detected (action stated), and identity revealed.
17 to 21 : Failed : Detected (action stated), but identity not revealed.
7 to 16 : Failed : Undetected
-9 to 6 : Success : Detected (action stated)
-9 or lower : Success : Undetected

Identity Revealed = Silvermists were caught doing X in Hex Y, Z defenders and A agents were killed.
Negative Detected (action stated) = Rival agents were caught doing X in Hex Y, Z defenders and A agents were killed. They succeeded / failed.
Undetected = No comment. If there were physical materials then; X resources were found to be missing.

Examples;
Spoiler:

Security Rating Modifiers
Spoiler:

Espionage Power Modifiers
Spoiler:

Espionage Missions

These are the missions that can be undertaken. The first task is to decide how large an operation they are attempting.

Please note that the below figures are in RP; which is either Denars or in troops, the so called "Order Agents".

An Order Agent consists of only Order Retainers and Order Knights! Therefore to commit an offensive piece of espionage you have to use either Order dedicated troops or Denars. Defensively, Pendor troops count towards the Security Rating too!

If an operation is using Denars, and is discovered, that cash will be converted into Irregular Mercenary troops (Bandits) at the rate of 20 Denars per soldier. Therefore it is still possible for failed denar-financed operations to do some damage. This ONLY uses denars spent on the Operation Size, NOT on optional extras!

Operation Size
Quote :
Tiny : 500RP : 0 EP
Small : 1000 RP : +1EP
Medium : 2000 RP : +2 EP
Large : 3000 RP : +3 EP
Huge: 4000 RP : +4 EP

So basically each 1000 RP beyond the initial 500 adds 1 EP

Then the type of mission is decided;

Mission Type
Quote :
Travel : -3 EP : An espionage check must be made for each hex passed through from the nearest friendly hex. If detected anywhere along the way, then the mission fails. Therefore penetrating further into enemy territory is increasingly risky. Orders pay pick their route if they have uncovered their rivals Security arrangements. See Movement rules for advanced rules, unless this is a part of an another Espionage Action in which case use them as they appear here.
Propaganda : -6 EP : Increase influence by 1 for each 1000 RP invested
Slander: -5EP : Reduce influence by 1 for each 1000 RP invested.
Pillage : -5 EP : Destroy 50 Denars per 200 RP invested. May only go up to the Denars produced in that hex!
Raid Caravans : -7 EP : Steal 25 Denars per 200 RP invested. May only go up to the Denars produced in that hex!
Sabotage : -5 EP : Destroy 1 resource produced that turn per 500 RP invested. May only go up to the resources produced in that hex (if any)!
Theft : - 10 EP : Steal 1 resource produced that turn per 1000 RP invested. May only go up to the resources produced in that hex (if any)!
Scout : -1 EP : Discover the Security Rating that of a hex. Note this could change the following turn, but will at least give a basis!
Spy/ Nobility : -3 EP : Spy on the Nobility and uncover potential uncover some information about them, or watch for plots being hatched.
Spy/ Resources : -3 EP : Spy on an Order and discover what resources are being produced in that hex.
Spy/ Production : -4 EP : Spy on an Order and discover what Denars / Supply is being produced in that hex.
Infiltrate : -6 EP : Infiltrate agents into a hex. Once present they will add +2 EP to subsequent missions there, but if the mission is detected, then there is a 1% per security rating chance of their removal. They can be removed by the employer at any time without penalty.
Skirmish : -3 EP : A basic attempt at power projection, this option facilitates small-scale battles usually along a frontier. This action cannot fail, it just suffers from higher casualty modifiers for low EP attacks or when against high SR targets.

Some may be targeted at the Order as a whole, or at the leadership of an Order (ie are not Hex based), in which case the average Security Rating for all the provinces of that Order are used, but patrols are ignored (too complicated). As a result, any actions against a whole Order occur at -4 EP. Note most of these can be done locally too for the same effects.

Quote :
Incriminate : -7 EP (plus the -4 EP so -11 in total!) : Incriminate an Order in a plot against the Nobility : -0.1 Nobility Faction for a season.
Scandal : -7 EP : Launch a scandal that the Order which reflects badly to the commoners : -0.1 Peasants Faction for a season.
Intimidate: -5 EP : Intimidate merchants trading with the Order : -0.1 Merchants Faction for a season (note this does increase their Security Rating!)
Court Intrigue : -7 EP : Incriminate the Order against the King : -0.1 Loyalist Faction for a season. Get caught in this, and risk pissing the King off too.
Rumoured Reform : -7 EP : Spread rumours of a major reform : -0.1 Zealot Faction for a season. No effect on non-Zealous Orders!

And many, many more. They are quite easy to design and with a little tweaking[/spoiler], to balance. Note; numbers used above are entirely random!

Finally, Optional Extras are bought, see below.

Optional Extras

These are extras an Order can buy (with Denars only), which will enhance aspects of the mission.

Quote :
Local Guides : Cost 250 Denars : +5 EP to Travel missions. Once per mission.
Leather Armour : Cost 5 Denars per Agent : +1 Armour (must be for the whole contingent). Once per mission.
Chainmail Armour : Cost 15 Denars per Agent : +2 Armour (must be for the whole contingent). Once per mission.
Hidden Weapons : Cost 500 Denars : +1 EP. Once per mission. Not with Criminal Syndicate, Red Brothers or Shadow
Use Criminal Syndicate : Cost 1500 Denars : +2 EP. Once per mission. Not with Hidden Weapons, Red Brothers, or Shadow.
Use Red Brotherhood : Cost 3000 Denars : +3 EP. Once per mission. Not with Hidden Weapons, Criminal Syndicate, or Shadow.
Use the Shadow : Cost 5000 Denars : +4 EP. Once per mission. Not with Hidden Weapons, Criminal Syndicate, or Red Brothers.
Open Mission : Cost 0 : +3 EP, Agents appear in full uniform and with all their equipment, however if detected identity will always be given away. Agents will fight with their normal armour and weapons. May only use Local Guides in conjunction with this.

Additional Bonuses

Apart from Patrol amounts, the defenders Security Rating is more or less fixed, however there are some additional factors to take into account for Espionage Power;

Quote :
Red Brotherhood : +2 EP per Brotherhood Guildhall
Infiltrators : +2 RP

Order Traits

Different Orders have different skills at espionage. Some Order, for instance the Griffons have trained their entire career to foil espionage assaults on the institutions of the Crown, while others are exceptionally adept at sneaking around like the Silvermists. The Eventide are just cunning, and well used to working from the shadows when it suits their ends.

To numerate these traits, we have increased the RP value of their Order Agents (Retainers and Knights, unless otherwise specified) by a certain amount. This does not make them more successful at their espionage attempts, but rather makes such attempts cheaper than their rivals. The % noted down below show the value of their troops, so 150% means that a single soldier is valued 50% more than their competitors.

Order / Offensive / Defensive
Griffons / Normal / 150%
Legion / Normal / Normal
Silvermists / 150% / Normal (Mounted Rangers are Normal Offensive)
Dawn / Normal / Normal
Gauntlets / Normal / Normal
Eventide / 125% / 125%
Dragon / Normal / Normal

This means that Griffons' troops count for higher Security Ratings in the provinces that they are present, while the Silvermists need less of a troop investment for offensive actions, while the Eventide get a smaller bonus to both attack and defence.

Casualties

Inevitably a group of Agents will be caught by the defending forces, and a scuffle will enschew. Now, because of the need to be quiet and above suspicion the attacking Agents will forgo most of their equipment (and will certainly not be wearing uniform unless performing an "Open" mission). As such, attacking Agents have their armour quality reduced to 1, and do not carry shields (but Toughness bonuses still counts, as this is innate), making them far more susceptible to damage and death. In order to reduce this penalty, attacking forces can choose to invest in the "Leather Armour" and "Chainmail" optional extras if they are worried about the chance of failure, these give +1 and +2 armour respectively.

If the Order does the espionage action RP cost partially or purely through payment, then they will not suffer any casualties, as they have basically hired others to do the dirty work for them, and these are basically common bandits. Note however, that these bandits will fight and do damage alongside their Knightly allies, however they fight with the skill of a Pendor Militia, and do not benefit from armour optional extras (neither do they contribute to its cost).

Offensive skills remain unchanged however, so the more offensive minded Orders will still take a bunch of enemies down with them, while the defensive ones will be able to take more punishment.

Now, when an Order is in an offensive action, and they have to fight their combat stats are calculated as though all their weapon and armour quality is 1 (this means inherently skilled Orders get a bonus, so the Dragons are harder to kill due to their Toughness, Legion are better in Foot Melee combat due to Discipline, while the Dawn get their Charge bonus to Mounted Melee, etc). However, the Optional Extras discussed above mean that they can pay extra to arm their agents with extra equipment that is not identifiable. So for instance paying 5 denars per man for Leather Armour would give them +1 Armour Quality.

Orders will also have the option to do an Espionage Action "Openly", this means that they will always be Identified if detected, but fight with their full stats.

Damage is calculated in groups (as shown below), and applied as a group to the enemy force in a ratio depending on the number of troops present, not their RP value! Note that the calculations do look complex, however they are quite simple you just need to build a template to calculate it, its the data entry which is the time consuming part (and I would love any added efficiencies that can be incorporated into this part of the system!)

Casualty Calculations
Spoiler:

Calculation Examples
Spoiler:

As you can see, engaging in Espionage is a dangerous but profitable game, but there are a number of ways of mitigating the risk taken, and to reduce the cost of defeat.

Piracy / Privateering

Trade ships are added both as transports, but also to allow us to work out the results of piracy / privateer espionage actions. Only Warships may be Espionage Agents. A vessel's RP value for Espionage is determined as below;

Quote :
Harbour Watch Galley : 100 RPs
Coastal Cog : 0 RPs: Defensive Only (and will fight Defensively, they just do not count towards Security Rating)
Cog : 200 RPs : Defensive Only
Carrack : 400 RPs : Defensive Only

Galley : 200 RPs
Barque : 600 RPs
Caravel : 1000 RPs

As you can see Barques are great Pirates / Pirate Hunters.

Security Rating is calculated as normal, however land patrols contribute nothing, ships are used instead!

The only actions available to Naval Espionage are as follows;

Quote :
Scout : -1 EP : Discover the Security Rating that of a hex. Note this could change the following turn, but will at least give a basis!
Piracy: -6 EP : Capture 25 Denars per 200 RP invested. May only go up to the Denars produced in that hex!
Ravaging: -4EP : Destroy 50 Denars per 200 RP invested. May only go up to the Denars produced in that hex!
Blockade: -3EP : Cause -0.05 Local Merchants per 1000RP invested, to a max -0.3 to a selected foe.
Privateering: -7EP : Effects of Blockade PLUS Piracy. Requires a Letter of Marque from a Duke or higher.
Skirmish: -3 EP : A basic attempt at power projection, this option facilitates small-scale battles usually along a frontier.
Amphibious Raid: -3 : Capture 50 Denars per 200 RP invested. May only go up to the Denars produced in that hex! Additionally causes -0.05 Local Peasants for a turn if undetected. Enemy Land Patrols and Sea Patrols count towards Security Rating!
Amphibious Assault: -5 EP : Where there is a Wharf, a Fleet can attempt to offload troops in a hostile territory. See Amphibious Injection for espionage related activities. This is always an Open Mission.
Travel*: -3 EP : An espionage check must be made for each hex passed through that is actively patrolled by an enemy fleet, or which is host to a Harbour. If detected anywhere along the way, then the mission fails. Therefore penetrating further into enemy territory is increasingly risky. Orders may pick their route if they have uncovered their rivals Security arrangements. Naval Travel can be a good way of injecting troops / agents behind enemy lines. See Movement rules for full details.
Ambibious Injection: -4 EP : This is used as the "End Point" for a Naval Travel linking agents to another mission, it constitutes the most dangerous manoeuvre, and must be done before they can continue on their operation.

* Ships patrolling neighbouring Hexes with a direct sea route add their SR to any Travel actions. This only counts for Travel, and not any other part of an Espionage Action!

Note, the ONLY Optional Extra available is "Open Mission" +3 EP. Naval Espionage cannot target global targets either, its all local.

Combat actions as a result of Espionage are decided via the Naval Combat rules, NOT Espionage Combat rules!


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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyTue Nov 27, 2012 5:06 am

Trade

All trade actions require a bazaar.

Trade can be enacted in a number of ways, ranging from quiet order to order trades, bazaar purchases, open trades, and the royal bazaar.

Order to Order Trade

There are trades between Orders that are conducted via PMs and via message boards. Usually one order tells another friendly order that they are short of a resource, and enquire if the other has any available for trade. These transactions can then be done for denars or other troops, at any rate of exchange. It is even possible to send materials without expecting anything in return in an attempt to build relationships, or to help out. Likewise, aid can be sent to the enemies of a rival in order to weaken that enemy.

Trade done in this way just needs to be noted in the Orders orders for that turn.

Bazaar Purchases

These usually cover areas where there is a shortage of material, or a big surplus which cannot be sold elsewhere. Resources can be bought or sold at any time, in the following rates;

Sell items to the Bazaar : 500 denars /unit
Buy items from the Bazaar : 1,500 denars /unit

If you choose to do this, be sure to note these transactions on the weekly orders.

Open Trades

Open trades are basically a general announcement of what an Order needs, or what an Order has to offer. The Order, then supplies information on prices and quantities, plus any additional information (for instance they might say they are willing to offer Timber for Iron). Other groups then contact the Order, and fill negotiate the request.

All Open Trades are conducted here: https://popaftermath.forumotion.com/t601-open-trades

Be sure to note any such trades in the weekly orders!

Royal Bazaar Trades

These actions are quite similar to Open Trades, but are done entirely in secret. An Order says the resources they have available to a GM, and that GM will make a note, and post them on the board. All transactions are done with set prices, which are somewhat below normal market rates however the benefit of anonymity means that there is no general indication of purchases (so people cannot second guess what shortages / surplus you have), and enables rivals to trade with each other through a neutral third party.

If you wish to make a purchase, you can either do it openly through the thread, or message a GM who will then handle the rest. In the weekly orders, money paid toward Royal Bazaar Trades should just be listed as Misc, or another generic tag.

All Royal Bazaar Trades are sent to a GM, where they will then be listed here : https://popaftermath.forumotion.com/t600-royal-bazaar

Any income from sold goods will be noted in the Report.
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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyTue Nov 27, 2012 9:34 am

Minor Orders (NPC Cities)

NPC Cities are now OPEN to development with the following rules!

NPC cities have now got bonuses just like any other, however there are certain conditions which must be met in order to appease their resident Minor Order, otherwise they function precisely the same as any other hex. There is a chance each season that host NPC Orders will demand something of the "Owner", determined as following at the start of each Season.

--

We roll d100 each turn that an Order owns the NPC city, but does not have any active requirements from that NPC. If they get over 80, then we select one of the requirements. If they fail, they lose influence. Success just lets them remain.

Any interactions between NPC Order and Occupier can be handled by the Voice of the Nobility, I think they should be adequately familiar as to the type of dealings they should have.

--

Roll 1-100, on a result of 80 or higher roll a d100 once again, and refer to below chart. 79 or lower and there are no demands.

--

Ravenspear (Hex 51) :

1-5 : Espionage on enemy Order (esp. on the Order with the lowest relations, where there is a tie, the Player Order may choose. Proceeds to go to the NPC group)
6-20 : Require a building built (scriptorium or library). May exceed the building limit. Only one required, but no further requirements for 2 more turns.
21-50 : Investment of 50 Denars per Influence point required to buy books for the university (halved if the order has a library)
51-100 : Escorts for scholars required. 1000 RP of troops per chapter house level. Gives +1 influence, bot no additional security.

Windriders (Hex 25):

1-5 : Raid on enemy Order
6-20 : Require a building built (bazaar or a road).
21-50 : Investment of one spice per 10 influence (rounded down) to fuel D'Shar trade.
51-100 : Help in policing the steppes required. 1000 RP of mounted troops per chapter house level. These will be considered for Security Rating calculations.

Immortals (Hex 48):

1-5 : Skirmish with enemy order patrol
6-20 : Require a building built (city or town watch or a training ground)
21-50 : Investment of one iron per 10 influence to equip troops (halved if the order has an armour or weapon smith)
51-100 : Help in patrolling the southern coast against the cult required. 1000 RP of non-mounted troops per chapter house level. These will be considered for Security Rating calculations.

Noldor (Hex 62):

1-5 : Skirmish, raid or espionage against the Gauntlet (Aeldarian dominant). Possible alternative: Hunt down renegade Noldor. (Ithilrandir dominant)
6-20 : Require a building built (sheriff or sentry outposts)
21-50 : Investment of one timber (>10 influence), + one granite (>20 influence), + one flax (>30 influence), + one iron (>40 influence), + one marble (>50 influence) to help with resource shortages.
51-100 : Help in patrolling the eastern forests. 1000 RP of ranged troops required per chapter house level. These will be considered for Security Rating calculations.

--

Player Orders MAY try and kick the NPC Order out, however they will not go down without a fight!
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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyWed Jan 09, 2013 12:31 pm

Feudal Ranks

Because there has been some confusion recently as to the feudal ranks, and how the Orders were positioned within them, here is a breakdown of the Pendorian Feudal System. At the top sits the King, with those below owing fealty to those directly above them.

King
<- Regional Governor* <- Duke <- (Grandmaster) <- Margrave <- Count
<- Baron <- Baronet <- Knight-Commander / Patrician <- Knight / Magnate
<- Squire

*Regional Governor is no longer actively being used as a title, but it is left here as an indicator to its position.

Grandmasters are placed in brackets here because they are ordinarily subordinate only to the King. Any holdings owned by an Order are owned directly by the Grandmaster, and should the individual commanding the Order change, then their titles go with the office. It is however possible for a member of an Order (or even the Grandmaster) to own titles which are in turn vassal to someone else, in which case they owe their Liege ONLY their feudal dues, that is the taxes and levies of that title. An Order member is under no obligation to bring Order assets and manpower to bear for their Liege Lord, but so doing could earn them greater titles and rewards in the future...

Bear in mind that fealty only works to direct Lieges, so a Count only owes fealty to their Liege Duke, Liege Governor, or King. If a Count is ordered to do something by a Duke not their Liege, they have the right to refuse, though diplomatic pressure may force them to carefully consider doing so. While a Liege Duke could order a Vassal Baron, it is not the done thing, and somewhat frowned upon. There is a strict social hierarchy, whereby the Duke gives his Count orders, who in turns get their Baron to actually do the work.


Sovereign

The King - Absolute sovereign of the land, to whom all owe fealty


Aristocracy

Duke - The lands are split between 18 High Lords, who each control a number of Counts.
Grandmaster - Somewhat autonomous, they control military rather than landed assets, and like Dukes answer only to the King.
Margrave - Counts who rule in a border, or dangerous province are given extra tax rights, military levies and authority to secure their holdings.
Count - The ruler of a County, the primary building blocks of Pendor.


Landed Gentry

Baron - A county is usually divided between one or two major estates, the minor of which forms the Baron. They are also the ruler of a hex in smaller, less developed parts of the Kingdom. The Fierdsvain Merchant Princes are informally members of the Baronial class due to their exceptional wealth and influence.
Baronet - Groupings of Gentiles owe fealty to the Baronets, who essentially function as the administrative tier in a County. Guild masters also comprise an informal member of this class due to their control of large numbers of Patricians.


Gentiles

Knight-Commander - The senior knights, usually distinguished through reputation, honours or by having a larger than normal estate or other military assets such as a Fortress.
Patrician - Members of the urban middle classes who comprise the higher tax brackets in Pendor, and who tend to control dozens of caravans or other important economic assets.
Knight - The armed members of the Aristocracy who are granted small land grants in return for military service and a small levy.
Magnate - Similar in influence and power to that of a Knight, but distinguished by paying higher than usual taxes in lieu of military service.
Squire - A very minor noble, usually controlling a tiny piece of land usually no bigger than a manor house, or else a younger member of a higher born family.

Additionally; Patricians and Magnates are fairly new ranks, so most traditional nobles will actually rank them lower than their military counter part. This is a symptom of the increased urbanisation that Pendor has experienced during and since unification. By this I mean nobles like Brennus, Duke of Avendor or Alaric, Duke of Senderfall.

While Knights are known as "Sir", a Magnate is "Master" and a Patrician is "Honoured Master" because in Pendor historically they were the master craftsmen, but over time became the business owners. A Baronet is still "My Lord".


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PostSubject: Re: Manifest Destiny Rules (New)   Manifest Destiny Rules (New) EmptyWed Jan 09, 2013 1:38 pm

Movement

To make things a little more realistic now that things are getting territorial, there are a number of border options which can be toggled for each Order combination in the Border Policy thread; https://popaftermath.forumotion.com/t706-border-policy

Open - All groups may pass unmolested and without restriction.
Reported^ - Any non-covert movements through territory are reported at the beginning of the next turn.
Stop - All parties are stopped and must request permission to pass before being admitted. This can be done mid-turn (ie in real time).
Closed - No parties may pass at all, under any circumstance. Requests for access can be sent mid-turn (ie in real time).
Seize - All parties are stopped at the border, and any goods they wish to carry through the land are seized. Requests for access can be sent mid-turn (ie in real time).

^ For example "This turn, two groups of Griffon Knights passed through" or "This turn, three Dragon caravans passed through"

You may determine "Crossing Points" where you allow an Order through with an Open policy, even if the rest of your border is in a more heightened state of alertness. Therefore, you could effectively close your borders to all (Closed / Stop / Seize), but basically force them to pass through a certain hex to gain entry to your lands. They must still pass a Travel Check if they stray from their declared route on entry.

Land Movement

Travel Checks are done on an average SR for the whole journey (the most direct route unless specified), to save us calculating everything!

You can still attempt to cross territory which is Stop / Closed / Seize, but this will require an Espionage Travel Check. You may also try to pass through lands with Reported status, without being Reported under the same conditions. Furthermore, any Travel checks under Reported or Stop are undertaken with a reverse Operation Size (so a Huge Party would get 0, and a Tiny Party would get +4 EP). All parties trying to pass through a Closed or Seize territory will be done with a 0EP Operation Size... they are watching for you!

If you fail the Travel check, a Skirmish will break out, and the movement in its entirety will fail (even if you win)!

This also counts for caravans transporting Supply, Resources, Troops or Denars through enemy territory. They are considered "tiny" groups of travellers. Caravans will NOT try to sneak through lands, but if border policy changes mid-turn, then the effects above will occur if caught. On this turn Caravans will receive a +3EP "Familiar with the Route" bonus.

Naval Movement

A Naval Patrol is any of the following;
- A group of ships with no action actively patrolling (ie not docked) the hex, or any *adjacent ones with a direct sea route. Their SR bonus counts once for the averaged Travel action.
- A Harbour in the Coastal hex
- A group of ships conducting "Privateering, Blockade, Ravaging or Piracy" Espionage Actions in the hex. This is a unique Naval ability, there is no Land equivalent.

* A patrolling fleet is present in Hex 2, which is adjacent to 3 and 1. Any Travel actions through 3 or 1 will also have the Patrol fleet from Hex 2 included in the SR. This is ONLY true for Travel, and does not count towards any other Espionage Actions... they are trying harder to be sneaky and thus avoid the adjacent oversight.

All ships under this category will join in any Skirmish actions, further an Order may use ships docked in the hex of a failed Travel may also join the Skirmish at the behest of the violated Order.

When using Naval units, you get a permanent +4 EP bonus when passing through Stop / Closed / Seize regardless of fleet size, and +8 through Reported. Ships tend to be tough to spot from the sea! If there is a Naval Patrol present in the hex, then this bonus is halved.

Further, any ships which are spotted, but where there is no Naval Patrol, will still pass freely, but their presence is "Reported".

Any Naval Patrol ships which enter a Skirmish due to a failed Travel check, do this after their espionage action has been completed. Therefore any casualties / damage suffered carry over.

Goods and personnel can still be sent by sea with either a fleet or pressed Coastal Cogs with the same rules as above. 1 Resource takes 100 Troop Capacity, 1 Supply takes 50 Troop Capacity, 5,000 Denars takes 50 Troop capacity.

Ships may go between the West Coast and Lake Avendor via the Icemirror River. This is a difficult journey which takes a full season to complete.

Ships may go between the West Coast and the South Coast, around the D'Shar Principalities, however this is a long journey which takes two turns to complete.
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