| | Manifest Destiny Rules (OLD) | |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Manifest Destiny Rules (OLD) Sat Oct 22, 2011 1:59 pm | |
| - Spoiler:
All resources for the Aftermath RPG can be found below. Territory Map- Spoiler:
Blue = Coastal Dark Green = Forest Light Green = Grasslands Brown = Mountains Orange = Hills Yellow = Steppe InfoSheetClick Here for the SheetContains; Influence Actions tab : The different possible ways of raising influence in a hex Inputs tab : The different settlement levels and their relation to the terrain modifiers Improvements tab : A full list of the buildings in Aftermath Unit Costs tab : A detailed run down of the unit cost scheme. TerminologyUnoccupied : 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.
Last edited by Mordred on Fri Nov 02, 2012 2:16 am; edited 27 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Sat Oct 22, 2011 2:03 pm | |
| - Spoiler:
InfluenceInfluence will have a number of level shown below. Each level permits a differing level of control (note, you may not always wish Aristocratic Rule in each region, as you will be then responsible for the full upkeep). - To gain control over an unoccupied province you must achieve "Patrols" status. - To gain control over an occupied province (one which has a town or castle already present) you must achieve "Outsider" status (10 influence). You may employ the "Vigilantes" influence action to speed this process up... at increased cost. - If staking a claim to an occupied province, you do not need to build a stockade, there should already be defences of some kind present. You just need the Chapterhouse I. - Chapterhouses are always charged at 100% cost (and have a 100% build chance when ordered). They still have reduced upkeep due to influence though. Level 1 PatrolsRequirements - Only in un-owned lands - Send Knights / Retainers to Province - Influence only raised by troops present, NOT spent RPs. Benefits - 0% Upkeep - 5% Income - May build Stockade - More than 1 Order may be present at the time. -- HOWEVER further development not possible while other Orders interfere. Level 2 OutpostRequirements - Stockade - Only in un-owned province Benefits - 100% Upkeep / Cost - 10% Income - May Build Chapterhouse I - There is a chance that local lords will build something though Level 3 OutsiderRequirements - Stockade - Chapterhouse I (May only be built when no other stockades present) Benefits - 50% Upkeep / Cost - 10% Income - Full building tree unlocked - In Unoccupied provinces, Aristocratic Influence automatically granted, along with the required 160 Influence. -- Patent of Nobility granted for Unoccupied provinces (meaning you don't upset other lords by becoming Minor Noble or Aristocratic, you legally own the land already) Level 4 Citizen (Entry level to regions with Town / Castle) Requirements - Chapterhouse II Benefits - 10% Upkeep - 10% Income - May suggest construction but permission unlikely to be granted - Construction only costs 10% Level 5 BurgherRequirements - Citizenship - Chapterhouse III Benefits - 30% Upkeep - 30% Income - May suggest construction and permission possibly granted - Construction only costs 30% Level 6 Minor NobilityRequirements - Burgher status - Chapterhouse IV - Patent of Nobility is optional, but if you do not have one you will upset all other Lords. Benefits - 70% Upkeep - 70% Income - May suggest construction and permission likely to be granted - Construction only costs 70% Level 7 AristocraticRequirements - Minor Nobility Status - Chapterhouse V - Patent of Major Nobility is optional, but if you do not have one you will upset all other Lords. Benefits - 100% Upkeep - 100% Income - Full control over construction - Full price for construction 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 "Influence Actions" tab!) http://www.stormwind.co.uk/image1/AFMInfoSheet1.htmI 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 "Outpost" 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, and each Order has a speciality. The bottom chart shows that you can send either troops or RPs 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 : (Thanks Iskar!) Imagine the Silvermists; They are Burghers in Laria and according to the chart we pay half price for the "escorting" action at this level. Therefore they assign 25 rangers to escorting, they will generate 5 influence per week. When they amass 80 influence they have the option of becoming Minor Nobility (the Chapterhouse IV becomes available). Once they become Minor Nobility, they have their own bodygards, so need the escorting less, therefore they generate only 2 influence a week from that action. Therefore they may wish to consider coercion or one of the other actions and bite the extra cost required.
Last edited by Mordred on Fri Nov 02, 2012 2:17 am; edited 19 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Split Topic Sun Oct 23, 2011 2:43 pm | |
| - Spoiler:
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 "Patrol" 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/AFMInfoSheet1.htmWarning - Its big! Improvement : The Building Type : T for Towns, C for Castles, T C for both. Tier : The settlement upgrade level required Bonus : The production modifer bonus Cost : How many RPs it costs you to build Upkeep : How many RPs it costs you to keep it running. Requirements : Additional things you need before you can build it. Resources appear here, and can be traded between provinces and Orders with the correct infrastructure! Other Benefits : Things which are not production-related Additional : Additional Info Generally costs jump from 5 weeks to recoup cost to over 20. Upkeep is generally 1/5 of income generated, however this does differ for some buildings (the industrial ones and windmills take less upkeep but cost more to build). Each Castle level can support one building, each Town level can support two. Therefore provinces with two castles can have a maximum of 14 buildings if they are both Citadels, while a Metropolis and a Citadel can maintain 20 buildings. Upgrades are not counted as a unique building, they simply replace the building that they have upgraded. Prospecting can be done in any province with hills and mountains, and is itself not a building per say. When you declare you wish to prospect, I will determine what resources you find there. Some buildings can produce materials as well as profit (Iron Mines produce Iron Ore for instance) these can be sold to other Orders or traded between your own provinces in order to utilise the industrial buildings. Places like the Weaponsmith require 1 unit of Iron to function, and when active produce far more wealth than another building of its level. Note, trade routes need to be constructed, it requires no infrastructure to export a commodity, but does cost to import (so a bazaar allows you to import 1 unit, of 1 resource). There are mercantile upgrades that increase the capacity of these buildings. Some buildings exist to provide a different service, Skilled Craftsmen for instance reduce building costs, while an Inn lets you hire mercenaries. Note : sometimes the costs do outweigh the benefit. Building a Scriptorium in a Tier 1 Stockade is likely pointless, but in a Small City would likely save you some resources. To upgrade a province you will need to have build at least 1 building per level. So to upgrade a Tier 3 town to Tier 4, you will need 3 buildings built there. Below is a list of what influence level can build / upgrade what. Note that all upgrade limitations are up to and including; Patrols - Only build stockades Outpost - Only build stockades Outsider - Only build stockades Citizen - Full town upgrade options, fortifications to Castle Burgher - Full town upgrade options, fortifications to Castle Minor Nobility - Full town and fortification upgrade options Aristocratic - Full town and fortification upgrade options
Last edited by Mordred on Fri Nov 02, 2012 2:17 am; edited 7 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Tue Oct 25, 2011 4:39 am | |
| - Spoiler:
UnitsPlease see this sheet for the combined unit costs (Unit costs tab!) : http://www.stormwind.co.uk/image1/AFMInfoSheet1.htmAll units in the game cost money to raise, and to maintain. Upgrades for your soldiers are certainly possible, and have already been happening throughout the course of the RPG. Be aware however, that any improvements to your soldiers do need to be paid for. For example, even though the Silvermists are not mounted, they cost nearly the same as their mounted knightly counterparts due to the large number of expensive special abilities that they possess. 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. Order Knights and Retainers can be purchased individually, however Royal Pendor Units must be bought in sets of 100.
Last edited by Mordred on Fri Nov 02, 2012 2:18 am; edited 2 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Tue Oct 25, 2011 4:52 am | |
| - Spoiler:
Actions
All actions in Manifest Destiny are presumed to take one week, unless otherwise specified. This includes building times for everything apart from Castle upgrades which are noted individually and Town Upgrades which take a season (see below). You may build one building per province, per week so long as you have the money 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 RPs, 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 RPs, with different troops being worth different amounts of RP depending on their level of training.
Some actions take a "Season", town upgrades being the main example. A season is simply 3 weeks of play.
When posting what you are doing, please d the following IN YOUR CHAPTERHOUSE! NOT IN PUBLIC!
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
Last edited by Mordred on Fri Nov 02, 2012 2:18 am; edited 1 time in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Tue Oct 25, 2011 9:39 am | |
| - Spoiler:
Terrain- Spoiler:
Blue = Coastal Dark Green = Forest Light Green = Grasslands Brown = Mountains Orange = Hills Yellow = Steppe RPs are really a generic term of labour, manpower, gold, wood, metal all handily wrapped up into one package. Therefore we have a central currency without needing to worry too much about exchange rates of each commodity. Each province produces a number of RPs depending on its type, this is then further modified by the production and population centres which are present there. This is broken down by the following; Terrain | Production | Coastal | 3 | Forest | 4 | Hills | 4 | Mountains | 2 | Grasslands | 6 | Steppe | 5 | River | +2 | |
Which is then modified by the size of the settlement (if a Town is present). Each province may have two settlements, either two castles, or a castle and a town (new towns may not be constructed). This give the following modifiers Settlement Type | Modifer | Small Town | 1 | Medium Town | 2 | Large Town | 3 | Small City | 5 | Medium City | 8 | Large City | 13 | Metropolis | 21 |
or, for Castles; Settlement Type | Modifer | Stockade | 0.1 | Hill Fort | 0.3 | Castle | 0.5 | Fortress | 0.8 | Citadel | 1.3 |
Now, you will see that towns produce ALOT more wealth, this makes them vital strategic assets. Also castles will begin life costing more than they produce (they are garrisons first and foremost) however with asset upgrades, they can break even or even make some RPs. And just so you are all aware of the formula used in determining income; (Population Production x Terrain Modifier) + (Improvement Production x Terrain Modifier) x 250 / Influence
Last edited by Mordred on Fri Nov 02, 2012 2:19 am; edited 2 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Tue Oct 25, 2011 11:50 am | |
| - Spoiler:
NPC OrdersNPC Orders will not be played actively, however they do have a place in the world of Pendor as assets or obstacles to your growth. Note ; If threatened / attacked then I may active the Order and play them myself. The way you interact with the Order is through diplomatic missions which cost RPs but can give up some useful benefits, trade agreements or defences. You can earn Influence in a NPC owned-province in the same manner as you do anywhere else, however you cannot claim direct control over it like you would in other provinces. Alternatively, you may make gifts of resources to them which raise relations by 5. 3000 (RPs only, no troops) : +5 Relations. NPC states only.Once you have earned 20 Influence, you may construct a Consulate, this will cost you 10,000 RPs. When you have the Consulate, you may choose one of the following diplomatic missions; - Spoiler:
You may choose one mission per season. If it is a generic treaty then it will occur weekly, if it is a specialist mission then it will take effect once in the season. Other Orders may choose to invest their own resources in the NPC province, and that influence will work to remove the influence of the owner of the consulate. Once it goes below 20, the consulate is destroyed and a new one can be built. It is therefore prudent to continue to invest in an NPC province, both to reap greater rewards from the missions, but also to fend off influence attacks. If you ever attack the NPC province, influence is reset to 0 regardless of outcome.
Last edited by Mordred on Fri Nov 02, 2012 2:19 am; edited 1 time in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Tue Oct 25, 2011 12:57 pm | |
| - Spoiler:
Garrisons REMOVED
Pendor is a dangerous place, and if you have something precious, chances are that someone else wants it too. This is why Castles and Towns began to rise up all around the landscape. However, the land is officially at peace, and the King has called into effect the law of halves, meaning that there will be consequences for any Lord that garrisons their fortresses over half capacity. As you will see below you gain the greatest benefits from garrisoning over the Law of Halves rule, but this will annoying the King. You may however petition the King to grant an exemption, though you will need to present good reasoning for this.
Each settlement has a capacity assigned to them, this start out very small but rapidly increases in size. Now, if you were to use precious Order Knights and Retainers to defend these assets it would become expensive rather quickly, therefore you will want to consider hiring Royal Pendor soldiers, who will happy occupy these structures and defend them against attackers.
For every 25% of garrison above 50% you will get +1 influence per week multiplied with the level of your chapterhouse in the province. This works both ways however, if you have less than 1/4 of your defences manned then you will lose 1 influence a week as people begin to question your authority and the crime rate raises. This loss is also multiplied with the chapterhouse level as people will wonder why you can finance such a big chapterhouse but cannot afford to defend their lives. You may choose to fill the garrison to capacity, no matter your influence level, in order to boost influence gain, however you will still have to pay all the upkeep for the troops though. As a province's garrison is the domain of its feudal lord, the negative effects will only take effect if you are this very feudal lord, i.e. have aristocratic status in the province. Note however, that the king will in this case rely on you to keep order in the respective province and not manning your defences appropriately (between 25% and 50%) will result in a loss of royal favour.
Example: You have a province with a city with full garrison (+2) and a castle with 80% garrison (+1) and chapterhouse III (x3) in the city, therefore you gain (2 + 1) x 3 = 9 influence per week.
Finally, there is the medieval concept of "Right to Crenelate" that is, to build defensive walls. You must have "Minor Nobility" or "Aristocratic" status if you wish to build fortifications of "Fortress" level or higher. You are of course free to break this rule, but local lords will take this as a sign of aggression.
To summarise:
Every 25% of garrisoned troops above 50% = +1 influence/week (i.e. +1 for 75% and above, +2 for 100%) <25% for Aristocrat of garrison = -1 Influence/week This basic gain/loss is then multiplied with the level of your chapterhouse to yield the total weekly gain. Minor Nobility or Aristocratic status required for Fortresses and Citadels.
Last edited by Mordred on Fri Nov 02, 2012 2:19 am; edited 6 times in total (Reason for editing : Changed in order to simplify the rules, in accordance with Mordred. ~Iskar) | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Fri Oct 28, 2011 12:58 pm | |
| - Spoiler:
Movement
Because I know this will come up sooner than later, I needed to get some rules in place concerning movement. Note these will likely be updated with movement costs, once I have a better sense of the economy and what people can afford. Time will not be a factor.
- You may move as many troops as you wish through any unclaimed province. -- If there are patrols or other forces present a battle may take place if one side chooses to initiate combat. -- Moving troops through a province will not stop a claim. This happens ONLY if you actually use the "Patrols" influence action.
- NPC provinces that you are neutral (or positive influence) with, allow passage at a cost of 20 RPs per man. This is reduced by 1RP /10 influence to a minimum of 1.
- Moving through lands owned by other Orders is prohibited, unless they offer you freedom of passage. - You may move through hostile lands but run the risk of interception and ambush. - You MAY move through claimed lands without a declaration of war the turn before. This will not impress the King. - Orders MAY charge a toll for passage, this is a good way to raise money if you control strategic roads.
- If you choose to bypass an Order's territory and go the long route, I will penalise you in terms of time taken.
- You may travel between towns who both have a Port, without needing a land route.
Last edited by Mordred on Fri Nov 02, 2012 2:20 am; edited 5 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Fri Oct 28, 2011 1:08 pm | |
| - Spoiler:
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.
Last edited by Mordred on Fri Nov 02, 2012 2:20 am; edited 1 time in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Tue Nov 08, 2011 2:50 pm | |
| - Spoiler:
RecruitmentNow 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 RecruitmentAs 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- New Recruitment system -- Dependant on relations with four different factions. --- Zealots: This depends on how well the order sticks with their defining ideology, i.e. anti-Noldor for the Gauntlet, pro-Noldor for the Silvermist, Empire traditionalism for the Legion, Ravenstern autonomism for the Dragon, their respectice religions for Dawn and Eventide (need to find a way to implement the fact that 75% of the Eventide are currently not heretics at all), Pendor unionism for the Griffon. The modifier could vary between -0.5 (if you make a sudden political turn against your former ideology) and +0.5 (if you follow a clear agenda to further your ideological goals). Thus we could en passant implement the effects of unexpected decisions on the morale of the NPC order troops. --- Peasantry: This would only add to the retainer recruitment modifier, since peasants might be skilled but are usually not well trained. Depending on your behaviour towards the peasantry this might also vary between -0.5 (burning villages, imposing harsh laws and fines, siding too much with power hungry lords and landowners) and +0.5 (donating money to peasants, using a lot of troops to defend villages against brigands, speaking on behalf of the peasantry in front of the nobility). We could introduce recruitment buildings in the hexes, e.g. village training grounds, that would increase this recruitment rate by additional +0.05 per structure. --- Local Nobility: This would mainly work towards knight recruitment, (Clarion Calls for the Silvermist, since rangers aren't knights). Again -0.5 (supporting peasant revolts, trying to kick lords out of their castles in order to take over their holdings) to +0.5 (supporting the nobles in keeping the smallfolk down, dealing with revolts, using your influence on their behalf in the royal court.) We might also take into account the number of castles in an orders holdings, adding perhaps 0.05 for each castle of level at least 3. --- Crown Loyalists: This would, just as Zealotry, add to both retainer and knight recruitment, depending on your standing with the crown. Ranging from -0.5 (supporting autonomist and rebellious lords, tax revolts and other actions against the central gouvernment, amassing too much power without using it for the good of the realm, starting unjustified feuds) to +0.5 (aiding the people of Pendor generally, ensuring peace, stability and loyalty to the crown in your holdings). - Shrines, Chapels, Churchs 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. Old System - Spoiler:
Recruitment of Retainers and Knights is slightly different. At the start of each season, and after major events, the King will collect together a pool of new recruits and hand them out to the Orders depending mostly on political whims. This whim is knowns as "Royal Favour" and is built up and lost during RP events (mini and major) depending on the actions of your Order and players. This pool of recruits provides new Retainers for your order (and at a reduced rate, Knights for the Silvermists). Note these are just available recruits, you will still need to to pay as per the Unit Costs on the Info Sheet.
+ Favour Good roleplay Clever tactics / solutions Good posts / activity Staying to lore Achieving objectives Good deeds
- Favour Bad roleplay Poor / thoughtless tactics and solutions Posting spam or garbage Straying from lore without good reason Failing objectives Evil deeds (note that some of these will of course further your own agenda or provide an advantage. Question is are the sacrifices worth the cost?) Annoying me
To create new Knights, you will be given a number of eligible promotions from the ranks of you surviving retainers. You must then pay the full cost of the Knights as per the Info Sheet (cost of better gear, higher training etc).
Special UnitsTo 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. - 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.)
- 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.
- The number of special troops to be led by the player (and thus to receive the above morale bonus) is limited to 30.
- 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.
Raising the Banners*Available to Counts and above * A Count 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.
Last edited by Mordred on Fri Nov 02, 2012 2:21 am; edited 3 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Sat Jan 21, 2012 4:20 am | |
| - Spoiler:
Naval Power
In order to invade or move troops to another province you must have access to a Wharf (built by Patrol or higher influence) or a Port / Trade Post. In order to load troops on a ship you must have have a Port or Trade Post. When a fleet can move through any coastal province, however if they go through hostile territory then there is a high chance of interception by enemy Harbour Watch ships or enemy fleets. This will result in a naval encounter.
Various buildings provide a token naval presence which will automatically defend your province from amphibious assault. Harbours provide 1 Galley, Ports 3 Galleys, Trade Posts 10 Galleys, Boat Builders 1 Galley, Drydocks 3 Galleys and Shipyards 5 Galleys. These ships may only remain in that province and are rebuilt for free if destroyed at the start of the season. They will however join the defence of a friendly fleet in that province if it finds itself under attack.
An Order may give the command to build ships, and these will become available that same week (as with raising troops), though they will cost substantially more.
Crews will fight if boarded, but must remain with their ship (so cannot join land forces for an amphibious assault). They cannot board other ships, this action required troops to be on board. Crews are considered to be rebuilt after the combat action, including new crews for captured vessels. Crews fight with the same strength as a Pendor Militia Archer, and are armed in the same way.
When fighting, the ship can decide to use its crew (in which case combat is handled in the same way as on land and always target the enemy crew / loaded troops), or its shipboard weapons.
Shipboard weapons directly target the enemy vessel's toughness, making a roll of 1-10 plus the directional Attack rating. If this number exceeds the Defence rating, then they lose one Toughness point. Once a ship reached 0 Toughness, it sinks. For every multiple of the vessels Defence rating done in damage, the ship loses one Speed. So if a Caravel is hit for 8 damage, then it loses 1 Speed, while losing 5 would have no impact while a loss of 14 would make it lose 2 Speed. All ships have a range of 3 hexes when firing shipboard weapons.
Loaded troops always fight like their land-bound brethren, using all the same values as they would normally, and can only target the crews / loaded troops of their enemy.
Harbour Watch Galley These ships are small but fast ships built only for coastal actions. They require very little manpower to deploy and are primarily of use for patrolling that faction's waterways. These ships come with mediocre ship-board weapons, and are not built to withstand much damage but do possess a ram. Troop Capacity : 0 Crew : 10 Attack : 1/1 (Front / Sides) +1 to front when ramming. Defence : 2 Speed : 5 Toughness : 6 Cost : N/A
Galley These ships are built to be ocean going, and are constructed with the clinker building technique making them surprisingly nimble. Galleys are larger and have more crew than Harbour Watch Galleys , thereby allowing it to inflict more damage, however its sea going duties have forced them to forego the ram. These will form the mainstay of most Order fleets. Troop Capacity : 10 Crew : 30 Attack : 1/2 (Front / Sides) Defence : 3 Speed : 5 Toughness : 6 Cost : 6,000 : 3 Timber, 1 Flax, 1 Iron Upkeep : 60
Barque Barques are the first true sailing vessels spotted in the waters of Pendor, introduced through trade with Barclay. Because of their more advanced design, they are able to reach higher speeds and mount more weaponry. Barques make the perfect raiders and patrol ships due to their impressive speed, decent armament and durability. Barques should be considered by those who are serious about naval power, due to their great versatility. Troop Capacity : 50 Attack : 3/4 (Front / Sides) Crew : 70 Defence : 4 Speed : 7 Toughness : 12 Cost : 13,000 : 5 Timber, 3 Flax, 2 Iron Upkeep : 130
Caravel Caravels are hulking vessels only really seen in the fleets of Barclay, possessing numerous masts and a wall of sail cloth, together with a very durable hull capable of mounting a devastating broadside, however their primary weakness lies in their manoeuvrability. The sheer weight of the ship means that these vessels are incapable of quick movement or turning, and their forecastle has had to be reduced compared to other designs making a head-on engagement dangerous. That said, these ships are the pinnacle of shipbuilding ability in Pendor, and any Order who wishes to achieve naval dominance should seriously consider building a number of them. There is only one class afloat that can compete with the Caravel, and those are the legendary Mettenheim Ironclads. Troop Capacity : 100 Crew : 150 Attack : 1/6 (Front / Sides) Defence : 7 Toughness : 21 Speed : 4 Cost : 23,000 : 9 Timber, 6 Flax, 3 Iron Upkeep : 230
Ships are unable to mount boarding actions unless troops are onboard, in which case it is those troops which fight with a defence bonus of; +0 for Galleys, +1 Barques, +2 Caravels.
Skilled Craftsmen decrease RP cost for Galleys by 50%, Journeymen Craftsmen 50% for Barques and Master Craftsmen 50% for Caravels.
A fleet may patrol all coastal tiles that it is adjacent to, intercepting hostile fleets entering this sphere of influence.
The location of your vessels must be noted in your Chapterhouses. Fleets may sail between the South Sean (49 or 65) to the Western Sea (1,2,3,4,5,7,8,9) and between the Ravenstern Sea (20) to the Western Sea via the Ravenstern River (2). To do this, your fleet must be in the starting province at the start of that week, and will arrive for the 4th week (ie taking a season to sail). Note, to sail the Ravenstern River, you risk attack from land forces of each river province you sail through.
When fleeing an unsuccessful amphibious assault, troops may re-enter their ships but it will take them 2 weeks to do so, leaving them open to further attack, otherwise it is impossible for troops to board without the correct infrastructure.
Last edited by Mordred on Fri Nov 02, 2012 2:22 am; edited 4 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Sat Feb 04, 2012 4:27 am | |
| - Spoiler:
Economic Buildings
There are a variety of economic buildings available on the information sheet and they work in different ways depending on what resources you have available and their basic functionality. These are divided between "Factory" improvements, which will always require their raw materials and "Maintenance" improvements that provide a one off bonus when their raw material is supplied.
Factory Improvements Factory improvements will require a continual source of their raw material to provide the massive economic boost that they do. They can continue to function without but at a much reduced capacity and with high upkeep costs. You can see these figures as "Unsupplied Industry I-III" on the information sheet. Buildings which count as a factory are as follows;
Port (Will not allow embarkation or the Harbour Watch either) Trade Post (Will not allow embarkation or the Harbour Watch either) Armourer Master Armourer (After one turn of supply it will provide the Order upgrade, so long as you retain control of the building. Only one upgrade of the type per Order.) Weapon Smith Master Weapon Smith (After one turn of supply it will provide the Order upgrade, so long as you retain control of the building. Only one upgrade of the type per Order.) Bowyer Master Bowyer (After one turn of supply it will provide the Order upgrade, so long as you retain control of the building. Only one upgrade of the type per Order.) Fletcher Master Fletcher Dyeworks I Dyeworks II (After one turn of supply it will provide the Order upgrade, so long as you retain control of the building. Only one upgrade of the type per Order.) Dyeworks III Boat Builder (Will not provide Harbour Watch or allow ship construction if unsupplied) Drydock (Will not provide Harbour Watch or allow ship construction if unsupplied) Shipyard (Will not provide Harbour Watch or allow ship construction if unsupplied)
Maintenance Improvements Maintenance improvements tend to have no income, and as such do not need to be kept supplied at all times however they will continue to cost upkeep at the normal rate even if unsupplied. They will only provide their special ability if supplied (ie the building cost reduction), however they still allow upgrades to towns and the like if they are unsupplied.
Skilled Craftsmen Journeymen Craftsmen Master Craftsmen Artisans Guild
Last edited by Mordred on Fri Nov 02, 2012 2:22 am; edited 2 times in total | |
| | | Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny Rules (OLD) Fri Jul 27, 2012 6:30 am | |
| - Spoiler:
Extra Actions
Raiding - Raiding! This allows you to reduce the income of enemy provinces (but you do not keep the income, its just financial damage). For every 100RP of troops sent, +1 to raiding die roll.
1-25 : No bandit raids (0.0) 26-50 : Few bandit raids (-0.1) 51-70 : Several bandit raids (-0.2) 71-85 : Numerous bandit raids (-0.3) 86-95 : Serious bandit raids (-0.4) 96-100 : Bandit infestation (-0.5)
This would entirely do away with garrison requirements too, and instead introduce a "global" garrison figure which represents troops patrolling the home provinces. It would also allow Orders to raid each other, on a scale opposite to the patrol bonus (so send 1000RP to raid your neighbour would increase their banditry roll by 10)
Last edited by Mordred on Fri Nov 02, 2012 2:22 am; edited 1 time in total | |
| | | Iskar Peasant turned Lord
Posts : 4142 Join date : 2011-08-19 Age : 35 Location : Germany
| Subject: Re: Manifest Destiny Rules (OLD) Fri Aug 03, 2012 12:34 am | |
| - Spoiler:
Trading and Storing Resources: These changes take effect next season! Bazaars, Marketplaces and Caravan Stops now enable the owner to buy and sell resources. The rates are as follows:
Bazaar: Buy at 1500, Sell at 500 Marketplace: Buy at 1250, Sell at 750 Caravan Stop: Buy at 1000, Sell at 1000
This applies to all resources except gold.
Furthermore, in order to make raiding options more interesting, the location of storage for stored resources must be noted in your orders. Chapterhouses provide room for storage according to their level via "Storage slots = 3 x level of the Chapterhouse".
When you ship resources betweeen your holdings or between bazaars and the destination of the resource, note in your orders which route your caravans take.
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