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Thread: Das Heilige Römische Reich (HRR)

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    Default Das Heilige Römische Reich (HRR)






    The year is 1125. The Salian Dynasty has ended with the death of Emperor Henry V. New families and new duchys emerge under the ever growing Holy Roman Empire.
    The Basics
    Basically in this game you will control both a family and a faction, it's sort of a hybrid RP and country game. You will need to start a family and increase its support amongst the other states of the HRE (basically votes) and attempt to earn a seat on the council of electors or possibly becoming Holy Roman Emperor if you play your cards right. As emperor you main goal would be to reign in those pesky princes and attempt to make it a unified state under your family's control. Each turn is 20 years. Of course I will take some liberties in terms of the structure of the Reichstag and such, but it should be fun.
    Last edited by 'Gunny; June 26, 2011 at 10:09 PM.

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    Default Re: Das Heilige Römische Reich (HRR)

    Imperial Structure
    Current Emperor: Lothair of Saxony
    Electors:
    Mainz
    Trier
    Cologne
    Bohemia
    Brandenburg
    Palatine of the Rhine
    Saxony


    Playable Factions (Tenative)

    Austria
    Trietse
    Tyrol
    Carniola
    Styria
    Bavaria
    Salzburg
    Brabant
    Luxembourg
    Holland
    Frisia
    Flanders
    Zeeland
    Hainaut
    Groningen
    Guelders
    Namur
    Drenthe
    Wurzburg
    Berg
    Liege
    Lippe
    Oldenburg
    Osnabruck
    Nassau
    Brunswick-Luneburg
    Holstein
    Mecklenburg
    Saxe-Lauenburg
    Bar
    Hesse
    Lorraine
    Savoy
    Pomerania
    Teck
    Wurttemburg
    Baden
    Last edited by 'Gunny; June 23, 2011 at 10:13 PM.

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    Default Re: Das Heilige Römische Reich (HRR)

    Family
    In this game, your character will be your family, with you controlling the head of the house. Each turn I will roll dice for a child, a 1-2 means no heir, a 3-6 means there you will have a kid (I won't bother counting baby girls, make them on your own time ) Dying without a heir means that you enter into a personal union for a turn with a country you have a marriage with. Similarly you may enter into a marriage with another faction (you can either negotiate or let the dice handle it) as long as you are in good standing with them. For simplicity's sake, you may only enter into 5 Royal Marriages, but can cut royal ties if the mariage isn't doing much for you. Each family starts with 10,000 and earns 10% of their factions income (don't worry about subtracting it from faction income)


    Reichstag and Elections
    Most of us are familiar with the typical parliament setup in which you run for office and get elected, etc. Here, you will be trying to wine and dine the different electors, as well as bribe convince other princes to support your legislation. The Emperor will control the Imperial Cities votes.

    The Reichstag will operate slightly differently than previous parliaments. The Reichstag will only deal with certain events and votes will generally be carried out in the same way as elections, with each side having to gain % support and being able to challenge each other to debates (no posters though )
    Like in RB, debates are free, speeches will cost 2,000 out of the family's pocket, but you may not appeal for money (though a level 5 merchant house can alwasy give a loan)

    An imperial diet will also last for 3 days.

    You may also have a shot at Emperor. Like other elections I will operate in %s, however, unlike other elections, there will not be a sign campaign thread, but rather a diplo thread for each elector. Your 'campaigning' will consist of wining, dining, and having friendly chatter (debating) with the electors. Good arguments will increase your %, bad ones will decrease. You may only visit one elector at a time, so if they seem like a waste of time, you had better move on, as the elections will be only 3 days as usual.


    Religion
    You may change your religion (nothing erroneous though)
    Doing so you will piss off most of the rest of the HRE and chances are you will find yourself at war with most of the AI ones, You had better have some damn good allies before converting.
    Last edited by 'Gunny; June 26, 2011 at 11:08 PM.

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    Default Re: Das Heilige Römische Reich (HRR)

    Buildings and Economics
    You will make money by building province improvements. There are 5 levels of each building type

    Level 0: Standard except for Training Centers, intellectual Centers, and Churches.
    Level 1: 1,000
    Level 2: 2,500
    Level 3: 7,000
    Level 4: 15,000
    Level 5: 30,000

    The Types of building and their benefits are as follows:

    • Fortification - Self Explanatory, the better your fortifications, the better you are when besieged.
    • Training Grounds and Military Housing - The higher the level of your military buildings, the better you will od in combat. A Level 5 will increase the odds in your favor for each battle related dice roll.
    • Market - This is what brings money and people to the city. Each level of market brings twice as much money into the city, a level 0 market (standard) brings in 1,000 per turn. A level one brings in 2,000 and so on. A level 5 can also loan the royal family money, up to 50,000 florins, with a flat interest rate of 10%
    • Roads - Charging tolls to use better and better roads. Each level brings 50% increase in profit. Level 0 brings in 500, a level one brings in 750, level two: 1500 and so on. Having better roads also allows faster army movement (Each level allows you to move one more province in a day, so long as the provinces are connected) you may finance roads in your allies land.
    • Farms - Taxing the farmers is a favorite pasttime of kings, similarly having larger farms may bring benefits like free peasent levys when the going gets tough. Each increase in farm size increases money by 50%. Level 0 brings in 1,000, Level 1: 1,500, etc.
    • Intellectual Center - the brightest and best minds working for your benefit. Each level decreases research time by one day and cost by 10%.
    • Churches - No economic benefit, but will endear you to the Bishop Electors and, If you are the Emperor, the Pope. (Or Patriarch )
    • Port - Only able to be built in a sea-board province. Level 0 brings in 1,000 and each following level doubles income. Each level 3 port allows you to have another trade agrement, each level 5 allows you to have yet another one. Needless to say, ports are important didya see what I did thar?
    You may also engage in trade agreements with other factions. You may either attempt to negotiate it yourself, or let the dice settle it. There are 5 levels of trade agreements, You must have a merchant building of one level lower than the trade agreement levelyou have with any particular state, and you may only have up to 3 trading partners, unless you join a trade league (I'll explain later).


    The levels are as follows:

    Level 1: 2,000
    Level 2: 5,000
    Level 3: 8,000
    Level 4: 15,000
    Level 5: 25,000

    As mentioned before, you may also join a trade league. This will allow you to enter into trade with more than one nation. The standard size is three factions and will earn the participants each 10,000 per turn. For every extra faction that joins the trade money increases by 5,000.


    Faction treasuries start at 10,000



    Military
    You will be expected to recruit and bring to battle troops you recruit in your territory. The troops possible are as follows:





    Infantry:
    • Peasant Levy (1,000 men, Cost: 100 Time: 1 day) - utter , but make good meat shields
    • Spearmen (1,000 men, Cost: 300 Recruitment time: 2 days) - Cheap, simple, good swarming cavalry, but will mostly get mauled by better troops in prolonged melee.
    • Sergeant Spearmen (1,000 men, Cost: 500 Recruitment time: 2 days) - slightly more expensive, can hold their own in melee and are good vs. cavalry.
    • Light Men at Arms (1,000 men, Cost: 800 Time: 2 days) - Professional warriors from the lower class, these men are not quite as skilled as Mercenaries, but cheaper
    • Mercenary Swordsmen (1,000 men, Cost and upkeep: 1,000 Recruitment time: 2 days)- more expensive than spearmen, and have higher upkeep, basic melee troops with sword and shield.
    • Zwei Hander (1,000 men, Cost: 1,500 Recruitment time: 3 days) - Men equipped with 2 handed swords, excellent shock troops
    • Men at Arms (1,000 men, Cost: 1,500 Time: 3 days) - Commoners and Nobles alike fight on foot. these men are well armored and versetile. Put money into research for new armor to increase their deadliness (and price)
    • Halberdier Men at Arms. (1,000 men, cost: 1,700, Time: 3 days) Men armed with Halberds, they are better than spearmen on the defensive, and can be useful in the attack as well.
    • Dismounted Knights (1,000 knights and squires, Cost: 2,500 Recruitment time: 4 days) - Expensive, but are pretty elite and will excel in combat versus lower tier troops, but are vulnerable to cavalry. Put money into research for new armor to increase their deadliness (and price)
    • Dismounted Nobles (500 nobles and retainers, Cost: 5,000 Recruitment time: 5 days)- Extremely expensive, these troops are more than just elite, but they are also less numerous than other units. Put money into research for new armor to increase their deadliness (and price)
    Archers:


    • Peasant Archers (1,000 men, Cost: 400 Time: 4 days) - crap, but good at sending lots of pointy things towards the enemy quickly
    • Crossbowmen (1,000 men, Cost: 300 Time: 2 days) - cheaper than peasant archers, and easier to recruit, can punch through armor, yet slow to reload
    • Archers (1,000 men, Cost: 900 Time: 4 days) - Expensive but rather deadly, these soldiers will wade the enemy down with continuous fire, though not deadly against knights and nobles.
    • Mercenary Pavise Crosbowmen (1,000 men, Cost: 1,200 Time: 4 days) - moderately priced, slightly higher upkeep than archers, but able to focus deadly fire on enemy troops, especially useful against heavily armored knights and noblemen. Also resistant to eemy ranged troops due to the large shields on their backs.
    Cavalry:
    • Mounted Sergeants (1,000 men, Cost: 2,000 Time: 3 days) Standard medium/light cavalry.
    • Mercenary Horsemen (1,000 men, Cost: 3,000 Time: 3 days) Slightly more expensive, but heavier than Mounted Sergeants.
    • Men at Arms (1,000 men, Cost: 3,500 Time: 3 days) Nolbes and commoners on horse. well protected and well armed, they do not have the elan of knights, but they will do a good job. Put money into research for new armor to increase their deadliness (and price)
    • Knights (1,000 men, Cost: 5,000 Time: 4 days) You know these guys Put money into research for new armor to increase their deadliness (and price)
    • Noble Cavalry (500 men, Cost: 7,000 Time: 5 days) Nobles and their retinue, the elite of your cavalry. Put money into research for new armor to increase their deadliness (and price)
    Navy:

    • Cogs (cost: 3,000, Time: 3 days) Basic ships that are essentialy flowing castles for archers to fire at other ships. Nothing Important.
    • Holks (Cost 5,000, Time: 4 days) bigger floating castles with better protection for the archers
    yea that's it, navies weren't much back then....


    Espionage
    There are two types of agents, a spy and an assasin.

    Spies cost 3,000 and take 2 days to be recruited.
    Assasins cost 5,000 and take 4 days to be recruited.





    Spies can perform the following ops:
    • Fabricate claims - Aides in any bid to take over the throne of a nation with which you have a royal marriage
    • Support revolt - Self Explanatory
    • Infiltrate spy ring - Counter espionage
    • Sow discontent among nobles - Enemy nobles may be a bit more friendly
    • Infiltrate Administration - allows information about enemy troop movements, you will gain info on one army.
    • Fund a Pretender - A new claimant to the throne of the target will rise up
    • Incite troop desertion - May make a battle slightly easier
    • Bribe garrison - May make a siege slightly easier
    Assasins May
    • Assasinate Ruler - Self Explanatory
    • Assasinate Heir - Self Explanatory
    • Assasinate Advisor - Will damage the targets ability to function (IE: Don't expact a new army to show up on your doorstep while they are recuperating)
    You may RP the mssions or let the dice do it.
    Last edited by 'Gunny; June 26, 2011 at 11:06 PM.

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    Default Re: Das Heilige Römische Reich (HRR)

    Extra

    Knightly Orders

    In this game, each player will be approached by some knightly order and, depending on how much the player is willing to invest in the order, the player will get certian benefits. There are three levels
    1. Minor Chapter House: Player can recruit Sergeants of the Order (limit 10)
    2. Major Chapter House: Player can recruit Knights of the Order (limit 5)
    3. Chapter Headquarters: Further recruitment and upkeep for Order soldiers is free

    The following knightly orders will exist, each with another special benefit

    Knights Hospitallar
    Knights of the Tau
    Order of the Holy Sepulchre
    Knights Templar
    Order of Saint Lazarus
    Knights Teutonic (Will not become available until turn 4)


    Knightly Orders can establish themselves in more than one location, but can each have only one headquarters. Similarly, a player may cater to more than one order, providing their family holds more than one province.
    Last edited by 'Gunny; June 22, 2011 at 02:45 PM.

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    Default Re: Das Heilige Römische Reich (HRR)

    Reserved5 Just in Case

  7. #7

    Default Re: Das Heilige Römische Reich (HRR)

    *jumps up and down rapidly*

    EEEEEEEEEEEEEEEEEEEEEEE!
    Quote Originally Posted by Dan the Man
    obviously I'm a large angry black woman and you're a hot blonde!

  8. #8
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: Das Heilige Römische Reich (HRR)

    Nice...


  9. #9
    Jingo Eugene's Avatar Vicarius
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    Default Re: Das Heilige Römische Reich (HRR)

    I likey this.
    Jingo Eugene
    "A wise man in times of peace, will prepare for war. Peace is boring, and the wise man has nothing better to do with his time." -Anon

  10. #10
    'Gunny's Avatar Überrock über alles
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    Default Re: Das Heilige Römische Reich (HRR)

    I want some opinions on the reichstag, and the electors. Should the electors be playable?

  11. #11
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    Default Re: Das Heilige Römische Reich (HRR)

    Reserved

    And.. I don't believe they should

  12. #12

    Default Re: Das Heilige Römische Reich (HRR)

    German eh? Me likes this.

    rep+

  13. #13
    Dave Strider's Avatar Dux Limitis
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    Default Re: Das Heilige Römische Reich (HRR)

    You stole my idea you bastard
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  14. #14
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: Das Heilige Römische Reich (HRR)

    Its ok fred you know what will make you feel better doing the next battle phase (JK just go cry )


  15. #15
    Bjorn's Avatar Praefectus
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    Default Re: Das Heilige Römische Reich (HRR)

    Yey, German! *-* I want Lower Saxony! And I vote on us controling the Electors

  16. #16

    Default Re: Das Heilige Römische Reich (HRR)

    count me in.

  17. #17

    Default Re: Das Heilige Römische Reich (HRR)

    EKKKKKKKKKKKK!!!!!! YES!!!!!!! I'm in of course!!!!! *squeals loudly* lol
    Currently Playing:

  18. #18

    Default Re: Das Heilige Römische Reich (HRR)

    What in the...WHO IS THIS?!

  19. #19
    Dave Strider's Avatar Dux Limitis
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    Default Re: Das Heilige Römische Reich (HRR)

    I'm in, I guess, but you still stole my idea.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  20. #20
    'Gunny's Avatar Überrock über alles
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    Default Re: Das Heilige Römische Reich (HRR)

    I've added in the tenative playable factions.

    Its not 100% historic (I'm making some Prince Bishop titles hereditary, and some of these duchies and lordships werent fully established in 1125 ) but it should be good.

    I just need to make sure Dan is able to put them on the map
    Last edited by 'Gunny; June 22, 2011 at 09:59 AM.

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