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Thread: Game Rules and Tutorials

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    Agamemnon's Avatar Comes Limitis
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    Default Game Rules and Tutorials

    RULES:


    THE MILITARY FORMULA IS AS FOLLOWS:

    QUALITY*TYPE*NUMBER=COST

    IF YOU ADD THE TYPE AND QUALITY I WILL SPAWN A MASSIVE HORDE OF MAGIC-WIELDING ZOMBIES FOR ROSE TO KILL YOU WITH!!!!!


    Military:

    Spoiler Alert, click show to read: 

    Peasant: 0$ (Free levy equal to 20% of your population), Instant
    --------------------------------Troops with Qualities below Watch cannot be fielded unless in defense of Nation
    Watch: 2$, 1 Hour
    Recruit: 3$ 6 Hours
    Militia: 4$ 12 Hours
    Soldier: 5$ 1 Day
    Professional: 6$ 2 Days
    Veteran: 7$ 3 Days, Doing something cool in battle
    Guard: 9$ 4 Days, Doing something awsome in battle
    Elite: 12$ 5 Days, Doing something fricking epic in battle

    Unit Types:
    Light Infantry: 2$
    Spearmen: 2$
    Medium Infantry: 3$
    Heavy Infantry: 5$
    Archers: 2$
    Crossbowmen: 5$
    Light Cavalry: 10$
    Javelin Cavalry: 10$
    Horse Archers: 10$
    Heavy Cavalry: 20$
    Elephants: 50$
    Armoured Elephants: 80$
    Trebuchet: 40$
    Mangonel: 30$
    Catapult: 20$
    Ballista: 10$

    SHIP TYPES
    Galley
    Cost - 500$
    Hull strength – 150
    Crew size/skill - 10/1


    Cog
    Cost - 1,000$
    Hull strength – 300
    Crew size/skill - 50/1


    Longship
    Cost - 5,000f
    Hull strength – 600
    Crew size/skill - 100/2

    NAVY QUALITIES
    There will be less navy qualities, and the stat difference will be much more substantial.
    The qualities aren't tiered, but rather reflect different strengths.
    Standard
    - default stats and cost

    Reinfoced
    x2 cost
    +150% hull strength

    Veteran
    x3 cost
    +1 crew skill

    Reinforced Veteran
    x4 cost
    +150%
    +1 crew skill
    -20 evasion

    FACTION UNIQUE UNITS
    Three per faction. Private Message me.

    Agder
    Huskarls (Heavy Infantry)
    +Unbreakable
    +Incredibly powerful in melee - armed with axes, swords, etc.
    +Great defense due to chain hauberk
    -Slowly moving
    -Vulnerable to missile fire

    Vikingr (Light Infantry)
    +Strong in attack
    +Fast
    +Good morale
    -weak against cavalry
    -weak against missiles

    Dragon Boat (Longship)
    +Extra marines-best ship in the north
    +Fast
    -Weak for ramming

    Isles:
    Isle Warship
    Type: Reinforced Veteran Longboat
    Cost: 20,000
    Stats:
    + Extremely powerful
    + Long range Catapults/Balistae
    - Very Slow

    Isle Watch (swordsmen)
    Type: Elite Heavy Infantry
    Cost: 60
    Stats:
    + Large shield
    + Heavily armoured
    + Very powerful in melee
    - Very slow
    - Not good against cavalry

    Isle Watch (archers)
    Type: Elite Archer
    Cost: 24
    Stats:
    + Very long range
    + Can pierce armour
    + Can deploy stakes
    - Not armoured
    - Not good in melee

    Celtic Confederacy:

    Warhounds
    Fearly trained dogs with the ability to scare the enemy, they usually make the first combat line.
    +Scare enemies
    +Good melee
    -No armour very vulnerable

    War Druids
    Respectful druids who have taken the task to lead and boost the men morale.Altought very useful to boost morale they are light armored and poor in melee(I put them as medium infantry to raise the costs)
    +Never flees
    +Can boost man morale
    +Can rally routing units
    -Poor in melee
    -Poor Armour

    Celtic Warlords
    These Lords are the best cavalary in the Confederacy.They armed with swords and lances and use steel and iron armors
    +Good charges
    +heavily armored
    -Can dissobey orders and charge without begin commanded to.

    Solland:

    Solland Longbowman-
    Professional Archer
    +Long Range
    +Capable in melee
    + Accurate
    -Weaker fighting in rain(Bow less effective)
    -weak against cavalry if stakes not deployed

    Solland Cavalier
    Veteran Heavy Cavalry
    +Devastating Charge
    +Excellent in melee
    -Slower than other heavy cav(except when charging)

    Solland Pikemen
    Professional Pikemen
    +Long Spears
    +Excellent in combat from the front of the formation
    +Well armored
    +Highly trained
    -slow moving in formation
    -weak in combat in direction pikes not facing
    -weaker in combat if out of formation(like most pikemen, i believe)

    Quannil
    Quanntil Legionnaire
    Veteran Heavy Infantry

    + Endurance
    + Strong Shield Wall
    + Skillful and Disciplined
    + Banded (The more there are, the better they are. Applies to all Uniques)
    - Pitiful 1v1
    - When the Shield Wall starts to break (Without others coming to back it up), effectiveness goes down.
    - Weakness to Flanking and Rear Attacks

    Quanntil Siege Mangonel
    Veteran Mangonel

    + Banded
    + Faster Firing
    + Longer Range
    + More Accurate
    - Slower Moving
    - Easy to Sabotage
    - Easy to Destroy

    Quanntil Javelineers
    Veteran Spear/Javelineer ($13)

    + Banded
    + Effective Javelineer or Spearman
    + Javelins are more lethal than Arrows
    + Carries javelins in addition to spears
    - Not as good in CQC
    - Weakness to Flanks
    - Pitiful Solo Combat



    Economic:

    Spoiler Alert, click show to read: 

    As several people are confused on the economic system, I have decided to write it out.
    You get 1 more coin for each person. For example, if you have 10 mil pop, you have ten mil tax income. End of story.
    TRADE:
    Basically, I liked the old system of a mod saying that value of each thing, but honestly it doesn't work. So, instead this is how it'll work.
    Imports cost nothing.
    Exports give you 100,000 coins per export. If I sell tin, fish, and furs, and import marble, chickens, horses, and trees,then I get 300,000.
    It sounds like a lot, but with such huge populations as we're seeing, it's actually balanced.


    Battles:

    Spoiler Alert, click show to read: 

    WR battles were once all dice-roll, done by the moderator. However, this is very time consuming for the mod, and a proper RP is rarely present. So, here's a simple system that isn't very hard for the mod.
    First, if you want an invasion make a thread for it. PM me the time and place and your forces, and I'll make a battle thread.
    Post your starting orders. I'll post the NPC's orders.
    When the troops clash, I'll use logic to determine effects.
    You keep making tactical descisions until you win or lose.

    EXAMPLE:
    Nation A declares war on Nation B.
    Battle will be fought in august in flanders.
    Nation B defends.
    Nation A has 1,000 knights charge
    Nation B has 10,000 pikes charge.
    Same orders.
    Nation A charges.
    Nation B charges.
    Nation A loses 500 men.
    Nation B loses 6,000.
    Nation B wins.

    There's a quicky.


    Orders and Mercenaries:

    Spoiler Alert, click show to read: 

    Order Rules:

    Level 1: 200,000 up front, 100,000 per turn, 20,000 of which goes to the nation in charge of the order (may only recruit 1 troop type of veteranl quality)

    Level 2: 300,000 up front, 250,000 per turn, 50,000 of which goes to the nation in charge of the order (may recruit 1 troop type of guard quality and 1 of veteran qulaity)

    Level 3: 600,000 up front, 400,000 per turn, 80,000 of which goes to the nation in charge of the order (may recruit 2 troop types of elite quality and one of veteran quality)

    The troop types being chosen by the nation that owns the order.

    At level 3, the elite units in question are unique and have bonuses like any other unique unit, thus the cost of a level 3 order is justified, though high enough that it cannot be exploited. The orders only allow you access to the troops, you still have to pay their upkeep.



    Stickied and Locked, refer to the Inqueries thread if you have questions.
    Last edited by Agamemnon; February 20, 2012 at 12:08 PM.

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