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
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
+ 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.