Westeros, land of kings!
Link to the IC thread is here
http://forums.spacebattles.com/showthread.php?t=212130
You! Yes YOU, are a lord of Westeros. Pick one of the ancient great houses, a minor house or make one up of your own (heraldry required good sir!) and take up one of the many beautiful, scenic and resource rich provinces of Westeros!
A beautifully detailed map, updated by the latest news from across the land, will be provided and you yourself can stretch forth your hand and take up arms against your fellow lords, or scheme to have them murdered in the night. The choice is yours sir.
But FIRST! the ground rules. (and the map, which is in the link, a smaller version of which will be updated once everyones chosen starting provinces have been chosen.)
1. no technological developments beyond what is mentioned in the novels (no Cannons or Firearms)
2. For the purposes of this game, nothing beyond Westeros exists.
3. You MUST choose a bloodline for your House.
Bloodlines
1. Blood of the First Men: Descended from the Fire Men, those who first came to Westeros and fought first against the Children of the Forest, then with them against the Others. Your House worships the Old Gods and forsakes the ways of the Seven.
Gain: Resistance to Cold
2. Blood of Valyria: Descended from the mighty empire of Valyria, that ancient nation that was destroyed in the Doom of Valyria, your forebears came as conquerors to these lands and adopted the worship of the Seven from the locals.
Gain: Resistance to Heat
3. Blood of the Andals: You are descended from the migrations of Andals who came to Westeros thousands of years after the First Men, and who claimed lordship over the southern lands. Your people have worshipped the Seven since before you crossed from the mainland and have spread the faith far and wide.
Gain: Bonus happiness in provinces with populations who worship the Seven.
Provincial Resources
Depending on the features of a province, only certain Specialties can be created there.
Provinces with
Mountains can have mines built on them to improve income and the quality of arms and armor your troops are equipped with.
Provinces with
Forests can have lumbermills built, which increased income from trade and improve the quality of siege weapons and ranged weapons.
Provinces with
Plains can have farms built, which will increase food production and income from farming.
Provinces with a
Coastline can have Ports built, which will allow you to produce sea worthy vessels for trade or war.
Universal Improvements
Roads can be constructed in any province, they will improve trade as well as reduce the time it takes to travel from province to province.
Granaries can be constructed to hold a portion of a province's food production in reserve in case of war, famine, poor harvest or poor weather.
Castles can be constructed to safeguard your provinces from attack, as well as act as mustering grounds for your armies.
Strongholds can be constructed to provide even greater protection to your provinces and can muster even more troops. Note, a province with your Stronghold will become your capitol and each faction will have the ability to produce only a single stronghold.
Provincial Statistics
Tax level (Very Low, Low, Moderate, High, Very High): You will receive income from your province dependent on the taxes you impose on your subjects. Lower taxes improve happiness, higher taxes decrease it. Lower taxes will also increase the health of your subjects, whilst higher taxes will see it lower.
Happiness: Your subjects will have a happiness rating depending on the tax level, their state of health, whether they are at war (bonus if winning, penalty if losing) if they are under siege, if there are severe storms or droughts etc etc. A low happiness will lead to
revolts from your population!
Health: The health of your subjects will influence the quality of your troops as well as their happiness, a very low health will almost certainly lead to plague, loss of trade and lower outputs from income producing buildings. A very high health will keep your populace happy and productive
Trade: Trading with other provinces is a good way of garnering a small, steady supply of income. If you are trading with another province that has access to resources you do not, so long as you trade with them you can gain access to a small supply of those resources, and vice versa. You will gain 1 income and 1 production of each type for every province you are trading with. NOTE! If you are trading with a province and neutral or enemy armies choose to raid a province in which your trade travels, unless you have an alliance or treaty with the Lord of the raiding forces, any income you garner from those trade routes will go to the raiding player/lord. (so for example you are trading with both a province adjacent to you and one further away, if the province further away is raided, any income from that trade is forfeited and goes to the Raiding Lord.)
Production: This is the production of goods (Metal, Lumber, Food) that your province(s) contribute every turn. Metal is needed to create Knights, powerful mounted soldiers, and wood is needed to create siege weapons, useful against castles and strongholds. Food is needed to feed your army the people of your province(s)
Upkeep: The Upkeep for the maintenance of your castles and strongholds as well as for the feeding and equipping of your armies will be subtracted from your income every turn. Should you be unable to pay the upkeep for your armies, they will disband. If you are unable to pay for the upkeep of castles and Strongholds you will not be able to benefit from their full bonuses or mustering abilities.
Income: This is the total income of gold crowns to your treasury after taxes, production, trade and upkeep.
Treasury: The current amount of gold crowns you have in your coffers.
Example of your Statistics Layout
Tax Level: Low
Happiness: High
Health: Healthy
Trade: 2 income, 1 metal, 2 lumber
Production: 20 food, 5 metal, 5 lumber
Upkeep: 21 (5 from Stronghold, 6 from knights, 6 from Siege weapons, and 4 from infantry.)
Income: 27 (2 from trade, 4 from taxes, 10 from farms, 8 from Lumbermill, 20 from mines.)
Units
Infantry
Cost: 1
Upkeep: 0.5
Production: 1 Food
Strength: 1
Knights
Cost: 2
Upkeep:1
Production: 1 Food, 1 Metal
Strength: 2
Siege Weapons
Cost: 2
Upkeep: 1
Production: 1 Food, 2 Lumber
Strength: 4 (vs Castles and Strongholds, 0 in open battle.)
Ships
Cost: 1
Upkeep: 1
Production: 1 Food, 1 Lumber
Strength: 1
Special: facilitates transport across sea to land on other province's shores.
Important Questions
Who Wins Ties?
Ties in terms of combat strength are determined by whomsoever has more territory, as they can replace losses and equipment and thus fight for longer.
What Happens To Troops Who Lose Combat?
Siege Engines are Destroyed if forced to retreat, a single infantry is destroyed for every enemy knight in the victorious players army. A defeated army is put to flight after losing combat, and must retreat into either a friendly province (a neutral one who gives permission, a province of an ally or a one controlled by the losing player.)
Defeated troops may not participate in another combat for that turn, should the province they are in be attacked, and whatever force defending it defeated, any troops that existed in that province who had already fled that turn would be destroyed.
If an army has nowhere to retreat to, either through neutral players disallowing them to enter their lands or some such, then the defeated army is destroyed outright.
Ship combat is decided differently, for every ship the victorious player has more than the defeated player, the defeated player loses a ship.
What do Castles and Strongholds do?
Castles double the strength of any defending troops in them. Strongholds quadruple it.
How far can an Army march in one turn?
An army can only march into a single adjacent province per turn.
What do players start off with in terms of units and provincial improvements?
Each player will start off with 2 infantry and 1 group of knights, as well as a castle and Farms.
How do you improve the health of your citizens?
Having lower taxes and improving your farms.
You can improve farms? and Other buildings?
Yes, you can. it requires sending away for a Maester from Old Town who is capable of improving in the areas you want to improve in (The more links in the chain you want, the more the Maester will cost, and depending on the links you want, the longer he will take to get to you.)
A useful link on Maesters!
http://awoiaf.westeros.org/index.php/Maesters
Provincial Improvement Costs
Castle
cost: 5 Crowns
time: 2 turns
upkeep cost per turn: 2.5
ability: doubles strength of defending units in a province. Allows you to muster up to 1 unit every turn.
Stronghold
Cost: 10 crowns
time: 3 turns
upkeep cost per turn: 5
ability: quadruples strength of defensive units in a province. Allows you to muster up to 2 units every turn.
Roads
Cost: 6 crowns
time: 2 turns
upkeep cost per turn: 0.5
ability: Allows you to move troops from or through it without using up a units movement. (if attacking from a province with roads, movement is not used up. If attacking a province with roads, movement is not used up. Also allows you to request payment for use of your roads from other players. Roads can be built in any province.)
Farms (Note, every province starts with Scattered Farms, upgrading from there requires Crowns and time. spending 2 crowns and waiting 1 turn each time you wish to upgrade. Farms can be upgraded a total of 3 times, and all three upgrades can, if you wish, be purchased at once. Farms can be built in any province.)
Cost: 0/2/4/6
time: 0/1/2/3
upkeep: 0
Production:
Scattered Farms = 5 food, 1 income
Small Farms = 10 food, 2 income
Large Farms = 15 food, 3 income
Communal Farms = 20 food, 4 income.
Lumbercamp (After a lumbercamp is built, it can be upgraded to a lumbermill for an additional cost of 3 crowns and waiting another turn, this will increase both the Lumber and Income produced by 2, to a total of 4 lumber and 4 income. Lumbercamps can only be built in provinces with forests)
cost: 3 crowns
time: 1 turn
upkeep: 0.5 Crowns
production: 2 Lumber, 2 income.
Mines (mines can only be built in provinces with mountains.)
Cost: 10 crowns
Time: 2 turns
upkeep: 1 crown
production: 6 metal, 8 income.
Markets (Can be built in any province)
cost: 3 crowns
time: 1 turn
upkeep: 0
enables: Trade with other provinces.
Ports (can only be built in provinces on the coast.)
Cost: 8 crowns
time: 2 turns
upkeep: 0.5 Crowns
enables: building of ships (for use for warfare and trade)
Stronghold Buildings
Granaries (can only be built in provinces with a Stronghold)
cost: 6 crowns
time: 2 turns
upkeep: 0.5 crowns
enables: saving food from one turn to the next incase of poor harvests, sieges or droughts.
Armoury (can only be built in provinces with a Stronghold)
cost: 8 crowns
time: 2 turns
upkeep: 1 crown
enables: if you are tied for strength in battle with an enemy, and you have an armoury and your opponent does not, your army is counted as 1 strength higher than the enemy's. Should you both have an Armoury, then normal rules for ties still apply.)
Maesters
Having a Maester, while costly, offers benefits such as discounts to troop upkeep/costs, building upkeep/costs, improved production from farms/mines/lumbercamps, counter spying, magical enchantments and the like.
Maesters can only be knowledgable in a number of things, however, and the more a Maester knows the more costly it is to seek his services/retain him.
(Maesters can be hired at a cost of 1 Crown per Link in their Maester's Chain. A Maester's Chain signifies what matter of knowledge he is an expert in and thus, what benefits he may/will give you. Maester's can have a maximum of 10 links in their chain, but such knowledgable individuals are rare and precious. Also, the knowledge of Magic, signified by a Valyrian Steel link in a Maester's Chain, is said to be held by only 1 in every hundred maesters, so it is not always available.)
Who's orders go first?
Just to nip this question in the bud, whoever has sent their House's Final Orders first gets their actions completed first.
'But what about Maester's who specialize in ravens?!' I hear you ask, FEAR NOT!
Raven Maester's allow you to get your orders sent first, unless someone who ALSO has Raven's goes before you, then you go after them.
HOW TO CALCULATE HAPPINESS OR HEALTH IN A PROVINCE
I thought I had explained it to you quite simply, but I must have left out some key details.
So here is the break down!
There are 5 tax levels which are thus
Very low (-20 Happiness, -10 health, gives you 2 income)
Low (-40 Happiness, -20 health, gives you 4 income)
Moderate (-60 Happiness, -30 Health, gives you 6 income)
High (-80 Happiness, -40 Health, gives you 8 income)
Very High (-100 Happiness, -50 Health, gives you 10 income)
To keep your provinces fed, it costs a minimum of 1 food per province you control. (If you own 1, it costs 1, if you own 2 it costs 2 etc etc)
You can give your provinces additional food, and for each food spent this way the happiness in a province goes up by 10 and health goes up by 5 (so if you gave a province an additional 3 food it would increase happiness by 30 and health by 15.)
NOW! onto how Trade works. Your provinces don't give you any additional bonuses for trade in between themselves, as they would essentially just be moving about goods you already own. A province with a Market may trade with any adjacent provinces that are NOT owned by you, and receive 1 income for each province it does so with. Should a province you are trading with have a mine or lumbermill then you get +1 lumber/metal for each province that has those improvements (So if your trading with 3 adjacent provinces that your House doesn't control then you would get 3 income from trade +1 metal/lumberfor each mine or lumbermill that exists in those provinces.