NOTE: I am copying it over from my IH thread, I cancelled the IH because 1360 was created, I feel the game would do better here...
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 one year. Of course I will take some liberties in terms of the structure of the Reichstag and such, but it should be fun.
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
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 bribeconvince 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.
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:
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).
- 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?
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:
Archers:
- 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)
Cavalry:
- 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.
Navy:
- 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)
yea that's it, navies weren't much back then....
- 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
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:
Assasins May
- 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
You may RP the mssions or let the dice do it.
- 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)
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
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.
Still working on things, may change the start date, change the map, may change economics, etc.
Just wanting to get started on it at the RPG forums![]()






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