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    Okmin's Avatar In vino veritas
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    Default Campaign Rules

    Government This will include the administrative decisions, differing on the basis of the following government types.


    Absolute Monarchy :



    • The Ruling Sovereign --> King/Emperor shall make the decisions at sole discretion.
    • The Subjects --> Princes/Dukes if disapprove, can rebel and also move towards secession.
    • The change of government can be initiated by the sovereign alone, but may be proposed by the subjects.
    • Rebellions can be for change within a faction or to secede to form an Independent one.


    Constitutional Monarchy :


    • The decisions also at sole discretion of the sovereign, but the subject possess power to veto.
    • Subjects, on disapproval of decisions, can question the authority of the monarch.
    • Secessions are possible.
    • Change of government can be initiated by both sovereign and subjects, decided on basis of vote.
    • Rebellions only for secessions. Internal change/dispute resolved by vote.


    Republic :


    • Decisions not at the sole discretion, has to be approved by majority vote.
    • Discontent calls for re-election.
    • Change of government cannot be initiated.
    • Rebellions only for secession or restoration of monarchy.


    Diplomacy Covers the various aspects of Diplomacy in the Campaign.




    • Diplomacy is allowed and shall include the following

    --> Declaration of war/alliance.
    --> Adopting titles (done in form of announcements).
    --> Trading of regions.
    --> Merging/Union of Nations into a single Nation.
    --> Secessions.
    --> Negotiating of truce/peace.
    • Secret Diplomacy is allowed, but limited to Alliances.
    • No secret declaration of war/peace/unions etc.
    • Defection [Not yet Finalized, open to Discussions]. Even if allowed, not in secret.


    Other areas covered specifically and in detail

    Secessions


    • Secessions can be either to join another faction or to form an independent faction.
    • Secessions for joining a different faction achieved by war.
    • For the goal towards Independence, secessions can be through peaceful means --> Grant of Independence, or through armed rebellions.
    • A newly formed Independent faction has to gain recognition of its sovereignty from another Independent faction, not vassals. Failing which, the new faction is under the possibility of invasion from their old sovereign --> war to crush rebellion.
    • Recognitions can be naturally given or diplomatic --> a bargain, in other words.


    Military Covers the Military Aspects, in the Campaign.



    • The basic unit is the Regiment.
    • Regiment consists of one battalion, as was the historical practice.
    • Regiment shall be based in a city/town.
    • Any number of regiments can be based in a single city, or town, or province.
    • The size of the initial/starting army of a faction shall be influenced by the tier it comes under.
    • A regiment shall consist of 810 troops [including Officers and other staff].



    Starting Army Sizes Superpowers: N/A since we don't have any to start with
    Greater powers: 18 regiments
    --> 9 Infantry
    --> 5 Cavalry
    --> 4 Guards
    Great powers: 15 regiments
    --> 8 Infantry
    --> 4 Cavalry
    --> 3 Guards
    Major powers: 12 regiments
    --> 7 Infantry
    --> 3 Cavalry
    --> 2 Guards
    Regional powers: 8 regiments
    --> 4 Infantry
    --> 2 Cavalry
    --> 2 Guards
    Vassals & Minor powers: 2 regiments--> 1 Infantry
    --> 1 Cavalry or Guards
    Army Composition The armies would comprise of the following types.

    Melee Infantry :


    • Pike Infantry. [UNIVERSAL]
    • Halberdiers. [WESTERN EUROPEAN]
    • Swordsmen. [UNIVERSAL]
    • Spear Bands.[EASTERN EUROPEAN, NORTH AFRICAN, MIDDLE EASTERN]
    • Zweihänder. [GERMAN STATES]
    • Landsknecht Mercenaries. [UNIVERSAL]



    Ranged Infantry :



    • Musketeers. [UNIVERSAL]
    • Longbow men. [ENGLAND]
    • Crossbow men. [UNIVERSAL]
    • Archers (Composite bow). [EASTERN EUROPEAN, MIDDLE EAST, NORTH AFRICAN]
    • Arqebusiers. [UNIVERSAL]
    • Janissary. [OTTOMAN EMPIRE]


    Melee Cavalry [HEAVY] :



    • Caracole Cavalry. [EUROPEAN]
    • Knights. [WESTERN EUROPEAN]
    • Armored Lancers. [GERMAN STATES]
    • Demi-Lancers. [FRANCE]
    • Winged Hussars. [POLAND-LITHUANIA]


    Melee Cavalry [LIGHT] :



    • Light Cavalry. [UNIVERSAL]
    • Arab Cavalry. [MIDDLE EASTERN, NORTH AFRICAN]
    • Tatar Cavalry. [CRIMEAN KHANATE, RUSSIA, OTTOMAN EMPIRE]
    • Hussars (Only Hussars is understood as light cavalry). [GERMAN STATES, POLAND-LITHUANIA]
    • Cossack Cavalry (Lancers). [RUSSIA, POLAND-LITHUANIA, OTTOMAN EMPIRE]


    Ranged Cavalry :



    • Cossacks. [RUSSIA, POLAND-LITHUANIA, OTTOMAN EMPIRE]
    • Mounted Crossbow men. [EASTERN EUROPEAN]
    • Mounted Archers. [MIDDLE EASTERN, NORTH AFRICAN]
    • Dragoons. [UNIVERSAL]
    • Tatar Riders. [CRIMEAN KHANATE, RUSSIA, OTTOMAN EMPIRE]


    Regiments : Classification The regiments are classified and organized as follows.


    • Guards --> Can be Infantry or Cavalry.
    • Infantry
    • Cavalry


    Army Lists and Regimental Names Here is the general idea about naming your regiments and maintaining army lists.

    Naming Regiments :



    • Regiments can be numbered --> separately for Infantry, Cavalry and Guards.
    • The total army regiments(starting) can be divided among the King and his subjects. This can be governed by the sovereign at discretion, or counsel of the subjects.
    • The King can name his regiments like the following.

    --> Royal regiment/Imperial regiment .
    --> King's own/Emperor's own/Sultan's own (need not mention name for this format).
    --> #'s own (# = The name of the sovereign).
    --> Named after Capital (The Capital city is under sovereign).
    • The Subjects of the realm may name the regiments as following.

    --> Named after the province/city/town it is based.
    --> Duke/Emir of #'s own (# = The name of their fief or holding).
    --> Plain numbered regiments.
    --> Duke/Emir's #'s own (# = Name of the Subject).
    • These names are just to add flavor and identity to the armies. Both the Sovereign and his lords can base the regiments anywhere, not just restricted to their holdings.
    • The exception to the above rule is if the regiments are named after cities.
    • Regiments can be named as and how the person wishes, provided they maintain certain historicity and are sensible. The above were just examples.


    Army Lists :



    • This section is to provide information about Army List of factions.
    • Numbering regiments is not compulsory,but preferred.
    • The Lists can be in the format as below.


    #st Name, Based

    (Regiment Number) (The Name of the Regiment) (Where the Regiment is based)


    • The preferred order of the List is.

    Guard Regiments:

    Cavalry Regiments:

    Infantry Regiments:
    Battle The battle aspects in perspective of campaign.



    • The basic fighting unit for battle is the Brigade.
    • A brigade would consist of,

    Minimum : 2 Regiments
    Normal : 3 Regiments
    Maximum : 4 Regiments
    • A brigade would signify/depict the forces deployed/ready for action by a faction.
    • A faction need not deploy all his regiments.
    • The regiment is an administrative unit; It shows the overall strength of a faction. The brigade is a fighting unit; It shows the army of a faction ready for battle.
    • In a war, one faction's army should be in proximity to its enemy army, then either one would give battle to the other.
    • Any regiments destroyed in battle mode appears same on the map. In other words, those particular regiments are lost, and the faction must recruit more again.
    • The above rule would encourage strategy and tactics; one such being, Destroy the enemy's army and then force him to do your bidding.


    Faction Rankings and Tiers The General Rules and Information covering Faction Tiers/Rankings.



    • The tier/ranking of a faction is a measure of how well a faction is doing.
    • The tier will be a score determined by a combination of their Army, Holdings, and their wealth points.
    • The level/tiers of factions are;

    Superpowers : Has Intervention/Punitive casus belli. (Refer casus belli section).
    Slightly-Greater Powers : Has Intervention/Punitive casus belli.
    Great Powers : Has Intervention/Punitive casus belli.
    Major Powers (Not-so-Great Powers).
    Regional Powers.
    Vassals.
    Minor Powers.
    • The List will be an updated list.
    • The rest of the tiers do not have that cassus belli.


    Casus Belli Casus belli is the Latin for Reason/Justification for war. Given below is the list of casus bellis enforceable in the game.


    • Border War. War resulting from border disputes. An example, claiming lands near your border belonging to another faction.




    • War of Conquest. War to capture and gain other faction's holdings for the glory of your faction.




    • War of Honor. War to avenge Insults to your faction or to avenge Dishonoring of Alliance, i.e. Backstabbing or Refusal to help at the time of need.




    • Imperialist War. Only available for factions which are Great Powers (and above), and are declared as Empires, i.e. The faction is an Empire as opposed to a Kingdom with its sovereign carrying the title Emperor rather than King.




    • War of Independence. War to gain independence from a faction, an example can be a Subject rebelling to secede from a Faction to form an Independent Faction with himself as Sovereign.




    • Intervention War. War to put an end to another war. Only available for factions which are Great Powers (and above). Also War to preserve the Balance of Power, i.e. A strong aggressor starts bullying and annexing factions considerably smaller and weaker (member factions) than itself, can be stopped by the above power.




    • War of Liberation. War to liberate another faction which is a Vassal/Oppressed/Occupied by another faction.




    • Punitive War.Only available for factions which are Great Powers (and above). It is simple a War to punish an excessively Aggressive Faction.




    • War of Reconquest. War to Regain the territory Initially/Rightfully belonging to you, but lost to/captured by another faction.




    • War of Religion. War fought against faction belonging to another Religion/Religious Ideology. The cause of war has to be Religious disputes. [SUBJECT CURRENTLY UNDER DISCUSSION.]




    • War of Subjugation. War to subjugate a Sovereign faction to make them your Vassals.




    • War of Succession. War started by a Subject against his Sovereign for the Throne. Can also be a war to dispute the Right of Rule of another Sovereign and Claim the Throne.




    • War of Unification. War fought for any purpose relating to Unions.




    • Vassalization War. War to crush a rebel Subject seceding from your faction. Also war to crush a Subject already Seceded and Independent from your rule, But not recognized by another Independent and Sovereign faction.


    If any faction goes to war without a proper casus belli, It will come under War of Aggression.
    Course of War This section is to explain the course of war.

    • When war is declared by a faction on another, the factions at war are called Belligerents.
    • When a territory, county or an entier province is taken under control by the attacker, the territory is occupied, not conquered. Displayed below,



    For illustration, the green will represent the defender, and red the attacking/occupying faction.

    • The provinces that will be ceded and annexed will be finalised in the peace treaty.

    After 3 days of continuous occuptation (5 for a faction's capital), a region is annexed by the occupying nation.

    A faction which has fought and occupied an entire nation can go for ending the war without any treaty --> by means of Full Annexation.

    But the faction is liable to be considered as an aggresor and may suffer more war due to following casus bellis. The below mention casus-bellis are special case, or only in the above event,
    War of Containment A great power can declare war to contain to stop an aggressor from rampaging any more.

    Wars of Coalition When the aggressor is a great power, smaller factions can form a temporary alliance to stop the aggressor from more rampage.
    Mergers and Unions

    • Agreement is free and mutually consented.
    • The proximity of member factions, although adjacent are best, even others can do, the closer, the better.
    • A merger results in the formation of a completely new country
    • A union results in a sharing of sovereignty over multiple countries



    Mergers Any nations may agree to merge and form a new country. The leaders of the merging countries can decide among themselves what form of government the new county will have and who will be the leader. (See rules on Government)
    Unions Nations may form agree to form unions with one of the following forms of government:


    • Commonwealth -- the monarchs of the constituent nations select a head of the commonwealth who will have control of the union. The constituent monarchs retain full sovereignty over their own nations, but the head of the commonwealth can overrule them.
    • Oligarchy -- the constituent monarchs vote on to make decisions. Each monarch retains sovereignty over his nation, but a majority vote of the oligarchy can overrule him. With two countries, this system may be called a dual monarchy, with three countries, a triumvirate.
    • Confederation -- similar to an oligarchy, but the monarchs and subjects may vote on the union level. In the constituent countries, the monarch-subject relationship does not change (i.e. dukes/counts/etc may be inferior to kings at the national level, but all are equal on the union level).



    Note: Unions can call themselves whatever they want, i.e. just because you use a commonwealth form of government doesn't mean you have to use commonwealth in the name of your union. Also you can use whatever titles you want on the union level. The head of a commonwealth doesn't have to be called head of the commonwealth, he could be high king, imperator, caesar, emperor, president, governor, goat-herder-in-chief, etc. (though we strongly advice against picking goat-herder-in-chief).
    Faction Destroyed When a faction is destroyed, i.e. all territories are lost, the players are not out of the game. They can do the following.

    A Sovereign can,


    • Accept the rule of the invader, becoming its subject.
    • Join another faction, whatever position as is negotiated.
    • Form government-in-exile, in another friendly host country. And try to regain independence.


    A Subject can,


    • Join the invader.
    • Join another faction.
    • Join his sovereign in exile.


    Fiefs and Holdings Shall be classified into following types. This is to facilitate its position in the wealth point system.


    • National Provinces. Provinces which are not personal fiefs of sovereign or subject. All provinces in a Republic are National provinces.
    • Royal Provinces. The provinces belonging to the King. And so does its income. [N/A FOR REPUBLICS].
    • Ducal Provinces. Provinces in the name of a subject. [N/A FOR REPUBLICS].


    Territorial Acquisitions This holds good solely for monarchies.
    After a province is acquired after a peace treaty, the sovereign can do the following.


    • Leave it be. National province.
    • Add it to the King's title. Royal province.
    • Add it to the Noble's title. Subject's province.


    Non-member States Defined as States which are not taken by any of our members. Their status is autonomous by default.
    They are fair game (in hunting terms) for all member factions.
    Can be annexed freely by member factions with certain rules.


    • States my be freely annexed provided they fill certain criteria,

    Of same culture group. i.e. Irish, German, French etc. etc.
    Of same religion. i.e. Catholic, Islam etc. etc.
    • Language does not form a justification, as it complicates matters.
    • Failing to follow above criteria, the annexed region is subject to rebellions and reprisals from other member factions, i.e. territorial disputes.
    • The states can be annexed weekly. One per week, plus an extra region for Great powers (added bonus). ALL TERRITORIES.
    • For annexing before the start of the game, Three regions, plus one extra for Great powers. ADJACENT ONLY.
    • The above is for adjacent territories only. For annexing non-adjacent territories as of now, it is two regions for all (No bonus here).


    Last edited by Okmin; July 28, 2011 at 11:31 PM.
    IN VINO VERITAS
    IN CERVESIO FELICITAS

    Under the patronage of The Lizard King
    Patron of Narf
    and Starlightman

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