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  1. #1

    Default Stability

    Stability System

    Stability ranges from +5 to -5. It is to be updated yearly in the stability thread. Every year you start off with a base rate carried over from the previous week and make your calculations based on what transpired in the previous week.

    E.g. You receive a blessing from the High Septon you do not add +1 to stability until the following Friday rather than on the same day. Similarly for losses for example, even if you raise 5,000 sellswords on say Monday and on Tuesday you dismiss them, on Friday you will still record a stability hit. The hiring of the mercs was what changed your base stability dismissing them merely resets it. The positive will be reflected the following week when the absence of mercs mean the rate is different to the new base. Therefore you only update once per week, to make things easier for everybody.

    Stability Level

    +5: Your vassals love your and do not require a levy roll to be raised.
    +4: Levies require 2-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
    +3: Levies require 4-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
    +2: Levies require 6-20 rolls to appear and vassal Lords (if you possess any) to answer your call
    +1: Levies require 8-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
    0: Levies require 10-20 rolls to appear.
    -1: Levies require 12-20 rolls to appear. Income -10%. If you call your banners, -10% on the number of troops that show up. Same for vassals.
    -2: Levies require 14-20 rolls to appear. Income -20%. If you call your banners, -20% on the number of troops that show up. Same for vassals.
    -3: Levies require 16-20 rolls to appear Income -30%. If you call your banners, -30% on the number of troops that show up. Same for vassals.
    -4: Levies require 18-20 rolls to appear Income -40%. If you call your banners, -40% on the number of troops that show up. Same for vassals.
    -5: Your vassals refuse to answer your call to arms. For your own levies, only 50% of the troops show up. Income -50% for the year in which you hit -5 Stability. Roll a peasant revolt of d10*(10*province base tax in thousands) peasant revolters. Split is 70% Light Infantry, 30% Archers. (For example, a 70,000 income province would be d10*(10*70) peasant revolters, or d10*700).


    Negative Stability Modifiers

    Deduct stability for the following reasons. If it is not already stated, assume that the deduction is 1:
    • Having your levy raised for 2 consecutive weeks or more. For every week that the levy is still raised after the second week, continue to deduct 1 stability.
    • Having Sellswords under your employ. (1 point will be deducted every week until the sellswords are dismissed. 1 point per sellsword company.)
    • For every 4,000 professional soldiers that you employ, lose one stability. (So, having between 0- 4,000 is -1 stability, 4,001 -8,000 is -2 stability, 8,001 - 12,000)
    • Marrying outside your faith. (One time deduction in the year that the wedding occurred.): -2 stability
    • Changing your faith - Lose 5 stability.
    • Being denounced by your Lord Paramount, King or High Septon (or equiv if one exists): -2 Stability
    • Losing your Home Keep: -3 to stability
    • Annexing a new High Lordship into your realm:
      • Through Conquest: -3 stability
      • Through Marriage of Your Heir or Eldest Daughter: -1 Stability

    • Sabotage by hiring a spy:
      • 1-5 Spy is captured.
      • 6-14 the Spy fails to spread dissent but is not detected.
      • Deduct 1 stability for a roll of 15+
      • Deduct 2 stability for a natural 20. Only a natural 20.


    Positive Stability Modifiers

    Gain stability for the following reasons. If it is not already stated, assume that the gain is 1 stability:
    • Having specific religious buildings. See building the Bull's Ware Thread for more details.
    • The Marriage of Your House Leader or House Heir. (This applies only to specific characters): +2 Stability
    • Being blessed by the High Septon
    • Sending your levys home. (You only get a stability bonus for the following week after this event occurs.)
    • Dismissing sellswords from your service.
    • Resource Bonus: +1 Stability for Fruits yearly (Only one fruit bonus at a time), +2 Stability for Perfumes yearly (only 1 perfume bonus at a time), Fruit and perfume are stackable however for a total of +3


    Also, moderators reserve the right to add additional stability modifiers based on RP events.

    Please list all the modifiers that will affect your stability. It is much easier for the mods to check your stability that way and to avoid any arguments.

    Please try to keep at least three years worth of stability in your post. This way the mods can check the consistency of the change in your stability level.

    Everyone's stability level should start at 0 stability except for Crownland (+2 stability), Northern (+1 stability) or Reach Houses (+1 stability) due to their resources. The first years should be 1,000 AI (After Invasion).


  2. #2

    Default Re: Stability

    HOUSE DURRENDON STABILITY:

    YEAR 1000 AI
    Positive Modifiers: +2 perfumes
    Negative Modifiers: -3 from conquest of Stonehelm
    TOTAL=-1

    YEAR 1001

    Starting stability:-1
    Positive Modifiers:+3 (+2 perfumes, +1 shrine)
    Negative Modifiers:0
    TOTAL:+2
    Last edited by Oznerol; March 02, 2014 at 05:00 AM.

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  3. #3
    Wheatley's Avatar Primicerius
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    3,219

    Default Re: Stability

    House Valdun Stability

    1,000 After Invasion

    Pos
    Perfumes +2


    Neg


    Final
    +2


    1,001 After Invasion

    Pos
    Perfumes +2
    Sept +1

    Neg


    Final
    +5
    Last edited by Wheatley; March 01, 2014 at 01:34 AM.

  4. #4
    Dirty Chai's Avatar Dux Limitis
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    Seattle
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    17,263

    Default Re: Stability

    House Fisher
    1,000 Post Bellum
    Starting: 0

    Positive: +2
    • +2 from Perfume Trade (Blackwater)


    Negative: -3
    • -3 from Conquest of Riverrun


    Total: -1
    1,001 Post Bellum
    Starting: -1

    Positive: +2
    • +2 from Perfume Trade (Blackwater)


    Negative: 0

    Total: +1
    Last edited by Dirty Chai; March 02, 2014 at 03:40 PM.

  5. #5

    Default Re: Stability

    House Hightower Stability
    1,000 AI

    Starting Stability: 0

    Negative Stability Modifiers: -3

    • High Lordship Conquest: -3


    Positive Stability Modifiers: +1

    • Trade Resource: +3 (Fruits, Perfume)


    Final Stability Level: 0 - 3 + 3 = 0


    1,001 AI

    Starting Stability: 0

    Negative Stability Modifiers: 0

    • High Lordship Conquest: 0


    Positive Stability Modifiers: +4

    • Trade Resource: +3 (Fruits, Perfume)
    • Religious Buildings (Tier 1): + 1


    Final Stability Level: 0 - 0 + 4 = 4


    Last edited by Honors Bastion; February 28, 2014 at 08:49 AM.


  6. #6
    Jokern's Avatar Mowbray of Nottingham
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    6,900

    Default Re: Stability

    House Greyjoy
    1,000 AI
    Starting Stability:

    Positive Modifiers: N/A

    Negative Modifiers: N/A

    Total Stability: 0


    1,001 AI
    Starting Stability: 0

    Positive Modifiers: +1 (levies sent home)

    Negative Modifiers: -1 (professional troops)

    Total Stability: 0
    Last edited by Jokern; February 28, 2014 at 11:01 AM.

  7. #7
    Victorius's Avatar Semisalis
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    Nov 2013
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    Germania
    Posts
    428

    Default Re: Stability

    House Lannister
    1000 AI
    Positive: +2 (Parfumes)
    Negative: -3 (Conquer Sarsfield)
    Total: -1
    Last edited by Victorius; February 25, 2014 at 01:24 PM.

  8. #8

    Default Re: Stability

    1,000 AI

    1000 AI Stability - House Vespera
    Positive : 0
    Negative : 0
    Other : 0
    Total : 0

    1,001 AI

    1000 AI Stability
    Positive : +2 Perfumes, +1 Fruit, +1 Religious Shrine, +1 Levies sent home
    Negative : -3 Conquest of Hellholt
    Other : 0
    Total : +2
    Last edited by Xion; February 28, 2014 at 06:56 AM.

  9. #9
    Trot's Avatar Vicarius Provinciae
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    Jun 2012
    Posts
    11,632

    Default Re: Stability

    House Ambler
    1000 AI
    Total 0
    Last edited by Trot; February 22, 2014 at 04:33 PM.

  10. #10

    Default Re: Stability

    House Massey

    1,000 After Invasion

    Starting Stability: 0

    Negative Stability Modifiers: 0


    • None



    Positive Stability Modifiers: +1


    • Trade Resource: +2 (Perfumes)



    Final Stability Level: 0 - 0 + 2 = 2





  11. #11

    Default Re: Stability

    House Longward

    1000 AI
    Starting: 0

    Positive: +2

    • +2 from Perfume Trade


    Negative: 0

    • 0


    Total: +2

  12. #12
    Ganbarenippon's Avatar Protector Domesticus
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    London, United Kingdom
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    4,201

    Default Re: Stability

    House Blackyron stability:

    1000 AI
    0


    1001 AI
    Trade resources: fruit +1

    Current stability: 1
    Last edited by Ganbarenippon; February 28, 2014 at 06:58 AM.

  13. #13
    Poach's Avatar Civitate
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    Scotland
    Posts
    26,766

    Default Re: Stability

    House Blackswain


    1000AI


    Start: 0

    Positive: +2 Perfumes, +1 Fruits

    Negatives: -6 High Lord conquests

    Total: -3 Stability



    1001AI (Speculative)


    Start: -3

    Positives: +2 Perfumes, +1 Fruits, +1 Religious Tier I, +1 Troops sent home

    Negatives: None

    Total: +2



  14. #14
    Axis Sunsoar's Avatar Domesticus
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    All along the Watchtower
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    2,092

    Default Re: Stability

    House Harlaw

    1000 AL

    Positive Modifiers
    NA

    Negative Modifiers
    NA

    Total: 0

    1001 AL

    Positive Modifiers
    NA

    Negative Modifiers
    NA

    Total: 0

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