Levy Sizes and Garrisons
As requested, elvies have been rebalanced to better reflect certain lore numbers.
As it stands, the balance is now the Reach > the Riverlands > The Westerlands > the North ~ the Stormlands ~ the Vale > the Crownlands > Dorne > Iron Islands.
Changelog:
- The Reach increased slightly (about 7k points as compensation for the North jumping nearly 15k points)
- the North increased to 71k level (mainly through eliminating the 250 point levy)
- Westerlands is unchanged
- The Vale and the Stormlands received minor nerfs if at all
- The Crownlands have been nerfed slightly but higher than lore numbers are being kept. It's better RP for the King/ruler to have access to slightly more men and not be completely reliant on his LPs
- Dorne has received a slight boost to compensate for its independence and make it less of an easy invasion target
Garrison Introduced:
After briefly discussing the size of garrisons relatively to the armies marching on the field an how garrisons were overall pathetic and not true obstacles, it has been decided that we will be separating the garrison of a castle/city/whatever with it's regional levy. From now on, you'll be able to use 100% of your levy points in the field and 80% of your levy points during the Winter.
From now on, all castles are assumed to have a separate garrison that is 100% active all of the time to protect the holds providing a true defense/obstacle to taking a city. The garrison may be complimented by any additional soldiers from your levy/retinue/professional soldiers but garrison caps still do remain.
You can see these two changes here: https://docs.google.com/document/d/1...it?usp=sharing
Essosi Trade Tweaking
Updated Success Chance:
Easy: 10/20
Medium: 5/20
Hard: 1/20
New Bonus Limitations:
In order to limit the amount of bonuses players were getting just due to traits, resources, and other non-RP based modifiers, I am imposing some limitations regarding any and all bonuses:
- Charisma and trade resource based bonuses now only give half of their value and will be rounded down, so before a +7 bonus from let’s say two perfume sand +3 charisma will now only count as a +3 bonus.
- From the following bonuses, only two of them can ever stack at one time.
- This makes having a merchant for the harder difficulty trade routes more or less crucial unless you want to just slog through it and hope for the best.
House of Influence: +1
-- Defined as an LP House or any House that holds a powerful position (Small Council, non-hereditary title held by family member, Marshal of your region, etc) – Can only be considered
once so multiple positions do not stack.
Renewal Bonus: +1 from attempting to renew a trade agreement
Center of Trade: +2
Major Port City: +3
-- Defined as being any city/province with a +1 trade lane
Merchant Bonus: +5
I want the routes to be just slightly harder to obtain and require more RP to do so with players being required to come up with more unique bonuses. The first attempt at this system was just a tad too easy and while i don’t want to make it much harder, the challenge still needs to be upped just a bit.
In addition to the above limitations, I am also redoing some of the trade bonuses from the Essosi trade routes as I was not completely satisfied with some of them which were either very weak or somewhat unwieldy and did not offer anything but an RP avenue (Lys and Volantis really).
Braavos:
Trade Income: 150%
Resource: Braavosi Shipbuilders.
- -20% reduction to both cost and upkeep of naval units.
Abilities Granted: Grants access to loans from the Iron Bank of Braavos.
Number of Routes Available: 2
Difficulty in Acquiring: High
Lys:
Trade Income: 150%
Resource: Lyseni Warships
- Allows the recruitment of a squadron of Lyseni Warships that are on par with a Grand Warship in power but cost that of an AOR warship.
Abilities Granted: Also unlocks access to the Tears of Lys through extensive RP that will vary per attempt.
Number of Routes Available: 2
Difficulty in Acquiring: High
Volantis:
Trade Income: 200%
Resource and Bonus: Silk and Spices
- Exotic goods that can fetch a high price in Westeros
Abilities Granted: Grants access to Volantine Elephants
Number of Routes Available: 2
Difficulty in Acquiring: High
- Note Volantis is further modified by a Triarch roll that will be determined by a moderator. It will be easier to convince an Elephant Triarch to accept the trade offer versus a Tiger Triarch. You do not get to choose who it will be and it will be rolled upon by a moderator with a simple -10 being Tiger and 11 – 20 being an Elephant.
Pentos:
Trade Income: 150%
Resource and Bonus: Sellsword Diplomat
- Grants a 20% discount to hiring sellswords
Abilities Granted: Grants access to the Windblown, a sellsword company that is of better quality but for the same price as other sellswords.
Number of Routes Available: 3
Difficulty in Acquiring: Medium
Myr:
Trade Income: 150%
Resource: Myrish Crossbows
- Allows access to the Myrish Crossbowmen Unit that is known to be one of the best marksmen throughout the world. Each man is worth 3 points per man. A max of 5 units can be employed.
Abilities Granted: Grants access to the Myrish Eyes. Only one can be purchased per year for a max of 3 total for each contract.
Number of Routes Available: 3
Difficulty in Acquiring: Medium
Summer Isles:
Trade Income: 150%
Resource: Goldenheart Wood
Abilities Granted: Grants a +1 bonus to all missile units (Rped as units equipped with bows made out of Goldenheat wood is much better which it supposedly is in the lore).
Number of Routes Available: 3
Difficulty in Acquiring: Medium
Tyrosh:
Trade Income: 100%
Resource and Bonus: Tyroshi Armorsmiths.
- Grants a 20% discount to purchasing weapons and armor.
Abilities Granted: None.
Number of Routes Available: 5
Difficulty in Acquiring: Easy
Lorath:
Trade Income: 150%
Resource: Velvet
- A prized resource that fetches great prices in Westeros. It has a higher income than normal trade routes.
Abilities Granted: None. This is just an extra income route and nothing more.
Number of Routes Available: 5
Difficulty in Acquiring: Easy
Qohor:
- This is not an actual trade route but I will mention that players are allowed to attempt RP here in order to obtain one of their famed swords which will be in the quality between normal swords and Valyrian Steel ones
Countering OOC/MG/PG
Expiring Timestamps:
All timestamps can now potentially expire if no forward progress is being made on the RP that is currently going on as determined by a moderator. A player may petition for the expiration of a particular timestamp and a moderator(s) will determine whether or not it will allowed. This is to prevent the exploitation of the timestamp system in order to delay an RP needlessly and will be based roughly on the following:
- A timestamp is considered if no significant forward progress is being made on an RP for an extended of time, roughly 24-48 hours without meaningful activity, without a legitimate explanation
-- Meaningful activity is not considered just random back and forth chatter or continuous attempts to avoid or obtain advantages in a battle or situation. RP cannot simply be stalled because you are not satisfied with your current situation.
-- Legitimate explanations can included real life obligations (up to a certain point, ie we can wait 1-2 days due to RL but more than that and we’ll need to move on)
-- A delay caused by moderation, like in situations where we are conversing with each other in order to deal with a particular problem or just simply waiting on battle orders from all sides, will not cause a timestamp to expire
Retinue Hire Time:
In order to prevent the abuse of the retinue system and their bonuses, it will now take 12 hours before the bonuses from a retinue will go into effect.
- This is meant to encourage planning ahead with using retinues and to prevent a sudden influx of retinues being hired to take advantage of a good situation or foil a bad situation
Conversion Resistance
- All regions worshiping the Old Gods get a -10 to conversion bonuses. In addition, for every year without a successful conversion attempt, 50% of the current worshipers revert back to worshiping the Old Gods. If the current percentage is 5% or less, then after a year of no conversions, the amount drops to 0%.
- Those worshiping the Drowned Gods receive a lesser resistance of -5.




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