Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 20 Jan 2012 09:15 PM |
NOTE: This is in a fantasy setting, but it's also complex country-managing. This is a strategy and choice game. .........................
This is the age of kingdoms. Many years ago there were small villages of humanoid races, but now tyrants, lords, emperors and great monarchs have risen up and now lead great kingdoms, empires and have lands run by feudalist lords. You might lead your nation to war and glory, or maybe dominate economics and trade with vast monopolies. Maybe you'll take another path... --------------------- RULES:
You make the desicions and try to solve the problems that occur for your country.
I choose the outcome of your choices.
You can add more units to your military as we go along, but you'll need resources to create them.
I will sometimes create a NPC kingdom.
I give you your starting population, land and military strength.
NO magic.
NO democratic or republican countries. You're a monarch or an autocratic despot.
NO races with special abilities. (Wings, breathing underwater, etc.)
NO automatically choosing the outcome of your desicion. I do that.
ONLY medieval technology, but I will allow cannons.
NO stealing anything from videogames. (Like having "Stormwind" as your capital city)
READ all of this. I know it's long, but if you skip it you'll fail utterly when you play.
You could say that I'm the "dictator" of this roleplay. I rule with absolute power. --------------------- ALLOWED RACES: (You can request to have a race made acceptable, unless it is one of the ones on the “NON-ALLOWED” list.
Humans (+Subraces) [Recommended] Elf (+Subraces) Dwarf Orc (Must be civilized and not tribal) ............................ NON-ALLOWED RACES:
Goblins (Cannot be the main race of a country, but can still be a secondary race) Minotaurs/Centaurs Demons/Undead (They do not exist in the roleplay) Magical Races Ogres/Trolls --------------------- THINGS TO WORRY ABOUT:
CIVIL DISORDER: Civil disorder is when the populace of a city becomes unhappy. Well, unhappy enough to cause riots, strikes and other bad things usually due to poor management by a local baron or because your government is corrupt. Civil disorder halts all actions in the town it is in, and may damage the city buildings and improvements. It not exactly a rebellion, but it is not rare for it to turn into one. It can be remedied by giving the citizens what they want, or punishing them with stocks, gallows and the like. But using violence will most likely only make the next Civil Disorder outbreak more extreme.
REBELLIONS: Rebellions are not that tough military-wise unless it gets out of hand, but it can destroy towns and cause the deaths of many civilians. The rebels tend to reside in towns or camps in your territory, and are former citizens of one of your town. Killing them can easily remove them, since they are basically government-hating peasants wielding pitchforks and spears, but you'd be pretty much killing your former workers, but it still sets an example to the others. It is possible to make them rejoin you, but it would take a bit of persuading.
CRIME: Crime and banditry is actually quite common. Crime can come in usually two forms. One is where bandits and highwaymen pillage villages and reside in camps away from your major towns, and the other is where there are criminals in your populated areas such as large towns and cities. Village raiders can be an annoyance, since they can sack villages and slaughter small military parties and other civilian groups. But criminals in your cities can be more annoying, since they will anger the populace and sometimes cause deaths of guardsmen and peasants, and can even destroy its economy if it gets out of hand. Village raiders can be dealt with by using your army. Move into the camps and kill 'em all. But they can be hard to snoop out, since they are usually hidden. City criminals can be dealt with by increasing the number of guards and military police in the town, or just dealing out some executions.
WARS AND MILITARY CONFLICT: You know what this is. Another kingdom may declare war on you. It destroys villages as troops pillage the countryside, and you can lose towns and castles in sieges.
TAXES: You make taxes by collecting rents and tariffs. You can create high taxes; you will make more money, but also possibly create Civil Disorder and an increase in bandits, along with just making people unhappy. Lower taxes cause the opposite effect: Less crime, but less cash. Most rulers will set an average tax system.
VASSALS AND FEUDALISM: You can choose to be a feudalist kingdom if you want. Feudalism is where you give lands to your companion Lords, and they will manage them for you. You can also order these lords around though, and they will help you in wars with their own private armies. Be careful though, sometimes they will quarrel and maybe break away from the kingdom if you manage your vassals horribly. If you start to hate one of your vassals, you can always kill him if you want, or strip him of an office, but the other lords may become more cautious and nervous. If you decide to not be feudalist, then you will have to manage the entire country yourself. You can make it exactly the way you want it to be, but it can be a bit more difficult if other people aren't helping out.
RELIGION: Your country can take religion seriously or not. Religion can cause conflict and rebellions though if you fail at managing it. Religion and churches can make citizens happy, but occasionally your peasants will scream out accusations of witchcraft, so sometimes you'll have to kill a people from time to time.
ECONOMICS AND RESOURCES: There are a couple ways to gain profit from the economy. You can exploit the resources in your land by making your own lumber mills and mines, and then have the raw resources sent to artisans in your cities to be made into other items, or have them send directly to create building materials. You can gain resources by trading with other nations as well. Trading usually ends with you getting a fat purse of silver, along with some resources as well, but it can be damaged by crime and war. Farmers will bring the harvest to a town to sell, so if travelling farmers are constantly robbed and killed by bandits, then the town will most likely starve. Feudalism allows your lords to send resources to you if you request it in a lump sum, but you can also have a "tax" on the resources they send you. --------------------- YOUR MILITARY
There are 4 basic branches of military units:
Infantry Cavalry Archers Siege Equipment and Artillery
Units have a BRANCH, WEAPON, NAME, and RANK. You need the four ranks below for your units. Example.
BRANCH: Infantry CLASS: Swordsman WEAPON: Sword RANKS: Militia Swordsman (Recruit rank), Footman (Average rank), Veteran Swordsman (Experienced Rank), Royal Guard (Elite Rank)
BRACHES:
INFANTRY: Infantry are the basic mudslogging infantrymen of your military. Common classes of them are "Swordsmen", "Spearmen", and "Halberdiers". They are usually weak because they usually from the first or second rank you've installed.
ARCHERS: Archers use bows and crossbows to pick off their enemies from a distance. They almost always need to be supported and guarded by infantrymen or they will be butchered.
CAVALRY: The horsemen of your kingdom. Many of them are light cavalrymen, but some are lordly knights which will trample over infantrymen, unless they are armed with pikes or spears.
SIEGE EQUIPMENT AND ARTILLERY: Cannons, trebuchets, catapults, you name it. They are mainly for busting holes and knocking down walls, or pummeling the infantry for a bit. You don't need to have "weapon" when making a siege unit, because its name makes it obvious. --------------------- COUNTRY SHEET [It's long, but most have short answers.)
Name: Leader: Leader Desc: Secondary Leader(s): Country Desc: Capital City: Currency: System of Government: (Monarchy or Despotism) Feudalism?: (Yes or no) Main Race: Other races: (Optional) Zone: (Mountainous, Temperate, etc.) ...................... MILITARY SHEET: (Repost the CS below for as many units as you want. It is suggested that you have at least 2 infantry units, at least 1 archer unit and cavalry, and 3 siege units.)
BRACH: CLASS: WEAPON: RANKS:
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| 20 Jan 2012 09:33 PM |
Name: The Malarions Leader: SecretAgent019 Leader Desc: Brave, couragous, does whatever it takes to win Secondary Leader(s): None Country Desc: An average sized country with average people and an average government Capital City: Carrasity Currency: Malos System of Government: Monarchy Feudalism: No Main Race: Human Other races: Orc,Elf Zone: Temperate Notes: I would like my country to have freedom to worship any religion |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 20 Jan 2012 09:38 PM |
You need a Roleplay leader. No screennames please!
It is suggested that that you have a couple secondary leaders.
Please add some more description about the country. Try not to add in its size or population.
You can post a military sheet separately after this.
Question: Did you read all of the details?
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 20 Jan 2012 10:07 PM |
[Creating NPC Kingdom.]
Name: The Armstock Kingdom
Leader: King Lion
Leader Desc: A man who tends to become stressed and frantic when things go bad for him. He will
Secondary Leader(s): Prince Lion
Country Desc: A country made up of imperialistic humans. Their military is somewhat shabby, but still dangerous. Their land has rich farmland for growing wheat and barley.
Capital City: Armstock City
Currency: Armstock Coins
System of Government: Monarchy
Feudalism?: Yes
Lords: Lord Kentis, Lord Deventa, Lord Puckwante, Lord Farnill, Lord Faddias
Main Race: Armstockian Human
Zone: Temperate --------------- MILITARY ---------------
BRANCH: Infantry CLASS: Spearman WEAPON: Pike/Spear RANKS: Militia Spearman, Spearman, Pikeman, Pikemaster
BRANCH: Infantry CLASS: Swordsman WEAPON: Sword RANKS: Conscript Swordsman, Regular Swordsman, Veteran Swordsman, Tactician
BRANCH: Archers CLASS: Bowman WEAPON: Bow, Dagger RANKS: Hunter, Archer, Veteran Archer, Marksman
BRANCH: Siege Equipment CLASS: Catapult
BRANCH: Artillery CLASS: Cannon |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 20 Jan 2012 10:12 PM |
| NPC Kingdoms are usually not that descriptive. You cannot see the actions of a NPC kingdom unless you spy on them, and you usually cannot ally with them. I control all NPC Kingdoms. |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 20 Jan 2012 10:50 PM |
| Bump. Imagine how long it took me to type this :/ |
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| 20 Jan 2012 11:15 PM |
Name: The Empire of Helmbreak Leader: Myles Marroton Leader Desc: A calm, collected man who is at times immoral. He keeps his people happy simply because it is less complicated than slaughtering naysayers, and gets better results. Secondary Leader(s): None. Country Desc: The Empire is a militaristic place, though not to any extreme. Guards are posted at every other street corner, stables are a common sight and usually a successful business, and sanitation is taken very seriously. The Helmbreak army is fairly small, but skilled and diverse.
The Empire conscripts strong, healthy individuals who have no other useful skills. They focus mainly on horsemen, with a solid infantry backbone.
Capital City: Irongate, which is centered around a very large mine. Currency: Helmbreak Bew. System of Government: Monarchy. Feudalism?: No. Main Race: Helmbreak Human- Athletic individuals who are usually shorter than the normal, and have incredible stamina. Other races: None in large numbers. Zone: Soft hills and plains. ...................... MILITARY SHEET
BRANCH: Infantry. CLASS: Footmen. WEAPON: short Sword, kite shield, pike. RANKS: Conscript, trained, captain, commander. DESC: Medium armor, including ch/ain ma/il and strong caps.
BRANCH: Infantry. CLASS: Archers. WEAPON: Longbow, barbed steel arrows. RANKS: Conscript, trained, experienced, marksman, sharpshooter, captain. DESC: Light armor, usually leather or hide.
BRANCH: Cavalry. CLASS: Lancers. WEAPON: Immensely long lance, cavalry Shield, backup saber. RANKS: Conscript, trained, experienced, captain, commander. DESC: Medium armor. Lightly armored horses, with most of the armor being centered around their front and head.
BRANCH: Cavalry. CLASS: Skirmishers. WEAPON: Javelins, saber, compound bows with barbed iron arrows. RANKS: Conscript, trained, experienced, captain, commander. DESC: Very light armor, horses bred for speed and maneuvering.
BRANCH: Siege Equipment/Artillery CLASS: Ballista.
BRANCH: Siege Equipment/Artillery CLASS: Trebuchet.
BRANCH: Siege Equipment CLASS: Catapult.
BRANCH: Infantry CLASS: Berserkers WEAPON: Flails, Battleaxes, Mallets, and Great Mauls. RANKS: Conscript (Usually already fairly experienced men), Berserker, Berserker Lord (Captain). DESC: Very lightly armored, usually incredibly strong and with a high pain threshold. |
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| 20 Jan 2012 11:16 PM |
((Fixing error with archers:
BRANCH: Archer. CLASS: Bowmen.) |
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| 20 Jan 2012 11:35 PM |
(I'll join later.)
(Time to dust off my copy of Medieval 2 and garner unit ideas.) |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 12:20 AM |
(By the way, if you want a report on something just say "Report on___" and you'll get basic information on whatever you chose.)
-Helmbreak-
Your Empire currently has more space than the average kingdom, but it is more spread apart. Your empire has around 20 villages and 7 major towns. Your army consists of 2,000 footmen, 1,000 bowmen, 1,000 lancers, and 800 skrimishes. Your cavalry is mostly trained and experienced, while your infantry an archer force tends to be conscripted or have recieved basic training as well.
Crime is quite low, and your people are content. Taxes have been automatically set as average.
[You can name the other 6 towns]
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| 21 Jan 2012 12:23 AM |
Other 6 towns will be named later.
Report on Sanitation.
Report on Public Issues (IE: What do the people want and what do they want to stop?) |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 12:28 AM |
-Helmbreak-
The people in the cities are relatively healthy, and the people in the countryside are quite healthy as well. There is occasionally waste dumped out from the windows onto the city streets, but people are usually smart enough to avoid it.
Most citizens are content at the moment. Some rich men however, dislike your government because of the lack of feudalism. They wish to become barons and own land. |
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| 21 Jan 2012 12:32 AM |
Explain to the rich men that this would simply complicate matters in the future, and possibly cause unrest as others may come to wish to own land.
Report on Armstock Relations.
Report on Army Morale. |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 12:47 AM |
-Helmbreak-
The nobles grumble about, still. But they stop complaining.
The Armstockians are completely indifferent. They hardly know anything about your politics or military, and you don't know anything about them either.
You are at peace. Morale is high, but the men are becoming sluggish, drunk and lazy. Sometimes men will go AWOL, and most of the time soldiers will be on watch duty or be hanging around in taverns.
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| 21 Jan 2012 12:54 AM |
We can't have that.
Get a training schedule going for the forces, and inform them that going AWOL will be punished in the same way that banditry is. Which is to say, execution. Keep the training schedule very strict, with some relaxation periods in-between for the soldiers to rest and relax.
In particular, have the Skirmishers practice their archery and throwing.
Send spy to Armstock, disguised as a simple pilgrim. |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 01:02 AM |
(Have you played Mount&Blade? :3)
-Helmbreak-
No more reports of AWOL men after the schedule has been created. The men slowly begin to become trained and battle-ready again. Still, on breaks and when off-duty, the inns and taverns are filled with troops.
The spy heads off to Armstock.
An anonymous soldier sends a note to you, suggesting that you may want to appoint some Generals. He blabbers on about one officer in particular, saying that that he make a great commander. |
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| 21 Jan 2012 01:05 AM |
((Of course.)
Encourage the men to relax in the inns and taverns, but inform them that causing trouble will lead to punishment, scaled up by severeness. (IA, a brawl that ends in bloodshed will earn 5 lashes, an outright murder will be execution).
Investigate the suggested officer, give the anonymous soldier a small pay in Bews for his initiative. |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 01:21 AM |
-Helmbreak-
The men seem to become cautious, but continue drink. Unit officers start dealing with any troublemakers for you whenever they pop up.
The spy is still gone, but you estimate that he is about halfway to the Armstock capital.
You find out this about the officer...
Name: Commander Zalfrin Notes: Served in several wars before you became the monarch. He is 49 and is a Lancer Commander in the Helmbreak cavalry. He is apparently a decent tactician and a skilled swordsman as well.
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 01:25 AM |
-Helmbreak-
The men seem to become cautious, but continue drink. Unit officers start dealing with any troublemakers for you whenever they pop up.
The spy is still gone, but you estimate that he is about halfway to the Armstock capital.
You find out this about the officer...
Name: Commander Zalfrin Notes: Served in several wars before you became the monarch. He is 49 and is a Lancer Commander in the Helmbreak cavalry. He is apparently a decent tactician and a skilled swordsman as well.
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| 21 Jan 2012 01:30 AM |
Appoint Zalfrin as the Chief Commander of Lancer Cavalry. Comb the ranks for other worthy officers.
Report on possible dangers in Helmbreak territory. |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 10:06 AM |
-Helmbreak-
Zafrin becomes the Lancer Chief.
There have been reports of adventurers and traveling merchants being attacked by a group of bandits. All you know is that they are named "The Skimitars".
[Creating...]
BRANCH: Infantry/Cavalry CLASS: Skimitar Raider WEAPON: Sword, axe or mace RANKS: None [All in medium rank]
BRANCH: Infantry CLASS: Skimitar Footpad WEAPON: Shortsword, dagger RANKS: None [All in lower rank]
BRACH: Archers CLASS: Skimitar Scout WEAPON: Bow, sword RANKS: None [All in medium rank]
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| 21 Jan 2012 10:56 AM |
Name: MildLand Leader: Liam Hockey Leader Desc: Liam is a nice found fellow who does not enjoy fighting but will never back down from a fight. Secondary Leader(s): No Country Desc: Mildland is a cold mountain country, they don't struggle for food because there are easy ways to find food around of the country. Capital City: Mintson Currency: Silver System of Government: (Monarchy or Despotism) Despotism Feudalism?: (Yes or no) Yes Main Race: Human Other races: (Optional) Some elf's Zone: (Mountainous, Temperate, etc.) Mountainous land
Military: BRACH: Infantry CLASS: Swordsmen WEAPON: Two handed longsword, dagger RANKS: None [All in medium rank]
BRACH: Archers CLASS: Defender WEAPON: Iron Bow RANKS: None [All in lower rank]
BRACH: Archers CLASS: Spy WEAPON: Wooden bow RANKS: None [All in lower rank]
Thanks. |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 11:03 AM |
[It is suggested that you create cavalry and siege equipment, but accepted. If you have no ranking system, then your troops can never improve.]
-MildLand-
You have a somewhat small, but isolated part of land in the mountains. Most citizens are cold in their homes right now. There are 13 villages and 4 major towns, including the Capital.
People have been complaining about the despotism, calling it unfair and tyrannical, but mostly in secret.
Your military consists of 3,000 Swordsmen and 1,500 Defenders. |
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Quilboar
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| Joined: 17 May 2010 |
| Total Posts: 18911 |
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| 21 Jan 2012 11:10 AM |
MILDLAND'S VASSALS
Lord Chambers Lord Elden Lord Kappman Lord Phillip Lord Mounthigh |
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