Game setting rules and ranks done so far, with shameless use of the LOTR ruleset as a base (with TinCow's permission). My goal has been to add some of the strong base missed from KOTR to the greater fluidity and far greater understandability of LOTR"s rules (which I know well, having tried to slog through KOTR's rules for comparison...).
Major changes vis a vis LOTR: The faction leader has more power, mainly with the addition of being able to allocate new lands. Houses are a little more rigid but provisions for starting new ones are still included. Somewhat fewer ranks although this can be changed quite easily.
I'll be trying to finish the rules draft within the next day or so, but wanted to open up what I had to discussion. This is all in the draft stages, so changes can still easily be made if there are any problems.
1. General
(a). - Game Settings:
M2TW Kingdoms with the 1.5 patch
Lands to Conquer Gold Mod
Very Hard Campaign, Very Hard Battles.
Large Unit Size
Battle Timer On
Show CPU Moves
Manage All Settlements
Only two land units (including a general) may travel on each ship.
(b). - Avatars: Each player will roleplay a Noble of the mighty nation of France. On joining the game, each player will choose an avatar to represent this Nobles. Avatars can be ‘family members’ or recruitable generals. Players are reminded that due to limitations imposed by the M2TW engine, only avatars on the family tree will be able to marry, have children, and have a chance of becoming Prince and King. Recruitable generals can be spawned at any time, but family member creation is beyond our control. Players may only use agents as avatars with permission from the GM, since agents cannot fight battles and have a different set of stats from family members and recruitable generals. If a Man of the Hour adoption is offered to an avatar, the choice of whether to accept it is entirely up to the avatar who is the adopter.
If a player character is killed, there is a 5 turn wait to have an rgb spawned for him. He may immediately take any available fms, however.
(c). - Battles: A player whose avatar leads an army that is involved in a battle will be expected to fight that battle. This will involve downloading the savegame of the battle, playing it and then uploading the resulting savegame. Uploading the post-battle save must be done within 48 hours of the pre-battle savegame being uploaded. If the deadline expires, the battle is autoresolved. If a player cannot fight a battle that is assigned to them, the battle may also be fought by any player whose avatar will also be present in the battle. Under no circumstances will a battle be fought by a player whose avatar is not present in the battle. If there is no player available to fight a battle, it must be autoresolved. If there are no allocated avatars involved in the battle at all, it must be autoresolved.
(d) - Game Management: At the start of each turn, the Chancellor will post an annual report on the events of the last turn, including a save game file for the new turn. After the annual report is posted, players will have at least 24 hours to download the save, and make their personal moves. Players can move their avatars, move any unit or fleet their avatar owns, and fight any battles against the AI that they are capable of fighting with their avatar’s army. Player may also move any unit, fleet, or avatar they have been given specific permission to move by the respective owner, as long as that permission is posted in a public thread. The Chancellor may extend the time limit beyond 24 hours at his discretion, but all players are encouraged to act as swiftly as possible to keep the game moving. Players may not move avatars or armies into the territory of a neutral or allied faction without the permission of an edict. Nor may they attack the settlements or armies of neutral or allied factions without a declaration of war resulting from an edict.
(e) - Events: Whenever they desire, but no more often than once every 10 turns, Zim, TheFlax, or anyone they choose may create an in-game Event. Events are not limited in scope, subject matter, or method of implementation. All game rules can be violated to implement an Event. The players can prevent the implementation of any single Event through a simple majority of unweighted votes.
(f) - Game Master: Zim will serve as Game Master and is responsible for management of the game and enforcement of the Game Rules. Zim can delegate any of his powers to another person whenever he chooses. Zim has the ability to create stacks for the AI.
2. Houses
(a). - Starting Houses: There are four starting Houses, named The Duchy of Bourgogne, The Duchy of Aquitaine, The Duchy of Lorraine and The Duchy of Bretagne. These starting Houses are to be initially led by Raymond de Provence, Prince Louis, Hugues de Champagne and Alain de Rohan, respectively. The leaders of these starting Houses are exempt from any obligations to join the Houses of their parents, and are the first Dukes of their respective Houses.
All other family members start in the House of their parents and are considered to have sworn an oath of fealty to their "parent", regardless of whether they are born into the family, are adopted, or marry into it. They are able to break their familial oath and attempt to join another House, start a new one, or remain independent. However, this brings with it the chance of Civil War as laid out in rule 6 (b).
(b). - RGBs: Recruitable generals start off in the game as independent Knights, excepting the first two as per rule 2 (a). From this position they are free to remain independent or join any of the existing Houses. Should they join an existing House and own land, they will be counted as landed vassals for the purpose of determining ranks within their House, but are unable to inherit leadership of the House. Should a Knight receive an adoption or marriage offer, they will be required to join the House of their new parents, if said parents have one. If they are already members of another House this will still carry the risk of Civil War as per Rule 6 (b).
(c) - New Houses: Any independent land owning Noble may attempt to start a new House by proposing a Codex Amendment at the Council of Nobles. Should their Codex Amendment pass, they automatically attain the rank of Duke of their new House. They may name it whatever they please. Recruitable generals who become Dukes in this manner are exempt from any requirement to join a parent's House if they are adopted or become an FM through marriage.
3. - Feudal Hierarchy
(a). - Rank Gain and Loss: All Nobles enter the game at the rank of Knight. Nobles will be promoted to a higher rank as soon as they meet the requirements for that rank. If, at any point, a Noble ceases to meet the requirements of their existing rank, they will be demoted to the highest rank whose requirements they meet.
(b). - Gaining and Losing Provinces: All conquered provinces must be ratified by an edict, which can be passed at the session before the conquest or be applied retroactively at the first session after. If a province is not ratified in this manner by the end of the very next session after it was made, it must be given away or abandoned. While a province is not ratified taxes must be set to the highest level possible and no recruitment can be made in that settlement. Any province conquered and ratified becomes part of the King's Demesne. At the time of conquest, the conquering noble can refuse to hand the province over to the King, but this puts him in a state of Civil War with the King. The King can be prevented from giving any province in the Demesne to another Noble by a two-thirds majority vote of the Council.
The King's choice of who to give the province can be blocked by a 2/3ds majority of the Council (excluding the King himself, except as a tiebreaker). For this to happen a Duke must declare an emergency session to have the matter voted on.
At the start of the game, Zim will determine which Nobles receive control of the starting provinces, to a maximum of one province per Noble. Nobles lose control of one of their provinces if they voluntarily give it to another Nobles, if it is conquered by an AI faction, if it is occupied by the army of a Noble who has made a Declaration of War against them, or if they break an oath of fealty (however, if a civil war results they can regain the province either in the war or through a treaty).
(c). - Retinue: At any time, a Noble may give any retinue item/member they possess to another Noble or remove it from their avatar without giving it to anyone else. If a retinue item/member cannot be transferred or removed due to game coding or distance between avatars, console commands may be used to allow the transfer or removal.
(d) - Wills & Inheritance: Upon the death of a noble his land goes to the highest member of his feudal chain. If he is independent the land goes to the King. All land in the King's Demesne is passed to the new King. Duke's can pass on their rank to a House member of their choosing, by naming a successor in a valid will. Wills must be PMed to Zim before the Avatar’s death to be considered valid. If a Duke dies without naming a successor, the King picks the successor from among the highest ranked Nobles in their House.
(e) - Oaths of Fealty: Any Independent Noble may swear an oath of fealty to any Noble whenever he wishes. In order to become a vassal of another Noble, a Noble must take an Oath of Fealty by specifically swearing allegiance to that player in a public thread. The prospective Lord has the right to refuse to accept the Oath. An Oath of Fealty can be broken if either the Lord or the Vassal specifically revokes it in a public thread. If a Vassal breaks an Oath of Fealty without the permission of his Lord, he cannot swear a new Oath of Fealty until 5 turns have passed. A Noble can only have one Lord at a time, but he may have an unlimited number of Vassals. Oaths of Fealty cannot be sworn or broken while the Council is in session.
(f) - Feudal Ranks: In the event of a conflict, Rule 3 (f) takes priority over all other rules. The feudal ranks and positions are as follows:
Knight:
Requirements: None
Influence: 1
Powers:
(1) Can propose one Edict per Council Session.
Penalties:
(1) Cannot run for Chancellor.
Baron:
Requirements: Must have personal control of a province.
Influence: 1
Powers:
(1) Can propose one Edict per Council Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control. Can rename any settlement under their control at any time.
(3) If this rank is held during a Normal Council Session, can Prioritize a total of 1 units per full 10 turn Chancellor term.
Penalties:
(1) Loses control of all provinces if they fail to vote in two consecutive Normal Council Sessions. All provinces lost in this way are given to the Baron's Duke. If the Baron is not in a House, the provinces are given to the King.
Count:
Requirements: Must have personal control of a province. Must have at least one landowning vassal. Must be a member of a House.
Influence: 1
Powers:
(1) Can propose one Edict per Council Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control. Can rename any settlement under their control at any time.
(3) If this rank is held during a Normal Council Session, can Prioritize a total of 2 units per full 10 turn Chancellor term.
Penalties:
(1) Loses control of all provinces if they fail to vote in two consecutive Normal Council Sessions. All provinces lost in this way are given to the Count's Duke.
Duke:
Requirements: Must be one of the beginning Dukes as per Rule 2 (a), have become Duke as per the will of a deceased Duke as per Rule 3 (d), have been given the title by a resigning duke, have attained the title of Duke by Rule 2 (c) or gained the title as part of a peace agreement at the end of a Civil War.
Influence: 1 + 1 for every Count in his House.
Powers:
(1) Can propose three Edicts or Amendments per Council Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control. Can rename any settlement under their control at any time.
(3) Can call Emergency Council Sessions if another Duke seconds the call.
(4) May at any time rename their House.
(5) Cannot be banned from a Council Session.
(6) If this rank is held during a Normal Council Session, can Prioritize a total of 3 units per full 10 turn Chancellor term.
(7) Can voluntarily resign and pass on their title to any land owning Noble of their choosing.
Penalties:
(1) Cannot hold any other rank except those of Chancellor and Prince.
Prince:
Requirements: Must be the in-game faction heir.
Influence: 2.
Powers:
(1) This rank is always held at the same time as other feudal ranks. The Influence and Powers of the Prince are added on top of the Influence and Powers of the Prince's other rank(s), unless the Power specifically states otherwise.
(2) In the absence of the King, the Prince can ban nobles from a Council Session. Banned Senators cannot speak or propose legislation, but they are permitted to vote.
(3) In the absence of the King, the Prince can adjudicate on rule disputes. However, if a rule dispute directly involves the King or the Prince, the Chancellor will be the adjudicator.
(4) If this rank is held during a Normal Council Session, can Prioritize a total of 1 units per full 10 turn Chancellor term. This power is cumulative with the ability to prioritize units under any other rank held by the Prince.
King:
Requirements: Must be the in-game faction leader.
Influence: equal to authority stat.
Powers:
(1) Can propose an unlimited number of Edicts or Amendments per Council Session.
(2) Can set the build queue and tax rate for all settlements in the King's Demesne. Can destroy any building in those settlements and can rename any of them at any time.
(3) Can call Emergency Council Sessions.
(4) Cannot be banned from a Council Session.
(5) Can prioritize 4 units per term.
(6) Can declare war on any faction at any time, for any reason.
(7) Can veto one Edict or Amendment per 3 ranks of Authority.
(8) Decides which noble, if any, a Princess should marry.
(9) Can allocate all newly conquered land, or let it remain within the King's Demesne if he wishes.
(10) Once during his reign, the King may automatically assume the post of Chancellor for a single term. The King must declare that he is exercising that right at a Council Session; He will then be appointed Chancellor with no election. This right can only be invoked once, but the King can also compete in normal Chancellor elections.
(11) Can ban Nobles from a Council Session. Banned Nobles cannot speak or propose legislations, but they are permitted to vote.
(12) Can adjudicate on edicts and amendments. However, if a rule dispute directly involves the King or the Prince, the Chancellor will be the adjudicator.
(13) Can rename the faction at any time.
(14) Can move the Capital at any time, as long as the new Capital is within the King's Demesne.
Penalties:
(1) Cannot hold any other feudal rank except that of Chancellor.
(2) Cannot swear an Oath of Fealty to another Senator and cannot have any Vassals.
Inheritance: On the death of a King, all Oaths of Fealty pertaining to the Noble who is now King are instantly broken, with no penalties. The new King takes control of any provinces in the King's Demesne, as well as retaining those under his control at the time of his ascension. If he was Duke of his House, his named heir for that post attains the rank. In the absence of a named heir, the second in charge of the House becomes Duke.
Chancellor:
Requirements: Must have been elected Chancellor or attained it through declaration under King's Power (10).
Influence: For every term a noble serves as Chancellor, he gets a permanant +1 to his influence. This bonus is cumulative for nobles who serve multiple terms as Chancellor. This bonus does not apply to the King or any Chancellor who was removed by being impeached.
Powers:
(1) This rank is always held at the same time as other feudal ranks. The Influence and Powers of the Chancellor are added on top of the Influence and Powers of the Chancellor's other rank(s), unless the Power specifically states otherwise.
(2) The Chancellor is repsonsible for all monetary expenditures in the game. The choice of what to build/recruit is entirely up to him, except as stated in the Limitations on Powers.
(3) The Chancellor can move all armies that start a turn outside a settlement and led by a captain.
(4) The Chancellor can move all fleets, unless they started the turn inside a port in the realm.
(5) The Chancellor can move and use all agents.
Limitations on powers:
(1) The Chancellor must respect all settlement tax rates and build queues. The Chancellor is not required to build anything, but if he does build in a settlement, it must be the first item in the build queue. If no build queue is posted for a settlement, the Chancellor may build whatever he wishes.
(2) The Chancellor must respect all requests for the transfer or deletion of retinue members/items, as long as these requests comply with the rules.
(3) Prioritized Units - No money can be spent on any recruitment until all Prioritized Units have been funded, unless the Nobles who Prioritized them agree otherwise. If there are multiple Prioritized Units, and not enough funding for all of them, the Chancellor may choose which to recruit first. Nobles may specify any of his settlements for the unit to be recruited from, and any unit available for hire in that settlement to be recruited. Artillery and mercenaries cannot be Prioritized. A unit may be retrained instead of recruited if the unit is already located in a settlement where it can be retrained in some fashion.
(4) Cannot remove a building from any build queue if construction has already begun on it, unless the owner of the province agrees otherwise.
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