This thread is for all out of character discussion of the King of the Romans PBM - a HRE M2TW game. Please post in this thread if you have any queries or are unsure where to post.
*****************************FAQ (REPOST)*************************************
Players and avatars
See:
https://forums.totalwar.org/vb/showp...81&postcount=1
Other players please sign up and declare which House - Franconia (north), Swabia (west), Austria (east) or Bavaria (south) - you want to be an elector of. Note the Dukes of Franconia and Bavaria have not yet been spawned. You will be named Second Elector of X etc in the order in which you sign up in this thread. I will allocate settlements fairly equally across the Houses, so please do not all sign up for the same House. If the computer spawns many more avatars in a particular house, I may reassign players to Houses to avoid them waiting too long (subject to their consent).
Where to post:
All out of character discussion in this thread.
When the game starts, I will create more threads, so that:
All in character discussion in the Imperial Diet deliberations thread.
All in character stories in the stories thread.
Chancellor reports in the Chancellor reports thread.
All battle reports in the Battle reports thread.
RULES
How to play – in brief
All players are “electors”. They must choose a noble house to belong to - Franconia (north), Swabia (west), Austria (east) or Bavaria (south). Eventually all players will be represented by an in-game character (typically a general, but possibly spy, priest or diplomat - assassins may have too short a life expectancy to be advisable) or avatar who will represent them.
Typically, if a player’s avatar gets into a battle, the player is expected to download the savegame and fight the battle. Players may also be awarded a settlement to manage (making them a Count). They will decide what tax rate to charge and set a build queue (which must be followed if anything is built in their settlement).
Collectively, the nobles form the Imperial Diet. This has two functions - to elect a Chancellor and to set edicts. The Chancellor will be the “reigning player” and play the game. He will move all the generals, authorise any buildings from the build queues and train any units/agents.
”Edicts” are laws that mandate the Chancellor to specific action. Crucially, these include authorising declarations of war.
Game settings
*Patched MT2TW
*Hard campaigns, very hard battles.
*Large unit size.
*Battle timer on. Show CPU Moves, Manage all Settlements
Standard victory conditions (45 provinces, including Rome).
The only mod we will use initially is Medifix 1.2:
http://files.filefront.com//;6476123;;/
This fixes vices and virtues, as explained here:
https://forums.totalwar.org/vb/showp...37&postcount=1
Some notes on installation:
Spoiler Alert, click show to read:
At a later stage, we may use a mod to handle the 2-handed weapon bug and give the Forlorn Hope 2 hitpoints, but those should be savegame compatible. And I'd rather CA fix that through a patch than we use a mod.
Hard restrictions on play: * only two land units (including a general) may travel on each ship.
How to play - detailed rules
1. The role of players.
1.1 Each player will roleplay an “elector” of the HRE. They must choose one of four noble houses to belong to. Players are born into a noble House. It is in their blood and cannot be changed. It is determined by which of the four lines on the family tree their avatar falls under (except for the three starter Generals, for whom it is determined by their initial geography). [Note - if avatars spawn disproportionately in certain Houses, Electors of one House may be offered an avatar of another, but then they effectively role-play a new character.]
1.2 Over time, all players will be assigned an avatar (typically a general) by econ21 to represent them. They should roleplay their traits.
1.3 Players whose avatars lead 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.
1.4 Players whose avatars are Countsgovernors of the settlement for more than two turnsare entitled to set the taxes and build queue of that settlement. If anything is built in the settlement, it must be the first item on the build queue.
1.5 Each elector will periodically vote to elect a Chancellor (reigning player) of the HRE and on edicts to direct him.
1.6 Players are encouraged to stand for the post of Chancellor.
1.7 Players are encouraged to write in-character stories in the stories thread; to discuss matters of state in the Imperial Diet deliberations thread; to write-up battle reports; to PM each other in character for role-playing etc. [Note: when posting screenshots, we could keep them full size but put them under spoiler tags.]
2. The role of the Chancellor.
2.1 The Chancellor is much like the player of a solo M2TW campaign - he moves all the units and agents on the map; he decides all the buildings and which units/agents to be trained.
2.2 However, he delegates battles to the player whose general leads the HRE force. And he follows the build queues and tax policies of players with governors.
2.3 He also must obey Imperial edicts and the constitution (these rules) or face political consequences.
2.4 The player is elected every 20 turns until it is judged the Empire is “large” (say, when it has 20 provinces), when reigns will switch to 10 turns.
2.5 The Chancellor must appoint army commandersand governors. He must maintain a list of who has what post and notify players if they are appointed or dismissed from a role.
2.6 Battles are only fought manually when commanded by a player controlled general who is an army commander. They are autoresolved in all other cases (e.g. captain-led armies).
3. The role of the Imperial Diet
3.1. The Imperial Diet will meet in session every 10 turns. Out of session, there can be open debate and deliberations. Each session lasts 3 days of real time.
3.2. At each session, nobles can propose edicts. These require two seconders to be put to the vote. Edicts are laws that direct what the Chancellor should do.
3.3. Any declaration of war must be authorised by an Imperial edict. The Chancellor or any Duke is empowered to declare war on a non-allied army entering its lands.
*3.4. The rules of the game can be changed by a Noble Charter Amendments (2/3 majority required) except those marked with a *.
3.5. Tied edicts fail. If contradictory edicts are passed, the one with the most votes takes priority.
3.6. Edicts can only last for 10 turns.
3.7. Every 20 turns (10 turns if the HRE is large), or on the death or impeachment of the Chancellor, there is an election for the post of Chancellor. Ties lead to a fresh ballot. A second tie is decided by seniority (avatar age). Voting is open for 2 days.
*3.8. The Chancellor can be impeached and removed from office by a 2/3 majority of the Imperial Diet.
3.9. The Imperial Diet is presided over by the character controlling the Emperor. His rulings are final. The Prince can preside in the absence of the Emperor. The Emperor can call an emergency session of the Imperial Diet - freeze the game - at will.
3.10 Influential players get bonus votes (max +5 bonus)
Appointed Influence (Max 3 points):
Duke: +2
Count: +1
Chancellor, ex-Chancellor, or Prince: +1
Stat Influence (Max 2 points):
15 or more total stat points: +1 (I thought about a lower number, but all avatars are given a base 3 piety and base 5 loyalty, which means those points are freebies. So, 15 is only 7 from actual traits, plus the 8 piety and loyalty freebies)
6 or more ranks in one stat: +1 (In the unlikely scenario where a character gets 6 or more in 2 stats without having 15 total, they get this +1 twice)
The player who is Emperor gets bonus votes differently, being equal to his authority.
4. The role of the four houses - Dukes and Counts
4.1 There will be four houses representing the four main branches of the family tree: Franconia (north), Swabia (west), Austria (east) or Bavaria (south). At the start of the game, Prince Henry is Duke of Swabia and Leopold is Duke of Austria. The Dukes of Franconia and Bavaria have not yet been spawned (they will be the two males who take positions under the Emperor in the family tree).
4.2 Bavaria and Franconia have no Duke yet, so there are Stewards to act in their place until them. Until there is a Duke, they receive the +2 influence of a Duke.
Charter Amendment 3.1: Stewards may bestow the rank of Count on nobles of their House. This Amendment does not give Stewards any other Ducal power, it does not give Stewards additional Influence, nor does it allow Stewards to be Counts themselves.
The Stewards themselves are not Counts. Like Otto in Innsbruck, they are just soldiers, self-made men of lesser station [think Denethor in Lord of the Rings]. They could be rewarded by being made a Count by their Duke when he spawns, though. And they could marry into the Royal line, potentially becoming the Duke themselves.
4.3 The Emperor controls the initial allocation of settlements (e.g. upon conquest). At the start of the game, we have:
Frankfurt - capital of Franconia, home of the Duke (TBC)
Stafen - capital of Swabia, home of the Duke (Prince Henry)
Nuremburg - capital of Bavaria, home of the Duke (TBC)
Innsbruck - second city of Bavaria
Vienna - capital of Austria, home of the Duke (Leopold)
Bologna - is not assigned to any house
4.4 Dukes can then grant a settlement to a player, making him Count of that settlement. The settlements remain nominally within the relevant Duchy. There are no Counts at the start of the game. Capitals of a House need no Counts and cannot be given to them - they belong to the Duke (or his Steward). The Emperor could allocate Bologna to a House at any time, but after that, it will permanently belong to that House. There is an expectation that Franconia will extend north, Swabia west, Bavaria south and Austria east but this should not be followed too rigidly - e.g. the Emperor does not have to give Bologna to Bavaria.
[Note: It is expected that settlements will not be gifted lightly by the Emperor and by Dukes/Stewards - they should be regarded as precious rewards. There is no particular value to settlements in themselves, however. Avatars will be assigned according to the family tree, so more settlements does not mean more family members in a House - nor does it raise influence (beyond the one-off +1 for being a Count). A player cannot be the Count of more than one settlement. Dukes can have more than one settlement not dispersed to counts (and given the ratio of settlements to generals in a game, this is inevitable), but this provides no particular benefits.]
4.5: Counts are governors of their settlements. Dukes govern settlements that are allocated to their Houses but not to a Count. The Emperor governs settlements that are not allocated to any House.
4.6 Counts who are not the natural sons of a Duke (e.g. adoptees and sons in law) may be lose their titles at the whim of the Duke. They are referred to as bonded Counts and are expected to act according to the wishes of their Duke. Natural sons of a Duke may not lose their settlements - they are referred to as freehold Counts.
4.7 Dukes and Counts should name a successor, who will take over their titles and settlements when they die. If no successor is named, the oldest natural son inherits, (if none, oldest adopted son; if none again, then the oldest son-in-law).
4.8 Dukes are expected to guide their families for the good for their Duchies. Members of a house do not have to follow their Dukes in terms of politics. However, the Duke can make players a Count by giving them a settlement (granting them +1 influence). Only the Duke of your House (not another Duke) can make you a Count. Houses will not be the only division in the Diet - chivalry, piety, strategy and other factors may also divide players.
5 The role of the Emperor and Prince
5.1 The Emperor presides over the Imperial Diet as in 3.9. He is the "chairman" of the HRE, as opposed to the Chancellor who is the "chief executive". He will keep order in the Diet and try to make things run smoothly.
5.2 Once in his reign, typically when crowned, the Emperor can automatically assume the post of Chancellor.
5.3 The Emperor can allocate settlements to one of the Four Houses.
5.4 The Emperor adjudicates on rules disputes.
5.5 The Prince succeeds the Emperor and can deputise in his absence.
5.6 Emperors do not belong to factions - if crowned, they leave their House and - if Duke - are replaced by their chosen successor. They are expected to act for the good of the Empire and be impartial, above petty regional politics.
5.7 The Emperor decides which player-controlled avatar, if any, a Princess should marry.
6. The role of posts - military commanders and governors
6.1If a character governs a settlement for more than two turns, the Chancellor must officially appoint him “governor”.Counts set the tax rate and a (buildings, not unit) build queue for their settlements for 10 turns. If any building is built in the settlement, it must be on the build queue.Governors receive +1 civil influence for the duration of their appointment, or 10 turns, whichever is longer.
6.2 If the character leaves the settlement, the build queue remains valid until it expires (i.e. 10 turns after it was drafted). Taxes may be varied.
6.3 A Count has first refusal on governing their own settlement (no other governor may be appointed unless the Count declines to govern). The Chancellor may decline to appoint (or sack) the Count as governor, in which case the settlement can have no governor without the Count’s consent.
6.4 For field armies of seven or more units (including the general), the Chancellor must appoint an “army commander”. The army commander must be a “knight”. Army commanders are appointed for the duration of the Imperial Diet session (10 turn intervals). The post is expected to be rotating. Army commanders get a permanent +1 influence and can decide what to do with prisoners after battle. They can be dismissed by Chancellors, but must be informed of this.
6.5 Avatars who take part in battles may be promoted to “knights” by the army commander. Typically, this will involve the avatar’s bodyguard fighting honourably in a battle. The Emperor, Prince and four Dukes begin the game knighted.
6.6 An avatar who wins five major battles (each against 7+ enemy units) is promoted to Field Marshall. Field Marshalls have standing armies - no unit can be taken out of their stack without their consent. They cannot be dismissed by Chancellors, although their post ends after the second regular session of the Imperial Diet (ie lasts 20 turns maximum). After their post of office ends, they may be reappointed.Field Marshalls get a permanent +2 influence and can decide what to do with captured settlements (occupy, sack, exterminate).
7. Crusades and missions.
7.1 The Chancellor must endeavour to follow missions from the Pope and Council of Nobles, unless exempted by the Diet. Missions from guilds and foreign powers are optional.
7.2 Crusades must be authorised by the Diet, unless announced by another faction.
7.3 When a crusade is called, the Chancellor must ask all generals if they wish to join. He must include at least three volunteers who reply within 48 hours. If there are more than three, he must pick the three most pious. However, he can decline a volunteer if that would usurp his pick of army commander. If the AI calls a crusade, the Chancellor can choose to follow it, even if generals wish to join - but he must still notify them immediately of the call and get their view on whether they would like to join (were he to follow the call).
8. Historical armies
The following rules apply for field armies of 15+ or more units.
Generals - max 2 units
Knights - cavalry or foot, max 8 units inc. generals
[The class of knights is therefore: Dismtd Feudal knights; Dismtd Imperial knights; Dismtd Gothic knights; Mailed knights; Feudal knights; Imperial knights; Teutonic knights; General’s bodyguard; Gothic knights; plus any mercenary knights included those great dismounted knights you get in the Holy Land.)
Total cavalry - maximum 8 units, inc mounted knights and generals
[Non-knightly cavalry includes: Mounted crossbowmen ; Reiters; Merchant cavalry; Mounted sergeants]
Artillery - maximum 2 units (5 in a siege - if caught in a field battle immediately withdraw excess of over two)
Foot missiles - maximum 6 units including artillery
[Foot missiles include: Peasant archers; Peasant crossbowmen; Crossbow militia; Pavisse crossbowmen; Arquebusiers; Handgunners ]
Total elite heavy infantry - max 6
[Elite infantry comprises Zweihander; Forlorn Hope; Landsknechts; dismounted knights and equivalent mercs - e.g. Galllowglass?]
Other spears & feudal foot - unlimited
[This includes: Peasants; Town militia; Halberd militia; Spear militia; Sergeant spearmen; Armoured spearmen; Crusader sergeants; Pike militia]
For armies of size 7-14, the above limits are halved.
No more than half an army can be mercenary. Crusader mercenaries (crusader sergeants, crusader knights, pilgrims, fanatics) can count as natives.
Here's the old german titles of nobility and our equivalents:
Political
Elector = Kurfurst
Count = Graf
Duke = Herzog
Prince = Prinz
Emperor = Kaiser
Military
Knight = Ritter
Field Marshal = Generalfeldmarshal
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