In the PvP mechanics brainstorming thread, we have identified three alternative rules for recruitment during a civil war. This is an informal poll of prospective KotF players to gauge their opinion. Zim will have the final say on what rules we adopt.

The alternatives are:

(1) Seneschal-based recruitment: this is the system in current draft rules, where recruitment is the same in civil war as out of it. The Seneschal makes the recruitment choices, subject to the prioritisation mechanic.

(2) A draft-based system: this will allow players to recruit one unit per settlement per turn in a civil war (Kingdom funds permitting), but they will have to disband an equal number when the war is over.

Detailed rules:
Spoiler Alert, click show to read: 
1) Each turn of civil war, players can prioritise recruitment (draft) one unit for every settlement they own or have conquered during the war, replacing their normal prioritizations until the next Council session (normally 10 turns).
2) Drafts take precedence over ALL other monetary expenditures in the game and are executed by the GM when implementing combatants' move orders, recruiting by settlement in a random order, but with priority given to settlements that did not draft in the previous turn.
3) When the civil war is over, each player must give orders to the GM to disband one full strength unit for every unit drafted during the war (the GM will umpire any unit transfer exploits designed to evade disbandment).


(2) A mercenary-based system: this will allow players in a civil war to recruit mercenaries up to their prioritisation limits, but they will have to disband them after the war is over.

Detailed rules:
Spoiler Alert, click show to read: 
1. Mercenaries can only be recruited during a civil war, or by an edict
2. At the end of a civil war, all mercenaries not recruited through edicts (that have not expired) are disbanded
3. A player involved in a civil war may only recruit 1 mercenary per turn, and only up to a total number of their prioritizations per term.
4. In civil war, mercenary recruitment takes precedence over ALL other monetary expenditures in the game and are executed by the GM when implementing combatants' move orders, recruiting by player in a random order, but with priority given to players that did not recruit mercenaries in the previous turn.


Some pros and cons

The Seneschal recruitment system is simple, but clearly weights the war heavily in favour of the side with the Seneschal and perhaps more importantly, the previous Seneschals. (With no or very limited recruitment during the civil war, starting armies will be decisive).

The draft and mercenary based systems share some features in common - in particular, in both systems, players will have to relay their recruitment requests to the GM each turn and any extra recruitment during war will lead to disbandment of units after war.

The draft system will probably lead to more recruitment during civil war, as it will apply to both neutrals and combatants, and for most ranks, one unit per settlement is far more than their prioritisations. For example, a baron might draft 10 units per term compared to their normal prioritisation of one. However, this level of recruitment may well drive the Kingdom into debt and thus dry up. Under the draft based system, settlements will have added importance for recruitment.

The mercenary system will remove the need for the GM to keep count of how many units have been recruited and simplify disbandment after the war. Mercenary pools will have added importance for recruitment.