
Originally Posted by
econ21
OK, let's keep declarations of war wholly unconstrained - it does simplify the number of rules (at the cost of making keeping track of who is at war with whom potentially complex).
How about the following rules? These would replace all the rules in section 6 of the current rules, except the last one about battles.
Proposed rules
(a) Declarations of War: A noble may only declare war on another noble at any time. The declaration must be noted in the Chancellor’s report and no noble can attack another noble until the subsequent turn (ie both sides have a full turn of movement before hostilities). A list of who is at war with whom will be maintained for clarity. A noble may only attack another noble if a state of war exists between them.
(b) Ending a war: A state of war between two nobles ends when both make a public declaration of ceasefire (or one dies, is captured etc).
(c)PvP flagging: a noble at war may declare they are PvP flagged. The settlements of PvP flagged nobles:
(1) must set taxes to VH where possible
(2) cannot construct or repair buildings
(3) cannot recruit any units except via drafting
(d)Drafting: PvP flagged characters may request the recruitment of one available unit - players pick - from each settlement they control. This will be done by the GM at the start of each turn before the Chancellor takes the save, provided the Kingdom has the funds. Where funds are scarce, the GM will recruit from settlements in order of seniority (Seniority is determined by intiial population for the 5 starter settlements, then by the time at which the settlement joined the Kingdom).
(e) War weariness: each noble has a war weariness score, which starts at 0 but increases by one each turn they are PvP flagged. When the PvP flag is switched off, the war weariness score remains frozen for 10 turns. Thereafter, every turn they are not PvP flagged reduces war weariness by 1 (0 being the minimum). Once war weariness reaches 5 or more, no more units may be drafted from any of the player's settlements.
(f) Desertion: once war weariness reaches 10 or higher, the PvP flagged character must disband one of their units each turn. The unit must be full strength (merge units if necessary) or, if this not possible, the GM picks. RBGs and fleets are not considered units for the purposes of desertion. Disbandment orders are to be communicated to the GM and implemented at the same time as drafting (ie before any other actions that turn). Failure to communicate will led to the GM picking the unit to disband.
(g) movement on the campaign map: normal rules apply, but if the GM thinks it best, he may propose alternative mechanics (e.g. phased movement; risk style movement; instant battle) which will be adopted if passed on an OOC vote (unweighted).
Commentary
(a) and (b) declaring and ending war are written mainly to simplify what we already have. What we currently have about feudal chains and oath breaking just seems unnecessary. Your vassals should join you in the war - unless they also want to break their oaths, in which case you can declare war on them.
PvP flagging: this is a mechanic that allows you to opt out of the peacetime system of the Chancellor ruling everything. If you are at war, you don't have to be PvP flagged - you can still allow the Chancellor to build and recruit etc.
The rules are intended to balance PvP flagging so that it is not overpowered (if it were, people would always want to be in a state of war, most likely phoney).
The benefit of PvP flagging is that you can recruit 1 "free" unit per settlement, up to 5 per settlement.
Some of the disadvantages of PvP flagging are:
- taxes at VH - to simulate unrest (and because your drafting is costing the Kingdom florins).
- no buildings or even repairs (guns or butter)
- no normal recruitment by the Chancellor at your cities
Typically, I would imagine a player who has the Chancellor on side would not want to PvP flag - it is mainly for the "rebel" side.
However, 5 units per settlement is potentially still an important benefit, so the concepts of war weariness and desertion are to further balance things. War weariness first stops you getting more than 5 drafted units per settlement, then exposes you to desertion. Desertion means your army gradually dwindles the longer the war drags on. As a player will tend to disband low quality units (drafting better ones), so desertion will be less of an issue to a powerful player with many units and/or settlements.
Note that since drafting imposes a financial cost on the Kingdom, there will be a pressure from non-combatants for civil wars to end. This seems fitting.
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