Results 1 to 13 of 13

Thread: Official Cataclysm Thread

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Bureaucratically Efficient Senior Member TinCow's Avatar
    Join Date
    Mar 2004
    Location
    Washington, DC
    Posts
    13,729

    Default Official Cataclysm Thread

    DO NOT POST IN THIS THREAD. ALL QUESTIONS AND COMMENTS SHOULD BE SENT VIA PM OR POSTED IN THE OOC THREAD.


    Cataclysm FAQ

    Overview:

    At the beginning of every game turn, I will make a Status Post with all information needed for the players that turn. At the start of the post will be a general overview of significant events, such as AI army movements, city conquests, etc. This will be followed by a situation report for each player. The situation report will include any pertinent results from the previous turn, a basic description of the player’s current situation, provinces the player controls, the player’s personal wealth, the Direct Recruitment units available to the player, and a short multiple choice description of possible actions. These multiple choice descriptions will not be definitive by any means; they will merely provide examples of options that are open to you. For example:

    Johnny von Hindenburg:

    Spoiler Alert, click show to read: 
    Controlled Provinces: Pfarphenplatz (rioting), Somewhatnearbyville
    Personal Wealth: 3
    Units Available: Town Militia, Spear Militia, Crossbow Militia, Free Company Longbowmen, Free Company Men-at-Arms

    The city is rioting and half of the garrison has been killed or deserted. You have two units of knights with you and a large Polish army is nearby. The Poles will likely attack Pfarphenplatz next turn.

    (A) Garrison Pfarphenplatz with your knights, recruit 3 Town Militia, and attempt to restore order and hold the city.
    (B) Ride to Pfarphenplatz and rescue the garrison before they are overwhelmed, then attempt to flee to the safety of Somewhatnearbyville. This will slow you down and you may be caught in the field by the Polish army. You cannot recruit more than 1 Militia unit if you do this, but the garrison will join your army for free.
    *(C) Abandon Pfarphenplatz and ride immediately for Somewhatnearbyville. You cannot recruit any Militia units if you do this.


    After I have made this post at the beginning of each game turn, players may send me their action choices. This can be something as simple as "B" (indicating you want to do multiple choice option B corresponding to your character) or a 4 paragraph explanation of what you want to do and why. ALL PLAYERS MUST SEND ME THEIR CHOICES BY PRIVATE MESSAGE. This is to ensure secrecy, since some choices can harm other players. I do not want other players to see what you are going to do before you do it, because it might effect their own decisions. The * will indicate the option that I think is the safest for the avatar. If a player does not respond with their choice of action within the time allotted for the turn, I will always use the * choice. Keep in mind, the * choice could have negative consequences for the avatar, and thus is not usually a good choice. However, the * choice will ALWAYS ensure that the avatar survives and thus players who fail to submit their orders will not find themselves dead the next year. PLEASE NOTE THAT YOUR OPTIONS ARE NOT LIMITED TO THE CHOICES I LIST. IF YOU WANT TO DO SOMETHING ELSE, YOU SIMPLY NEED TO SAY SO. I will figure out a way to implement nearly anything you can think of, so long as it makes sense and would be realistically possible for your avatar.

    THE TIME LIMIT FOR SUBMITTING CHOICES IS 48 HOURS FROM THE TIME THE OFFICIAL TURN REPORT IS POSTED.

    Specific Game Mechanics:

    Spoiler Alert, click show to read: 
    Income:
    Money will be very tight during the Cataclysm and each player will have to accumulate money for their own personal use. Their current wealth will be represented by a simple number, which has no relation to in-game prices. There will be two kinds of income:

    1) Fixed Income: Players can receive an income from settlements that are under their control, not rioting, and have an uninterrupted path to the player’s location. If an enemy army is blocking the route, you will not get the income. If you are besieged, all routes are considered blocked and you will get no income except for the settlement you are in (unless that is rioting too). Each player will be told which provinces are under their control each turn.

    Cities produce a base income of 3 wealth. Castles produce a base income of 1 wealth. Rebel Capitals produce +1 wealth, regardless of whether they are a City or a Castle. Rebel Capitals cannot be moved during the cataclysm, even if the capital is held by the AI or has fallen under the control of another player. If a loyal Count exists, 1 wealth is diverted from Duke's income from the loyal Count's settlement to the loyal Count, as long as the trade route between the settlement and the loyal Count is open. All provinces produce +1 when their Lord starts the turn inside its borders. If a province has both a Duke and a loyal Count and both are present in the province, the loyal Count is the only one who can receive this bonus.

    2) Event Generated Income: Extra income can be created in nearly any way imaginable, but the methods will have consequences. The amount gained from an Event will vary, but will generally range from 1 to 10. For instance, you can disperse your army to tax the surrounding lands for 2, but if you are unlucky, a regiment could be attacked by bandits and destroyed while away from the main army. Doing this would also prevent you from moving out of the province, so it would be best to do it when you know you won’t be attacked or will be able to win if you are attacked. The safest and most profitable method of gaining Event Income is to plunder any destructible buildings in a settlement. Doing this will destroy the building for good, but it will produce an income equal to the number of turns required to build the structure from scratch and there is no limit to the number of buildings you can knock down per turn. Please note that destroying buildings in a province will probably make the people of that province hate you. This will make it difficult to recruit new soldiers and will limit your options in some other regards. Of course, you could always plunder the buildings from a neighboring province whose Lord is not around to protect it…

    Construction/Repair:

    Players can only build or repair buildings in the province they are physically located in at the beginning of a turn. Construction cost will be equal to the number of turns required to build the structure from scratch. Repairs will cost 1 per building being repaired, except for walls and towers, which will cost 2.

    Recruitment:
    Armies are the lifeblood of the Cataclysm. The larger your army, the more territory you will be able to successfully control and the better off you’ll be in general. I don’t think I need to explain why. THERE WILL BE NO RETRAINING DURING THE CATACLYSM with the exception that full-strength units may be retrained to gain armor and weapon upgrades. There will be multiple ways for players to recruit new units.

    1) Direct Recruitment: Each player can recruit any unit type that is available in the province they are physically located in, to include settlement units and mercenaries. Please note that events and player choices may ‘disable’ recruitment of some unit types temporarily or even permanently. Each player will be told which units are recruitable in their current province each turn. If you want to use Direct Recruitment, you need to let me know in the PM and state specifically which units you want to recruit. My default choices will rarely include Direct Recruitment choices, so a typical response would be "Option B + Recruit 1 unit of Zweihanders and 1 unit of Sergeant Spearmen". Unit costs will vary according to my whims, but will generally be as follows:

    Poor Quality Infantry or Militia: 1
    Medium Quality Infantry or Militia/Low Quality Missile: 2
    High Quality Infantry/High Quality Missile/Low Quality Cavalry: 3
    Medium Quality Cavalry/Low Quality Artillery: 4
    High Quality Cavalry/High Quality Artillery: 5

    Specific Unit Cost List:
    Spoiler Alert, click show to read: 
    Town Militia - 1
    Spear Militia - 1
    Crossbow Militia - 2
    Halberd Militia - 2
    Pike Militia - 2
    Merchant Cavalry Militia - 3
    Forlorn Hope - 3
    Peasant Archers - 2
    Peasant Crossbowmen - 2
    Pavise Crossbowmen - 3
    Mounted Crossbowmen - 4
    Sergeant Spearmen - 2
    Armoured Sergeants - 2
    Dismounted Feudal Knights (DFK) - 3
    Dismounted Imperial Knights (DIK) - 3
    Zwei Handers - 3
    Mounted Sergeants - 3
    Mailed Knights - 4
    Feudal Knights - 4
    Imperial Knights - 5
    Gothic Knights - 5
    Teutonic Knights - 5
    Reiters - 5

    Hand Gunners - 3
    Arquebusiers - 3

    Ballistae - 4
    Catapults - 4
    Trebuchets - 5
    Bombards - 5
    Grand Bombards - 5
    Serpentines - 5
    Cannons - 5
    Basilisks - 5

    Irish Kerns Mercs - 1
    Welsh Spearmen Mercs - 2
    Balkan Archers - 2
    Mercenary Spearmen - 2
    Slav Mercenaries - 2
    Free Company Men at Arms - 3
    Free Company Longbowmen - 3
    Mercenary Pavise Crossbowmen - 3
    Galloglaich Mercs - 3
    Welsh Longbowmen Mercs - 3
    Catalans - 3
    Flemish Pikemen Merc - 3
    Mercenary Crossbowmen - 3
    Turkopoles - 4
    Albanian Cavalry - 4
    Mercenary Ribault - 4
    Mercenary German Knights - 5
    Mercenary Frankish Knights - 5
    Mercenary Knights - 5
    Serbian Knights - 5
    Kwarizmian Cavalry - 5



    2) Event Generated Recruitment: Extra recruits can be created in nearly any way imaginable, but the methods will have consequences. One option could be to use press-gangs to levy civilians into your army. This will obviously make the people unhappy (which has its own consequences), reduce the population, and won’t provide you with high quality units, but it will let you raise a small force quickly and for free. As another example, if you have high piety and chivalry and are in a city with a Teutonic Knights guild house, you may be able to convince them to join you for free. A third option would be to bribe away the soldiers from another player’s army or settlement. Since there will be no retraining during the cataclysm, bribing will be the only way to gain new veteran units. The cost of bribing will vary based on the traits of the avatar who owns them. An avatar that is well-loved (via traits) by his troops will greatly increase the bribe price of his men (i.e. High Quality Infantry cost 5 instead of 3). In contrast, units will require less money to desert from an avatar that they do not like (High Quality Infantry cost 2 instead of 3).

    Movement:
    There will be no captain-led army movement during the Cataclysm, except for movement that began before the cataclysm. If you want to move forces around, you'll need to do it yourself or find an ally who will do it for you. The exception to this is 'reinforcements' to other players. If you are giving units to another player, they may move to that player's army without your escort, so long as a secure route exists between you and it is no more than 2 provinces away.

    Avatar led armies will generally be constrained by normal in-game movement limits (with a little wiggle room), but not always. I will consider making exceptions for movement restrictions if people request them. You'll have to give me a good reason why, but I will seriously consider it if it makes sense. For instance, players could attempt to cross an otherwise impassable mountain range as a short-cut, but will risk losing men to avalanches and rock slides. If you want to move in a non-standard fashion, you must specifically request it.

    Controlling Provinces:
    At the start of the Cataclysm, Dukes/King will control all of their corresponding Duchy's/Outremer's provinces which still belong to the HRE, unless otherwise noted. Counts will control the provinces officially allocated to them. After the Cataclysm begins, control of provinces can be gained and lost through the choices made by the players. Obviously, losing it to an enemy faction will result in your loss of control. However, other players can seize control of your territories as well by marching an army into it and formally declaring that they are seizing it. Depending on the circumstances, the settlement might resist the attack and fight back, or it might simply surrender without a fight.

    Fighting Other Players:
    Since players are free to sack and seize each others lands, bribe each others armies, and generally do things that will make other people mad, it is possible that some players may seek to fight each other. This will be allowed, even if one party wants to avoid the battle (though it may be difficult to corner a player who is trying to avoid you). If you don’t want someone to fight you, you probably shouldn’t do things to anger them. If two players end up engaging in battle, the situation will be resolved as follows:

    1) If both players agree, the battle will be fought in multiplayer. I will create a specific list of the units each player will have available to them in the multiplayer battle and state the type of map on which the battle must be fought (i.e. open field, Player A defending a Castle, etc.) and the battle must be fought under those conditions. The results must then be sent to me and I will disband units to reflect the casualties.

    2) If either player cannot or will not fight a multiplayer battle for any reason, I will decide the end result of the battle on my own in any way I see fit. I will disband units to reflect the casualties.

    In both cases, the loser will become the prisoner of the victor. The loser’s surviving units will join the victor’s army and the victor will gain control of all of the loser’s provinces. NO AVATAR WILL DIE IN PVP BATTLE, NO MATTER HOW IT IS FOUGHT OR WHAT THE RESULTS ARE. However, victors can execute their prisoners if they so choose. Players who become prisoners will continue to have choices to make every turn, just like everyone else, but their options will reflect their new circumstances. These would likely be things such as attempting to break out of prison or proclaiming loyalty to the victor and offering to serve him.


    The War of Reformation Rules:
    Spoiler Alert, click show to read: 

    1) In 1330 AD, there will be no base income from any settlements, each settlement will lose one building due to rioting and warfare within the settlement, and each settlement will lose 20% of its population as a result of the brutal massacres.
    2) In 1330 AD, full-stack rebel armies will appear in every province throughout the Reich. These armies are a representation of the general warfare going on amongst the Catholic and Lutheran populations. They are not “Catholic” or “Lutheran” in any sense. They cannot be bought off, charmed away, or disposed of in any other indirect fashion. They only way to get rid of them is to destroy them in combat.
    3) Every turn after 1330 AD that a rebel army starts the year in a province, that province’s settlement will produce no base income, will lose one building per rebel army, and will lose 10% of its remaining population per rebel army.
    4) In order to pacify a province, all rebel armies inside its borders must be defeated. Only one rebel army can be destroyed per Elector per year, due to the excessive amount of time it takes to put down a religious war.
    5) Every turn that a ‘pacified’ province starts without an Elector within its borders, there will be a 50% chance of a rebel army appearing within it, representing a fresh outbreak of violence. This percentage may go up or down in various provinces depending on events and choices.
    6) Actions by Electors that encourage violence between Catholics and Lutherans in any way will have a chance of spawning new rebel armies inside that Elector’s province and in adjacent provinces, even if a rebel army already exists in those provinces. (Don’t feed the fire!)
    7) For the purposes of Rule 1 and Rule 3, buildings will be picked at random using a 20-sided die. The buildings will be numbered from left to right and top to bottom, as they appear on the city screen in-game (i.e. City walls and castle fortifications will always be #1). The die will be rolled and the building that corresponds to the number rolled will be destroyed. If the number corresponds to a non-destructible building or an empty slot, the die will be re-rolled.
    8) The War of Reformation does not apply to Outremer.
    Last edited by TinCow; 11-26-2007 at 17:08.


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO