Sign up if your interested, I'm hosting this at the TWC too. May not be too technical like many others, but simple can be good :)
Will include a prologue and rules if there is interest.
Factions
Moors: DEMON ARCHANGEL
Cordoba (capital)
Almeria
Tanja
Algarve
Murcia
Sevilla
Badajoz
Almohads:KARL Xll
Faz (capital)
Hammadids: MEGAS METHUSELATH
Tunis (capital)
Qasentina
Al Jazair
I Qabaili
Portugal: JOLT
Lisboa (capital)
Porto
Castile: CAIUS
Toledo (capital)
Castilla
Leon: QUINTUS J.C
Leon (capital)
Galicia
Asturias
Valencia: YOYOMA1910
Valencia (capital)
Mallorca
Aragon:PEASANT PHILL
Aragon (capital)
Barcelona
Navarre: ICHIGO
Navarra (capital)
Armagnac
France: WARLUSTER
Toulouse (capital)
Marseilles
Bordeaux
Auvergne
Burgundy: IGNORAMUS
Lyon (capital)
Thoughts?
Updated information:
-I intend to use tad bits from other IH's (though being careful given the recent plagiarism thing)
-CoE's asking questions to be answered each turn system will be implemented if I can get Franconius' permission.
-Certain Kagemusha features such as diplomacy, men & income
-BUT VERY MOSTLY MY OWN STYLE, advanced military divisions between elite, regulars & militia, opportunity to build a range of buildings & detailed income separating taxes, agriculture, sea & land trade & industry into sub sections so you know what needs improving.
-Vassals are obtainable and there will be events occasionally with the likelihood of emergent factions, though that will take a while to get.
-Based on spain & I can honestly say my own inspiration, the idea at least if not all game mechanics is mine.
Rules & Game mechanics
Please read this if your playing the game
Law
In your faction pm you will be given an overall law rating (not for individual provinces, less micromanagement) If it falls below 100 there is a chance a province will rebel, i.e if law is 88 there is a 12% chance of rebellion (similar to medieval 1 law system)
All factions law begins above 100, but certain upgrades can make it worse, losing vital provinces and gaining unstable ones or a decline in army can also worsen law, while gaining stable provinces or increasing military can increase it.
Military
You start with no army in which I will give all players the chance to decide how many men they want (considering there budget) and where they want them. However you can only build basic 'militia' at the start, building some of the military buildings will allow you to eventually recruit regulars & elites, the upkeep is the same for all unit types 1 man = 1 coin but in order to get regulars & elites you must first upgrade, also getting upgrades allows you to buy more men, the base maximum amount of men is 75,000 without upgrades, it isn't a cheap process though. You can only get them at your capital as you only need one anyway, so look after your capital if you build these upgrades as losing it will take you back to 'militia' units.
Finally, any region with a port can invade any other region with a port, port regions are the only ones which can invade Mallorca too, which is the only province you can invade without it having a port, you need a port to invade it, but Mallorca doesn't need a port to receive an invasion while all other regions do.
In a battle the following is what each equals
Militia (normal unit) = 1
Regulars = 2
Elites = 4
Garrisons
If an unoccupied area is attacked there is no fight, the invader wins, getting upgrades so there is a permanent garrison (there rather cheap too) can at least give the invader a challenge, even if they win, the garrison never depletes but must stay in it's region and cannot attack. The garrison still fights even if you already have men in the province being attacked, and simply adds to the numbers.
Upgrades can delay how quick an opponent takes a province too. The base time is 1 turn, which doesn't give you much time to retaliate at all.
Diplomacy
There are a few allies & wars at the start to get things rolling, but you can change that by ceasfiring or breaking alliances if you like, all diplomacy is allowed and encouraged including
-Money sharing
-Vassals
-Alliances & war declaration
-Region trading
-Trade
-Help In wars
and much much more, mostly anything you can do on the actual total war games, providing the person who negotiate with accept your terms of course!
Income
A regions income is split into 4 sections:
-Tax
-Agriculture
-Mining & Industry
-Sea & Land trade
There are buildings to work on each area individually and improve them, the general trend however is that the most valuable income is tax, then trade, then industry then farming, however depending on how you upgrade depends on whether that normal income trend is in place or not.
Confirmed buildings
Note: Each building is built on the turn you request it, stopping the annoying wait while it's being constructed, though upgrades are expensive. You must build stage 1 buildings in that category before stage 2, and stage 2 before stage 3 i.e: Build a tax depot before you can build a tax office.
Economics
Tax
Tax Collectors depot
Cost: 10,000
Effect: Increases the regions tax income by 10% from it's original tax income
-3 law
Tax Offices
Cost: 25,000
Effect: Increases the regions tax income by 30% from it's original tax income
-10 law
Agriculture
Land clearance
Cost: 8,000
Effect: Increase regions farming income by 5% from its original farm income
Farmlands
Cost: 4,000
Effect: Increase regions farming income by 30% from its original farm income
Agricultural estates
Cost: 4,000
Effect: Increase regions farming income by 50% from its original farm income
Industry
Textiles workshop
Cost: 6,000
Effect: Increase regions industry income by 20% from its original industrial income
Armour workshop
Cost: 12,000
Effect: Increase regions industry income by 40% from its original industrial income
Mines
Cost: 30,000
Effect: Increase regions industry income by 100% from its original industrial income
-5 law
Trade
Roads
Cost: 10,000
Effect: Increase regions trade income by 15% from its original trade income
Port
Cost: 20,000
Effect: Increase regions trade income by 30% from its original trade income
Allows you to attack other regions with ports
Military
Garrisons
Town Watch
Cost: 5,000
Effect: The region will have 2,000 militia 'garrisoned' whenever it is attacked on top of any force it may or may not already have
Adds 1 turn to the time the siege takes (2 turns)
Wooden Walls
Cost: 15,000
Effect: The region will have 5,000 militia 'garrisoned' whenever it is attacked on top of any force it may or may not already have
Adds 2 turns to the time the siege makes (3 turns)
Fortified Stone Wall
Cost: 40,000
Effect: The region will have 10,000 militia 'garrisoned' whenever it is attacked on top of any force it may or may not already have
Adds 3 turns to the time the siege takes (4 turns)
Army
Barracks network
Cost: 50,000
Effect: Increases maximum army size from 75,000 to 100,000
Allows recruitment of 8,000 regulars on top of normal militia
Advanced Barracks network
Cost: 100,000
Effect: Increases maximum army size from 100,000 to 125,000
Allows recruitment of 15,000 regulars & 3,000 elites on top of normal militia
Huge Advanced Barracks network
Cost: 150,000
Effect: No maximum army size
Allows recruitment of 25,000 regulars & 10,000 elites on top of normal militia
If there is a part you don't understand, or don't like, or just think this is too confusing please say, I will adjust to fit everyone's needs, to a certain degree at least :)
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