Dekapolis
13-09-2006, 21:48
WELCOME TO MEDIEVAL EARTH!
The game has now started, but claims are always welcome as long there is an open slot
This marks the beginning of Medieval Earth, dedicating to conquering the world, old school.
When I say Medieval Earth, I really and truly mean Medieval. No elves, magic, merlin, or fantasy additions. This earth will be consistantly dedicated to providing a realistic environment for players. At the same time, players should in no way feel responsible to re-playing a nation's actual history, nor use it as an excuse to manipulate things into going your way.
"Earth" predominantly means Europe, the Middle East and Northern Africa. yes, cool things were going on in China and Japan, but it would practically and logistically impossible to incorporate these nations into gameplay.
This is the OOC, Sign-Up and Main thread. Nations are responsible for creating their own threads for their RPS. There is also a IC history thread. Threads relating to this game are found at the bottom of this post.
These are the basics. Here are the rules [LIST=1]
Moderators
I.As for now, I (Dekapolis) am the only moderator. While my word on the game set-up rules are absolute, I really, really want suggestions on how to improve the whole shebang.
II. I will also settle all disputes that, for some reason or another, cannot be settled in context on another thread. Fairly simple really.
Economic Strength
I. Province Size: The economic strength of respective countries relies entirely on the worth of their provinces. There are three province sizes, and four province types, affecting economic worth and armies, to be discussed later. The sizes are:
A. Large Province. Worth 1.5 times as much as a medium province of the same type
B. Medium Province. The normal/average size province
C. Small Province. Worth .5 as much ass a medium province of the same type
II. Province Type: There are four types of provinces, which may or may not contain minerals within them. Province types B and C can be converted to A with great expense, detailed later. The types of provinces are:
A. Fertile- Typical European countryside, or a eastern river delta, a medium province produces 1,000 florins (gold coins) a month
B. Arid- Capable of growing, but only in limited amounts. A medium province produces 500 florins a month
C. Forest- Rich soil covered by dense and almost impregnable forest, a medium province produces 700 florins a month
D. Mountain - Rocky and poor soil, but with a greater chance of mineral resources. A medium province produces 350 florins a month.
E. Tundra- Frozen ground supports little life. A medium province produces 350 florins a month.
III. Minerals: Certain provinces have mineral deposits; in the purpose of the game only iron and gold will matter. Iron will increase the heavy infantry and cavalry in the province by 25% each time it is developed. Gold will increase the florin production of the province by 25% each time it is developed.
A. Development 1- costs 250 florins, takes 1 month
B. Development 2- costs 500 florins, takes 2 months
C. Development 3- Costs 1,000 florins, takes 3 months
IV. Trade: Players can form trade agreements with each other to gain trade income. To calculate trade income, a player calcutes the value of all of his trade parteners territories that contain trading posts Trading Posts (costing 1,000 florins and taking 2 years to build) and gets 25% of the value. Players must be connected with there trade partners, either by land borders or by sea routes.
Military Strength
I. Provincial Ties: Military Strength is tied directly to the provincial size instead of type; this is considering the amount of people living in the province and able to serve. The first thing a player must decide is to emphasize the nobility (Gentry), and hence a smaller, elite army, or the free people (Peasants), and hence a larger, lighter army. For example:
1. Leader A emphsizes the nobility. One medium province produces: 1,000 light infantry, 500 heavy infantry, 500 archers, 200 light cavalry and 200 knights.
2. Leader B emphasizes the people. One medium province produces: 2,500 light infantry, 200 heavy infantry, 500 archers, 400 light cavalry and 50 knights.
3. The respective size of the provinces affect army size the same way it affects the economy; a large province produces 1.5 as much of every unit type, and a small province makes .5 as much of every unity type.
*** It important to note that if these two armies met in the field, Army A would win. Heavy infantry, and espescially the knights, make this big a difference. Remember this in section II.
Battle
I. Battles are the responsibility of those fighting them, but to avoid godmodding and provide for a more realistic atmosphere the actual casualties and results are determined by a mathemetical calculation taking several factors into consideration. For a full description of the calculation, T.G. Dekapolis.
II. The attack will create the thread, as full-fledged battles did not happen everday. Battles that exceed 8,000 men on the field require their own thread. The terrain is determined by the defender, but only to a certain reason
III. Players will state their army layout and battle plans before the battle starts, and will then alter or maneuver at certain points. It will not, however, be a constant give and take. Players can not move their men around on a whim, for example:
Player A sets up his army as a thin line on a river bank, with orders to hold the line, and for the knights to charge should light infantry or archers come close
Player B puts his archers in the front of his army on the opposite side of the river bank with orders to fire.
The moderator will then take casualties, from the archers firing and the knights charging. Player B can not rush back his archers before the knights get to them, nor can Player A's archers suddenly fire. Orders are given. While slowing down the play, it provides realism. it is important to note that it is not turn-based, only that order are followed until they are exhausted.
Gameplay
I. Time
1. One month = 1 week.
II. Movement
1. Large Territory: Peasant Army- 3 days (RL)
Gentry Army- 5 days
2. Medium Territory: Peasant Army- 2 days
Gentry Army- 3 days
3. Small Territory: Peasant Army- 1 day
Gentry Army- 2 days
4. Mountain Territories: It adds 1 day extra to go through a mountain territory.
III. Support
1. Troops are raised by simple calling all the troops in a territory to army. Armies, once called up, must be payed every month (1 week RL). They cost the following:
Knights- 1 florin for every knight
Heavy Infantry- 1 florin for every 2 heavy infantry
Light Cavalry- 1 florin for every 2 light cavalry
Light Infantry, Archers- 1 florin for every 4 archers or light infantry
IV. Castles-
1. Castles were a huge part of Medieval Europe. Each castle upgrade doubles the income and troops in it's province.
A. Fort- A wooden and stone palisade consisting of basic defenses. Every capital, unless noted otherwise, star with a fort. A fort costs 5,000 florins and takes 2 months
B. Fortress- The wood has been replaced with stone, and walls surrounding the keep. A Fortress costs 10,000 and takes 3 months. There are fortresses in Normandy, Paris and Egypt.
C. Citadel- The ultimate in medieval defenses, a large keep is guarded by several rings of walls with imposing turrets. Rome and Constantinople had Citadels. A Citadel costs 20,000 florins and take 6 months.
V. Expansion
1. Expansion into neutral territory must be rp'd, but not neccessarily in it's own thread. the moderators will detemine the casualites and handle the responsability of the neutral nation.
2. After defeating the local army the territory must be occupied by at least 1,000 troops for a month, after which time the territory becomes loyal and produces florins for the conquering lord.
The game has now started, but claims are always welcome as long there is an open slot
This marks the beginning of Medieval Earth, dedicating to conquering the world, old school.
When I say Medieval Earth, I really and truly mean Medieval. No elves, magic, merlin, or fantasy additions. This earth will be consistantly dedicated to providing a realistic environment for players. At the same time, players should in no way feel responsible to re-playing a nation's actual history, nor use it as an excuse to manipulate things into going your way.
"Earth" predominantly means Europe, the Middle East and Northern Africa. yes, cool things were going on in China and Japan, but it would practically and logistically impossible to incorporate these nations into gameplay.
This is the OOC, Sign-Up and Main thread. Nations are responsible for creating their own threads for their RPS. There is also a IC history thread. Threads relating to this game are found at the bottom of this post.
These are the basics. Here are the rules [LIST=1]
Moderators
I.As for now, I (Dekapolis) am the only moderator. While my word on the game set-up rules are absolute, I really, really want suggestions on how to improve the whole shebang.
II. I will also settle all disputes that, for some reason or another, cannot be settled in context on another thread. Fairly simple really.
Economic Strength
I. Province Size: The economic strength of respective countries relies entirely on the worth of their provinces. There are three province sizes, and four province types, affecting economic worth and armies, to be discussed later. The sizes are:
A. Large Province. Worth 1.5 times as much as a medium province of the same type
B. Medium Province. The normal/average size province
C. Small Province. Worth .5 as much ass a medium province of the same type
II. Province Type: There are four types of provinces, which may or may not contain minerals within them. Province types B and C can be converted to A with great expense, detailed later. The types of provinces are:
A. Fertile- Typical European countryside, or a eastern river delta, a medium province produces 1,000 florins (gold coins) a month
B. Arid- Capable of growing, but only in limited amounts. A medium province produces 500 florins a month
C. Forest- Rich soil covered by dense and almost impregnable forest, a medium province produces 700 florins a month
D. Mountain - Rocky and poor soil, but with a greater chance of mineral resources. A medium province produces 350 florins a month.
E. Tundra- Frozen ground supports little life. A medium province produces 350 florins a month.
III. Minerals: Certain provinces have mineral deposits; in the purpose of the game only iron and gold will matter. Iron will increase the heavy infantry and cavalry in the province by 25% each time it is developed. Gold will increase the florin production of the province by 25% each time it is developed.
A. Development 1- costs 250 florins, takes 1 month
B. Development 2- costs 500 florins, takes 2 months
C. Development 3- Costs 1,000 florins, takes 3 months
IV. Trade: Players can form trade agreements with each other to gain trade income. To calculate trade income, a player calcutes the value of all of his trade parteners territories that contain trading posts Trading Posts (costing 1,000 florins and taking 2 years to build) and gets 25% of the value. Players must be connected with there trade partners, either by land borders or by sea routes.
Military Strength
I. Provincial Ties: Military Strength is tied directly to the provincial size instead of type; this is considering the amount of people living in the province and able to serve. The first thing a player must decide is to emphasize the nobility (Gentry), and hence a smaller, elite army, or the free people (Peasants), and hence a larger, lighter army. For example:
1. Leader A emphsizes the nobility. One medium province produces: 1,000 light infantry, 500 heavy infantry, 500 archers, 200 light cavalry and 200 knights.
2. Leader B emphasizes the people. One medium province produces: 2,500 light infantry, 200 heavy infantry, 500 archers, 400 light cavalry and 50 knights.
3. The respective size of the provinces affect army size the same way it affects the economy; a large province produces 1.5 as much of every unit type, and a small province makes .5 as much of every unity type.
*** It important to note that if these two armies met in the field, Army A would win. Heavy infantry, and espescially the knights, make this big a difference. Remember this in section II.
Battle
I. Battles are the responsibility of those fighting them, but to avoid godmodding and provide for a more realistic atmosphere the actual casualties and results are determined by a mathemetical calculation taking several factors into consideration. For a full description of the calculation, T.G. Dekapolis.
II. The attack will create the thread, as full-fledged battles did not happen everday. Battles that exceed 8,000 men on the field require their own thread. The terrain is determined by the defender, but only to a certain reason
III. Players will state their army layout and battle plans before the battle starts, and will then alter or maneuver at certain points. It will not, however, be a constant give and take. Players can not move their men around on a whim, for example:
Player A sets up his army as a thin line on a river bank, with orders to hold the line, and for the knights to charge should light infantry or archers come close
Player B puts his archers in the front of his army on the opposite side of the river bank with orders to fire.
The moderator will then take casualties, from the archers firing and the knights charging. Player B can not rush back his archers before the knights get to them, nor can Player A's archers suddenly fire. Orders are given. While slowing down the play, it provides realism. it is important to note that it is not turn-based, only that order are followed until they are exhausted.
Gameplay
I. Time
1. One month = 1 week.
II. Movement
1. Large Territory: Peasant Army- 3 days (RL)
Gentry Army- 5 days
2. Medium Territory: Peasant Army- 2 days
Gentry Army- 3 days
3. Small Territory: Peasant Army- 1 day
Gentry Army- 2 days
4. Mountain Territories: It adds 1 day extra to go through a mountain territory.
III. Support
1. Troops are raised by simple calling all the troops in a territory to army. Armies, once called up, must be payed every month (1 week RL). They cost the following:
Knights- 1 florin for every knight
Heavy Infantry- 1 florin for every 2 heavy infantry
Light Cavalry- 1 florin for every 2 light cavalry
Light Infantry, Archers- 1 florin for every 4 archers or light infantry
IV. Castles-
1. Castles were a huge part of Medieval Europe. Each castle upgrade doubles the income and troops in it's province.
A. Fort- A wooden and stone palisade consisting of basic defenses. Every capital, unless noted otherwise, star with a fort. A fort costs 5,000 florins and takes 2 months
B. Fortress- The wood has been replaced with stone, and walls surrounding the keep. A Fortress costs 10,000 and takes 3 months. There are fortresses in Normandy, Paris and Egypt.
C. Citadel- The ultimate in medieval defenses, a large keep is guarded by several rings of walls with imposing turrets. Rome and Constantinople had Citadels. A Citadel costs 20,000 florins and take 6 months.
V. Expansion
1. Expansion into neutral territory must be rp'd, but not neccessarily in it's own thread. the moderators will detemine the casualites and handle the responsability of the neutral nation.
2. After defeating the local army the territory must be occupied by at least 1,000 troops for a month, after which time the territory becomes loyal and produces florins for the conquering lord.