A Game of Crowns
A roleplay/game of intrigue and feudal feuding.
IC
Work is still in progress on the OP but you can already apply.
Plot so far...
Summary:
Game of crowns is a mix of turn-based strategy and roleplay. The rules are fairly simple and there is very little math involved.
The closest thing I can think of a Game of Crowns is crusader knights. The rules of the game changes a little over time and comes in several variants, one where there is only 1 kingdom, one when there are 2 or more kingdoms and one where there is 1 or more kingdoms and some small external factions. In each kingdom, there are 2 roles to be had. You are either a king or one of his lieges. Now both the king and the lieges can have Holdings and Armies but there is a limit to how much they can have in total. Holdings generate income and give special abilities while Armies win (or lose) battles but cost money to maintain. There are only few kind of Holdings and armies to keep things simple. Now, here is what the game is really about: Who gets to be the king.
The king can write laws and depending on his laws, he should be able to away holdings and armies from lieges as well as he could set taxes on his lieges to fund the royal coffers. Of course, the lieges could refuse the king's demands and could even rebel against their king. Rebellions would call for battles. In battles, all the lieges in the kingdom would have to pick sides (although they could also remain neutral), but once they did pick a side on a turn, they cannot change sides until next turn. Now, this is important because wars have length. The more castles there are on each side, the longer wars can get while siege engines can shorten wars. Once everyone announced who they are with and the war "expires", a battle takes place where the combined armies clash to see who wins. The winning side can then enforce demands on the losers, including taking away their holdings and can even throw in jail, exile or execute their opponents, or even elect a new king if need be. Lieges could also wage war on other lieges with similar rules if the king doesn't get involved. The winners side must always have consent on how they divide the loot and what they do with the losers. If they can't agree, then they must fight against each other to see who wins or forfeit enforcing any of their demands.
The Goal of the game is to become as powerful and influential as possible... and to survive. Over time, new challenges may face the kingdom(s) we speak of, such as foreign invasions, plagues and religious unrest. Technological and cultural development will be simulated in the game and new options for buildings will open up over time...
Time
...is divided into turns. Each RL day is turn, which by default stands for a year, but players can choose to alter the IC flow of time as it sees fit. They can say a turn is a day for all I care, It won't change how the game is played.
The world
...is divided into provinces. Each province counts as a single holding. Provinces come in several types and can be upgraded and modified in ways I shall soon explain. Buildings in a province does not counts as individual holdings. Armies can always get to the battlefields and it doesn't matter which holding is where. This applies during trade as well. Any liege can buy and sell stuff with any other liege (or the king). This may change in the future if there is demand for more strategic gameplay. The roleplay takes place in a fictional world akin to medieval europe. If you really want to bring in fantasy elements, a little is fine but it should have no effect on how the game is played.
Starting stuff:
By default, all lieges have:
- A rural estate (a holding (or a province, you get to name it).
- A Militia battalion (an army).
- 5 Coins (basic money, counted in the thousands, so its basically 5000 gold coins)
While the king has:
- A Castle holding with a royal palace
- 2 rural estates
- A Pikeman Battalion.
- A Cavalry Battalion.
- 5 plots of flatland (on which rural estates can be built), 2 Iron hills (on which Iron mines can be built), 3 Forested hills (generate a little income from forestry, but is mostly useless (for the time being).
Hand limits:
The lieges (and kings) by default can have up to 5 active holdings and armies at the same time. Holdings can be active or passive. Passive holdings don't count towards the hand limit but don't generate income or expenses. You still own them regardless and you can switch holdings on and off every turn.
Armies however always count as active and the only way to get rid of them is to disband them, sell them to another liege or to lose them in battle.
Some buildings and development of culture and technology can increase hand limits.
Buildings at hodlings do not contribute towards hand limit, you can still raze 1 of your own buildings every turn if you see the need for it.
Money and Resources:
Gold coins is the currency of the game while Iron and horses are 2 other things of importance to be had. Resources are always gained at the start of turns and can be spent in the same turn you got them.
Army Training/disbanding:
All battalions have a training and an upkeep cost, along with a building prerequisite and training time. You have to the training costs when creating the unit. Units enter the game after turns equal to the training time has passed since the turn the costs were payed (If a unit has a training time of 3 turns and it was purchased in turn 1, it will enter the game on turn 4). Units have to be payed their upkeep costs every turn or else they will be forced to disband. When you disband a unit, you get back 50% of the gold costs of training and 100% of the horse and Iron invested.
War length and battles.
The Default length of a war is 0 turns. This means that the battle will take place at the end of the turn the war was declared in. If castle owners take part in a war, they can choose to make it last more turns. If War length is 1 turn, then the battle will take place at the end of the turn after the turn war was declared in, hence allowing time for everyone to prepare. Siege engines can reduce war length, but war length cannot be lower then 0.
Battles are simple. Both sides combine their unit's strength to get an overall Strength. They can then remove HP from their enemy's units equal to said strength. If a unit loses all its HP, it dies. If the lieges on a side cannot agree on which units to kill on the enemy side, they can decide for their own units worth of strength. Each side can also elect a general to command the battle.
If at the end of a battle both sides still have units, the war ends with a draw. A new war however can start immediately after if either side wishes so.
There are several modifiers in battle. A military commander can add some Strength to his side. Additionally, if the side on which the war was declared on (AKA, the defender) has a castle, Then the attackers strength is reduced by 2.
Holding, building and army types
Province / Holding types - How it can be built - What it does in itself - what can be built on it.
Flatland - Aquired by conquest of new territories.
Iron Hills - Aquired via conquest.
Forested Hills - Aquired via conquest. - Generates 1 coins per turn.
Rural Estate - Built on Flatland over the course of 2 turns for 20 Coins. - Generates 4 coins per turn. - 2 buildings can be built on it.
Castle - Costs 50 Coins to be built on any land or costs 25 on a rural estate. Takes 5 turns to build. - Increases hand limit by 1 and each castle allows its owner to increase war length by one turn, if he/she wants to. - Comes with 1 Building slot. Important Castle is a holding, not a building, although if you want to look it that way, it can be imagined as a building build on a rural estate that uses 4 coins per turn to maintain.
Iron Mining Town - Built on Iron hills over the course of 3 turns, costing 30 Coins. - Extracts 1 Iron per turn. - Room for 1 Buildings.
Building types - what they cost to build - what they are good for
Royal Palace - 50 Coins, 5 turns - Allows a kingdom to be founded. Consumes 4 Coins per quarter to maintain by default. Increases hand limit by 1. Also allows for one of the following many types of policies to be practiced:
- Patronize Artists: Costs 4 Coins per quarter to maintain. Slowly improves culture.
- Patronize the Church: Costs 4 Coins per quarter to maintain. Improves faith.
- Patronize Scholars: Costs 4 Coins per quarter to maintain. Slowly improves science.
- Patronize explorers: Costs 4 Coins per quarter, slowly reveals what's around the kingdom.
- Hire bureaucrats: Costs 4 Coins per quarter. Increases hand limit by 1.
- Buy rare jewels: Costs 4 Coins per quarter. Unknown benefits.
- Throw extravagant feasts: Costs 6 Coins per quarter. Unknown benefits... ?
- Royal Marriage: Costs 8 Coins. Get one of your pesky daughters to leave the royal court.
- Spend money like there is no tomorrow: Costs 10 Coins per quarter. Quickest way to deplete the treasury.
Workshop - 20 Coins, 2 turns - Allows for some basic industrial development, thus producing 1 Coins per quarter. Reduces price of all future buildings in the province by 20%. Max 1 Workshop per province.
Market - 10 Coins, 1 turns - provides a place for the local riff-raff to exchange their trinkets. Generates 1 Coins per quarter. Max 1 Market per province.
Township - 50 coins, 5 Turns - Provides 2 Coins per quarter. Increases income from Workshops and Markets in the province by 1 Coins each.
Stables - 20 Coins, 1 horses, 2 turns - Uses 2 Coins per turn to produce 1 horses per turn OR it can it can simply generate 1 coins per quarter.
Barracks - 20 coins, 2 turns - Allows for most types units to be trained in the province. Each barracks allows up to 2 units to be trained at a time, although some units may also use other buildings during their training (see below 2).
Smithy - 20 Coins, 2 turns - Needed for training units that use iron. 1 Smithy can support production of 1 Iron-costing unit at a time. When not busy making swords and shields, it can convert 1 Iron into 5 coins, if there is a workshop present in the province.
Shooting range - 10 Coins, 1 turns - Provides a place for your archers to practice. Allows for 1 ranged unit to be trained at a time.
Chapel - 10 Coins, 1 Turns - Provides faith for your kingdom.
Monastery - 30 Coins, 3 turns - Provides faith for your kingdom, along with a a very little culture and science.
Library - 30 Coins, 3 turns, 1 Latin texts - Provides some Science. Costs 3 Coins per turn to maintain (2 coins for scholars).
Coastal province only buildings.
Docks - 40 coins, 4 turns - Allows construction of ships (1 at a time). Allows the creation of 1 trade route with another coastal province that yields 1 coin per quarter for the owner of this docks.
Army/Battalion type - What it costs - Its strengths and abilities, training facilities needed, and maintenance costs.
Militia - 2 Coins, 1 Turns - 1 Strength, 1 HP. Needs no training facility. Costs 1 Coins per turn to maintain.
Bandits - 2 Coins, 1 Turns - 1 Strength, 1 HP. Needs no training facility. Costs 2 Coins per turn to maintain. Can pillage 1 building in a non-castle province belonging to a liege of the opposing side during a battle, regardless who wins.
Armored Militia - 2 Coins, 1 Iron, 1 Turns - 1 Strength, 3 HP. Needs no training facility but you need a smithy to produce the armor. Costs 1 Coins per turn to maintain.
Spearman - 4 Coins, 2 Turns - 2 Strength, 3 HP. Needs a Barracks to train at. Costs 2 Coins per turn to maintain.
Swordsman - 4 Coins, 2 turns, 1 Iron - 3 Strength, 3 HP. Needs a barracks to train at AND a smithy to produce its weapons. Costs 2 Coins per quarter to maintain.
Archer - 4 Coins, 2 turns - 1 Strength, 1 HP. Needs a barracks AND a shooting range to train. Costs 1 Coins per quarter to maintain. Instead of its regular attack, archers can kill a Spearman or a Swordsman during the battle.
Cavalry - 4 Coins, 2 turns, 2 horses - 2 Strength, 4 HP, 2 Coins per turn maintenance. If there are less Spearman and pikeman on the enemy's side then there are cavalry and knights on your side, then your side gains 2 extra strength for the amount equal to how much more cavalry+kinghts you have.
Armored Pikeman - 6 Coins, 3 turns, 2 Iron - 2 Strength, 7 HP. Needs a barracks to train in AND a smithy to produce its weapons. Costs 2 Coins per quarter to maintain.
Armored Swordsman - 8 Coins, 4 Turns, 2 Iron - 4 Strength, 4 HP. Needs a barracks to train at AND a smithy to produce its weapons. Costs 2 Coins per quarter to maintain.
Note: Units regain all HP between battles, but this rule is subject to change.
Naval Units:
Cog - 12 Coins, 6 turns - 1 Strength, 3 HP. Can only fight in Naval wars. Naval wars have a length of 2 turns and are fought for control of the seas. Naval units can choose to stay away from battles and hide in docks. Can ferry 1 unit to another landmass in 2 turns if no enemy faction is currently controlling the seas. Costs 1 coins per quarter to maintain while "inactive", costs 3 coins per quarter while transporting troops or fighting in wars.
LAW & Demands
Law and demands are an important part of the Roleplay. Any kind of law can be written by anyone and demands can also be issued by anyone, but no one is obliged by the rules to follow them. You are free to refuse demands and break laws and the only way to enforce laws and demands is by defeating your opponents in battle.
Sharing facilities
Lieges can allow other lieges to use their training facilities.
Culture
The more culture generating things are in kingdom, the further culture progresses there. There are 8 tiers of culture, the results for unlocking a new tier will not be always known in advance.
Tier 1: Civil law, +1 Hand limit for everyone.
Tier 2: Ghoticism, Unlocks new building types.
Tier 3: Knighthood, Unlocks a new unit.
Tier 4: Renaissance, Unlocks new building types.
Tier 5: ???
Tier 6: ???
Tier 7: ???
Tier 8: ???
Science
The more science generating things are in a kingdom, the further science progresses there. Science can spread to other kingdoms as well. There are 8 tiers of science, the results for unlocking a new tier will not be always known in advance.
Tier 1: Latin, Unlocks new buildings
Tier 2: Crop Rotation, +1 Coin income from all rural estates.
Tier 3: Machinery, Unlocks a new units/buildings.
Tier 4: The Printing Press, Unlocks new building types.
Tier 5: ???
Tier 6: ???
Tier 7: ???
Tier 8: ???
Faith.
Faith is different. The mechanics of faith are not revealed, but its usually better to have more faith then less.
Traits
Every liege and king can have a trait from the following list:
- Military planner: If elected as commander for one of the sides in a battle, that side gets +1 Strength.
- Architect: All buildings cost 20% less gold in this liege's provinces.
- Scholar: Slowly improves science for his kingdom. Science-generating buildings in his provinces have -1 Coin per turn maintenance (if they have maintenance at all).
- Artist: Slowly improves culture for his kingdom. Culture-generating buildings in his provinces have -1 Coin per turn maintenance (if they have maintenance at all).
- Priest: Improves his kingdom's faith. Faith-generating buildings in his provinceshave -1 Coin per turn maintenance (if they have maintenance at all).
- Explorer: May set out the seek out new land. Expeditions cost 12 gold each and takes 3 turns.
END OF RULES
Liege App (all such apps are auto-accepted unless stated otherwise)
- Code: Select all
Liege name:
Liege's appearance: - preferably image -
Liege's house (ex: house connington):
Liege's starting province (your starting rural estate, give it a name and describe what it's like):
Liege's character (what he is like):
Liege's short bio: - optional -
Liege's trait:
Anything else:
King app (Note: We have enough kingdoms for now. Please apply as liege.)