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The Rules of Ceaden [Ceaden]

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The Rules of Ceaden [Ceaden]

Postby Ceaden » Thu Dec 22, 2011 2:31 pm

The Rules of Ceaden


Bellow are the rules for the world of Ceaden a PT fantasy RPing community where players can develop their own realm and pit them against other realms.

-Achesia
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Postby Ceaden » Thu Dec 22, 2011 2:31 pm

Rule 1: The Player Code

Every player Must abide by the player code which guides us in a creative, fun community that is fair when interacting with each others and Ceaden authorities. The player code is as follows

• Be respectful to all players in speech and action. We are all adults here.
• Obey the rules stated.
• There is no “Ignore Cannon”
• Obey the Ceaden admin and moderators.
• Obey the Nation States forum rules.
• Do not go above the heads of Ceaden authorities with Ceaden problems.
• Be honest when calculating numbers and when RPing conflict. Integrity is a big part of this game.
Last edited by Ceaden on Fri Dec 23, 2011 6:02 pm, edited 2 times in total.
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Postby Ceaden » Thu Dec 22, 2011 2:32 pm

Rule 2: Membership

As member’s of Ceaden you are free to create your world around you while role-player here. At any given time there are a set number of slots of members that may participate in Ceaden. These slots are a privilege not a right and may be revoked at any time by Ceaden staff for breaking the rules or not following the player code. While there are currently a set number of slots at the top of the page, this number will increase or decrease based on the ability of the staff or the needs of the quality of the game. However; no member will be removed unjustly.

Participation is also a key factor with regards to membership. While outside lives, family, and work take priority over our game it is still important to keep a commitment to the game as you do hold a valuable slot. If the Chief Admin (CA) sees that you have not participated in awhile (No set time with will written for this at this time, this will be left up to the discretion of the CA) a friendly telegram will be sent asking if you wish to continue the game. If continued contact with you fails then your slot will be removed and distributed to another new player.

Members can also take vacations or leaves of absences if need be. If one wishes to do so they must contact the CA. During vacation or LOA your land can not be attacked or claimed.
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Postby Ceaden » Thu Dec 22, 2011 2:32 pm

Rule 3: Application for Membership.

When first joining Ceaden you must fill out ALL portions of the application of membership. The first part of the application with the general information is located here. The second part of the application is located in the next rule under claiming. (You must have BOTH parts in full in order to be accepted) Each segment is important in determining whether you are right for this RP and is reviewed by the staff. The FIRST PART of the application is as follows:

Ceaden “Nation” Name: //i.e.: Kingdom of Acehsia
Demonym: //i.e.: Achesian
Race: //ie: Humans, Elves
Languages: //i.e.: English
Religion: //i.e.: Sillva Worship, Islam, etc
Government Type: //i.e.: Monarchy
Head of State: //i.e.: King John Smith
Seat of Power: //i.e.: Can be a settlement or a fortification.
Currency: //i.e.: Pound
RL Fluency in English: //i.e.: strong, native, poor, moderate
Example of previous RP:
RL Age: //i.e.: 21
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Postby Ceaden » Thu Dec 22, 2011 2:33 pm

Rule 4: Ceaden World Engine

Ceaden has been developed to create a gaming engine that allows players to be creative while at the same time creating a gaming experience in which they can test their creations against the sands of time. Many factors go into these including resources, population, amount of land, type of terrain, accessibility, route of travel, etc. For each of these we have rules which make this RP fair and balance in all respects.

Calendar

First we will discuss the Ceaden world Calendar. Our community for RP, economic and war purposes operates on 1 month rotations: for every 1 RL month is 1 game year. The calendar in beginning of the game starts at 0 Ceaden and every month goes up 1 year. This is a simple way to keep track of wars and economics which will be discussed later.

We will also be keeping a history of Ceaden in the main thread. For every major action within the RP world you can submit a entry to this history.

Resources:

Resources are a BIG part of Ceaden as they govern the amount of cities, fortifications, and troops you can construct. Each of the terrain features above yield certain resources and depending on how much terrain you own determines how much resource you have available to you.

To determine how many resources you have you just need to look at the terrain map. There on the map are 9 different types of terrain: High Mountain, Low Mountain, Temperate, Steppe, Jungle, Tropical, Tundra, Desert, Water. Each of these give certain resources and money per how many population there is in the territory (which is seen on the population map)

Desert:
1 Oil Per Person
1 Unit of Earthsweat for every 25 persons
1 Unit of Gold for every 50 persons
GDP: 20 Credits Per Year Per Person

High Mountain:
1 Unit of Mithirl for every 10 persons
1 Unit of Stone for every person
1 Unit of Iron for every person
1 Unit of carbon for every 2 persons
1 unit of silver for ever 5 persons
1 unit of gold for every 2.5 persons
1 unit of earth sweat for ever 5 persons.
GDP: 25 Credits Per Year Per Person

Low Mountians:
1 Unit of stone for every person
1 unit of iron for 2.5 person
1 unit of cabon for every 5 person
1 unit of silver for every 10 persons
1 unit of gold for every 20 persons
1 unit of earth sweat for ever 5 persons.
1 unit of wood for every person
GDP: 30 Credits Per Year Per Person

Temperate:
2 unit of wood for every person
1 unit of oil for every person
1 unit of earth sweat for every 20 person
GDP: 50 Credits Per Year Per Person

Rainforest:
2 unit of wood for every person
1 unit of oil for every person
1 unit of earth sweat for every 10 person.
GDP: 35 Credits Per Year Per Person

Steppe:
1 unit of stone for every 5 people
1 unit of iron for every 10 people
1 unit of earth sweat for every 20 persons
GDP: 40 Credits Per Year Per Person

Tropical:
1 unit of wood for every person
1 unit of oil for every 2 people
1 unit of earth sweat for every 15 people.
GDP: 50 Credits Per Year Per Person

Tundra:
1 unit of oil for every person
1 unit of carbon for every 20 person
GDP: 25 Credits Per Year Per Person


Now that we have determined how much stone we have available to us we can now determine what we can use it for. For our example we will keep using stone.

Now say we wish to build a large stone walled settlement. We can again refer to our chart and determine how much stone is required to build said settlement. For a large stone walled settlement a total of 300 stone units are required for building such a settlement therefore we subtract 300 from 500 and we can build a large stone settlement (i.e.: a city that is walled by stone and fortified) wherever we wish within our territory with 200 stone remaining.

This principle of gaining resources and using them is also applied with other resources and products such as iron, wood, weapons, and ships. Bellow is the full list of terrain features and the resources it yields to its owner per segment of distance and a description of each resource:

Stone: Used to create walls and roads in your realm.
Iron: Used to create weapons and tools for your realm.
Carbon: When combined with Iron creates steel used to create weapons and tools.
Steel: One iron and one carbon creates one unit of steel. While this is not mined a player must designated how much iron and carbon they wish to use based on how much steel they wish to create
Wood: Used to build structures and fashion tools.
Silver: Used for currency in trading or in making fancy objects.
Gold: Used for currency in trading or in making fancy objects.
Star Rock: A rare ore used to create legendary weapons. Only the best blacksmith can create such weapons and often quests are required to obtain such weapons. (Quests are required to obtain legendary weapons that will be covered later.)
Earth Sweat: An magical ore used to create magical tools, weapons, and items. It is found in most terrain types but largely in the high mountains and deserts.
Mithirl: A rare metal that is far stronger than steel and as hardy as a dragon scale. It is precious to many people and is used to make some of the most dangerous weapons. (2x Stronger than steel)


Regeneration:

All resources regenerate 5% of the terrains total value each Ceaden Year.
Last edited by Ceaden on Thu May 31, 2012 12:41 pm, edited 9 times in total.
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Postby Ceaden » Thu Dec 22, 2011 2:35 pm

Rule 5: Claiming Initial Land

Claims Map

An important factor in Ceaden is that of claiming land. When first joining each player is limited to as many plots up to 10,000 population worth of land plot of land. This plot of land can be anywhere on the map not already claimed. To claim the land simply designate where you want your land plot. Then I will mark if off on the claims map. Once you complete your intro you can expand from there, this is covered in the next rule.

Step One: Complete the second part of your application to Ceaden:

Land Claiming: //I.e.: describe to the staff member which tract of land you wish to claim.
Population: //I.e.: what it says on the population map

Population

Population Map

To determine population all you need to do is look at the population map.

Population Increase/Birthrate

Each game year, 1 RL month the Ceaden staff will give each player a number from the random number generator. This number determines the direction of your population due to either plentiful food and wealth to spare, or famine and poverty. The numbers will be as so:

1: Population Decreases by 1%
2: Population Decreases by .5 %
3: Population Holds Steady
4: Population Holds Steady
5: Population Increases by .5%
6: Population Increases by 1%

Now say you have a population of 50,000 and you get a 5. Congrats your population just when up 250 people! Now you also must reduce this increase number by the percentage of taxes you have. Say you have 20% tax so now your increase is only 200 peoples. The opposite is also true. Say you got a 2 and your population is to decrease 250 people. You must then add in the 20% tax which means you just lost 300 people.


After calculating your population you can then determine the size of your military. The size of your military determines the remaining amount of citizens who can work in other fields. Therefore the larger you’re military with regards to the rest of your population the weaker your economy is in regards.

When claiming land you must also determine what settlements, fortifications and roads you wish to have built. For this example I will use Achesia and its map (seen above) and settlement list.

Total Stone Allotted: 2200
XL Stone Walled Settlement (Fawnnorth): 500
Large Stone Walled Settlement (Judgestone): 300
Medium Stone Walled Settlement (Bisonmane): 200
Medium Stone Walled Settlement (Greyhand): 200
350 Miles of Stone Road: 350
6 Stone outposts: 150 (25 Each)
Small Stone Fort (Fort Markpath): 50
Small Stone Fort (Fort Fourthland): 50
XL Fortress (Pactguard): 300

Total Stone Remaining: 100 Units


As you can see I give you complete creative freedom with regards to where you wish to place your settlements, what you wanted to name them, etc. The only thing you must do is keep to the map key guide of map markers:

Star: Capital
4 Point Star: Settlement
Pentagon: Fortress
Plus Sign: Outpost
Circle: Point of interest
Brown line: Stone Road

All of this as long as it is within the total amount of resources allotted to build such structures. The list of structures and the resources needed for each are as follows:

List of Structures:

Extra Large Stone Walled Settlement
Description: A very large settlement that is defended by thick walls with a large keep in the center. In an XL Stone Settlement 50,000 within the walls.
Resources Needed: 500 Stone, 1,000,000 credits

Large Stone Walled Settlement
Description: A large settlement that is defended by thick walls with a keep in the center. In an Large Stone Settlement 25,000 people can be housed within the walls
Resources Needed: 300 Stone, 750,000 credits

Medium Stone Walled Settlement
Description: A medium settlement that is defended by thick walls with a small keep in the center. In an Medium Stone Settlement 7,500 people can be housed within the walls.
Resources Needed: 200 Stone, 500,000 credits

Small Stone Walled Settlement
Description: A small settlement that is defended by thick walls with a small keep in the center. In an small stone settlement 2,500 people can be housed within the walls.
Resources Needed: 100 Stone, 300,000 credits

Large Wooden Walled Settlement
Description: A Large Wooden Walled Settlement is defended by thick wooden walls with a large wooden keep in the center. 25,000 people can be housed within the walls.
Resources Needed: 300 Wood, 400,000 credits

Medium Wooden Walled Settlement
Description: A medium settlement that is defended by thick wooden walls with a small wooden keep in the center. In an Medium wooden Settlement 7,500 people can be housed within the walls.
Resources Needed: 200 Wood, 300,000 credits

Small Wooden Walled Settlement
Description: A small settlement that is defended by thick wooden walls with a small keep in the center. In an small wooden settlement 2,500 people can be housed within the walls.
Resources Needed: 100 Wood, 200,000 credits

Un-fortified Settlement:
Description: A settlement that is not defended by any fortifications.
Resources Needed: 10 Wood, 100,000 credits

Extra Large Stone Fortress
Description: A very large fortress that can defend against the biggest of armies while holding many defenders.
Resources Needed: 300 Stone, 300,000 credits

Large Stone Fortress
Description: A large fortress that can defend against big of armies while holding allot of defenders.
Resources Needed: 200 Stone, 200,000 credits

Medium Stone Fortress
Description: A medium fortress that can defend against moderate size armies while holding some of defenders.
Resources Needed: 100 Stone, 125,000 credits


Small Stone Fortress
Description: A small fortress that can defend against a small army while holding few defenders.
Resources Needed: 50 Stone, 75,000 credits

Wooden Fort
Description: A medium fortress that can defend against a moderate army while holding few defenders.
Resources Needed: 100 wood, 50,000 credits

Stone Outpost
Description: A small fortification, most likely a tower that serves to hold a small detachment of troops to guard a passage or overlook.
Resources Needed: 25 stone, 25,000 credits

Wooden Outpost
Description: A small fortification, most likely a tower that serves to hold a small detachment of troops to guard a passage or overlook.
Resources Needed: 25 wood, 10,000 credits

Stone Roads
Description: Stone roads effect the mobility of trade and military throughout a region or realm. The true effects of roads can be seen within the RP’s and battles where they give benefits to movement. 2x speed is given to all units traveling on a road.
Resources Needed: 1 stone unit per mile, 1000 credits per mile.

Mine (Limit 5 per realm)
Description: Subterranean structure used to draw resources from mountains.
Resources Needed: 3,000 Wood , 500,000 credits
Effects:
+5% regeneration of starting Stone Iron, Carbon ever game year.
+2% regeneration of starting Gold, and Silver ever game year.
Map Marker: Square

Coastal Trade Post
Description: A small port designed for nautical trade across the waves where a nation may trade for desired goods.
Cost: 150,000 VAL, 2000 Wood
Benefit: Generate additional +.5 to PPC, 1.5% regeneration of one resource(Chosen at the end of a game year. Not star rock), raise basic tradeable goods by 300
Map Marker: Octagon

Port-of-Call (Limit 6 per realm)
Description: A larger port where international ships will dock.
Cost: 400,000 VAL, 3000 Wood
Benefit: Generate additional +.75 to your PPC, 3% regeneration of three resources, (Chosen at the end of a game year. Not star rock), raise base tradeable goods by 500, base luxury goods by 100
Map Marker: Octagon

Commercial Harbor (Limit 3 per realm)
Description: A truly magnificent harbor of international commerce. Goods from around the world are bought and sold here.
Cost: 1,000,000 VAL, 5000 Wood
Benefit: Generate additional +1 to your PPC, 8% regeneration of five resources (Chosen at the end of a game year. Not star rock, gold, or silver), raise base tradeable goods by 1000, base luxury goods by 300
Map Marker: Octagon

Local Market
Description: A small area were local merchants go to barter goods, slightly stimulating the economy.
Cost: 150,000 VAL, 1000 Wood
Benefit: Generate additional +.25 to your PPC, raise base basic tradeable goods by 150.
Map Marker: Triangle

Trade Post
Description: A dedicated site for internal commerce. Merchants travel from a great area to buy and sell their goods.
Cost: 300,000 VAL, 1000 Wood
Benefit: Generate additional +.5 to your PPC, raise base basic tradebale goods by 400, luxury goods by 100.
Map Marker: Triangle

Grand Bazaar
Description: The commercial hub of your nation. Traders from across the land will meet here for business. (May have only one)
Cost: 1,000,000 VAL, 1500 Wood
Benefit: Generate additional +.75 to your PPC, raise base basic tradeable goods by 900, luxury goods by 400.
Map Marker: Triangle


Note: If you wish with regards to any of the above to combine both wood and stone to make a hybrid then please let the admins know so that we may accommodate you and settle on resource requirements.

Once you have created this focus map and determined the amount of settlements, fortifications, and roads you wish it construct you have completed this step of your application.

Note: If you wish to create special fortifications such as overly large walls that span your boarders you must seek permission from Ceaden staff who will assign an appropriate value.

Step 3: Create a Fact book

Now that you have the player information, your claim that you have submitted and your focus map done you must now make a fact book so all of this information about your realm can be kept on record for other players to reference. While we will leave the majority of the creativity for your fact book up to you there are some requirements for your fact book:

-Must include all information (minus RL information about yourself) that you submitted in your application. (IE: numbers of resources, capital, head of state, etc.)
-Must include your focus map.
-Must have at least 500 word description of you Kingdom for the other players. It may include culture, political climate, description of the order of rule (government), etc.
-Must have information on your military (A separate military ORBAT thread for claiming military size and composition will be used to track military however a brief description of overview would be nice.)

Step 4: Post Intro
The last step in the application process for Ceaden is the posting of your intro thread and the beginning of you RP experience in the world of Ceaden. After crunching all those numbers on your realm it must be great to get those creative juices going. For your intro you are given the freedom to tell us how your realm came into being, how did everything get started? Keep in mind a few things:

-You do not need to use the battle engine for your INTRO unless you are playing against another player.
-Note that all realms are starting from scratch unless claiming land that was held by a previous player. Your realm was a collection of villages or nomads, your kingdom has just started and you must account for this in your intro.
-Tell us how your leader or leaders brought your realm together rand made it what it is.

With all of that in mind have fun and get to work making Ceaden come to life!
Last edited by Ceaden on Tue Jun 19, 2012 2:48 pm, edited 14 times in total.
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Postby Ceaden » Thu Dec 22, 2011 2:36 pm

Rule 6: Claiming unclaimed or previously claimed land.

There will be a point in your realms history where you will have the need to expand beyond the borders of your current shell into lands unknown or lands desolate and abandoned. With regards to this we have some rules.

-Claiming unclaimed land in Ceaden works differently than most RP's. It is all open and free for the player to decided what land and where he wishes to claim. However to add realism to this it takes a good amount of soldiers to take over a plot of land completely and quell its resistance. Moderators will not make it easy on players and claiming large tracts of land at once is next to impossible.

-When claiming another plot of land whether unclaimed or previously claimed, a claims RP must be posted and completed before the land is transferred into the player’s control. The claim RP must adhere to RPing rules covered in Rule 8.

-When claiming an unclaimed tract of land an automatic resistance of its population is spawned which strength is 20%-30% of the plots population with no equipment stronger than iron weapons. These forces will be RP’ed by you against your own but as stated above you must adhere to RPing rules which are stated in Rule 8. (Note some unclaimed lands have NPC fortifications which must be controlled to complete claim.)

-When claiming previously claimed land, an automatic resistance of its population is spawned which is 25% of the former player’s forces with their defenses such as fortresses and cities degraded by half to show the wear of anarchy.
Last edited by Ceaden on Tue Jun 19, 2012 2:48 pm, edited 7 times in total.
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Postby Ceaden » Thu Dec 22, 2011 2:37 pm

Rule 7: Designing Military Units and Weapons

A large part of Ceaden is the conflicts between realms and the armies either realm may field to meet the other in battle. To represent that we have created an engine which gives each unit a combat, defensive and intrinsical value so that each player can accurately track how many units they have under their command and does away with useless arguing about god modding and fairness of RPing. This makes every conflict fair and un arguable as we have built a system that allows for us to track the progress of combat.

To design a unit you must use these basic stats for humanoid units, other races that you desire to be counted as stronger must have their stats and values approved by the staff:

Humanoid (1):
Description: Standard two legged, two arms, one head creature.
EQU: None
SPE: 100 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 1


This first part of unit design and function is deciding the name and description, we take the base template above and add on to it as so:

Achesian Man At Arms (Human Soldier) (1):
Description: Standard line soldier in the Acehsian Army. They wear light armor and fight under the red dragon banner to the death. They come from the ranks of peasants.
EQU: None
SPE: 100 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 1


Note: You may name your units anything you wish as long as after their name you put in parenthesis what type of unit they are.

This is a base human soldier that has no equipment and thus no effects on his stats. Note the five categories: Equipment (EQU), Speed (SPE), Value (VAL), Pay (PAY), and Strength (STR).

Equipment: Armor, weapons, items that are equipped to a unit to boost its stats.
Speed: How far the unit can travel in a 24 hour period.
Value: How much the unit costs.
Pay: How much the unit costs in upkeep.
Strength: How strong the unit is and how much of a beating it can take.

Now we will take our Human Soldier and give him some equipment:

Achesian Man At Arms (Human Soldier) (1):
Description: Standard line soldier in the Acehsian Army. They wear light armor and fight under the red dragon banner to the death. They come from the ranks of peasants.
EQU: Iron Sword (+1STR, -5SPE), Iron Armor (+1STR, -25SPE)
SPE: 70 miles a day
VAL: 200 credits
PAY: 100 credit
STR: 3

Now he is shaping up to be a real warrior! As you can see adding the sword gave him a plus in strength while the armor gave him a plus in strength and yet a decrease in speed. These are some of the benefits and tradeoffs you will have to make when making your army. Note that the value did not change because the equipment added to your troops was made from resources or by purchasing them from other players, but we will get into that later.

Let’s give him a raise:

Achesian Man At Arms (Human Soldier) (1):
Description: Standard line soldier in the Acehsian Army. They wear light armor and fight under the red dragon banner to the death. They come from the ranks of peasants.
EQU: Iron Sword (+1STR, -5SPE), Iron Armor (+1STR, -25SPE)
SPE: 70 miles a day
VAL: 400 credits
PAY: 200 credit
STR: 3.5


For every 100 credit increase in pay, there is a .5 increase in strength.

Note that when we doubled his pay to 200 credits (making the big bucks now) his BASE stats increased by .5. Pay represents the amount he is given in pay which increases his moral or pays for his training to being a better warrior. His base stats are the stats he has without any of the equipment. So his 1 STR turned into 1.5 STR thus giving him an increase. NOTE: Make sure to take into account equipment when doing this as to not falsify and bolster stats. ALSO you may increase a soldiers pay by decimals, IE: PAY: 150 credits or 120 credits, as long as you stick to the formula of 100 credit for every .5 increase in strength. The value of each unit is double the pay.


Now let’s give him some buddies:

Achesian Men At Arms (Human Soldier) (20):
Description: Standard line soldier in the Acehsian Army. They wear light armor and fight under the red dragon banner to the death. They come from the ranks of peasants.
EQU: Iron Sword (+1STR, -5SP), Iron Armor (+1STR, -25SPE)
SPE: 70 miles a day
VAL: 400 credits (4,000)
PAY: 200 credit
STR: 3.5 (70)


As you can see we increased the number of troops in the parenthesis to the right of the unit type to 20. This makes the Man at arms into Men at arms and thus into a unit. The majority of the time when RPing in Ceaden your troops will fight as units due to the sheer size of some battles.

Let’s give them mounts:

Achesian Light Cavalry (Human Soldier) (20):
Description: Standard cavalry in the Achesian Army, they are used for quick response and fast attacks.
EQU: Iron Sword (+1STR, -5SPE), Iron Armor (+1STR, -25SPE), Horse (+2STR, +50 SPE)
SPE: 120 miles a day
VAL: 400 credits (4,000)
PAY: 200 credit
STR: 5.5 (110)


Note when we turn them into cavalry by giving them horses their base attack increases which represent the power of cavalry on the battlefield. This defense however remains the same as cavalry are best when used on the offense.

Heroes:

An important part of the Ceaden world is the heroes that shape it. To that end we will give you a guide on how to make the stats of hero, but keep in mind the more powerful your hero the most costly they cost.

Example:
James Smith (Human):
Description: Prince of the Kingdom of Underland, betrothed to the princess of Underland. He is feared in battle and strikes dread in the hearts of his enemies with each swing of his blade.
EQU: None
SPE: 100 miles a day
VAL: 4000
PAY: 2000
STR: 10
MAG: 0


Note the base stats of our hero. We determined we want him to be a strong warrior capable of holding his own in battle so we gave him a strength of 10. Now if you note the previous example of our human soldier on his base stats his value was 100 credits with a strength of 1. So for every .5 strength you must add 100 credits so therefore our hero cots 2000 credits. As far as pay we use the same formula of for every .5 strength there is a 1 credit increase in pay. 100 credits in for every 1 point of MAG in heroes as well (MAG is explained below).

If we wished to add equipment to our hero it would affect him in the same way as any other soldier with their increases and decreases effecting them as normal.

Magical Beings:

In Ceaden magic clashes with flesh as we have stated. So to take this into account we have made rules for those units who will be using magic. Let’s take a base mage for our purposes today:

Achesian Fire Mage (Human Novice Mage):
Description: A novice fire user that is used to add a little flare to the ranks of the Achesian army during battle. They typically wear robes and use fire.
EQU: None
SPE: 100 miles a day
VAL: 400
PAY: 200
STR: 1
MAG: 1


For magical beings we add one more spectrum of stats: Magic (MAG) This determines the power of the mage’s magic and how effective it is. As far as the spells the mage uses we will leave that up for the player to decide within the RP. They can use whatever spell to whatever end they wish to use but the staff member moderating the battle will take into account their magic level and how much effect their magic has if any. Simple right? Note: Equipment such as staffs can be added to magical beings to increase MAG level as well. PAY does not increase MAG just strength as normal, but remember to keep STR in mind when using mages or they may fall victim in close combat. The Mage’s VAL is increased the same as a normal soldier for STR 100 credits for every 1 point of STR and additional 100 credits for every 1 point of MAG therefore our VAL for the mage is 200.

Creatures and Monsters:

Another part of Ceaden is that of creatures and monsters. No fantasy world would be complete without flying dragons, annoying imps, or mystical unicorns (use them and the I cannot shield you from the jokes to come). So we have taken this into account and created a rule set for them. Today we will use a small dragon as our example.

Small Fire Dragon (Small Dragon):
Description: A smaller version of the fearsome dragon that prowls the sky for its prey, breathing fire onto to those unsuspecting passer bys.
EQU: None
SPE: 500 miles a day
FLY: Y
VAL: 12000
PAY: 3000
STR: 15


As you can see the small dragon is a fearsome little package. While most creatures do not have equipment (some can, see creature list page for details) the dragon has immense speed due to its ability to fly. To represent this we have added a new factor for creatures: FLY. This factor however is a yes or no factor. You simply put yes if they can fly and no if they cannot. When you do this however, keep in mind that creatures that can fly are worth allot more than those who cannot. To take this into account those creatures that can fly double their value and thus how much they cost. There is also a limit on SPE for those that can fly, 500 miles in 24 hours is the limit as no creature could physically go faster than that.

Flying creatures are also hard to hit due to their speed and mobility. To reflect this when rolling against a flying creature the number table looks as so:

1: No Damage
2: No Damage
3: No Damage
4: 25% Damage
5: 50% Damage
6: Max Damage


Creatures and stats are made by the player and approved by the mods.

Note: Some creatures can be used as a mount, this is up to the players but the staff reserves the right to judge the realism of the mount.

Mounts:

Some warriors may wish to ride into battle on a horse giving him the edge of speed against his opponents. Other warriors may wish to ride into battle on a dragon or eagle, this is solely up to the player. But it represent the benefits of riding a mount into battle we have given this edge to mounted warriors

Warriors with non-flying mounts do double damage when attacking enemies. However; they incur no bonus when defending. Warriors with flying mounts do triple damage when attacking. Mounted warriors should also be wary of spears and pikes.

Naval Units:

Naval units are units that fight on the high seas and or carry troops across large bodies of water. To represent this we have come up with a set of rules for naval units. Naval units and their stats will primarily be developed by the player and the following with be the guide to developing a naval unit:

Note: Naval unit’s stats still must be approved by the staff.

Achesian Cog (Cog)
Description: The base naval unit for the Achesian Navy that is seen protecting the shores of the Kingdom of Achesia
SPE: 200 miles a day (Note: this is the base speed for all naval units. If you believe yours should go faster you must give justification and an appropriate value shall be assigned by a staff member.)
VAL: 9000
PAY: 4000
STR: 20
RES: 100 wood.
PAX: 20 persons


Value for a naval unit will be the same as any other unit. For every .5 pts of STR a cost increase of 100 credit will be incurred. The difference in naval units comes where PAX and RES is concerned. PAX Is the number of passengers a ship can carry. In our Cog a total of 20 persons can be carried, that is equal to the STR of the naval unit. This also effects our value: for every 1 person carried a 50 credit value increase is incurred. So for 20 persons there is a 1000 credit increase. As far as RES is concerned that is the amount of resources (most likely wood) that is used in the construction of the Cog. This all must be taken into account when developing naval units.

Be creative in creating your units. The staff will let you know if you are going too far off base, we want this to be creative as possible however.

Note: Units can be improved after they are formed. However when adding STR, or MAG to units you must pay double to VAL of each of these points. IE: for every 1 point of MAG improvement there is a 200 credit charge.

Weapon Types:

Weapon Types List

In the world of Ceaden the number of weapon types is limited only by your imagination. What I give you here can only serve as a base to what you can develop within the Past Tech (Medieval) fantasy scope. So on that note, if you wish to add a weapon type to this list than you need only write a shirt description, and give suggested stats for said weapon, the Ceaden staff will then approve or amend your suggested stats for use in our game. Here is how weapons will work:

-Name you wish to give weapon- (name of weapon type)
Description:
Resources to make:
Stats effected:


Example:
Achesian Arming Sword (Iron Sword)
Description: A blade used by the rank and file Acheisan men-at-arms during battle. Made of iron from the forges of Fawnnorth, its sturdiness has been known on many battlefields.
Resources to make: 1x Iron
Stats Effected: +1 STR, -5SPE


And that’s it! Simple enough. This general guideline as well as the current weapons list is easy enough to use and apply to our gaming experience.

Legendary Weapons:

Legendary weapons are the swords and axes that are told of in song. Made from Star Rock these weapons are wielded by heroes that can use their powers to shape the course of battles. Legendary weapons are created by the work of players and their stats reflect such customization to the players wants and needs in their armies. There are a few requirements for legendary weapons however. The first is the resource requirement, like all weapons some resources need to be expended to create weapons. However; legendary weapons are made out of the rare material of star rock which is sparsely found within the mountains of Ceaden. The second requirement is that legendary weapons must be claimed by quest. While resources are used to create these weapons, in the quest RP to claim them it is not required that the weapon be RP’ed as being created by the host realm. You can say that is was a gift from the gods if you like as long as you follow the resource requirements it has. Here is an example legendary weapon:

The God Hammer (Legendary Warhammer)
Description: A war hammer gifted by the gods to a hero to vanquish the evil demon lords of the underworld from the earthly plane.
Resources to make: 4 Star Rock
Stats Effected: +24STR, -15SPE


Every legendary weapon must be made of AT LEAST 2 Star Rock. To determine how much STR the legendary weapon adds to the wielder is based off of how much star rock you add to the weapon. A weapon made of 2 star rock is 2*The base STR of the weapon type, a weapon made of 3 star rock is 3* The base STR and so on. So as you can see in our example of our legendary warhammer the stat increase to STR is +24 since the base warhammer STR is 6, we then multiply that by 4 to get 24. The SPE reduction each weapon gives is equivalent to the non-legendary weapons of their same type.


Note: When a battle has been completed, the winner of the battle gets to take the spoils of war. All dead enemy units’ weapons and armor are given to the winning player to use with their forces. However the losing player near the end of the battle if he has retreating forces may take action to recover some weapons but this will slow the speed of his retreat.

Recording your forces and declaring:

Once you have finished your application you must then begin the process of assembling your forces. To do this you must post in the Ceaden Forces Declaration Page. There you will post the numbers of how many of EACH type of troop and weapon you have as well as the specs of each type of troop (including heroes) what equipment they have, and their yearly pay/ val. This all must be posted in a respectable time upon application and be finished before the end of your intro thread.
Last edited by Ceaden on Sun Jan 01, 2012 5:41 pm, edited 1 time in total.
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Postby Ceaden » Thu Dec 22, 2011 2:38 pm

Rule 8: Laws of War (Rules of RPing conflict)

To create a more balanced and justice community of role playing we have come up with a system for dictating the results of battles and conflicts. The following rules and guides on how to carry our battle are to be followed for all player vs. player or player vs. NPC conflicts. We will use examples for explaining how this system works so that we can ease your understanding of the game.

Before we start any RP we must declare what units we are bringing to the battle. While reinforcements can be brought in it takes time, so these starting units who have moved to attack our example enemies are all that is available to use. To start off the initialing player makes his post:

(Note: you have the freedom to make the posts as long as rich as you need but you still must follow the gaming format so that other players and staff can keep track for your actions.)

To start a battle the initiating player must notify the player he attends to attack as well as the staff so that they may be available to moderate the battle. He or she then sets up a thread with a title that he deems fit followed by [Ceaden]. Example: Attack on the Valley [Ceaden].

The first two posts will be from the players where they will declare what forces they will be using and the current status of the forces just prior to the battle. So for this example we have one force attacking another who is currently encamped. The first player makes his declaration post:

Action: Attacking enemy Kingdom of Underland encampment, on the foot of the mountain.

ORBAT:
-Earl (Hero, Human)
Initial Position: 100 meters to the west of the encampment.
Description: Earl of the grasslands.
EQU: Iron Sword (STR+1, SPE-5), Iron Armor (STR+1, SPE-25)
SPE: 70 miles a day
VAL: 2000
PAY: 1000
STR: 5
MAG: 0

-20 Men-at-arms
Initial Position: 100 meters to the west of the encampment.
Description: Standard line soldier in the grassland army.
EQU: Iron Sword (+1STR, -5SP), Iron Armor (+1STR, -25SPE)
SPE: 70 miles a day
VAL: 1000 credits (10,000)
PAY: 500 credits
STR: 3.5 (70)

-10 Archers
Initial Position: 100 meters to the west of the encampment.
Description: Standard line soldier in the grassland army.
EQU: Bow (+1STR, -5SPE)
SPE: 95 miles a day
VAL: 400 credits (4000)
PAY: 200 credits (2000)
STR: 2 (20)


Notice the player first states his action and then states what troops and their stats that he wishes to bring into battle.

The second player then makes their post declaring their troops:

ORBAT:
Action: Encamped, soldiers are resting.

-10 Men-at-arms
Initial Position: Sleeping in their tents
Description: Standard line soldier in the grassland army.
EQU: Iron Sword (+1STR, -5SP), Iron Armor (+1STR, -25SPE)
SPE: 70 miles a day
VAL: 1000 credits (10,000)
PAY: 500 credits
STR: 3.5 (35)

-10 Men-at-arms
Initial Position: Standing guard.
Description: Standard line soldier in the grassland army.
EQU: Iron Sword (+1STR, -5SP), Iron Armor (+1STR, -25SPE)
SPE: 70 miles a day
VAL: 1000 credits (10,000)
PAY: 500 credits
STR: 3.5 (35)



Note that the defending player has separated his men-at-arms into two formations since half of his unit is doing something different from the other. So 10 are sleeping, while 10 stand guard.

After both declaration posts have been made the initiating player begins the attack as so:

As the heavens poured out rain from the clouds the Earl and his men-at-arms sloshed through the mud towards their objective, the enemy encampment. As the thunder rolled through the sky the soldiers found positions in the tree line across from the encampment, laying down and waiting for orders. The Earl surveyed their position and prepared himself for the attack ahead. Grasping the hilt of his sword he looked over at his archers who stood ready with their bows in hand and arrows in their quiver. Nodding his head the Earl gave permission to open fire. With the order they strung their arrows and pulled back to their chins, sitting an enemy soldier who was oblivious to the coming attack. Once the strings were tot they released the arrows into the sky to rain down onto the enemy forces (Archers (10) STR 20 -> Enemy men-at-arms (standing guard)). As the arrows flew the Earl watched with hope, praying to the gods his attack will go through.

Action Summery
- Archers (Bows) (10) STR 20 -> Enemy men-at-arms (Standing guard)




(While this is the bare minimum for a quality post in Ceaden this is just an example, quality RPing is expected in Ceaden even though there is a gaming engine.)

As you can see the initiating player has made his first attack with his troops. A player can make as many attacks in one post as he wishes however each soldier can only attack once per post. So his 10 archers that he used to attack the enemy soldiers cannot attack again that post, but say his other 20 men-at-arms could have attacked if he so wished. For every attack or major action you must follow that action by a summary of the action and a little information on the action such as: (Archers (Bows) (10) STR 20 -> Enemy men-at-arms (standing guard)) This tells the staff what unit you are attacking with, what weapon they are using, how many units of that unit are attacking, what their strength is, what opposing units they are attacking, and how much of the opposing unit or units they are attacking. At the end of each post the player must make a summary of his actions so that the moderators and other players can easily read what has happened. The first step the player took was to have his or her archers fire on the enemy encampment (Archers (Bows) (10) STR 20 -> Enemy men-at-arms(standing guard)). Now after this post has been made the moderators will step in for their first judgment. They are going to compare and see how much damage the archers have done to the men at arms. The archers have a total of 20 STR which is the max damage they are able to do to the enemy unit. The moderate for the battle with then take this STR to a random number generator: random.org to see how effective the attack was. When the moderate uses the number generator he will use numbers 1-6.

1: No Damage
2: 5% Damage
3: 20% Damage
4: 50% Damage
5: 70% Damage
6: Max Damage


Depending on what number he achieves is the amount of damage the enemy will incur. So say the moderator “rolled” a 4: 50% damage. So the archers scored a 10 STR hit on the 10 men-at-arms. To determine how many men at arms were killed or wounded we compare that with their STR. The formation of 10 men at arms had 35 STR so 35-10=25 STR which is the remaining STR of the formation. If we divide 10 by the individual STR of each man (3.5) then we can calculate the killed and injured. 2 men-at-arms were killed while 1 was injured. Thus the formation only has 8 men-at-arms left for a total unit STR of 25. A moderators post will look something like this:


Results of Actions:
(Archers (Bows) (10) STR 20 -> Enemy men-at-arms (standing guard)):
Attack Rolled: 4
Attacker loss: 0
Defender loss: 10 STR (2 troops), 25 STR (8 troops) remaining



“Ambush! Ambush!”

One of the guards yelled just before an arrow shaft buried itself into his neck. He fell the ground gurgling the blood from his airway, drowning in a pool of red. The rest of his comrades scurried around to awaken the sleeping soldiers (men-at-arms (sleeping) (10) -> Wake up) The tired, dazed and confused men trampled over each other to pick up their weapons and dawn their armor as the arrows rained down on them. Another comrade trying to gauge the distance of the enemies was struck in the heart by an arrow falling down dead instantly. The sergeant of men-at-arms barked orders to try and rally a counter attack. Raising his sword he began to run at the wood line where the enemy lay, chanting as he ran he called for his eight remaining men to join him in a counter attack. Brandishing their iron bladed swords they sounded off their battle cry as they charged at the enemy (men-at-arms (Iron swords) (8) STR 25 -> enemy men-at-arms (20)). Their eyes were red with fear and violence as they changed up on the attackers position, swinging their weapons with skill, they blades cutting through the air with position they were prepared to fight their enemies until the end.

Action Summary:

Men-at-arms (sleeping) (10) -> Wake up
Men-at-arms (8) STR 25 -> Enemy Men-at-arms (20)



So now the battle is heating up. We now have soldiers in direct hand to hand combat which is a factor in our rule set. When we have two units attacking and defending with hand to hand weapons both units get a chance to damage each other. So we have 8 men at arms attacking 20 men at arms. The perk for attacking first is that your score for attacking is calculated first, thus if you damage the enemy they can only use how much STR they have remaining after the damage is counted out. Here’s the result:

Results of Actions:
(men-at-arms (sleeping) (10) -> Wake up)
Result: Men-at-arms successfully woke up and joined the battle.


Men-at-arms (8) STR 25 -> Enemy Men-at-arms (20)
Attack Rolled: 3
Defender loss: 2.5 STR (0 troops), 67.5 STR (20 troops) remaining
Defend Rolled: 6
Attacker loss: 67.5 STR (8 Troops), unit DESTROYED



So the defending player did not make the best tactical move by charging into more than twice his men, but so goes history. Thus you have a good idea of how the Ceaden Combat system works for all combat scenarios whether it be with men, horses, creatures, magic, or ships. Let’s visit magical combat before we conclude this rule:

Example:

This battle will be between a fire mage:

Fire Mage (Human Mage):
Description: A novice fire user
EQU: Robes, Magical Staff (+1 MAG)
SPE: 100 miles a day
VAL: 800
PAY: 400
STR: 1
MAG: 4


And five thugs:

Thug
Description: Random man with a knife
EQU: Knife (does not affect stats)
SPE: 100 miles a day
VAL: 200 credits
PAY: 100 credits
STR: 1[/quote]


It was late at night and the sounds of the busy city have all but died down as the good clean folk bedded down for the night. The loudest noise that could be heard was from the tavern near the gate where the drunkards laughed and brawled through the night. Not far from there in a dark damp ally way a group of thugs stood around the back of a store tossing dice on the ground and making bets. As they continued to laugh and gamble one of the thugs noticed a man in black robes creep down an alleyway that crossed theirs. Tapping his buddies on the shoulders he alerted them to the chance at a good score at loot. Creeping up behind the man with robes they noticed he carried a large staff which looked as if it could carry a nice price at market. The first man took out his knife and with a swing of his arm went to stab the man. (Thug (1) STR 1 -> Enemy Fire Mage (1)) The other thugs moved in to join their friend for the kill.


Movement:

When moving forces in and around territories other than your own it is important to take into consideration other player and NPC troop movements. One of the reasons we at Ceaden keep a universal map of fortified positions and settlements is so that other players understand where your emplacements are so that if they choose to invade you, they do not overlook fortified emplacements you have spent resources to build to defend against emplacements. Therefore when moving into unclaimed or claimed territory you must take into consideration enemy fortifications. If you have to move through a narrow passage between mountains to attack another realm and there is a fort there, you must attack the fort to get through and so forth. Simple and easy makes this game fair and realistic to all.

Results of Actions:

Thug (1) STR 1 -> Enemy Fire Mage (1)
Attack Rolled: 1 (miss)
Defender loss: 0
Defend Rolled: 6
Attacker loss: 1 STR, Unit DESTROYED




As the fire mage dodge out of the way of the knife he made a large swing of his staff catching the attacking thug killing him with a blow to the head. He then saw the four other thugs descending upon him. Raising his hand he closed his eyes and muttered a few words under his breath. To the thugs astonishment a burst of flame came from the mage’s hand. (Fire Mage (1) MAG 2 (Fire attack, ranged) -> Thugs (4))



Results of Actions:

(Fire Mage (1) MAG 2 (Fire attack) -> Thugs (4))
Attack Rolled: 5
Defender loss: 1.5 STR (1 man), 3.5 STR (3 men) remaining




As you can see as stated before about magic is that complete creative freedom is given to the player as far as spells. We used a ranged fire attack for this example however the mage could have attempted to take control of one of the thug’s minds or make himself faster. This all depends on your imagination however the moderators will take the mage’s MAG level into account and if they feel that it may be a stretch they will apply a random number generator to it to determine the success. The maximum amount of damage a MAG attack can do is equivalent to the number of MAG.

This wraps up the Ceaden Battle Engine, it’s simple enough so that it won’t take too much away from what is important, the role playing.
Last edited by Ceaden on Sun Jan 01, 2012 6:33 pm, edited 1 time in total.
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Postby Ceaden » Thu Dec 22, 2011 2:39 pm

Rule 9: Economics

Another large part of Ceaden aside from war and conflict is the economic prowess of realms. How much money based on trade and production a realm can earn and keep up their day to day operations. To make this realistic and fair to all players we have developed a system to tell how much money a realm has at their exposal.

All economics in Ceaden operates around the Credit, the credit is the single monetary unit of the whole world and is equal to, less than, or more than each realms monetary unit. This is up to the player but the play must keep in mind that troops, resources and other things all must be bought, and sold using the credit standard.

As you know from reading above the Ceaden world operates on a 1RL month = 1 Ceaden Year rotation. This helps us in keeping track of all of the funds that our realms create and how we wish to distribute these funds. The economic model of Ceaden operates around each citizen of each realm to determine the “GDP” of a Realm.

To determine GDP you only need to consult the population and terrain map and determine how much towards your GDP per person each terrain plot yields.

Desert:
GDP: 20 Credits Per Year Per Person

High Mountain:
GDP: 25 Credits Per Year Per Person

Low Mountians:
GDP: 30 Credits Per Year Per Person

Temperate:
GDP: 50 Credits Per Year Per Person

Rainforest:
GDP: 35 Credits Per Year Per Person

Steppe:
GDP: 40 Credits Per Year Per Person

Tropical:
GDP: 50 Credits Per Year Per Person

Tundra:
GDP: 25 Credits Per Year Per Person


Example:

Added together Achesia's population is: 73,000 souls.

Lets look at the territories Achesia has:

Temperate No. 1: 3,500
Temperate No. 2: 6,500
Temperate No. 3: 1,000
Temperate No.. 4: 6,000
Temperate No. 5: 10,000
Temperate No. 6: 8,000
Temperate No. 7: 10,000
Temperate No. 8: 5,000
Temperate No. 9: 7,000
Temperate No. 10: 6,000
Low Mountain No. 1: 2,000
Low Mountain No. 2: 1,750
Low Mountain No. 3: 1,500
High Mountain No. 1: 500
Steppe No. 1: 2,000
Steppe No. 2: 3,000



Now I just have to take each territory and multiply its population by how much its terrain type yields per person for GDP then add it all together.

It comes out to: 3,520,000

Now if you have improvements that also add onto your GDP you just need to add together what they would usually give to the old PPC and then multiply it by your entire population. I get 11.5 for all my improvements so that by 73,000= 839,500 to my GDP. Which brings my GDP to a grand total of: 4,359,500.

Improvement Bonuses:
Roads (Increases trade between cities, and moving of goods): +1 credits for every 100 miles of road.
Road connections with other realms* (trade between realms): +2 credits for every connection.
Fortifications** (security of trade against bandits): +.2 credits for ever fortification
Fortified Cities (security of goods): +.1 credits for every fortified city


*Road connections must be agreed upon mutually by respective players.
**Fortifications include fortresses and outposts.


So we must implement taxes.

Let’s say that you are a nice King and you are only going to tax your people 10%. Therefore 10% of 19,104,000 is: 1,910,400 credits. That is how much is in the Kings treasury. However, again we cannot just run and spend it. We must take into account the pay for our troops, for this we will say this is our army:

10,000 Peasant Militia- Pay is 100 credit per year so 1,000,000 credits per year in total.
1,000 Knights- Pay is 500 credits per year so 500,000 credits per year in total

Therefore we are paying in total: 1,500,000 credits a year to upkeep our military. Thus we are left with 410,000 credits to spend as we see fit. But what can we use our money for?

-Trade: Trading with other realms, trading resources, land, weapons, ships, creatures, services, etc.
-Building units: Training new units for your forces.
-Enhancing the realm: Using your credits to build improvements on your land.
-Endless reasons: Any reason you can think of to use credits.

Keep in mind the higher your taxes the more strain on your population there is as well as their happiness. This will reflect in RP’s and performance.

At the beginning of the game every player starts out with 5,000,000 credits. These credits can be used in full to do whatever the player wishes with regards to building forces, trading, improving land etc.

Resource Bonuses:

To reflect the bonus that realms who do not expended all of there resources get the Ceaden staff has implemented that a value added to the GDP every game year will be given for each unit of unused resource.

Stone: +1 credits to GDP for every unit unused.
Iron: +2 credits to GDP for every unit unused.
Carbon: +2 credits to GDP for every unit unused.
Wood: +1 credits to GDP for every unit unused.
Steel: +3 credits to GDP for every unit unused.
Silver: +100 credits to GDP for every unit unused.
Gold: +150 credits to GDP for every unit unused.
Star Rock: +40 credits to GDP for every unit unused.
Oils: +2 credits to GDP for every unit unused.
Earth Sweat: +20 credits to GDP for every unit unused.
Mithirl: +200 Credits for every unit unused.
For example. At the end of a game month a player's realm has a GDP of 10,000 Now say he also has 10000 units of wood, and 10 units of gold unused. He then incurs a bonus of 10,000 credits for the wood and 200 credits for the gold for a total of 10,200 credits to his income.

Military Campaigns:

Now there are ALLOT of perks to military campaigns. You could get land if you are expanding, weapons and armor from your dead enemies, credits from dead enemies/sacked settlements, resources, etc etc. So its only fair it should cost you something other than the lives of you men. So from now on anytime you deploy forces beyond your boarders in a military campaign whether it be to expand or attack someone you will incur a 20 credit charge per unit at the BEGINNING and END of your campaign. For example:

Currently for the expansion that Achesia is doing he has 528 men deployed in the field. So he will have to spend 10,560 credits at the beginning of his campaign and the end IF all his men survive.

Note: You only have to pay for those soldiers who are still alive at the end of your campaign.
Last edited by Ceaden on Thu May 31, 2012 11:42 am, edited 8 times in total.
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Postby Ceaden » Fri Dec 23, 2011 5:52 pm

Rule 10: Trade


Trading in Ceaden means exchanging, by selling, buying and direct exchange, trade goods produced in your nation. During said exchange, you are supposed to be able to get a profit measured on the products exchanged, and a modifier based on the trade route you are using.

Let's imagine that you have no production infrastructures in place, and you use only your base production of trade goods for trading, equal to 100 for each 1,000 inhabitants, and you have a population of 5,200, (equal to 500 trade goods, ROUNDING DOWN). Now you have 500 produced goods for trade. Remember, however, that your maximum tax DOES modify the amount of goods produced. So you need to reduce the amount of goods according to your tax rate. Let's say you have a tax rate of 40%. You can only trade each year a total of good equal to the 60% of 500, or 300.

Let's take a look at the formula:
TRADE GOODS AVAILABLE PER YEAR = BASE TRADING GOODS(100 x 1,000 population plus modifiers)/ TAX RATE:

So, now you have 300 trade goods, but now you need to find a way to trade them with other nation. For that you need to invest into trade routes, which are a special kind of improvements that let you trade openly with any nation that wants to.

Trading improvements:

Trade Guild Outpost
Description: An edifice that includes a trade office, a distribution office, and a warehouse inside a settlement. You need to have a Trade Guild Outpost inside a nation to trade with it. Trade routes need to go from one of your settlements or ports to a place that contains one outpost.
Cost: 30,000 Credits, 50 Wood
Benefit: Allows the creation of a trade route between this Outpost and another of your Outposts or settlements.
Map marker: Built within settlements.

Trade Route
Description: Not a building per se, but however roads need to be opened (even if only dirt roads), merchant ships and carts built, and inns built along the way for them to function. Trade routes must go from one of your settlements to a trade outpost.
Cost: 30,000 Credits, 50/100 Wood, OR 20 Wood 20 stone
Benefit: Allows the movement of trade goods and open a trade in goods. The quality of the roads or route mark how many goods can be traded through this route.
50 Wood naval route: 100 Trade goods units per year
100 Wood naval route: 200 Trade goods units per year
20 wood 20 Stone land route: 150 Trade goods units per year

As you can see, the entire idea of trade in this proposal is contained in the idea of the trade route. There are some universal rules to them but also some exceptions. First, there are two types of routes. Land routes, and naval routes. They are built separately, and paid for separately. So if a route requires two different routes, (mixed land/sea) you would need to pay for both. A trade route also have a maximum of goods you can move through them, as the demand and offer of certain products and the difficulties inherent to a low techonlogy environment are evident.

There are a few rules that must be taken into account when designing trade routes:

-Trade between a Trade Outpost and a settlement through a connected net of stone roads does not require to build a trade route. Stone roads are trade routes by themselves, and allow to move an amount of goods equal to the land route per year for both nations involved (150). However, the route must still have a Trade Outpost on its end to work.

-You cannot establish a trade route without the consent of the player at the other end. Also, in case of war, said player can both raze your outpost, or just occupy it and either keep it to himself or give it to another player (he can also let the trade flowing). Surprisingly, this can lead to situations where two countries at war need to use a third to trade between them, just to cite an example of interesting RP developments.

-Trade routes may and must also be used to sell or exchange resources between different nations: If you want to exchange 150 Stone for 150 Silver with another nation, or sell 400 Iron for Gold or credits, you must use the trade route system, as said commerce is also subjected to the rules of the market.

-There are no limits on how many routes a nation can possess, as long as said nation has the produced goods to keep them fed. If for some reason the trade routes run dry for two consecutive years. (i.e. Two years without any goods being exchanged through said route), the route will dissappear, (as people trying to use it will be bankrupt by now), and the route will be have to be rebuilt. (Incluying paying again for it).

-You can use someone else trade route to move goods: As long as you have permission, or are willing to pay a fee.

So let's return on the profit you can get from your 300 trade goods units. Let's imagine you have two different routes opened. A big naval trade route with the capacity of exchanging 200 units per year, and a land route that allows you to exchange another 150. Again, you need to have a trade Outpost in the settlement of another country in order to control a trading route. That is a total capacity of 350 goods per year. However, you only produce 300, but it is not a problem, as you can use the naval route to move 200 units and the lan one to move the remaining 100. Both routes remain fed, and are not in risk of decaying.

However, let's imagine the opposite case. You have only one trade route, the big naval one, that can move 200 units a year, yet you produce 300. You lose the other 100 product units because you can't trade them. (a plausible explanation for this is that they are just absorbed by the local market of your own economy). Next year you will have 300 trade goods units again, as you can't save and carry the remaining 100 units for the next year.

So now you have moved your 300 goods through your naval and land routes. Now we need to determine your yearly amount of profit:

The profit rate for a trade route is determined as follows:

0.1 as base for normal trade product unit
0.2 as base for luxury trade product unit
+0.01 profit for each 1,000 sqm travelled through route (products from far away places tend to be considered exotic and also more expensive)
+0.1 If the starting or ending point of the route is a Commercial Harbor (only 0.15 if BOTH ends are)
+0.1 If the starting or ending point of the route is a Grand Bazaar (0.2 if BOTH are)
+0.02 profit for each port, trade post or local market touched by the route on its way, (own or foreign, but you MUST have the permission for the foreign nation to pass your route through it. I have been thinking about rules for smuggling, but that will have to wait).

So let's imagine your 200 trade good units travelled through your naval route, and let's try to determine its profit:

0.1 as base
The route is 10,000 sqm long= +0.1 profit
Your point of arrival is a Commercial Harbor= +0.1 profit
It passes through another nation port and one of your own other ports before reaching its last destination= +0.04 profit

So TOTAL PROFIT RATE= 0.1+0.1+0.1+0.04=0.34 profit rate

It means you earn a benefit of 1.34 for the value of each of the traded units. As we saw on the production part, it costs 200 credits to produce a common trade goods unit.

So the total value of the 200 units you traded was 40,000 credits. Your profit equal to the 134% of that value.

Let's see the formula:

TOTAL VALUE OF TRADED GOODS UNITS x PROFIT RATE= YEARLY TOTAL PROFIT FROM THE TRADE ROUTE

In our example,it means 40,000 (total value of 200 common trade goods units) and 0.34. The total you earn each year for keeping that trade route flowing with 200 trade good units is 13,600 credits. (Of course, the total credits you get at the end of the trade process is 53,600, but you have to subtract your initial inversion of 40,000 credits in producing the goods from it).

(Yeah, I took the base developed by Hjaalmarch and expanded it, most of this part is mine)

Additional observations:

However, and here is the most interesting part, you can use trade goods you GOT from another nation and MOVE THEM into a new trade route to keep them fed instead of cashing the benefits. To be honest, you can even just move the goods without even having to produce them, and get a profit. (This rule needs expansion). As an example, Wistwallen buys 200 products from Farisel, keeping that trade route fed, yet instead of cashing the profits, he sends them to Achesia through nother naval route, (also keeping it fed) and only cash them aftewards. (In game, you are just commercializing Fariselian products in Achesia), however, you would need permission from all the players involved to do this. Also, in this case the profit rate must be calculated from its origin point (Farisel) to its final point (Achesia), although the entire length and how many ports did it touch on its way also count.
Last edited by Ceaden on Sat May 05, 2012 12:02 am, edited 1 time in total.
Administration for the Ceaden PT Fantasy World

Achesia Not any more! At least for now.

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Arcerion
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Posts: 3937
Founded: Jan 16, 2012
Ex-Nation

Postby Arcerion » Mon Jan 30, 2012 6:58 pm

Tag
The Republic of Lanos wrote:I went to a fight once but then a hockey game broke out.

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Achesia
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Posts: 6440
Founded: Sep 26, 2009
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Postby Achesia » Mon Jan 30, 2012 7:12 pm

Arcerion wrote:Tag


This isnt a thread for posting. For applying to Ceaden go to the main thread

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Ceaden
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Founded: Dec 18, 2011
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Postby Ceaden » Sun Feb 26, 2012 7:57 pm

Summing it all up:

Ceaden is a vast world full of endless possibilities. It’s a world where you the player can create their PT realm to your liking with the ability to match it against other realms to battle for the entertainment of the Gods.

We have created this world to be fair and realistic, but we are only human so there may be mistakes or things we can improve on. If you feel there is something you think that could be added or changed to Ceaden that would improve our gaming community then feel free to let the staff know your idea.
Last edited by Ceaden on Sat May 05, 2012 12:02 am, edited 1 time in total.
Administration for the Ceaden PT Fantasy World

Achesia Not any more! At least for now.


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