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A Game of Crowns - Medieval RP - OOC/Open.

For all of your non-NationStates related roleplaying needs!

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Harkback Union
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A Game of Crowns - Medieval RP - OOC/Open.

Postby Harkback Union » Mon Jul 20, 2015 1:35 am

Welcome to:
A Game of Crowns

A roleplay/game of intrigue and feudal feuding.

IC

Image

Work is still in progress on the OP but you can already apply.


Plot so far...

The Kingdom of Crescent, founded just a century ago, is ruled by the house of Glasnost with a "fair" hand. The current queen is Queen Micelle and her family includes a husband and 2 sons and 1 daughter. The current laws of the kingdom are that every third coin a liege earns goes to the royal coffers and that non-believers are to be mercilessly slaughtered.

Within the kingdom of Crescent are many powerful noble families ruling over entire provinces...

More to be added as apps are processed.



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).

Some of the things to be unlocked later. (I'll add a lot more)

University - 50 Coins, 5 turns - Provides science and a little culture for your kingdom. Significantly reduces faith. Costs 6 Coins per turn to maintain (5 coins for scholars).

Art school - 30 Coins, 3 turns - Provides a lot of culture for your kingdom. Costs 3 Coins per turn to maintain (2 coins for artists).


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.

Catapult - 10 Coins, 5 turns - 1 strength, 2 HP. Needs a barracks AND a shooting range to train. Counts as a siege engine and hence can reduce war length by 1. 2 coins per quarter maintenance. Needs machinery tech.


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 Crossbowman - 8 Coins, 4 turns, 1 Iron - 3 Strength, 4 HP. Needs a barracks AND a shooting range to train at AND a smithy to produce its weapons. Costs 2 Coins per quarter to maintain. Can kill an armored pikeman instead of its regular attack. Needs machinery tech.


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.

Knights - 10 Coins, 5 Turns, 3 Iron, 2 Horses. - 5 Strength, 7 HP. Needs a barracks to train at AND a smithy to produce its weapons. Costs 4 Coins per quarter to maintain. Generates a little faith. Cannot be trained until the discovery of knighthood. 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.


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.)

Code: Select all
[align=center]Picture of King:
[img][/img][/align]

The Kingdom of _, founded just a century ago, is ruled by the house of _ with a _ hand. The current king/queen is _ and his family includes _. The current laws of the kingdom are _.

King/Queen _ has the _ trait and... (any more info you want to provide).
Last edited by Harkback Union on Tue Aug 11, 2015 4:34 am, edited 36 times in total.

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Harkback Union
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Postby Harkback Union » Mon Jul 20, 2015 3:55 am

For best experience, we are going to need at least 10 players per kingdom. A 2nd kingdom can be founded at the start if we go above 15 players.

I forgot to write it into the OP, but defeated/killed/dead/imprisoned lieges can continue roleplaying as their heir or if their house was exterminated or if they lost everything, they can re-apply as an external faction.

By the way, do feel free to ask questions if you have any.

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Postby Harkback Union » Mon Jul 20, 2015 4:02 am

Looks like the current name isn't catchy enough, any suggestions for a better name?

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ApplePieistan
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Postby ApplePieistan » Mon Jul 20, 2015 4:07 am

Dibs on the king role! And give the RP some time because most Americans are still asleep.

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Postby Harkback Union » Mon Jul 20, 2015 4:13 am

ApplePieistan wrote:Dibs on the king role! And give the RP some time because most Americans are still asleep.


Damn lazy yankees!
Still in bed at 1 PM?
The sun comes up later there or what?

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Postby Harkback Union » Mon Jul 20, 2015 4:15 am

ApplePieistan wrote:Dibs on the king role! And give the RP some time because most Americans are still asleep.


Almost forgot, be sure to fill out the King app in an ICly manner so I can copy paste it into the OP. You can also write the brief history of the kingdom.

Also, did you vote No. on the interest poll?

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ApplePieistan
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Postby ApplePieistan » Mon Jul 20, 2015 4:16 am

Harkback Union wrote:
ApplePieistan wrote:Dibs on the king role! And give the RP some time because most Americans are still asleep.


Damn lazy yankees!
Still in bed at 1 PM?
The sun comes up later there or what?

Eastern time is 7:16 AM and in the rest of America, time is even further back.

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Harkback Union
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Postby Harkback Union » Mon Jul 20, 2015 4:17 am

ApplePieistan wrote:
Harkback Union wrote:
Damn lazy yankees!
Still in bed at 1 PM?
The sun comes up later there or what?

Eastern time is 7:16 AM and in the rest of America, time is even further back.


Hah! You live in the past!

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ApplePieistan
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Postby ApplePieistan » Mon Jul 20, 2015 4:19 am

Harkback Union wrote:
ApplePieistan wrote:Dibs on the king role! And give the RP some time because most Americans are still asleep.


Almost forgot, be sure to fill out the King app in an ICly manner so I can copy paste it into the OP. You can also write the brief history of the kingdom.

Also, did you vote No. on the interest poll?

No. Also, I have a question about the app. When it says "The current laws of the kingdom are", do I put something like 'lax' or 'strict', or what?

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Harkback Union
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Postby Harkback Union » Mon Jul 20, 2015 4:22 am

ApplePieistan wrote:
Harkback Union wrote:
Almost forgot, be sure to fill out the King app in an ICly manner so I can copy paste it into the OP. You can also write the brief history of the kingdom.

Also, did you vote No. on the interest poll?

No. Also, I have a question about the app. When it says "The current laws of the kingdom are", do I put something like 'lax' or 'strict', or what?


Anything, really. You can say you want to Tax 50% of all the lieges income, or 20%, or you can say nobody can have more then 1 armies at a time, or that every firstborn child should be thrown into the nearest volcano. Its your call. The laws may or may not have relevance to the mechanics.

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Postby ApplePieistan » Mon Jul 20, 2015 4:31 am

Picture of Queen:
Image


The Kingdom of Crescent, founded just a century ago, is ruled by the house of Glasnost with a "fair" hand. The current queen is Queen Micelle and her family includes a husband and 2 sons and 1 daughter. The current laws of the kingdom are that every third coin a liege earns goes to the royal coffers and that atheism is punishable by death.

Queen Micelle has the architect trait and that's it.

The 2 rural estates are named Hilton and Vestburg, whereas the estate that holds the castle is named The Highlands. The rural estates hold serfs and peasants that work small farms around the clock. They have little money and constantly look like they hate life. The castle appears to be bright and shiny and is situated atop a hill, allowing those inside to see the rural estates in the distance. There is a painting in the main hall below the chandelier that depicts the palace and the rural community which is titled "The Greatest Income Inequality Known To Man".
Last edited by ApplePieistan on Mon Jul 20, 2015 7:41 pm, edited 4 times in total.

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Harkback Union
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Postby Harkback Union » Mon Jul 20, 2015 4:33 am

All right... nothing else?
Also, 33% tax will be kinda hard to calculate, perhaps if you said 1 or 2 coins for every estate, it would be more easy on the lieges.

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ApplePieistan
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Postby ApplePieistan » Mon Jul 20, 2015 4:36 am

We're about to go full Salem Witch Trials up in here for some faith points. And what if I change the taxes to 40% instead of 33%?

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Postby Harkback Union » Mon Jul 20, 2015 4:39 am

By the way, I forgot to put it into your app but you will need to name some of your starting provinces (you have 2 estates and a castle holding with a palace). It would be also nice if you could write something about them, like what the the castle and the estates are like.

Here is what you have in total:

- 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).

Now remember, you can't gather income from too many places at once. Your base hand limit is 5. The castle and the palace add 1 each so you have 7 in total. You can continue to own things that don't fit in your hand but you won't be able to gather income there so it may make sense to sell/donate land to your lieges.

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Postby Harkback Union » Mon Jul 20, 2015 4:41 am

ApplePieistan wrote:We're about to go full Salem Witch Trials up in here for some faith points. And what if I change the taxes to 40% instead of 33%?


My point was that % taxes will require lieges to use mathematics, which is, at the time, quite the wizardry. If you say that you every 4th coin of income goes to the royal coffers, you'll make everyone's day easier.

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ApplePieistan
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Postby ApplePieistan » Mon Jul 20, 2015 4:43 am

Do kings start with any gold? Also, do I need to cut down the forest to put something in the forested land?

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Postby Harkback Union » Mon Jul 20, 2015 4:48 am

ApplePieistan wrote:Do kings start with any gold? Also, do I need to cut down the forest to put something in the forested land?


No and no.

The treasury is empty but you will have some income from your 2 estates, namely 8 coins per turn.
Sadly, your troops and your palace chews up 9 coins per turn according to my calculations, but fear not.
Your 2 forested hills generate 1 Gold per turn and if you choose to "put them in your hand", then you will have a net +1 Gold income, but then your hands will be full.
You could also disband some of your OP royal troops to save money but I would not recommend that.

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Postby ApplePieistan » Mon Jul 20, 2015 4:55 am

Harkback Union wrote:
ApplePieistan wrote:Do kings start with any gold? Also, do I need to cut down the forest to put something in the forested land?


No and no.

The treasury is empty but you will have some income from your 2 estates, namely 8 coins per turn.
Sadly, your troops and your palace chews up 9 coins per turn according to my calculations, but fear not.
Your 2 forested hills generate 1 Gold per turn and if you choose to "put them in your hand", then you will have a net +1 Gold income, but then your hands will be full.
You could also disband some of your OP royal troops to save money but I would not recommend that.

I gain money from taxes too. Also, can I tax NPC peasants?

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Postby Harkback Union » Mon Jul 20, 2015 4:58 am

ApplePieistan wrote:
Harkback Union wrote:
No and no.

The treasury is empty but you will have some income from your 2 estates, namely 8 coins per turn.
Sadly, your troops and your palace chews up 9 coins per turn according to my calculations, but fear not.
Your 2 forested hills generate 1 Gold per turn and if you choose to "put them in your hand", then you will have a net +1 Gold income, but then your hands will be full.
You could also disband some of your OP royal troops to save money but I would not recommend that.

I gain money from taxes too. Also, can I tax NPC peasants?


There are no NPCs and peasants already got their trousers taxed off by the lieges, hence their income from the rural estates. You can only take money from other players.

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Postby ApplePieistan » Mon Jul 20, 2015 5:00 am

Harkback Union wrote:
ApplePieistan wrote:I gain money from taxes too. Also, can I tax NPC peasants?


There are no NPCs and peasants already got their trousers taxed off by the lieges, hence their income from the rural estates. You can only take money from other players.

So simply put, taxation is the only thing generates money without counting as a holding, but there is the risk of tax evasion.
Last edited by ApplePieistan on Mon Jul 20, 2015 5:01 am, edited 1 time in total.

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Postby Harkback Union » Mon Jul 20, 2015 5:07 am

ApplePieistan wrote:
Harkback Union wrote:
There are no NPCs and peasants already got their trousers taxed off by the lieges, hence their income from the rural estates. You can only take money from other players.

So simply put, taxation is the only thing generates money without counting as a holding, but there is the risk of tax evasion.


Indeed, your lieges could simply refuse to pay taxes, in which case the only way to enfore them is to send in the troops.

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Postby Harkback Union » Mon Jul 20, 2015 5:10 am

WIP

Liege name: Sir Ronald Molier
Liege's appearance:

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Liege's house : House Molier
Liege's starting province: Zadoxa,

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A rainy and unwelcoming province. The peasants in Zadoxa are Industrious and law-abiding, but they don't like strangers and are rumored to have secret heathen cults operating behind closed doors. Robes are a popular piece of clothing in Zadoxa, in fact some people wear them at all times.

Liege's character (what he is like): Doesn't like to show in public and keeps his face hidden from as many people as he can.
Liege's short bio: Grown up in Zadoxa, Ronald learned a great deal about local weather patterns and begun to curiously study how the clouds move in the sky and thus became a scholar. After his first wife died during childbirth, he married his stepdaughter and had 2 children with her.
Liege's trait: Scholar.

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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Mon Jul 20, 2015 5:12 am

Wait, you'll be playing as a character? I thought you'd take the same roll in your RPs that you usually do.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jul 20, 2015 5:14 am

ApplePieistan wrote:Wait, you'll be playing as a character? I thought you'd take the same roll in your RPs that you usually do.


I want it to be as populous as possible.

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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Mon Jul 20, 2015 5:14 am

Harkback Union wrote:
ApplePieistan wrote:Wait, you'll be playing as a character? I thought you'd take the same roll in your RPs that you usually do.


I want it to be as populous as possible.

Will you still decide the results of having high or low faith?

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