Post by mar45690 on Aug 8, 2019 0:28:49 GMT
GAME OF THRONES
"When you play the game of thrones, you win or you die."
Info on units and your income
Rules:
Movement and turns:
Once per turn, your army can move to up to two province a day. Taking a province takes up a movement point. If an enemy army is there, battle will automatically start. HOWEVER, if both sides arrive at the same time one side can choose not to battle. Characters not attached to a unit or an army can move up to four regions. In the North two regions per day. It takes one day to embark or disembark onto the fleet. Also, movement will not be based on who posted first to get an advantage.
The maximum amount of troops you or a coalition can field is 80,000, unless an event happens which allows you to field more than that. If you or the coalition field more than 80,000, the army will suffer from plagues, food shortages, sanitation problems, or desertion.
Armies need either a Lord or a well respected general/warrior to move. Unless you are the Iron Borne, you can only have four armies in the field, this is put in place to avoid micro warfare and raid abuse you need a minimum of five units in the army to raid or attack a city.
Mountainous area: Takes extra day to traverse, unless you/your forces are from the Vale or Westerlands.
Mountainous area: Takes extra day to traverse, unless you/your forces are from the Vale or Westerlands.
Marsh area: Takes an extra day to traverse, unless the character is from House Reed.
Forest area: Takes an extra day to traverse and easier to get ambushed.
Dessert area: Takes an extra day to traverse and suffer from attrition, unless you/your forces are from Dorne.
The North takes an extra day to move a province to simulate how massive the north is.
A turn is about 1 month in terms of the games timeline. During a turn you can recruit units, improve your kingdom via reforms or contronstruction of buildings and intrigues. Intrigues range from spreading rumors, revealing scandals, bribing your enemy to join you, festivals, or anything else you can think of. Intrigues can bring you money, warriors, diplomats, land and help you out with conquest. But it could also backfire and cost you dearly. Think before you do anything whether it’s worth the risk or not.
Vassal interaction: You can interact with your vassals in your faction thread or via the recruitment thread. Your interactions can range from marriage proposals, raising more troops, getting more money, building ships and construction. You can ask them nicely, threaten them, or blackmail them (the latter two having consequences).
Republic interaction: The Free Cities have to vote on everything. From raising troops, taxes and construction. You will set up a bill and rolls will be done to see how likely it will pass. Modifiers will be added depending on the proposal. HOWEVER, some things like invading Westros will have no chance of passing if you are someone like Volantis, as there would be no real benefit for your faction. If you are getting invaded however, no vote needs to be passed as your entire army will be raised.
A new turn will begin every two-three days. You can either PM the mod via discord, the forum or the designated thread (thread being more preferable). First turn however will be a week before the next turn.
Army:
Raising levies: Game of Thrones takes place in fantasy Medieval setting. So much like most Medieval kingdoms, you will be raising your army during times of war by raising levies from your land and nobles. Raising levies from your realm will take 50% or 70% of your income depending on how much of your levies you raised. They will disband and go back to their land if they have been campaigning for too long. Takes four days to raise the ENTIRE army. First day you will have one tenth of the army (instant), second day a quarter, the third day is when you get half of the army and fourth is when you get the entire army.
Replenishment: You will get back units you lost over time. You will get four units back every three days, and yes you can choose the unit you get back. The units the minor houses/your vassals gets back is two units every three days.
50% income- Raising 1%-70% of your levies
70% income- Raising 80%-100% of your levies
Cavalry (100 men)
Infantry (250 men)
Special Units: ALL factions have their own special units they can recruit. Major houses can recruit up to twenty of these units and minor houses can raise up to five of these special units. They are stronger than the average levied units. Like alliance units you must pay for them and pay separate upkeep for them.
1 Elephant (Essos factions/Golden Company*)
Iron Islands Raiders: (250 men) (30 gold) (15 upkeep) 2 days
Riverland Longbow: (250 men) (30 gold) (15 upkeep) 2 days
Vale Elite Knights: (100 men) (50 gold) (25 upkeep) 4 days
Northern Greatswords: (250 men) (30 gold) (15 upkeep) 3 days
Stormlands Greatswords: (250 men) (30 gold) (15 upkeep) 3 days
Reach Elite Knights: (100 men) (50 gold) (25 upkeep) 4 days
Dornish Elite Light Infantry: (250 men) (30 gold) (15 upkeep) 3 days
Crownlands Golden Guards: (250 men) (30 gold) (15 upkeep) 2 days
Westerlands Elite Pikeman: (250 men) (30 gold) (15 upkeep) 3 days
*FOR GOLDEN COMPANY THEY AUTOMATICALLY GET ELEPHANTS. MEANING NO ADDITIONAL PAYMENT OR UPKEEP.
Battles:
The battles will be based on the Diadochi battle system, minus the calculator as battle will just be rolled instead. Battles will be divided into two phases. Planning phase and then roll phase. Each side will be given a map and a starting position to set up Battle formation and how soldiers will maneuver during the battle. After the planning phase is over, rolls will be done and maneuvers will be accounted. This will repeat for two to three times depending on the state of the battlefield.
Raiding: You can send a raiding force to an enemy province. The raiding party MUST have five units at least. The raiding party will bring all of the income from the region they are raiding. Raiding party counts as an army, you can only have up to three of them.
Sieges:
Economy/Buildings:
1: One unit in the village as garrison and 10 gold you get from the city. You can just storm the province
Garrison:
1X Light Infantry
2: Two units in the town as garrison and 20 gold you get from the city. Takes two days to starve the province if you try to besiege it.
Garrison:
1X Light Infantry
1X Archers
3: Three units in the city as garrison and 30 gold you get from the city. Takes three days to starve the province if you try to besiege it.
Garrison:
2X Light Infantry
1X Archers
4: Four units in the city as garrison and 40 gold you get from the city. Takes four days to starve the province if you try to besiege it.
Garrison:
2X Light Infantry
2X Archers
5: Seven units in the city as garrison and 50 gold you get from the city. Takes five days to starve the province if you try to besiege it.
Garrison:
1X Heavy Infantry
3X Light Infantry
3X Archers
6: Ten units in the city as garrison and 60 gold you get from the city. Takes twelve days to starve the province if you try to besiege it.
Garrison:
1X Light Cavalry
2X Heavy Infantry
3X Light Infantry
4X Archers
(LEGENDARY CITIES)
(Stormlands level 1-2 cities have level 3 tier defense but not the income or garrison)
Fortress: Fortress add tougher walls and add additional unit into the city.
LEVEL 1 (COST: 20): Adds one more day and one unit (1X Heavy Infantry)
LEVEL 2 (COST: 30): Adds two more days and two units (1X Heavy Infantry and 1X Archers)
LEVEL 3 (COST: 40): Adds three more days and three units (2X Heavy Infantry and 1X Archers)
LEVEL 4 (COST: 50): Adds four more days and four units (2X Heavy Infantry and 2X Archers)
Forts (Cost 40) (Upkeep 20): You can set up to maximum 2 forts in a province. Defensively, forts serve as a anti-raid or use it to harass the enemy. If you are the invader and you set up a fort, you can use it as a supply depot, but must provide the garrison troops yourself.
Trade Center (COST: 30): Trade centers can be built to gain more gold. You can get between 5-30 gold.
Ports (COST: 80): Ports can be built to build ships and to gain more golds. Can only be built on provinces with river or ocean near it. You can get between 10 or 40 gold.
Food/Supplies: Each province provide a set amount of supplies for the entire population of your kingdom every turn during Spring and summer. Depending on rolls, it could either provide more or less than expected. Certain amount will be set aside for your military campaigns. If too much is used up your people may starve which will lead to unrest. You can also sell surplus supplies if you are strapped for cash.
Enforcers (Cost: 40 and upkeep is 20): Enforcers count as both garrison and order in terms of public order for a province. However, it could end up as negative depending on how strict or corrupt they are. They do not count as actual fighting force, so no units that could be used in a siege. Uses up Work force. Provides three units of Light Infantry as garrison.
Upgrading Cities: You can upgrade your province by one. A level 1 province can be level 2. You can only upgrade the province ONCE. A level 5 city cannot be upgraded into a level 6 city.
Level 1 to Level 2 (COST: 50)
Level 2 to Level 3 (COST: 60)
Level 3 to Level 4 (COST: 70)
Level 4 to Level 5 (COST: 80)
Events/bonus:
Rich Harvest: +10% income and supplies
A Commander comes to serve: A commander joins your cause, comes with a complement of soldiers
A Warrior comes to serve:
A Maester comes to serve: If your general falls in battle or gets assasinated or gets sick you may use his skills to heal him, 50% chance.
A Merchant comes to serve: The merchant can be attached to a province to provide add 1.5 gold.
Market Spike: Double Trade Income or half losses
Local Guides: Your usage of local guides makes you immune to ambushes for a turn, pm a mod, if you play it when you are already ambushed, too late
Stealth Movement/Surprise Attack: You may PM a moderator or some proof to someone trustworthy a movement and not post it in the movement thread. The movement can go deep into enemy territory but every city/enemy sea region you go through will have a 50% chance of sending word to their leader. Must be at regular march, unless in your own territory.
MONEY!: You get between 25-50 gold
Earthquakes: Damages all constructions in a region.
Poor Harvest: -10% income and supplies
Corruption Grows: Size penalty is increased permanently. Corrupt officials may be purged by spending 50 gold per province owned which will return size penalty back to normal. Instead of 2% penatly for every 10 provinces its 3% penatly for every 10 provinces. This can keep doubling again if you get another corruption grows event.
Minor or Major Epidemic: 25% MAJOR: Province half its income, can't recruit from province, 25% chance it continues next turn, a 25% chance it spreads to neighboring province, may quarantine for 5% chance to spread but lose all income. A region can only be plagued for 3 years max. Re-roll if major already on map 75% MINOR: Affects one province, doesn't spread
PIRATES: -20% income from naval trade.
Barbarian Raid: Affects: The North and the Vale.
Wildling/Free Folk invasion (Likely chance 10%):
Hill Tribes/mountain clan invasion (Likely chance 5%):
Vassal breaks free: Vassal ends terms with you or is overthrown by elements hostile to you
The Red Wedding: The Red wedding is an event that will end with the death of Robb Stark, destruction of half the Northern army and the capture of Edmure Tulley. The Bolton will become the new warden of the North and the Frey will control the Riverland.
The Purple Wedding: The Purple wedding is an event that will end with the death of Joffery Baratheon and Tyrion Lannister being accused of Jofferys murder.
Brotherhood Without Banners: Are a band of marauders that are after Gregor Clegane in the name of King Robert. This group will continuously harass the Lannister forces until Clegane is dead, the Red Wedding happens, their destruction, or the War of the Five Kings ends in Stannis victory.
Rebellion: There is a chance a vassal house will rise against you. The chances your vassals will rise against increase if you back out on an agreement or you insult them. NOTE: At worst only two province will rebel against you. Your home province will never rebel against you.
Rise of Bandits: If you raise levies and they are gone for too long any given province, bandits will start to rise up and damage your income from said province. If left unattended for 3 turns you lose 1, if left unattended for 4 turns you lose half your income from the province, and if left unattended for 6 turns you lose all the income from the province and will cause a rebellion.
Assasination (COST: 150): Send an assassin to kill a character. 20% success rate. Players cannot send multiple assassins to one character to avoid assassin spamming.
Faceless assassins (COST: 2,500): Send a Faceless man to kill a character. 80% success rate.
Characters/nations:
Terrain map
"When you play the game of thrones, you win or you die."
Info on units and your income
Rules:
Movement and turns:
Once per turn, your army can move to up to two province a day. Taking a province takes up a movement point. If an enemy army is there, battle will automatically start. HOWEVER, if both sides arrive at the same time one side can choose not to battle. Characters not attached to a unit or an army can move up to four regions. In the North two regions per day. It takes one day to embark or disembark onto the fleet. Also, movement will not be based on who posted first to get an advantage.
The maximum amount of troops you or a coalition can field is 80,000, unless an event happens which allows you to field more than that. If you or the coalition field more than 80,000, the army will suffer from plagues, food shortages, sanitation problems, or desertion.
Armies need either a Lord or a well respected general/warrior to move. Unless you are the Iron Borne, you can only have four armies in the field, this is put in place to avoid micro warfare and raid abuse you need a minimum of five units in the army to raid or attack a city.
Mountainous area: Takes extra day to traverse, unless you/your forces are from the Vale or Westerlands.
Mountainous area: Takes extra day to traverse, unless you/your forces are from the Vale or Westerlands.
Marsh area: Takes an extra day to traverse, unless the character is from House Reed.
Forest area: Takes an extra day to traverse and easier to get ambushed.
Dessert area: Takes an extra day to traverse and suffer from attrition, unless you/your forces are from Dorne.
The North takes an extra day to move a province to simulate how massive the north is.
A turn is about 1 month in terms of the games timeline. During a turn you can recruit units, improve your kingdom via reforms or contronstruction of buildings and intrigues. Intrigues range from spreading rumors, revealing scandals, bribing your enemy to join you, festivals, or anything else you can think of. Intrigues can bring you money, warriors, diplomats, land and help you out with conquest. But it could also backfire and cost you dearly. Think before you do anything whether it’s worth the risk or not.
Vassal interaction: You can interact with your vassals in your faction thread or via the recruitment thread. Your interactions can range from marriage proposals, raising more troops, getting more money, building ships and construction. You can ask them nicely, threaten them, or blackmail them (the latter two having consequences).
Republic interaction: The Free Cities have to vote on everything. From raising troops, taxes and construction. You will set up a bill and rolls will be done to see how likely it will pass. Modifiers will be added depending on the proposal. HOWEVER, some things like invading Westros will have no chance of passing if you are someone like Volantis, as there would be no real benefit for your faction. If you are getting invaded however, no vote needs to be passed as your entire army will be raised.
A new turn will begin every two-three days. You can either PM the mod via discord, the forum or the designated thread (thread being more preferable). First turn however will be a week before the next turn.
Army:
Raising levies: Game of Thrones takes place in fantasy Medieval setting. So much like most Medieval kingdoms, you will be raising your army during times of war by raising levies from your land and nobles. Raising levies from your realm will take 50% or 70% of your income depending on how much of your levies you raised. They will disband and go back to their land if they have been campaigning for too long. Takes four days to raise the ENTIRE army. First day you will have one tenth of the army (instant), second day a quarter, the third day is when you get half of the army and fourth is when you get the entire army.
Replenishment: You will get back units you lost over time. You will get four units back every three days, and yes you can choose the unit you get back. The units the minor houses/your vassals gets back is two units every three days.
50% income- Raising 1%-70% of your levies
70% income- Raising 80%-100% of your levies
Cavalry (100 men)
Infantry (250 men)
Special Units: ALL factions have their own special units they can recruit. Major houses can recruit up to twenty of these units and minor houses can raise up to five of these special units. They are stronger than the average levied units. Like alliance units you must pay for them and pay separate upkeep for them.
1 Elephant (Essos factions/Golden Company*)
Iron Islands Raiders: (250 men) (30 gold) (15 upkeep) 2 days
Riverland Longbow: (250 men) (30 gold) (15 upkeep) 2 days
Vale Elite Knights: (100 men) (50 gold) (25 upkeep) 4 days
Northern Greatswords: (250 men) (30 gold) (15 upkeep) 3 days
Stormlands Greatswords: (250 men) (30 gold) (15 upkeep) 3 days
Reach Elite Knights: (100 men) (50 gold) (25 upkeep) 4 days
Dornish Elite Light Infantry: (250 men) (30 gold) (15 upkeep) 3 days
Crownlands Golden Guards: (250 men) (30 gold) (15 upkeep) 2 days
Westerlands Elite Pikeman: (250 men) (30 gold) (15 upkeep) 3 days
*FOR GOLDEN COMPANY THEY AUTOMATICALLY GET ELEPHANTS. MEANING NO ADDITIONAL PAYMENT OR UPKEEP.
Battles:
The battles will be based on the Diadochi battle system, minus the calculator as battle will just be rolled instead. Battles will be divided into two phases. Planning phase and then roll phase. Each side will be given a map and a starting position to set up Battle formation and how soldiers will maneuver during the battle. After the planning phase is over, rolls will be done and maneuvers will be accounted. This will repeat for two to three times depending on the state of the battlefield.
Raiding: You can send a raiding force to an enemy province. The raiding party MUST have five units at least. The raiding party will bring all of the income from the region they are raiding. Raiding party counts as an army, you can only have up to three of them.
Sieges:
Economy/Buildings:
1: One unit in the village as garrison and 10 gold you get from the city. You can just storm the province
Garrison:
1X Light Infantry
2: Two units in the town as garrison and 20 gold you get from the city. Takes two days to starve the province if you try to besiege it.
Garrison:
1X Light Infantry
1X Archers
3: Three units in the city as garrison and 30 gold you get from the city. Takes three days to starve the province if you try to besiege it.
Garrison:
2X Light Infantry
1X Archers
4: Four units in the city as garrison and 40 gold you get from the city. Takes four days to starve the province if you try to besiege it.
Garrison:
2X Light Infantry
2X Archers
5: Seven units in the city as garrison and 50 gold you get from the city. Takes five days to starve the province if you try to besiege it.
Garrison:
1X Heavy Infantry
3X Light Infantry
3X Archers
6: Ten units in the city as garrison and 60 gold you get from the city. Takes twelve days to starve the province if you try to besiege it.
Garrison:
1X Light Cavalry
2X Heavy Infantry
3X Light Infantry
4X Archers
(LEGENDARY CITIES)
(Stormlands level 1-2 cities have level 3 tier defense but not the income or garrison)
Fortress: Fortress add tougher walls and add additional unit into the city.
LEVEL 1 (COST: 20): Adds one more day and one unit (1X Heavy Infantry)
LEVEL 2 (COST: 30): Adds two more days and two units (1X Heavy Infantry and 1X Archers)
LEVEL 3 (COST: 40): Adds three more days and three units (2X Heavy Infantry and 1X Archers)
LEVEL 4 (COST: 50): Adds four more days and four units (2X Heavy Infantry and 2X Archers)
Forts (Cost 40) (Upkeep 20): You can set up to maximum 2 forts in a province. Defensively, forts serve as a anti-raid or use it to harass the enemy. If you are the invader and you set up a fort, you can use it as a supply depot, but must provide the garrison troops yourself.
Trade Center (COST: 30): Trade centers can be built to gain more gold. You can get between 5-30 gold.
Ports (COST: 80): Ports can be built to build ships and to gain more golds. Can only be built on provinces with river or ocean near it. You can get between 10 or 40 gold.
Food/Supplies: Each province provide a set amount of supplies for the entire population of your kingdom every turn during Spring and summer. Depending on rolls, it could either provide more or less than expected. Certain amount will be set aside for your military campaigns. If too much is used up your people may starve which will lead to unrest. You can also sell surplus supplies if you are strapped for cash.
Enforcers (Cost: 40 and upkeep is 20): Enforcers count as both garrison and order in terms of public order for a province. However, it could end up as negative depending on how strict or corrupt they are. They do not count as actual fighting force, so no units that could be used in a siege. Uses up Work force. Provides three units of Light Infantry as garrison.
Upgrading Cities: You can upgrade your province by one. A level 1 province can be level 2. You can only upgrade the province ONCE. A level 5 city cannot be upgraded into a level 6 city.
Level 1 to Level 2 (COST: 50)
Level 2 to Level 3 (COST: 60)
Level 3 to Level 4 (COST: 70)
Level 4 to Level 5 (COST: 80)
Events/bonus:
Rich Harvest: +10% income and supplies
A Commander comes to serve: A commander joins your cause, comes with a complement of soldiers
A Warrior comes to serve:
A Maester comes to serve: If your general falls in battle or gets assasinated or gets sick you may use his skills to heal him, 50% chance.
A Merchant comes to serve: The merchant can be attached to a province to provide add 1.5 gold.
Market Spike: Double Trade Income or half losses
Local Guides: Your usage of local guides makes you immune to ambushes for a turn, pm a mod, if you play it when you are already ambushed, too late
Stealth Movement/Surprise Attack: You may PM a moderator or some proof to someone trustworthy a movement and not post it in the movement thread. The movement can go deep into enemy territory but every city/enemy sea region you go through will have a 50% chance of sending word to their leader. Must be at regular march, unless in your own territory.
MONEY!: You get between 25-50 gold
Earthquakes: Damages all constructions in a region.
Poor Harvest: -10% income and supplies
Corruption Grows: Size penalty is increased permanently. Corrupt officials may be purged by spending 50 gold per province owned which will return size penalty back to normal. Instead of 2% penatly for every 10 provinces its 3% penatly for every 10 provinces. This can keep doubling again if you get another corruption grows event.
Minor or Major Epidemic: 25% MAJOR: Province half its income, can't recruit from province, 25% chance it continues next turn, a 25% chance it spreads to neighboring province, may quarantine for 5% chance to spread but lose all income. A region can only be plagued for 3 years max. Re-roll if major already on map 75% MINOR: Affects one province, doesn't spread
PIRATES: -20% income from naval trade.
Barbarian Raid: Affects: The North and the Vale.
Wildling/Free Folk invasion (Likely chance 10%):
Hill Tribes/mountain clan invasion (Likely chance 5%):
Vassal breaks free: Vassal ends terms with you or is overthrown by elements hostile to you
The Red Wedding: The Red wedding is an event that will end with the death of Robb Stark, destruction of half the Northern army and the capture of Edmure Tulley. The Bolton will become the new warden of the North and the Frey will control the Riverland.
The Purple Wedding: The Purple wedding is an event that will end with the death of Joffery Baratheon and Tyrion Lannister being accused of Jofferys murder.
Brotherhood Without Banners: Are a band of marauders that are after Gregor Clegane in the name of King Robert. This group will continuously harass the Lannister forces until Clegane is dead, the Red Wedding happens, their destruction, or the War of the Five Kings ends in Stannis victory.
Rebellion: There is a chance a vassal house will rise against you. The chances your vassals will rise against increase if you back out on an agreement or you insult them. NOTE: At worst only two province will rebel against you. Your home province will never rebel against you.
Rise of Bandits: If you raise levies and they are gone for too long any given province, bandits will start to rise up and damage your income from said province. If left unattended for 3 turns you lose 1, if left unattended for 4 turns you lose half your income from the province, and if left unattended for 6 turns you lose all the income from the province and will cause a rebellion.
Assasination (COST: 150): Send an assassin to kill a character. 20% success rate. Players cannot send multiple assassins to one character to avoid assassin spamming.
Faceless assassins (COST: 2,500): Send a Faceless man to kill a character. 80% success rate.
Characters/nations:
Major Houses (nation driven):
Westeros:
Stannis: Stannerman
Robb Stark: Pyrrhus
Joffery: Fussiler
Balon: j-e-s-u-s
Mace Tyrell: Confederate Jeb
Doran Martell: NPC
Edmure Tully: The_Empirezz
Tywin Lannister: Aetius
Lysa Arryn/Robert Arryn: NPC ATM
Essos:
Volantis: Zephyrus (11) 30
Character driven:
Petyr Baelish: NPC for now
Daenerys Targaryen: NPC for now
Golden Company/Young Griff: CFmonkey (Golden Company needs to be funded by Pentos) 40
Yohn Royce: Holy
Territory&economy map
Territory&economy map
Terrain map