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| Tweet Topic Started: Mar 25 2013, 11:41 AM (485 Views) | |
| umne | Mar 25 2013, 11:41 AM Post #1 |
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1. Getting Started 1.1 Introduction This is Arnos, the world that we live in. Legend says that the Old Gods forged Arnos in their dying days, and their spirits turned into the trees, the mountains, the rivers and the seas. From their spirits arose the first people of Arnos, the Aldar. The Aldar lived during what is commonly known as the First Age. It is during this time that the Aldar reigned in peace and prosperity for three thousand years, but like the Old Gods before the Aldar they began to decay. Much of the history and knowledge of the Aldar has since left our minds, all we know is from what text remains and the monuments and structures that they left behind. What is known is that the Aldar became weaker, the great kings died and the new ones were corrupted and evil. Wars were fought, and the people no longer prospered. Drought and floods came and went and the people were starving. Sickness soon came and the Aldar, like the Old Gods began to die. Arnos was fading from them, and their spirits returned to it as the Old Gods did. Though some remained pure, even in the greatest darkness. A single pair, their names long forgotten, and in their last dying days gave birth to two children. Homer and Davos. Homer was tall, and beautiful and found a wife in a sea spirit. Davos was short, but strong and found a wife in a mountain spirit. Homer's children traveled along with the sea spreading far and wide across Arnos, and they called them selves Humans. Davos's children remained in the mountains, and built a great civilization and called themselves Dwarphs. Those tales began what is now known as the Second Age, and it is the 1110th year of that Age. Humanity has spread, and many different civilizations have emerged and flourish. The Dwarven Empire remains strong but weakening under threat of foreign invaders. Though the world is vast and interesting enough, our tale takes us to a land known as the Republic. A concept never before heard of, where men will choose their leader from amongst themselves. Unlike the Noble Electors of the past, these men have no lineage of great ancestries dating back to the founding of Kingdoms and any man, through his own hard work may become great. The Republic is home to various merchants, businessmen, and entrepreneurs who have engaged in such enterprise to amass wealth and even power. The Republic is filled with rivalries, intrigue and passion. The fate of the Republic rests on the shoulders of the Patricians who for their own purposes need the Republic as the Republic needs them. To gain power in the Republic is to think, to plan and to maneuver, though if that does not work then there is always the blade. 1.2 Establishing Your Dynasty The Republic was formed on the principles of electing the most qualified individual to lead it. However, that is no task for the commoner, and requires a man of talent, skill, power, and wealth. Though there is no nobility present within the Republic, dynasties of exceeding wealthy families emerged from mercantile practices, prestige, and power and formed the Patriciate the governing elite of the Republic. Similar to nobility it is only possible to become a Patrician through inheritance, but technically only observe any true power and privilege within the Republic, they are considered important and wealthy outside the Republic. Players will assume the role of a Dynastic Head of a Patrician Family within the Republic. Within the Republic only Patricians may hold political power, but at the same time they are responsible for the well being of their own Dynasty by means of establishing wealth through trade and commerce, securing influence and maintaining public opinion within the Republic. Players are also capable of being elected as the Premier, or Prime Chancellor, that rules the Republic, though that has rules and responsibilities of its own. The First thing players must do is create a Dynastic Identity, this means what exactly your dynasty is. Its name, his history and biography. Though this will all go into your Profile Page there is one element that has mechanical bearings on the game, and that is the culture group your dynasty belongs to. In this era cultural identity is second to noble ranking, as it is title that creates the man, not where they are from. Though generally ethnic groups remain clustered some people do move around, and especially in the Republic where wealth dictates power many people from around the world have made their fortune there. Though the majority of population, around 95% is of Sydonian Culture, the patricians do not necessarily have to be so. Players first must decide which cultural group their dynasty belongs to. Sydonian Sydonians are people that have come from Sydonia. Once their Kingdom fell to a succession crisis, their identity have divided more and more. Sydonians are a rustic folk, and form a good bit of the population. Like the other human societies they follow the Church of the Lord Father and are incredibly religious. Sydonians also have a penchant for trading and commerce. Sydonian Signore enjoy a 15% increase in Passive Income, and enjoy better Trade Expedition Profits. Sydonian Condottieri enjoy an extra 25 Pikeman from each Troop. Vheimish Vheimish are a highly feudal society with little interest in mercantilism. The Vheimish are rather rustic, but also have a sense of snobbery about them. Vheimish society follows the Church of the Lord Father and are highly religious. Vheimish folk also bear many children, and concentrate their power in the hands of the upper echelon of society. Vheimish Signore enjoy better skilled Captains. Vheimish Condottieri enjoy better skilled Maître d'hôtel Lezan Lezans are a people of fierce loyalty and fiery spirit. Their hilly homeland and constant fights with the Orcs have bred skilled warriors and fighters. Lezans enjoy bull fighting, and utilize cows effectively. Lezans follow the Church of the Lord Father and also are pretty religious. Lezan Signore enjoy better skilled Master Leather smiths. Lezan Condottieri enjoy an extra 15 Rodelero from each Troop. Gallian Gallians are a people who in themselves are highly diverse and divided, but are a hard nosed, mechanical and disciplined people. Gallians enjoy good brews and many become skilled brewmeisters. Gallians follow the Church of the Lord Father but are of mixed religious dedication. Gallian Signore enjoy better skilled Captains. Gallian Condottieri enjoy an extra 15 Heavy Swordsmen from each Troop. Ryusz The Ryusz are a northern, rather unkempt and rowdy people. Their way of life is very primitive, and are overpopulated and considered strange for most folk. They enjoy heavy spirits and living in the tundra. Ryusz follow the Church of our Sacred Mother, the only humans to do so. Ryusz Signore enjoy a discount of ƒ20 per galley. Ryusz Condottieri enjoy extra space for 1 Troop in every barracks. Dhalish The Dhalish are an island people, though technically other subgroups do exist, the ethnic Dhalish from Dhale are the politically powerful. Dhalish are rather liberal comparatively, and are pretty intelligent and crafty folk. The location of Dhale makes them ideal for trading information and secrets. The Dhalish follow the Church of the Lord Father, but some are ardent followers than others. Dhalish Signore enjoy better skilled Whisperers. Dhalish Condotierri enjoy better skilled Envoys. Orcs Orcs are a race of folk that descended from the north beginning in the Second Age. They are ruthless raiders and fighters and believe in fighting and raiding as a way of life, or at least used to. As time passed many of the raiders became farmers and have adopted the feudal systems of the rest of the world. Orcs have established Jarldoms across the world and are followers of a pagan religion. Orc Signores do not enjoy any benefits. Orc Condottieri enjoy a benefit of an extra 25 Footmen per Troop. Dwarves Dwarves are the most similar to Humans as far as other races are concenered, but they are a centralized and ancient society. The Empire of Dwarphanos has reigned since the dawn of the Second Age, but it is old. Dwarves are skilled miners and metal workers, but often do not trade their secrets. Dwarves follow the Church of the Sacred Mother and were the proponents of the split between the Chruch to begin within. Dwarf Signore enjoy a better chance of finding rare metals in mines. Dwarf Condottieri enjoy better armories. Elves Elves are a race of people that came from the east during the second century of the Second Age as conquerors, unlike the raider elves. They are natural enemies of the Dwarves and Humans due to the many different cultural differences, particularly in religion. Elves also consider themselves to be above everyone else, putting even the Vhemish snobbery to shame. Elf Signore enjoy better skilled Masters of Coin. Elf Condottieri enjoy better skilled Captains. Players are to choose from the following two Patrician Classes their dynasty belongs to. The Signore, or Merchant Elite The Predominant class of the Patriciate, the Signore or Sir but not to be confused with the Knightly Ranking of Sir, are where the Republic draws most of its power and influence. The Signore are all merchants, and gain their wealth from trade, manufacturing, farming etc. By owning businesses they produce wealth, and that wealth translates into power for the Republic. Signore are allowed to own land and property, hire men, to conduct business and to vote. Their Dynasties can be as outgoing and prominent as they choose, or remain shrewd and seek profits. The Condottieri, or Mercenary Captains A few of the Patricians sought to lend their skills and appetite for battle to other Patricians in familial disputes, to the Republic to defend it and even to foreign powers in exchange for wealth. The Condottieri are skilled tacticians, and fearless leaders in battle. Their soldiers are professional and well disciplined. The Condottieri are different from the Signore in the fact that they do not participate in the trading of goods and money, but instead trade their private forces for certain tasks. Unlike the Signore, the Condottieri have no steady income from their properties, as they are used to support, train and improve their forces. Condottieri are especially social, and active to remain competitive. They must build a reputation as fighters or face having no contracts. Condottieri may only get money through service contracts, but they must be proactive in making friends. 1.3 Roleplaying and Game Overview The Objective of this game is to ensure that the Republic not only survives but thrives through the chaotic environment of the World. Players as mentioned are the Dynastic Head of a Patrician Family within the Republic. Players should choose which type of Patrician they wish to be. Generally, the Signore should make up the bulk of the player population as they are capable of both producing an income and provide troops, though not nearly as skilled as the Condotierri. The Condotierri demand regular activity, as they must constantly interact with players, for example throw parties or spread rumors about their competitors, vie for contracts from NPCs etc. Either way, both classes need one another and each are interesting in their own perspective. As mentioned before, the game will take place in the Republic which is a fledgling City State in competition with not only other Merchant Republics but well established Kingdoms, Empires, hostile creatures and down to independent counts and dukes. Players should anticipate to play both with the Internal Dynamics of the Republic, while also interacting with the NPC Environment. At the same time managing the growth and development of their own Patrician Families. Though players may develop properties to gain an income, they are also responsible for other tasks and even more lucrative business ventures such as establishing Trade Missions, Trade Ports and even territory for the Republic. One feature in this game will be the Player-Mod style. While I will be running the game and the environment, players will elect the Supreme Chancellor of the Republic, or the Premier for short. Although players need to check with me before becoming the Premier, and should be available to handle extra duties while Premier. The Premier gains access to special moderator authority, along with other functions which are explained in a later section. The Moderator Authority gives the Premier the duty to create quests and contracts to drive the Republic Forward. The Environment is a rich place and is filled with adventure and opportunity, and the Premier will set up those missions and goals the power and extent of such are explained in a later section. Edited by umne, Apr 7 2013, 11:15 PM.
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| umne | Mar 25 2013, 11:41 AM Post #2 |
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2. Estates and the Republic 2.1 Signore Estates The Signore draw their power from commerce and conducting business. This can range from a small farm, some shops, or simply through trading and money counting. Since none of the Patriciate are Nobility they may not truly own feudal estates, and as such the majority of their income comes through moving goods and offering some services, but running operations takes considerable amount of skill, talent and capital. Though Signore can own land, no person may swear fealty to them as a result all their land is worked on by contracted workers, not serfs, reducing the profits made from traditional estates. Despite this drawback, the Signore still amass considerable wealth from trading. The Signore gain income from a variety of options though the primary means is through incomes generated through their Estates. Income gained from estates is measured in Florins(ƒ), the primarily traded currency in the world equivalent to 7 grams of 23 carat gold. The Signore are above the common merchant, as they oversee a grand enterprise of business not act as simple traders and peddlers of goods. The Signore have at their command a host of retainers, and these retainers are employed in various tasks to ensure that the Signore profits. The Signore's Retinue is his most valuable asset, as without his retinue to conduct business he would be limited in scope in what he can do. Retainers have variable skills ranging from 1 to 25, the higher the skill the more Florins and other items they get from performing trade and commerce. So the best way to increase profits is to ensure that the Signore has a large pool of loyal and skilled retainers, and sure take ever opportunity to increase their skills and loyalty. Retainers also have a loyalty value ranging from 1 to 25, and loyalty is key. Disloyal retainers may commit terrible actions including embezzlement, sabotage, even murder or other detrimental things and be prey to influence from other Signore. Reversely, particularly Loyal Retainers will always act in the best interest of the Signore, and may work their best to secure the best deals possible. The Signore will have two types of income, gained from Trade Expeditions and Passive Yearly income. Passive yearly income only comes from a few buildings which are the Taverns, Ware House and Trade Ports/Missions. For the most part it is suggested that at least a warehouse is built. Trade Expeditions are another way to make income, but requires some activity as it requires the use of retainers and galleys. The Signore Estates will house retainers, each will manage a specific business that they are specialized in. The list included in the rules are just the type of businesses that are available to all signore at the beginning of the game, and different Signore will have access to different businesses as time progresses and as they role play. Each Business will have an associated Retainer, and depending on their Skill and Loyalty will provide income for the Signore for each Trade Expedition they complete. Trade Expeditions are done by filling out the Trade Expedition Form which is located at the top of the board, right beneath the board banner graphic. Galleys are needed in order to perform Trade Expeditions, as the Retainer will lead each Trade Expedition but can have multiple galleys. However, it is not possible for multiple retainers to lead Trade Expeditions. Signore are capable in specializing their area of business and commerce, focusing on building larger retinues of specific craftsmen. Land Titles are another important holding that each Patrician may have. Land Titles are limited in nature, and the Republic Only has a few that are available. Land Titles that are available will have specific bonuses and provide a yearly passive income. Land Titles are not guaranteed as they property of another individual and may be given away or revoked should that individual not care for you. The best way to obtain Land Titles is through the establishment of Trade Missions and Ports in other realms, see section. Estate Holdings Wine or Oil Press: The Wine or Oil Press makes Wines or Olive Oil, mechanically either one produces the same values but the player must pick one or the other for RP purposes, which are consumed regularly throughout the world. The Cost of a Wine or Oil Press is ƒ100 and will house a Press Master. Brewery: The Brewery makes Beers, Ales and Spirits that are consumed by almost everyone in the world as it provides good feelings as well is often times more sanitary than water. The Cost of a Brewery is ƒ75 and will house a Brew Master. Weaving Cottage: The Weaving Cottage makes textiles, which are used to make clothing and other such items using wool, cotton, linen and other materials. The Cost of a Weaving Cottage is ƒ100 and houses a Master Tailor. Tannery: The Tannery is a place where leather is made, which is used for a variety of different things throughout the world. The Cost of a Tannery is ƒ150 and houses a Master Leather smith Armory: The Armory is where weapons and armor are produced which are then sold throughout the world or used by a Patrician, especially Condotti. Unlike other manufactures the materials used in production in Armories changes some statistics depending on the availability of certain metals. The Cost of an Armor is ƒ220 and houses a Master Armorer. Shipwright: The Shipwright is where galleys are made. Galleys are vital to the running of a Patrician's estate as they are how trade goods are moved around the world and income is truly made. Shipwrights do not produce income on their own, but they do lower the cost of obtaining galleys. The Cost of a Shipwright is ƒ150 and houses a Master Shipwright. Warehouse: The Warehouse are the bread and butter of the Signore. Buying from local artisans, and reselling abroad and vice versa to receive a profit from moving goods. Sometimes goods are stored to wait for higher prices, or to wait for an available galley to move the goods around. The Warehouse does not provide a Retainer, but instead provides a solid passive income.The Cost of a Warehouse is ƒ150 and generates ƒ50 a year. After the initial cost it can be further upgraded indefinitely for ƒ15 to increase its yearly income by ƒ5. Counting House: The Counting house is where the Signore accounts for his wealth, stores his money and can actually loan out his money to citizens, other merchants etc for a profit. The Counting House, like the Shipwright does not require a Galley to function. The Counting house also does not have any ranks but also does not provide a set income. The Counting House allows the Signore to loan money to independent merchants for business ventures, each loan contract will have payouts and risks but can be very lucrative. The cost of the Counting House is ƒ50 and houses a Master of Coin. Galleys: Galleys are vital for the Signore, for without which they are unable to participate in genuine commerce. Even if it is simply through trading, or from exporting goods they manufacture themselves. Galleys are required to perform in Trade Expeditions, and a set number may be required for Trade Mission and Ports as well. The cost to own a galley is ƒ100 and it permanently becomes apart of your fleet. Signore may also lease galleys at ƒ40 per year, or from other Signore at any negotiated price. Captain's House: A Captain is a member of the Signore's Estate that is responsible for managing the "soldiers" of the Estate, protecting the Estate and properties of the Signore. Essentially Captains lead the private military of the Signore. More often than not a Captain is a member of the Signore's family but can be hired from outside as well. Every Captain's House built will provide the Signore with a Captain. The Captain is responsible for obtaining Service Contracts for soldiers, and a Captain is allowed only one contract at a time. Captain's Houses do not require galleys. A Captain's House costs ƒ100. Tavern: A Tavern is where folks come to drink, rest and be merry. Some taverns also have brothels which prostitute women to the patron, though that is always to the Signore's discretion. Taverns do not require the use of a galley, but are generally lower income yielding than other businesses, however the Tavern does provide a yearly passive income. The Cost of a Tavern is ƒ100 and will house a Tavern Master. Library: Libraries are used mainly to store records of the Estate's assets, incomes etc. However, they are also used to house the history of the Patrician Family as well as have books and scrolls on various learning and knowledge. Many Patricians provide patronage to scholars that help in the scholarly endeavors of the Patrician. The Cost of a Library is ƒ50 and will house a Whisperer, who not only acts as the keeper of knowledge but also as a spy and informant. 2.2 Condottieri Estates Condottiero Estates differ quite a bit from the Signore Estates. Condottieri are not independently wealthy like the Signore, as their talents have lent to the hiring of their services and maintaining their bands. Condottieri often times must compete with other Condottieri in order to gain lucrative contracts which bring in the money to the Estate. That being said, the main strength a Condottieri can rely on is his diplomatic skills as well as his aptitude for intrigue. This means that Condottieri must become very respectable, amicable and desirable in order to improve their Estates. Condottieri are very skilled and brilliant strategists and professional soldiers, and the Condottiero must represent that in order to get contracts. The Condottiero can earn his income only through such contracts, either through player contracts which are most lucrative or through foreign contracts which are much less lucrative and even more competitive and tie up the Condottiero's forces. Condottieri have the ability to specialize in various fields of battle to separate themselves from other Condottieri, in order to be more appealing to potential customers. Condottieri Estates are divided into only two categories. Estate Holdings which provide the actual physical properties of the Condottiero such as barracks and armories, and Discipline Manuals which provide martial arts training available to the Condottiero. The Discipline Manuals listed in this section are the ones freely available to all Condottiero, other Discipline Manuals can be obtained throughout the game. Estate Holdings Barracks: Barracks are essential to any operation the Condottiero may undergo, for this is where their mercenaries live. Barracks are able to house 5 Troops of any discipline. It costs ƒ150 for a barracks. War Galley: War Galleys are galleys redesigned specifically for combat. Generally this means they have better ramming equipment, and less space to carry cargo. They are typically smaller than standard galleys, but are more effective in design for fighting as they are optimized for it. It costs ƒ150 for a war galley. Library: Libraries were initially kept to house the records and paperwork required for business but soon emerged as a place to keep the many Discipline Manuals and other information such as local politics and customs. Soon many Condottiero began hiring full time workers to operate the libraries to ensure copies of manuals and local customs were always kept. A Library is where Envoys work, Envoys are responsible for spreading the word of the Condottiero's reputation amongst possible employers. It costs ƒ50 for a Library. Armory: Armories are where weapons are stored and maintained. Without weapons, the Condottiero's forces would certainly be at a disadvantage. Armories are not required to arm men, but having an armory allows for bonuses to the Condotierro's forces. Having an Armory itself only guarantees a small bonus, buying weapons from a Signore will provide the greater bonuses depending on the availability of the weapons. This is done in exclusive contracts under which a Signore will not sell to any other Condotierro from a specific Signore Armory, the price of course is determined through negotiations. It costs ƒ50 for an Armory Captain's House: A Captain is vital to the operation of a Condottiero's Estate as they provide discipline, morale, and leadership in combat. While not required, Captain's provide considerable combat bonuses to armies operating with them. It costs ƒ75 for a Captain's House. Ballroom: Typically found in the estates of the Signore, many Condottieri find themselves building grand Ballrooms. This is to ensure that the most important people are welcome and see the prestige and reputation of the Condottiero. It is essential to have considerable social schools as a Condotierro. Every Ballroom has a Maître d'hôtel that manages the Ballroom, the staff and so forth. Secretly, the Maître d'hôtel gathers information on various peoples which can be used for blackmail or leverage in negotiations. It costs ƒ75 for a Ballroom. Discipline Manuals General Martial Arts Discipline Manual: General Martial Arts Discipline provides education and training in the standard combat tactics in the world. Condottiero often discipline most of their soldiers in this fashion as the soldiers are trained are well rounded in combat techniques. It costs ƒ25 to train a Troop of 100 Footmen, ƒ50 to Train a Troop of 50 Archers, and ƒ100 to train a Troop of 25 Men-At-Arms Sydonian Pike Fighting Discipline Manual: Specialization in the fighting of Pikes and Halberds comes mainly from old Sydonian fighting techniques combating the mighty Vheimish Knights. Condottiero have often disciplined many of their soldiers in this manner and have seen great success. It costs ƒ125 to train a Troop of 100 Sydonian Pikemen. Rodelero Discipline Manual: The Lezans are fascinated with the use of side or fencing swords, and have developed martial arts around the use of such swords with small bucklers known as a Rodel. Training in this discipline requires a great deal of deftness and agility. It costs ƒ75 to train a Troop of 50 Rodeleros Vheimish Gendarme Discipline Manual: Almost synonymous with the word knight, the Vheimish folk have dominated field with heavily armored men fighting on horseback. Studying in this discipline is especially arduous and expensive to operate, though battlefields can be dominated by such heavy horse. It costs ƒ150 to train a Troop of 25 Gendarmes. Gallian Heavy Sword Fighting Discipline Manual: The use of heavy two handed swords was popularized by the Gallian Count Ulfrich von Beivran, the long heavy swords were particularly powerful tools against cavalry and enemy formations. Only especially strong warriors can wield the Zweihänder, popularized by this fighting technique. It costs ƒ150 to train a Troop of 75 Heavy Sword Fighters. 2.3 Trade Missions and Ports While it is a good way to make money through personal Estate Holdings and other enterprises, real wealth and power comes from establishing Trade Missions in foreign countries and later taking control of the whole port. Establishing a Trade Mission is especially costly and generally requires the cooperation between various Patricians. It also requires generally good relations with the host country, the better the relations the lower the cost to establish but the income would remain the same or be higher. However, if you are able to successfully establish a Trade Mission then there are tremendous benefits that come along with it. This does not only mean increased income, which is considerable, but also allows for more lucrative contracts and other missions available. An example would establishing a Trade Mission in the Port City of La Spezita, in the Kingdom of Sydona. This endeavor may cost ƒ1,500 but will generate ƒ800 in income. But it also allows for many new contracts, and a chance to bid on Land Titles available in the region. There will of course be competition from other Mercantile States and other Patricians from the Republic, and that would be the main reason to further upgrade the Trade Mission to a Trade Port. A Trade Port ensures that only the Patrician that established it will have access to all the income, all of the contracts and bids. It creates a monopoly for that Patrician, meaning no other Mercantile State or even rival Republic Patricians can do anything in that area. In the same example in La Spezita to turn the Trade Mission into a Trade Port may cost ƒ5,000 but will then generate ƒ3,700 in income and provide the Patrician with exclusive access to contracts and bids, and can be the gateway for the Republic to gain claims on territory. Obviously the Trade Missions and Ports are incredibly expensive and unless a Patrician is especially wealthy will not be able to make them on their own. Cooperation is generally needed between Patricians to share in the cost, but ultimately share in the income and benefits. It is entirely up to the contracting parties to decide how they will pay and how they will divide the shares. 2.4 The Premier and the Republic Government The Republic is a one of a kind system in entirety of the world. Though merchant states exist, there are very few that are large in size or independent. The Republic government acts similarly to the feudal systems throughout the world, in that it is led by the Supreme Chancellor, or Premier. The Supreme Chancellor is an elected autocrat, meaning once elected he has full authority over the Republic for his term. At the game start Supreme Chancellors are only in office for a term of Two Years(2 Weeks IRL) before reelection. The Republic Government can actually change throughout the course of the game, as Patricians have direct influence in the government. Patricians seeking to be elected will have to win support from other Patricians, and that may mean changing different elements of the Government and so forth. This section will primarily deal with the powers of the Premier in the original form, and restructured powers should be based off of the existing. The Premier as the Head of the Government is responsible for maintaining the Republic's sovereignty and doing diplomacy with foreign countries. This means forging alliances, fighting wars, intervening and hosting foreign dignitaries. The Premier also sets goals for the Republic to achieve and building its power. Premier gains Moderator Authority to create quests, quests can be whatever the imagination of the Premier can think of. The Premier will make the quest and be the dungeon master for the quest for the participants. The Premier will set the rewards for the quest, which may include money from the Republic's treasury, special items that the Premier has purchased, or special items generated through the quest(the value, statistics and availability will be determined by the administration.) An example of a quest may be the Premier hears about a valuable artifact found in a foreign land, and recruits some patricians to try and retrieve it. Premier will work with Administration for quest details of course. The other primary duty of the Premier is the management of the Republic. This means building the republic up, if the Premier chooses to do so. The Premier must enact laws, mediate disputes etc. The Premier has the wealth of the Republic to accomplish his goals. As the Premier has access to both the Popular Tax, which is the tax on the common citizens, and the Patriciate Tax which is a tax on the Patriciate and any incomes derived from his own estate. The Popular Tax varies yearly, but the Patriciate Tax is whatever the Premier decides it to be, its sum and frequency of payment. Premiers are not even obligated to promote the Republic, and could theoretically pocket all the tax money and use it to improve his own Estate. Money should generally be used to increase the power of the Republic, by helping establish trade missions and ports, loaning money to Patricians etc. The Premier is also in charge of the defense of the Republic. Along with any contracts made with mercenaries, levies from the Patriciate the Premier also has access to the Militia which is the army levied directly from the populace of the Republic. When the militia is called, all available footmen and men-at-arms will be at the command of the Premier, though the starting forces of the Militia are rather small and Premiers seeking better forces should invest in military laws. Edited by umne, Apr 7 2013, 04:25 PM.
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| umne | Mar 25 2013, 09:26 PM Post #3 |
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3. The Military 3.1 Patrician Militaries The Militaries of the Patricians vary, but they all share the quality that they are all professional. Though that only truly means they are paid for their work. The Condottiero Mercenary armies are pretty simple in that they train troops of men in various discipline and adds them to their army with enough space in their barracks. The Condottiero leads the men directly, and has various buffs from having Captains and Armories. Once Trained the cost for reinforcing a Troop is ƒ10 for General Martial Arts Disciplines, and ƒ30 for Specialized Disciplines. The Signore operate a little more differently as they are not directly involved with the training and recruiting of their men. Signore have Captains of their own that deal with the handling the private forces of the Signore. These Captains lead the mercenary forces of the Signore, similar to the feudal levies of certain lords. Captains come from a Captain's House built within the Estate of the Signore, and each Captain has a skill level. Captain's are then responsible for recruiting men, training them and leading them for whatever purposes the Signore has in mind for them. The Captain is responsible for filling out contracts for men he finds to join the service of the Signore, these contracts are essentially the duties, responsibilities and roles the men will perform in exchange for their pay for a certain period of time. A Captain is allowed to follow a single contract at one time, so larger Signore armies means a greater number of captains is necessary. Signore Contracts: Manipolo Contracts Litterally meaning handful, the Manipolo are groups of men hired by the Signore for common tasks such as protecting estate grounds, protecting assets, galleys, and enforcing the will of the Signore. Manipolo can be considered light infantry and are the most common types of contracted security for the signore. Due to the wide availability of men for service work as Manipolo, Captains can readily find men available for service work. Every Captain comes with a single troop of 100 Manipolo, which is free of charge. Captains may additionally hire an additional troop of Manipolo should they choose, at ƒ10 for 1 year contract, ƒ25 for a 3 year contract, and ƒ35 for a 5 year contract. Princepia Contracts Literally meaning first in the order, the Princepia are considered the base model for true fighting in battles. Princepia are skilled in battle, and are generally former soldiers or mercenaries seeking employment elsewhere. The Princepia are decently armed and can put up a good fight. Captains may hire a troop of 100 Princepia at ƒ20 for a 1 year contract, ƒ50 for a 3 year contract and ƒ75 for a 5 year contract. Guardia del Corte Contracts Literally meaning guard of the court, the Guardia del Corte are men dedicated to the protection of the Signore and his family. Guardia del Corte are equivalent to the Men-at-arms or Knights of the feudal realm, heavily armored and deadly warriors on booth foot and horseback. However, they come with a significant price. Captains may hire a troop of 20 Guardia del Corte at ƒ50 for a 1 year contract, ƒ130 for a 3 year contract, ƒ200 for a 5 year contract. Galley Fighting Galleys are the primary fighting force on the sea. Essentially men will load up on the galley and fight and board other galleys, ram them or try to set them on fire. Naval warfare is not as refined as war on land, but it will often times become necessary. Players will notice that the galleys required in combat are the same galleys required to do business, and that is truly the case. In order to prevent confusion and intense micro-management, galleys will still operate business regardless if they are in combat or not. However, if a galley is destroyed in combat then it will no longer be able to support the properties of a Signore. It is advisable to keep extra galleys for fighting, or to lease them. 3.2 Republic Military The Republic Military is at the command of the Premier. The Republic Military is responsible for maintaining the soveriegnty of the Republic as well as to expand the Republic's power and influence. There are three ways the Premier can raise soldiers for the Republic. The first method is via levying men from the Patriciate, include his own Estate. As most Patricians, especially the Condottiero will have military forces of their own the Premier can call upon them for service; although that requires diplomacy, respect and authority. The number of men gained from this of course will vary from the availability of the Patricians and their generosity or obiligation, the Premier can enact laws or ask for favors. The second method will be to call upon the Republic Militia which is formed from the population of the Republic. The Republic Militia is essentially the primary force of the Republic, though it is a mixture of all sorts of different men, equipment and discipline at the beginning of the game. Premiers seeking to improve the military should work on improving Militia standards first. The third method is hire foreign mercenaries, different from the Condottieri of the Republic. The foreign mercenary bands may charge considerable amounts, or very little depending on who is available and for how long. If Republic Coffers are good then hiring foreign mercenaries may be a good way to win wars, but if Coffers are low then perhaps it may not be wise to do this. Edited by umne, Apr 7 2013, 04:29 PM.
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3:47 AM Jul 11