Brainstorming in relation to TW15
Sept 15, 2016 14:35:54 GMT
via mobile
Napoleon Bonaparte, NetherFreek, and 2 more like this
Post by Desophaeus on Sept 15, 2016 14:35:54 GMT
I have been stuck between the two great ideaa for my TWs, China 369 BC or Italy 1454 AD
I'm definitely leaning toward Italy now that I keep come up with some random thoughts on the rules, techs, etc...
In medieval Italy, a single nation didn't exist but a fractured network of city-states dotted the peninsula with foreign powers looking into Italy from the outside with hunger for Italian rule (and Italian food maybe?).
Mercenaries were the main premier soldiers of that time and the land. One drawback was... gold.
Gold was required to hire the mercenary armies and to maintain. If you were suddenly stopped being paid by your boss, would you break down the door into his office and issue a demand for your paycheck to be forthcoming, wouldn't you? In that same feature lies an additional vulnerability... with gold, a mercenary can be brought for (even if they were in somebody else's service).
Note: to buy a rival's mercenary is pretty expensive. It will cost at least 12 ducats minimum just to convince that army to switch to your side with that bribe. It costs only 4 ducats to raise an army, and 3 ducats per year to maintain its services.
Papacy - When a pope dies, only Catholic nations have access to provide cardinals in voting for a new pope. Rome itself is under the strict control of the pope itself. Even if you own the pope, his armies remains separate from yours. If you control the pope, you could declare a rival to be excommunicated from the Catholic Church. This removes the rival from the Church until the current pope dies.
Let me warn you, popes die very easily in a plague or a famine. Unlike a mercenary army, you can't pay 3 ducats to feed the pope during a famine. Being such a frail old man, the pope will die automatically during an event like this.
Avignon Papacy - France has an option of bringing over its personal pope to Rome to kill the Roman pope and place its pope onto the throne of the Catholic Church.
France does NOT have to control a full path of territory all the way from Avignon to Rome to be able to install his own pope. He only has to own Avignon and Rome to accomplish this. Also to bring over the Pope to Rome and to coronate him, it takes quite a lot of work to set up the festivities, so France must spend a full phase using all of his turns doing nothing other than the installment of the Pope.
Events:
Famines - can strike randomly in a year, will affect multiple cities (based on random roll for a table of cities to affect)
Armies in the affected regions must evacuate to a different region or they will perish from starvation. If a roll hits 7 anytime, Rome is also hit, and the Pope dies instantly and automatically.
The owner may choose to spend 3 ducats to feed the mercenaries caught in a famine if he wants them to stay in the area.
Plagues - similar in randomness as the famines, but uses a separate table.
Armies do not have a chance to evacuate, they are struck down instantly.
If a roll hits 7 anytime, Rome is also hit, and the Pope dies instantly and automatically.
Rebellion - generally every rebellion has the same effect for most of the time. If the owner has an army in the location, it is pushed out by the swarm of angry mobs, waving some pitchforks and torches. The income from that area is disrupted completely until it's pacified. Suppose a different country marches into the area, he can liberate the region because the rebels will be cheering the new owner into the city with support. The rebels will turn the city over to the new owner and disperse. Another way of dispensing with the rebellion is to appease the rebels with a gold payment of 12 ducats. If the owner prefers to not bribe the rebels nor to allow anyone else to walk into there, the owner can decide to bring his army into the place and beat the rebels into submission for 3 turns and regain the city back into his control.
There are three ways of triggering a rebellion:
A bribe to incite the crowd into revolution... It will cost 9 ducats if the owner is an outsider, 12 ducats if the owner is a native of that region, 15 ducats if the owner's palace is in there (the capital city).
An assassination hits a player... There's a strong chance of rebels popping all over various places the assassinated player owns.
The invader is the Ottoman Turks (with Unholy War tech).... There's a chance that Catholic cities wouldn't like the idea of being ruled by moslems very much, enough to revolt against the sultan.
When Events strike
Odd numbered years have a chance of famines, even numbered years have a chance of plagues.
Good year - only one half of the cities normally affected by famines or plagues and the other half escapes. Based on table for which cities.
Blessed year - no famines or plagues for this year! Pope's Controller also gains 3 ducats from the festivities in Rome.
Bad year - normal roll for plagues and famines.
Assassination(copied+pasted) 12n ducats. At the start of the game each player is given one 'assassination chit' for each of the other players. You must have such a chit to attempt an assassination on another player. Once an attempt is made, the corresponding chit is destroyed. Chits can be traded amongst the players. When an assassination is executed, a 1d6 die roll is made. For every 12 ducats paid in the attempt, the chances of the attempt being successful increase by one number. 36 is the maximum, yielding a 50% success rate. More that one assassination attempt may be made on the same player, but the effects are the same if one or both of them succeed. 1) All the units of the victim of a successful assassination attempt are paralyzed for the campaign. All orders are converted to hold orders although they may still be supported by other players' units. The hold orders cannot be used to put down rebellions and all sieges that the player is attempting are broken. 2) Any of the victim's garrisons that are under siege are immediately eliminated. 3) Some number of the victim's controlled provinces will take advantage of the assassination to rebel. Based on a 1d6 die roll:
Type of province die
-------------------------- ---
A home province with a unit 1
Home province with no unit 1-2
Conquered province with unit 1-3
Conquered province, no unit 1-5
4) The assassinated player is not out of the game. He continues, representing his own successor as ruler of the major power. The effects of assassination merely show the often chaotic effects of a sudden shift in power at the top.
I'm definitely leaning toward Italy now that I keep come up with some random thoughts on the rules, techs, etc...
In medieval Italy, a single nation didn't exist but a fractured network of city-states dotted the peninsula with foreign powers looking into Italy from the outside with hunger for Italian rule (and Italian food maybe?).
Mercenaries were the main premier soldiers of that time and the land. One drawback was... gold.
Gold was required to hire the mercenary armies and to maintain. If you were suddenly stopped being paid by your boss, would you break down the door into his office and issue a demand for your paycheck to be forthcoming, wouldn't you? In that same feature lies an additional vulnerability... with gold, a mercenary can be brought for (even if they were in somebody else's service).
Note: to buy a rival's mercenary is pretty expensive. It will cost at least 12 ducats minimum just to convince that army to switch to your side with that bribe. It costs only 4 ducats to raise an army, and 3 ducats per year to maintain its services.
Papacy - When a pope dies, only Catholic nations have access to provide cardinals in voting for a new pope. Rome itself is under the strict control of the pope itself. Even if you own the pope, his armies remains separate from yours. If you control the pope, you could declare a rival to be excommunicated from the Catholic Church. This removes the rival from the Church until the current pope dies.
Let me warn you, popes die very easily in a plague or a famine. Unlike a mercenary army, you can't pay 3 ducats to feed the pope during a famine. Being such a frail old man, the pope will die automatically during an event like this.
Avignon Papacy - France has an option of bringing over its personal pope to Rome to kill the Roman pope and place its pope onto the throne of the Catholic Church.
France does NOT have to control a full path of territory all the way from Avignon to Rome to be able to install his own pope. He only has to own Avignon and Rome to accomplish this. Also to bring over the Pope to Rome and to coronate him, it takes quite a lot of work to set up the festivities, so France must spend a full phase using all of his turns doing nothing other than the installment of the Pope.
Events:
Famines - can strike randomly in a year, will affect multiple cities (based on random roll for a table of cities to affect)
Armies in the affected regions must evacuate to a different region or they will perish from starvation. If a roll hits 7 anytime, Rome is also hit, and the Pope dies instantly and automatically.
The owner may choose to spend 3 ducats to feed the mercenaries caught in a famine if he wants them to stay in the area.
Plagues - similar in randomness as the famines, but uses a separate table.
Armies do not have a chance to evacuate, they are struck down instantly.
If a roll hits 7 anytime, Rome is also hit, and the Pope dies instantly and automatically.
Rebellion - generally every rebellion has the same effect for most of the time. If the owner has an army in the location, it is pushed out by the swarm of angry mobs, waving some pitchforks and torches. The income from that area is disrupted completely until it's pacified. Suppose a different country marches into the area, he can liberate the region because the rebels will be cheering the new owner into the city with support. The rebels will turn the city over to the new owner and disperse. Another way of dispensing with the rebellion is to appease the rebels with a gold payment of 12 ducats. If the owner prefers to not bribe the rebels nor to allow anyone else to walk into there, the owner can decide to bring his army into the place and beat the rebels into submission for 3 turns and regain the city back into his control.
There are three ways of triggering a rebellion:
A bribe to incite the crowd into revolution... It will cost 9 ducats if the owner is an outsider, 12 ducats if the owner is a native of that region, 15 ducats if the owner's palace is in there (the capital city).
An assassination hits a player... There's a strong chance of rebels popping all over various places the assassinated player owns.
The invader is the Ottoman Turks (with Unholy War tech).... There's a chance that Catholic cities wouldn't like the idea of being ruled by moslems very much, enough to revolt against the sultan.
When Events strike
Odd numbered years have a chance of famines, even numbered years have a chance of plagues.
Good year - only one half of the cities normally affected by famines or plagues and the other half escapes. Based on table for which cities.
Blessed year - no famines or plagues for this year! Pope's Controller also gains 3 ducats from the festivities in Rome.
Bad year - normal roll for plagues and famines.
Assassination(copied+pasted) 12n ducats. At the start of the game each player is given one 'assassination chit' for each of the other players. You must have such a chit to attempt an assassination on another player. Once an attempt is made, the corresponding chit is destroyed. Chits can be traded amongst the players. When an assassination is executed, a 1d6 die roll is made. For every 12 ducats paid in the attempt, the chances of the attempt being successful increase by one number. 36 is the maximum, yielding a 50% success rate. More that one assassination attempt may be made on the same player, but the effects are the same if one or both of them succeed. 1) All the units of the victim of a successful assassination attempt are paralyzed for the campaign. All orders are converted to hold orders although they may still be supported by other players' units. The hold orders cannot be used to put down rebellions and all sieges that the player is attempting are broken. 2) Any of the victim's garrisons that are under siege are immediately eliminated. 3) Some number of the victim's controlled provinces will take advantage of the assassination to rebel. Based on a 1d6 die roll:
Type of province die
-------------------------- ---
A home province with a unit 1
Home province with no unit 1-2
Conquered province with unit 1-3
Conquered province, no unit 1-5
4) The assassinated player is not out of the game. He continues, representing his own successor as ruler of the major power. The effects of assassination merely show the often chaotic effects of a sudden shift in power at the top.