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Post by Desophaeus on Nov 12, 2016 20:04:29 GMT
Standard Operating Procedure (Four main parts of one year phase)
1st -- the Famine/Plague/Event part -- The GM announces the new phase starts in the year number. The GM also rolls dice for famine/plague (if applicable, because the first 3 years doesn't have any), also the GM will post an event if there is one in store for that year. The effects of an event will be felt at this point. Plagues strike at this point as well, striking armies dead, but not famines yet.
1st (part B) -- the Papal Election part -- if the Pope dies, players put in their votes with their Cardinals. A new pope is appointed.
2nd -- the Action part -- The players post their actions for the phase. Battles, research techs, movements, so forth. Bribes and gifts are part of the actions as well.
2nd (Part B) -- the Famine part -- Famines strike at this point (During the players actions, they have a chance of moving out of Famine-stricken provinces, but not Plagues. By now if the players are in famine-stricken regions, and they didn't pay for famine relief, those armies in particular starves to death)
3rd -- the Mandatory expenses part -- Ducats are paid at this point for armies and so forth. The player may wishes to not maintain an army. The disbanded army will fade away. Loans to the NPC bank takes presence over your other expenses. If a player is unable to pay back the loan, the bank will launch a 100% successful assassination on the player. The effects will be felt immediately.
4th -- the Income part -- This is where your cities and external incomes from events like trading, so forth, comes in, at the end of the whole phase as the very last part.
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Post by Desophaeus on Nov 12, 2016 20:17:12 GMT
Religious Rules 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. Keep in mind that the tech -Elite Religious Education- is required in order to be able to use Cardinals to elect the new pope. 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. Simony in the ChurchI thought about the Simony crimes happening in the Catholic Church a lot during that era. The definition of Simony is paying someone in order to get an office in the hierarchy of the clergy, as in buying his way into the office. I decided to allow for a sale of a Cardinal from a player to another player. The sold cardinals will always revert back to their normal locations after every cycle of electing a new Pope is completed. Excommunication from the Churchthe Pope may only excommunicate one Catholic nation/city-state at the wishes of the Papal controller. The excommunicated player is forced out of the church. He can't uses the votes of his cardinals to elect a pope into his control. He is effectively cut off from the poltics of Rome until the death of the pope and then after the election of a new pope. Once there is a new pope, the formerly excommunicated player is rejoined as a member of the Catholic Church. Due to the effects of the leader being excommunicated by the head of the Catholic Church, the mercenaries are wary to fight for a blemished name. They now asks for more gold, increasing their yearly maintenance by 1 ducat for that player. Even though the citizens may still be loyal to their nation, they waver in doubt of the greatness of their leader's standing. Their resistance to a bribe by a different ruler is down to the normal level of a mercenary army. Elite Professional Armies will ask for the increase of gold to line their pockets and doesn't resist the bribes that well either. Fortunately, the excommunicated player still can commit simony crimes, selling the now useless cardinals to other players possibly at a reduced rate since the other players knows that he has no use for his cardinals even until the Pope finally dies. His Cardinals becomes available to use after a new pope is already elected. Another fortunate thing to happen to the excommunicated player, all counts of censures becomes void for him. Censure by the PopeCensures is another way of causing a player to get excommunicated by the Pope. If an event occurs and a player takes some certain actions, and if the pope as a NPC disapproves the behavior, the pope will issues a censure via Papal Bull. If the player accumulates enough Censures from the pope, eventually the player will trigger an Excommunication. The papal controller enjoys a multiplier of 1.5x of that capacity, so he's a little safer than everybody else, but if he loses the control of the pope his capacity for holding censures goes down to normal. It may trigger an excommunication due to the lowered limit. A normal player will need 4 censures to end up being excommunicated, but the Papal Controller will last until 6 censures before the excommunication (long as he is still the Papal Controller). Indulgences in the ChurchGiving money to the Pope to grant a pardon, "a way to reduce the amount of punishment one has to undergo for sins" in return for the good deeds done by someone like a certain large donation to the Church. In this specific aspect... Sometimes, it's possible to make the pope look the other way in event of a crime. If a pope issues a censure to a player, the player may pay 3 ducats to appease the Pope and the censure is annulled. Extraordinary Offerings in the ChurchMany projects like St. Paul Cathedral or a Crusade to the Middle East were enormous undertaking that took vast quantities of money outstripping the normal resources of even the wealthy Church of Rome itself. Many Catholic rulers also sometimes faces a shortage of cash to pay for a large expensive projects. With the permission of the Pope, a ruler could raise funds that wouldn't be normally available. It became theoretically possible for the ruler to construct the cathedral with the money from the collections. Who doesn't like the idea of receiving a donation to fund a good cause? In the TW, Extraordinary Offerings is an action that is available only to the Papal Controller. It can be only activated once during a pope's reign. The controller would have to wait until a new pope comes in (and hopefully still in his control) before he can request another offerings. When an Extraordinary Offering is called, each Catholic faction pays 1 ducat to the Papal Controller. He will then take that money to fund a special project like building a cathedral in one of his major cities. The left over ducats (1/3 rounded down) will then goes into the pockets of the papal controller. That particular city gives the owner 2 ducats for each year in 3 years (totaling 6 ducats). Beyond that, the tourists goes back down to normal levels and the nominal income of tourism pays itself for the everyday functions and maintenance of the cathedral. Example: Modena builds a cathedral for St. George in Ferrara. The cathedral of St. George in Ferrara attracts tourists viewing the brand-new facade, this then gives 2 ducats to the owner of the city each year for 3 years as a portion of the profits from the surge in tourism. Muslim RuleIf the Ottoman Turks has researched -Unholy War- or -Vile Thuggery & Piracy- each Catholic province held by the Grand Vizier has a 1/6 risk of populace revolting against the Ottomans each phase. If BOTH techs are researched, the risk factors stack together, adding up to 1/3 risk per phase. Locations of Cardinals: Genoa, Lucca, Bologna, Milan, Trent, Venice, Acona, Bari, Palermo, Marseille, Turin, Naples, Perugia, Modena, Urbino, Tivoli, Spoleto. (off the map Cardinals): Paris, Vienna, Munich, Prague, Meissen, Olomouc, Wurttemberg, Baden. Locations of Cardinals Just a quick display of where the cardinals are. The more of them you control, the easier it is to become the Papal Controller. It's intended as a quick reference, so expect some blurring, but it's easy enough to spot where the Cardinals are in a visual way.
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Post by Desophaeus on Nov 12, 2016 20:56:11 GMT
Combat and Units
Each unit location is required to be marked. Each unit move will cost an action in your turn allotment for the phase. Each move is limited to one space at a time, but you may burn more actions to move multiple spaces in a single phase. So yes, while you can stack units together, a stack of 2 troops will require 2 actions per province. 1 action equals 1 army produced, then place it somewhere you own a city at. (no stacking limit, but the expenses certainly is a limiting factor). Before an attack can be conducted upon a player, a Casus Belli ( Case for War) must be declared first. Declaring a CB will cost the attacker 2 actions, then he is free to use the rest of his actions for the phase to conduct attacks upon the target. The defender doesn't need to declare a CB because he is already entered into a war. Subsequent phases of continuous warfare doesn't require a CB until peace is declared by both sides in a treaty. Treaty signings doesn't cost an action to do. Later, a new war will require a new CB declared which incur the same cost of 2 actions again. Wartime exhaustion may set into both sides of a war continues past 5 phases (including the initial phase when a CB was declared). The nobles, the merchants, and the peasants and certainly the mercenaries themselves, will insist that you call for a cease-fire. All army units will increase their necessary gold maintenance expenses by 1 ducat per year for each unit. Also each phase will have one revolt springing up in one of your cities. Once a ceasefire is decided, the belligerents cannot make an attempt on their former enemy for the next 2 phases. All illegal attacks without properly declaring a CB or attacking during an active truce will be deemed to be not having an effect and reversed by the GM himself. Note: Discretion by the GM, not the necessarily the players, but feedback is welcome (within reason). the Combat itselfPlease refer to the poll thread for Combat-related matters. european-war-4.boards.net/thread/4625/poll-modified-combat-tw14Unit types:Useless Peasant Rabble 2 BP The only thing you can get until -Arms of War- is researched. At least it doesn't cost much to maintain (none). You still need to pay 2 ducats to build a new army. Vulnerable to bribe (but why would anyone want THAT army? Eew ). If the owner is excommunicated: no changes. Mercenaries 5 BP Basic army unit, quite excellent -Arms of War- to unlock Pay 3 to raise a new army, 2 ducats to maintain each year. Vulnerable to bribes. If the owner is excommunicated: still vulnerable to bribes, and cost 3 d/yr to maintain. Elite Mercenary Armies 10 BP -Employment of Condottieri- to unlock Pay 6 to raise a new army, 4 ducats to maintain each year. Vulnerable to bribes. If the owner is excommunicated: still vulnerable to bribes, and cost 5 d/yr to maintain. Citizen Militias 5 BP -Claim of Ancestry- to unlock Pay 6 to raise a new army, 4 ducats to maintain each year. 2x harder to bribe. If the owner is excommunicated: becomes vulnerable to bribes, and still cost 4 d/yr to maintain. Elite Professional Armies 10 BP -Contratto Nazionale- to unlock Pay 9 to raise a new army, 6 ducats to maintain each year. 2x harder to bribe. If the owner is excommunicated: becomes vulnerable to bribes, and cost 7 d/yr to maintain. Fleets, simply put, are the converted armies. Keep it simple.
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Post by Desophaeus on Nov 12, 2016 21:01:34 GMT
Technology Tree
Research is ducat based now, you still must use an action but the action doesn't goes into research. You can spend up to 10 ducats to be put into research once per phase (too OP to pour 100s of ducats and get brand-new techs overnight)
Turkish Unique Techs
-Unholy War- (from an Italian's perspective) gives a military bonus versus Catholics and the Church. gives a chance of 1/6 for the population under the Church to randomly trigger a rebellion. Costs 7 ducats to research
-Vile Thuggery & Piracy- allows plunder of ducats from enemy ports, 1 ducat per fleet in particular sea spaces stolen from various owners of ports. Gives Catholic populations a 1/6 risk of revolt under Turkish rule. Costs 7 ducats to research
Revocation The Grand Vizier do have the ability to revoke either of the two techs if either are already researched. Those two techs are difficult to revoke due to resistance by the Turkish military's high enthusiasm. To revoke, it will require an investment of 14 ducats to revoke one of them. Likewise the Sultan might take a dim view on the restraint of the Grand Vizier. It might have an effect on the incoming aid from the home front. To switch an unique tech back on, it must be re-researched.
Revoking the pirate tech doesn't not make -Veteran Seamanship- null and void. If it was already researched, it will remain in effect.
European Techs
-Catholicism- (already granted to everyone except for the Turks) puts you under the religious jurisdiction of the Pope and his Catholic Church. Costs 0 ducats to research
-Elite Religious Education- allows appointment of the pope via votes of cardinals under your control. Requires -Catholicism- Costs 7 ducats to research
-Scholastic Guilds- allows Europeans to construct an university to accelerate their scientific research. Advancements became available in educational fields in establishing medieval universities, usually furnished with courses in the studies of Arts, Theology, Law and Medicine. Professors were hired and paid by the student body of the medieval university. Unlocks one (1) University to be constructed. Requires -Elite Religious Education- Costs 17 ducats to research
-Papal Bulls- (no, not the animal, the declaration) allows the Pope's controller to do certain actions like Excommunication, Extraordinary Offerings. Requires -Elite Religious Education- Costs 7 ducats to research
-Maritime Trading- (the mighty Venice already has it) allows gain of additional income from fleets in the waters, 1 ducat per fleet in any sea space. Requires -Expert Galley Construction- Costs 7 ducats to research
Non-unique Techs
-Expert Galley Construction- (specific Italians already have it at the start) allows armies to recruit shipbuilders to produce boats so the armies will be converted to fleets. Costs 8 ducats to research
-Veteran Seamanship- improves the combat abilities of the soldiers to wage battle on the waves. From 1 BP, each fleet is raised to 3 BP now. Requires either -Vile Thuggery & Piracy- OR -Maritime Trading- Costs 14 ducats to research
-Theory of Wealth- gives 1 additional turn and 2 ducats per phase Costs 8 ducats to research
-Mercantile Economic Measures- Opposite of -Free Enterprise Philosophy-, pro: gives 2 actions per phase, cons: reduce economic effectiveness of a poorer ducat incomes Requires -Theory of Wealth- Costs 10 ducats to research
-Free Enterprise Philosophy- Opposite of -Mercantile Economic Measures-, pro: gives superior economic effectiveness of a better ducat income , cons: loses 1 action per phase Requires -Theory of Wealth- Costs 10 ducats to research
Economic Flexibility Those two techs are re-researchable. Basically if someone wanted to switch economics, he could do so. The research costs would have to be paid again even if you already did the research. It represents restructuring costs in the economy
-Banking Clans- allows a power to take out loans from a banking family at interest rates of 20%, 40% (must pay back loan in 2, 4 years) in increments of 5s Requires -Theory of Wealth- Costs 7 ducats to research
-Arms of War- (Foreigners already has it) allows a power to use true military units other than primitive peasant militias. This invites mercenaries to start working for the power under a contract of paid gold. Unlocks Armies Costs 7 ducats to research -Employment of Condottieri- allows hires of Condottieri (plural) to a power's service. typically, mercenaries uses a Condottiero (singular) (contractor leader/mercenary captain) to lead a company Unlocks Elite Mercenary Armies Requires -Arms of War- Costs 22 ducats to research
-Claim of Ancestry- allows a player to seize a claim to familial lands gives players 2 ducats per phase as income from private family-owned lands allows all powers to use advanced military training on their own people Unlocks Citizen Militias Requires -Arms of War- Costs 14 ducats to research
-Contratto Nazionale- allows further improvement in contracts to include long-term service. Some mercenary soldiers when finding a reliable employer, prefers to remain in service for so long, those particular soldiers became quasi-citizens of that city. Relatively loyal to their employers, those mercenaries are harder to bribe than a normal mercenary. Unlocks Elite Professional Armies Requires -Claim of Ancestry- and -Employment of Condottieri- Costs 7 ducats to research
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Post by Desophaeus on Nov 12, 2016 21:01:45 GMT
Famines and Plagues When Events strikeOdd numbered years have a chance of famines, even numbered years have a chance of plagues. The first 3 years won't have any negative 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. How the GM (me) determine the impact of random events of famines and plagues?First... to determine the severity of bad times, I roll a pair of dice and get... 7, a blessed year! No negative event this year. The pope in Rome celebrates and the Papal Controller gains 3 ducats from the festivities of the Romans. 5-6, good year. Only from a row of the table will be selected. 8-9, good year. Only from a column of the table will be selected. 2-4 or 10-12, bad year! A row AND a column will be selected from the table. Famine Table
Plague Table
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Post by Desophaeus on Nov 12, 2016 21:01:57 GMT
Financial Information
Optional Expenses - Bribes Section bribe to... Provoke a rebellion (more expensive at a person's home than a captured city) Costs 7 ducats for a captured city, but costs 10 ducats for a home city, and costs 15 ducats for special cities (has a number on it).
bribe to... Disband neutral garrison Costs 6
bribe to... Buy neutral garrison (more expensive) Costs 9 ducats
bribe to... Disband enemy mercenary Costs 8 ducats for regular vulnerability, but costs 16 ducats for a resistant unit
bribe to... Buy enemy mercenary (more expensive) Costs 12 ducats for regular vulnerability, but costs 24 ducats for a resistant unit.
Counter-Bribe (works only to protect a mercenary of your own, doesn't work against rebels, etc) Costs B+3 (B the expense of the original bribe)
bribe for an Assassination to happen to an enemy (Note: this is INSANELY expensive, and very likely to fail, and the ability to make an attempt is very limited, only 2 throughout the whole game for each person to try for it) Costs 12 ducats minimum, gives 1/6 chance of success, additional 12 ducats gives another 1/6 chance. Only up to 1/2 chance (36 ducats) can be brought.
Appeasement the rebels to return the city back to you Costs 12 ducats (or the owner could subjugate the rebels with an army moving back and spend 3 actions to fight the rebellion) Choice Between Free Enterprise Philosophy vs Mercantile Economic Measures Mercantile Economic Measures gives +2 actions per phase, but takes -14.3% (1/7) off your cities' income Free Enterprise Philosophy gives +20% (1/5) to cities income, but takes -1 action per phase off.
Please note that the multiplier effects (+% or -%) of an economic system researched, it applies as in for each 7th/5th ducat earned from cities only (NOT counting the other sources). The remainder is ignored, so don't focus on the digits after the decimal point.
Universities Costs 17 ducats to construct, limited 1 to per player, cannot be captured. Does require the tech -Scholastic Guilds- first before construction can occur.
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Post by Desophaeus on Nov 12, 2016 21:54:04 GMT
Reserve (most likely to delete)
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Post by Desophaeus on Nov 12, 2016 21:55:18 GMT
Reserve (most likely to delete later)
You may now post questions. I need to add the sections one by one and possibly rearrange to make things easier to read and follow.
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Post by Jean-Luc Picard on Nov 12, 2016 22:42:25 GMT
This is a highly sophisticated and complicated TW. I predict something will go wrong, but hopefully we will fix it and move along (like we did in TW10)
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Post by Frederick the Great on Nov 13, 2016 6:37:43 GMT
This is a highly sophisticated and complicated TW. I predict something will go wrong, but hopefully we will fix it and move along (like we did in TW10) I think that it looks more complicated than it is. I think once we get going and understand everything it'll be easy to play. Desophaeus has already proven to be a capable GM and I think that if anyone can make this work he can. As with all new features in these games it'll take trial and error so we may have to adapt to some things but I think it'll work.
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Post by Napoleon Bonaparte on Nov 13, 2016 10:24:11 GMT
This is a highly sophisticated and complicated TW. I predict something will go wrong, but hopefully we will fix it and move along (like we did in TW10) I agree that it does have some technical involvement (plagues, famines, armies can be bribed and all the new stuff) but knowing Desophaeus's record I don't see this dying in the middle of nowhere anytime soon, I think we all should be optimistic
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Post by Desophaeus on Nov 13, 2016 18:06:53 GMT
This is a highly sophisticated and complicated TW. I predict something will go wrong, but hopefully we will fix it and move along (like we did in TW10) I will be honest, Napoleon Bonaparte and Frederick the Great ... I side with Jean-Luc Picard on this one because I share the common weakness as the Batman has. There's times when I do see the Batman in me. .org/image/tjy663wf7/] [/url] I already have thought of back up plans in case something goes wrong. I don't trust even myself. I have a backup plan for myself. That's how little I trust myself. Hope that helps me being a good GM.
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Post by Desophaeus on Nov 14, 2016 5:03:17 GMT
Jean-Luc Picard, António Salazar, Frederick the Great, Napoleon Bonaparte, Laurent de Gouvion, best75 @ otherpeoplewhoever wants to contribute a feedback I thought about the Combat, and toyed around on a calculator... I was thinking of how to accommodate casualties to this TW, plus the idea of letting the defender to retreat and defend a second attack (if there's one forthcoming). I also had some serious concerns about potential dogpiles which had caused much salt in the past TWs. What do you think of it?
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Post by Napoleon Bonaparte on Nov 14, 2016 5:20:38 GMT
Jean-Luc Picard, António Salazar, Frederick the Great, Napoleon Bonaparte, Laurent de Gouvion, best75 @ otherpeoplewhoever wants to contribute a feedback I thought about the Combat, and toyed around on a calculator... I was thinking of how to accommodate casualties to this TW, plus the idea of letting the defender to retreat and defend a second attack (if there's one forthcoming). I also had some serious concerns about potential dogpiles which had caused much salt in the past TWs. What do you think of it? well if you have a new idea then let us know.
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Post by best75 on Nov 14, 2016 5:40:52 GMT
Jean-Luc Picard , António Salazar , Frederick the Great , Napoleon Bonaparte , Laurent de Gouvion , best75 @ otherpeoplewhoever wants to contribute a feedback I thought about the Combat, and toyed around on a calculator... I was thinking of how to accommodate casualties to this TW, plus the idea of letting the defender to retreat and defend a second attack (if there's one forthcoming). I also had some serious concerns about potential dogpiles which had caused much salt in the past TWs. What do you think of it? Reading it now and I am open to the new ideas so I think its alright. My only concern is the game might turn into a bit of a stalemate if the countries get to equal strength. Making it a situation where can't team up to attack another country since its sorta a illegal dogpile but on their own can't beat other country either,
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