admiral9
Schicklgruber was a great dad
Background:
The world as you know it.
Termed Eunidar by the great Emporium before its fall the influence of the empire meant that the name was the term it was known by.
In this game you, representing your nation, will play through the years bringing your nation to greatness, or total collapse.
The technological level of the world is set at roughly equivalent to the 1100-1200s high medieval world although a bit of variation is of course all fine.
Game rules:
Regions
These are your beautiful lands, green pastures, great steppes, rolling mountains or endless forests, they represent your administrative regions or hierarchical land, their size will depend on your government form and nation size, as a general rule of thumb region size will increase as distance from the capital grows, regions can also undergo change if for example a new resource is discovered.
Each region has a couple stats
Development: Which is then split into the three stats, production, tax and manpower
Manpower decides how much manpower you receive
Manpower*100 is the manpower you receive for recruitment
Manpower*1000 is for total population
Production decides how many goods are produced in the region
Production*production efficiency decides amount of good produced
Produce*0,2*Produce value = direct monetary value gained from production
In addition (50% of production*product value) is translated into trade power in the trade region.
Hence while production does not give as much money as tax does directly it allows you to influence trade in the region, in addition controlling a monopoly of a resource can provide you with some nice bonuses.
Resource values:
Wood value 2
Wheat value 1.5
Iron value 3
Silk value 3
Gold value 5
10% of trade power is then translated into direct trade income, this trade power can also be fed into other trade regions.
It should also be noted that control of key regions to the trade flow can also increase trade power.
Tax is the amount of money gathered in a region
tax*tax modifiers decides the amount of money you receive
Autonomy: How centralized your control is in the region, this modifies your income from development. Your capital always has 0% autonomy
This is a flat modifier added after everything else is calculated.
Now one of your internal factions could have control in the region, this would increase the base autonomy to 25% but your factions will demand control of a certain amount of regions to stay content. The factions will also give a buff to the region depending on their nature
Improving your development:
You can invest a combination of money and manpower into improving the development of a region, the cost of the development will depend on certain factors but in the end you will need to invest
200 manpower
and 25 ducats
to increase the development of a region by one.
The cost will increase as you increase development to represent the fact that the region is becoming more densely build.
Nation sheet:
Nation name:
Nation color:
Governmental form: (Republic, Monarchy, tribal confederacy)
Take note, some additional mechanics might be added to take your specific government type into account.
Origins of your nation:
Religion:
Specifics to its functioning. (factions that hold power)
Military, decided by you yourself, some balancing might be done in addition to costs actually being assigned to them.
I will kindly ask that the sheet is PMed to me first for review before posting it, aside from this the sheet can be as big as you want to make it, anything goes, in addition if you want you can mark where you want to start.
After all the sheets are collected there will be a bit of a fluff turn where there will be a documentation of the world before game start and showing the growth of your nations after this the game will start where you will send me orders of your nation.
The order sheet is pretty simple, 10 orders per turn a turn a week, ingame the turn represents a year of in game time.
The world as you know it.
Termed Eunidar by the great Emporium before its fall the influence of the empire meant that the name was the term it was known by.
In this game you, representing your nation, will play through the years bringing your nation to greatness, or total collapse.
The technological level of the world is set at roughly equivalent to the 1100-1200s high medieval world although a bit of variation is of course all fine.
Game rules:
Regions
These are your beautiful lands, green pastures, great steppes, rolling mountains or endless forests, they represent your administrative regions or hierarchical land, their size will depend on your government form and nation size, as a general rule of thumb region size will increase as distance from the capital grows, regions can also undergo change if for example a new resource is discovered.
Each region has a couple stats
Development: Which is then split into the three stats, production, tax and manpower
Manpower decides how much manpower you receive
Manpower*100 is the manpower you receive for recruitment
Manpower*1000 is for total population
Production decides how many goods are produced in the region
Production*production efficiency decides amount of good produced
Produce*0,2*Produce value = direct monetary value gained from production
In addition (50% of production*product value) is translated into trade power in the trade region.
Hence while production does not give as much money as tax does directly it allows you to influence trade in the region, in addition controlling a monopoly of a resource can provide you with some nice bonuses.
Resource values:
Wood value 2
Wheat value 1.5
Iron value 3
Silk value 3
Gold value 5
10% of trade power is then translated into direct trade income, this trade power can also be fed into other trade regions.
It should also be noted that control of key regions to the trade flow can also increase trade power.
Tax is the amount of money gathered in a region
tax*tax modifiers decides the amount of money you receive
Autonomy: How centralized your control is in the region, this modifies your income from development. Your capital always has 0% autonomy
This is a flat modifier added after everything else is calculated.
Now one of your internal factions could have control in the region, this would increase the base autonomy to 25% but your factions will demand control of a certain amount of regions to stay content. The factions will also give a buff to the region depending on their nature
Improving your development:
You can invest a combination of money and manpower into improving the development of a region, the cost of the development will depend on certain factors but in the end you will need to invest
200 manpower
and 25 ducats
to increase the development of a region by one.
The cost will increase as you increase development to represent the fact that the region is becoming more densely build.
Nation sheet:
Nation name:
Nation color:
Governmental form: (Republic, Monarchy, tribal confederacy)
Take note, some additional mechanics might be added to take your specific government type into account.
Origins of your nation:
Religion:
Specifics to its functioning. (factions that hold power)
Military, decided by you yourself, some balancing might be done in addition to costs actually being assigned to them.
I will kindly ask that the sheet is PMed to me first for review before posting it, aside from this the sheet can be as big as you want to make it, anything goes, in addition if you want you can mark where you want to start.
After all the sheets are collected there will be a bit of a fluff turn where there will be a documentation of the world before game start and showing the growth of your nations after this the game will start where you will send me orders of your nation.
The order sheet is pretty simple, 10 orders per turn a turn a week, ingame the turn represents a year of in game time.
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