Rules and Guide 1274

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Rules and Guide 1274

Post by scorpion » 21:49:15 Monday, 14 March, 2016

*Side Note* If you have an action in mind, concerning any of the sections in the guide, that is not stated, simply approach me about it. I do consider my games semi-free form and will work with ideas not on the list so long as they do not interfere with core mechanics.

Diplomatic Actions
Government Reforms(-50C)-If Succeeded increase popularity.Name the Reforms you would like to Implement.

Trade Agreement(-150c)-Begins trade between your nation and another for mutual benefit.(Note trade routes can be cut off)

Peace Treaty/Truce(-50C)-Write out your terms and Conditions. Must be posted in Public to be official. All warring factions must sign for terms & conditions to take effect.

Send Aid to Nation(minimum of -100C) Write the Sum you wish to send to the other Nation. The larger it is the more food,supplies, etc they will receive.

Economic Actions

Encourage Construction/Guilds(-100C Min) Expand Industry,Agriculture,Infastructure etc using this action. The more successfully you do it the larger your income will become and eventually your economy. Providing links for proof of resources and historic expansions in these sectors will provide a nice potential bonus.

Deficit-Every 100 of Deficit is worth 10c,paying off deficit will get money back into your income. Spending into deficit to finance a campaign will take money from it. If your deficit becomes too high, you may have to approach another faction for a loan.

Covert

Send Arms to Rebels(-100C Min)Sends weapons to rebels so that they pose a larger threat to the Kingdom they are within. A continuous flow is more effective then spurts, a strong cause helps too.

Infiltrate administration(-100)-Reveals disenfranchised administrators if present that may be taken advantage of.

Sow discontent(-150)-Begin a Rebellion if a possible dissident faction is present in the targets area of control.


Military Actions

Deploy Army from garrison(-Free-Upkeep cost per unit: -2) However up keep will be at a rate of -2 for each unit in those armies. so an army composed of 32
units, would be an upkeep of -30.

Disband unit(Free)- This action will give you half of a units recruitment cost back.
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1971 BoP-France

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Re: Rules & Guide 1274

Post by scorpion » 22:47:52 Tuesday, 15 March, 2016

Example of Info you will receive from me each turn.

England

Garrisons
London,England
choose 4 more

*Garrisons can be placed in any existing city or castle that pre-dates 1274, and is not destroyed

Dock Yard
London,England
choose 4 more capable ports

*Dockyards can be placed in any coastal cities with a natural harbor that pre-date 1274.

Spies

*This area will display spies you've hired, and any reports they have when the information is requested.

Objectives & Ambitions

*This area will used to show historical objectives and historical leader ambitions. Completing these are how you gain large amounts of prestige towards winning the game.


Available Troops
# Equals Formations of Units Availaible


Heavy Calvary

Mailed Knights-250c-0/1

*Above is what each unit type offered will look like. It lists the Name of the Unit, cost to train,number currently owned, and the number available to be recruited.

Feudal Knights-
English Knights-
Merchant Calvary Militia-

Light Calvary
Hobilars-

Archers
Peasent Archers-
Longbowmen-
Yeomen Archers-
Archer Militia-
Retinue Longbowmen-

Heavy Infantry
Armored Swordsmen-
Billmen-
Dismounted Feudal Knights-
Dismounted English Knights-

Spear Infantry
Levy Spearmen-
Armored Seargents-
Spear Militia-
Light Infantry
Town Militia-
Peasents-

Siege Equipment
Ballista-
Trebuchet-
Catapault-

Armies
Commanders:
-Earl Henry of Lincoln-

*Above is a list of available commanders ready to head an army.


King Edward I-London,England

English Knights-13
Longbowmen-40(Welsh)
Yeomen Archers-20
Armored Swordsmen-40
Levy Spearmen-30
Levy Spearmen-20(Welsh)

*Above is one Army, comprised of a total of 163 units




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Re: Rules & Guide 1274

Post by scorpion » 00:01:17 Wednesday, 16 March, 2016

Movement on the Map

These are provided to give you an idea on the range capabilities of your troops. These are over a period of 3 Months.

Land Armies

Friendly Lands

33 Units or Less- 24 Provinces

More than 33 Units- 20 Provinces

Enemy Lands

33 Units or Less-18 Provinces

More than 33 Units-14 Provinces

*Your Armies can proceed through enemy provinces up to this number of provinces, only if their is no rough terrain obstructing(Large Mountain ranges,wide rivers etc), or enemy units positioned in the target areas.

Fleets

-Fleets can move anywhere on the map within the 3 Month period.
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Re: Rules & Guide 1274

Post by scorpion » 02:04:28 Thursday, 17 March, 2016

Land Warfare

Land Warfare ensues when two opposing units enter the same province, making it contested.

It can also happen when an enemy force enters a province adjacent to one where you have an army. Provided you assigened the army to sally forth, should this happen ahead of time.

Combat

There are two ways the outcome of combat can be decided.

1.The battle, and forces involved submit to an outcome decided by GM intuition and RNG rolls( This is in effect, and auto resolve)
-This is the way standard BoP battles are solved.


2.The Second option is an outcome decided by combat in Medieval 2 Total War. All of these option choices must be unanimous amongst players involved to occur.
There are a few ways this can occur;

-Player VS Player: The involved players fight each other, in accordance with the GM's setup.
-Player VS GM: One player opts to have the GM sub in to head their army to fight the other.
-GM VS NPC: This can occur when a player is fighting an NPC faction, or if two players who do not have the game, fight each other. In the latter case the GM is randomly assigned to fight for either party via RNG.

Siege

Siege-Players can choose to lay siege to a city or Castle in order to try and take it with what may be minimal loss. If the city surrenders, defenses may remain in tact. This option could however take some time, until the city or castles reasorces run dry. Generally speaking, the larger the city, the more stores it has.

Siege Assault-Players can decide they want to assault the city they have under seige with specialized equipment. This equipment can be paid for and assembled on the spot. prices are in turn pm's.

Battle Outcomes
After a battle is won, there are multiple options available to the winning player.

-The Winning player can Execute,Ransom,Release, etc any POW's.
-The Winning player can Raze cities,rape and pillage to scorch the earth in the enemies land.
-The Winning player can Subjugate a province, a little rape and pillage occurs, but the city is effectively under martial law.(Requires Units to stay behind in province)
-The winning player can peacefully occupy a Province, There is a strong firm military presence not violent towards the populace.(Requires Units to stay behind in province)

-The Losing player may lose a portion, or all of their forces, in which case the province their defending falls to the attacker,and is marked contested.
-The losing player may lose the battle to find his forces have retreated back to a more defendable province.

Naval Warfare

Combat
-Naval battle outcomes are decided by GM intuition & RNG
-Each Naval Vessel does carry a small contingent of 'Marines', however these men will not stray far from their ships, and cannot advance far in-land. (This makes grabbing small,lightly defended coastal towns a possibility)
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Re: Rules & Guide 1274

Post by scorpion » 23:44:34 Monday, 21 March, 2016

Espionage

200c for a Spy

1.Spies are recruited through pm in secret.
2.Spies will have randomized traits,making them effective in different situations.
3.Once you make it known to me in your turn that you request a spy, i will send 3 different candidates to you.
4.The spy candidates could be of your national background, or foreigners sympathetic to your cause. Some of the spies may be double or even triple agents as they may already be working for another power. This is a risk you take recruiting spies.
5.Groups of Spies can be sent to work as a team to the area of your choosing. While this may prove effective for some operations, it may not always be the best choice as it is a much higher risk tactic.
6.You cannot add skills to spies.
7.You cannot recruit spies from lists you received in previous turns. What is allowed is being sent a list one turn, then actually recruiting the spy the very next turn.
8.You can request a spy report via pm at any time.
Ex.

Quote:
Guy de Normandie
Affiliations:Templar Order
Agent Type:Templar Knight
Nationality:French
Traits:
-Arrogant
-Confident
-Somewhat decent battle leader
-Disloyal
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Re: Rules & Guide 1274

Post by scorpion » 01:01:48 Wednesday, 23 March, 2016

Recruiting Commanders & Soldiers

Real Life Commanders

A Number of Commanders are available to players from the start. These are Monarchs,Sultans,Dukes,Counts and other Nobles that fall within your factions influence.
-Commanders can be loaned to other faction leaders, so long as they are not your faction leader.
-Commanders will posses their true to life mentalities, these can however be influenced by world events. However personal characteristics such as boldness,courage,cowardice,treachery etc remain true.
-All Commanders, bar Captains are represented in Medieval total war by the Generals bodyguard unit.

Recruit-able Commanders

-These commanders begin as Captains in smaller formations that branch off from your main army, they are randomly assigned to detachments assinged to hold cities, areas of interest etc.
-Their traits will be made available
-It is up to players if they wish to promote these captains, and give them more power and influence.

Recruit-able Soldiers

-In your lands, a number of troops are available to you from the start. If recruited t0o quickly en-masse these numbers can be depleted until more of the population comes of age, or is allowed to fight due to military reforms.

-Another option to acquire troops is to recruit outside your ethnicity in lands you occupy. If men from the local population are willing to fight for your cause, they will join you.

-A third option is to hire Mercenaries. Professional soldiers, experienced in combat that are always ready for a fight. They are Expensive however.



*All of the above info will be found in the information I send each player upon turn start.
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Re: Rules & Guide 1274

Post by scorpion » 00:38:46 Friday, 01 April, 2016

Prestige Victory

Prestige points in 1274 will be used to end the game, and decide on a winner via Prestige Victory. Prestige is only given to player factions. There are various ways prestige points can be earned & Lost. They are as Follows:

*Note that All GM given objectives, or Ambitions are optional*

Complete an Objective or GM given leader ambition- These will be given from the start, and as the game progresses, more will be available. Prestige points vary widely.

Win a Battle:+1
Lose a Battle:-1

Win a War:+10
Lose a War:-10

Conquer/Subjugate Another Power: This also Vary's widely, depending on the Targets strength.

Highest Number of Land Units: +10
Highest Number of Fleets:+10

Richest Faction(Reserved in Coffers)- +5

(More will possibly be added)
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Re: Rules & Guide 1274

Post by scorpion » 20:55:52 Monday, 04 April, 2016

Construction

*note I know some of the build times seem high. However this is done purposely because certain structures should not be saturating the map. The value of pre-existing castles, and city walls also go up in turn. This makes the desire to capture a castle/city with defenses intact high. Resulting in sieges.

Garrisons (-400c)- These are cities/castles where your troops assemble(spawn from). You start with 5, one picked by GM, 4 picked on your own accord. These are essentially stockpiled with weapons,armor,food,supplies etc. Everything needed for getting an army up and on its way. While your troops are encamped in a Garrison, you will not be charged upkeep for them. (2 Turn build time)

Dock Yards (-400c)-These are port cities where your ships assemble(spawn from). You start with 5, one picked by GM, 4 picked on your own accord. These essentially work like garrisons, but for ships. (2 Turn build time)


Defensive Construction

Fort (-200c)- Can be built anywhere. Used as a temporary defensive structure for troops seeking to hold a strategic area. (1 Turn build time).

Large Stone City Wall (-500c)-Can be built around large population areas in your territory if not already present. (4 Turn build time).

Huge Stone City Wall (-700c)-Can be built around large population areas in your territory if not already present. (8 Turn Build Time).

Motte and bailey (-300c)-Can be built anywhere. (2 Turn Build Time)

Wooden Castle (-400c)-Can be built anywhere. (3 Turn Build Time)

Castle(-500c)-Can be built anywhere. (6 Turn Build Time)

Fortress(-800c)-Can be built anywhere. (10 Turn Build Time)

Citadel(-1000c)-Can be built anywhere. (14 Turn Build Time)
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Re: Rules & Guide 1274

Post by scorpion » 21:07:09 Monday, 04 April, 2016

Transporting Troops

By Sea
1.Troops move over the sea via Ships. 1 Unit of land troops can board Ship.

2.Naval units can have troops board, and carry units to their destination in one turn(3 months). Troops can land. but cannot advance in-land all in one turn. A foothold will be established though.
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