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First you should read the rules in the Europa Universalis RPG Subforum, then make a dynasty that you will be playing, if you need help with that, base it off one of the other sign ups in this thread. Helpful threads are pinned in the EURPG subforum.
 
Delaying things by 12 hours just to be fair, but after I process orders we'll finally kill the king! Hooray! :D

Sorry to everyone who's actually been here and anxious to start intriguing for the past week. I just wanted to make sure the rules were up to snuff and that no-one was going to start some turn-one intrigue and then immediately drop off the face of the earth.
 
Orders processed, handling stats now, and posting the bit with the king shortly. :)


Also, I two questions for players.
First, I've been adding a little bit of mini-RP to order results (e.g., Earl Aldrich's illness affecting his court order was just a bad result to a normal court roll). I'm always willing to let a player go "No, I'd rather this be the reason X failed" if you have your own ideas, but I'm wondering: Do you like the extra in-character description, or should I keep things more mechanical and leave it to players to fill in the details?


Second, I haven't been putting out the actual modifiers & die rolls. A big part of this is to save time: The more info that goes into a post, the longer it takes to write it. Another big part is to avoid arguments about what should count as a modifier, how I handled a similar situation in the past differently, etc.: If the only info out there is "This succeeded, here are the results", players can just assume there was a good/bad roll and keep playing the game instead of obsessing over the mechanics.

Both of these are obviously biased by me being the GM though. I can't guarantee I'll give in to popular opinion on this one, but I still want to know: Would you prefer to see the details that go into determining order results, and which details would you like to see the most?
 
I'm in favor for less focus on mechanical/mathematic system and more storytelling. Also, modifiers, if any, should only be given basing on what character has acomplished and who he is. Weird, roll-based ones without logical reason should be avoided.
 
Also, modifiers, if any, should only be given basing on what character has acomplished and who he is. Weird, roll-based ones without logical reason should be avoided.
Oh yeah, that's always going to be the case, and in general I prefer to be a little light with the modifiers since a single +/- can have a pretty big impact (by design). It's just that there's room for argument in terms of what's big enough to justify a modifier, especially when it comes to in-character stuff, and I kind of like avoiding that argument by keeping everything behind a curtain.
 
Oh yeah, that's always going to be the case, and in general I prefer to be a little light with the modifiers since a single +/- can have a pretty big impact (by design). It's just that there's room for argument in terms of what's big enough to justify a modifier, especially when it comes to in-character stuff, and I kind of like avoiding that argument by keeping everything behind a curtain.
Agree.
To be honest, I'm not here to get best ruler possible nor "win this game", I'm more interested in playing story. Also, if it's not a problem, I'd ask to give small report of Berwick's average wealth to make sure it isn't taxed too much. I ordered that in first turn.
 
Agree.
To be honest, I'm not here to get best ruler possible nor "win this game", I'm more interested in playing story. Also, if it's not a problem, I'd ask to give small report of Berwick's average wealth to make sure it isn't taxed too much. I ordered that in first turn.
There's a link to the econ map in the first post of the stats page: Your prosperity is average (3).

I plan to "promote" the map to its own post once I figure out how to represent strain properly (right now only my provinces are strained from the tax I raised, so showing it isn't a huge deal). I think I may end up just making strain province-wide again instead of holding-specific: I switched to holding-specific because players can own individual holdings, but it's a lot easier to map with provinces and I kind of like the conflicts that could arise from a character taxing their one town and the whole province suffering as a result.
 
Ok, stats updated (and maps have a fancy new border now! :D ). King stuff delayed for a bit since I need to do some other stuff, but I hope to get back to it within the next hour or two. :)
 
I swear I'm not dead, I'm just editing my essays.

Edit: I told you I'm busy this week, booting me is just rude.
 
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I swear I'm not dead, I'm just editing my essays.

Edit: I told you I'm busy this week, booting me is just rude.
So far, a full third of the players who signed up didn't make a single in-character post or post any orders. One of the very first things I put in the rules to deal with this is that orders are required every turn — small orders, but orders none the less. I'm not a super hard-ass about this and I can make exceptions in some cases, but if you're too busy to play the game... well, then you're too busy to play the game. I can't leave a big reserved slot for every person who thinks they might someday want to actually play.

Now if you want to rejoin when you actually have the time to play then I'm more than fine with that: I've seen the RP you've contributed to past games, and I'd love to see it in this one. :)
 
There's a link to the econ map in the first post of the stats page: Your prosperity is average (3).
I wanted to have more detailed data. Just to know if people's incomes allow to have some level of pernament tax.
 
So far, a full third of the players who signed up didn't make a single in-character post or post any orders. One of the very first things I put in the rules to deal with this is that orders are required every turn — small orders, but orders none the less. I'm not a super hard-ass about this and I can make exceptions in some cases, but if you're too busy to play the game... well, then you're too busy to play the game. I can't leave a big reserved slot for every person who thinks they might someday want to actually play.

Now if you want to rejoin when you actually have the time to play then I'm more than fine with that: I've seen the RP you've contributed to past games, and I'd love to see it in this one. :)

TBH, I didn't even know the games were running or that orders were due. Half's my fault (due to the aforementioned academic hell which was my life this past week) , but half is on the operation of this game in the opening parts. The order due dates should be posted here as well in the opening turns because individuals may not be subscribed to the orders page (such as myself) and were relying on this chat to be the bringer of news (ie due dates and warnings). Nothing was here. Even if I wasn't so distracted, there might have been a chance that I missed what was happening due to insufficient posting. Further @Blank doesn't work so well due to a lot of people not checking notifications due to them being in such high quantity. A better way to get a response is through PMing people, or sending a person who is on IRC (such as Firehound is/used to be) to hound individuals

That said, I am willing to rejoin as I am excited to play. The hell that was this last week is almost over, and my essays are just being edited up. I apologise for my initial disappearance but with the exception of new years I have no plans for the month and need a distraction besides the gym.
 
That sort of thing would be represented by actually owning one of the holdings in the province — basically, you have enough control (or outright ownership) of the land to collect a small-but-regular income from it.


I've considered adding a regular province-level income, but decided against it since it can make things messy when it comes to vassals. (If I'm a duke and collecting a regular tax from a province, what if a new player joins as count of that province? Is that income split? Do we both collect a share? Is there a way to make that work that doesn't suck or invite power-gaming?)

Instead, collecting taxes & tribute is more of a real event. This makes feedback more immediate,. Larger taxes often were a one-time deal in real life, so it also felt appropriate in that respect as well.

Now, it should be said that mechanics are deliberately somewhat abstract so you can be creative about things. If you wanted, you could say a tax order represents smaller taxes collected collected over several turns, and the actual order is just the die roll to start collecting. Hell, if it doesn't make things too painful to run, I'd even be willing to deposit the resulting income over several turns.

Basically, don't let the mechanics restrain you from acting. I may simplify or abstract things to make bookkeeping easier and keep things fair, but the role-playing side of things is more important than the stats. :)
 
TBH, I didn't even know the games were running or that orders were due. Half's my fault (due to the aforementioned academic hell which was my life this past week) , but half is on the operation of this game in the opening parts. The order due dates should be posted here as well in the opening turns because individuals may not be subscribed to the orders page (such as myself) and were relying on this chat to be the bringer of news (ie due dates and warnings). Nothing was here. Even if I wasn't so distracted, there might have been a chance that I missed what was happening due to insufficient posting. Further @Blank doesn't work so well due to a lot of people not checking notifications due to them being in such high quantity. A better way to get a response is through PMing people, or sending a person who is on IRC (such as Firehound is/used to be) to hound individuals

That said, I am willing to rejoin as I am excited to play. The hell that was this last week is almost over, and my essays are just being edited up. I apologise for my initial disappearance but with the exception of new years I have no plans for the month and need a distraction besides the gym.
Ok, I can bring your court back out and put your stats back up. I created a proper announcements thread in the subforum (I still think of that as the main place for everything — I'm still not used to leaving the subforum :D ), but in the future I'll repost announcements here as well. :)
 
Regarding the Coronation
As a reminder, you can perform an order and visit in-character anywhere within two provinces of your base. For most players, your next two turns' of orders will look like this:

Turn 3
Earl So-And-So rebases to Kent (or somewhere else nearby)
Other Guy does something (movement is a free order)

Turn 4
Earl So-And-So swears fealty to the king

Note that a few characters (Middlesex, Kent, Suffolk) are close enough to not need to rebase to attend the coronation.
 
Noted, it is time for the soon to be Earl to begin his journey. Also, I enjoy the more RPesque way of doing the results, such as my Earl being to sick to perform his duties. It is fitting and makes sense.
 
Ok, I can bring your court back out and put your stats back up. I created a proper announcements thread in the subforum (I still think of that as the main place for everything — I'm still not used to leaving the subforum :D ), but in the future I'll repost announcements here as well. :)

Appreciate it bruv. I'll get right on intrigue stuff today.
 
That sort of thing would be represented by actually owning one of the holdings in the province — basically, you have enough control (or outright ownership) of the land to collect a small-but-regular income from it.


I've considered adding a regular province-level income, but decided against it since it can make things messy when it comes to vassals. (If I'm a duke and collecting a regular tax from a province, what if a new player joins as count of that province? Is that income split? Do we both collect a share? Is there a way to make that work that doesn't suck or invite power-gaming?)

Instead, collecting taxes & tribute is more of a real event. This makes feedback more immediate,. Larger taxes often were a one-time deal in real life, so it also felt appropriate in that respect as well.

Now, it should be said that mechanics are deliberately somewhat abstract so you can be creative about things. If you wanted, you could say a tax order represents smaller taxes collected collected over several turns, and the actual order is just the die roll to start collecting. Hell, if it doesn't make things too painful to run, I'd even be willing to deposit the resulting income over several turns.

Basically, don't let the mechanics restrain you from acting. I may simplify or abstract things to make bookkeeping easier and keep things fair, but the role-playing side of things is more important than the stats. :)
I'm more in favor in having actually small income from provinces already. That's why I want to introduce it in Berwick.