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OK, I can turn the numbers into units..., the map will be more like Risk, having player's 'chips' all over, I like it.

How much would each unit be worth? 100xunits? 200xunits?
 
For Midlands, the ? can be -20% cost of buying and maintaining heavy infantry (I assume they differ from your melee idea?). This sticks to my RP earlier. Or the ? can bump up my light cav even more, of say -20% cost of buying and maintaining light cavalry. At least those are my suggestions. How about +100% for light cav on home turf? It makes sense, and is not as over powered as Carr's bonus.

And Doom, it appears my CoA has disappeared from your post... help?
 
Thanks for remembering me. But I would prefer to be sub player, so somebody can call dibs on Uppland while I can watch the onslaught and make smart remarks. :laugh:
 
I'm sure nobody objects to you taking a county, if you want a background role?
 
BTW, with any luck I'll be able to make the 'final' map for Thursday/Friday, that's incluing the list of sites and their levels.

Also, regarding the units, I'll asume that a unit means 200 soldiers, the resulting costs are:

Light inf. :40
Drilled inf. :100
Heavy inf. :200
Archers :40
Drilled arch. :150
Light cav. :150
Knights :300

I was thinking about having a single type of ships, since most of the warfare will be on land
 
One thing I will say, is that we need to be careful with ratios of units here.

The biggest group, which should outnumber the others by far, is light inf and archers. Light cav should also be pretty common. Knights and heavy infantry should be the rarest, and I think perhaps they should appear only in very small numbers.
 
Doom, the ratio of units is fairly well taken care of in Mr. Santiago's system, seeing as you can buy almost ten light infantry units for the price of a single knight unit. However, if my calculations are right that suggested system means many players can recruit 3 knight units per turn. This seems fairly game-breaking, unless their upkeep costs are suitably large. But what's to stop us from continually recruiting and storing knights in a castle, until we have a doom stack to unleash for a one-turn 'nuke' effect? Maybe castles should have their bonus be limited to 3 units or something?
 
As of right now, the upkeep costs are the same than the purchasing costs, so that should prevent the stacks of doom from existence.

The cost of light cavalry will go down to 100/125. Also, ships (of a single kind) will have a cost of 100 as well.

Also, towns are +30 level settlements, for the drilled units that is.

Also, don't think you can recruit 10 units of infantry from a small town and not having an effect in it. Once you pass a certain threshold, the location's levels will go down, as you're drawing too much manpower & resources from them. (This won't happen always, it's a 'You've broken the system' device)
 
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The Dawnlands
Dawnland-1.png

House of Dufay
Lords of Morning​

Dawnlands Description
Dawnland is a naval trade orientated region, with its hundreds of trade ships being found in many of the world’s ports and harbours. Its Navy is one of the finest in Neumark, lower in quality, but larger than that of Vestasklands. The majority of the navy’s time is spent protecting the numerous trade routes, which economically, Dawnlands relies on. The Dawnland military is a small but effective force, well trained but highly reliant on the natural mountainous defences of the region.

The Dawnlands are resource baron. The region mainly comprises of mountains and hills, which have, as of yet, yielded no valuable resource. Forests are rare and few, with the vast majority being cut down for the construction of ships. The mighty Dawn Yew, once the most sought after wood for shipbuilders across the land is running perilously low. The regions only farmland is based around the Yaora River, its tributaries and around some coastal areas. The hot climate allows for the production of Grapes as well as many fruits and grains. The Dawnlands have roads; however they are poorly maintained and rarely used. This is mainly because of the mountainous routes and the preference to use ships to travel. It is however trade where the Dawnlands enters into class of their own. Their highly skilled and cunning merchants trade in practically every good, being the main force responsible for trade between Neumark and the lands across the sea.

The capital, Fraosa, lays at the most easterly point of Neumark, where the sun’s rays first touch every morning. It is said that no sight is more beautiful than watching the sun come up from Fraosa harbour. The cities strategic position makes it a hub of trade, where the massive Dawnlands trade fleet congregates, exchanging goods and gold. Fraosa has large sea defences as well as a wall covering the rear of the city. Dawnlands second city, Bretel, is on the island of Thorel. Bretel is home to the Dawnlands military fleet as well as the region’s main shipbuilders. Shellport is were the Dawnlands army is stationed. The last settlement worth mentioning is Caradas, a small town based at the mouth of the river Yaora. All trade goods from the upstream settlements are transported down and traded at Caradas. The remaining villages and hamlets are scattered around the River Yaora and on the coast.

House of Dufay Description
Lord David Dufay [39 years old]
The Dawnlands are ruled by 39 year old Lord David Dufay. Lord David is not the most charismatic leader The Dawnlands have ever had. Lord Dufay is a quiet man who has a great financial mind. He would far rather study the regions finances than attend diplomatic meetings. However, he feels quite passionate about trade and money, becoming quite vocal if he feels they are under threat.
Lady Katheryn Dufay [35 years old]
Lady Katheryn is the wife of David and the daughter of a Summervale noble. Katheryn has short light brown hair and has a slender body. It's well known that she also enjoys the wine made from Dawnland grapes. Although she does not drink the wine for the taste.
Anne Dufay [16 years old]
Anne Dufay is the second child and first daughter of David and Katheryn Dufay. Anne has flaming red hear and dark green eyes. Unlike her parents, Anne is wild and a free spirit. Rash, bold and outspoken, she does not hold back her tongue and will happily tell you her true views on any matter.
Noel Dufay [17 years old]
Noel is the first child and heir of Dawnlands. He has short black hair, brown eyes and a slightly crooked nose. From a young age, Noel was fascinated by the power of the sea as well as the numerous ships which docked in Fraosa harbour. When he turned 16, Noel proclaimed his desire to serve in the Navy. David and Katheryn undoubtably opposed this, however they quickly realised they could not suppress his will. Ever since he has serving aboard The Morning Rose. He has demonstrated great leadership and initiative during his time aboard. It is rumoured that Noel is a womaniser, enjoying the "services" of woman when in foreign ports. Lord David hopes to find him a wife to bring him away from the sea and to stop his womaniser ways.
Thomas Dufay [3 months old]
Thomas has only recently been born and currently weights 13 pounds. He has a small patch of brown hair and bright blue eyes
Maria Dufay [8 years old]
Maria is the third child and second daughter of Lord David and Lady Katheryn. Maria has long brown hair, dark green eyes and is small for her age. Maria is very much like her father. She is shy, quiet and enjoys reading. She is known to stay in her room for days just reading books. As a result of her immense amount of reading, she is intelligent and brighter than the rest of her siblings.

OOC: Just put everything together and added family descriptions. I'll add more family members later. As for the bonuses, maybe +1 ship defence or +1 when enacting a naval blockade? I'm not sure what the other bonus could be.
 
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As of right now, the upkeep costs are the same than the purchasing costs, so that should prevent the stacks of doom from existence.

The cost of light cavalry will go down to 100/125. Also, ships (of a single kind) will have a cost of 100 as well.

Also, towns are +30 level settlements, for the drilled units that is.

Also, don't think you can recruit 10 units of infantry from a small town and not having an effect in it. Once you pass a certain threshold, the location's levels will go down, as you're drawing too much manpower & resources from them. (This won't happen always, it's a 'You've broken the system' device)

I was thinking of something even simpler. Every settlement has X slots for units, and once those slots are full, you simply can't have more, unless you take some action to improve that settlement. So if you fill all your slots with one unit type, that's all you get.

For the sake of getting things going, I propose we start the game soon. As in this next week. We can sort things out as we go, but as it is we're in danger of getting trapped in development hell forever. The first few turns can be a temporary truce period until we get things settled.

I propose the following game structure:
1 turn = 1 week real life time
1 turn = 1 season Neumark time
In a combat-heavy turn, we might have shorter turns in Neumark time to give people time to react to battle outcomes. It doesn't make sense to have a battle in July, and the opposing armies staying camped on the battlefield until september waiting for new orders.
Orders will be sent via email to a gmail account I'll set up. Otherwise my inbox will be perpetually jammed with PMs and important messages will get lost.
I'm thinking the order deadline will be either thursday or friday, with updates on Saturday (when I'm most likely to consistantly have time for them).
We'll keep this thread for OOC conversations/questions on things like rules and proposed background lore

The first turn or two will be taken up by a grand parliment, where players will vote on a Regent. NPC votes are determined by the GMs, so remember to pander to them! :D The Regent will then appoint a Small Council.
These positions will have tangible benefits:
The Regent gets control of the Crownlands and their levies, as well as the power to appoint and remove small council members in the absence of a monarch
The Master of Coin gets control of the funds collected by royal taxes (I'm thinking we start with 10% on all direct vassals of the crown). These don't go directly into his pocket, but there's no rules against him profiting from their use.
The Lord Justice controls the royal courts of law, and with that the dungeons, spies, and informants on the crowns payroll
The Chancellor can negotiate with foreign (NPC) powers in the crowns name
The Lord Marshall commands Neumarks armies in times of war (unless the King or Regent chooses to take personal command) and sets military policies

The Small Council should then start working on naming an heir to our ailing king, and getting that heir proclaimed in Parliment. Unless, of course, they want a disputed succession...
 
So do we start tomorrow? That seems reasonable, but is everything ready?
 
What else needs done? I would be happy to do something and get this game going faster.
 
Yea, same, it'd be a pleasure to lend assistance. But aren't there still other Great Houses that need doing, that the people playing them would like to create?
 
I'm going to start the main game thread, and open things for RP, but please don't post until I put a reply in announcing its open, I need to reserve some posts at the start.
 
Awesome! I'm waiting. :)

FYI: it is easier to say reserve a million times and then go edit in stuff, rather than typing everything and hoping people wont post.
 
OK, ready or not, the game has begun. :D

Please read over the rules, as I've departed somewhat from what we've discussed here. I think the system I've proposed is rather straightforward but bring up any suggestions/questions here.

An initial post describing your house, holdings and armies is strongly requested, so I can link it into one central meta-post.

Also, I need a smaller map image for the first post.

I declare this half-baked goat rodeo underway!