
Hello!
Welcome to what I believe is the first attempt at creating a SimRTK style game on the Paradox OT Forum. This post, and likely the next two are going to be saved for extra rules along with characters and kingdoms, and for people who are familiar with the SimRTK system, you can skip down to the end of this post where Character Creation rules will be stored. For those unfamiliar, I'll give you a run down.
What is a SimRTK?
SimRTK is a very long running forum game that has gone through a number of official iterations since the early 2000s, and this shares the same idea as those games, though is based primarily off Koei's Romance of the Three Kingdoms VIII and XI games. As for the topic of this game? Well its kinda in the title. The Chinese novel series called "Romance of the Three Kingdoms", which was a fictional recounting of the Three Kingdoms Era of China, and in general involved alot of death, alot of people with superhuman fighting abilities, and alot of intrigue. Its also the setting of the popular Dynasty Warriors series which well even further exaggerated (except in Lu Bu's case) should give you some idea of the powers of anyone important in the novels.
The forum game itself is based around players trying to navigate the turbulent waters of the Three Kingdoms era well acting as a mix of free officers, vassals, and rulers. In this version players will initially be restricted to a mix of custom free officers and custom vassals, with the potential to become rulers through rebellion, assassination, political maneuvering, or just gathering together a band of free players, some soldiers, and attacking a unclaimed city. The victory conditions as they stand will be to unite the entirety of China under any one kingdom, with the ruler of the kingdom and his top vassals taking the victory.
The two major times of action in this game are Kingdom Turns, and Personal Turns
Kingdom Turns
These occur once a season, and are where rulers decide on military actions, what is built, and such. Well at the same time vassals are able to take a single action to assist the province they are currently in, ranging from assisting a city gain more food per month, producing weapons for the army, drafting soldier, spying on rival kingdoms, and many other things. Rules for Kingdom Turns for rulers will be placed here when some players have become rulers. For vassals the actions that can be taken during Kingdom Turns are as follows. Skills which effect formula are described in []s and will be detailed lower down the page.
List of Actions players can take in a Kingdom Turn
Cultivate
Effect: Improves the Agriculture stat.
Cost: 100 gold
# of Officers that can take part: 1-3
Formula: (Pol + [Plow bonus]+[Charm bonus])
Commerce
Effect: Improves the Commerce stat.
Cost: 100 gold
# of Officers: 1-3
Formula: (Pol + [Trade bonus] + [Govern bonus])
Defense
Effect: Improves the location's Defense stat.
Cost: 100 gold
# of Officers: 1+
Formula: (War/10)+[Build Bonus]
Draft
Effect: Gathers men from the city to populate the ranks of the army. Drafted troops begin with 0 Training and are placed in a new unit. This serves as the unit's action for the turn, meaning that it can not be trained or invade. If the newly drafted unit is merged with an existing unit, any training or other action of the other troops must be done before the merge as the newly drafted troops have already taken an action.
Cost: 10 gold and 10 food per troop, -1 PS and -1 Population per troop Drafted.
# of Officers: 1
Limitations: The Drafting officer may only Draft a number of troops equal to his Cha + [Charm Bonus] + [Persuade Bonus].
Patrol
Effect: Improves Public Safety
Cost: 100 gold
# of Officers: 1+
Formula: War + [Patrol Bonus] + [Guard Bonus]
Market
Effect: Sale or purchase of food for gold.
Cost: Variable.
# of Officers: 1
Limitations: The food being sold or gold being spent must be in the city in which the purchasing officer is located, and the food or gold received from the transaction will be added to the stores of that city afterward.
Move
Effect: Move officers, goods and/or soldiers to another location. The officer stays in the destination at the end of the turn.
Limitations: Soldiers cannot move beyond one city away if soldiers are being sent. Goods (such as food, gold, or weapons) have no distance restrictions. You may attempt to Move through other kingdoms, but the more goods being moved, the more likely they are to be discovered, leaving their fate to the kingdom's decision. Individual officers (sent without goods or soldiers) will never be caught in this way. Ships and siege weapons that are under construction cannot be moved until they are finished. One officer must be used to convey goods to each location which is receiving goods (if City A moves goods to Cities B and C, two officers must be used).
# of Officers: 1 or more
Produce
Effect: Produce equipment for battle.
Cost: Variable.
# of Officers: 1 or more
Limitations: Maximum of 1 officer per siege weapon/ship per turn. Multiple officers can work on the same type of siege weapon/ship (eg. Officer 1 and Officer 2 can work on separate Catapults simultaneously, but can not work on the same Catapult). The price of Produce depends on the officer's stat, the city's ending Industry, and what is being built.
Research:
Effect: Helps improve a kingdom's technology level, the higher the technology level the better units preform and the better equipment a kingdom can get
# of Officers: 1+
Formula: Int+[Invent Bonus]
Send
Effect: Move officers, goods and soldiers to another location. The officer returns to the starting point at the end of the turn. Except for the fact that the officer returns to their starting location, this action is functionally identical to Move in all respects. This command may also be used to transfer goods to another kingdom with the usual restrictions, as well as the additional restriction of all transfers save troops needing to be sent to and from the kingdom's capital cities. One officer must be used to convey goods to each location which is receiving goods (if City A sends goods to Cities B and C, two officers must be used).
# of Officers: 1 or more
Drill
Effect: Drill troops to improve their fitness, understanding of tactics and use of weapons. Training gain is equal to ((Lead + War) * 10 / [unit size])
# of Officers: 1+
Limitations: The Training level is capped at 100 through Train actions, the maximum of 110 being only reachable through earning it in battle.
Effect: Improves the Agriculture stat.
Cost: 100 gold
# of Officers that can take part: 1-3
Formula: (Pol + [Plow bonus]+[Charm bonus])
Commerce
Effect: Improves the Commerce stat.
Cost: 100 gold
# of Officers: 1-3
Formula: (Pol + [Trade bonus] + [Govern bonus])
Defense
Effect: Improves the location's Defense stat.
Cost: 100 gold
# of Officers: 1+
Formula: (War/10)+[Build Bonus]
Draft
Effect: Gathers men from the city to populate the ranks of the army. Drafted troops begin with 0 Training and are placed in a new unit. This serves as the unit's action for the turn, meaning that it can not be trained or invade. If the newly drafted unit is merged with an existing unit, any training or other action of the other troops must be done before the merge as the newly drafted troops have already taken an action.
Cost: 10 gold and 10 food per troop, -1 PS and -1 Population per troop Drafted.
# of Officers: 1
Limitations: The Drafting officer may only Draft a number of troops equal to his Cha + [Charm Bonus] + [Persuade Bonus].
Patrol
Effect: Improves Public Safety
Cost: 100 gold
# of Officers: 1+
Formula: War + [Patrol Bonus] + [Guard Bonus]
Market
Effect: Sale or purchase of food for gold.
Cost: Variable.
# of Officers: 1
Limitations: The food being sold or gold being spent must be in the city in which the purchasing officer is located, and the food or gold received from the transaction will be added to the stores of that city afterward.
Move
Effect: Move officers, goods and/or soldiers to another location. The officer stays in the destination at the end of the turn.
Limitations: Soldiers cannot move beyond one city away if soldiers are being sent. Goods (such as food, gold, or weapons) have no distance restrictions. You may attempt to Move through other kingdoms, but the more goods being moved, the more likely they are to be discovered, leaving their fate to the kingdom's decision. Individual officers (sent without goods or soldiers) will never be caught in this way. Ships and siege weapons that are under construction cannot be moved until they are finished. One officer must be used to convey goods to each location which is receiving goods (if City A moves goods to Cities B and C, two officers must be used).
# of Officers: 1 or more
Produce
Effect: Produce equipment for battle.
Cost: Variable.
# of Officers: 1 or more
Limitations: Maximum of 1 officer per siege weapon/ship per turn. Multiple officers can work on the same type of siege weapon/ship (eg. Officer 1 and Officer 2 can work on separate Catapults simultaneously, but can not work on the same Catapult). The price of Produce depends on the officer's stat, the city's ending Industry, and what is being built.
Research:
Effect: Helps improve a kingdom's technology level, the higher the technology level the better units preform and the better equipment a kingdom can get
# of Officers: 1+
Formula: Int+[Invent Bonus]
Send
Effect: Move officers, goods and soldiers to another location. The officer returns to the starting point at the end of the turn. Except for the fact that the officer returns to their starting location, this action is functionally identical to Move in all respects. This command may also be used to transfer goods to another kingdom with the usual restrictions, as well as the additional restriction of all transfers save troops needing to be sent to and from the kingdom's capital cities. One officer must be used to convey goods to each location which is receiving goods (if City A sends goods to Cities B and C, two officers must be used).
# of Officers: 1 or more
Drill
Effect: Drill troops to improve their fitness, understanding of tactics and use of weapons. Training gain is equal to ((Lead + War) * 10 / [unit size])
# of Officers: 1+
Limitations: The Training level is capped at 100 through Train actions, the maximum of 110 being only reachable through earning it in battle.
Personal Turns
Personal turns occur once every month or two, and the amount of turns between Kingdom Turns will be decided at the end of each Kingdom turn (in general, Summer and winter will have more PTs then Spring and Fall). During this time each player can send in orders to do things to improve their characters, usually through training, or gaining money for themselves outside of their stipend. This is also when vassal and non-vassal players can do things like move around the map, fight bandits for glory, try to gain relations with NPC country leaders, and other actions.
Players will have a certain amount of AP for each Personal Turn, which is handled by this formula
AP = 100 + (Pol/3) + Rank Bonus
List of actions players can take in a Personal Turn
Apply
Apply to work for a ruler, you may be rejected if you have poor relations with the ruler or have acted against him in the past.
AP: 20
Cost: None
Banquet
Host or visit a banquet, with up to six other characters (PC, NPC or GMNPC). Each PC in attendance will gain bond with every NPC present, with the host receiving an extra amount.
AP: 60 to host, 30 to visit
Cost: 75 gold per person invited (host only)
Limitations:
Relevant stats: Pol, Cha
Relevant skills: Charm
Be Stat Tutored
Receive training in leadership, war, intelligence, politics or charisma from someone superior in ability. Note that less experience is gained the higher your stat.
AP: 50
Limitations:
- Officer teaching the stat must take the Stat Tutor action.
Relevant Skills: None
Be Tutored Tactic
Learn tactics created by other officers. When taught by someone else, the time spent learning will be reduced to 3 months.
AP: 30
Limitations:
- Officer teaching the campaign must take the Tutor Campaign action.
Be Tutored
Learn from a more skilled officer in order to advance one's abilities, learning a new skill in a reduced amount of time.
AP: 50
Limitations:
- Officer teaching the skill must take the Tutor Skill action.
Doctor
Visit a fellow officer and provide medical assistance. Note that an officer can only benefit from one Doctoring session per month.
AP: 40
Relevant skills: Doctor
Hire
Hire a NPC officer or a NP Free Officer into your band. If applicable they will bring with them a number of troops. Having a higher relation with the officer being hired improves chances.
AP: 30
Relevant Abilities: CHA
Relevant Skills: Persuade, Charm
Hunt
You and another character of your choice may elect to go on a hunt together, or you may hunt alone. A hunting partner may be a PC or an NPC, though the latter may choose not to go if bond is not high enough. Your intelligence stat will help you to find prey, and your war stat to kill it, allowing you to sell its meat and fur for money. There is also a chance of finding a dangerous beast or bandits during the hunt, which, if not defeated, could injure the hunters. Victory over them will bring further gold and a small PS boost for your city. Bond can be gained (and lost also, if they are injured) with an NPC when hunting, but it can not exceed 60. Any injuries that occur during hunting will result in losing 15% of stats.
Note: Please note that you can not gain bond with NPCs that have not been found. This applies to all bond gaining actions.
AP: 60
Limitations:
Relevant stats: War, Int
Hunt Bandits
Similar to Hunt, this allows you and some other officers to go hunt down local banditry. The lower the public safety is the more likely you will encounter bandits, and the more of them you will likely face. Victory over them will bring further gold and a small PS boost for your city, this version of Hunt will also improve your relation with the local prefect. Bond can be gained (and lost also, if they are injured) with an NPC when hunting, but it can not exceed 60. Any injuries that occur during hunting will result in losing 15% of stats.
Note: Please note that you can not gain bond with NPCs that have not been found. This applies to all bond gaining actions.
AP: 60
Limitations:
Relevant stats: War, Int
Personal Training
Use up spare time to improve one's abilities, whether it be mental or physical. More experience is gained for lower stats than higher ones.
AP: 50
Recruit
Recruit local populations to serve under your character, only usable by Free Officers.
AP: 50
Relevant Ability: CHA
Relevant Skills: Charm, Persuade
Rest
Take a break from strenuous mental and physical activity so as to recover quicker from injuries. Medic allows for extra healing during this action. Rest is required in order to benefit from an officer performing the Doctor action on your character. Rest may be taken multiple times per turn.
AP: 50
Relevant skills: Doctor
Stat Tutor
If your aptitude in a stat is greater than another character's, you may instruct them for a month, granting them experience in the process. The higher your stat and the lower theirs, the more experience they will gain. You will also gain a small amount of experience in the stat being tutored.
AP: 50
Limitations:
- Officer studying the stat must take the Be Stat Tutored action.
Study Tactic
Come up with a new methodology to make battles a little less ordinary. This will take 4 months per campaign created. When the tactic is 100% finished, send the details of the Campaign in a PM to Ranger900, and he will either approve it while making whatever minor changes are needed or say the study fails if it is very unbalanced to begin with. Please do not send PMs about tactics until your study is finished.
AP: 30
Tutor Tactic
Pass on knowledge of a tactic to another officer.
AP: 30
Limitations:
- Officer studying the stat must take the Be Tutored Tactic action.
Tutor Skill
If you know a skill and another character does not, you may help them learn it more quickly. Tier 1 skills may be tutored in 3 months, Tier 2 skills in 5 months, and Tier 3 skills in 7 months.
AP: 50
Limitations:
- Officer studying the stat must take the Be Tutored action.
Visit NPC
Once you're a bit more familiar with an NPC, you may start visiting him. The chances of him letting you through the door depends on your Bond with him. The amount of bond gained through a visit will depend on your politics and charm stats, and you can gain as much as 20 bond in a visit. The [Charming] skill adds a further 25% to your bond gain (added manually).
AP: 30
Limitations:
Relevant stats: Pol, Cha
Relevant skills: Charm
Work
The officer spends their time doing odd jobs for local merchants and nobles for cash.
AP: 40
Relevant Stats: All
Relevant Skills: Any Orange Skill
Income: Highest Stat/4+[any orange skill bonus]
Apply to work for a ruler, you may be rejected if you have poor relations with the ruler or have acted against him in the past.
AP: 20
Cost: None
Banquet
Host or visit a banquet, with up to six other characters (PC, NPC or GMNPC). Each PC in attendance will gain bond with every NPC present, with the host receiving an extra amount.
AP: 60 to host, 30 to visit
Cost: 75 gold per person invited (host only)
Limitations:
Relevant stats: Pol, Cha
Relevant skills: Charm
Be Stat Tutored
Receive training in leadership, war, intelligence, politics or charisma from someone superior in ability. Note that less experience is gained the higher your stat.
AP: 50
Limitations:
- Officer teaching the stat must take the Stat Tutor action.
Relevant Skills: None
Be Tutored Tactic
Learn tactics created by other officers. When taught by someone else, the time spent learning will be reduced to 3 months.
AP: 30
Limitations:
- Officer teaching the campaign must take the Tutor Campaign action.
Be Tutored
Learn from a more skilled officer in order to advance one's abilities, learning a new skill in a reduced amount of time.
AP: 50
Limitations:
- Officer teaching the skill must take the Tutor Skill action.
Doctor
Visit a fellow officer and provide medical assistance. Note that an officer can only benefit from one Doctoring session per month.
AP: 40
Relevant skills: Doctor
Hire
Hire a NPC officer or a NP Free Officer into your band. If applicable they will bring with them a number of troops. Having a higher relation with the officer being hired improves chances.
AP: 30
Relevant Abilities: CHA
Relevant Skills: Persuade, Charm
Hunt
You and another character of your choice may elect to go on a hunt together, or you may hunt alone. A hunting partner may be a PC or an NPC, though the latter may choose not to go if bond is not high enough. Your intelligence stat will help you to find prey, and your war stat to kill it, allowing you to sell its meat and fur for money. There is also a chance of finding a dangerous beast or bandits during the hunt, which, if not defeated, could injure the hunters. Victory over them will bring further gold and a small PS boost for your city. Bond can be gained (and lost also, if they are injured) with an NPC when hunting, but it can not exceed 60. Any injuries that occur during hunting will result in losing 15% of stats.
Note: Please note that you can not gain bond with NPCs that have not been found. This applies to all bond gaining actions.
AP: 60
Limitations:
Relevant stats: War, Int
Hunt Bandits
Similar to Hunt, this allows you and some other officers to go hunt down local banditry. The lower the public safety is the more likely you will encounter bandits, and the more of them you will likely face. Victory over them will bring further gold and a small PS boost for your city, this version of Hunt will also improve your relation with the local prefect. Bond can be gained (and lost also, if they are injured) with an NPC when hunting, but it can not exceed 60. Any injuries that occur during hunting will result in losing 15% of stats.
Note: Please note that you can not gain bond with NPCs that have not been found. This applies to all bond gaining actions.
AP: 60
Limitations:
Relevant stats: War, Int
Personal Training
Use up spare time to improve one's abilities, whether it be mental or physical. More experience is gained for lower stats than higher ones.
AP: 50
Recruit
Recruit local populations to serve under your character, only usable by Free Officers.
AP: 50
Relevant Ability: CHA
Relevant Skills: Charm, Persuade
Rest
Take a break from strenuous mental and physical activity so as to recover quicker from injuries. Medic allows for extra healing during this action. Rest is required in order to benefit from an officer performing the Doctor action on your character. Rest may be taken multiple times per turn.
AP: 50
Relevant skills: Doctor
Stat Tutor
If your aptitude in a stat is greater than another character's, you may instruct them for a month, granting them experience in the process. The higher your stat and the lower theirs, the more experience they will gain. You will also gain a small amount of experience in the stat being tutored.
AP: 50
Limitations:
- Officer studying the stat must take the Be Stat Tutored action.
Study Tactic
Come up with a new methodology to make battles a little less ordinary. This will take 4 months per campaign created. When the tactic is 100% finished, send the details of the Campaign in a PM to Ranger900, and he will either approve it while making whatever minor changes are needed or say the study fails if it is very unbalanced to begin with. Please do not send PMs about tactics until your study is finished.
AP: 30
Tutor Tactic
Pass on knowledge of a tactic to another officer.
AP: 30
Limitations:
- Officer studying the stat must take the Be Tutored Tactic action.
Tutor Skill
If you know a skill and another character does not, you may help them learn it more quickly. Tier 1 skills may be tutored in 3 months, Tier 2 skills in 5 months, and Tier 3 skills in 7 months.
AP: 50
Limitations:
- Officer studying the stat must take the Be Tutored action.
Visit NPC
Once you're a bit more familiar with an NPC, you may start visiting him. The chances of him letting you through the door depends on your Bond with him. The amount of bond gained through a visit will depend on your politics and charm stats, and you can gain as much as 20 bond in a visit. The [Charming] skill adds a further 25% to your bond gain (added manually).
AP: 30
Limitations:
Relevant stats: Pol, Cha
Relevant skills: Charm
Work
The officer spends their time doing odd jobs for local merchants and nobles for cash.
AP: 40
Relevant Stats: All
Relevant Skills: Any Orange Skill
Income: Highest Stat/4+[any orange skill bonus]
Character Creation
In this game character creation is a bit more complicated then the SimRTK system, being more based off the Romance of the Three Kingdoms VIII rules then anything else. It comes in two/three steps.
Step 1: Traits
Traits are what is used to determine your base starting stats, along with the maximum that you can put into them before the game starts.
The choice of traits, which then determine your stat placement, are
Warrior: Someone who wants to battle at the front, dueling the enemy and cutting down their men.
War: 70/91
Int: 40/74
Pol: 40/76
Cha: 40/74
Bonus: 84
General: A commander of men, and usually an okay fighter
War:65/86
Int: 40/74
Pol: 40/76
Cha: 65/91
Bonus: 82
Intelligence: Most strategists would fit in here, along with plotters
War: 40/73
Int: 70/90
Pol: 40/75
Cha: 40/73
Bonus: 85
Politician: Someone you want running your cities.
War: 40/78
Int: 70/77
Pol: 70/90
Cha: 40/78
Bonus: 98
Charismatic: A good leader, he'll attract soldiers and population to his cause
War: 40/70
Int: 40/76
Pol: 40/70
Cha: 70/94
Bonus: 81
War: 70/91
Int: 40/74
Pol: 40/76
Cha: 40/74
Bonus: 84
General: A commander of men, and usually an okay fighter
War:65/86
Int: 40/74
Pol: 40/76
Cha: 65/91
Bonus: 82
Intelligence: Most strategists would fit in here, along with plotters
War: 40/73
Int: 70/90
Pol: 40/75
Cha: 40/73
Bonus: 85
Politician: Someone you want running your cities.
War: 40/78
Int: 70/77
Pol: 70/90
Cha: 40/78
Bonus: 98
Charismatic: A good leader, he'll attract soldiers and population to his cause
War: 40/70
Int: 40/76
Pol: 40/70
Cha: 70/94
Bonus: 81
So an example character you'd select one of the above archtypes, and then you'd add your various bonus points to your respective stats up to the maximum value (on the right side the /)
Following the placement of stat points, each player gets Skills, of which they can select 4, and tactics, of which they can spend 7 points across. Both of these will be detailed in the post below.
An example character would look like this after bonus points had been spent
Name: Da Meng
Trait: General
War: 86
Int: 45
Pol: 65
Cha: 80
Skills: Infantry, Persuade, Build, Cavalry
Tactics: Berserker III, Spearwall II, Blaze II
Preferred starting region (either place a lords lands (and if you want to serve them or be a free officer in their territory) here, or a specific city as a free officer)
IRC Channel
IRC use is preferred, but not mandatory for this game (at the moment). How to get to the IRC is described below.
Link: Coldfront
Channel: #PRTK
Instructions:
1) Use the link provided above.
2) Choose the Flash app or the Java app.
3) Create a screen name; it’s recommended that you use your forum name, if available.
4) Close the #coldfront channel that opens automatically.
5) In the command box, type “/join #PTRK” without the quotation marks.
Also as a disclaimer, I do not claim to be the creator of nearly any of this content. The majority is based on Koei's Romance of the Three Kingdoms VIII and XI games.
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