The Royal Court:
Country Name: (The name of your empire, kingdom, or ethnic group)
Ruling House: (The reigning dynasty of your kingdom)
Ruler: (Your monarch or chief elected representative)
Heir: (The chosen heir and successor to your state)
Authority: (How much legitimacy and power you have within your realm, organized from; Minimal, Weak, Average, Strong, and Almighty)
Claimants: (The alternatives to you and your chosen heir; can be other sons or daughters, powerful relatives, or influential nobles/neighbors)
Factions and Claimants:
Faction Name: (Factions can take many forms, from powerful noble Houses, ethnicities, religious groups/sects, or court political parties)
Leader: (The most prominent leader of the faction)
Influence: (How much support and power they have in the kingdom, organized from; Irrelevant, Weak, Moderate, Influential, and Dominant)
Happiness: (How content they are with the ruler and reigning House, organized from; Feud, Angry, Ambivalent, Content, and Harmonious)
Threat: (Threat is calculated by Influence subtracted by Happiness: if it matches or exceeds the score of the authority of the ruling house, there is a potential for revolt. Likewise, claimants compare their combined influence/happiness against the authority of the ruler themselves)
The Treasury:
Tax/Tribute Income: (The regular income you receive from the farmers, fishers, herders, craftsmen, and nobility in your realm)
Trade Income: (Income received from your trade routes and controlled entrepots)
Military Upkeep: (The expenses incurred from the maintenance of your Retinues and Armed Levies)
Government and Court Expenses: (5% of your income for Petty Kingdoms, 10% for Kingdoms, 15% for Empires, and +5% for each unhappy faction in your country)
Stored in Treasury: (Coin, treasure, and loot stored from surplus from previous turns)
Available to Spend This Turn: (The total available to spend after expenses and prior surplus)
Merchant Parties and Caravans: (How many merchants are available for trade missions this turn)
Controlled Entrepots: (Major international trade hubs under your control)
Goods Produced: (Strategic and trade goods produced by your kingdom)
Trade Deals: (Your currently negotiated trade deals with other kingdoms)
Council of War:
Major Settlements: (Cities, Towns, and Settlements of Note in your kingdom, with their respective populations)
Total Levy: (Total population available for recruitment, including the Armed Levy and the general peasantry)
Armed Levy: (Part-time warriors, they have half the full maintenance cost of their units but can only be raised for Seasonal Campaigns without potential discontent)
Naval Levy: (Fleets available to be raised: Ships require half of their recruitment cost in maintenance)
Retinue: (Full time professional warriors, they have a full maintenance cost but can be used freely in any campaign as well as providing protection for your ruler)
Base Unit Cards:
Light Infantry:
2 Silver per Warrior + 1 Iron
Archers:
4 Silver Per Warrior + 1 Wood
Heavy Infantry:
5 Silver per Warrior + 3 Iron
Light Cavalry:
8 Silver Per Warrior + 5 Iron
Horse Archers:
10 Silver Per Warrior + 1 Wood
Heavy Cavalry:
20 Silver Per Warrior + 10 Iron
Cataphracts:
40 Silver Per Warrior + 20 Iron
War Elephants:
1,000 Silver Per Elephant
Ship Cards:
Coracle/Currach: Crew of Two
5 Silver per Boat + 2 Wood
Karvi/Knarr/Galley/Dhow: Crew of 26
100 Silver Per Ship + 10 Wood
Snekkja/War Galley/War Dhow: Crew of 42
200 Silver Per Ship + 20 Wood
Skeið/Dromon/Sambuk: Crew of 80
350 Silver Per Ship + 35 Wood
Drakkar/Imperial Dromon/Baghlah: Crew of 150
800 Silver Per Ship + 50 Wood
Sarado said:It sure will be by the time I'm done.
Woohoo, found Montenegro!Captured Joe said:Sir, the Balkan Friendship Pact is this way.
Players:
Teo: Kingdom of Vestfold
Ben: Papal States
Curio: Khazaria
Fredelios: Custom Viking
Angelsachsen: Strathclyde
Sarado: Aquitaine
Moose: Cordoba
Alfred: Wessex
Mahud: Byzantines
Rocco: Connacht
Ev: Big Gay
Pixel: Magyars
Grikiard: Custom Viking
Grimmend: Jarldom of Hålogaland
Dago: Republic of Amalfi
Blacktide: Abbasid Caliphate
Bluehawk: Rurik
Hark: Sons of Ragnar
Draorn: West Francia
The Royal Court:
Country Name: (The name of your empire, kingdom, or ethnic group)
Ruling House: (The reigning dynasty of your kingdom)
Ruler: (Your monarch or chief elected representative)
Heir: (The chosen heir and successor to your state)
Authority: (How much legitimacy and power you have within your realm, organized from; Minimal, Weak, Average, Strong, and Almighty)
Claimants: (The alternatives to you and your chosen heir; can be other sons or daughters, powerful relatives, or influential nobles/neighbors)
Factions and Claimants:
Faction Name: (Factions can take many forms, from powerful noble Houses, ethnicities, religious groups/sects, or court political parties)
Leader: (The most prominent leader of the faction)
Influence: (How much support and power they have in the kingdom, organized from; Irrelevant, Weak, Moderate, Influential, and Dominant)
Happiness: (How content they are with the ruler and reigning House, organized from; Feud, Angry, Ambivalent, Content, and Harmonious)
Threat: (Threat is calculated by Influence subtracted by Happiness: if it matches or exceeds the score of the authority of the ruling house, there is a potential for revolt. Likewise, claimants compare their combined influence/happiness against the authority of the ruler themselves. Organized from Low, Medium, and High)
The Treasury:
Tax/Tribute Income: (The regular income you receive from the farmers, fishers, herders, craftsmen, and nobility in your realm)
Trade Income: (Income received from your trade routes and controlled entrepots)
Military Upkeep: (The expenses incurred from the maintenance of your Retinues and Armed Levies)
Government and Court Expenses: (5% of your income for Petty Kingdoms, 10% for Kingdoms, 15% for Empires, and +5% for each unhappy faction in your country)
Stored in Treasury: (Coin, treasure, and loot stored from surplus from previous turns: Plunder gained from raiding is deposited directly here)
Available to Spend This Turn: (The total available to spend after expenses and prior surplus)
Merchants:
Merchant Parties and Caravans: (How many merchants are available for trade missions this turn)
Controlled Entrepots: (Major international trade hubs under your control)
Goods Produced: (Strategic and trade goods produced by your kingdom)
Trade Deals: (Your currently negotiated trade deals with other kingdoms)
Council of War:
Total Levy: (Total population available for recruitment)
Armed Levy: (Part-time warriors, they have half the full maintenance cost of their units but can only be raised for Seasonal Campaigns without potential discontent)
Naval Levy: (Fleets available to be raised: Ships require half of their recruitment cost in maintenance)
Retinue: (Full time professional warriors, they have a full maintenance cost but can be used freely in any campaign as well as providing protection for your ruler)
Base Unit Cards:
Light Infantry: Lightly equipped infantry, usually armed with sword, spear, or axe, and defended only by a shield and helmet.
2 Silver per Warrior + 1 Iron
Archers: Ranged infantry wielding bows, crossbows, javelins, darts, or slings. Typically lightly armored or un-armored.
4 Silver Per Warrior + 1 Wood
Heavy Infantry: Armored infantry, armed with swords, spears, or axes, and armored with reinforced leather, chain, or lamellar.
5 Silver per Warrior + 3 Iron
Light Cavalry: Horse riders equipped with swords, axes, or spears and either unarmored or in light armor such as cloth or leather.
8 Silver Per Warrior + 5 Iron
Horse Archers: Cavalry specialized in archery from the saddle, typically lightly armored.
10 Silver Per Warrior + 1 Wood
Heavy Cavalry: Well-armored cavalry on larger horses, they wield swords, axes, or lances, and are armored in chain, scale, or lamellar.
20 Silver Per Warrior + 10 Iron
Cataphracts: The heaviest armored warriors in the world, these mounted soldiers are girded in combinations of the finest chain and lamellar armor for unparalleled protection.
40 Silver Per Warrior + 20 Iron
War Elephants: Hailing from the savannas of Africa or the jungles of the Far Orient, these fearsome beasts are the most terrible weapon of war in the pre-modern world, equivalent to tanks of the modern day, and often heavily armored. Nonetheless, they require painstaking (and expensive) training from birth to be tamed for war, and are prone to run amok if spooked.
1,000 Silver Per Elephant
Ship Cards:
Coracle/Currach: [Crew of Two] The smallest of all boats, these simple boats are lightweight frames of interlacing wood stretched over with leather to form a vessel. They are suitable for riverine or coastal voyages, and for those brave enough cross-strait crossings, and can be easily carried overland by a single person, but they can only hold two people afloat per boat.
5 Silver per Boat + 2 Wood
Karvi/Knarr/Galley/Dhow: [Crew of 26] Oft designed and destined for trade, not war, these ships nonetheless are capable of filling in the battle line when called upon for war. They are steady troop transports and supply ships, but are not the best handling when it comes to the tight turns and heavy jostling of ships in battle.
100 Silver Per Ship + 10 Wood
Snekkja/War Galley/War Dhow: [Crew of 42] The mainstay of many fleets, these ships can carry a respectable crew of warriors, and their sailing characteristics are better suited to swift maneuvers and steady platforms in battle.
200 Silver Per Ship + 20 Wood
Skeið/Dromon/Sambuk: [Crew of 80] The center of any naval battle line, these are the true warships, capable of carrying large crews of armed soldiers and holding their own in the crush of battle as well as weathering the storms of long voyages.
350 Silver Per Ship + 35 Wood
Drakkar/Imperial Dromon/Baghlah: [Crew of 150] The pride of any chief, king, or emperor who owns them, these are the largest ships afloat, capable of carrying in excess of a hundred men across great distances and through terrible battles unscathed. They are often richly decorated, and serve as the flagship for the commanding lord or admiral.
800 Silver Per Ship + 50 Wood
Almalexia said:Players:
Ev: Big Gay