Okay, time for round two. Pleas wait until I say you can post to do so, since I might need a few posts for info.
Map of Europe will be used (Total war sized map I guess)
2 turns per year, campaign season and winter. Campaign season is when weather is viable for military actions, winter is when it is not. Actions can still be done in winter but with a higher attrition rate/ more difficult operations yadda yadda yadda.
This will be Change year 45. Most people who lived through the change and remembered it will be elderly and close to death. Your nations will be bigger and better established.
Your choice:
1) Give me a write up of your nation. Please include the name of your nation, some important individuals (advisers of note, important officials, generals, etc;, pick five of these people and they will form your council, which will come into play when you decide to do things like construction projects.) and give a brief history of your nation. I'll give a bonus of up to 5 Command Points if I like your history. The final thing you should include is a list of units. Give me three or four of the line units of your army, and a unique unit, for lack of a better term, that embodies everything about your nation.
2) I think this is important, so it gets its own bullet point, but it needs to be included with your nation information. Kind of in love with EU3 at the moment, so pick yourself a national idea. Explain it to me, and include its perk and drawback. For example, being a militia focused nation would let you use 40% of your population, but of course be limited to using militia, giving you a bigger army and a defensive focus at the expense of foreign conquest.
3) Highlight as much area as you want, within reason. This can be either settled land or just claimed territory. Settled land is the important part, since this is the area where your tax paying peasants will live. Unclaimed land is completely or very near unpopulated, meaning it contributes nothing beyond giving you a place to expand to without fighting for it.
4) Mark your cities. You can have as many cities as you want, but each city after the first will cost you Command Points. Your first city is your capitol, and will have the highest population. The rest will be a random number between 3 and 5 thousand, depending on your description of the city and its purpose in general. This is where the next bonus comes in. The better you describe the history of your placed cities, why it was founded and maybe a few events in its history, the closer you will get to five thousand. If I think your write up is a piece of ****e or you choose not to do one, then you get three thousand. Population is important, will get to that later on.
Playing the game:
1) Your population and Command Points are your most important resources. Population because the more people you have, the bigger your army can be, and the faster you can make big constructions like dockyards or fortifications. Command Points are all other resources combined. Food, materials, weapons, livestock horses, everything like that. Command Points are generated by your Population Number.
2) Every turn, you send your orders to me. Include what you want to do for the next turn, any specifics that you feel need to be included (if there is nothing than I'll do it how I would, which may or may not be ideal for you). I'll write up what happened to your nation and post it after a predetermined length of time. Details can either be general, if nothing important happened that turn, or quite specific, if interesting things happen and I figure out a way to write them up.
3) Please submit your orders by (whenever halfway point between updates is determined), since that gives me time to get off my ass and do them, also since I won't write battles until a day or two before, so I want time to let the attacked player know about the battle and get their battle orders so it's as epic as possible.
Important Stuff
Right off the bat, you have 1 city (your capitol) with a population of ten thousand. Without any modifications, that gives you 3000 manpower for armies (30% of your population). These ten thousand also generate 50 Command Points (1CP-200 people). You also can have a standing army right off the start, no larger than 2000 men. This is a free army, since it doesn't take away from your starting manpower pool, but it still requires upkeep after Update 0(The one where I introduce everyone and set the scene, as it were)
You also start with 200 Command Points. These can be used in any way you can think of, within the logic of the setting. Build forts, add cities, things like that. Talk with me about details, and we can agree on a reasonable price for this endeavour. You can also use some of your starting manpower to recruit additional forces. With that in mind, let's have a look at how the military will work.
Your military is divided into two separate groups, I suppose. The first group is the professionals. These are the soldiers paid to learn the craft of war. They are generally better than militia, though they are more expensive. They are active in both the Campaign season and Winter, though they will be at a reduced effectiveness. The important thing about professionals is that when they are recruited, the men of these units are subtracted from your population, and cannot be replaced unless they are disbanded. So they are more effective in war but they take away from your economic ability.
The second Group is militia. They are a group of citizens who agree to spend a portion of their time drilling and practicing. They are obligated to report for duty when their ruler calls them up, and can make an effective force if they are defending their homelands. They are less keen on fighting in foreign invasions though, and must be returned in the Winter Season because their obligation for service has ended. Important information about them is listed here: First, they require no upkeep in friendly territory during the campaign season. Second, they are not removed from the labour pool, and continue making money for you, unless they are actively engaged in duty. So if you have three units of militia, then they can keep making you money unless they are called to fight. Third, if they are kept active into the Winter Season (I will automatically dismiss them unless you tell me otherwise) then they will require pay like Professionals. This applies for foreign invasions as well.
I think that's everything. If you have any questions, please ask.
Map of Europe will be used (Total war sized map I guess)
2 turns per year, campaign season and winter. Campaign season is when weather is viable for military actions, winter is when it is not. Actions can still be done in winter but with a higher attrition rate/ more difficult operations yadda yadda yadda.
This will be Change year 45. Most people who lived through the change and remembered it will be elderly and close to death. Your nations will be bigger and better established.
Your choice:
1) Give me a write up of your nation. Please include the name of your nation, some important individuals (advisers of note, important officials, generals, etc;, pick five of these people and they will form your council, which will come into play when you decide to do things like construction projects.) and give a brief history of your nation. I'll give a bonus of up to 5 Command Points if I like your history. The final thing you should include is a list of units. Give me three or four of the line units of your army, and a unique unit, for lack of a better term, that embodies everything about your nation.
2) I think this is important, so it gets its own bullet point, but it needs to be included with your nation information. Kind of in love with EU3 at the moment, so pick yourself a national idea. Explain it to me, and include its perk and drawback. For example, being a militia focused nation would let you use 40% of your population, but of course be limited to using militia, giving you a bigger army and a defensive focus at the expense of foreign conquest.
3) Highlight as much area as you want, within reason. This can be either settled land or just claimed territory. Settled land is the important part, since this is the area where your tax paying peasants will live. Unclaimed land is completely or very near unpopulated, meaning it contributes nothing beyond giving you a place to expand to without fighting for it.
4) Mark your cities. You can have as many cities as you want, but each city after the first will cost you Command Points. Your first city is your capitol, and will have the highest population. The rest will be a random number between 3 and 5 thousand, depending on your description of the city and its purpose in general. This is where the next bonus comes in. The better you describe the history of your placed cities, why it was founded and maybe a few events in its history, the closer you will get to five thousand. If I think your write up is a piece of ****e or you choose not to do one, then you get three thousand. Population is important, will get to that later on.
Playing the game:
1) Your population and Command Points are your most important resources. Population because the more people you have, the bigger your army can be, and the faster you can make big constructions like dockyards or fortifications. Command Points are all other resources combined. Food, materials, weapons, livestock horses, everything like that. Command Points are generated by your Population Number.
2) Every turn, you send your orders to me. Include what you want to do for the next turn, any specifics that you feel need to be included (if there is nothing than I'll do it how I would, which may or may not be ideal for you). I'll write up what happened to your nation and post it after a predetermined length of time. Details can either be general, if nothing important happened that turn, or quite specific, if interesting things happen and I figure out a way to write them up.
3) Please submit your orders by (whenever halfway point between updates is determined), since that gives me time to get off my ass and do them, also since I won't write battles until a day or two before, so I want time to let the attacked player know about the battle and get their battle orders so it's as epic as possible.
Important Stuff
Right off the bat, you have 1 city (your capitol) with a population of ten thousand. Without any modifications, that gives you 3000 manpower for armies (30% of your population). These ten thousand also generate 50 Command Points (1CP-200 people). You also can have a standing army right off the start, no larger than 2000 men. This is a free army, since it doesn't take away from your starting manpower pool, but it still requires upkeep after Update 0(The one where I introduce everyone and set the scene, as it were)
You also start with 200 Command Points. These can be used in any way you can think of, within the logic of the setting. Build forts, add cities, things like that. Talk with me about details, and we can agree on a reasonable price for this endeavour. You can also use some of your starting manpower to recruit additional forces. With that in mind, let's have a look at how the military will work.
Your military is divided into two separate groups, I suppose. The first group is the professionals. These are the soldiers paid to learn the craft of war. They are generally better than militia, though they are more expensive. They are active in both the Campaign season and Winter, though they will be at a reduced effectiveness. The important thing about professionals is that when they are recruited, the men of these units are subtracted from your population, and cannot be replaced unless they are disbanded. So they are more effective in war but they take away from your economic ability.
The second Group is militia. They are a group of citizens who agree to spend a portion of their time drilling and practicing. They are obligated to report for duty when their ruler calls them up, and can make an effective force if they are defending their homelands. They are less keen on fighting in foreign invasions though, and must be returned in the Winter Season because their obligation for service has ended. Important information about them is listed here: First, they require no upkeep in friendly territory during the campaign season. Second, they are not removed from the labour pool, and continue making money for you, unless they are actively engaged in duty. So if you have three units of militia, then they can keep making you money unless they are called to fight. Third, if they are kept active into the Winter Season (I will automatically dismiss them unless you tell me otherwise) then they will require pay like Professionals. This applies for foreign invasions as well.
I think that's everything. If you have any questions, please ask.