#1 Mad Renaissance STGOD Final Rules Nation Info, and OOB
Posted: Mon Oct 24, 2011 6:39 pm
Hi everyone!
So, I figure we are advanced enough through that people should be able to start putting up their nations. I have included here the full rules, which will be kept updated through an errata page in this thread (so I dont force you to re-download the PDF every stinking time I tweak something, especially because as the game progresses, I will be putting out little fires and adding helpful examples from play to illustrate things).
[hr]
Land Statistics: You have 26 points, each of these is on a 1-10 scale, though as you advance, they can increase higher than this limit.
Size:How large your territory spans, in increments of 2 provinces.
Resources:A measure of the natural resources, be it iron, wood, fish, wool etc.
Connectivity: How connected your territories are by roads, paths. Alsop how urbanized the state is..
Economy: How strong the barter and good to currency exchange economy is.
Connectivity and Economy can be increased by spending a number of Florins equal to (Current rating)x(1+1/2 economy or connectivity[whichever is not the one being raised])x5000 .
Resources and Size increase only by conquest. For each new province you conquer, your resource score increases by (Conquered Nation's Base resource score/number of provinces+bonus to that province's score due to a particular resource in high supply)
Bonuses to Resources will be assigned to particular provinces based on geographic and historical criteria, and will be applied to a player's Resource score at game start. These bonuses however do NOT average in to the above equation. They are applied to Florins Per Season. Economy will get similar bonuses, and are applied the same way, and are added to the conquering player's economy score upon successful conquest of an affected province.
Derived statistics: The are statistics derived from Land Statistics
Military statistics derived this way are for starting military only.
Feudal Army (SA):(Resources+Size) x 60000 Florins
This is the portion of an army composed of men called to serve as part of the Feudal Burden. Any given regiment requires 10-connectivity (minimum of 1) weeks to be called into service. No upkeep is required when they are not active for less than a season, as they have already been paid as part of their recruitment and are in effect paying for the favors granted by their noble patron. Keeping them beyond a season of active service however requires that they be paid 2.5%% of their recruitment cost for each additional season.
Professional Army (M): (Connectivity + Economy) x 50000 Florins
These soldiers are professionals. They may be citizen soldiers (Yeoman) or they may be locally recruited mercenaries (Condotta). Their upkeep cost is 2.5% of their total recruitment cost per season and they are available year round.
City Guard/Emergency Levies: (½ Connectivity + ½ Economy) x 7000 Florins, per city
Standing garrisons are for walled cities only. You can assume you have this in point value for soldiers for each walled city, available immediately upon that city being besieged. It basically represents the local constabulary, and however many bows, guns, spears etc a walled city might have on hand to shove into the arms of the population in defense if the city is attacked without sufficient warning to call for additional soldiers. These soldiers are paid locally, and as a result, no upkeep is required.
Fortifications: Every geographic region is assumed to have at least 1 walled city (for example, Tuscany would have Florence as a walled city, while northern Italy would have Milan, SE England would have London etc). The number of walled cities within a geographic region increases by 1 at 7 connectivity and another is gained at 10. Stand alone military fortifications (read: castles/device forts/bastions) are purchased from a pool of points equal to ((Resources+Economy) x size) x 20000) with availability of specific components and the cost of those components based on Art and Technology respectively. Default fortifications for a city are 12 meters high and 3 meters thick with square towers (round towers are an additional 3000 Florins from the fortification allotment) 4 meters thick and 16 meters high. 4 gatehouses are present, one on each cardinal direction, and consist of a rounded flank-tower complex (see Siege Guide) 20 meters high, and 6 meters thick. You may apply upgrades to walls and towers, or expand these defenses at their usual cost. Note that tower and wall-section specific upgrades are in this case done per wall facing. For example, it would be assumed that if you had towers capable of holding cannon, you could place cannon on them, and bombard siegeworks on that facing.
Defaul
Army Travel Speed: Armies may move between regions based upon that region's connectivity. It takes [14-connectivity] days to move from one geographic region to one adjascent. Minimum of 3. If the territory in question is controlled by another power, the average of the two scores is used.
Florins per Season From Internal Tax Revenue=((1+½ connectivity) X Economy) +((1+½ Resources) X Size) x 1000 Florins
Feudal Tax Levie=((1+½ Resources) X Size)x1000 Florins, useable 1 season per year.
Florins per Turn from Exports: High resource states do more exporting rather than importing of raw materials, while high economy states export finished goods. This produces a number of Florins per Season equal to Resources+Economy x1000
Production Capacity: This is the ability of your state to produce weapons, armor, Ornithopters for sale or transport to another state. It is calculated as ((1+½ Resources) X Size) x 25000 florins. You pay 1/2 of the total recruitment cost of any soldiers recruited in this way, while the player purchasing the weapons pays 75% normal recruitment costs (in effect, soldiers cost 1.25 x their normal cost). The terms of the economic exchange (how much you make from this) are between you and the other player. The industrial capacity sum is spent from your normal budget accordingly.
Renaissance Statistics: These are on a 1-10 scale, as above. You have 26 points to spend, and your investments will be modified by land statistics and may go over ten.
Technology A measure of the advancement in industrial technologies such as metallurgy. (If average of Economy and Conectivity is greater than 6 +1, if greater than 8, +2) Higher scores open up new military units, and increase the effectiveness of others. The average of artistry and technology also affects the ability of a state to Jury Rig solutions to certain problems on the fly (such as creating a countermeasure to a new siege engine). If such a counter-measure is conceived of by the player, a base chance of 50% exists that the solution can work or be built correctly. This is modified by the GM for difficulty, and by this average at a rage of 5% per averaged score.
Art: A measure of craftsmanship, both military and civilian.(If average of Economy and Conductivity is greater than 6 +1, if greater than 8, +2) Higher scores can open up new military units increase the effectiveness of others, and offer certain optional upgrades to existing units. Also assists in placating angry populations and securing your power base in the event of a difficult succession etc.
Finance: The degree to which financial innovation is advanced in the economy. (If the average of economy and resources is greater than six, finance is increased by 1, if greater than 8, +2). The primary purpose is determining how safe it is for lenders to lend money to the state, a higher score lowers interest rates on loans used to spend Florins over and above your quarterly budget.
(1=40%,2=35%. 3=30%, 4=25%, 5=20%, 6=15%, 7=10%, 8=5%, 9=4%, 10=3%). Loan payments (1/4th balance+ interest) are due at the next season unless an extension is granted, default on loan obligations lowers your finance score by 1. Increases can be made to finance only through making and taking out loans, and successfully collecting upon or paying them back. You must successfully collect or pay back 2 loans x Current finance score in order to increase said score by 1. Loans between states are possible, however this is done by guaranteeing a loan from a private bank. The lending state takes a loan at their interest rate and gives it to the borrowing state at whatever interest rate they wish. However, if the borrowing state defaults (damaging their finance score), the lending state is left holding the bag. Unless otherwise specified, loans are taken from the Medici Bank, which will begin the game with 2 million florins in assets, which grows by a stable 5% annually. Failure to pay back loans or make other arrangements (such as giving a province to Florence of the loan's value or somesuch) may lead to the bankruptcy of the bank.
Politics: The machiavellianity (thank you Havoc for this word) displayed in your political system. (If the average of size, connectivity and economy is greater than six, increase this stat by 1, if greater than 8 +2) A low score does not stop a player from being clever, but has other in-game effects, and cleverness will provide a modifier to any plot . High scores increase the chance of any external plot working, and affects the chances of detecting and foiling a plot committed inside your territory by another state. (roll of 3d6 +0 on a politics score of 5, -1 for each point below, +1 for each point above. Opposed rolls). It also effects how well conquered territories are integrated, and how the population will respond to upsets. In the event that you conquer a territory, every season for the the next year, there is a base chance of 50% that the territory in question will rebel (any militia within the territory defect to rebels, garrisons will select their own leaders and refuse to follow orders) leaving only standing army and mercenaries obeying your commands, and forcing you to re-take the territory. This chance decreases by 5% per point in the average of Politics and Art. In the event of a natural disaster, politics will also help in maintaining the order and productivity of the state within the territory in question. A difficulty will be set by the GM if a natural disaster strikes, and a roll of 3d6 will be forced, with Politics, and Art scores providing a bonus equal to average between their scores. Failure will mean the loss of all Florins produced in that territory that season (proportionate to the number of territories you control).
Note on Attrition: Battlefield attrition can force capitulation of smaller states. Huge battlefield upsets with a casualty threshold based on the number of men lost, and the size of the nation in question, can cause political turmoil. Politics must then be used to deal with this using checks identical to those for natural disasters. On three cumulative failures of these checks (once failures-successes=3), a leader who refuses to come to terms will be ousted in favor of one who WILL. These however reset after a two in game year period. Mercenaries do not count against this threshold.
Threshold:(Sizex10000 casualties)
Renaissance statistics are increased in several ways. Politics cannot be raised using monetary investment, but only by successfully carrying out or countering a plots (1 per current score. So, to go from 5 to 6 requires 5 successfully machinations of sufficient magnitude that GM permits it to count. The same goes for avoiding negative fallout from disasters, and putting down rebellions without military force. FInance has already been described. Art and technology are increased the same way economy and connectivity are: by spending a number of Florins equal to (Current rating)x(1+1/2 Art or Technology [whichever is not the one being raised])x1000 .
[hr]
Errata:
The cost for Hand Cannon troops is reduced by 2000 Florins
The cost for Harquebus troops is reduced by 2000 florins
If you want cities with concentric walls: You get them for a fixed cost. If you cannot, you get the minimum listed under fortifications. This is not expansive however, for balance reasons. If your city had a double wall, you take the default fortifications and add a second tier ten meters higher, and 1 meter thicker 20 meters behind the first set. Same thing for a triple wall like constantinople. Concentric tiers of defense may only be taken if the defenses were purpose built that way. But not if the walls were expanded as the city grew. You pay 40 thousand florins from your fortifications allotment for each subsequent layer of fortifications. If you wish to include any historic citadel inside the city (such as the tower of London), you pay that out of the your usual fortification allotment at its cost. So the city of Constantinople will cost a total of 80 thousand florins.
Upkeep for units has been decreased to 2.5%
Starting military has increased to better reflect contemporary army sizes
Naval unit costs are inclusive of their soldier compliments. However, they need to be light infantry, and are sailors and thus not... suited...to land combat. You can suppliment them with land-bound troops, but must pay for those normally. Any sailors you press into land-bound service suffer -2 to attack and defense, as they are not accustomed to land combat tactics. They are baseline ONLY. No purchased upgrades need apply. What is meant by this, is that the sailors on a ship are armed, but the ship can also transport that same number of land-bound infantry. However, land bound infantry do not fight well at sea, and suffer a -2 penalty to attack and defense on ship
Cannon get all relevant upgrades purchased, and transfer at a rate of 1 unit of cannon per unit of ship. However, even though this leads to a certain mathematical inconsistency, any ships stripped of their guns in this manner are bereft of their guns.
On the Stacking of Templates: It is possible to stack melee and ranged templates. Doing so adds 5000 Florins to the unit cost. It also doubles training time. Something I somehow managed to not mention in the original document: Light infantry takes 1 month to train, medium infantry takes a season. Heavy infantry takes 6 months. Double this for stacking templates, as they have to learn two completely different sets of skills. There is also a certain transition time when they switch between modes. It takes time to sling an arbalest over one's back and draw a war-hammer, during which time, they may be particularly vulnerable, this is context dependent, and completely up to common sense and the GMs magnanimity. When they are in a certain mode, they gain the bonuses and penalties for being in that mode. So a heavy shield guy with a crossbow has a -2 morale penalty when attacked by cavalry if he has not put that crossbow away before shock. Any penalties which are independent of actual weaponry also apply, and this may be context dependent. Lastly, there are certain weapon classes which may not be stacked. Pikes are an example of this. Because of the formation pikemen fight in, and because their weapons are particularly cumbersome, they may not be stacked with a ranged weapon. A melee weapon must have the capacity to be easily put away or safely put down for this to be effective.
Additionally, there are opportunity costs. With dedicated archers, you can still use them to shoot the enemy while your infantry pins them. You cannot do this if you are using your heavy infantry as ranged troops.
For non-infantry/cavalry, construction and training times are equal to 1 week per thousand florins of cost, rounded up to the nearest season (13 weeks, 26 weeks, 39 weeks, 52 weeks)
Ships have been re-statted so that things less than galleon size are not irrelevant. Carrack attack value increased to 38, galleon attack value decreased to 40
So, I figure we are advanced enough through that people should be able to start putting up their nations. I have included here the full rules, which will be kept updated through an errata page in this thread (so I dont force you to re-download the PDF every stinking time I tweak something, especially because as the game progresses, I will be putting out little fires and adding helpful examples from play to illustrate things).
[hr]
Land Statistics: You have 26 points, each of these is on a 1-10 scale, though as you advance, they can increase higher than this limit.
Size:How large your territory spans, in increments of 2 provinces.
Resources:A measure of the natural resources, be it iron, wood, fish, wool etc.
Connectivity: How connected your territories are by roads, paths. Alsop how urbanized the state is..
Economy: How strong the barter and good to currency exchange economy is.
Connectivity and Economy can be increased by spending a number of Florins equal to (Current rating)x(1+1/2 economy or connectivity[whichever is not the one being raised])x5000 .
Resources and Size increase only by conquest. For each new province you conquer, your resource score increases by (Conquered Nation's Base resource score/number of provinces+bonus to that province's score due to a particular resource in high supply)
Bonuses to Resources will be assigned to particular provinces based on geographic and historical criteria, and will be applied to a player's Resource score at game start. These bonuses however do NOT average in to the above equation. They are applied to Florins Per Season. Economy will get similar bonuses, and are applied the same way, and are added to the conquering player's economy score upon successful conquest of an affected province.
Derived statistics: The are statistics derived from Land Statistics
Military statistics derived this way are for starting military only.
Feudal Army (SA):(Resources+Size) x 60000 Florins
This is the portion of an army composed of men called to serve as part of the Feudal Burden. Any given regiment requires 10-connectivity (minimum of 1) weeks to be called into service. No upkeep is required when they are not active for less than a season, as they have already been paid as part of their recruitment and are in effect paying for the favors granted by their noble patron. Keeping them beyond a season of active service however requires that they be paid 2.5%% of their recruitment cost for each additional season.
Professional Army (M): (Connectivity + Economy) x 50000 Florins
These soldiers are professionals. They may be citizen soldiers (Yeoman) or they may be locally recruited mercenaries (Condotta). Their upkeep cost is 2.5% of their total recruitment cost per season and they are available year round.
City Guard/Emergency Levies: (½ Connectivity + ½ Economy) x 7000 Florins, per city
Standing garrisons are for walled cities only. You can assume you have this in point value for soldiers for each walled city, available immediately upon that city being besieged. It basically represents the local constabulary, and however many bows, guns, spears etc a walled city might have on hand to shove into the arms of the population in defense if the city is attacked without sufficient warning to call for additional soldiers. These soldiers are paid locally, and as a result, no upkeep is required.
Fortifications: Every geographic region is assumed to have at least 1 walled city (for example, Tuscany would have Florence as a walled city, while northern Italy would have Milan, SE England would have London etc). The number of walled cities within a geographic region increases by 1 at 7 connectivity and another is gained at 10. Stand alone military fortifications (read: castles/device forts/bastions) are purchased from a pool of points equal to ((Resources+Economy) x size) x 20000) with availability of specific components and the cost of those components based on Art and Technology respectively. Default fortifications for a city are 12 meters high and 3 meters thick with square towers (round towers are an additional 3000 Florins from the fortification allotment) 4 meters thick and 16 meters high. 4 gatehouses are present, one on each cardinal direction, and consist of a rounded flank-tower complex (see Siege Guide) 20 meters high, and 6 meters thick. You may apply upgrades to walls and towers, or expand these defenses at their usual cost. Note that tower and wall-section specific upgrades are in this case done per wall facing. For example, it would be assumed that if you had towers capable of holding cannon, you could place cannon on them, and bombard siegeworks on that facing.
Defaul
Army Travel Speed: Armies may move between regions based upon that region's connectivity. It takes [14-connectivity] days to move from one geographic region to one adjascent. Minimum of 3. If the territory in question is controlled by another power, the average of the two scores is used.
Florins per Season From Internal Tax Revenue=((1+½ connectivity) X Economy) +((1+½ Resources) X Size) x 1000 Florins
Feudal Tax Levie=((1+½ Resources) X Size)x1000 Florins, useable 1 season per year.
Florins per Turn from Exports: High resource states do more exporting rather than importing of raw materials, while high economy states export finished goods. This produces a number of Florins per Season equal to Resources+Economy x1000
Production Capacity: This is the ability of your state to produce weapons, armor, Ornithopters for sale or transport to another state. It is calculated as ((1+½ Resources) X Size) x 25000 florins. You pay 1/2 of the total recruitment cost of any soldiers recruited in this way, while the player purchasing the weapons pays 75% normal recruitment costs (in effect, soldiers cost 1.25 x their normal cost). The terms of the economic exchange (how much you make from this) are between you and the other player. The industrial capacity sum is spent from your normal budget accordingly.
Renaissance Statistics: These are on a 1-10 scale, as above. You have 26 points to spend, and your investments will be modified by land statistics and may go over ten.
Technology A measure of the advancement in industrial technologies such as metallurgy. (If average of Economy and Conectivity is greater than 6 +1, if greater than 8, +2) Higher scores open up new military units, and increase the effectiveness of others. The average of artistry and technology also affects the ability of a state to Jury Rig solutions to certain problems on the fly (such as creating a countermeasure to a new siege engine). If such a counter-measure is conceived of by the player, a base chance of 50% exists that the solution can work or be built correctly. This is modified by the GM for difficulty, and by this average at a rage of 5% per averaged score.
Art: A measure of craftsmanship, both military and civilian.(If average of Economy and Conductivity is greater than 6 +1, if greater than 8, +2) Higher scores can open up new military units increase the effectiveness of others, and offer certain optional upgrades to existing units. Also assists in placating angry populations and securing your power base in the event of a difficult succession etc.
Finance: The degree to which financial innovation is advanced in the economy. (If the average of economy and resources is greater than six, finance is increased by 1, if greater than 8, +2). The primary purpose is determining how safe it is for lenders to lend money to the state, a higher score lowers interest rates on loans used to spend Florins over and above your quarterly budget.
(1=40%,2=35%. 3=30%, 4=25%, 5=20%, 6=15%, 7=10%, 8=5%, 9=4%, 10=3%). Loan payments (1/4th balance+ interest) are due at the next season unless an extension is granted, default on loan obligations lowers your finance score by 1. Increases can be made to finance only through making and taking out loans, and successfully collecting upon or paying them back. You must successfully collect or pay back 2 loans x Current finance score in order to increase said score by 1. Loans between states are possible, however this is done by guaranteeing a loan from a private bank. The lending state takes a loan at their interest rate and gives it to the borrowing state at whatever interest rate they wish. However, if the borrowing state defaults (damaging their finance score), the lending state is left holding the bag. Unless otherwise specified, loans are taken from the Medici Bank, which will begin the game with 2 million florins in assets, which grows by a stable 5% annually. Failure to pay back loans or make other arrangements (such as giving a province to Florence of the loan's value or somesuch) may lead to the bankruptcy of the bank.
Politics: The machiavellianity (thank you Havoc for this word) displayed in your political system. (If the average of size, connectivity and economy is greater than six, increase this stat by 1, if greater than 8 +2) A low score does not stop a player from being clever, but has other in-game effects, and cleverness will provide a modifier to any plot . High scores increase the chance of any external plot working, and affects the chances of detecting and foiling a plot committed inside your territory by another state. (roll of 3d6 +0 on a politics score of 5, -1 for each point below, +1 for each point above. Opposed rolls). It also effects how well conquered territories are integrated, and how the population will respond to upsets. In the event that you conquer a territory, every season for the the next year, there is a base chance of 50% that the territory in question will rebel (any militia within the territory defect to rebels, garrisons will select their own leaders and refuse to follow orders) leaving only standing army and mercenaries obeying your commands, and forcing you to re-take the territory. This chance decreases by 5% per point in the average of Politics and Art. In the event of a natural disaster, politics will also help in maintaining the order and productivity of the state within the territory in question. A difficulty will be set by the GM if a natural disaster strikes, and a roll of 3d6 will be forced, with Politics, and Art scores providing a bonus equal to average between their scores. Failure will mean the loss of all Florins produced in that territory that season (proportionate to the number of territories you control).
Note on Attrition: Battlefield attrition can force capitulation of smaller states. Huge battlefield upsets with a casualty threshold based on the number of men lost, and the size of the nation in question, can cause political turmoil. Politics must then be used to deal with this using checks identical to those for natural disasters. On three cumulative failures of these checks (once failures-successes=3), a leader who refuses to come to terms will be ousted in favor of one who WILL. These however reset after a two in game year period. Mercenaries do not count against this threshold.
Threshold:(Sizex10000 casualties)
Renaissance statistics are increased in several ways. Politics cannot be raised using monetary investment, but only by successfully carrying out or countering a plots (1 per current score. So, to go from 5 to 6 requires 5 successfully machinations of sufficient magnitude that GM permits it to count. The same goes for avoiding negative fallout from disasters, and putting down rebellions without military force. FInance has already been described. Art and technology are increased the same way economy and connectivity are: by spending a number of Florins equal to (Current rating)x(1+1/2 Art or Technology [whichever is not the one being raised])x1000 .
[hr]
Errata:
The cost for Hand Cannon troops is reduced by 2000 Florins
The cost for Harquebus troops is reduced by 2000 florins
If you want cities with concentric walls: You get them for a fixed cost. If you cannot, you get the minimum listed under fortifications. This is not expansive however, for balance reasons. If your city had a double wall, you take the default fortifications and add a second tier ten meters higher, and 1 meter thicker 20 meters behind the first set. Same thing for a triple wall like constantinople. Concentric tiers of defense may only be taken if the defenses were purpose built that way. But not if the walls were expanded as the city grew. You pay 40 thousand florins from your fortifications allotment for each subsequent layer of fortifications. If you wish to include any historic citadel inside the city (such as the tower of London), you pay that out of the your usual fortification allotment at its cost. So the city of Constantinople will cost a total of 80 thousand florins.
Upkeep for units has been decreased to 2.5%
Starting military has increased to better reflect contemporary army sizes
Naval unit costs are inclusive of their soldier compliments. However, they need to be light infantry, and are sailors and thus not... suited...to land combat. You can suppliment them with land-bound troops, but must pay for those normally. Any sailors you press into land-bound service suffer -2 to attack and defense, as they are not accustomed to land combat tactics. They are baseline ONLY. No purchased upgrades need apply. What is meant by this, is that the sailors on a ship are armed, but the ship can also transport that same number of land-bound infantry. However, land bound infantry do not fight well at sea, and suffer a -2 penalty to attack and defense on ship
Cannon get all relevant upgrades purchased, and transfer at a rate of 1 unit of cannon per unit of ship. However, even though this leads to a certain mathematical inconsistency, any ships stripped of their guns in this manner are bereft of their guns.
On the Stacking of Templates: It is possible to stack melee and ranged templates. Doing so adds 5000 Florins to the unit cost. It also doubles training time. Something I somehow managed to not mention in the original document: Light infantry takes 1 month to train, medium infantry takes a season. Heavy infantry takes 6 months. Double this for stacking templates, as they have to learn two completely different sets of skills. There is also a certain transition time when they switch between modes. It takes time to sling an arbalest over one's back and draw a war-hammer, during which time, they may be particularly vulnerable, this is context dependent, and completely up to common sense and the GMs magnanimity. When they are in a certain mode, they gain the bonuses and penalties for being in that mode. So a heavy shield guy with a crossbow has a -2 morale penalty when attacked by cavalry if he has not put that crossbow away before shock. Any penalties which are independent of actual weaponry also apply, and this may be context dependent. Lastly, there are certain weapon classes which may not be stacked. Pikes are an example of this. Because of the formation pikemen fight in, and because their weapons are particularly cumbersome, they may not be stacked with a ranged weapon. A melee weapon must have the capacity to be easily put away or safely put down for this to be effective.
Additionally, there are opportunity costs. With dedicated archers, you can still use them to shoot the enemy while your infantry pins them. You cannot do this if you are using your heavy infantry as ranged troops.
For non-infantry/cavalry, construction and training times are equal to 1 week per thousand florins of cost, rounded up to the nearest season (13 weeks, 26 weeks, 39 weeks, 52 weeks)
Ships have been re-statted so that things less than galleon size are not irrelevant. Carrack attack value increased to 38, galleon attack value decreased to 40