What is Renaissance Kingdoms?Edit
The Renaissance Kingdoms is a game of power and ambition. Within a community of gamers in a small village, you will move up the hierarchy, to grow your wealth and gain influence, without ever falling in the esteem of your fellow citizens. Only a subtle balance between friendship and betrayal, compromise and work you will become rich and powerful, an undisputed leader of a kingdom of thousands of souls.
It will show you take and virtuous, while cunning and ruthless. However, you may prefer to ignore all human folly and live in Epicurean, enjoy the fresh air, and warm atmosphere and good child-taverns, and mosey on sunny roads Realms.
A role play game
The Renaissance Kingdoms is primarily a role-play. You play a character endowed with characteristics (strength, intelligence, charisma) that evolve during the game variables, which are adjusted daily to feed your character and create a good reputation for yourself. There’s a monitor in which you can view the levels at which the character experiences hungry, happiness and reputation. Additionally, the character has an inventory to store items purchased at the market or manufactured, enabling it to increase its capacity.
A management game
The Renaissance Kingdoms is also a management game. Your character starts penniless stranger in a village. Throughout the levels, it acquires titles, jobs, careers, properties, fields, lands, houses, and shops, which it must manage to grow. Your character must also make an effort to integrate into the life of the community, and/or get involved in the administration of her/his village/county/kingdom, in order to influence political and economic decisions. You must also manage the life of your character, to ensure her/her/his health, make sure she/he does not die of hunger, and it develops its features seamlessly.
A strategy game
The Renaissance Kingdoms is finally a game of strategy and diplomacy. You must distinguish yourself among your peers if you want to get to the top of the pyramid, by cunning, charisma, money, or force. Different ways are possible: you can convince your friends to follow you in a furious revolution, you can more discreetly trying to influence policy in your money or your lobby, or you can shamelessly cooperate with the authority in place to carve out a piece of the pie.==How does the game?== The Renaissance Kingdoms is a free game, playable over the Internet, which requires no download or install any software: the game takes place entirely online. If your computer is connected to the Internet, and your browser (Internet Explorer, Netscape, etc.) accepts cookies, you just need to connect to the site of Renaissance Kingdoms and open an account.
The Renaissance Kingdoms is a short game, in that it does not require much of your time: in five minutes and few clicks every day, you set the game and the actions that your character will perform during the day. You can also find your friends online and chat through your avatar in the virtual tavern.
The Renaissance Kingdoms is a game that is played by level: your character, after a certain number of days of play, whether it fulfils the necessary conditions, access to higher education. New game play possibilities and new screens are then available to him, and new objectives assigned to win even one level.
The Renaissance Kingdoms is a game ever made: it currently has four levels, but if players want and if the balance of the game are not disrupted, new levels can be added so that more advanced players can continue in their progress.
The page where you can manage your character. It is accessible by clicking on the face of your character on the page of the village. From your menu, you can consult the ideas of your character, faith, career, and the beliefs of their faith.
Disobeying or showing you revolting.
Delving into your inventory, use or to sell any of the items in your possession. The offer is then visible to the market.
Dress your character, by first putting clothes in her/her/his wardrobe.
You have access to information about your character, her/his health, her/his characteristics, her/his money, and reputation points.
My Property page allows you to manage your assets:
You can check the status of your various holdings, working in your fields or creating a job have someone else work them. Job offers are visible through the town hall.
You can visit your workshop.
You can store items or money in your property inventory.
At the market you can buy most products, especially food, which not only calm your hunger, but also increase your attributes.
You can buy products from two different origins:
Products sold by players
Products sold by the city.
Products Reserved by player.
Player posts their desire for a specific product at a specific price and pays money up-front. Players can view requests and decide if they want to sell for that price.
When you buy a product, you are charged immediately. The product appears in your inventory, however, that after a quarter of an hour.
It is also possible that the product never appears in your inventory: Another player could buy just before reset within one quarter of an hour, you purchased a product that is already unavailable. Rest assured that you will be refunded in full.
Reserve product for another player-only player and person the product is reserved for can see the product.
At City Hall, you have access to information on the village and its inhabitants. You can:
Search for work, see job openings and apply.
Voting in municipal elections in your village (accessible only from level 1+) and even file your application
Consult the polls during elections.
You keep abreast of the Mayor's policy, messages and follow its advice.
At church, you can:
Working for the parish, which ensures a low income (5 ECU) but increases your reputation (1 point of reputation).
Giving alms to beggars, which can increase your reputation (once every four you gain 1 point of reputation).
Make the sleeve, which may decrease your reputation.
Make a secure retirement for those who could not connect for a few days (weekends, holidays): your character is rested and fed, housed, milled free. However, it earns money or points of reputation or characteristics during this period, and the work in its fields, shops are not performed: the animals are not fed, and its fields are not maintained unless the City Council your village has enabled guarding animals, in which case they will be fed.
Attend the mass, which increases your happiness and faith.
Make confessions to decrease sins and melancholia. The confessor is paid per hour The Priest can set a mandatory minimum donation for the confessions between 0 and 5 pounds. It is forbidden to book more than 4 slots at the confessional for the same day and/or the same character.
You can choose the two sins which will be reduced when going to confess You can see the sins that the confessor will be able to reduce more efficiently In order to reduce a sin to 0, a confessor must have master the corresponding virtue
The tavern is the perfect place for sociability. You can meet your friends over a pot or make new acquaintances. Specifically, you can eat there, or sit at a table, a drink and chat with your neighbors.
You can execute various commands, preceded by the sign "/" to perform certain actions:
"/ all glass" providing a general tour. You offer your fellow diners and yourself a drink. Only those who have ticked the box "refuse alcohol content" do not drink.
"/ login glass": a drink to login. You offer a drink to the person of your choice.
"/ glass loginPerso": you order a drink. Attention drinking glasses makes drunk! Everyone knows it takes but do we care enough? Being drunk and unable to work to make many actions for a variable time. But it also feels so happy when we drank ... However, you can refuse glasses (check box).
"/ meal 1" or "/ 2 meals: you order one of two courses to choose from. The landlord has taken care to prepare a balanced menu based on fresh market produce.
Cons a hundred crowns you can even open a tavern to attract customers happy and fine-mouth and make the most animated of the village.
In your village, you have access to one of these three resources: the fish via fishing in the lake, the woods, through the exploitation of the communal forest, or fruit, through the cultivation of orchard. The nature of the material usable depends village but their distribution is balanced at the county level.
In The Bailiwick you can:
Meet the Adviser to the Duke / Count to next level
See who are members of the Council of the Duchy / County and what is their function
Voting in elections DUKES/ COUNTS (option only available from level 1)
Access to University (accessible only from level 2). You can study or teach, knowing that all UK universities do not provide the same courses, you will certainly travel through the duchies and counties. The rector, appointed by the Count, is responsible for organizing the courses of the university and to fix the salaries of teachers.
You can also access this screen from two other locations:
The court, where you can see the ongoing trials or those whose sentence has already been made. You can also visit prisons and provide prisoners with oranges. Two board members have a particular role: the Prosecutor, and instituting and conducting the trial Judge, who closes. If you want to complain, you must send a letter to your county attorney. At trial, the accused may file two arguments, and call two witnesses at court, as the defence.
The university, which is useful from level 3, and for which a detailed explanation is available later in this guide.
From this screen, you can achieve two very important actions for work and move. Work: you can find a job in the mines of gold or iron or stone quarries in the county. If you can not find employment, you can also choose to work at RMI (Revenue Minimum Inter-Duchy), whose value is determined by the county council. Getting around: you can view a list of towns and counties Realms, glean information (population, location) and know the surroundings of the Areas Classified where your character is. In addition, you can choose which way or where you want to go, knowing that the movements are realistic, they are closer and closer and a trip lasts one day.
The My Mail is just the inbox and sent messages of your character. From your account, you can send a message to any other player Renaissance Kingdoms. Safe and effective way to communicate, but also of conspiring to foment unrest, threaten or condemn.
The My Profile page allows you to enter a description of your character (description RP) and yourself (HRP description). You can also specify by keywords separated by semicolons, your interests. This page is visible to other players Renaissance Kingdoms, when they click on your login, for example from the My Friends page or from the Town Hall. This way you can meet more easily with players whom you can have affinities, thereby increasing your circle of influence and friends.
The sponsorship is done from the My friends. You must enter the email address of the person you are sponsoring. An e-mail it is automatically sent.
The sponsorship has two advantages:
It saves you money: ECU 10 are offered each time a new godson part, which is not negligible, especially at 0. Note however, that money is not paid if the person comes from the same computer you used for the sponsor and the premium is withdrawn if your godson dying without having played the game These two measures are put in place to fight against the temptation to create lots of MCC.
It allows you to gain influence: the importance of your character depends a lot on his tree sponsorship: the character has more of godchildren, who themselves godchildren, etc.. More has the character of influence. He can play this influence during elections or revolts.
Note: to receive this award from ECU 10, it is mandatory that the sponsored person does not login from the same computer as the sponsor.
Two kinds of events occur that affect your character:
The predetermined events: you receive messages informing you of success in a job, purchase or sale of certain items, moving from one level of death from an animal ...
The random events that occur according to the state of your character (mood, BAC, state of health). These random events are of different types: change in your features, strokes of luck, bad luck ...
Property and MovingEdit
The character of Kingdoms is a landowner, deeply rooted in its soil. However, it can sometimes take her desire to start a new life elsewhere, far from his Duchy / County of origin and the tower that he was born and grow. To do this, he can move: he abandoned farm and workshop and partly on roads Realms find good fortune in a Duchy / County sunniest. He loses everything but gains freedom. There is one case where the character can move in retaining his property and his property in his village of arrival: if the village of arrival is described as "stand by". Vaillant colon, participating actively in the growth and influence of the Kingdom, it is normal to be funded by the Roy. I even heard that in the villages stand in the first ten levels reached 1 received a bonus of 40 crowns ... But beware, only a move of this kind is allowed per week.
Travels and Travel:Edit
Although the figure is installed in a village, it is possible to travel through the lands flourishing kingdoms, to visit a distant friend, or see the country. In the screen Duchy / County, just click on "move" and then choose the destination village, or a direction. The movements are realistic: the geography of Kingdoms is quite close to the geography of Europe, and the character can move only by degrees. It is thus sometimes several days to connect two villages, especially if there is no direct route. The distance unit in the Renaissance Kingdoms is the node (equivalent to about ten miles). Each character can move two knots (twenty miles) per day, with the exception of the noble horse, which can move three knots. Moreover, robbers, gangsters, marauders and mercenaries prowl the roads, and may at any time deprive the unfortunate traveller who ventures. Instead of removal, displacement does not imply that the character loses his property: it stays in his village of origin and may at any time to hire people to work on their farms (which it obviously can not work) . Getting around takes a day, during which he can not work.
The main business daily and your character is to sustain. If you do not feed every day, your character is weakened and its characteristics and its level of happiness decreases. The character also becomes less efficient in his job and eventually die.
To eat, you have two solutions:
The Tavern: you can eat there, or sit at a table, a drink and chat with your neighbours.
Market: you can buy food on sale either by the mayor, or by other players. Once purchased, the product is in the inventory of your character, do not forget to eat.
These products meet more or less hungry, and also have an influence on your character lescaractéristiques:
|Food||Points of Hunger||Intelligence||Strength||Charisma|
The rule for food is as follows: Early in the day, your character is hungry, hungry for points (PF) are 2. To reduce them and bring them back to 0 (fed state), he should eat one or more foods, knowing that:
bread, a piece of meat, fish or a meal at the tavern diminish its PF 2
maize, fruit, vegetable or milk to reduce its PF 1
The character, to relieve his hunger, and must eat 1 bread per day, or milk, and corn, maize or two. At the end of the day, depending how the character was fed two cases:
the character is reduced to its PF 0. In this case, its status changes to the next level (or remains at maximum).
whether the character has FP positive (1 or 2), in which case its status changes to lower level (for PF 1) or two levels below (PF 2).
The different states of a person are, in descending order before the death in shape, tired, weak, starving, skeletal, dying. Thus, character formatting that forgets to eat one day wakes up the next low. If it feeds correctly then it goes to the end of the day tired state, then the next day, he still eats his fill, he returned to form in the state. It is therefore more difficult to improve his state than to see deteriorate.
Money and WorkEdit
Work is the primary means of earning money. If you are not working to your account in your farm or in your shop, you can always find work:
In mines or quarries in the county: the work you do for the Duchy / County, reported a day of work, about 8 crowns the same day and 8 more coins at the end of the week.
In the village you can go and exploit the resources of the village to fish from the lake, going to pick orchard or cutting wood in the forest.
In the barracks you can get involved in the militia of the village or the Duchy / County, when recruiting.
At the town hall you can apply for jobs, renewed daily, so that other players offer more advanced. Wages fluctuate according to supply and demand. Not sure of landing the job you are applying: the employer may require an employee to have certain characteristics, a certain level. If two players who meet requirements, applying for the same offer, one that has the highest charisma wins the bid.
At the church you can work for your parish. Salaries are modest (5 ECU), but it is generally seen with your fellow citizens that you indulge in pious actions, your reputation may increase (1 point of reputation).
Ultimately, if you can not find a job, you can subscribe to the RMI (Revenue Minimum Inter-counties), since the screen Work County. Another, more simple to earn money is to sponsor a new player. In the My friends, you can invite a new player to try the Renaissance Kingdoms. You win when ECU 10.
An important parameter of your character is its reputation. His reputation points are determined by the influence that your character performs in the community, donations and good deeds that can realize its assistance to other players, how he invests for the good of the community. The reputation points are divided into two classes: the reputation points themselves, and trust points. To change levels, you must meet a number of reputation points, which should not be all points of trust. To earn reputation points, you can go:
At the church, give money to beggars
At the church, working for the parish
In your operation, hire an employee, through a bid for mayor.
Trust is a variable that comes into account the influence of your character and in the calculation of its reputation points. The trust points are points of known individuals, that are useful to pass the levels (and usually less expensive to acquire). In general, you need a number of PR, of which half (or less) can be trust points. For these trust points, we need another player gives you confidence. We must therefore make friends and exchange points and confidence. To give confidence to another player, you must click on the login, such as the tavern or on the lists of people visible in the town hall. The form of the character appears, and allows a link to "give confidence" to this character. Each player can assign more than 2 trust points per week (available points on Sunday in the day). Be careful, you can not grant trust points frequently to the same person. The standard limits the number of trust points that you can receive:
Level 0: 3 points
Level 1: 17 points
Level 2: 30 points
Death is, according to rumours, a state of most distressing or annoying, which you may unfortunately be confronted by stupidity if you forgot to feed yourself. In this unfortunate case, if you no longer bear the cruel tortures inflicted by Satan and his minions, or if you are tired of spending your days sitting blissfully on a piece of cloud, you can always lodge an appeal with the resurrection God, by pressing the button "resurrected" from the homepage. Obviously the good god is not the position, and St. Peter (or Cerberus, as appropriate) will charge a toll of 10 points in each attribute (strength, intelligence and charisma).
The items present in the Renaissance Kingdoms are four types:
Food (bread, corn, fruit, meat, milk, fish, vegetable): These are consumer goods, which are needed daily for the survival of characters
Raw materials (corn, wheat, pigs or carcasses of cows, wool, flour, balls of wool, hides): These are intermediate goods produced in general by the characters in their properties, sold to people Higher Level 2 for the work and they turn it into food or speciality items.
The special items (clothing, tools, ...) are the property of transformation, that is to say, they are useful for people to improve their yields, their machines or changing levels.
Weapons are items that only the county can buy the characters over level 2, which have developed the right skills to equip their forces or their militias.
Players can obtain these items in two ways: by producing (in their farms or in their shops) or by purchasing them at market or fair.
The Features and UsefulnessEdit
The main features of character are of 3 types:
Intelligence: they determine the number of trips you can perform on the resource map. Depending on whether you are more or less intelligent, you can move several times and find the place that has the best returns. Items of intelligence can also increase yields of wheat fields and vegetable gardens, as well as milking, if the worker is provided.
Force: they determine your comfort to move more or less far, or high. Depending on whether you are more or less "strong", you can reach locations with higher yields. They can also increase yields of wheat fields and corn if the worker is provided.
Charisma: they allow you on the market, if you sell at the same price as other players, sell faster or slower than them. When a player decides to buy a product at a fixed price, many sellers may then be in competition. The vendor with the highest charisma wins the market. Similarly, if more players wish to purchase a single product, the player with the most charisma wins the bet. This is exactly the same on the job market. During the successful revolt, the most charismatic character takes the lead and finds himself mayor.
The forest allows villagers to provide timber. One logger per tree is allowed. It must be fast to get the best returns. Next his mind, a player can test different boxes, moving from one to another. The number of trips that can carry varies by law: 1 + Intelligence/10 (rounded below)
|Tree||Strength||RendMin (cubic meters)||RendMax (cubic meters)|
|Fir||0 to 4||3||5|
|Poplar||5 to 9||4||5|
|Beech||10 to 14||5||6|
|Oak||15 to 19||5||7|
To cut the wood's character should be provided with an ax. Two possible ways to acquire:
Buy an ax from a blacksmith. In this case the ax has a lifespan of about 50 uses, and to take it to sharpen (the blacksmith) every 20 uses approx.
Take the town hall. Local councils have a stock of axes they can lend to the villagers to go cut wood. These axes, very well maintained by the municipal services, have a life virtually infinite, and must be brought to sharpen all uses about 100. But beware, borrowing an ax to the town hall at a cost: it takes one cubic meter of wood each loan.
Fishing takes place on a map covered with a square grid of 400 squares (20 by 20). Two features play in the returns: the intelligence and strength. The productivity of a box is a random variable, and changes every day (the card is reset every day). It is calculated using algorithms which you are described below:
Yields a day's fishing are calculated in percentages, 100% corresponding to fishing for a fish. Thus, a block may have a yield of 87% for example, this means that the angler has won at the end of the day 87% of a fish. As this is not a whole fish, called this figure the balance. This gain is stored in the database: if another time (tomorrow or another day) the player back and he catches fish on a square performance 92%, for example, it gets late in the day 92% + 87% or 179%, 1 fish and a remainder of 79%. It can then sell the fish market and he retains his balance for a future fishery.
The density of fish increases with distance from the coast over the fisherman goes fishing on the high seas, he brings more fish. But to reach the most remote ordered, it is necessary to have the strength: the fishermen with 0 strength may fish only along the coast (squares intercept 0), with 1 in strength they can go fishing on boxes ordered 1 with 2 strength on the radio ordered 2, and so far ordered 20 boxes, we can achieve that with 20 in strength. It should be noted however that from the y 6, the fisherman has to buy a boat if he wants to fish further.
Yields along an axis are not identical: they vary between a minimum and a maximum, the precise figure is drawn at random. The character can move along a line of cases, that is to say that the player can change the horizontal axis of the fisherman, according to his intelligence. Thus, if the character is between 0 and 4 in mind, he can move only once (he may try 2 boxes). If it has between 5 and 9, it can move 2 times, and so on by increments of 5 points of intelligence. It can test the box on which he wants to fish, and select the most productive.
Yields following rows and columns are, in summary, calculated as follows: if y is the ordinate of the box (the box closest to the coast at an ordinate of 0, box over an orderly 1, etc..), the minimum return (Min %) and the maximum yield (Max %) of a radio will be ordered from:
|Force||Min (%)||Max (%)|
The gathering takes place in an orchard covered with a grid of 300 boxes. Two features play in the returns: the intelligence and strength. The productivity of a box is a random variable, and changes every day (the card is reset every day). It is calculated using algorithms which you are described below:
Yields one-day gathering are calculated in percentages, 100% corresponding to the picking of fruit. Thus, a block may have a yield of 163% for example, this means that the gatherers have won at the end of day 1 fruit and 63% of a second fruit. As the balance is not a whole fruit, it is stored in memory and the next time the player will pick the fruit, the remainder will be added to the percentage of the collection day.
The cases are classified according to different colours, in ascending order of productivity: purple, blue, red, green and yellow. The squares of the same colour can have different yields, which oscillate between maximum yield and minimum return dependent on the colour of the box.
According to his strength, a character can choose a box of one colour: 0 to 4 points of Strength, it can only go on the purple boxes, between 5 and 9 points of Strength, he can go on the blue boxes, between 10 and 14 points of Force on the red cells, between 15 and 19 points of Strength, on the green boxes and finally from 20 Points of Force on the yellow.
However, it needs to buy a small scale to achieve the red boxes, and a large scale for green and yellow boxes.
Next his mind, a player can test different boxes, moving from one to another: if between 0 and 2 points of Intelligence, he can test 2 boxes, 3 boxes of 3 if and 5 points of Intelligence, 4 boxes of 6 and 8 points of Intelligence, and so on 3 in 3.
Finally, one player can occupy a box if the box is already taken, the player must select another, the displacement is not taken into account.
Yields the following boxes are, in summary, calculated as follows: the minimum return (Min in%) and the maximum yield (Max in%) of a box level there will be:
|Color||Necessary force||Min (%)||Max (%)|
|Violet||0 to 4||120||140|
|Blue||5 to 9||139||179|
|Red||10 to 14||144||204|
|Green||15 to 19||148||228|
Level 0: VagabondEdit
At the beginning of the game, you play as a vagabond, a bare-feet, which does nothing but force of arms. You can survive in this state, if you wish, working just enough to sustain you. But you can also eat more high ambitions and raise a little money, develop a circle of friends, you integrate into the community and buy your first farm. Level 0 is a transition level, very short (one to two weeks maximum) that allows new players to familiarize themselves with the game it represents only 10% of the functionality available in the Renaissance Kingdoms, and therefore it does no good to dwell on it! This level can be an opportunity to discuss with its neighbours, ask them for advice, and discover a little about your village and its region.
To finish the level 0 and proceed to level 1, you must save ECU 90 and collect 5 points of reputation (including a maximum of 3 points can be trusted). You earn the crowns by working or begging, and you'll earn reputation points to the church or expanding your circle of friends. Once achieved, do not forget to visit the Counsellor of the Duke / Earl, the Castle, to obtain your residence permit and buy your first farm.
Level 1: FarmerEdit
At level 1, you are no longer a bare-feet, you've got a brilliant residence permit and you have a small property provided with an operation to adjust. You're always a foreigner, but you have new rights (you can vote and you run for office) and you have new opportunities to extend your influence in the game
To finish the level 1 and go to level 2, you must save 500 ECU, amassing 35 points of reputation (of which more than half can be trust points), 20 have three characteristics and be dressed in breeches, a shirt and trousers. Once achieved, do not forget to visit the Counsellor of the Duke / Earl, the Castle, to get your citizenship and develop your first business.
At level 1, you have a property which you have chosen the operation in the Counsellor of the Duke / Earl, one of the following:
Initially, only one field is constructed. You have the choice at level 1, purchase a second parcel for 500 crowns, and adjust as you see fit but the productivity of the second field is smaller: it reduces overall to fourth if the second field is a culture, and 15% in the case of a farm. You can always rearrange one of your fields, to change the culture, it will cost 50 crowns without the cost of maintenance of the field (example: purchasing a bag for the sowing of a beast, etc. ). You can also sell your plots on the land market, visible to the City Council: transactions are settled once a day for fields that have been sold for more than 12 hours. For maintenance, each piece requires a work whose nature depends on the progress of culture. You can do this work yourself, or make an offer to hire a seasonal, visible at the town hall. This second way is costing you money, but frees you from your work day and increases your reputation. A coefficient, Quality, determines the efficiency with which work is done on the parcel. This factor, initially at 50%, is increased by the characteristic corresponding to the task, which has one working on the parcel (owner or seasonal) in a ratio 1:4. Four points in the characteristic proper-saving 1% For example, if the task is a physical task, the feature used is the strength of the worker. If one working on the plot to 8 in force, the quality factor was 52%. However, the bonus given by the quality characteristics can not exceed 5% per share on the field. Finally, given the percentages, calculation of efficiency can lead to rounding. These are rounded randomly on a weighted 2 decimal places, as it is the second field. For example, 3.50 is equally likely converted to 3 or 4, 4.75 has three chances in 4 of rounding to 5.
Wheat is a staple. It is redeemed by Meunier, who transforms into flour in a 1:1 ratio (one bag of wheat gives a bag of flour).
The cultivation of wheat takes place over 10 days:
The first day he must plough (related work force).
The 2nd day we must sow (work related to intelligence). Note: Remember to keep a sack of wheat in inventory of your property to be used for planting.
From the 3rd to 9th day wheat growing normally.
The 10th day should be harvested (work related to force).
"At rest" field of wheat quality by 50%
After ploughing, you can bring the quality up to 55%, if one who has worked at least 20 points of strength.
After sowing, you can bring the quality up to 60%, if one who has worked at least 20 points of intelligence.
After harvest, you can bring the quality up to 65%, if one who has worked at least 20 points of strength.
A total for 65% of quality you must collect 60 points, strength (40 maximum) and intelligence (20 maximum).
The quality of the field is limited to 65%. The are rounded to whole number. Yields are related to the strength and intelligence of workers (Force Points (FP) + points of Intelligence (PI) 3 at work on the field).
Since it takes 4 points of intelligence or force to increase the quality of 1%, the yield calculation is as follows:
50%: 16 x 0.50 (basic quality or 50%) = 8 bags of wheat
55%: 16 x 0.55 (for 20 points (FP or IP), or 55%) = 8 bags of wheat
60%: 16 x 0.60 (for 40 points (FP and / or IP), or 60%) = 9 bags of wheat
65%: 16 x 0.65 (for 60 points (FP and IP), or 65%) = 10 bags of wheat
Corn is a food, it brings to one who uses a point of hunger (it takes two a day).
Maize lasts a full week (7 days):
The first day he must plough and sow (related work force). Remember to keep a bag for planting!
The corn grows then for 5 days.
The 7th day he must harvest (related work force).
"At rest" the corn field has a quality of 50%.
After planting you can bring quality to 55%, if one who has worked 20 in strength.
At harvest you can bring quality to 60%, again, if one who has worked 20 in strength.
Yields are related to the strength of workers. Knowing it takes 4 points of strength to increase the quality of 1%, the calculation of the quality is as follows:
50%: 38 x 0.50 (with 0 point force) = 19 bags of maize
55%: 38 x 0.55 (with 20 points Force) = 20 bags of maize
For 60%: 38 x 0.60 (with 40 points Force) = 22 bags of maize
The vegetable brings to people who use it a point of hunger (it takes two a day) and a point of charisma.
Vegetable cultivation takes place over 5 days:
The sowing is done automatically, so there is nothing for 4 days.
On day 5, it must be harvested (work related to intelligence).
"At rest" the field of vegetable quality by 50%
At harvest you can bring the quality up to 55%, if one who has worked at least 20 points in intelligence.
The characteristics used are limited to 20 therefore impossible to have more than 4 vegetables.
Since it takes 4 points of intelligence to increase the quality of 1%, the calculation of the quality is as follows:
50%: 8 x 0.5 (for 0 points of intelligence, or 50%) = 4 vegetables
55%: 8 x 0.55 (for 19 points of intelligence, or 55%) = 4 vegetables
Buy a cow costs 45 crowns. You can have up to 4 cows in a field. A cow has several characteristics:
Its weight according to its weight, the carcass of the cow will be worth more or less at the butcher
His age: a cow has a life expectancy of 17 days on average, however the date of death is uncertain. We saw cows die very young, and I even heard of a cow that died would be the canonical age of 93 days ...
Its production of milk a cow is full after three days. If you have several cows and you decide to be milked, milking applies to all cows, whether solid or not, and requires a working day. The intelligence of the person who milks (employee or owner) affects the number of bottles produced milk a cow produces a full bottle if the employee has no intelligence. Otherwise, output responds to the equation: P = 1 bottle * (1 + Intelligence/20)
Think to feed the cows every day (which is free), otherwise, their weight decreases, they may even die of malnutrition. Conversely, a well-fed cow has a daily grazing, a chance to see the fifteen weight increase. More cow is pregnant, its carcass is more expensive, it is best to wait until the cow has grown well before the slaying. However, beware: more cow ages, his death is approaching. Thus, a cow that has grown 3 times during his life, produced 4 units slaughter carcass. A cow that has grown 2 times that produced only 3 units carcass. A unit of carcass of cow permits, once sold to a butcher, to produce 2 pieces of meat, while a pig carcass does produce a piece of meat pigs, however, grow faster and better than cows. Milking or slaughter needs to provide a day's work. It must also have in the inventory of his property a knife during slaughter, and a bucket during milking, no matter who works on the farm (the owner or a seasonal). Knowing that a bucket is on average 24 milking cows (ie 6 strokes if the breeder has 4 cows), but the duration is variable, a bucket can not break in the middle of an action trafficking, and the captain's shirt measuring 3.14 ounces, I leave you calculate the fortune of the house Milka.
Buy a pig costs 25 crowns. You can have up to 4 pigs in a field. A pig has several characteristics:
Its weight according to its weight, the carcass of the pig will be worth more or less at the butcher.
His age: a pig has a life expectancy of 12 days on average, however the date of death is uncertain. We saw pigs die very young, and I even heard of a pig who allegedly died at the venerable age of 93 days ...
Think to feed the pigs every day (free), otherwise, their weight decreases, they may even die of malnutrition. There are two ways to feed a pig, you can either:
let him wander into his lair and eat what he wants. In this case, he has five chances in eighteen swell during the day,
or give him corn (purchased by such market). In this case, five out of nine chances to grow in the day. A pig consumes 1 spike per day.
More pig is larger, its carcass is expensive, so it is better to wait until the pig has grown well before the slaying. However, beware: the more the pig ages, his death is approaching. A pig that has grown 5 times to produce 6 units of carcass meat which a butcher could take a piece of meat (carcass per unit course). Kill a pig needs to provide a day's work. It must also have in the inventory of his property a knife, no matter who works on the farm (the owner or a seasonal).
Buy a sheep costs 35 crowns. You can have up to 4 sheep in a field. A sheep has several characteristics:
Its weight according to its weight, the skin of sheep will be worth more or less at the weaver (plus it is fat, it produces more skin).
His age: a sheep has a life expectancy of 10 days on average, however the date of death is uncertain. We have seen sheep die very young, and I even heard of a sheep who allegedly died at the venerable age of 93 days ...
Its production of wool sheep needs to be mowed after 4 days. If you have many sheep and you decide to mow, mowing applies to all sheep, they have long hair or not, and requires a working day. The intelligence of the person who mows (employee or owner) affects the number of balls of wool produced: a long-haired sheep produces a ball if the employee has no intelligence. Otherwise, output responds to the equation: P = 1 ball * (1 + Intelligence/20)
We must think of feeding the sheep every day (which is free), otherwise, their weight decreases, they may even die of malnutrition. Conversely, a sheep properly fed has a certain probability that the weight increase (on average, once every 3 days of grazing). More sheep's fat, her skin is more expensive, it is best to wait until the sheep have grown well before the slaying. However, beware: more sheep ages, his death is approaching. Thus, a sheep that has grown 3 times during his life, produced for slaughter 3 skins. A sheep that has grown only 2 times produces only 2 skins.
The animals usually go through the statements: "dying", "skinny", "thin", "normal", "chubby", "fleshy", "fat", "paunchy", "American style".
Level 2: ArtisanEdit
At level 2, you became a craftsman in your village, more honorary distinction. You can now you choose a profession and incorporate a corporation which gives considerable importance to the governing bodies of the village or county. In addition, you multiply your income and you can extend your property by purchasing up to two fields.
To finish the level 2 and go to level 3, you must save ECU in 1600, having played two different jobs or have raised ECU 2500. We must also get 100 reputation points (including a maximum of 30 points can be trusted) to have 60 to all features, as well as 120 points or intelligence, or charisma. You must also dress in breeches, shirt, belt, socks, hat and a pair of shoes, toes or boots. Once achieved, do not forget to visit the Counsellor of the Duke / Earl, the Castle, for your nobility.
At level 2, you become a craftsman. You live more in a simple house, but in a shop or workshop, where you usually work (you can of course continue to hire people to work in your farm), you can choose between several businesses:
You can choose to work every day at your job to produce a maximum of food, or just occasionally, if the market is saturated or if you prefer to work the land of another player, you engage in the military, fishing, fruit picking or chopping wood.
The baker baked, oh what a surprise, the bread, he has made with flour (and a little water, certainly, but it is free and very good quality throughout the UK). Bread is a staple food, it provides 2 points when hunger to consume. With a bag of flour is kneaded three loaves, and can handle up to twelve bags per day. They can generate up to 36 loaves a day, an activity which occupies the day. To feed his furnace, he needs wood, a cubic meter of wood for two sacks of flour.
The miller turns the wheat into bags of flour sacks. The bag of flour is a staple food, is sold at market to be purchased by bakers, which transform into three loaves of bread. The miller in turn can grind up ten sacks of wheat per day for ten sacks of flour.
The butcher can transform the carcasses of cow and pig meat. Meat gives 2 points and 2 points Hunger Force. Butchers can turn into a day or 5 quintals of cow meat pieces 10 or 10 half hundredweight of pork into 10 pieces of meat. However they can not work and pork and beef in the same day.
The blacksmith can make various iron objects such as:
A bucket wheel: With three buckets rimless, a cubic meter of wood and a kilo of iron ore, the blacksmith can produce three buckets a day.
A knife With a kilo of iron ore and one cubic meter of wood, the blacksmith makes three knives in a day's work, used by farmers to slaughter their animals.
An axe, which is manufactured in several stages. Firstly, a kilo of iron ore and one cubic meter of wood, it produces a kilogram of raw iron. It then runs a non-forged blade with a kilo of raw iron and a cubic meter of wood. Then he fashioned a blade sharpened axe not using a new cubic meter of wood. It adapts (or makes adapting the carpenter) a handle for a non-sharp hatchet, he finally takes care of sharpening. Thus, the manufacture of an axe takes five working days.
A sword, which also manufactures several steps. It transforms a blade not forged blade sharpened sword not using a cubic meter of wood. With a kilo of raw iron and a sword blade not sharpened it produces a non-sharpened sword, which he attends then sharpen. Making a sword is therefore six workdays.
A helmet with two skins and two kilos of raw iron, the blacksmith can make a helmet.
The carpenter can make various wooden objects such as:
A small scale, which requires a day's work and a cubic meter of wood.
A large scale, which requires a day's work and two small scales.
A boat made of a shell (three cords of wood a day's work) and two oars (one cubic meter of wood and a day's work by train). It is also a work day to put everything together.
A non-hooped bucket, which requires a day's work and a cubic meter of wood. The bucket is then surrounded not be sold to the blacksmith that he transforms into bucket, used by cattle farmers.
Tool handles. It can produce up to three per day, through a cubic meter of wood that fit all the tools (axes, ploughs ...).
Drums, used by monks to brew and store beer. It can produce 2 per day using a cubic meter of wood
The weaver can produce different clothes, available in two versions (female and male) as:
Level 3: ScholarEdit
At level 3, you've become a scholar in your village. You are now part of the notables. You can have free access to the University of Duchy / County in the area of your choice. To you the opportunity to shine in the world with your erudition to make more of a fade. You will have to choose your path, and within it, your specialty. There are two specialties for each of the two channels, one major and one minor. As long as you do not choose your path and your specialty you can not go to university. Each channel requires special conditions must be met in order to qualify.
|Features||To track the state and the Army||The path of the Church and Science|
There are two courses organized by day, each for 5 students at the same time. The opening hour courses varies between provinces. Each speciality has materials that are specific, and materials that are common to all channels and specialities, languages (Latin, Greek and modern languages). Having chosen his path and his speciality, each character receives a body of knowledge related to them both some knowledge of languages and some knowledge in some specific areas in his speciality. Each area is characterized by a percentage figure that the level of acquiring knowledge in this field. Sometimes, to study more advanced material, it will totally control other basic subjects. These prerequisites vary according to speciality. There are several ways to develop its knowledge:
Courses by Professor: more productive than the self, it is mandatory for languages. For languages, learning is faster if there is a large difference between the level of the teacher and the pupil.
Reading books requires an adequate level in the language of writing the book. This reading has an influence on the ideas of the characters, more than developing its knowledge.
Improve one you know: Improving knowledge in a specific subject.
Working in one of your areas of knowledge: Improving knowledge in a field (randomly progress in one or more subjects in the fields).
Seeking new ideas: It is an attempt to discover a new material (the path of another, or a material unknown).
Once the student has acquired sufficient knowledge in the field (80% for Languages, 100% for other materials) may teach. For this, he should on the day he wants to work, offering his services to the university indicating what material he wishes to teach and at what price. Its offer will then be validated by the rector (an official appointed by the Count / Duke).
Track of the State and the Army: Speciality StateEdit
This is the major speciality track. The specific areas to consider are: Operation of institutions, historical knowledge of basic techniques of communication, trade, principle of law, mechanisms for collecting taxes. Points of State allow mayors and council members to perform various actions necessary to manage the municipality and county / Duchy. Only students of the State Route and the Army can provide them. For this, we must acquire the approval of the Duke / Earl, assuming in your burdens and responsibilities. Then they can apply for announcements from the mayor and bailiff, if they have previously acquired the necessary knowledge. For items whose state has the character, he must go to your burdens and responsibilities. The materials providing state points are:
Functioning institutions: can produce each day 10 PE in the PE + 10 institutions in a random field drawn every day.
Law principles: to produce each day 10 PE in the field of justice.
Communication skills: can produce each day 10 PE in the field of communication.
Mechanisms of tax collection: can produce each day 10 PE in the field of finance.
Business: provides each day 10 PE in the field of trade.
Players who chose the speciality Army can provide points of state government but they are not counted for the transition to level 4. Transition to Level 4 is spending a number of state points.
Track of the State and the Army: Army specialityEdit
It is the speciality of the minor road. The material to be studied are: Knowledge of basic military tactics Basic, Basic Strategy, Advanced Strategy. Players following speciality Army Points provide state "Army" for the operation of the armies. It must have 100% in a subject in order to provide points of state. Materials giving PE "Army": Basic Tactics, Basic Strategy, Advanced Strategy. The people who chose the speciality "State" can provide no state "Army" but they are not counted for the transition to level 4. Transition to Level 4 is spending a number of state points.
Way of the Church and Science: speciality ChurchEdit
This is the major speciality track. These studies are complicated and relatively long. It is essential to develop their language skills in this speciality. The effectiveness of reading books depends on the language skills necessary for their understanding. The books influencing the level of conviction ideas of the character, which, when sufficiently steeped in an idea, could preach to the cheering crowd (or not). The specific areas to consider are: Logic, Foundations of ethics of Aristotle, the Roman Church: history and functioning, Beginning the World, Sense of Being, Theology: the science of causes, Ontology: what science is. Virtues: The Good, Virtue, Temperance, Justice, Friendship, intemperance and pleasure, a seventh trick. Transition to Level 4 will take place after a gain enough points to Divine Truth. These points are gained by preaching or running a diocese.
Way of the Church and Science: Science specialityEdit
It is the speciality of the minor road. The specific topics are: Basic biology, anatomy element, Foundations of Medicine, Advanced Medicine, Recognizing the common cold, influenza Recognize, Recognize dysentery, fever Recognize, Recognize tetanus.
The capitals are special cities. There Per County / Duchy. The capital is the seat of authority in the province and home to the castle where the advisor to the President for the County / Duchy.Au contrary villages, one can teleport himself. Players must move to the city to be able to move. We can not have one field per capita space is smaller in urban than rural areas. Vagrants born in the city have priority over other entrants. Thus, there will always be enough fields for vagrants access to property, while the newcomers will be confronted with a crisis in the land market. If the person is not resident of the city, he must pay ECU 1 per night in the city to pay the hostel. But it is possible to have a residence in the city without moving there. This requires acquiring an apartment for the sum of 500 crowns. If you own a home and several apartments, it is possible to choose which is the principal residence. That it will be noted as "last known address" on the character sheet.
The trip is an activity that takes the day. The roads are divided into knots as we travelled at a rate of 2 knots per day maximum (3 if the character is noble sword). When a character is on the roads, it is possible to hire a labourer in his field, provided he has not provided the necessary funds and items in the inventory of his property before his departure. That inventory that can be found in travel but not act on it. It is logically impossible to work in his field or his shop when you move. Each traveller is characterized by a factor of combat which depends on its strength:
1 point for people aged between 0 and 49 in characteristic Force
2 between 51 and 99
3 between 100 and 149
4 to above 150
+1 Point for people with a stick in hand
3 to 4 for a sword
Each traveller setting in its options moving what is his attitude in case of attack (if he defends himself, if he hesitates to kill or not ...). It is possible to combine with other passengers to move, which allows a better defence (combat factors of group members are combined). When creating the group, the leader decides the mode of recruitment (or free on request). The Action Group (defence, killing the enemy ,...) is the group leader. Each group member must adjust its parameters of action in the group (always act, act as if 50% of the group follows, act as if 75% of the group follows). By default, anyone moving (group or not), look at what is happening around her. It is more likely to detect other travellers if we do not move (or détroussage immobility on a node). More than one group, the more likely it is to be detected. Another option when your move is robbery. Rob passers occupies an entire day and needs to be on the roads. The victim is chosen randomly among those detected by the robber. The action is resolved within the parameters of each:
If the victim does not resist, or if she resists and loses the battle, then the attacker takes her all his property (if there are multiple attackers, they share them).
If the victim resisted, a fight takes place which involves factors Combat belligerents.
The job of mayor is a demanding profession, requiring competence, honesty, diligence and professionalism. This is not a job available to anyone, the little bare-foot ragged, even has a charisma of the most charming. To submit a candidate for mayor, he must gather 50 crowns, and count on massive support from his fraternity, his siblings, his family, his clan. Plus you'll influence and well-placed friends, the more your tree branches will godchildren longer, you can expand your shadow on the affairs of the kingdom! The great prerogative of the mayor is the lifting of municipal tax, which ensures the revenue budget of the municipality. He also bar the supply (and therefore price) of the village market. The municipality must manage its budget to ensure that administered regular supply of all products they need. With tax money, the mayor can buy wholesale products to the county fair and to relist on the village market. It may take a passing margin (whose value is left to his discretion) that goes directly into the coffers of the town hall. The mayor also supports the militia responsible for defending the village: it may, every day, hire a maximum of 4 militiamen, who will ensure order and security of the inhabitants of the village and defend the municipality against the rebellion. The mayor may also decide, with ECU 200 per week, up to guard the animals: farmers who would retire their animals are fed during this period of reflection, and therefore do not have to lose animals. The mayor may sue, as the prosecutor. He can fight more effectively against the elements which might disturb the life of the village. For his efforts, the mayor may receive daily, if desired, an allowance set at 20 ECU and from the budget of the municipality, by clicking on the link "working at his desk." It may not thereafter engage in another activity of the day or apply for a job.
The policy issues are to conduct political activities, like demonstrations or riots. The policy issues are not fixed parameters, inherent to each player or each level. Instead, they are constantly changing:
when the player clear to the mayor, he spends 1 PP
When the player protested outside the castle, he spends 2 PP
after each election, all the villagers lose 2 PP (there is no level of PI negative)
Players earn PP when their political success, according to the rules of protests and riots. You can check your number of PP from the screen Chez Moi, by clicking on the "disobedience".
You can show to the castle or outside the town hall, since the screen Chez Moi, link "disobedience". A demonstration outside the town hall costs 1 PP, a demonstration outside the castle, 2 PP. If you do not have a PP, you can always go protest, but in this case, you can not work for the day (the PP can manifest while continuing to work, so do not lose a day's wages) . At the end of the day, the event is resolved. You look at the number of players who attended the event:
in the case of a protest at city hall, if the turnout is above 10% of the total population of the village, all the protesters win 2 PP. If this number exceeds 30%, they earn 3 PP, PP and 4 if more than 50%. However, the maximum number of PP a player can achieve by demonstrating outside the mayor's office is 4.
in the case of an event at the castle, if the turnout is higher than 5% of the total population of the county, all demonstrators earn 3 PP. If this number is above 10%, they earn 4 PP 6 PP if they are over 20% and 8 PP if they are at least 30%. However, the maximum number of PP a player can achieve by demonstrating outside the county is 8.
If the demonstrators are not numerous enough, they gain nothing and lose just the PP they have spent in going forward.
Moreover, if the event was a success, it is renewed next day with the same slogan. Each player can then re-register for the event using PP, and attract new demonstrators to join the event to raise discontent. To get an event, it is necessary that players will coordinate and be ready to show the same day.
You can rebel against the castle or against the mayor, since the screen Chez Moi, link "disobedience". You can then decide to storm the town hall or castle. Going to the town hall costs 3 PP to storm the castle, 6 PP. If you do not have a PP, you can always revolting, but in this case, you can not work for the day (the PP can perform political actions in continuing to work, so do not lose a day wage). At the end of the day, the revolt is resolved. You look at the number of players who took part: In the case of a revolt in a village where the rebels are at least twice as numerous as the armed forces present in the village (Armed County assigned to the village militia recruited by the mayor), the revolt was successful and the mayor is removed. The insurgents have the greatest charisma then takes the head of the municipality for a period of ten days time to implement new elections. The insurgents have a choice to either stop their rioting there, either go to storm the castle. If the insurgents are not sufficient, the revolt fails and every insurgent has a probability of getting caught by police and thrown in jail or be injured and lose features. In the case of a revolt against the castle, the rules are the same, except that the police considered the armed forces are recruited by the county and assigned to defend the castle. Players who have been recruited into any armed forces of the county (police, militia, army) will not revolt, the duration of their engagement.
The Armed Forces CountyEdit
The armed forces have a county that consists of two groups: the military official directly recruited by the county, spread to the capital and in various villages in the county, which ensure safety and order in the County, and more informal armed forces, also called militias, which are recruited by the mayor to defend their village. The military official in the county are recruited every day by the "county councillor in charge of the armed forces." These forces consist of two groups: the armies engaged in the defence of the castle and the armies engaged in the defence of the village (or police). The county council is in charge of the armed forces, is responsible for assigning recruits to each of the two armies. A second person then takes the Chief of Police, which is responsible for deploying, daily, the corps assigned to defend the village in different villages of the county, obviously depending on the level of agitation in each village. In addition to police assigned to his village, the mayor can hire every day, up to 4 militiamen who will lend a hand to the police to maintain order and ensure the safety of its citizens. Players who have been recruited into any armed forces of the county (police, militia, army) will not revolt, the duration of their engagement.
The lists for the elections of the Duchy / County:Edit
When there are elections for representatives to the County Council, candidates must be grouped in lists they settle to the castle. The top of the list as their list and record the other eleven members, all of which must be at least level 1. They must then confirm their registration in person. The top of the list pays 200 crowns to make the list. Two conditions are necessary to validate the list:
The list, in addition to the ECU 200 when paid for it, must meet ECU 1000, through donations, sponsorships, etc.. Any player can participate in this sum, whether or not listed.
The list shall, on election day, be composed of 12 members.
If any of these conditions is not met on the day of submission of lists, then the list is not validated.
Elections to the Duchy / County:Edit
The elections for County Council are conducted according to a list system of proportional representation. Each list gets a number of Council seats in relation to the number of votes she has met during the elections. Representatives from each list to the Council are appointed by order of registration on their list. Once appointed, the Council members gather for designer Count among them they have two days to do so. Finally, once elected, Count distributed among Council members, the various functions.
The Council of the Duchy / CountyEdit
The County Council is composed of twelve members elected from lists by proportional representation. Among them, 10 have a function:
The Duke / Count, elected by Council members, appoint and dismiss officials.
The Bailiff determines tax rates and manages the budget of the County.
The Commissioner of Mines directs mining.
EU Trade Commissioner in charge of the fair in there buying or selling there products.
The Constable recruits daily military County, it affects either the police or the army.
The Provost Marshals divided police forces in different villages according to the rumours of revolt.
Captain leads the army of the County.
The Prosecutor initiates and conducts the trial.
Judge dispenses justice.
The Spokesman good people to communicate government policy. He also, if desired, a privileged place within the county censors.
War and the PrestigeEdit
The armed groups are groups led by a leader. Unlike members of the classical groups, members of an armed group have only two choices:
or they follow the leader of the group.
either they do not follow and undertake action on their own.
There are two types of armed groups: the bodies of weapons and spears. An army corps consists of a maximum of 5 persons, while a spear can be up to 8 people. In addition, a spear is commissioned by a nobleman (the other group members do not have to be noble.) A spear can also be made by a master level 3, within the territory of the Duchy (this territory extends to all the royal domain, for royal masters). Armed groups can defend a city. In contrast, such groups can not robbers. The leader of an armed group decides on action or movement that will engage the group. Other members can then decide whether to "follow the leader". A person is excluded from the next group in the following cases:
She did not follow the leader and the group moved
She did not follow the leader and moved
She did not follow the leader and the group delivered a battle (in this case, the person did not follow is not involved in combat).
Thus, a person not following the leader and staying on the same node, while the group does not move and is not forced to fight a battle, is not excluded from the group. The militiamen hired by a municipality are a group of weapons. Its members are automatically considered "following the leader" and the group's mission is automatically "protect the city. Salaries are paid automatically. The arms are activated as part of a battle between armies.
Constitution of the armedEdit
A noble sword level 3 at the head of a spear (possibly reduced to itself) can create an army, he immediately becomes the leader. An army is a group of up to 7 groups; all persons belonging to armed groups who join the army are said part of the army. Armed groups coming together in an army become sections. The leaders of armed groups joining an army become section chiefs. If the section head is noble, a section can include up to 8 people, otherwise this maximum number is 5. The army chief who then decides on the general movement of the army. All persons (including section leaders) then choose to follow or not follow the army chief. A person is excluded from an army in exactly the same criteria as for an armed group. An army can also be formed by a captain at the head of a spear, within the territory of the Duchy (this territory covers the whole field royal royal masters). The ability of movement of an army is 2 knots per day. All armed groups defending a city or a castle, including the custody of the mayor, is seen as an army in the battle resulting from an attempt by an opposing army, making the city. This army is not controlled, has no ability to move, can not disintegrate nor retreat.
To create an army, a noble sword, or a captain, Level 3 at the head of a lance (spear even reduced to only him) to go through a phase of creation. The army has a gauge points tat whose importance is crucial:
The leader must first select one or more players (possibly himself) standing on the same node as himself, belonging to Level 3 being the State and the army, offering them a sum of money and possibly a number of points tat Armed Forces to develop on behalf of the army. This simulates the work necessary to organize an army.
Two days after reaching 60 points tat developed for the army, the army chief can choose a banner (from a list). Points of State of the army then all cancelled.
Once the banner is chosen, the army is actually created. The existence of the army (but not its location) is then known to all army commanders of the game, and all the captains. It then becomes possible to army chief to run advertisements calling for the hiring of players towards the State and the army, to exchange ECU cons of PE. Furthermore, anyone can donate to military goods and ECU.
After the actual creation of the army, armed groups located on the same node can request to join the army. The head of the army gives its consent or not. To absorb and an armed group, the Army must spend a certain number of PE. An army is limited to 7 sections. Armed groups that defend a city (including Mayor's militia) have a certain probability (2 chances in 3 by defender) to detect a person who is putting together an army. This information then appears in the events of the defender.
Day management of the armyEdit
Roles: Chief of the Army shall, within his army, a person responsible for treasury and a person responsible for logistics. Moreover, he sees all section chiefs of his army. Each section chief sees all soldiers who are under his orders. The soldiers are part of an army can not be put on trial.
Recruitment: Recruiting more absorption of armed groups, recruitment is possible within the existing sections. Each section chief may run advertisements to recruit in his section. The proposed salary is the same throughout the army. This is the section chief who chooses.
Finance: the army has its own cash. The person who chooses the cash daily wage. Each day, this person may or may not click a button to pay these salaries. The soldiers are part of an army can not have any outside activity. In particular, they can not be employed or work at the mine.
Status Points: depending on the number of people in the army, and its displacement, the Army uses a number of points of tat, which must be purchased. It is the army chief who manages recruitment.
Food and logistics: the person responsible for the logistics office to buy and sell on the market, on behalf of the army. It may also, as abbot in an abbey, distribute to each soldier the same object.
Relationship of friendship and enmity: fighting an army incurred related to its relations of friendship / hostility, and those of other armies. A relationship of hostility to an army entity A to B means that A will initiate combat with B as soon as possible. A friendly relationship from A to B means that A was not fighting with B unless B binds battle with A. Relationships are so constructed that for each ordered pair of entities (A, B) where A is an army, it is possible to determine whether "A is B's friend" or "A is B's enemy." It is to possible to have simultaneously "is a friend of B and B is the enemy of A". For each army, relations of friendship and enmity are parametrized by four elements: a priority relationship: either "friend" or "enemy" and a default relationship: either "friend" or "enemy" and a list of entities "friends" and a list of entities "enemy". The rule carefully explained: To determine if (A, B) reflects a relationship of friendship or enmity, it first looks if B is present (either directly or indirectly) in the list of entities described by the relationship priority and if so, then describes the relationship (A, B). In either case, we see if B is present (either directly or indirectly) in another list of entities. If so then the negation of the relationship described priority (A, B). Finally, if this is not always the case, then this is the default relationship that describes (A, B). Example: An army A has parameters (priority Relationship: friend; Relationship default enemy; list of entities "friends": The Army B, led by Bidule; list of entities "enemy": The set of hosts having obtained the approval of Burgundy.). Knowing that the army B is a Burgundian army, can we say that A is friend or foe of B? The answer is (A, B) reflects a relationship of friendship. Indeed, B appears in the list of "friends" and the priority relationship of A is just "friend". It is possible to include in the lists of items as "Weapon X" or "armed approved by County there" or even character names (these names will be considered only if the person is travelling alone or group, but not if it is part of an army).===Temporary situations=== If it appears that one of the characters involved in an army no longer meets the conditions of possibility of creation of the army, then he is allowed a period of five days to meet these new requirements. Thus, if a chief of army non-noble captain loses his status as captain, while the army was broken up after five days.===Link between armies and provinces=== The armies did not depend on a province may be created by players who are not related to power. However, the armies can request and obtain approval of a county or duchy (one). For this, being present on a node controlled by the Duchy or the county, the army chief must make a request. This is the captain who decides the only answer. The approval allows an army to make certain political actions. The master of a province is the only person who does not have to be noble to lead an army. An army approved by a province is typically provisioned under the control of the constable. To the left is for players to define the terms of the relationship between army and politics.
Political management of territoriesEdit
The concept of status quoEdit
The word "status quo" is not entirely well-found, it must be said immediately. This concept. The entity that is mistress of the status quo on one node can control its political changes. Only the armies and councils may have control of the status quo.
A node outside a city, without an army over, says "without control of the status quo."
If a city is empty of any army, so the town hall is called "mistress of the status quo" for the node.
An army only on a node outside a city is called "mistress of the status quo" for this node.
So far so good. An army or a city hall is in one of three cases and was not the day before, the mistress of the status quo on its node wins this status as mistress of the status quo. Moreover, a number of events resulting in loss of the status quo, and thus a new determination of the status quo:
A defeated army always loses the status quo, even if she does not retire.
A mayor who saw an army going into the city walls, or by mutual agreement or by force, loses the status quo.
When an army loses the status quo on a node outside a city while the army is not defeated with the most combat factors on this node becomes mistress of the status quo. In cases where the loss occurs in a city, then the same criterion is applied to the armies present in the walls of the city. Otherwise, the three criteria are considered first. Finally, an army on the outskirts of a city (or not besieging the city) is never mistress of the status quo on its node.
Possible actions to guarantee the status quoEdit
An army mistress of the status quo can take the following actions, with certain limitations:
Change the control node
Changing a city to open
Change control of a city
Dismiss the mayor of a village
Block or unblock the electoral process in a village
Each of these actions requires the Chief of the Army (and therefore the army) embarks any other action of the day. The result of the action is immediate, however. An army which takes these actions do not receive any bonus defence and never considered entrenched behind the ramparts.
The concept of free city and a change of control nodesEdit
A node without an army town whose mistress is given the status quo, which is under the control of counties, may see its control amended by the army. It may well go under control of County B. But for this, two conditions must be met:
The army must have the approval of County B
The node itself will be under the control of B.
Indeed, each node can pass under the control of a limited number of provinces. Thus, Brest will never Burgundy and Macon will be under control of Burgundy or the Dauphiné, but no Artois or Champagne! A node that contains a city is treated somewhat differently: the city can become a "free town". Subsequently, a free city may be linked to another province. Thus, to link Macon to the Dauphiné, it takes two days. A free city is attached to any province. She no longer has access to all buildings related to that province.
Takeover by an armyEdit
An army mistress of the status quo in a village may remove the mayor. The army leader thus chooses either to become mayor, is to entrust the job of mayor in its most charismatic lieutenant. The electoral process is automatically blocked. It can be unlocked at any time by the army chief. It also unlocks when the army loses the status quo on that node (being beaten or moving).
Revolts involving one hand all who revolted and all other armed groups and armies that have chosen to defend the city (including the marshals and the militia of the village). Moreover, an army mistress of the status quo in a city is automatically considered at the revolts resolution, as defending the city. The fighting on the revolts are resolved before other fights.
Fights involving an armyEdit
Detection, coalitions, factors of combat, a concept of attack and defenceEdit
The detection system is the same as for groups. An army soldiers den for any detection system is thus similar to a group of N members. Fighting involving an army fit to the phase shift. That is to say that combat is resolved just before each move of a node. One principle governs the resolution of the fighting: At an army can not fight in any case many times the same army B. If an army has detected an entity B and A is the enemy of B, then A and B are in combat. The camp is regarded as a defender who has the most immobile armies. Failing is one who has the fewer soldiers. Every soldier brings his army a number of factors depending on their fighting force and its equipment:
1 CF for a force of between 0 and 49
2 FC for a force of between 50 and 99
3 FC for a force of between 100 and 150
4 FC for a force of between 151 and 200
5 FC for a superior strength to 201
3 FC if the person has a sword in hand
Fighting involving an army, even if the army does not fight a group or person, are all solved using the table of fighting. When an army of attacking a factor of attack encounter an army of defensive factors of attack (taking into account the modifiers and bonuses of defence), it is the ratio a / b. This report is rounded to give below 1:3, 2:5, 1:2, 2:3, 1:1, 3:2, 2:1, 5:2 or 3:1. Defence Bonus:
The defensive armies still held outside a city receive a bonus of 50%, unless the defensive army performs simultaneously the head of a city.
The defensive armies organized in a city still receive a bonus of 100%
The disorganized armies outside the city bear a penalty of 50%
Furthermore, in a city with ramparts, the number of attackers attackers is limited to 40. A maximum of 40 defenders can defend the city.
We launch 1d6, and watch the result on the table fighting:
|Dice / ratio||1:3||2:5||1:2||2:3||1:1||3:2||2:1||5:2||3:1|
Above 3: 1, the result is automatically MA. Below 1: 3, the result is automatically ®. Several outcomes are possible:
Ax% ( "% x Forward" - for example: A50%): The attacker provides a number of moves (see below) equal to the number of people (and not the number of factors attack, attention) that is in his army, multiplied by x%, rounded above. The defender simultaneously imposes a number of shots equal to 25% (rounded on top) of this number, not exceeding x% of its own number of soldiers.
Dx% ( 'Defender x% "): Same, but attacker is replaced by defender
Echx% ( "% x Exchange"): The army inflicts the lowest in the other a number of shots equal to x% of its total number of soldiers. Simultaneously, the other army imposes a number of shots equal exactly
MA ( "Massacre in favour of the attack"): Each soldier carries a striker once a soldier of the defender. There was no response. Defendants inflicts a number of shots equal to 10% (rounded down) of this number, not exceeding 30% of its own number of soldiers
MD: same principle (but for the benefit of the defence)
For each shot, we draw lots he who gives, and him who receives it. We launch 1d6 changed, and we look at the table.
|Dice||Description||Final state of character|
|1||M||Death - Unavailable for the fight for 45 days|
|2||B10||Injury - unavailable for 10 days|
|3||B5||Unavailability for 5 days|
|4||B1||Unavailability for 1 day|
|5||B0||Wounded slightly, tomorrow will fight the player does not leave the army|
Modifiers of the dice:
Whoever bears the blow has no weapon: -3
Whoever shot the door has a stick: -2
Whoever receives the blow shield: -1
Whoever bears the blow more than 100 in strength: 1
The person who receives the blow has already received one or more earlier, and fell on a dice roll up to 'No': + n
Result of a battle and affect the movementEdit
An army that is part of the camp had suffered the greatest number of losses, and suffered losses (deaths, injuries) at or above 40% of its workforce is a defeated army. A defeated army in retreat (except the armed groups defending a city, and treated as an army, see below). The losing armies can no longer move throughout the phase shift. Armies can not make them losers movement current round only if the enemy has retreated. In all cases, except where a massacre of the enemy armies (MA, MD), or non-armed losers movement clashed, can not move until the end of the phase shift .
Disruption and dislocation of the armedEdit
An army that in a turn (you do not talk about round here, but game round) lost 50% of its workforce (either because of fighting or because of desertion) undergoes disruption. An army that in two towers, lost 50% of its workforce (in net: new recruits positive losses and desertions negative) undergoes disruption. An army that in a turn, lost 70% of its workforce suffered a dislocation. An army that in two rounds, losing 70% of its workforce suffered a dislocation. An army that in three rounds, losing 70% of its workforce suffered a dislocation. An army that in a turn, increased its workforce by over 50% and has more than 20 people suffered disruption. An army that can not spend the PE required for its normal functioning undergoes disruption. A disorganized army suffers penalty. It also can not move. Its gauge of PE becomes zero. It certainly did not spend PE for maintenance but it can not recruit. To reorganize, an army must buy a certain number of PE, and spend. An army that is disorganized 4 rounds of play suffers a dislocation. An army disintegrated is eliminated. Its inventory and goods disappear.
The special case of citiesEdit
Cities (appellation that encompasses the villages) are treated somewhat differently from other nodes. First, an army that is on the node of a city can be either inside or outside the city walls. By default, an army outside the city. To enter or leave a city, an army must make a motion that takes a whole day. The mayor of the city may decide to allow one or more armies to enter the city. The enemy army is on the same node, but one within the city, and the other outside, does not detect and therefore does not fight - unless the army at the external attempts to enter and / or the military in domestic attempts to escape. All armed groups that defend the power in a city (including the militia of the mayor) are considered in relation to these rules, like an army. Thus, if a foreign army tries to enter a city, without the authorization of the mayor, then a struggle ensued between the army and defence forces. Armed groups are defending a city, however, some peculiarities: firstly, they automatically detect any army attempting to enter the city. Then, it is necessary that their loss rate is 70% (not 40% as for conventional armies) so they are called "defeated army" (and therefore the city could be taken). Finally, they reprocess never, even in defeat. These troops defences are always considered organized, and therefore receive a bonus of 100% for organized armed defensive position in a city. The armies in a particular city should leave the town * before * undertaking a trip.
Each county has a level of prestige symbolizing the reputation it enjoys vis-à-vis its neighbours and Europe in general. A good level of prestige increases the effectiveness of military and bureaucracy. The premium is calculated to two decimal places between 0.00 and 5.50. It is released in the form of stars (whose number corresponds to the integer part of the premium):
5 star: County admirable, known throughout Europe as a place of power and prosperity. It does not pronounce his name with admiration or fear. The inhabitants of this province are extremely proud of themselves and know that while they can.
4 star: County glorious, proud and powerful. It extends its influence over its neighbours, has a thriving economy and shows.
3 star: County valiant. The economy is healthy, well-run administration, the clean streets. People feel good.
2 star: County valiant (but not too), well managed, but not excessively. At times a little difficult this weekend, but is doing.
1 star: County in difficulty. The economy takes a bit of language - so he avoids having too many claims. The administration has sometimes hard to follow.
0 star: The term "County" or "Duchy" is used somewhat unfairly because he is just an assemblage of poor villages who despise each other. Nobody runs anything and returns the responsibility to others.
In general, the prestige acquired through "zero-sum games", which means that if your county acquires prestige, then it takes one or more other counties. The prestige acquired mainly by the display and use of resources of all kinds. The military and diplomatic victories, the consent of the population policy and the presence of nobles also come in. Most shares provide a certain amount of prestige valid for 60 days.
Concurrence of the populationEdit
Surveys are conducted among a sample population to test their assent to the policy of the County in areas such as economics, security, defence, etc.. Every 12 days, classification is made. The County has the best answer wins a prestigious amount equal to 0.50 and one who has the least correct answers -0.50. All other counties receive, depending on the response of residents, a number of prestige between these two extremes, in proportion to their rank. This bonus (or penalty) is valid 60 days from the date of grant.
Points of CourtEdit
Every 30 days, include all points acquired by the Court of each county residents. The County has acquired the greatest number of points wins court per capita quantity of premium equal to 1.00, while the County has acquired the fewest points in court loses all. All other counties are in the number of points gained respectively Court, an amount of prestige between these two extremes, in proportion to their rank. This bonus (or penalty) is valid 60 days from the date of grant.
The prestige and warEdit
The military events may affect the prestige of the county, as the prestige may decide the outcome of a battle:
A military victory strategic reports a 1.50 bonus to the winner. The loser loses 1.50.
A win tactical military reports a 0.50 bonus to the winner. The loser loses 0.50.
A diplomatic initiative relates noticed until 0.50.
Overall, the allocation of bonus and penalty in the study of an event or group events, depends only on the initial and final states considered. At the same initial and same final state must meet the same bonus. Thus, the return to a previous military situation should cause a return to the bonus / penalty precedents.
Where the winner is not a CountyEdit
In case the winner is not an army-linked to a county, the positive bonus applies to anyone while the penalty applies well to losing. Example: If the Provence finances armed frank manage to capture a city without a fight from the Languedoc, and we consider this as a strategic defeat for the latter, then the Languedoc lose 1 , 50 prestige, but Provence will not win anything.
Where the loser is not a CountyEdit
Where the loss is suffered by an army not linked to a county, no bonus or penalty is applied unless it can be determined externally and more or less clear that the defeated army was trying to act behind the scenes on behalf of a county. In this case, bonus (for the winner) and penalties (for the County hid behind the military defeat) apply, with a coefficient ranging from 0 to 1 according to the relevance and clarity of evidence manoeuvring County defeated. To establish these facts, the spokesman for the county claiming the bonus may use absolutely every way.
Example: Provence finance armies free to destabilize the Languedoc. If these forces are defeated and we consider this as a tactical victory, then it is possible spokesman Languedoc to claim a maximum bonus of 0.50 (and thus inflict maximum penalty of 0.50 to Provence). An arbitration decision of the administrator may, for example, finding a bonus of 0.25 for the Languedoc and a penalty of 0.25 for Provence.
Example: Let the event Provence finances armed frank manage to capture a city without a fight Languedoc, thus resulting in a penalty of 1.50 for the Languedoc, with no positive counterpart. If, after making a Provencal army without fighting is the free city conquered by the army neutral, then out of respect for the rule c), Provence win 1.50 and Languedoc will lose nothing more. Indeed, the initial situation and the final situation is the same as in the case of Provence would have taken the city in Languedoc with its own forces, without going through third armies.
Events negative gaming machinesEdit
These events are the only (if we except some special case of D) to have no positive counterpart.
Capital employed by a foreign armed: re: -2.00 for the duration of the occupation + 60 days from the withdrawal of the army (not cumulative: if a second has taken place, the first dose does more malus)
Revolt in a village: -0.20 for 30 days (cumulative)
Revolt in the capital: -1.00 for 30 days (non cumulative)
Influence of prestige on the ArmedEdit
The army recognized by the County have a bonus / malus (upon determining the balance of power) as the prestige of the province.
0 star: -20%
1 star: no modifiers
2 star: 20%
3 star: 40%
4 star: 70%
5 star: 100%
===The rules of the game===
- 1) Home
- 2) The environment
- My Property
- City Council
- The Church
- The Tavern
- The Sénéchaussée
- Surrounding Area
- 3) The character
- My mail
- My friends
- Property and removals
- Trips and travel
- 4) At all levels
- Money and Work
- The characteristics
- The Lumberjack
- The news-gathering
- 5) Level 0: the wanderer
- The situation
- The objective
- 6) Level 1: the peasant
- The situation
- The objective
- The garden
- 7) Level 2: Artisan
- The situation
- The objective
- The workshop
- The baker
- The miller
- The butcher
- The blacksmith
- The carpenter
- The weaver
- 8) Level 3: scholar
- The situation
- The University
- The path of the state, state speciality
- The path of the state, speciality Army
- The Way Church, Church Speciality
- The Way Church, Speciality Science
- 9) Politics in the Kingdoms
- The Mayor
- Points Policy
- Armed forces
- The lists to the county elections
- County Elections
- County Council
- 10) The war in the realms
- Armed groups
- Constitution of the armed
- Political management of territories
- Fights involving an army
- The prestige