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The War System
Topic Started: Oct 9 2009, 11:04 PM (704 Views)
Union
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Pyrenees Republic
Table of Contents:

1: Introduction
2: Determining IC & Population
3: IC & War
4: Moderating
5: Unit Tables
Edited by Union, Oct 10 2009, 09:46 AM.
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Union
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Introduction:

The system used in 1452 is wholly different from the system used in standard NSWR. It is much more itemized, and less vague, focusing instead of a player's tactical ability than mutual story-telling. The purpose of this is to create a much more dangerous world, one where politics is necessary to survive, and thus a much more intense experience.

The system is not mean to replace roleplaying, but supplement it. Using the system allows for wars that are spontaneous and interesting - much more rides on victory if defeat means you must roleplay whatever conditions the victor decides to assign. There is one exception - while you may lose land, lose a king, or be forced to give up portions of IC as a tribute, your nation cannot be fully destroyed without your consent.

This requires much more demanding thinking from roleplayers. You may not like what you are forced to roleplay as - but must try to do so anyway. Even then, however, you may always roleplay as you desire, within the conditions given. If you are a vassal, you may meet with foriegn powers to secure alliances to gain independence, even as RPing a vassal, for example. In short, by expecting roleplayers to meet certain criteria even if they do not like or agree with them, it expands the scheme of what may be done, and gives the world a dynamic energy that cannot be found in the usual NSWR system.
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Union
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Determining IC & Population:

What is IC?

IC refers to industrial credits, and is a reference to your military capacity at any time. You purchase units with your pool of IC for a conflict, and your IC is a gauge of your power. IC is determined by the length of time you have been a member of this forum, but eventually tops out at around 3,500, ensuring that the veteran members do not continue to grow exponentially at the expense of the newer ones. The vast majority of players will be between 2,000 and 3,000 IC at any given time, making relative power differences small, and alliances much more important.

How is IC determined?

IC is determined by this equation:

250 log (250((1-1.5^n)/(1-1.5)) where n is equivalent to the amount of months you have been a member of the forum.

Do not worry or take out your calculators - simply replace n with the amount of time you have been here, and copy-paste the equation into Google, and your IC will be given to you.

Population is determined in a similar way:

1,000,000 log (25((1-1.005^n)/(1-1.005))

Again, simply punch the above into Google (remembering to replace n!) and your population will be given to you. It will be a few million, at most. Remember the year! Populations were not huge!

FOR NPC NATIONS: http://www.random.org/

That website is a random number generator. Specify it to generate a number between 1 and 50. Use this as your "n" for the NPC nation. For more information on NPC nations, refer to the last two sections.

What can I do with IC?

IC is generally used to purchase units for war, but can also be the terms of an alliance or tribute. Players may give other players as much as their IC as they want, for their own use. Please note that if you give another player some IC, you lose as much as is given!
Edited by Union, Oct 9 2009, 11:16 PM.
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Union
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IC & War

There are several types of conflicts we will be exploring. They are: limited, total, player vs player, and player vs environment.

The former two are types of conflict that exist for both latter types.

Limited War:

Generally speaking, a limited war is distinct from a total one due to the amount of resources put in, or objectives being fought over. It generally refers to wars where two parties are on the offensive against each other in a third location, and the sovereignty of neither party is in question due to the war. This is a limited war simply because all your IC is likely not being devoted to the conflict.

An invasion of Malta by Venice, for example, would be a limited war as well. Although it is territory of Aragon, it is a minor territory, and one that would be only somewhat defended. If the war occurred only on Malta, with no incursions elsewhere, it would still be a limited war.

A limited war limits what you can ask for in peace. A victory in a limited war, such as the above Malta example, could at most result in transition of sovereignty of Malta. One cannot expect Venice to annex Sicily because of a victory in Malta, or demand the abdication of a King. Hence, limited wars are generally easier to bear the loss - there is less riding on the result. Generally, speaking, wars that do not occur nation-wide, or do not result in the capture of a capital city can be said to be limited.

Total War:

A total war is a war of survival - it is the worst kind of war to lose, and the best to win. In total wars, generally one party has been invaded in mass by another. Generally speaking, the power on the defensive uses the full extent of IC available to them to fight the war. A total war for a defender, however, may still be a limited war for the offender.

Losing a total war can be devastating. Although players are not permitted to demand the complete annexation of a nation, they can stop just below that. They can relegate a player to a single province on the map, or demand political changes, IC tributes, or vassalage.

Player vs Environment

This refers to invasion of white, or unclaimed regions, or an NPC nation. In this war, an impartial player will take control of the invaded region, and a third player will act as a moderator. The war is then fought out as usual.

Player vs Player

This refers to conflict between two player controlled nations. Each player will direct their nations efforts, and a third impartial player will act as a moderator. If two players invade a third neutral country, a fourth player may be necessary to act as local resistance.

Total IC vs War IC

Your total IC determines how many units you can field in war. You can participate in multiple wars, purchasing units from your total IC. This is easier to explain using an example.

Nation A has 3,000 IC, and declares war on Nations B and C. They have 3,000 IC for both conflicts, as well as personal defense. When they spend 100 IC on the war against nation C, they have 100 IC less to spend on B or self-defense. When they reinforce a total of 6 IC in a war against B, that is 6 less IC available overall for any other use.

Replenishing IC

You can lose IC in war when a unit is destroyed. The IC is still spent, but you no longer have the unit you spent it on. There are thus two ways to replenish "lost" IC.

The first is simplest. When all conflicts you are engaged in end, all your IC is automatically replenished in two weeks, on the condition that no new wars have been begun.

The second is meant for very long wars. Your IC will continually replenish itself at the following linear rate, capping at the maximum IC you have available to you. It replenishes once per round. In the case of multiple conflicts, when every conflict has advanced to the next round, replenish your IC.

IC Replenish Rate = X*Y+C where

Y=trading partners (base of 1 for yourself)
X=province points under your control (excluding any provinces in question because of war).
C=Any IC being given per round by other players. C may be 0.

A nation with five trading partners, and a total of four province points would replenish 20 IC a round.

NPCs cannot be counted as a trading partner.
Edited by Union, Oct 15 2009, 08:17 PM.
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Union
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Moderating

Who Moderates:

Any player that wants too. Generally speaking, moderators are players held to be impartial to the outcome of a conflict, in order to guarantee neutrality. Any player can be asked to be a moderator for a conflict between two other players, and this post will explain how conflicts are moderated.

It is up to the player to accept being a moderator. A player can not be forced to moderate a conflict if they have no desire to do so.

Getting Started

Before starting a war, both players must PM the moderator their stated objectives. This helps determine victory or loss conditions for the war. In addition, players should tell a moderator how many IC they are willing to lose before calling it quits. From this, a moderator can determine how a war will end, once it starts.

An example of a victory condition could be capture of three major cities, and control for X turns. Once this condition has been met, the war ends. A victory condition for a defender could be making an opponent spend 600 IC without achieving their victory condition, or simply running the clock.

Moderators are encouraged to put round limits on wars, though this is not necessary if all parties agree.

When round 0 begins, round 0 being the revealing of the initial map, prior to all first deployments, victory conditions, war length, and any other facts must be explicitly stated. Victory conditions do not always have to be the same as an objective, though they generally are.

Drawing the Map

Miscellaneous

Conflict Resolution

War Settlement
Edited by Union, Oct 13 2009, 11:54 AM.
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Union
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Unit Tables & Information

Posted Image

Bonus means that if you lose the first time, a dice is rolled again. If you win that time, you win. If you lose again, you lose. If you tie, you win.

If you want a specific order of attack, tell me so when moving your troops. If not, the default will be cavalry, archers, infantry.

Infantry may spend 30 IC on a turn to become "entrenched". While entrenched, all bonuses are negated, and all infantry receive +5 to all stats but movement, which goes to 0. Infantry must spend 1 turn unentrenching before moving again.

MAPMAKERS: For default unit tabs, download the zipfile here: http://rapidshare.com/files/307984289/1452_units.rar.html
Edited by Union, Nov 16 2009, 03:50 PM.
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Miscellaneous

The Papacy

The Papacy in Rome will be determined by Conclaves held every two months IRL. Each player may send a candidate to be considered, and players may vote for any other candidate but themselves during the Conclave.

The current Pope is controlled by Filo.

The Papacy will control whatever players let them control. The default is no territory.
Edited by Union, Oct 14 2009, 06:07 PM.
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Holy shit update. :D
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Abnar
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Mirror, mirror on the wall, who's the lurkiest of them all?
A quick rundown. The score given each unit is the total roll for 1000 IC of that unit. Defense is factored in because decreasing the opponent's roll is tantamount to increasing your own. The average roll of two 20-sided dice is 21. Total = (21 + ATK + DEF ) * (1000 / IC)

Sword: 7659
Spear: 5750
Archer: 7992
Crossbow: 5000
Pike: 3375
Arquebus: 2700

Light Cav: 5750
Lance Cav: 5000
Noble Cav: 4166
Horse Archer: 4166
Dragoon: 1866

Catapult: 4250
Mangonel: 5333
Trebuchet: 3700
G Bombard: 1880

Galley: 2700
Flyte: 2384
Frigate: 2200

And I'll do the statistics for bonuses later today, but it's safe to say that dragoons are totally useless.

EDIT: Also, looks like an army of solid archers will be nigh invincible. Mangonels and Noble Cav have bonuses against them, but can't hold a candle to the total score.
Edited by Abnar, Jan 19 2010, 10:45 AM.
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Union
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By all means, propose a more balanced system. :)
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Abnar
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Mirror, mirror on the wall, who's the lurkiest of them all?
Huesca
Jan 19 2010, 02:39 PM
By all means, propose a more balanced system. :)
Aye, in progress.
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