Post by Fyremage on Apr 21, 2017 2:04:57 GMT
Empire of Rjillund
"Imperial Might!": +3 to Army
"Mobilized Economy.": +1 to Economy
"Old Blood of the Empire." +1 to Loyalty
"Fleet of the First Emperor.": -2 to Navy
"Forced to Abdicate.": -1 Espionage
The Free Cities of Luska
“Capitalist Tendencies”: +2 Economy, -2 Loyalty
“Natural Port”: +2 Navy, +1 Logistics
“Land-locked”: -1 Army
Kingdom of Alendron
"Alendron Rules the Seas": +2 Navy, -1 Army, +1 Economy.
"Centralized Government": +1 Logistics, +1 Economy
"Young Monarch": -1 Loyalty, -1 Espionage
Crown of Valdez
“Forgotten Flame”: Logistics + 2, Espionage +3, Economy -1, Loyalty -1, Army -1
Commonwealth of Routaille
“Fortress Routaille”: +1 Army, +2 Castle
“Revolutionary Fervor: +2 Loyalty
“Echoes of Corruption”: -2 Economy, -1 Espionage
On modifiers: When it comes to statistics, one may only invest up to 5 points in any given stat. This means that if someone has a -1 to Army, they can only have a total score of 4. However, the reverse is also true. Should someone, perhaps, have a +3 modifier to his Navy and invest 3 points, then he shall have a total score of 8. You cannot go higher than +3 for a modifier.
Please note that while we use "house", if you are looking to make a vassal, it is perfectly within your right to make a guild or a religious organization or something else to that effect. If you have an idea and aren't sure whether it would apply for a minor house status, please contact one of the admins with your questions and they would be happy to help you.
It should also be taken into consideration that Trevast is not a wargame. The points invested in the below categories serve the primary purpose of providing a framework upon which a House's lore is built. With this in mind, the house's developed lore should fall in harmony with the point values reflected, and remain true to the values (ex. if a house only has 2 points invested in their navy, it would not make sense for their lore to claim they are the masters of the seas). Some exceptions may be made if the lore is very well developed and makes sense, but this will only be done at the discretion of the admin team. Remember that points are meant to enhance roleplaying, and not replace it. It shall also be noted that in most cases, a house cannot have a value of 0 to their attributes. An exception can be made for the navy attribute if one’s kingdom or state has no need for a navy due to be landlocked or otherwise. Admins can rule upon such discrepancies upon their own discretion on a case by case basis.
Army
- Represents maximum number of soldiers a nation or house can call to arms at any point of time.
- For nations, each point in army represents 20 000 troops, to a maximum of 160k troops at 8 points. For vassals, a point only represents 7500, to a maximum of 60k.
Navy
- Represents naval power of the nation or house.
- For nations, one receives 5 heavies and 15 light ships for each point. For a minor house, it is instead 2 heavies and 8 light ships. Every heavy is staffed with 100 men, and every light has 50. These troops can be used to add to one’s army.
Logistics
- Dictates equipment lvl of soldiers, based on an 8 tier system. In addition, it represents the replenishment rate of your nation/house and ability to re-outfit your soldiers.
1) Men are farmers wielding farming equipment.
2) An army consisting of mainly untrained levies with outdated equipment. Superior to farmers.
3) An army with a backbone of trained levies (superior to untrained levies), with a strong core of men-at-arms (superior to levies)
4) An army with a core of men-at-arms and a backbone of trained militias (superior to trained levies)
5) An extremely well equipped army, fielding out large artillery during sieges. At 5th tier, deduct 1 point from enemy's Castle when besieging.
Any additional values above 5, but not to exceed 8, would be reflected by a well-equipped army that replenishes quite quickly. Armour-making and training is streamlined. Troops are now more specialized, with more skirmishers or other specialized troops being prevalent.
Economy
-Represents trade power and how it can support an army.
-Every 2 Economy = 1 Logistics. Max of 8 economy points. In the event a region bonus provides a positive modifier to logistics, this can stack with the economy bonus. But the maximum value cannot exceed a total logistics value of 8.
-Represents mercenarial opportunities. In times of war, a House may exchange 2 Economy for 1 Army or 1 Economy for 1 navy point. In doing this, your logistics bonus would also adjust congruent with the adjusted economic value.
-Regenerate 1 Economy point per RP year (6 months OOCly)
Castle
-Reflects how impressive the realm’s fortifications are built.
-Represents House's ability to outlast a siege.
-Every Castle point = 3 months, at a maximum of 8 Castle points.
Loyalty
-Represents soldier morale and vassal loyalty to you
-Also represents spy defence, cumulative with espionage. A nation or house with higher loyalty will have a better time warding off intrusions from unwanted spies.
-Each point reduces route/defect chance by -20% to a maximum of 5 Loyalty.
-Additional points over 5 but not to exceed 8 further increase a house’s defense against espionage actions.
Espionage
-Represents a nation or house’s capacity for subterfuge and intelligence gathering, and cumulatively with Loyalty, your defence against the same.
1 point - At this point, you’re probably not that good at espionage, aside from counter espionage and in defending one’s family from overt attempts on their lives. Perhaps you are dealing with a lot of corruption, or maybe you’re just too honourable. You don’t have a household staple of spies, but more likely have one or a handful of trusted councilors who can help root out those who would act against you.
2 points - The average. You know there are people lurking in the dark, and understand they can be used to your advantage. Though your reach is not as long as some others, you can spy on one other nation or house of your choice as long as they are adjacent to your home nation.
3 points - You are acquainted with darkness, and make good use of it. You may still only infiltrate one house, but now you are not restricted to the territories just next to you.
4 points - You are truly underhanded scum. You now are able to infiltrate two nations/houses at once, although one of them has to be in a territory adjacent to you.
5 points - Your disgraceful lack of honour would be infamous... if anyone actually knew about it. Your two spies can infiltrate any house or nation in all of Trevast.
6 points - The gates of Paradise are barred to you and your ilk, you honourless dog. 3 spies, two of which may move freely about Trevast. The other is required to stay in areas adjacent to your homeland, however.
7 points - I’d say more mean things, but I’m afraid you’ll have me killed. Three spies, all able to move freely.
8 points - Shhh… 4 spies, all able to move freely. How absolutely terrifying.
Spy defence is calculated by combining half your espionage score with your loyalty score. When halving espionage, a value of one will always be one. For every two points of your combined spy defence, an enemy has to expend one extra spy to infiltrate you, to a maximum of having to expend 3 to get a single spy infiltrating you. If that means your opponent would not have enough spies to infiltrate you, then they can’t.
Types of Espionage actions:
Intelligence ring. This is the basic spy action and is assumed to be the default. An intelligence ring allows one to steal information about an enemy that might otherwise be concealed. This costs one spy, and gives advantage in battles, as well as let’s one know more private information.
Sabotage. This can come in a variety of forms, such as cutting the sails of a flagship or blowing up a building. This expends 2 spies and can cause a -1 to a stat of your choice for a period of 4 in-game months.
Blackmail. By collecting information, you are able to extort members within the house/nation you are infiltrating and temporarily gain 1 economy while your enemy loses 1. This costs 2 spies.
"Imperial Might!": +3 to Army
"Mobilized Economy.": +1 to Economy
"Old Blood of the Empire." +1 to Loyalty
"Fleet of the First Emperor.": -2 to Navy
"Forced to Abdicate.": -1 Espionage
The Free Cities of Luska
“Capitalist Tendencies”: +2 Economy, -2 Loyalty
“Natural Port”: +2 Navy, +1 Logistics
“Land-locked”: -1 Army
Kingdom of Alendron
"Alendron Rules the Seas": +2 Navy, -1 Army, +1 Economy.
"Centralized Government": +1 Logistics, +1 Economy
"Young Monarch": -1 Loyalty, -1 Espionage
Crown of Valdez
“Forgotten Flame”: Logistics + 2, Espionage +3, Economy -1, Loyalty -1, Army -1
Commonwealth of Routaille
“Fortress Routaille”: +1 Army, +2 Castle
“Revolutionary Fervor: +2 Loyalty
“Echoes of Corruption”: -2 Economy, -1 Espionage
On modifiers: When it comes to statistics, one may only invest up to 5 points in any given stat. This means that if someone has a -1 to Army, they can only have a total score of 4. However, the reverse is also true. Should someone, perhaps, have a +3 modifier to his Navy and invest 3 points, then he shall have a total score of 8. You cannot go higher than +3 for a modifier.
Please note that while we use "house", if you are looking to make a vassal, it is perfectly within your right to make a guild or a religious organization or something else to that effect. If you have an idea and aren't sure whether it would apply for a minor house status, please contact one of the admins with your questions and they would be happy to help you.
It should also be taken into consideration that Trevast is not a wargame. The points invested in the below categories serve the primary purpose of providing a framework upon which a House's lore is built. With this in mind, the house's developed lore should fall in harmony with the point values reflected, and remain true to the values (ex. if a house only has 2 points invested in their navy, it would not make sense for their lore to claim they are the masters of the seas). Some exceptions may be made if the lore is very well developed and makes sense, but this will only be done at the discretion of the admin team. Remember that points are meant to enhance roleplaying, and not replace it. It shall also be noted that in most cases, a house cannot have a value of 0 to their attributes. An exception can be made for the navy attribute if one’s kingdom or state has no need for a navy due to be landlocked or otherwise. Admins can rule upon such discrepancies upon their own discretion on a case by case basis.
Army
- Represents maximum number of soldiers a nation or house can call to arms at any point of time.
- For nations, each point in army represents 20 000 troops, to a maximum of 160k troops at 8 points. For vassals, a point only represents 7500, to a maximum of 60k.
Navy
- Represents naval power of the nation or house.
- For nations, one receives 5 heavies and 15 light ships for each point. For a minor house, it is instead 2 heavies and 8 light ships. Every heavy is staffed with 100 men, and every light has 50. These troops can be used to add to one’s army.
Logistics
- Dictates equipment lvl of soldiers, based on an 8 tier system. In addition, it represents the replenishment rate of your nation/house and ability to re-outfit your soldiers.
1) Men are farmers wielding farming equipment.
2) An army consisting of mainly untrained levies with outdated equipment. Superior to farmers.
3) An army with a backbone of trained levies (superior to untrained levies), with a strong core of men-at-arms (superior to levies)
4) An army with a core of men-at-arms and a backbone of trained militias (superior to trained levies)
5) An extremely well equipped army, fielding out large artillery during sieges. At 5th tier, deduct 1 point from enemy's Castle when besieging.
Any additional values above 5, but not to exceed 8, would be reflected by a well-equipped army that replenishes quite quickly. Armour-making and training is streamlined. Troops are now more specialized, with more skirmishers or other specialized troops being prevalent.
Economy
-Represents trade power and how it can support an army.
-Every 2 Economy = 1 Logistics. Max of 8 economy points. In the event a region bonus provides a positive modifier to logistics, this can stack with the economy bonus. But the maximum value cannot exceed a total logistics value of 8.
-Represents mercenarial opportunities. In times of war, a House may exchange 2 Economy for 1 Army or 1 Economy for 1 navy point. In doing this, your logistics bonus would also adjust congruent with the adjusted economic value.
-Regenerate 1 Economy point per RP year (6 months OOCly)
Castle
-Reflects how impressive the realm’s fortifications are built.
-Represents House's ability to outlast a siege.
-Every Castle point = 3 months, at a maximum of 8 Castle points.
Loyalty
-Represents soldier morale and vassal loyalty to you
-Also represents spy defence, cumulative with espionage. A nation or house with higher loyalty will have a better time warding off intrusions from unwanted spies.
-Each point reduces route/defect chance by -20% to a maximum of 5 Loyalty.
-Additional points over 5 but not to exceed 8 further increase a house’s defense against espionage actions.
Espionage
-Represents a nation or house’s capacity for subterfuge and intelligence gathering, and cumulatively with Loyalty, your defence against the same.
1 point - At this point, you’re probably not that good at espionage, aside from counter espionage and in defending one’s family from overt attempts on their lives. Perhaps you are dealing with a lot of corruption, or maybe you’re just too honourable. You don’t have a household staple of spies, but more likely have one or a handful of trusted councilors who can help root out those who would act against you.
2 points - The average. You know there are people lurking in the dark, and understand they can be used to your advantage. Though your reach is not as long as some others, you can spy on one other nation or house of your choice as long as they are adjacent to your home nation.
3 points - You are acquainted with darkness, and make good use of it. You may still only infiltrate one house, but now you are not restricted to the territories just next to you.
4 points - You are truly underhanded scum. You now are able to infiltrate two nations/houses at once, although one of them has to be in a territory adjacent to you.
5 points - Your disgraceful lack of honour would be infamous... if anyone actually knew about it. Your two spies can infiltrate any house or nation in all of Trevast.
6 points - The gates of Paradise are barred to you and your ilk, you honourless dog. 3 spies, two of which may move freely about Trevast. The other is required to stay in areas adjacent to your homeland, however.
7 points - I’d say more mean things, but I’m afraid you’ll have me killed. Three spies, all able to move freely.
8 points - Shhh… 4 spies, all able to move freely. How absolutely terrifying.
Spy defence is calculated by combining half your espionage score with your loyalty score. When halving espionage, a value of one will always be one. For every two points of your combined spy defence, an enemy has to expend one extra spy to infiltrate you, to a maximum of having to expend 3 to get a single spy infiltrating you. If that means your opponent would not have enough spies to infiltrate you, then they can’t.
Types of Espionage actions:
Intelligence ring. This is the basic spy action and is assumed to be the default. An intelligence ring allows one to steal information about an enemy that might otherwise be concealed. This costs one spy, and gives advantage in battles, as well as let’s one know more private information.
Sabotage. This can come in a variety of forms, such as cutting the sails of a flagship or blowing up a building. This expends 2 spies and can cause a -1 to a stat of your choice for a period of 4 in-game months.
Blackmail. By collecting information, you are able to extort members within the house/nation you are infiltrating and temporarily gain 1 economy while your enemy loses 1. This costs 2 spies.