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Theodorable
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PostSubject: Creating your Kingdom   Creating your Kingdom Icon_minitimeTue Jul 10, 2012 1:32 pm

Creating your Kingdom

Life in the Known World is difficult and treacherous. Many lives are lost to disease, corruption, war and worse. While the world is certainly more vast than previously assumed, the borders of the map only go so far -- and other civilizations that lie beyond the map have only made themselves known to us through minor trade. The intricate subtleties that ensure stability in the region are often overlooked as empires fall and new ones rise up to take their places. There are many civilizations in the world -- some of them are vast and infinitely important; others are less so. These are the Kingdoms of Antiquity.

Kingdoms of Antiquity is an Ancient era-based nation RPG where you will command your own ancient kingdom. It is heavily influenced by the Ancient Era of real history. We expect heavy realism here. There are only humans, magic is non-existent and technology is extremely limited. Here begins your journey to forging your kingdom's history.
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Theodorable
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PostSubject: Re: Creating your Kingdom   Creating your Kingdom Icon_minitimeTue Jul 10, 2012 1:40 pm

Civilization Type

There are three types of civilizations in Kingdoms of Antiquity -- Cultured, Civilized and Tribal.

Cultured kingdoms have become prominent places of literature, tradition and culture. They are bastions for civilized people where safety and security are of the utmost importance. These kingdoms usually have well-endowed histories. Cultured civilizations start with a reasonably large treasury, army and an established territory. However, they also come with territorial claims, dissension and corruption.
Cultured
-- Territory: Begin the game with 7 Settlements: 1 City, 3 Towns, 2 Villages.
-- Army: May spend 100 Gold for initial army set up.
-- Population: Between 500,000 - 2,000,000.
-- City Infrastructure: Every settlement starts with two Tier 1 Constructs or 1 Tier 2 Construct.
-- Bureaucracy: All Settlements start with 5 Stability, Capital starts with 6.

Civilized kingdoms have outgrown their more tribal roots and have begun to mature. They have developed mathematics, art and philosophy. These kingdoms have begun to develop their own culture and folklore. Their territory is less established, but so are their coffers.
Civilized:
-- Territory: Begin the game with 4 Settlements: 1 City, 2 Towns, 1 Villages.
-- Army: May spend 100 Gold for initial army set up.
-- Population: Between 500,000 - 1,000,000.
-- Dynasty of Heroes: Begin the game with 5 Characters.
-- Ambitious Society: All Characters not related to the Faction Leader receive the Ambitious Trait.

Tribal civilizations; unified through the most basic means, these kingdoms are quickly growing as their more traditional family ideals are less strict on individual success and more simplistic in nature -- grow, expand, thrive. These kingdoms are sometimes nomadic and all start very small, but their potential to grow is immense.
Tribal:
-- Territory: Begin the game with 2 Settlements: 1 Town, 1 Village.
-- Army: May spend 100 Gold for initial army set up.
-- Population: Between 100,000 - 300,000.
-- Simple Traditionalists: Farmlands give +20% Food per turn.
-- Uncivilized: Civilization cannot upgrade Towns to Cities.


Last edited by Theodorable on Tue Jul 17, 2012 12:56 pm; edited 32 times in total
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Theodorable
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PostSubject: Re: Creating your Kingdom   Creating your Kingdom Icon_minitimeTue Jul 10, 2012 1:55 pm

Characters

Characters are your heroes. Leaders, politicians, warriors, et cetera. They will help you forge new alliances and will unfortunately cause other, less fortunate events for you. By default, you start with 3 Characters. Civilized Kingdoms start with 5 Characters.

Characters mature at age 15. All Characters start with 1 Random Trait and will earn traits based on events during the course of the game.

You will need a Faction Leader and a Faction Heir.

Traits:

Inept Administrator
The character has trouble understanding the more subtle outgoings of finances and political administration. His position in power is a loss in efficiency.
* -10% Income per settlement that they are stationed in.

Stunningly Incompetent
This man has no idea how to handle the intricacies of money in administration and the maneuverings of politics. It seems everything he touches falls apart and he is best kept at a distant where advisers can pull things together themselves.
* -20% Income per settlement that that they are stationed in.

Axebitten
The character has a few minor scars from previous battles. His slight disfigurement makes him a warrior and less of an administrator.
* Character has higher chances of winning war traits and less chances of winning administrative traits.

Battle Scarred
The character's long and gruesome history in combat has led to the unnerving characteristic of being unsavory to the eye. His battlescars have made him, in any non-military capacity a very strange and unsightly presence.
* Character has decreased chances of winning administrative chances and greater chances of winning war traits.

Dubious

Corrupt
The character is easily bribed through cash or the promise of better things and is not beyond betraying their own people or lovers for their own gain.
* Character is more prone to accepting bribes or defecting.

Pillager
A practiced pillager knows exactly which house to ransack first.
* Gain 25% more gold from pillaging and raiding

Plunderer
There is much wealth abandoned on the plain of battle, if you know where to look.
* Armies commanded by this character gain gold after victories in battle

Social Drinker

Drunk
The person is often inebriated more than not, and while they can still function under the influence, it has slowed their efficiency.
* All assigned actions occur only at the end of the turn.

Alcoholic
Often driven to such a beverage after work or duty has ended, it has become a drab on this individual's social resume.
* Hero will randomly disobey orders or perform own orders.

Butcher
This man has a certain bloodlust that can only be sated by the complete destruction of his enemies. During war, he is known to have all prisoners of war killed which instills fear into the man from his enemies for future battles.
* Hero kills all surrendering soldiers and may kill enemy civilians without loss of Renown. Increases logistics due to not having to care for prisoners of war.

Exterminator

Immoral

Degenerate

Lazy

Indolent
To get this character to do anything is a real drag. While they may be competent, to pull them away from more pleasurable outgoings is the real task.
* -10% effectiveness in whatever action they are engaged in: War, Administration or Renown.

Generous
Generosity with gifts and favors makes this character popular, but puts a drain on the treasury.
* Region character administrates generates 10 Renown per turn, but provides 10% less Gold.

Great Warrior
Great Warriors are skilled and deadly, both in single combat and on the battlefield.
* Hero has improved survivability in duels and battles.

Coward
* Hero has a greater risk of death in duels or battles.

Healthy
Good health can be a great advantage.
* Hero is less likely to die due to famine, disease, or old age. If female, hero is less likely to die in childbirth.

Sickly
Some men are born with the misfortune of ill health.
* Hero has a greater risk of death due to famine, disease, or old age. If female, hero is more likely to die in childbirth.

Promiscuous
Some people seek pleasure even at the risk of unwanted births.
* Character has a large chance of birthing bastards

Virile
*Hero has a greater chance of conceiving children.

Flaccid
Some people have a harder time serving their spouse than others.
* Must spend 50 Renown to use the Bear a Child renown action with this character.

Impotent
*Hero cannot conceive children.

Cavalry Commander
* Cavalry have improved speed and attack when commanded by this character.

Valiant Leader
This commander is naturally brave and charismatic. He is at the forefront of every charge, urging his men onward with both his voice and example. With such a commander at their head, his men will fight harder and be less likely to flee.
* All units have improved morale

Theatrical
This character knows how to take advantage of every success.
* Events that earn renown earn 50% more if this character is involved. Events that penalize renown cost 50% more if this character is involved.

Expert Besieger
This hero understands how to lay siege to a fortified position, including how to position artillery for maximum effect.
* Artillery have improved range and attack when commanded by this character.

Captain
This commander has a firm experience when commanding a ship. He understands how to keep his crew together and use a vessel to its maximum potential. Any ship he commands will fight better thanks to his experience.
* Warships have improved morale and combat strength when commanded by this character.

Courtier
The courtier is a creature of politics, specifically those of his homeland. He knows every face that matters and has many a favor to call in. His presence can help influence a monarch to make a decision which will favor his company, or swing public opinion in their favor.
* Renown actions cost 20% less in any region this character is stationed in.

Mad
This character is not all there. They are haunted by unseen demons and unsound in their judgement.
*

Architect
A trained Integran architect is a master of his art, skilled at using the resources on hand to make weather-worthy buildings superior to anything a native could construct.
* All Constructs cost 20% less in the region where this character is stationed.

Underhanded
The rogue is no true gentleman. He may be a cruelly underhanded administrator or a veteran of a shadier lifestyle, but either way he knows more about espionage than is healthy.

Administrator
The administrator is a quick and decisive manager of the company's affairs. He knows how to delegate and manage things such that the bureaucracy of the company is made more prompt and efficient.
* The region this hero administrates provides 20% more tax income.

Iron Fist
This character tolerates no resistance or discontent under his watch. He crushes criminals and rebels with equal ruthlessness and brings order wherever he goes.
* The region this hero administrates has +2 Stability


Last edited by Theodorable on Thu Jul 19, 2012 1:33 pm; edited 10 times in total
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Theodorable
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PostSubject: Re: Creating your Kingdom   Creating your Kingdom Icon_minitimeTue Jul 10, 2012 4:41 pm

Population

Population Growth is simple. Every kingdom has a standing population, and first those people have to be fed. To be fed they must have 1 Food.

So the Ezrian Empire has 650,000 people ; for one turn .. just to sustain the population, the Ezrian Empire needs 650,000 Food. Now, all food after that is a Surplus that can be used for population growth or can be used for storage. Each Civilization type has a certain growth factor.

Growth Factor
Cultured - May only increase it's maximum population by 4% per turn. 100,000 people, it's maximum growth would be 4,000 per turn.
Civilized - May only increase it's maximum population by 9% per turn. 100,000 people, it's maximum growth would be 9,000 per turn.
Barbaric - May only increase it's maximum population by 20% per turn. 100,000 people, it's maximum growth would be 20,000 per turn.

Manpower

To sustain a military, you need people ; and for those people you need able bodied, willing (or perhaps not so much) males to fight for you. Thus, for each 5,000 population you start with (or alternatively accumulate), you gain 1 Manpower point.

So the Ezrian Empire has 700,000 people ; it would start with 140 Manpower points. Use these points wisely, they are not easily replaced as you've seen!

When you've created the Military Unit you want. You can recruit them in Units, which are 10,000 men a piece. 1 Manpower Point equals 1,000 soldiers. So 1 Unit is 10 Manpower.

Civilization Type Modifier
Each Civilization Type gives a modifier to your total Manpower.
Cultured: Base manpower/3
Civilized: Base manpower/2
Tribal: Base manpower*2


Last edited by Theodorable on Thu Jul 19, 2012 1:47 am; edited 7 times in total
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Theodorable
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PostSubject: Kingdom Traits   Creating your Kingdom Icon_minitimeTue Jul 10, 2012 4:46 pm

Kingdom Traits

Choose two Bonus Traits.

Foreign Soldiery - Your nation has, both in times past and now resorted to hiring foreign soldiers to aid you in combat. This continued form of aggressive diplomacy has made foreign mercenaries more eager to work for your regents.
-- Mercenaries cost 20% less.

Sword & Board - The power of the common soldiery is staggeringly phenomenal. An immense amount of time is spent with the sword, and your swordsmen are renowned for their precision and skill.
-- Sword and Sword & Shield equipment costs 2 Gold less.

Masters of the Sea - With the waves as their guide, sailors and not soldiers are the most dreamed of career in your kingdom. No other civilization is so privy to the waves.
-- Sea Trade Routes generate +20% Gold per turn.
-- Warship crews cost 1 gold less.

Natural Traders - Your people are natural merchants, and coins are a way of life. Their savvy trading has turned your people prosperous.
-- Mercantile Constructs generate +20% Gold per turn.

Equestrians - One with the horse, your people's cavalrymen are the best the world has ever seen. Thundering hooves waving your standard brings fear to the enemy.
-- Horses, Armored Horses, and Chariots cost 2 less gold.

Shrewd Diplomats - The sharp wits and cautious tongue of your leaders and diplomats has turned your people into a political force unlike the world has ever seen.
-- All Renown Actions cost 30% less.

Family Values - The strong genes of your family and their ties to traditional family values will forever be ingrained into the hierarchy of your leaders.
-- All Positive Characters Traits have +5% effectiveness.

Sea Raiders- Your warriors are most at home fighting on the deck of a ship and as a consequence your men find horses to be of better use to farmers than fighting men.
Your Infantry units receive no penalty for fighting in naval combat or making a landing attack

Storytelling Tradition- Your people are known for their amazing poets, skalds, and play-writes. They know how to make you achievements sound greater and defeats noble.
All positive Renown is increased 20%. All negative Renown is decreased 20%.

Nomadic - Your people are constantly on the move and most of their structures are mostly of canvas, skins and wood and can be packed up in a few hours. Because of this the concept of fixed defenses holds no sway.
Settlements cost half the normal cost to upgrade but you may not build Protection constructs above palisades.


Last edited by Theodorable on Tue Jul 17, 2012 11:20 am; edited 4 times in total
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Theodorable
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PostSubject: Re: Creating your Kingdom   Creating your Kingdom Icon_minitimeTue Jul 10, 2012 7:29 pm

Economies

As a base template.

Villages generate 50 Gold / 40,000 Food per turn.

Towns generate 80 Gold / 60,000 Food per turn.

Cities generate 120 / 80,000 Food Gold per turn.
* Cities require 20 Gold per Construct as Infrastructure cost.

Constructs generate additional revenue.

- - - - - - - - - - - - - - - - - - - - - - - -

Trade Routes

Once you have formally created a Trade Route. You can purchase Trade Caravans for 10 Gold. Everyone you purchase can be set upon a Trade Route and every turn will generate 15 Gold per turn.

You can submit as many as five Trade Caravans to a single Trade Route.

Sea Trade Routes

Both participants require a Port to establish a Sea Trade Route. Each Trade Ship costs 20 Gold and will generate 35 Gold per trip.


Last edited by Theodorable on Tue Jul 17, 2012 1:06 pm; edited 3 times in total
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Theodorable
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PostSubject: Re: Creating your Kingdom   Creating your Kingdom Icon_minitimeTue Jul 10, 2012 8:19 pm

Renown

Renown Bonuses:

Build a Great Construct - Great achievements of art and architecture do not go unnoticed. Simply building one of these impressive structures will bring glory and recognition.
- Gain 30 Renown

Win a Decisive Battle - Victory on the battlefield is a sure way to earn glory and renown for all to see.
- Gain 50-150 Renown

Capturing a Settlement - Capturing cities spreads your power and influence. Do it often enough and guards on distant walls will tremble at your people's name.
- Gain 50/100/150 Renown (Village/Town/City)

Defeat an enemy Kingdom - Nothing spreads your name faster than crushing an enemy beneath your heel.
- Gain 200 Renown

Renown Penalties:

Losing a Decisive Battle - Losing a major battle is a humiliation to your people as well as a disaster.
- Lose 40-80 Renown

Losing a Settlement - A thousand citizens will decry your inability to defend your own countrymen.
- Lose 20/40/60 Renown (Village/Town/City)

Ignominious Death - Losing a great leader in a shameful manner puts a black mark on your people's name.
- Lose 30 Renown

Renown Actions:

Bear a Child - Spending the quality time to bear a conceive and bear a child naturally distracts the participants from other affairs.
- Provides a chance of bearing an heir
- Heir inherits traits from its parents.
- Costs 10 Renown

Throw a Festival - Throwing a festival to honor your people's rich heritage and strength. The festivities can distract the populace from their troubles.
- Increases region stability by 3 for 2 turns.
- Costs 40 Renown

Cause Discontent - People in neighboring lands may prefer your kingdom to their own, either in awe of your glory or fear of your wrath.
- Reduce a neighboring region's stability by 4 for 2 turns.
- Costs 60 Renown

Spy on Region - There are always people willing to serve a great kingdom in the hopes of receiving a later reward.
- Gain information on Region's defenses, constructs, units, and Stability
- Costs 40 Renown

Attempt Assassination - Although the orchestrator of an assassination is never caught, everyone knows where the blame falls. The infamy that comes with such underhanded actions must simply be lived with.
- Attempt to assassinate a Character
- Costs 80 Renown

Attempt Coup - Overthrowing a dynasty is an audacious move. It requires great confidence to convince others to willingly attempt it.
- Attempt to overthrow a kingdom's ruling dynasty.
- Costs 400 Renown

Promote New Character - Renowned leaders draw ambitious followers, who will seek to serve them in hopes of bringing glory to their name.
- Gain a new Character
- Costs 120 Renown

Demand Surrender - A fearsome people can often simply demand the surrender of a city and receive it. The citizens will throw open the gates and surrender rather than risk your wrath. The defending soldiers may not be so inclined.
- Settlement throws upon the gates and the populace surrenders. Defending soldiers may still attempt to resist.
- Costs 150/300/450 Renown for a village/town/city
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