Post by Cameron Takiter on Sept 20, 2016 1:18:24 GMT -5
Single/Small Group Combat: Single to small group combat is how most combat will occur on Terra Divinum. Determining how a fight progresses is based upon the integrity of the players, as an older and more experienced fighter should be better than a fresh faced fighter in a duel, though enhanced physical and mental abilities might give the newer fighter the edge. So, please, keep the fighting fair and, as stated in the rules, don't godmod or power play if you find yourself in combat. Let's keep it fun and fair, alright? Standard roleplaying rules still apply here.
War: While single combat is all well and good, it doesn't lend well to changing the world a whole lot. Something that war does and, as the rulers and military leaders of each country are played by you guys, there exists the option for one country to wage war on another. War is not as simple as single combat, though, as with real life, it's a quite the task that requires forethought, planning, resource allocation, troop management, and a little bit of luck.
Funds:
At the beginning of each month, each country receives funds to spend on increasing their military capabilities. Each country has a base pay rate of 10,000 gold per month, which can be increased and decreased through different events happening. Funds can be spent on a variety of things, such as resource acquisition, troop training, arming, housing, and feeding, creating siege weaponry, improving and maintaining weapon and armor quality, improving and maintaining castle and fort defenses, and hiring officers, support staff, spies, thieves, saboteurs, assassins, and occasionally mercenaries. Funds do not have to be completely spent from one month to the next and can be saved up for future use.
Purchases:
Resources:
- Reverbium - 9 gold per ingot
- Iron - 7 gold per ingot
- Steel - 10 gold per ingot
- Leather - 4 gold per unit
- Bronze - 6 gold per ingot
- Wood - 5 gold per unit
- Stone - 2 gold per unit
- Clay - 1 gold per unit
- Blackpowder- 2 gold per unit
Buildings:
- Smith Shop: Adds an on call smith to your court and sets up a shop in your courtyard. Halves the price of all "Arm New Troops" purchases. (Can be NPC'd or a player) - 7,000 gold
- Farm Land: An army has to be fed! One plot feeds 50 soldiers. - 200 gold per plot
- Tuner Shop: Adds an on call tuner to your court and sets up a shop in your courtyard. Halves the price of all "Catalyze New Troops" purchases. (Can be NPC'd or a player) - 6,500 gold
- Troop Housing: An army needs somewhere to sleep and relax. Each building houses twenty soldiers. - 75 gold per building.
- Fort: Construct a fort to act as a defensive standpoint against invading armies. - 750 gold.
Troops:
- Assault – Serve as front line soldiers when the battle reaches close quarters fighting. Can be used to either attack the enemy head on, guards for ranged fighters, and defend the back and sides of phalanx formations. 10 gold per soldier.
- Vanguard – Serve as a defensive front with heavy armor and large shields. Can be used as walls to defend chokepoints against enemy attacks and squads of range units and for phalanx and turtle formations for forward progression. 15 gold per soldier.
- Barrage – Serve as a supportive attack role with rifles, pistols, and bow and arrows. Can be used to rain arrows down on the enemy army, shoot from behind Vanguard squads, or used to flank and ambush enemy armies quietly. 13 per soldier.
- Shock Trooper – Serve as a long range offensive or supporting role with magical attacks. Can be used to halt enemy troop movement, support assault and vanguard troops from behind, or combat other magical troops from a distance. 12 gold per soldier.
- Medical Corps – Serve as support troops using healing magic. Can be used to heal troops mid battle.
Equipment:
- Catalyze New Troops: Equip all the new troops you've trained with tuned catalysts. Dependent price and requires Reverbium ingots.
- Arm New Troops: Equip all the new troops you've trained with weapons, armor, and equipment. Dependent price and requires various crafting materials. When you go to purchase equipment and weaponry, you will be provided with a list of required items to arm your troops.
- Siege Weaponry: Build some form of siege weapon, either ballista, cannon, or artillery gun. - 500 gold.
Improvements and Repair:
- Weapon and Armor Quality Improvement: Improve the strength and durability of your weapons. Varies, starting 300 gold.
- Castle/Fort Wall Upgrade: Improve the survivability of your castle or fort walls. Varies, starting 500 gold, requires stone, clay, and wood.
Hirelings:
- Hooligans: A member of the Righteous Hooligan is able to be hired for various tasks. Price is up to the Righteous Hooligans.
- Brigadiers: A member of the Midnight Brigade is able to be hired for various tasks. Price is up to the Midnight Brigade.
- Mercenaries: Various mercenary guilds can be hired as a form of disposable troops that don't detract from your regular military force if they die. Price is up to the guild itself.
Note: The mechanics for fighting war itself are still being worked out.
War: While single combat is all well and good, it doesn't lend well to changing the world a whole lot. Something that war does and, as the rulers and military leaders of each country are played by you guys, there exists the option for one country to wage war on another. War is not as simple as single combat, though, as with real life, it's a quite the task that requires forethought, planning, resource allocation, troop management, and a little bit of luck.
Funds:
At the beginning of each month, each country receives funds to spend on increasing their military capabilities. Each country has a base pay rate of 10,000 gold per month, which can be increased and decreased through different events happening. Funds can be spent on a variety of things, such as resource acquisition, troop training, arming, housing, and feeding, creating siege weaponry, improving and maintaining weapon and armor quality, improving and maintaining castle and fort defenses, and hiring officers, support staff, spies, thieves, saboteurs, assassins, and occasionally mercenaries. Funds do not have to be completely spent from one month to the next and can be saved up for future use.
Purchases:
Resources:
- Reverbium - 9 gold per ingot
- Iron - 7 gold per ingot
- Steel - 10 gold per ingot
- Leather - 4 gold per unit
- Bronze - 6 gold per ingot
- Wood - 5 gold per unit
- Stone - 2 gold per unit
- Clay - 1 gold per unit
- Blackpowder- 2 gold per unit
Buildings:
- Smith Shop: Adds an on call smith to your court and sets up a shop in your courtyard. Halves the price of all "Arm New Troops" purchases. (Can be NPC'd or a player) - 7,000 gold
- Farm Land: An army has to be fed! One plot feeds 50 soldiers. - 200 gold per plot
- Tuner Shop: Adds an on call tuner to your court and sets up a shop in your courtyard. Halves the price of all "Catalyze New Troops" purchases. (Can be NPC'd or a player) - 6,500 gold
- Troop Housing: An army needs somewhere to sleep and relax. Each building houses twenty soldiers. - 75 gold per building.
- Fort: Construct a fort to act as a defensive standpoint against invading armies. - 750 gold.
Troops:
- Assault – Serve as front line soldiers when the battle reaches close quarters fighting. Can be used to either attack the enemy head on, guards for ranged fighters, and defend the back and sides of phalanx formations. 10 gold per soldier.
- Vanguard – Serve as a defensive front with heavy armor and large shields. Can be used as walls to defend chokepoints against enemy attacks and squads of range units and for phalanx and turtle formations for forward progression. 15 gold per soldier.
- Barrage – Serve as a supportive attack role with rifles, pistols, and bow and arrows. Can be used to rain arrows down on the enemy army, shoot from behind Vanguard squads, or used to flank and ambush enemy armies quietly. 13 per soldier.
- Shock Trooper – Serve as a long range offensive or supporting role with magical attacks. Can be used to halt enemy troop movement, support assault and vanguard troops from behind, or combat other magical troops from a distance. 12 gold per soldier.
- Medical Corps – Serve as support troops using healing magic. Can be used to heal troops mid battle.
Equipment:
- Catalyze New Troops: Equip all the new troops you've trained with tuned catalysts. Dependent price and requires Reverbium ingots.
- Arm New Troops: Equip all the new troops you've trained with weapons, armor, and equipment. Dependent price and requires various crafting materials. When you go to purchase equipment and weaponry, you will be provided with a list of required items to arm your troops.
- Siege Weaponry: Build some form of siege weapon, either ballista, cannon, or artillery gun. - 500 gold.
Improvements and Repair:
- Weapon and Armor Quality Improvement: Improve the strength and durability of your weapons. Varies, starting 300 gold.
- Castle/Fort Wall Upgrade: Improve the survivability of your castle or fort walls. Varies, starting 500 gold, requires stone, clay, and wood.
Hirelings:
- Hooligans: A member of the Righteous Hooligan is able to be hired for various tasks. Price is up to the Righteous Hooligans.
- Brigadiers: A member of the Midnight Brigade is able to be hired for various tasks. Price is up to the Midnight Brigade.
- Mercenaries: Various mercenary guilds can be hired as a form of disposable troops that don't detract from your regular military force if they die. Price is up to the guild itself.
Note: The mechanics for fighting war itself are still being worked out.