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Diplomacy Sign-Ups!


Nox Irradiata

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Feel free to go ahead and sign up to play in this thread. You can start thinking about house creation as well, but may want to hold off on selecting House Traits until you see which starting region you've been given.



The full rules (subject to change) are in spoiler tags below. Let's roll! :)



Players:


1.) Leonardo


2.) Reek Havoc


3.) Nox Irradiata


4.) Et Cetera The Mouse


5.) Lord Syv Aldlark


6.) Valyrian Spoon


7.) Stannis Eats No Peaches


8.) Batbob45


9.) SkyThe1


10.) Bright Blue Eyes


11.) Lord Lyman


12.) Sword Of The Morning Wood


13.) Moyo


14.) Lord Flashheart


15. 3rd Eyes The Charm


16.) Pink Viper


17.) Bran The Last Greenseer




Full Rules for Diplomacy


I would ignore the Wonders section for now as it probably won't be in the game, and as a consequence ignore the Blood of Valyria trait as well.


Diplomacy: The Age of Heroes


MAP HERE


The South is a bountiful and rich land. With no central ruler, the lords fight amongst eachother after one of the longest winters anyone can remember. With a fresh spring and a first harvest in hand, new grudges and games are free to be played out. Take control of your own house and lead your armies to war, or simply assasinate your enemies.


TABLE OF CONTENTS


F.A.Q.


I: Introduction and basic rules

II: House/Character Creation

III: Turn Procedure, Open Borders Agreements, and Castles

IV: Combat Rules

V: Generals and Squiring

VI: Tournies

VII: Assassinations

VIII: Moving Nobles and Miscellaneous Rules

IX: House Traits

X: Army Movement and Distance

XI: Naval Warfare and Ports

XII: Siege Rules

XIII: Wonders

XIV: Sacking a region, and oaths of fealty


===


I - Introduction and Basic Rules:


"When you play the Game of Thrones, you win or you die"

-Cersei Lannister


Every player will get their own small castle/holdfast and 3 regions to reign over. Because each region is sovereign, each is basically its own kingdom/nation if it so chooses to be.


You have a grudge with another player in the game and don't like the way they do things? Go in and rough em up, heck get some friends together and deliver a good old fashioned beatdown. Don't feel your lands are sustaining your needs? Go out and take someone else's or start colonizing tracts of uninhabited land-just be careful not to overextend or move beyond your means. If you truly are at wit's end being attacked by other players, try pledging fealty to a king, or at worst, surrender to your enemy.


Create your own history through conquest by raising a General from a talentless Lord into a fierce commander on par with Robb Stark or Tywin Lannister; unite the realm with underhanded means and elimination of all opposition; diplomatically negotiate peace and truces, arrange marriages and with the grace of highest nobility convince your enemies to destroy eachother and forge strong alliances. Show your enemies mercy, or crush them under the hoof. Take their castles and daughters, and unite the North!


The game is all rooted in diplomacy. Rather than complex stats for each house, every region produces 1 food/1 Gold at base. At the beginning of every turn(2-3 days) you get your resources, and then can decide what do with them. Each unit(which stands for 500 men) requires a food and gold to create. Hosts only take one turn to assemble, meaning you can pay for it and create it on the same turn, you just can't send it anywhere yet. During winter armies cost half a food/grain bushel per thousand men a turn to maintain (yikes) so save it up if you want to continue the fight into winter (A long way off, but Winter is Coming)


Still with me? Good ;}


That is the core of the game and all you really need to know to play. You can continue to create your house however you wish, the only stipulation is that you are a young landed lord(or lady) not above 22, unmarried and without children. You can marry below you(you're guarunteed a child every 2 years) or marry off family members and such to other places to create alliances. You can also create whatever backstory you want, style yourself a king, and are generally free to do whatever you want within your own territory, and out of it if you have the military might. Keeping a garrison will be important no matter who you are, scroll down to combat rules for more on that. Starting an older character has benefits as well, so check the below section for details:


However, if you really want to flesh out your character/house/region, I would suggest moving onto the next part of the process...


===


II - Character/House Creation:


"A Lannister always pays his debts..."

-Numerous figures


This is the head of your house, and possibly the last surviving member of it. Not to worry, it just means you get to start your house's story from scratch.


Some characters have different starts depending on the situation. For example, you can make a character aged to start the game with heirs/children and already married. Every child you start with adds 4 years of age added to the base of 18. So in order to have 4 children, a character would have to start at age 34 at least. After age 45 there is a 1/50 chance for your character to die of natural causes at the beginning of every new year, and 1/15 chance to die in winter every year. Age 66 and above this becomes an even smaller ratio.


BE WARNED: Rules of succession are in place, meaning if you marry off your heir to someone else you may be losing titles if you aren't careful to make sure everyone agrees on the terms. In short, I wouldn't be quick to marry of the heir to your lands.




Name and House: Wylis Byron

Sigil: A boar with a golden fleece

Region desired: Bear Island

Age: 27

Children: Two sons, 4 and 1.

Extra Resources: None at start


Finally, there are House Traits; if you do not wish to play with traits then you can ignore it for now :D


===


III - Turn Procedure, Open Borders Agreements, and Castles:


"BRAN: The Iron Islands. Sigil: a kraken; words: we do not sow;

MAESTER LUWIN: Lords?

BRAN: the Greyjoys.

THEON: Famous for their skills at archery, navigation and lovemaking.

MAESTER LUWIN: And failed rebellions"


For every action aside from a rebellion, you can post it on the board. For example, you can't raise 4,000 men in levies without the rest of the North noticing and being able to anticipate something. However, you can still launch a surprise attack on whoever you want by sending a PM. Marraiges and alliances will need to be made public as well. This does not mean you HAVE to use a PM to attack; on the contrary, it's going to look more honorable and honest to post attacks in the main body of the topic. The Turn Procedure details the order in which all actions are carried out.


NOTE: You MUST have an Open Borders Agreement to pass through another player's armies.


<Army Movement Phase>

All armies are moved into place


<Combat Phase>

All combats are carried out, we figure out who won and lost, and if there need to be deliberations. If there is any pillaging it is carried out and sorted here. Any nobles captured are imprisoned in the capital of the attacker, and are officially under control of the attacker forthwith until ransomed back or released. In order to move a noble to another territory, there is a one gold cost. They can then be moved to any region in the North; refer to the other topic for exile rules and the consequences.


Moving nobles must be done the turn before; you can't realize you're being attacked this turn and then want to move them.


<Income Phase>

All players receive their allotted incomes after all combat is resolved. As a note, incomes are displayed but not a player's banks; this will be carefully monitored. Trading is completely fair game, but a moderator(just me for now) must be notified. Gold and Food are a sackable resource, and all players banks are located in their capitals. If someone sacks your capital and you didn't send off your gold and food to another player the last turn, then half of it goes to the attacker rounded down, with the other half being lost from inefficiency of pillaging.


<Diplomacy Phase>

This is the real meat. All planning with other players is done here and is effectively 99.9% of the turn. Beware of espionage and marrying off your family, though at some times they will be necessary. Feel free to contact other players to set up alliances, crown kings(though anyone can crown themselves a king), or do whatever you like really, the freedom is key here.


Any actions taken such as raising levies need to be posted on the boards. Any crownings of kings or constructing of castles should be noted here as well, along with marraiges. Nobles are moved at the end of this turn and can be moved using a PM. Trades and attacks can be public or PMs; Rebellions will probably want to be PMs but if you are truly honorable.


<Reinforcement Phase>

Technically at the very END of the turn is when all counties/regions are reinforced with levies bought this turn.


Open Borders Agreement:


An Open Borders Agreement(OBA) is needed in order to pass armies through another player's armies. This is the only restriction on movement; in regards to backstabs note this:


Player A is using his OBA with Player B to march through and attack Player C. However, Player B no longer thinks his alliance with Player A is working out and wants to backstab him. When Player A attacks Player C, Player B can't just murder his army unknowingly or engage it, but it can run to Player A's regions and attack one of them.


Regions without armies in them can be passed through without an OBA. Make sure no one is reinforcing a region in your path this turn, or you will be forced to turn back.


Rules on Castles:


To build a castle, set aside 2 food and 2 gold for the cost, and then after 4 turns including the turn it took to plan it the castle is finished so 5; meaning you begin construction Turn 1, and then by the end of Turn 4 it's finished, in time for use Turn 5.


Castles can be assigned to either produce an extra food, extra gold, or be able to withstand twice the amount of sieges by building a well. As is castles already take one turn to siege, meaning an army attacks at the start of Turn 4, and is vulnerable to be attacked all turn 4. At the end of the combat phase in turn 5, they finally take the castle and combat resumes as normal. Lifting a siege has to do with more than just food; soon living conditions will deteriorate. You also cannot collect an income from a sieged territory.


===


IV - Combat Rules:


Melisandre: Stannis does not need to beg this lord or that lord for support, the Lord of Light stands behind him.

Ser Davos Seaworth: And how many ships has the Lord of Light got in his fleet?

Melisandre: He has no need for ships.

Ser Davos Seaworth: I'm sure he doesn't, but we do if we're going to war


The meat of the game, being able to take things from other players and have them taken from you. Combat is a simple affair; the side with the greater number wins. If an army is able to retreat(only while mid-siege), they lose half their men and retreat back home. If they are defending their home territory, they are all killed and the attacking army loses half of its forces to thousand, rounded down. So, 8,000 men assaulting a holdfast/region garrisoned by 2,000 will suffer 4,000 in losses, but be in possession of the region. At this point the player can either swear fealty and surrender all resources/lands, or you can pull a Tywin and tear the family out root and stem and sack the region.


An even fight results in both armies taking half losses unless one of them has the Aggressive General trait.


Upon sacking a castle you gain half of its stored resources rounded down(raping and pillaging is very inefficient) and as mentioned before, it will take 4 turns/a year before the region will be productive again.


You can attack to anywhere, from anywhere. However, your army is GONE while attacking; hence maybe instead of sending 8,000 men you keep 4,000 at home to garrison your capital. You succeed in the attack, and then have the remaining 2,000 stand garrison in the other castle.


In order to illustrate the rules, let's say Maege Mormont is sitting in bear island all frothy and mad due to lack of lands. She decides to attack Deepwood Motte using half her forces, 4,000 men, and leads the attack herself. She takes the castle, but while half her force was away an army from Sea Dragon Point bearing banners of House Liddle arrived and conquered Bear Island with 6,000 men. They sacked the city and captured her 3 daughters and son, her heir; at this point she can swear fealty and be returned Bear Island with incomes awarded to Sea Dragon Point, or try to raise an army to retake Bear Island herself. She gets no income from conquering Deepwood for 4 turns, and her entire home province was just sacked by the enemy.


The only way to retrieve family members taken hostage is to invade the region they are being kept in or have them ransomed back. Prisoners' locations will be known to all players, meaning you can't shuffle around prisoners, and they are also not transferrable to other players without paying 1 Gold. So, Maege decides the best move at this point is to surrender and swear fealty, and hopefully this king/High Lord will make a mistake and she can rebel...


===


V - Generals and Squiring


“I looked for you on the Trident,” Ned said to them.

“We were not there,” Ser Gerold answered.

“Woe to the Usurper if we had been,” said Ser Oswell.

“When King's Landing fell, Ser Jaime slew your king with a golden sword, and I wondered where you were.”

“Far away,” Ser Gerold said, “or Aerys would yet sit the Iron Throne, and our false brother would burn in seven hells.”


Moving nobles is costly and takes time; this was done on purpose so it would be difficult to keep your families safe. Your head of house however(along with his squire) can be attached to an army and he is able to directly lead troops into battle. You must attach the general to a host when raising it if you want him to lead the troops into battle, though you can move troops through regions interchangably.


Titans of the Battlefield: Generals


As an option, you can choose for a member of your House to lead your forces in battle. This means he is effectively tethered to the army from its creation, or rather they to him; he cannot leave without the payment of one gold or without trumping the entire army back to a region owned by the player(or in more desperate times, an allies').


Once a general begins winning battles, he will accrue valuable knowledge and will be more effective on the battlefield in the form of traits. Once you select a trait, the wins are effectively nulled and you have to restart from 0 wins. A general can only possess one trait at a time, except for the knight trait.




(2 Wins Or has been knighted) Knight: The General is a knight; he must be taken captive and given a trial. If he is captured Turn 2, all of Turn 3 he will be under trial in a region owned by his captors(He can be rescued during this time). By Turn 4 he can be declared guilty and killed/jailed for eternity/whatever you delight in, or he can have requested a trial by combat. He has a 50% chance of success in this regard, unless the Lord himself or one of his sons' fights. In the latter case, he only has a 10% chance of success, though if he wins the Lord/his son dies.


(2 wins) Conservative General: After winning a battle and halving your forces, instead of rounding down, you round up.


(2 wins) Duelist: This character is a seasoned warrior; in a trial by combat he has a 75% chance to win. If his opponent is also a duelist, he has a 50% chance to win


(2 wins) Forced March: Your general can move 2 extra spaces in a turn; this stacks with House Traits.


(4 wins) Cautious General: This general leads from the rear; if faced with an unbeatable foe, the general will instead retreat back to the nearest friendly castle, or neutral region to a distance of 5 regions with 1,000(or less depending on how many he started with) of his men.


(5 wins) Aggressive General: This general's army acts as if it were 1000 stronger than it actually is, due to the effectiveness of its commander. This means it wins all even fights and will tie in a fight with someone barely stronger than him.


(5 Wins) Excellent Tracker: This general's tracking experience is so great that he can lead a force of 2,000 or less THROUGH an opposing army, but only once per movement.


(6 Wins) Siege Breaker: This general can force his men to assault and storm a castle, no matter the losses; this is only possible if they outnumber the foe 4 to 1.


(7 Wins) Champion: This person is one of the most deadly warriors in Westeros. He has a 90% chance to win unless the character is also a duelist, in which the character has a 50% chance. If the character is also a champion there is no modifier.


(7 Wins) Master-at-Arms: Units raised to be accompanied by this general in the province he is currently located do NOT have to wait a turn before moving/attacking.


(8 Wins) Worthy of Loyalty: This general is so prestigious that he can convince his enemy to kneel to his might. After a battle you may recruit up to 1500 Men of an opposing army for double the cost of regular levying. You can only recruit up to half, rounded down, of an opposing force.


(10 Wins) Skinchanger/Other Old Magic: Your general is trailed by a familiar, usually an attack animal or possesses an incredible old magic that gives a large advantage on the field. He rounds up to the nearest thousand after winning a fight, he causes 2,000 extra in losses of men for the winning side if he loses, and his army acts as if it were 1,000 men stronger than it is. Must possess the Blood of First men house trait, Blood of the Rhoynar, Blood of Valyria, or Red God Worship


SQUIRING:


Free of charge, and of course if both parties agree(I need a PM from both), a player can send one of his sons to be squired under another House's Head. The squire and Lord are effectively attached forthwith; wherever the Lord goes, the squire follows. Therefore any events regarding the Lord will also regard the squire such as being captured in battle.


For every year spent in a Lords' service, they can count themselves as already having garnered a combat win, for a max of four years.


As squires follow the 'action' so to speak, it is a very dangerous position in times of war. Every conflict they take part in garners them a half win. Any remaining 'half win' is discarded once they are no longer squires. This is not modified by the Wrought for Battle trait.




===


VI - Tourney/Summer Feast/Hunt/Wedding Rules


Once every 3 years, a Lord may host a Tourney/Event. Hosting a tourney costs nothing, but requires at least 12 participants for one event(Not players, but able characters). Any lad/lady of 16 or older can attend the tourney(attending is free), and for the duration of the tourney(1 turn) will be located in the host's capital region. It is therefore advised to maintain a strong garrison during these events and to procure whatever pacts deemed necessary, along with everyone being guaranteed guest right(you can't kill any guests off OR take any prisoners though you can poison them and vice versa; they are simply there for the event.) If an army invades the territory during a tournament, there is a 20% chance for each person attending/taking part in the event to be captured, but the lord himself will have to be sieged in his castle still.


Junior events are also allowed for squires and such.


The host then chooses whichever categories/games/hunting target they wish, and all participants have a chance to win gold for their respective houses as well as bragging rights. A participant can enter and win all categories, but be warned; there is a 1/30 chance of being maimed for every category a participant takes part in, and a 1/50 chance of death. Other players' characters can also be knighted at a tourney.


A tourney host is allowed 8 gold in prizes to distribute as they see fit that THEY DO NOT HAVE TO PAY FOR. It is the reward for braving death and be willing to come together in a setting where backstabs are a casual occurrence ;D


How this works in relation to Turns:


Turn 13 The King of the Eastern marshes decides to hold a tourney, and proclaims it to the entire realm.


The other lords proclaim who is attending the tournament and which categories their lords are competing in; if there are atleast 8 participants in one of the categories the tournament goes forth.


Turn 14, all of the participants are moved to the host's region for the duration of the turn after the army movement phase(meaning you cannot invade and capture everyone at once). By Turn 14's end they are returned, with the winners being announced.


If someone were to invade the host region Turn 14, the tourney would obviously be canceled, and the host could try again when they weren't being besieged ;)


===


VII - Assassinations


It goes without saying these orders will need to be PMed to me. To add a final layer of possible deceit and deception to the game, I have decided assassinations must be included for the game to finally be complete. Also I noticed Mafia was pretty popular and this will definitely have elements of that which I love, such as having to track down your murderers ;}


POISON:


Ned: I've heard it said that poison is a woman's weapon.

Grand Maester: Yes, women, cravens and eunuchs.


An expensive but far more subtle way to deal with your enemies. They require direct contact, so in that way are part traceable. There are two kinds available:


(10 gold) The Strangler: Will insantly kill its victim the turn after it is used.

(5 Gold) Widow's Blood: The bowels of the victim shut down, drowning them in their own poisons over the course of a turn. Can be cured with the spending of 3 gold to fetch a nearby Maester. Example:


While squiring with Lord Bolton, little Gerion Argyle was instruced by his father to poison the Lord's wine with Widow's Blood on Turn 4. Turn 5 rolls around, and Lord Bolton is dying. However, he calls a maester from a nearby province for a sizable fee, and is cured beginning of Turn 6. He cannot lead armies while poisoned. Knowing there were no foriegners but Gerion in his lands, he has the boy taken hostage and goes to war against Lord Argyle.


CATSPAW:


Tyrion Lannister: What sort of imbecile arms an assassin with his own blade?


Costs 5 gold


A cheap assassin; on a 25% chance he can attempt to assassinate another character. There is also a 50% chance of him revealing who sent him when he is inevitably caught...


FACELESS MEN:


Jaqen H'ghar: Valar Morghulis


25 Gold


The Faceless men do not fail.

Turn 4, the order goes out.

Turn 5, you recieve his head in a box.

None are any the wiser.


===

VIII -Moving Nobles and Misc Rules:


As patriarch/Matriarch you decide where your family stays and goes, so you can move them from your capital or spread them out to make them harder to track down. It costs 1 gold to move a noble from on area to another.


1. The game is about fun, risk, and a clear victory. I expect to see plenty of betrayals and downright bad, terrible skeevy things being pulled in order to try and win the game.


2. There is a difference between swearing fealty to a king and raising him up, and losing a war, surrendering, swearing fealty. Those who have sworn fealty peacefully remain a sovereign region under its own government; so if a king doesn't keep a constituent happy and vice versa, it is not a locked relationship, meaning a player can stab a king in the back without warning. However he can also demand taxes from his subject states that will be collected and deducted from their coffers automatically, though these can be halted with a simple PM to the gamemaster from the vassal state. If a king attacks his own vassal without the vassals' knowledge, they do not collect taxes that turn. Withholding taxes is not an act of war, but it does show the Being a king is a very powerful but obviously very dangerous position to be in.


3. Beginning age 46, I will roll a 50 sided die at the beginning of the turn. On a roll of 1 the character dies. In winter this will change to a 25 sided die. Above age 65(66 and up) this will change into a 15 sided die; in Winter an 8 sided die :(


4. Be careful about marrying off your children or leaving family members in a foreign power. If your line is ended you are out of the game. Marrying lowborn from inside your own lands is always an option, though people may shirk at your alliance marriages later.


5. All major actions need to be relayed to the gamemaster so they can coordinate what happens during a turn. If you don't inform the gamemaster of it, your house and characters will be stuck doing nothing that turn. Feel free to get in contact with me any way you can if you think a message didn't go through or something. ;D


6. All players start with 3,000 troops and 2 extra gold and food not including the first turn's income.


7. In order to colonize a nearby region, you have to undergo the same process as building a castle. This does not mean you have a castle, but the region is colonized and will produce 1/1 for you, and you can now raise troops in it/build a port or castle.


8. An exiled lord can flee to any free region by spending a gold and starting a new duchy/kingdom there. It requires 2 full turns to construct a new holding and 2 gold, so you better find some start up cash from a friend : /

===


IX: House Traits


HOUSE TRAITS


Ah, to make your house unique...


Well, there are 2 kinds of traits: Positive, and Negative Traits


For every positive trait, you must select a negative trait, for a max of one per house.


POSITIVE TRAITS



POSITIVE TRAITS


Greenthumbs:

This house grows a bonus food every turn


Silver Fingered:

This family knows where to find money; +1 gold a turn


Wrought for Battle:

This family acquires combat experience at double the rate.


Northern Blood:

This family is not require to pay the penalty for fielding armies in winter. There is also a 1/100 chance of a member of this house born with the skinchanger general trait


Craftsmen:

This House constructs buildings in two turns less time, to a minimum of one turn.


Blood of Valyria:

This family knows the secret of creating Valyrian Steel and other secrets. Required to help create Lightbringer and The Citadel, or hatch a dragon.


Ironborn:

Natural sailors of Ironborn or at least seafaring stock, this house can travel twice as far in a turn on water.


Hardy:

Their soldiers can march through 3 extra regions in a turn.


Blood of the Rhoynish:

No penalty for passing into Dornish deserts when entering Prince's Pass from the North


Stormborn:

No penalty AND a +2 move bonus for passing through the Marshes of the stormlands


Conquerors:

This House takes half as long to subdue and repopulate a recently sacked region.


Good Stock:

These characters do not roll for death until they reach age 66, and then roll a 25 sided die in both winter and normally and they also get a +3 at all tourney rolls. Finally, instead of two years, it only requires one for an able match to birth a couple or to birth a bastard.




NEGATIVE TRAITS


Physical/Mental Disfigurement: This one is obvious; keeps all members of the house with the trait from (pick one below). You can get creative with the reasons here. This can even include things like simply being too short, like a crannogmen or our friend Tyrion Lannister. Every of member of this house has a 40% chance of being born with the trait :D


A) Competing in tourneys


B ) Marrying other nobles


Inbreeding: Another obvious one; your family won't marry outside itself unless ABSOLUTELY necessary.


Gluttons: A notorious history for gluttony of drink, food or other delights. Begins to roll for death at age 25 instead of age 45. This negates any modifier for death rolls if this house has the positive trait Good Stock.


Cravens: Experience is gathered by generals at half the rate


Feeble: Movement speed for armies is slowed by two regions


Saltfear: This House avoids the seas; they only travel half as fast over water.


Upjumped Stewards: This house requires two more turns to make a sacked province profitable.


Fearful Smallfolk: It takes one extra turn to colonize a province


Clueless Engineers: It takes an extra turn to build anything in a province. Can't take this trait if you picked the Craftsmen trait.



====



X: Army Movement and Distance


Armies move at a default speed of 5 regions a turn. There are a number of factors that can affect move speed, such as House Traits, the leader of the army, and geography. When PMing army movements to me, MAKE SURE TO INCLUDE THE PATH. This is very important, otherwise you could run into enemy/foreign armies and lose everything.


Nobles can move anywhere in a turn for the price of 1 gold, not limited by distance. Trades can also be completed near-instantaneously in game time.


The Stormlands have an innate penalty of -2 to move speed while moving in de jure regions of the kingdom. This penalty comes into effect RIGHT when the stormlands are moved into.


Turn 4, an army is on its 3rd move/border hop when it moves into the Stormlands. Immediately the penalty is applied and they can no longer move.


The PRINCE'S PASS in Dorne is a desert that requires a full turn to move through from the North unless the House possesses the Blood of the Rhoynar.


Turn 4, an army is on it's 1-4th move/border hop and moves into the Prince's Pass beginning of Turn 5. For ALL of Turn 5, they are stuck in the Prince's pass and can only move out the way they came or continue. Beginning of Turn 6 they are moved to the other side in Skyreach and can continue movement.


===


XI: Naval Warfare and Ports


The move speed of units on water is a default of 4; however it takes a full turn to Embark your men onto the ocean. Once on the ocean aside from move speed and obviously things like sieging and only moving on water, they are to be treated like normal. Landing somewhere without a port will require building one to get back. Naval combat takes place in the same way.


Ports require 2 gold and 2 turns to build. Ports are destroyed when a province is sacked.

===


XII: Siege Rules


1) An army can retreat without taking losses while sieging

2) Battles are fought BEFORE a siege


So, when you siege castles, you are really sieging it to acquire it and capture the folks within. The problem with the original system is that while you were sieging, the enemy army was still inside and capable of charging the attacker to 'break the siege'; I didn't think this was very fair considering if someone ran up to chase you off you were almost guaranteed to lose half your forces AND you did no real damage to the enemy. When Stannis Baratheon was getting sieged in Storm's End, there's no way he would be able to feed thousands of garrisoned men.


To follow that up, an army sieging a castle can retreat before the enemy reaches them and avoid taking anymore losses(considering you just fought an army and maybe lost more men than intended)


Sieging a castle should be difficult, but not so hard you could lose upwards of 8,000 men and only kill 1-2 thousand AND still not take the castle.


Turn 7:

For example, Player A sends 2 groups of 5,000 to siege Storm's End, being defended by 3,000; the first is to fight the army and the second to begin sieging the castle.


Turn 8:

The fighting unit had 2500 men left over, which merges with the main siege unit over the following turn to make 7,500 men. A follow up army of 4,000 is dispatched this turn by a third player to lift the siege. During this turn, the attacking army can lift the siege themselves at any time and be moved back to their home territory at the start of next turn, before any armies will show up to fight them.


Turn 9:

At the VERY beginning of this turn, the follow up army arrives to try and lift the siege; but it's only 4,000 men. A second battle is fought just then, with Player A's forces of 7500 diminishing to 3500. Their forces face no further opposition and they take the castle at the end of the combat phase.


===


XIII: Wonders


THE SEVEN WONDERS


1. Building the world's greatest fortress


Costs 20 gold and 10 food, requires an existing castle and 8 turns to build. The region it is in produces 3/3 a turn and can withstand three turns of siege.


Arguably the easiest of the wonders to achieve/complete, it also takes the most time.


2. Establishing the citadel


Costs 28 gold, 25 food and requires 6 turns to build.


Where the Maesters forge their chains, and where the 'latest' scientific and magical discoveries occur and are recorded. Causes all provinces of the owner to produce 2/2 instead of 1/1. There can only be ONE Citadel at a time. It can be captured and takes only 3 turns to bend to new ownership. The original owner can reclaim it within that time and it will instantly begin doubling the production of his provinces.


3. Forging the Iron Throne


Costs 30 gold and food each, and 6 turns to build.


The throne of the true king of Westeros; forging it causes all provinces who have sworn fealty to you to produce 2/2, but not your own. The ultimate tool of kings.


4. Create Lightbringer/Create a magic Valyrian Steel Sword


Requires 5 sacrifices for Rhlorr or another god/s of noble birth, and a 6th in the form of ones wife. Has a 33% success rate.


Whoever wields Lightbringer gets a +15 to all tourney events, will always win a duel, and takes no losses upon winning a battle when leading an army.


5. Hatch a Dragon


Hatching a dragon is the single most difficult, expensive and time consuming of all the wonders. There are numerous locations around the map a single individual with valryian blood must travel to with a dragon egg, which can also only be obtained in a Grand Tournament(Once every 5 years, 30 nobles total must compete). This includes a 25 gold and food trip to Tyrosh with the egg to find Valryian Scrolls. Finally, hatching a dragon also requires the blood of a king, queen, or heir to a throne.


Dragons will annihilate an army of any size with no damage to their own. They must travel with an army, a permanently attached noble and have a 1/15 chance of being killed in the fight. They also cost 2 food and 2 gold a turn to maintain.


Locations to take the egg:

Summerhall

Blackwater Bay

Oldtown

The Prince's Pass

The 3 turn Trip to Tyrosh off-map(25 gold and 25 food)

Return to Summherhall after having spilled the blood of a king/queen/heir on the egg, or with a king/queen/heir to sacrifice


6. The Wall


Costs 25 gold and 15 food, and takes 6 turns to construct; disrupting its construction requires a turn of siege.


Players can erect a wall along one of a region's borders to create an impassable permanent obstacle, forcing armies to go around it. A great tool for defense and funneling armies, if a bit expensive


7. The Great Sept and The Faith Militant


Costs 18 gold, 18 food, and requires 6 turns to build.


Establishes a permanent garrison in the region of 3,000 men to assist in defense; cannot be moved. Replenished by the next income phase.


===


XIV: Sacking a region and oaths of fealty


Sacking a region will pillage its bank if its a capital city, and by default capture any nobles unless ordered otherwise. The land is rendered useless for 5 turns, along with any of its castles. Its ports are also destroyed.


There are two situations for oaths of fealty:


1) You have just been beaten up by someone, or been otherwise sacked. If they offer or you suggest and they accept, you can offer an oath of fealty to them and have a moderately peaceful takeover. All of your armies, lands, incomes, and such are effectively under their control, but your nobles will remain in your capital safe and sound(unless a player assassinates them ;D). You can rebel later on, but at most can only take 1 turn of income away from your liege lord and add it yours and you only regain control of your original capital.


2) You peacefully are offered an oath of fealty before coming to arms; you are still a sovereign nation and can do as you wish, meaning this is mostly a formality. A smart liege would require some kind of hostage or tribute.


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If you're attacking with MORE than 4 times the enemy numbers, you take no casualties. So 2500 and up armies can roll right over 500 men. 4500 men can roll over 1000, 6500 men can roll over 1500, and it takes 8500 men to roll over 2000. It's designed like this so you can't just waltz huge armies around the map and not expect them to fall victim to harass or get caught unawares. However, if a host is large enough only a force of comparable size can hope to do anything but waste men against it. So 10000 men can sweep 2000 men under the rug no problem



You can also send your troops in waves. Let's say you want to assault an army of 3500 men in a nearby(1-3 spaces) region, and you have an army of 3000. However, you have some intelligence or just a good hunch that the army isn't moving and isn't going to have any friendly reinforcements coming through the territory. So you send in 1000 men first to harass the enemy, and cut their numbers in half so they're down to 1500. Then you send in your 2000 and take the territory, can sack the province while at the same time capturing anyone; unless the region also has a castle, at which point you can choose to siege the castle or not. You have 1000 men left over, but due to planning and knowledge were able to defeat a host larger than your own and come out on top.



Of course, the same player could easily have sent 1000 of his own men in, forced a draw, and then marched his host in and decimated your own forces. Knowing the enemy is paramount in the strategy of this game.


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