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The armed groups

Nùbpatról 

The armed groups are groups. Each armed group is directed by a leader. Contrary to the traditional groups, the members of an armed group have only two choices: either they follow the leader of the group, or they do not follow it and undertake an action of their own chief.

There are two types of armed groups: armed corps and battalions.

An armed corps is made up of a maximum of 15 people. A battalion is made up of a maximum of 8 people. A battalion is commanded by nobles. The other members of the group do not have to be noble. A battalion can also be created by a captain, inside the territory of its County.

The armed groups can give each other the following missions: To defend a city

On the other hand, such groups cannot brigands.

The leader of an armed group decides action or displacement which the group will undertake. The other members can then decide or not « to follow the leader ». A person is excluded from the group the following day, in one of the following cases: - It did not follow the leader and the group moved - It did not follow the leader and moved - It did not follow the leader and the group delivered a combat (in this case, the person not having followed does not take either share with the combat). Thus, a person not following the leader and remaining on the same node, whereas the group does not move and is not constrained to deliver a combat, is not excluded from the group.


Maintenance of law and order

The roles of the sergeant and the constable were entirely re-examined. The role of the trade minister was slightly modified. The operation of the militia of village was also re-examined.

The sergeant allocates appropriations with the constable and manages the logistics of the armies. It can buy and sell with the county fair, but only of the weapons (including the weapons by destination like the sticks). It can allocate mandates with weapons and/or money. It has access to the inventory of the weapons of the county.

The trade minister can buy or sell of weapons (except the weapons by destination) with the fair, neither to include some in mandates, nor to even reach their inventory.

The constable, within the limit of the budget entrusted by the sergeant, must recruit and organize armed groups of marshals. For that, it starts by creating groups, while secretly proposing with people to take the command of it. It then makes pass from the public offers of employment in these groups, for little which they are in villages controlled by the province.

The wages of the marshals and the chief marshals are parametrizable. They are automatically versed in the passing of the day. The groups thus made up are armed groups whose chief is the leader. The only difference with traditional armed groups is that only the constable, and not the leader of the group, are in capacity to recruit new members. In addition, the engaged people are automatically regarded as « following the leader ». Like any group, a group of marshals can move node and node, and possibly leave the territory of the province. The constable is held automatically with the current of the localization and the actions of the marshals, except if they left the territory.

The militias hired by a town hall form an armed group. Its members are automatically regarded as « following the leader » and the mission of the group is automatically « to protect the city ». The wages are paid automatically.


Weapons

The blacksmiths can create new objects:

- Sword blades (a non-forged blade => a sword blade, in the same way that for an axe blade) - unsharpened swords (a sword blade + rough iron => an unsharpened sword) - the swords (an unsharpened sword => a sword)

The weavers can create leather shields (three skins for a shield)

One can use a weapon (sword or stick, for the moment) or a shield, while clicking above. These weapons can break, but do not wear.

At present, the weapons are not activated within the framework of the combat between armies.


Constitution of the armies

General

A noble of the House of Lords of level 3 leading a battalion (possibly reduced to itself) can create an army, of which he becomes immediately the leader. An army is a regrouping of up to 7 armed groups; all the people belonging to the armed groups which join the army are known as belonging to the army. The armed groups gathering in an army become sections. The leaders of the armed groups joining an army become section heads. If the section head is noble, a section can include up to 8 people; otherwise, this maximum number is 5.

The chief of the army is then who decides the general movement of the army. All the people (including the section heads) have then as a choice to follow or not to follow the chief of the army. A person is excluded from an army exactly according to same criteria's as for an armed group.

An army can also be consisted a captain with the head of a battalion, inside the territory of its County.

The capacity of movement of an army is of 2 nodes per day.

The whole of the armed groups defending a city or a castle, including the guard of the mayor, is regarded as an army within the framework of the battle resulting from an attempt, by an opposing army, of catch of the city. This army is not ordered, does not have any capacity of movement, cannot be dislocated nor to make a retreat

Creation of an army

To create an army, noble of the House of Lords, or a captain, from level 3 with the head of a battalion (even a lance reduced to him-only) must pass by a phase of creation. The army has a gauge of State Points whose importance is crucial:

- the chief must first of all choose one or more players (possibly itself) being on the same node as him, pertaining to level 3 - way of the State and the army, to propose to them a possible amount of money and a certain number of State points – Armed forces to develop on behalf of the army. That simulates work necessary to the organization of an army - Two days after having reached 60 State Points (figure which could be re-examined) developed on behalf of the army, the chief of the army can choose a banner (among a list). The State Points of the army are then cancelled. - once the banner chosen, the army is actually created. The existence of the army (but not its location) is then known of all the army chiefs, as well as all captains. It then becomes possible for the chief of the army to advertise the recruitment of players of the way of the State and the army, in order to exchange pounds against SP. In addition, any person can make a gift for the army of goods and pounds.

After the effective creation of the army, armed groups being on the same node can ask to become part of the army. The chief of the army gives his agreement or denies it. To absorb an armed group thus, the army must spend a certain number of SP. An army is limited to 7 sections.

The armed groups which defend a city (including the militias of the mayor) have a certain probability (2 chances out of 3 per defender) of detecting a person who is constituting an army. This information appears then in the events of the defender.


Current management of the army

Roles

The army has its own treasury. The person charged with the treasury chooses the daily wages. Each day, this person can or not click on a button to pay these wages.

Recruitment

The army has its own treasury. The person charged with the treasury chooses the daily wages. Each day, this person can or not click on a button to pay these wages.

Finances

The army has its own treasury. The person charged with the treasury chooses the daily wages. Each day, this person can or not click on a button to pay these wages.

State Points

According to the number of people in the army, and its displacement, the army consumes a certain number of State Points, which thus owe bought beings. It is the chief of the army who manages the recruiting.

Food, logistics

The person in charge of logistics has mandate to buy and sell on the markets, in the name of the army. It in addition can, like the abbot in an abbey, to distribute to each soldier the same object.

Enmity and friendly relation

The combat which an army starts related to its relations of are friendly/enmity, like with those of the other armies. A relation of enmity of an army A towards an entity B means that A will start the combat with B as soon as possible. A friendly relation of A towards B means that A will not start the combat with B, unless B does not start the combat with A.

The relations are thus built that for each ordered pair of entities (A, B), where A is an army, it is possible to determine either « A is friendly of B » or « A is enemy of B ». It is completely possible to have simultaneously « A is friendly of B » and « B is enemy of A » (in the jargon of analytical topology, B is then known as being « an old bastard », but it is anecdotic). For each army, the enmity and friendly relations are parameterized by four elements:

- a priority relation: either « buddy » or « nemesis » - a relation by defect: either « friend » or « enemy » - a list of « friendly » entities - a list of « enemy » entities Here the rigorously explained rule: To determine if (A,B) translated an enmity or friendly relation, it is looked at initially if B is present (in a direct or indirect way) in the list of the entities described by the priority relation; if it is the case, then this relation described (A,B). In the other case, one looks at if B is present (in a direct or indirect way) in the other list of entities. If it is the case then the negation of the priority relation described (A,B). Lastly, if it is still not the case, then it is the relation by defect which describes (A,B).

Examples: An army A has as parameters: - priority Relation: friend - Relation by defect: enemy - List of « friendly » entities: The army B, directed by Thingummy - List of « enemy » entities: The whole of the armies having obtained the approval of Burgundy. Knowing what the army B is one a Burgundian army, can say that A is friendly or enemy of B? The answer is: (A,B) translated a friendly relation. Indeed, B appears in the list of the « friends » and the priority relation of A is precisely « friendly ».

It is possible to make appear, in the lists, of the items like « army  », or « armed approved by a County y » or even with the names of characters (these last names will be taken into account only if the character only travels or groups some, but not if it forms part of an army).

Transitory situations

If it appears that one of the characters implied in an army does not satisfy any more the conditions of possibility of creation of the army, then it to him is left deadline a five days to satisfy these conditions again. Thus, if a chief of not-noble army captain loses his statute of captain, then the army is dislocated at the end of five days.


Level 3 - Way of the State, « army » speciality

A player who chooses the way of the State can choose the cultural luggage « Army ». He then begins with only knowledge « basic military Knowledge » which enables him to generate 10 Points the State in the field of the army. Note: Such a person is a « level 3 - way of the State » and it is thus subjected exactly to the same conditions of passage on level 4 as other levels 3 of the way of the State. I.e. it must spend a certain number of State Points. Contrary to other levels 3 of this way, only the SP specifically developed in the field of the army are entered (for on levels 3 of the way of the State, all the SP are entered, except for the SP-ARMY).

Other knowledge is available


Bond between armies and provinces

The armies do not have to depend on a province: they can be created by players who are not related to the capacity. Nevertheless, the armies can ask, and obtain, the approval of a county or a duchy (only one). For that, being present on a node controlled by this duchy or this county, the chief of army must make a request. It is the captain who decides only answer. Approval makes it possible an army to carry out certain political actions.

The captain of a province is the only person who does not have to be noble to direct an army.

An army approved by a county is typically supplied under the control of the sergeant. For the remainder, it is to the player to define the methods of the articulation between army and policy. Personally, if I were Count, I will formally prohibit to create an army without control of the captain or without his authorization =)


Political management of the territories

The concept of status quo

The word of « status quo » is not entirely well found, it should be said start. It is a concept. The entity which is main status quo on a node can control its political changes. Only the armies and the town halls can be main status quo. - a node out of a city, without army above, is known as « without control of the status quo ». - If a city empty of very is armed then the town hall is known as « master of the status quo » for the node. - an army alone on a node apart from a city is known as « master of the status quo » for this node. Up to now all is well. An army or a town hall which is in one of the three above mentioned cases and which were not, the day of front, master of the status quo on her node gains this statute of mistress of the status quo. In addition, a certain number of events entrainent the loss of the status quo, and thus a new determination of the statu of master of the status quo: - a defeated army always loses the status quo, even if it does not reprocess. - a town hall having seen an army entering the enclosure of the city, either by mutual agreement, or by the force, loses the status quo. When an army loses the status quo on a node out of a city, then it is the not-overcome army having the most factors of engagements on this node which becomes main status quo. If the loss takes place in a city, then the same criterion is applied for the armies present in the enclosure of the city. With defect, three criteria exposed in first sound considered.

Note: An army with the doors of a city (besieging or not the city) is never main status quo on its node. B. Possible actions for the guaranty of the status quo

These actions will be enriched thereafter.

A main army of the status quo can undertake the following actions, with some limit: - To change the control of a node - To change a city frank downtown - To change the control of a city - To dislocate the mayor of a village - To block or resolve the electoral process in a village

Each one of these actions (except the last) requires that the chief of the army (and thus the army does not undertake any other action of the day). The result of the action is nevertheless immediate. An army which undertakes one of these actions never does not profit from any no-claims bonus of defence and is never regarded as being cut off behind from the ramparts.

The possible actions of a mayor were not finalized yet. He will profit, but under restrictive conditions, possibility of changing the control of his city or of making his city an independent city. C. The concept of independent cities and change of control of the nodes

A node without city whose army given is main status quo, and who is under control of a County A, can see its control modified by the army. It can thus pass under control of a County B But for that, two conditions must be met: - the army must have the approval of the County B - the node itself must Indeed be able to be under the control of B, each node can pass under the control of a limited number of provinces. Thus, Brest will be never Burgundian, and Mâcon could be under control of Burgundy or Dauphiné, but not of Artois nor of Champagne!

A node which contains a city is treated a little differently: the city can become only one « independent city ». Thereafter, an independent city can be attached to another province. Thus, to attach Mâcon to Dauphiné, it takes two days.

An independent city is attached to no province. It thus does not have any more access to all the buildings related to this province. D. Catch of being able by an army

A main army of the status quo in a village can relieve the mayor. The chief of army chooses thus, either to become mayor, or to entrust the post of mayor to his most charismatic lieutenant. The electoral process is then automatically blocked. It can be freed constantly by the chief of the army. It is also released as soon as the army loses the status quo on this node (while being overcome or while moving). E. Revolts

The new revolts imply on the one hand the whole of the people who revolted (on this side not change) and on the other hand the whole of the armed groups and armies having chosen to defend the city. In addition, a main army of the status quo in a city is automatically considered, at the time of the resolution of the revolts, like defendant the city.

The combat relating to the revolts are solved before the other engagements.


Engagements implying an army

A. Detection, Coalitions, factors of combat, concept of attack and defence

The system of detection is the same one as for the groups. An army of N soldiers, for all the system of detection is then comparable with a group of N members. The engagements implying an army form part of the phase of displacement. I.e. the engagements are solved right before each displacement of a node. A principle chairs the resolution of the engagements: an army A cannot in no case to fight several times the same army B. If an army A detects an entity B and that A is enemy of B, then A and B are in situation of combat.

Good, up to now all is well. But when one thinks of it, a crowd of question are posed: what does it occur if three armies A, B and C are present and were detected, and that B and C are friendly between them and enemy with A? And if, in this case of figure, B detected A, but not C? And if A, B and C are all three enemy?

The camp considered as defender is that which has the most armies which are not on the move. By default, it is that which has less soldiers. If the two armies are still equal at the end of this test, then a goal shoot (roll of the dice) will have to decide it.

Each soldier brings to his army a number of combat factors (CF) depending on his force and his armament: 1 CF for a strength from 0 to 49 2 CF for a strength from 50 to 99 3 CF for a strength from 100 to 150 4 CF for a strength from 151 to 200 5 CF for a strength higher than 201 +3 CF for soldiers equipped with a sword


B. Operation

The engagements implying an army, even if the army fights only one group or a person, all are solved by using the table of the engagements.

When an assailing army of A factors of attack ( or combat),meets a defensive army of D factors of attack; the attack factors are adjusted by the account modifiers and defense bonuses to calculate a net attack factor for each army. The ratio of the net attack factors is rounded down to give 1:3, 2:5, 1:2, 2:3, 1:1, 3:2, 2:1, 5:2 or 3:1. (By rounding down the defender gets the advantage).

Defense Bonus and Account Modifiers - Stationary organized defensive armies located outside a city get a defense bonus of +50%; unless they are carrying out a siege of a city (N.B. sieges are not yet coded) - Stationary organized defensive armies located inside a city get a defense bonus of +100%. - Disorganized armies outside of a city receive a penalty of -50%. - In addition if the city has ramparts the maximium number of attackers cannot exceed 40, the number of defenders also cannot exceed 40. (N.B. ramparts is part of the concept of sieges which is not yet coded)

A dice of six faces is then rolled and the result applied using the table.


C. Combat Table

http://img144.imageshack.us/img144/107/combattableil9.png

Several results are possible:

Ax% (« Attacking x% » - for example: A50%): The attacker gives a number of blows (see further) equal to the number of soldiers (and not the number of factors of attack,SIC)in the attacking army multiplied by x%, rounded upwards. The defender inflicts simultaneously a number of blows equal to 25% (rounded upwards) of this number, but with a maximum of x% of his own number of soldiers.

Dx% (« Defender x% »): Same, but one replaces attacker with defender

Echx% (« Exchange x% »): The weaker army inflicts on the other a number of blows equal to x% of its total number soldiers. At the same time, the other army inflicts exactly the same number of blows.

MA (« Massacre, for the benefit of the attack »): Each soldier of the attacker carries a blow to a soldier of the defender. There is no response. The defender inflicts only one number of blows equal to 10% (rounded down) of this number, reaching a maximum of 30% of his own number of soldiers.

MD: Same principle but for the defender


D. Blows

For each blow, one draws straws to see who's attacking and who's defending. A die of six faces is then rolled and the result applied using this table:

0: R 0% 1: Bl0 Bl0 10% 2: Bl1 Bl1 20% 3: Bl5 Bl5 40% 4: Bl10 Bl10 60% 5: Mr. M 80% 6 or +: Mr. M 100%

The first column (R, Bl0, Bl1, etc.) give the final state of the character M: Death - Unavailable for combat during 45 days BL10: Severely wounded - unavailable during 10 days Bl5: Serious wound - out for 5 days Bl1: Non-Serious wound - out for 1 day Bl0: A scratch - available the next day, player remains in the army R: Nothing

The second column gives the likelihood of each weapon breaking. Moreover,a staff breaks in every use, at the end of battle, if it was used offensively (even if the owner never received a blow).

Each fight whether by attacker or defender is determined by rolling a dice of six sides. The result is modified as follows: Attacker has no weapon: -3 Attacker has a stick: -2 Atacker has a 'morning star' (spiked mace - not yet coded): +1 Defender has shield: -1 Attacker has more than 100 SP: +1 The Defender has already received n blows which have not made him fall: +n


E. Result of a combat and influences on the movement

An army which is part of the camp sustaining the greater losses and which has sustained 40% or more casualties is a conquered army.

A conquered army beats the retreat (excepted armed groups defending a city, and assimilated within the army, or lower groups).

The losing armies cannot move any more during all the phase of displacement.

The non-losing armies can perform a movement in the current round only if their enemy beats the retreat.

In all the cases, except in the case of a massacre of the enemy armies (MA, MD), the not-losing, moving armies which were in the fight , cannot move any more until the end of the phase of displacement.


X. Disorganization and dislocation of the armies

An army which, in a turn (one does not speak about round here, but about turn of play) loses 50% of its manpower (that it is because of the engagements or because of desertions) becomes immediately disorganized. An army which, in two turns, loses 6% of its manpower (in final balance: new recruits into positive, losses and desertions into negative) undergoes a disorganization. An army which, in a turn, loses 70% of its manpower undergoes a dislocation. An army which, in two turns, loses 70% of its manpower undergoes a dislocation. An army which, in three turns, loses 70% of its manpower undergoes a dislocation. An army which, in a turn, increases its manpower more than 50% and has more than 20 people, undergoes a disorganization. An army which cannot spend the SP necessary to its normal operation undergoes a disorganization.

A disorganized army is subject to penalties . It cannot move. Its gauge of EP becomes null. It does not have SP to spend for its maintenance. It cannot recruit any more. To reorganize, an army must buy a certain number of SP, and spend them. An army which remains disorganized during 4 turns of play undergoes a dislocation.

A dislocated army is eliminated. Its inventory and its goods disappear.


XI. The particular case of the cities

Cities (a name which also includes the villages) are treated in a bit different way from other nodes.

First of all, an army which is on the node of a city can be either inside or outside the enclosure of the city. By default, an army is outside the city. To enter or leave a city, an army must carry out a movement which takes a whole day.

The mayor of the city can decide to authorize one or more armies to enter the city.

Enemy armies being on the same node, but one inside the city, and the other outside, are not detected and thus do not fight themselves - except if the external army tries to enter and/or that the interior army tries to leave.

All the armed groups which defend the authorities in a city (including the militia of the mayor) are considered, relative with the present rules, like an army. Thus, if an external army tries to penetrate in a city, without the authorization of the mayor, then a fight starts between this army and the defending troops.

The armed groups defending a city present however some characteristics: first of all, they detect automatically any army trying to enter the city. Then, it is necessary that their rate of loss is 70% (and not 40% as for the traditional armies) so that they are known as “defeated armies” (and thus that the city can be taken). Lastly, they never retreat, even in the event of defeat.

These defending troops are always regarded as organized, and thus profit from the no-claims bonus of 100% for the defensive armies organized in position in a city.

If the army has the accept to enter the city,it will do it in 1 day. Take care,even if it's not a movement, a player that doesnt follow the leader will exit the army next day.  (NUB PATROL)

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