NEW RP 1400AD MILITARY GUIDE

Priydan

Active member
MILITARY GUIDE OF THE FIRST ERA (1400-1450)

The following is a guide to Military building in the new RP.

CREDIT AND SPENDING

Troops are created through the spending of CREDIT (separate to currency) which is allocated daily. Initially, to create their first army, players are given. 2000 Credits. As a base rate players will receive 500 Credits daily to spend on their choosing from the guide. Each nation must apply to the MOD OF WAR (Me - Priydan - Hai!) via PM to create units. If you don't apply, you don't get - Simple! The 500 Credit base rate can however change. In time of PLAGUE, FAMINE, DROUGHT, CIVIL UNREST (determined by both Mods), the Credit base will drop until the issue is deemed resolved). In times of prosperity, and players prove their prosperity via active RPing, the Credit rate will increase. In times of national defence, the credit rate will increase for the defending nation. CREDIT CAN ROLL OVER, BUT FOR NO MORE THAN 5 DAYS as to promote activity.

All armies must be supported logistically or they will not operate. You must purchase logistical troops as well as military troops. You must also be able to house all units you own or there will be a penalty which will be decided by THE MOD OF WAR. You cant have a standing army of 10 000 troops and only 1 barracks!

Siege weapons at this time are only used in Siege warfare, and not in pitched battles during this ERA.

CONQUEST

Players must declare War first. The first battle may take place the next IRL day.

To conquer a region, a Nation must win 5 Pitched Battles and be in possession of all Castles (Medium and Strong) in the region. THE MOD OF WAR will track all of your armies strength (Although please keep track of your own army!!!!) and size, and should two players go to war they will simulate and produce a battle report. Only 1 pitched battle is allowed per region per day. A siege of a fort or Castle lasts 1 day, a medium Castle 2 Days and a Strong Castle 3 days. Players can agree to a truce through a war and the MOD OF WAR will determine the overall outcome of the war. To help THE MOD OF WAR with battles, please state how many troops you choose to commit.

When a region is conquered it is advised to keep a military force in the area for an ERA while it is assimilated. Conquered nations may instigate a rebellion if they appeal to THE MOD OF WAR and he agrees.

*When an ERA progresses, all military units will be upgraded to their equivalent without charge, and other units may become available as war diversifies.* 

STARTING UP

Each nation as mentioned begins with 2000 Credits to spend. Each nation starts with the following for FREE in their first State (i.e. AA, BA, CA, etc, depending on start position):

  • 1 BARRACKS
  • 1 STABLE
  • 1 WOODEN FORT


The Credit Guide is as Follows: (UNIT - CREDIT COST PER UNIT - IRL PRODUCTION LENGTH - ATTACK & DEFENCE RATING)


UNIT


TYPE


COST 


TIME


ATT


DEF


 


 


 


 


 


 


SPEARMAN


Foot Soldier


0.5 Credit


2 Hour


2


2


MAN-AT-ARMS


Foot Soldier


1.5 Credit


4 Hour


4


3


PIKEMAN


Foot Soldier


2 Credit


4 Hour


3


4


HALBERDIER


Foot Soldier


5 Credit


8 Hour


4


6


LONG-SWORDSMAN


Foot Soldier


10 Credit


10 Hour


6


4


HEAVY SWORDSMAN


Foot Soldier


15 Credit


12 Hour


7


5


MILITIA


Foot Soldier


0.2 Credit


1 Hour


1


1




LONGBOWMAN



Ranged Foot Soldier


3 Credit


8 Hour


5


5


CROSSBOWMAN


Ranged Foor Soldier


5 Credit


4 Hour


6


4


 


 


 


 


 


 


CAVALRY ARCHER


Ranged Cavalry


5 Credit


6 Hour


5


2


LIGHT HORSEMAN


Cavalry


8 Credit


12 Hour


5


3


LANCER


Cavalry


10 Credit


8 Hour


7


2


KNIGHT


Cavalry


15 Credit


1 Day


8


5


 


 


 


 


 


 


MANGONEL


Ranged Siege 


40 Credit


1 Day


35


0


TREBUCHET


Ranged Siege 


100 Credit


1 Day


45


0


STANDARD BATTERING RAM


Siege Equipment


5 Credit


4 Hour


10


0


ARMOURED RAM


Siege Equipment


30 Credit


1 Day


30


0


SIEGE TOWER


Siege Equipment


200 Credit


1 Day


45


0


STANDARD CANNON


Ranged Siege 


150 Credit


1 Day


30


0


HEAVY CANNON


Ranged Siege


250 Credit


1 Day


50


0


 


 


 


 


 


 


BLACKSMITH (1 per 50 Cavalry)


Logistical


25 Credit


8 Hour


n/a


n/a


SUPPLY WAGON (1 per 500 Troops/5 Ranged Siege Equipment)


Logistical


10 Credit


12 Hour


n/a


n/a


ENGINEERS (4 per Siege Equipment)


Logistical


5 Credit


4 Hour


n/a


n/a


HEALER (Improve odds of recovery)


Logistical


15 Credit


1 Day


n/a


n/a


SPY (Information to be leaked at Mod discretion)


Logistical


50 Credit


1 Day


n/a


n/a


 


 


 


 


 


 


SIEGE YARD (1 Per 20 Siege Weapons)


Troop Storing


300 Credit


1 Day


n/a


n/a


BARRACKS (1 Per 1000 Foot Units)


Troop Storing


200 Credit


1 Day


n/a


n/a


STABLES (1 Per 350 Mounted Units)


Troop Storing


250 Credit


1 Day


n/a


n/a


WOODEN FORT (Supports 1000 Foot)


Defensive/Troop S


300 Credit


1 Day


0


1000


STONE FORT (Supports 2000 Foot & 500 Cavalry)


Defensive/Troop S


500 Credit


1 Day


0


7


BASIC CASTLE (Supports 3000 Foot & 750 Cavalry)


Defensive/Troop S


750 Credit


2 Day


0


2500


MEDIUM CASTLE (Supports 4000 Foot & 750 Cavalry)


Defensive/Troop S


1250 Credit


4 Day


0


4000


STRONG CASTLE (Supports 5000 Foot & 1000 Cavalry)


Defensive/Troop S


2000 Credit


7 Day


0


7500


MILITARY DOCK* (Supports 30 Ships)


Troop Storing


500 Credit


1 Day


0


0




COG


Small Warship


200 Credit


1 Day


75


300


GALLEY


Medium Warship


500 Credit


2 Day


350


50


CARAVEL


Medium Warship


500 Credit


2 Day


300


100


CARRACK


Large Warship


1000 Credit


3 Day


1000


1000


FOOT TRANSPORT SHIP (1 per 2500 Foot Units)


Transport


250 Credit


1 Day


0


300


HORSE TRANSPORT SHIP (1 per 400 Horse Units)


Transport


300 Credit


1 Day


0


300


SIEGE TRANSPORT SHIP (1 per 15 Siege Units)


Transport


400 Credit


1 Day


0


300



*Only to be built in regions with sea adjacent - 1 dock per state square*

**Sailors automatically assigned to all ships**

You can spend your credits upgrading i.e. spend 200 Credits upgrading your first Wooden Fort into Stone Fort. Upgrading is not compulsory, you can build a STRONG CASTLE straight off if you have the credits without working through the upgrade system.

*STILL A WORK IN PROGRESS*

 
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