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):
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*
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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