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 [ACCEPTED] Confederacy of Caexi (X)

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Caexi
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PostSubject: [ACCEPTED] Confederacy of Caexi (X)   Fri Mar 11, 2011 7:50 pm

[Alright you will see a bunch of spoilers below and that is because I might still change things depending on the Update that Theo was mentioning.]

1.) Kingdom Name:
Confederacy of Caexi


2.) Race:
Spoiler:
 

3.) Racial Advantages/Disadvantages:
Spoiler:
 

4.) Population:
90,000

5.) Kingdom Scale:
Moderate

Resources:
Foodstuffs - Foodstuffs are staple foods raised in farms as agriculture, or hunted in the forests and on the plains in order to feed the entire population. They are absolutely essential to the livelihood of a kingdom and without it, a kingdom will quickly drop into recession and its people will begin to starve and die at an alarming rate.
* Feeds the entire population.
* Portion of the population will begin to starve if a Moderate or Massive amount is traded away.
* Generates 1 Economic Point a week unless being traded away in a Moderate or Massive amount.

Iron Ore - Iron Ore is a versatile mineral that is primarily used in the creation of weapons for war. Iron Ore deposits have to be mined to be utilized.
* Generates 2 Economic Points a week unless being traded away in a Moderate or Massive amount.
* Decreases the price of all land based Military Units except Light Infantry by 1 Military Point.

6.) Name of respective capital & town(s):
Captial: Tysol Caexi
City: Dufang
City: Molol Sharaes

Description of capital, town(s) (fortress(es) if applicable):

Spoiler:
 

7.) Government:
Confederacy - A confederacy is a patchwork of states coming together under a shared banner for a single purpose. They have each decided to support eachother financially, militarily and politically to consolidate their power. A confederacy is power in ways of unity and offering multiple views, but it is weak in that disagreements are often common, and full unanimity is required in all decision making.
* NOTE: This government allows the Kingdom to choose up to three races.
* Elves and Dwarves may not be in the same confederacy.
* Lizardmen and Avians may not be in the same confederacy.
Interkingdom Trade - The confederacy can be seen as two or three kingdoms trading between each others at all times as they still maintain a small form of autonomy. Because of this, even without exterior trade agreements the confederacies economy will still grow.
* 5 Economic Points are awarded every week as a base, even without any Trade Agreements or Resource Nodes.
* Natural Resource Nodes do not generate Economic Points unless being traded to other kingdoms.
Unanimity - Unfortunately, for a confederacy to work the interconfederate kingdoms must come together in unanimity to make a decision. Disagreement amongst the smaller kingdoms can lead to an army at only half strength, or an unfinished trade agreement.
* Decisions take longer to make and without 100% unanimity many decisions will require compromise.
* If this government is chosen, you must choose a "Primary Race" for which to receive pros and cons so that you do not receive multiple racial bonuses.
8.) Name of Leader(s) / Deity:

People of Importance:

Spoiler:
 

9.) Kingdom Traits:

National:
Masters of the Realm - The kingdom's people have grown familiar with a certain environment. They know how to live and fight in it better than others, which gives them a concrete advantage.
* May choose one of the following Environments. The Kingdom has improved martial prowess and logistics in that environment, and resources found in this environment provide +1 extra Economic Points. Your Kingdom MUST be at least half within this environment: -- Plains - Masters of the endless green, cavalry fight much more effectively and your people understand the intricacies of the plains biome.

Military:
Great Leadership - The kingdom puts out charismatic and strategic leaders with ease. They are daring, brave, sometimes meticulous. A great leader, even in times where the war is looking sour can pull out a great victory and turn the tide of the war. This is not to say there are not incompetent leaders within the kingdom, but rather to say that the competent ones are much more than that.
* Armies become extremely difficult to route and forced to retreat.
* Enemy armies facing kingdoms armies have lowered morale.
* Increase weekly Cultural Points by 1.

Economic Traits
Serfdom - Serfdom is the enforced labor of serfs on the fields of landowners, in return for protection and the right to work on their leased fields. A kingdom with serfdom always has a viable work force, but they are not always happy. If you need something built, you'll always have a large supply of workers. They own only the clothes on their back and for working on their lords fields they are given food and shelter. Civil unrest is common in serfdoms, but someone not working is very uncommon.
* Generates 1 Economic Points a week per 10,000 citizens a week no matter what.
* All Constructs that are built with resources from inside the kingdom cost 1/3 less.
* Civil unrest is increased.

Social Traits
Martial Tradition - The people of the kingdom have a long tradition with war. They know how to fight, and their history tells the story. Those neighbors around them understand it and are fearful, or at least woe at the thought of negotiating with a people who are so eager to fight, but it matters not for this kingdom. Fighting is what they're good at!
* Greatly increases martial prowess in battle.
* Decreases Cultural Points by 1 a week.
* Can take Prisoners of War. Prisoners of War may be enemy soldiers who have surrendered, or if in enemy territory they can be hostile citizens of an enemy kingdom. Every 500 prisoners taken generate 1 Economic Point.

Weakness:
Opposing Political Factions - A certain group of people are disgusted with whose in power. They are planning something, as they always have. It might start with a public protest, but sooner or later an assassination attempt is very likely. In an Aristocracy, it's the opposing party, in an dictatorship, it's the disgruntled advisers, and in a Theocracy, it's those who disagree with the religion itself.
* Increases the chance of an assassination attempt.
* Increases the chance of rioting during wartime.

Breakdown if Economic/Cultural Points
Foodstuff - 1 [master of realm]
Iron - 1 [master of realm]
Confederacy -5
Serfdom -9
Economic Point Generation - 16 [when resources are trade 19 possible]

Cultural Base - 2
Great Leadership - 1
Martial Tradition - minus 1
Cultural Point Generation - 2

10.) Military:

Available Points: 90 military points

Fields: [Iron Ore - Land based units cost 1 MP less except Light Infantry]

6 Light Infantry Companies [2MP]
10 Heavy Infantry Companies [2MP]
6 Light Calvary Companies [2MP]
10 Heavy Calvary Companies [3MP]
10 Catapults [1MP]
10 Skirmishers [1MP] = 0 MPs Left

12.) History:
Spoiler:
 

13.) Location:



Last edited by Caexi on Mon Mar 21, 2011 9:19 pm; edited 1 time in total
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Mille Sessau
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PostSubject: Re: [ACCEPTED] Confederacy of Caexi (X)   Sat Mar 26, 2011 6:46 pm

Confederacy of Caexi


  • Confederacy - A confederacy is a patchwork of states coming together under a shared banner for a single purpose. They have each decided to support eachother financially, militarily and politically to consolidate their power. A confederacy is power in ways of unity and offering multiple views, but it is weak in that disagreements are often common, and full unanimity is required in all decision making.
    -- Generates +5 Economic Points as a baseline.
    -- Decrease of -3 Cultural Point per week.
    -- NOTE: This government allows the Kingdom to choose up to three races.
    -- Lizardmen and Avians may not be in the same confederacy.



Glory - In a "glorious" society, the citizens' status is based upon the society's judgment of their personal qualities. Qualities that are usually considered glory include fealty, honesty, integrity, and courage. In many such societies men are expected to "defend their glory" to the death, as any loss of honor and glory is considered far worse than loss of life.

  • Advanced Training - The kingdom has given more time and training to a certain type of soldiery. It may be the Light Cavalry, used for scouting and quick flanking types, or it may be the Light Infantry have had their training and equipment bolstered so that they may go head to head with other kingdoms Heavy Infantry, but all the surrounding kingdoms understand that these well trained units are a symbol of national heritage.
    -- Swordsmen > Discipline.


  • Military Discipline - In a military structure, discipline refers to a soldier's willingness to follow legitimate orders, to respect superior officers, and to put their life in jeopardy or even die when required. Disciplined soldiers are expected to uphold the dignity of their uniform when off-duty and to protect the weak and helpless. Lapses in discipline may lead to military punishment or even courts-martial and discharge.
    -- Increase of 3 Cultural Points a week.
    -- Soldiers will never mutiny or openly disobey orders.
    -- Soldiers fighting in Home territory have increased fighting prowess.


Territories

  • Masters of the Realm - The kingdom's people have grown familiar with a certain environment. They know how to live and fight in it better than others, which gives them a concrete advantage.
    -- May choose one of the following Environments. The Kingdom has improved martial prowess and logistics in that environment, and resources found in this environment provide +1 extra Economic Points. Your Kingdom MUST be at least half within this environment:
    * Desert - Your people are desert people, adept at surviving long periods without water and surviving the burning heat.
    * Mountain - Your people are natural mountaineers, able to climb rough slopes and adapt quickly to freezing cold and thin air.
    * Tundra - Adept at living in cold and frozen lands, your people will also fare better on winter campaigns in foreign lands.
    * Plains - Masters of the endless green, cavalry fight much more effectively and your people understand the intricacies of the plains biome.

  • High Natural Resources - The kingdom's ancestors luckily settled in the right place, for the land that they settled in is extremely high in many different natural resources. The kingdom has thus started with possession of more natural resources than other kingdoms.
    -- Kingdom starts with three Natural Resource Nodes. One of them must be Foodstuffs unless Nomadism is also selected.
    -- Two other Natural Resource Nodes can be duplicates.
    -- Chances of finding other resources in the kingdom is greatly decreased.

{Foodstuff, Iron, Mithril}

Population: 92,400 ( +1,200 a week )

Military Points: 65 ( - 10% of Military Maintenance )

Economic Points: 48 ( Increase of 16 per week )

Cultural Points: 8 ( Increase of 4 per week ) ( +2 for Hero )

Confederate Military

6 Spearmen Regiments
-- (1,800 Elvish Spearmen)

10 Spearmen Regiments
-- (3,000 Elvish Spearmen)

1 Spearmen Regiment (Mithril)
-- (300 Elvish Spearmen)

1 Skirmisher Regiment (Mithril)
-- (300 Elvish Skirmishers)

10 Skirmisher Regiments
-- (3,000 Elvish Skirmishers)

3 Swordsmen Regiments (Mithril)
-- (900 Elven Swordsmen)

10 Swordsmen Regiments
-- (3,000 Orcish Swordsmen)

6 Light Cavalry Regiments
-- (1,800 Orcish Light Cavalry)

10 Heavy Cavlary Regiments
-- (3,000 Elvish Heavy Cavalry)

10 Catapults
-- (300 Human Soldiers)

LIMITS

Iron:
42/10.

Wood:
10/0.

Horses:
16/0.

Mithril:
5/10.

Confederate Navy

None

Resources

  • Foodstuffs - Foodstuffs are staple foods raised in farms as agriculture, or hunted in the forests and on the plains in order to feed the entire population. They are absolutely essential to the livelihood of a kingdom and without it, a kingdom will quickly drop into recession and its people will begin to starve and die at an alarming rate.
    * Feeds the entire population.
    * Portion of the population will begin to starve if a Moderate or Massive amount is traded away.
    * Generates 1 Economic Point a week unless being traded away in a Moderate or Massive amount.

  • Iron Ore - Iron Ore is a versatile mineral that is primarily used in the creation of weapons for war. Iron Ore deposits have to be mined to be utilized.
    * Generates 2 Economic Points a week unless being traded.
    * For every ONE Iron Resource Node, you can support 10 Swordsman Companies.

  • Mithril - A very rare metal. It is described as silvery and stronger than steel but much lighter in weight. The malleability, lack of tarnishing and use of the metal in jewelery make it invaluable.
    * For every ONE Mithril Resource Node, you can support 10 Swordsman Companies unless being traded.


Constructs

None.
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Caexi
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PostSubject: Re: [ACCEPTED] Confederacy of Caexi (X)   Tue Apr 12, 2011 7:36 pm

Military Units
UnitCompaniesAdvance TrainingBasicIronMithril
Spearmen6--X-
Spearmen1---x
Swordsmen10X-X-
Swordsmen3X--X
Skirmishers10--X-
Skirmishers1---X
Light Cavalry6--X-
Heavy Cavalry10--X-
Catapaults4----

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Caexi
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PostSubject: Re: [ACCEPTED] Confederacy of Caexi (X)   Tue Apr 12, 2011 7:45 pm

Resources
NameNodesProducingUsing
Foodstuff1--
Iron12042
Mithril1205
Horses0016
Woord0010
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PostSubject: Re: [ACCEPTED] Confederacy of Caexi (X)   Today at 11:33 am

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