Post by Tyr on Jan 24, 2015 22:39:07 GMT -5
Mardok Duchy
Vas'Mira - Wonderful Vessel
The People of Mardok are starting to hold traditions based on the idea of being good people.
Tenets so far:
Communal food stores and contributing to them: The people donate their extra food to locally upheld food stores. It's meant to keep the people fed through a drought/famine, but are open for withdrawal year round. Those who keep needing food though will be assisted with finding gainful work.
Integrity and Justice
Hospitality and Acceptance
Honor and Respect
Conservation and Improvement
Laws:
Local History:
Counties controlled: 11
Duchy Population: 21079
Able Population: 16410
County improvements:
1: Grod, Keep complete Oceaus, Armory, Barracks
2: Grod complete Norvius, Barracks, Armory, Stables
3: Grod complete Norvius, Barracks, Armory, Stables
4: Grod complete Norvius, Barracks, Armory, Stables
5: Grod complete Norvius, Barracks, Armory, Stables
6: Grod complete Norvius, Barracks, Armory, Stables
7: Grod complete Norvius, Barracks, Armory, Stables
8: Grod complete Norvius, Barracks, Armory, Stables
9: Grod and Barracks complete Norvius.
10: Grod and Barracks complete Norvius.
11: Grod and Barracks complete Norvius.
7 mountains, 9 forests, 9 plains, 4 rivers.
Improvements:
Farm (2700/2700) (300 each)
Mine (1750/1750) (250 each)
Lumber mill (1800/1800) (200 each)
Fishery (600/600) (150 each)
Mill (900/900) (100 each)
Gem Mine (150/150)
Guild Hall (50/50)
Hall of Architects (100/100)
Academy (250/250)
Grod and barracks construction in counties 9, 10, and 11: 1920 workers.
Total Workforce: 10220
Standing Army
Infantry: 2120
Archers: 2160
Cavalry: 1000
Total troops: 5280
Infantry
Count: 2120
HP: 1
Dmg: 9
Init: 2
Armor: 3
Skills:
Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Archers
Count: 2160
HP: 1
Dmg: 9
Init: 2
Armor: 3
Skills:
Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Cavalry
Count: 1000
HP: 3
Dmg: 9
Init: 3
Armor: 3
Skills:
Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Total population being used: 15500/16410
Properties
Warehouses: A large structure exclusively for storing goods.
-Cost: 1000 gold.
-50 gold maintenance per month
-Only Lord/Lady &/or Craftsman
-Storage: 200 slots
Large Structure:
-100 slots
-cost: 500 gold.
-20 gold maintenance per month
-Structures like manor houses and the like.
Medium Structure:
-50 slots
-costs 250 gold.
-10 gold maintenance per month.
-Structures like middle sized houses.
Small structure:
-20 slots
-costs 150 gold.
-5 gold maintenance per month.
-Structures like shacks and fruit stands.
Inventory
10 Small
8 Medium
5 Large
3 Warehouses
Used Buildings:
Warehouse: Reserved for the Kable Company.
Improvements: Fortified Construction.
Maintenance: Paid by Kable.
Warehouse (Storage for the Duke)
Improvements: Fortified Construction.
Maintenance: 40 Ritz
117/200 Slots used. (See below)
Metal (37 total)
Iron 39/50
Iron 50/50 (x17)
Copper 33.5/50
Copper 50/50 (x2)
Tin 8.05/50
Tin 50/50 (x2)
Coal 9.5/50
Coal 50/50 (x2)
Hydrillium 1.75/50
Hydrillium 50/50 (x3)
Cordite 33.35/50
Aquate 34.35/50
Arcite 34.35/50
Gold 44.8/50
Silver 35.6/50
Silver 50/50
Stone (5 total)
Sandstone 73.6/100
Granite 54.15/100
Granite 100/100 (x2)
Marble 92.6/100
Cloths (1 total)
Cotton 90/200
Wood (27 total)
Oak 32.3/100
Oak 100/100 (x5)
Ash 8/100
Ash 100/100 (x3)
Yew 56.5/100
Yew 100/100 (x4)
Walnut 4/100
Walnut 100/100 (x8)
Ebony 23.1/100
Ebony 100/100 (x2)
Bones/Etc (4 total)
Bones 10/50
Wolf Fangs 10/50
Fish Scales 50/50
Fin 50/50
Plants (26 total)
Leaves 102/200
Leaves 200/200 (x2)
Straw 127/200
Straw 200/200 (x5)
Reeds 11.7/200
Reeds 200/200 (x5)
Poisonberry 72/200
Drakehazel 36/200
Star mint 36/200
Lord's Glove 65/200
Tel'Sara 24/200
Helixan:70/200
Catpad 49/200
Lavender 24/200
Dremora 49/200
Foxberry 90/200
Gladeria 27/200
Food (8 total)
Piranha Filets 290/300
Serpent Flesh 280/300
Dragonfruit 18/300
Dragonfruit 300/300 (x5)
Jewels (9 total)
Moonstone 2/10
Obsidian 5/10
Garnet 3/10
Aquamarine 4/10
Diamond 1/10
Opal 1/10
Jade 1/10
Coral 3/10
Emerald 5/10
Academy (Retrofitted Warehouse)
Maintenance: 50 Ritz
Large Structure: Artificery
Improvements: Fortified Construction
Forge (+5 to metal smithing)
Laboratory (+5 to discovering alchemical properties and mixing ingredients into potions)
Maintenance: 10 Ritz
Slots: 3/100
Hammerweight Assembly (4-30 Strength)
Paper (3/350)
Magical Paper (65/350)
Letters (3/350)
Leadership II Codex
Alliance I Codex
Large Structure: Manor House (Does not count towards limit per Jul. Also has no maintenance cost, is part of the Grod)
Registered as: Home/Manor
Improvements: Kitchen.
Slots: 1/100
-Sissak Codex
Guild Hall (retrofitted Large Structure)
Improvements: Fortified Construction
Maintenance cost: 10 Ritz
Hall of Architects (retrofitted Large Structure)
Maintenance cost: 20 Ritz
Medium Structure: Ritgr Housing (Jorkahn Wealddir)
Registered as: Home/Inn
Improvements: Fortified Construction; Pending (Kitchen, Bedrooms, Cellar, Bath,)
Slots: To be maintained by Jorkahn.
Maintenance cost: 0 Ritz
Sub-Total maintenance cost: 70 Ritz.
Hall of Architects maintenance reduction: 10%
Final maintenance cost: 63 Ritz.
Important Thread History
This will be a history of any and all important threads relevant to the development of the Duchy. Army combats/trainings, threads in which traditions or laws are set, etc.
Traditions
Hearts and Minds Vas'Mira is started through people being allowed in the manor.
Army
Expanding Horizons Army win. County added, +4 army xp. (+1 init I/A/C, +1 HP C)
Vas'Mira - Wonderful Vessel
The People of Mardok are starting to hold traditions based on the idea of being good people.
Tenets so far:
Communal food stores and contributing to them: The people donate their extra food to locally upheld food stores. It's meant to keep the people fed through a drought/famine, but are open for withdrawal year round. Those who keep needing food though will be assisted with finding gainful work.
Laws:
Local History:
Counties controlled: 11
Duchy Population: 21079
Able Population: 16410
County improvements:
1: Grod, Keep complete Oceaus, Armory, Barracks
2: Grod complete Norvius, Barracks, Armory, Stables
3: Grod complete Norvius, Barracks, Armory, Stables
4: Grod complete Norvius, Barracks, Armory, Stables
5: Grod complete Norvius, Barracks, Armory, Stables
6: Grod complete Norvius, Barracks, Armory, Stables
7: Grod complete Norvius, Barracks, Armory, Stables
8: Grod complete Norvius, Barracks, Armory, Stables
9: Grod and Barracks complete Norvius.
10: Grod and Barracks complete Norvius.
11: Grod and Barracks complete Norvius.
7 mountains, 9 forests, 9 plains, 4 rivers.
Improvements:
Farm (2700/2700) (300 each)
Mine (1750/1750) (250 each)
Lumber mill (1800/1800) (200 each)
Fishery (600/600) (150 each)
Mill (900/900) (100 each)
Gem Mine (150/150)
Guild Hall (50/50)
Hall of Architects (100/100)
Academy (250/250)
Grod and barracks construction in counties 9, 10, and 11: 1920 workers.
Total Workforce: 10220
Standing Army
Infantry: 2120
Archers: 2160
Cavalry: 1000
Total troops: 5280
Infantry
Count: 2120
HP: 1
Dmg: 9
Init: 2
Armor: 3
Skills:
Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Archers
Count: 2160
HP: 1
Dmg: 9
Init: 2
Armor: 3
Skills:
Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Cavalry
Count: 1000
HP: 3
Dmg: 9
Init: 3
Armor: 3
Skills:
Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Total population being used: 15500/16410
Properties
Warehouses: A large structure exclusively for storing goods.
-Cost: 1000 gold.
-50 gold maintenance per month
-Only Lord/Lady &/or Craftsman
-Storage: 200 slots
Large Structure:
-100 slots
-cost: 500 gold.
-20 gold maintenance per month
-Structures like manor houses and the like.
Medium Structure:
-50 slots
-costs 250 gold.
-10 gold maintenance per month.
-Structures like middle sized houses.
Small structure:
-20 slots
-costs 150 gold.
-5 gold maintenance per month.
-Structures like shacks and fruit stands.
Inventory
10 Small
8 Medium
5 Large
3 Warehouses
Used Buildings:
Warehouse: Reserved for the Kable Company.
Improvements: Fortified Construction.
Maintenance: Paid by Kable.
Warehouse (Storage for the Duke)
Improvements: Fortified Construction.
Maintenance: 40 Ritz
117/200 Slots used. (See below)
Metal (37 total)
Iron 39/50
Iron 50/50 (x17)
Copper 33.5/50
Copper 50/50 (x2)
Tin 8.05/50
Tin 50/50 (x2)
Coal 9.5/50
Coal 50/50 (x2)
Hydrillium 1.75/50
Hydrillium 50/50 (x3)
Cordite 33.35/50
Aquate 34.35/50
Arcite 34.35/50
Gold 44.8/50
Silver 35.6/50
Silver 50/50
Stone (5 total)
Sandstone 73.6/100
Granite 54.15/100
Granite 100/100 (x2)
Marble 92.6/100
Cloths (1 total)
Cotton 90/200
Wood (27 total)
Oak 32.3/100
Oak 100/100 (x5)
Ash 8/100
Ash 100/100 (x3)
Yew 56.5/100
Yew 100/100 (x4)
Walnut 4/100
Walnut 100/100 (x8)
Ebony 23.1/100
Ebony 100/100 (x2)
Bones/Etc (4 total)
Bones 10/50
Wolf Fangs 10/50
Fish Scales 50/50
Fin 50/50
Plants (26 total)
Leaves 102/200
Leaves 200/200 (x2)
Straw 127/200
Straw 200/200 (x5)
Reeds 11.7/200
Reeds 200/200 (x5)
Poisonberry 72/200
Drakehazel 36/200
Star mint 36/200
Lord's Glove 65/200
Tel'Sara 24/200
Helixan:70/200
Catpad 49/200
Lavender 24/200
Dremora 49/200
Foxberry 90/200
Gladeria 27/200
Food (8 total)
Piranha Filets 290/300
Serpent Flesh 280/300
Dragonfruit 18/300
Dragonfruit 300/300 (x5)
Jewels (9 total)
Moonstone 2/10
Obsidian 5/10
Garnet 3/10
Aquamarine 4/10
Diamond 1/10
Opal 1/10
Jade 1/10
Coral 3/10
Emerald 5/10
Academy (Retrofitted Warehouse)
Maintenance: 50 Ritz
Large Structure: Artificery
Improvements: Fortified Construction
Forge (+5 to metal smithing)
Laboratory (+5 to discovering alchemical properties and mixing ingredients into potions)
Maintenance: 10 Ritz
Slots: 3/100
Hammerweight Assembly (4-30 Strength)
Paper (3/350)
Magical Paper (65/350)
Letters (3/350)
Leadership II Codex
Alliance I Codex
Large Structure: Manor House (Does not count towards limit per Jul. Also has no maintenance cost, is part of the Grod)
Registered as: Home/Manor
Improvements: Kitchen.
Slots: 1/100
-Sissak Codex
Guild Hall (retrofitted Large Structure)
Improvements: Fortified Construction
Maintenance cost: 10 Ritz
Hall of Architects (retrofitted Large Structure)
Maintenance cost: 20 Ritz
Medium Structure: Ritgr Housing (Jorkahn Wealddir)
Registered as: Home/Inn
Improvements: Fortified Construction; Pending (Kitchen, Bedrooms, Cellar, Bath,)
Slots: To be maintained by Jorkahn.
Maintenance cost: 0 Ritz
Sub-Total maintenance cost: 70 Ritz.
Hall of Architects maintenance reduction: 10%
Final maintenance cost: 63 Ritz.
Important Thread History
This will be a history of any and all important threads relevant to the development of the Duchy. Army combats/trainings, threads in which traditions or laws are set, etc.
Traditions
Hearts and Minds Vas'Mira is started through people being allowed in the manor.
Army
Expanding Horizons Army win. County added, +4 army xp. (+1 init I/A/C, +1 HP C)