Nice. Welcome aboard.
Sure, i have a campaign and i want to win, but the goal comes first. If you win, i'll not be sad and i can work with you.
Just one quest:
What do you think about City States?
Nice. Welcome aboard.
Sure, i have a campaign and i want to win, but the goal comes first. If you win, i'll not be sad and i can work with you.
Just one quest:
What do you think about City States?
Welcome aboard!
Last night I was just brainstorming ideas to add something along these lines to my Duchal council idea. Makes sense as a good way of doing it.
So! Best of luck!
Posted By Desdark at 12:45 AM - Tue Oct 31 2017
Nice. Welcome aboard.
Sure, i have a campaign and i want to win, but the goal comes first. If you win, i'll not be sad and i can work with you.
Just one quest:
What do you think about City States?
I think something along those lines can work with counties. The settlements will be probably to small to be so independent. County-wise we would already have more than one hundred "City States". This Kingdom will likely have all its Count slots filled with real players, that would already make a "senate" with 150 people. We'd need to have an hierarchy, where the Dukes would hear their counts and then bring it to the King, or we might end up with a slow reaction time, too much deliberation.
There will be enemies around, not only kingdoms but the threats and crises the game will create, a decent amount of national unity will need to be enforced to overcome these challenges.
To develop these foreign policies, I assumed the following to be true:
With that in mind, the Kingdom’s main geopolitical problem will be a cornered or a surrounded-by-all position on the map. To counter this, a balance of power foreign policy will be required, seeking a defensive pact with Kingdoms in the same or similar situation, that flank our possible invaders.
To achieve such alliances, I believe trade is the path to go. A hostile biome will likely have rare valuable resources unique to it. Trade of these “spices” will strengthen our relations with our allies, and grant us regular resources that might be scarce in the Kingdom. These alliances would be defensive and trade based alone, to avoid the possibility of becoming a sort of vassal to a more unified Kingdom. I cannot speak about numbers for exchange rates, but there would be a minimum price on our “spices” to protect the Kingdom’s interests. This price may vary at the Crown’s discretion
To protect against foreign interference, borders would be not fully open. Foreign traders and explorers wouldn’t be allowed beyond the border counties without a permit. A Ducal permit would allow transit inside the duchy, and the crown permit would allow full transit. These permits can be issued to individuals or to guilds. Military guilds can only receive crown permits. No foreign mercenary armies allowed for Dukes and Counts, sorry. Being caught without a permit would incur the following punishments:
if not dangerous presence : banishment for life from entering the Kingdom. If the banishment is violated, treated as dangerous.
if dangerous presence: one spirit loss, banishment for character’s life, confiscation of all property in possession.
What makes someone “dangerous”? A large group, armed to the teeth, carrying illegal, dangerous goods such as poisons, or artifacts that seem to be found inside the Kingdom, or resources that can only be gathered inside the kingdom, and that do not seem to have been legally obtained. These are some things that can make you dangerous in the eyes of my laws.
Banishment can be revoked by payment of a fine defined by and paid to the crown. Citizens that are involved in these activities will incur same penalties, except banishment. With time, I’m open to the possibility of signing treaties allowing full transit for citizens of a long time, proven ally.
This control can be enforced by the place’s count, duke, of by the crown. Whoever catches the threats will claim the confiscated goods for himself. The nobles can hire bounty hunters and divide payment as they see fit.
For guilds, there will be a three-strike rule. Third offense by a guild member would make it go beyond personal punishment, to banish all members and confiscate all the guilds assets inside the Kingdom. This could mean a kingdom wide operation, with the assets going to the nobles that confiscate them. Rehabilitation of a Guild would require a King’s Ransom. Watch your members.
Land won’t be owned by foreigners. Even guilds with permits must rent a building from a citizen, or have citizens as members, and all land owned by those. Extraction of resources can only be done by citizens, and rare resources will require the Count’s permission or will be illegal gathering.
Foreign Organized Religions, generally speaking, Churches, will be forbidden inside the Kingdom and punished as dangerous. Individual or family worship will be allowed, but the Count of the land you are on will judge if your family cult became a Church. Appeal to the Duke will be possible if the act is a clear abuse of power by the Count.
Citizenship can only be acquired by blood AND soil. You must have a Kingdom citizen as an ancestor (up to grandparent) AND be born inside the Kingdom to be considered a citizen.
Members of our tribes from other Kingdoms, if there will be, will be seen by the crown with more good will, and the same will be encouraged from Dukes and Counts.
All this is subject to change the more we know from the system, but I think you can get the spirit.