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delpiero1234

WritAAR
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Jun 24, 2012
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The Sun Never Sets

0rxGTdR.png

Hello and welcome to The Sun Never Sets - An England interactive AAR. My name is Delpiero and I have the pleasure of being your Game Master (GM). I will run the iAAR together with my co-host Istarsamu.


After The Amsterdammer Way, I am back with a new Europea Universalis IV AAR, this time with full-interactivity, featuring the glorious nation of England. The campaign will be played with all major DLCs, including The Cossacks. Furthermore, I am using the graphical mod Thick Borders and Recolored Water. I was planing to also use In Heaven's Graphics mod but it's not compatible with the latest patch, unfortunately. I might start using it once a compatible version gets released.


The writing style of The Sun Never Sets will be similar to my previous AARs, as in I will narrate through the events that happened in the game. A heads-up: This iAAR will be screenshot-heavy.

It is never too late to join!

Table of Contents

Prologue - The Year 1444


Chapter 1 - A Succession Crisis?


Chapter 2 - Like A Cake Walk


Chapter 3 - Insanity


Chapter 4 - War and a Pleasant Surprise


Chapter 5 - An Influential Man


Chapter 6 - Towards Exploration

Chapter 7 - Foul Plays
Chapter 8 - Unrest

Chapter 9 - A Castilian Surprise

Chapter 10 - An Unexpected War

Chapter 11 - The New World

Chapter 12 - Anglica and Beyond


Chapter 13 - The English Intervention

Chapter 14 - A bittersweet Victory

Chapter 15 - Peace & Prosperity


Chapter 16 - The Benedictian Crusade (I)

Chapter 17 - The Benedictian Crusade (II)

Chapter 18 - A New Era

Chapter 19 - Spread of Civilization

Chapter 20 - Prosperity & Conquests

Chapter 21 - Betrayal


1515 save game

Current version of the mod (25 April)

The Sun Never Sets Google Document contains useful charts and lists for the iAAR.



There is no set goal on what I wish to achieve in this campaign, given that a lot of will depend on the decisions you make. Maybe we'll create an empire in which the sun never sets and do the title of this AAR justice. Below is a map of what England achieved in history:

fyageIa.png

Feedback and active participation are most-welcome!
I created an IRC Channel on Coldfront called #TSNS. Type /join #TSNS to join the channel and chat with fellow players.


Full Interactivity approved by Mr. Capiatlist​
 
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List of Active Characters

Nobles
Graham Hudson | themoomaster | 06 August 1450 | Catholic
Robert Clifford | The M | 30 August 1442 | Protestant
Anna Rogers | ThatHoward | 05 January 1466 | Protestant
Aximander Septimus Symeon Macedonius (Simon of Macedonia) | Dommy777 | 26 March 1459 | Orthodox
Frederick Chaffinch | Cheffy | 04 January 1475 | Protestant
Robert Talbot | Sancronis | 30 July 1485 | Protestant
Alexander von Vries | GhostKiller01 | 17 July 1481 | Catholic
Alexander Morgan | Duke Dan "the Man" | 04 October 1469 | Protestant
William-Alexander Walpole | ThePatriotOfDreumel | 25 April 1481 | Protestant
Nicolas Briggs né de Laval | Michaelangelo | 01 January 1487 | Protestant


Courtiers
Willhem Hayk | SpKampfer | 23. May 1444 | Protestant
Alyssa Nuzhat | LadyAlyssa | 20 February 1455 | Catholic
Henry d'Armagnac | Scipion Barca | 09 April 1471 | Catholic
Mathias Northwell | Janha | 4 November 1480 | Protestant
Ian Lyons | 05060403 | 13 April 1477 | Protestant publicly, Catholic secretly
James Andrews | Rapop101 | 23 July 1481 | Protestant

Clergy
Christian of Huntingdon | Istarsamu | 08th January 1480 | Protestant



If you wish to participate then please take a moment and read rules on which this iAAR is built.

General Rules
  1. Read and follow the forum & AARland rules
  2. Respect is golden. Be civil and respectful to others, even if they disagree with your opinion.
  3. Don’t dispute the GM’s decisions. The GM may veto or change a decision if necessary.
  4. All votes must be cast in bold in this thread.
  5. You may change your vote by making a new post in which you clearly state that you edited your vote, otherwise your vote might be invalid.
  6. You must let me know if you wish to participate by saying so in the thread. I will then confirm you as a participant of The Sun Never Sets.
  7. In order to participate you need to create a character. Make sure to read and follow the rules for character creation
  8. You must post in this thread if you wish to participate in the voting phase and let me know that you intend to do so, unless you have created a character.

Character Creation (Mandatory)

  1. Name: The name of your character
  2. Birth-Date: The birthday of your character
  3. Religion: Your character has to follow a Christian faith or be Jewish
    • Protestantism: The official faith of the realm
    • Orthodox: Orthodox is considered a heresy
    • Catholicism: Catholicism is considered a hersey
    • Coptic: Coptic is considered a heresy
    • Judaism: Jews are tolerated to some degree. (May change depending on our policy)
  4. Class: The class of your character. There are three classes: Nobles, Courtiers and Clergy
  5. Biography: The biography of your character
A player may create a new character every 10 years. However, if your character has been imprisoned then you may not create a new character until the following update. If your character faces execution then you may not kill your character off. Characters should not life longer than 70. Exceptions can be made with an RNG roll, if needed (for example for old clergymen).

Rules concerning religion
  • A character can change his christian religion only once in his life.
  • It is possible to convert superficially and follow your old religion in heart and in private. This is an harshly punishable crime.
  • Counts and Dukes can choose to either further or hinder the conversion progress in the provinces they administrate.

Posting-Rules
  1. Out-of-character posts have to be written in double-parenthesis
  2. In-character posts are written in regular font

The Assembly
  1. The Assembly consists of all players of The Sun Never Sets. It meets after every chapter to vote on one or more issues, unless there are not any issues to vote on.
  2. Your Voting Power (VP) is determined on how actively you participate in votes.
    • Players who have participated in 0-6 votes have 1 VP
    • Players who have participated in 7-19 votes have 2 VP
    • Players who have participated in 20 or more votes have 3 VP
    • The Small Council has decided in the in-game year 1481 that women who do not carry a nobile title (countess or duchess) do not have any voting power in the Royal Assembly.
  3. If there is a tie then the current monarch casts a tie-breaker.
  4. Every player whose vote is accompanied by an IC in which he describes the decision making process of his character gets ONE additional Voting Power (For details look here).
  5. Every character that is not currently in England can't vote in the Assembly himself. It is however possible to use a NPC for your vote. (F.e. the characters wife/son, an assistant, etc.).
Turn Sequence
  1. I play between 1-10 years. The exact time depends on various things like declaring war, ruler death, important events, etc.
  2. After the gameplay, I will write and post the update.
  3. If I find any issues that we should vote on then I make a list of them and post them.
  4. Players may then suggest issues we should vote on if they are not included in the list presented by the GM.
  5. The Assembly meets and the voting phase begins. A voting phase is usually between 12 and 48 hours long. The exact time is given before the voting phase begins by the GM.

Do not hesitate to ask questions in case the rules are not clear.

Ruler Traits System
Every monarch has three ruler traits which depend on his monarch stats.


Administrative
0-3
Drunkard - Enjoys to drink all kind of alcoholic beverages. Might make odd decisions if drunk.
Gluttonous - Like to do things in excess, particularly eating food. Loves feats.
Greedy - Works on increasing his personal wealth.
Lazy - Does not enjoy to work. Prefers to spend his time on other things.
Slow - Does not understand everything that is going on. Relies more on the advice of others.

3-6
Charitable - More likely to support and help is subjects.
Diligent - An active participant in running the country.
Genius - Makes logical decisions.
Temperate - Carefully thinks things over. Sometimes unsure of what to do.
Trusting - Trusts his subjects and is thereby willing to take people for their word.


Diplomatic
0-3
Deceitful - Will not refrain from working behind someone's back.
Incapable - Unable to think in a sensible way.
Paranoid - Worried that others might take advantage of him or try to overthrow him.
Proud - Acts unilaterally, thinks he is the best. Tends to ignore advice or decisions taken by the Assembly.
Shy - Does not like to appear in public.

3-6
Ambitious - Will work on increasing his on power and that of the country.
Gregarious - An excellent speaker who is not shy of speaking to others.
Honest - Almost always speaks the truth.
Humble - Has a deep respect for his subjects.
Wise - This character shows good judgement and is very knowledgable.


Military
0-3
Arbitrary - The decisions he takes are rarely based on logic.
Craven - Afraid of leading the troops.
Impatient - Acts hastily.
Kind - Shows a greater respect to people of a different heritage. More likely to tolerate heretics.
Mad - Acts completely unrestrained by reason and judgment

3-6
Brave - Loves to lead the troops in battle.
Cruel - Enjoys to torment his subjects
Just - Rules fairly
Patient - More willing to wait for a consensus to emerge
Ruthless - Shows no mercy

Trading Companies

A trading company (TC) may be founded by any courtier at any given time and become operational after a special in-game event fires. The courtier does not have to have a merchant background but it is preferred if he does. Furthermore, all members of a trading company have to be also courtiers. This means noblemen and clergymen may not join a trading company. TCs are official organizations of the game and may be granted exclusive trading rights (monopolies) on one or more regions by the Crown. It is also important that you cleary state how the head of the trading company is determined. It can be determined by a vote among company members, by seniority or simply by blood.
In order to keep track of them, every TC must make a separate post which includes the following:
  • Charter (also include where your headquarters is)
  • Head of the trading company
  • Founder of the trading company
  • List of members
  • Shareholders (if any)
  • History (optional)
It is the responsibility of the founder of the trading company to update the thread when necessary.
How are trading companies represented in-game?
  • The TC slightly increase trade power in the trade node in which their headquarters is.
  • Planned: A succesful overseas monopoly will grant the TC control over the extra merchant.


Envoy and Military Leaders System
In The Sun Never Sets characters may apply for in-game envoy and military leader position. Not every class may apply for each position though so it is important that you read this post before applying. The number of open slots, as well as a copy of this post is found on the front-page.
This post covers how your character can become a Diplomat, Merchant, Colonist, Missionary, General, Admiral, Explorer, Conquistador, Cardinal and Pope. It does not cover council position, as these have not been defined yet. Every character is limited to one envoy-position.

Positions a character may apply for:

Diplomats represent the Crown's interests in foreign countries.
Merchants are crucial to our economy. A character who is playing an in-game merchant may decide in which trade node the merchant is stationed.
Missionaries convert non-believers to the true-religion. A character who is playing an in-game missionary may decide which province he shall be sent to.
Colonists are sent to claim new land for the Crown. A character who is playing an in-game colonist may decide which province he shall be sent to.
Generals lead the army. A character who is playing as a general may write battle-reports of battles he participated in.
Admirals lead the navy. A character who is playing as an admiral may write battle-reports of battles he participated in.
Conquistador are sent to hunt for the seven cities of gold.
Explorers are sent into the unknown. A character who is playing as an explorer may decide which area he wishes to explore.

Generals/Admirals/Conquistadors/Explorers may set a stat focus.

Do not apply for a position for which there are no open slots.

Positions a character cannot apply for:

Cardinal: Whenever England gets a new in-game cardinal then the oldest clergymen is promoted from bishop to cardinal.
Pope: Whenever England becomes Papal Controller, then the oldest cardinal will be promoted to Pope.


Clergymen are eligible to become: Missionaries, Diplomats, Patriarch
Noblemen are eligible to become: Diplomats, Generals, Admirals
Courtiers are eligible to become: Merchants, Diplomats, Colonists, Conquistadors, Explorers
The current list of envoys, cardinals and captains is found in the TSNS Google Document.

Land titles
Noble Titles

There are two noble titles in The Sun Never Sets. These are count and duke. Ducal titles are the exception, not the rule. This means there will be more count titles than ducal titles. All count and ducal titles are handed out by the monarch, a noble may request a county title though, whereas a noble may not directly request a ducal title. Whether a title is given depends solely on the head of state.


Count

Every noble character can become a count by requesting a province from the monarch. A count may have multiple provinces. He has limited authority over the land and administrates it in the name of the monarch.
A count responds to the duke in which their county is, as well as to the monarch.

Duke

Noble characters have the possibility to raise up in the ranks to become dukes. All duke titles are handed out by the current monarch and every player-character may only hold one ducal title at a time. A count can become a duke by collecting “favors” with the monarch. There are multiple ways to gain favors, including but not limited to serving as a close advisor to the monarch, leading the armies in a number of wars to victory and by doing things for the ‘greater good of the country’. A character may have multiple ducal titles.

Being duke has one main advantage over a count: He is allowed to have more than one province. However, there are a few rules:

  1. A duchy corresponds to a historical region. These regions do not have to be ductal titles in history. Examples for possible duchies are Mercia, Ireland and Normandy. Mercia and Normandy were ductal titles in history whereas Ireland was a kingdom.
  2. Each duke starts out with his county province under his direct rule. This means a noble can only become duke in the region in which his county province is.
  3. Over the course of the game, a duke will have the opportunity to get more provinces inside that duchy under his direct control, given that these have not been claimed by a count.
A Duke has also more power than a count:

  1. A duke has responsibility and authority over the entire duchy. This means the duke also has some authority over the counts within their duchy. The duke ensures that there are no problems with the day to day business of his counties. However, the duke has only limited influence over any bishoprics inside his duchy. That is because the bishops were quite independent.
  2. In the mid- and late game, once the Royal Treasury has enough money to build buildings then each duchy will be given a certain amount of ducats which the duke then delegates to the counties and bishoprics.


Clergy Titles

Bishop

Characters who chose to be a clergyman can become bishops.
Bishops are important clergymen within the country and they operate largely independent from the nobility. A bishop is responsible to conduct any religious ceremonies within the duchy his bishopric lies. These include but are not limited to marriages, funerals and baptisms.
Bishops are appointed and controlled by the head of state.

Patriarch

Working in Progress

Courtiers

Courtiers cannot hold any land directly but they may become Vice-Kings of colonial nations. They may also gain influence by founding or joining a trading company (see trade company section for more details).

Vice-Kings

Vice-King is a non-hereditary title for overseas possessions awarded by the monarch. More information about Vice-Kings can be found in the dedicated section "Colonisation and Vice-Kings."

Trials and Crime
Trials in The Sun Never Sets shall from now on follow a certain set of rules that should simplify the process and therefore make the work of a Judge easier. To make sure a trial works one thing is required over everything else: a Judge.

The Judge
- Men with a good sense of judgement are invested by the Ruler of England to bring the Royal Justice to its subjects in trials all around the kingdom. They're decisions in the trials can only be overruled by the current Head of State. The Judge has the following Perks:
  • He is invested by the current Ruler.
  • The Judge presides either alone or together with his two colleagues over the court and makes the final decision if someone is guilty or not guilty.
  • He can investigate crimes that are brought before the court. (If an investigation succeeds is decided by RNG). As investigators he can use the Sheriffs in his ICs.
  • A Judge is able to forge false evidence either condemning or relieving the accused suspect (If such a forged evidence succeeds is decided by RNG). The probability to succeed in forging a false evidence is very low and if the Judge is caught he has to suffer serious punishments.
The Trial - A Trial is initiated if one English subject accuses another one to offend one of the country’s laws by writing a letter to one of the Judges or the ruler. The GM @Istarsamu then starts the Trial Process OOC and appoints a judge to the case which consists of the following steps:
  1. GM @Istarsamu decides if the case is severe enough that it needs three judges to oversee the trial.
  2. The Judge who is appointed to the case can make use of his ability to investigate the crime or forge false evidences before the trial starts. If these actions support the case will be decided by RNG and have to be described in an IC like this.
  3. The actual trial starts with the Accusation providing their charges and their reasoning behind it in one paragraph.
  4. Replying to that the Defendants may offer their answer in one paragraph, pleading either guilty or not guilty.
  5. Both sides may bring witnesses and/or evidences to support their case. The Witnesses can make their statement in one paragraph and if necessary can be questioned by the Judge. In the case of the Witnesses being NPCs and for the evidences RNG will decide if they support the case or not.
  6. In the following the Judge may ask either the Accusation or the Defendant's questions which these have to answer shortly.
  7. After the questioning either party may have their final plea in one paragraph.
  8. The Judge makes a decision based on the evidences and the investigations if the Defendant is guilty or not guilty. This sentence can only be overruled by the current Head of State.
  9. If the Defendant is convicted the Judge also decides on the severity of the punishment.
Every roll is made by the GM, a Conversation will be started to hold contact between me and the two parties as well as the judge.


How to do a crime or Killing fools for Dummies

1. A good crime starts with a good plan - Post an IC about your character planning the crime. Be detailed about the steps you're trying to take or about what should be happening. However don't start the crime itself allready.

2. Even the best plan doesn't mean success - In the post, where your character plans the crime IC, request the GMs to make the rolls for the crime like this: ((Request Rolls))

3. Pray to RNGesus - Either delpiero1234 or Istarsamu make the rolls for your crime and inform you via a PM on the forum about their outcome.

4. Get down to business - Write your IC about the crime with consideration of the outcome of the rolls. Show it to one of the GMs for approval before posting it.

If successfull:
5. Rub your hands maliciously - No one realised that you did anything, truly the perfect crime.

If flawed
5. Hope to not get hanged at the neck until death - Now your life lays in the hands of the judge.


Religious Crimes - The Ecclesiastical Court (currently not used)

In The Sun Never Sets heretics may face persecution and be tried in front of the Ecclesiastical court. The Ecclesiastical Court is composed of all clergymen of the country with the Archbishop serving as its head. It is the ultimate religious authority in the country and any heretics whose religion is not tolerated in the country will be brought in front of the Ecclesiastical Court. Anybody may suggest that a person shall be investigated for being a heretic. The Archbishop then decides whether the investigation shall be carried out and the denouncer may present any evidence they have.
Evidence includes, but is not limited to, letters the denouncer has access to, conversations he was a part of and testimonials of others.

If the Archbishop finds the person guilty then the members of the Ecclesiastical Court judge the accused. Should the Archbishop be a NPC then an RNG system will determine whether the accused is guilty or not.
The jury may either show mercy, imprison the accused or have him executed. The monarch may overrule the judgment of the Ecclesiastical Court. If the vote was unanimous then overruling the judgment will decrease legitimacy by 5 and increase revolt risk by 1 for one year.

If the accused is found non-guilty then the charges are dropped and the denouncer's reputation suffer. The denouncer may then not denounce a different character for the next 10 years. The accused may also not be denounced again in the following turn.

Currently tolerated heretical religions:
Orthodox, especially Byzantine Refugees
Lollards

The Small Council

The Small Council consists of 4 persons who advise the King or Queen in the most important matters of the Realm. A position in the Small Council is connected to great honours, important duties and if this is not enough for you, a fancy title. They are invested by the ruling Head of State.

Presenting the four Positions:

Chancellor - The Chancellor is the head of the Royal Chancellory, he advises the Ruler in diplomatic matters and keeps track of all of their discourse within the Realm and outside of it. He has the following Perks:
  • Head of the Diplomatic Corps
  • Writes Peacedeals, Insults, Official letters of the Ruler
  • Has great impact on diplomatic desicions outside of the Realm - Making allies and rivals, Picking desired provinces, Redeeming favours
Master of Coin - He is the man that decides about everything that has to do with money, from how to collect it to how to try not spending it, his Perks are the following:
  • Oversees the management of tax- ,production- and trade-income
  • Has to inspect the Trading Companies
  • Has to negotiate loans if necessary
  • Decides over the spending of money on structures and ships in the kingdom
  • Decides together with the Commander of the Forces over the spending on troops
  • He is the head of the English Royal Tade Company as a representative of the Crown
Commander of the Forces - This is the General of Generals, he is in the lead of the whole english Army and Navy and advises the Ruler in military matters. He has the following Perks:
  • Command of the English Army and Navy
  • Gives the primary direction of the attack of the royal forces
  • Writes reports about land- and navalbattles as sieges to inform the Ruler and the Assembly about the war effort
  • Has to keep the Expansion Plan up to date and propose a new one if the Ruler asks for one
  • Decides together with the Master of Coin over the spending on troops
  • Decides about the current goals of Exploration
  • Can appoint captains for the army and navy
Ambassador of the subjects of the English Realm - Every Country that is as great as ours has subjects, and most of them want to be heard in the Royal Assembly, that is the duty of the Ambassador, here are his Perks:
  • Speaks in the name of the Subjects of the Realm
  • Is directly responsible for the generality of the subjects Army and Navy
  • Is directly responsible for the monetary dues the subjects have to pay
((These are the Councilpositions for now, if needed and asked for positions can be added, but we decided these where the most important and most fun ones to start with. If new positions shall be added will partly be decided by the engagement you guys put into these roles.))


Colonization and Vice-Kings

With the discovery of Greenland the Age of Exploration has begun. This means that the roles of Explorers, Colonists as well as Vice-Kings will be introduced or updated. Besides there is the matter of colonies which has to be discussed. For some further explanation see the conversation between Chancellor Robert of Huntingdon and Ambassador Duke James Bourchier.

Explorer - The Explorer is the brave man who leads the ships and sails into the unknown sea until the ends of the world. He has the following Perks:
  • He can bring a proposal about the direction of exploration (f.e. North America, Africa, etc.), the Small Council or the Ruler has to approve it.
  • He charts the found lands - this means a description of the journey and discoveries which can be done via IC.
Colonists - It needs a man like the Colonist to start a first settlement in an foreign, possible dangerous and hostile land. He is sent with some of the greatest that England has to offer to expand the realm all over the known and unknown world. His Perks are as following:
  • Informs the Ruler, the Small Council as well as the Assembly about the progress of the colony.
  • Has the right to name the first settlement that is founded in a colonial region.
Colonies - Foreign places in which Colonists fight for their survival with hostile natives, wild animals and themselves. The best place to put your scottish and irish separatists.
  • The position where Colonies are founded is decided by the Queen or the Small Council respectively.
  • Colonies are funded by the realm or in part by Trading Companies for exclusive trading rights in the newly settled regions.
Vice-King - If many Colonies have been settled there may be the possibility that they may form Colonial Nations. These can't be administrated by the realm directly because of the great distance between Britain and the Colonies. Therefore Vice-Kings shall govern them in representation of the crown. He has the following Perks:
  • The Vice-King has as a subject of England to report in all matters to the Ambassador of the subjects of the English Realm.
  • Reports on the state of the Colonial Nation, it's loyalty, it's tariffs, aswell as it's military.
  • Can make proposals about further expansion of the Colonial Nation, both by colonizing as by attacking and conquering Natives.
Malaria
A Colonist has a 5% chance to die off malaria when colonising a tropical provinces. The chance is reduced by 1% per adjacent colonized province.
A conquistador has a 5% to die off malaria per expedition if he is touring tropical provinces.

Only courtiers are eligible to become vice-kings.
 
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List of Counties, Bishoprics and Duchies

The list of Counties, Bishoprics and Duchies is found in this Google Document.
List of Active Trading Companies

English Royal Trading Company (ERTC)
Ivory Coast Trading (ICT)


List of Rulers
King Henry VI Lancaster | *31. August 1422 | † 24. March 1450 | Slow Paranoid Impatient
Queen Elizabeth Talbot | *04. March 1432 | † 24. May 1503 | Greedy Gregarious Brave
Henry Lancaster | *19. May 1470 | 5/4/6 | † ??? | Temperate Humble Patient

Current Heir
Arthur Lancaster | *02. July 1502 | 3/2/6 | Gluttonous Proud Ruthless

Family Tree


Current Expansion Plan
Anna Blois-Rogers Expansion Plan of 1507

1. West Africa: We shall increase our dominion and trade dominance in Africa by conquering the coastal provinces in West Africa. If possible we should make Mali politically or economically dependent on us. We will however respect the truce, and efforts to conquer and settle the West African coast should only be done if and when the truce expire.

2. Anglica: We shall take the riches and golden cities from the Aztects by subjucating them through diplomacy, threats and outright invasion. Our Lord command us to convert and subjucate these heathens. Anglica is righfully English!

3. Europe: If we have enough reserves and the political situation in Europe enable it we should once and for all make all of Norway under the English Crown. For too long have Finnmark been under the Rus' oppression. Peace and stability in Europe however are preffered, and annexing Finnmark should only be done without risk of a prolonged war and political isolation.

4. Order of Expansion: These points will not represent any specific order of conquest. That is up to the King and his Council. It will only highlight the plans for each continent. It is in my opinion the wiser to subjucate the Aztecs while we have a truce with the savage Africans and until the diplomatic situation in Europe settle down.

Current Economy Plan

Economy Plan of England 1507

1. Recruit 5000 infantry and 3000 cavalry for the English army, requested by the Commander of Forces

2. Build 8 barques for trading. They can be positioned where they are most needed, at the moment a good place would be English Channel

3. Build barracks in Caux to get more manpower for the English army

4. Save some money

5. Build barracks in Normandie to get more manpower for the English army


Open for suggestions, the Commander of Forces already gave his ideas

Plan made by Master of Coin, Mathias Northwell

Military Plan

Military Plan of 1511

1.* We will modernize our navy to the new ships of Carracks and Caravel. Of particular importance is the Caravel so we can further fill our coffers with ducats and improve our economy.

2. Conquistador Cavendish shall return from exploration and help his Highness attack the Mid-Anglican tribes.

3. *England will, in addition with modernizing its navy, build 12 caravels to improve the economy of England.
 
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((Can you make characters already?))
 
((Can you make characters already?))
Creating characters is optional. This AAR does not require players to create characters in order to participate in voting and so far having a character has no influence on voting power (as explained in the rules). I updated the OP to make this more clear.
Of course, you can create a character if you wish to do so.
 
Creating characters is optional. This AAR does not require players to create characters in order to participate in voting and so far having a character has no influence on voting power (as explained in the rules). I updated the OP to make this more clear.
Of course, you can create a character if you wish to do so.

(I asked because there was no template with everything needed to make a character.)

Name: "Sir" John Walpole
Date of Birth: 21st of October 1415
Religion: Catholic
Class: Noble, Claiming Meath
Biography: John Walpole was born a nobleman's son, his father died at a young age while fighting in France. His mother died of the Black Plague when he has 5. He grew up in a church, and is strongly Catholic. Most of his family is dead. At the age of 9 he started training with the sword, and at 13 he started military academy. When he was 18 he joined the assembly of England. He commanded multiple battles against France, most of which where minor. They owned a lot of land in the Alencon region, but they were all ceded to France. Walpole must profit if possible, for whatever reason. It's just a Walpole thing.
 
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I'll vote but have no character. Thanks for making that optional.
 
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I'll vote but have no character. Thanks for making that optional.
Thanks for participating, DKM! :)
I made characters optional because not everybody seems to like in-characters and so I hope that by making it optional it works out for both sides.
 
Bearing in mind that you are playing with all DLC enabled and that means that estates are active, why do all characters have to be Christian nobles?

What if I wanted to be a Jewish merchant?
 
Bearing in mind that you are playing with all DLC enabled and that means that estates are active, why do all characters have to be Christian nobles?

What if I wanted to be a Jewish merchant?
Estates are active. England has clergy and bourgeoisie estates. I tried not to connect the estates of the game to characters. The provinces with a parliament seat cannot seem to have any in-game estates at all.

Regarding characters, I assume that non-Christians would have been heavily persecuted. So for now only Christian characters.

For simplicity reasons I decided to let everybody start out as nobles with the plan to make other classes open up later. I won't be home until tonight so if you wish to create a merchant then please hold off until tonight. I'll think about it if I open up the class system right away or not :)
 
October 1435

John Walpole took the stand and started to talk.

"Nobles of England, it is time to go to war with the French! For years we have fought for their throne, and this time we'll take it! We will have to fight them alone, since our allies don't want to help us become the greatest power in Europe. The French army is about 25 thousand strong, about the same as ours. But, we rule the waves with the greatest navy in the world. If we beat the French, we'll become the greatest power the world has ever seen. We should recruit more mercenaries to preserve our manpower for the inevitable coalition against the Burgundians, Provencians, Bretons and Germans, who will not be too pleased by our expansion into French lands. So before the war, we should look for strong allies, like the Austrians and Spanish, for the inevitable war. God save the king!"

((
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))
 
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Hi, I'd be interested in playing. I wasn't certain as to whether rule 7 states that you request permission to create a character or create a character and request permissions to use it, so I've assumed the latter. Apologies if I misunderstood that.

Name: Oliver Talbot
Date of Birth: 29th June 1421
Religion: Catholic
Class: Noble
Biography/ short description: The brother of a minor baron, Oliver Talbot has no great claim to fame or glory, but in a stroke of fortune, the courageous actions of his brother in a battle in the Hundred Years War saw his family gain a place in the Assembly. Although technically the position in the Assembly belongs to his brother, Oliver occupies it in his place as his brother is one for drinking and war instead of political matters.

((6/4/4)=Diligent/Ambitious/Patient)
 
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Hi, I'd be interested in playing. I wasn't certain as to whether rule 7 states that you request permission to create a character or create a character and request permissions to use it, so I've assumed the latter. Apologies if I misunderstood that.
Welcome on board! You assumed correctly :)
I'll clarify the rule later to prevent any possible misunderstanding :)
 
Hi, I'd be interested in playing. I wasn't certain as to whether rule 7 states that you request permission to create a character or create a character and request permissions to use it, so I've assumed the latter. Apologies if I misunderstood that.

Name: Oliver Talbot
Date of Birth: 29th June 1421
Religion: Catholic
Biography/ short description: The brother of a minor baron, Oliver Talbot has no great claim to fame or glory, but in a stroke of fortune, the courageous actions of his brother in a battle in the Hundred Years War saw his family gain a place in the Assembly. Although technically the position in the Assembly belongs to his brother, Oliver occupies it in his place as his brother is one for drinking and war instead of political matters.
((Good. I was getting lonely in the Assembly.))
 
Name: Augustus Markson
Date of Birth: August 12, 1412
Religon: Orthodox Christian
Class: Nobleman
Biography: Growing up in the center of the city of Constantinople and raised Orthodox Augustus fled the city for France then England just before the fourth crusade and gained a spot in the assembly after becoming a spokesman for Orthodox Christians in a majority Catholic country. Augustus supports English participation in crusades and is well liked if a bit militaristic.

Note: Are we allowed to be Orthodox? I feel like its appropriate given the fall of Byzantium
 
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Name: Augustus Markson
Date of Birth: August 12, 1412
Religon: Orthodox Christian
Biography: Growing up in the center of the city of Constantinople and raised Orthodox Augustus fled the city for France then England just before the fourth crusade and gained a spot in the assembly after becoming a spokesman for Orthodox Christians in a majority Catholic country. Augustus supports English participation in crusades and is well liked if a bit militaristic.

Note: Are we allowed to be Orthodox? I feel like its appropriate given the fall of Byzantium
((You can be any Christian religion. In 1444 this would be: Catholic, Orthodox and Coptic.))
 
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Hello Folks, this is my first time joining one of these interactive AAR's, which means I'm quite inexperienced with the whole system and procedure (So I hope you don't mind me asking all kinds of newbie questions ;)). Also if I start writing I'm hard to stop.. as you might see :p.
But enough of the brabelling, let me introduce you to James of Huntingdon:

Name: James of Huntingdon
Date of Birth: 14. September 1403
Religion: Catholic Christian
Class: Courtier
Biography: As the third son of the Earl of Huntingdon a noble house near Cambridge, James grew up knowing that he would never inherit any of his fathers possessions. Unlike his older brothers, who as squires for befriended nobles where prepared to become knights and eventualy heirs to the families lands, James got send to the local monastery to learn how to read and write, how to calculate and administrate, most importantly though: how to respect and serve God and your family. His whole life was allready planned ahead, he was destined to be a loyal councilor to his brother. The predetermination of his life however made the ambitious and pragmatic James become cynic. He left the monastery as soon as he could, without receiving any consecration, and asked to be send to the royal Assembly as the families emissary. His father let him go, if only to have one less son at home who could make succession difficult in the future. Now, 15 years later, James has worked hard to become an important and influencial member of the Assembly.
 
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Welcome on board everyone! I have a few announcements to make. Expect more changes to the rules. They are not fully fleshed out yet.

1.
I updated the rules for character creation. You can now be either a nobleman, courtier or a clergyman. I saw no drawbacks in starting the AAR with all three classes. The below section has been added to the rules.

Character Creation (Optional)
  1. Name: The name of your character
  2. Birth-Date: The birthday of your character
  3. Religion: Your character has to follow a Christian faith.
    1. Catholic: The official faith of the country
    2. Orthodox: Orthodox is considered a heresy
    3. Coptic: Coptic is considered a heresy
  4. Class: The class of your character. There are three classes: Nobles, Courtiers and Clergy
    1. Noble: Nobles can become count of a province. They may serve as generals/admirals in the army.
    2. Courtier: Courtiers cannot become counts. They may serve as merchants and diplomats.
    3. Clergy: Clergymen can become bishop of approriate provinces. They may serve as missionaries and diplomats.
  5. Biography: The biography of your character
Please take a minute and update your character post should any of the information be missing in your character post. I will write a more detailed post on how to become generals/admirals/diplomats etc once the AAR is underway so please have some patience with me. This is, after all, my first AAR with full-interactivity and some things are thereby new to me.
Nobleman may claim a county and clergyman may claim a bishopric after I have posted the Prologue.


2.
I won't be using ironman to allow some modding where necessary.
 
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