Military Tradition:
There are a couple games out there that use a military tradition system designed by King John. This is a system where people gain bonuses to leaders because of war experience. However, there are some drawbacks to the King John system. So I am going to propose here two systems of Military Tradition. This is to put them out here for people to critique. Basically, I want to get people thinking about military tradition and possibly including it in their games. I also want to add some elements onto and/or modify the King John system.
NOTE: Only wars against humans count, obviously.
The King John Military Tradition System:
There is also a decay of two points every other session. KJ, if you want to expand this description, just ICQ me.
The Ryoken Military Tradition System:
You have a maximum of 15 points. You start with 0 points and can never have less than 0 points. Assume no historical/random leaders; i.e. military tradition is sole source of leadership.
Gaining Points:
Losing a war: +1
Winning an offensive war (You DOWd): +1
Winning a defensive war (You got DOWd): +2
Being engaged in war for more than five consecutive years: +1
Being engaged in war for more than ten consecutive years (cumulative with five years): +1
Fighting a Two-Front War: +1
Fighting a Multi-Front War (cumulative with Two-Front): +1
More Losses in Combat than Max Manpower: +1
Fighting a war at CRT disadvantage: +1
Recieving more that 50 War Score in peace settlement: +1
At the end of every session, take 1 point away for decay per 10 years of gameplay.
Each player then specifies the number of leaders he wants for Military Tradition; up to five maximum. The player can specify if they want those leaders to be generals or admirals. Leaders are then randomly generated with no stat greater than 4 and randomly distributed over the next X years where X equals the duration of the previous session. A country with 0 points would just get these leaders. A country with positive points would have those points distributed across his leaders according to the following logic:
Lowest Stats get first points. Because siege rating is different, double it for this comparison. In case of a tie..
Maneuver > Fire > Shock > Siege
Distribute Chronologically as well (earliest leader gets first points, next earliest gets second points, etc)
Maximum Stats: 6/6/6/3
Thus siege advances at half speed (because it is being doubled for comparison) and stats are brought up equally across the board. Chronological distribution makes this knowledge/expertise appear fade over time as well. If you choose to get fewer leaders, they will be better. Choosing to have more leaders will result in fewer experts and more average commanders.
NOTE: If you are going to use this system alongside historical or other leadersets; just randomize leader start/deathdates and give them 2/2/2 base stats.
As always, I am open to criticism. So lets get those ideas flowing and come up with some cool modifications/adaptations for these systems!
There are a couple games out there that use a military tradition system designed by King John. This is a system where people gain bonuses to leaders because of war experience. However, there are some drawbacks to the King John system. So I am going to propose here two systems of Military Tradition. This is to put them out here for people to critique. Basically, I want to get people thinking about military tradition and possibly including it in their games. I also want to add some elements onto and/or modify the King John system.
NOTE: Only wars against humans count, obviously.
The King John Military Tradition System:
King John said:You start with a default of 8 points(only applicable if you fight ANY wars), and 1 for the first war you fight. .5 for every subsequent war fought before the next leader generation, .5 for winning a war, .5 for fighting with a disadvantage, -.5 for fighting with an advantage(a notable disadvantage or advantage, mind you). Then when all is said and done and two sessions are over, 5 leaders will randomly be generated, and any leader with stats higher than the max you've built up through your war activity will have its stats lowered. The order in which stats will be lowered is: manuever, then fire, then shock, then seige, then manuever again and so forth until the stats are lowered to the max.
There is also a decay of two points every other session. KJ, if you want to expand this description, just ICQ me.
The Ryoken Military Tradition System:
You have a maximum of 15 points. You start with 0 points and can never have less than 0 points. Assume no historical/random leaders; i.e. military tradition is sole source of leadership.
Gaining Points:
Losing a war: +1
Winning an offensive war (You DOWd): +1
Winning a defensive war (You got DOWd): +2
Being engaged in war for more than five consecutive years: +1
Being engaged in war for more than ten consecutive years (cumulative with five years): +1
Fighting a Two-Front War: +1
Fighting a Multi-Front War (cumulative with Two-Front): +1
More Losses in Combat than Max Manpower: +1
Fighting a war at CRT disadvantage: +1
Recieving more that 50 War Score in peace settlement: +1
At the end of every session, take 1 point away for decay per 10 years of gameplay.
Each player then specifies the number of leaders he wants for Military Tradition; up to five maximum. The player can specify if they want those leaders to be generals or admirals. Leaders are then randomly generated with no stat greater than 4 and randomly distributed over the next X years where X equals the duration of the previous session. A country with 0 points would just get these leaders. A country with positive points would have those points distributed across his leaders according to the following logic:
Lowest Stats get first points. Because siege rating is different, double it for this comparison. In case of a tie..
Maneuver > Fire > Shock > Siege
Distribute Chronologically as well (earliest leader gets first points, next earliest gets second points, etc)
Maximum Stats: 6/6/6/3
Thus siege advances at half speed (because it is being doubled for comparison) and stats are brought up equally across the board. Chronological distribution makes this knowledge/expertise appear fade over time as well. If you choose to get fewer leaders, they will be better. Choosing to have more leaders will result in fewer experts and more average commanders.
NOTE: If you are going to use this system alongside historical or other leadersets; just randomize leader start/deathdates and give them 2/2/2 base stats.
As always, I am open to criticism. So lets get those ideas flowing and come up with some cool modifications/adaptations for these systems!
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