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Aug 1, 2001
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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:

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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unmerged(7276)

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Jan 12, 2002
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I dont like the way it doesnt take account of number of players in war. For example an austria fighting against a gang of wolves wouldnt be sufficiantly awarded compared to the aggresors. This of course depends on whether ive misunderstood the term multifront? Its a hard system to make of course because there are so many facors. Combat losses/kills i think could be enough alone, modified by a handicap factor.

Perhaps leaders are also not the best reward. Maybe making the quality slider offlimits apart from through tradtion and/ or tech/leaders.
 
Aug 1, 2001
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There is no bonus for attacking in concert; but there are bonuses for fighting against multiple opponents.

Two-Front means you are fighting against 2 others
Multi-Frant means you are fighting against even more.
 

unmerged(7276)

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Ok ut what happens if its like 4v3 or whatever. It all depends on who ACTUALLY fights who which gets comlicated. You could just keep it simple and asume that everyone fights everyone i guess. More often than not though people dont share the load of the war evenly. Certain memers just fund so they shouldnt get bonuses.

for example an uber england and medium sized ut efficiant austria are attacked y a coalition of 5. These 5 are all land nations and only intend to take land from austria. England makes some raids but spends most of its time funding austria to uy mercs. Would england get a +5 onus for 5 front war?
 

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Oct 18, 2002
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so far johns has been working fairly well in Tuesdays game, the only disadvantage is that it doesn't take into account length of war, like my 30 years fighting poland counts as only one war
 

unmerged(7276)

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Always assume that the GM has a brain, Cheech.

Thats a cop out and you know it :) Leaving this to a GM decission is asking for arguments.

England - "Yes I was fighting!"
Austria "no Your wernt!, i did all the work"
GM " calm down guys"
England " he started it"
Austria "screw you guys - im going home"

PS im in work now where my 'B' key is pukka! BBBBBBBBBBBBBBBBBB
 

admiral drake

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military tradition rules are a great idea , the rule itself can always use some changes still but current works

ps i'm not lyng the idea was great , ask hg who gave him the idea to make mt rule wich kj perfected a bit :D