- RULES -
Introduction1) [anchorlink=1]WHAT IS THIS GAME?[/anchorlink]
2) [anchorlink=2]WHAT ARE THE RULES?[/anchorlink]
3) [anchorlink=3]WHAT OTHER THREADS ARE IMPORTANT?[/anchorlink]
4) [anchorlink=4]WHO ARE THE MODERATORS?[/anchorlink]
5) [anchorlink=5]HOW DO I SIGN UP?[/anchorlink]
6) [anchorlink=6]HOW DO I TALK TO THE OTHER PLAYERS?[/anchorlink]
7) [anchorlink=7]TIPS ON CREATING PERSONAS[/anchorlink]
Wartime and Resources
8) [anchorlink=8]DECLARATIONS OF WAR[/anchorlink]
9) [anchorlink=9]NATIONAL STATISTICS[/anchorlink]
10) [anchorlink=10]TURNS AND ORDERS[/anchorlink]
11) [anchorlink=11]BATTLE SYSTEM[/anchorlink]
12) [anchorlink=12]BATTLE SYSTEM EXAMPLE[/anchorlink]
13) [anchorlink=13]THE AFTERMATH[/anchorlink]
14) [anchorlink=14]THE SETTLEMENT AND RETURN TO PEACE[/anchorlink]
15) [anchorlink=15]VASSALS[/anchorlink]
16) [anchorlink=16]LOANS[/anchorlink]
Events
17) [anchorlink=17]REQUESTED EVENTS[/anchorlink]
18) [anchorlink=18]REACTIONARY EVENTS[/anchorlink]
Appendix
19) [anchorlink=19]DOS AND DON'TS[/anchorlink]
20) [anchorlink=20]GLOSSARY OF TERMS[/anchorlink]
21) [anchorlink=21]CREDITS[/anchorlink]
INTRODUCTION
1) [anchor=1]WHAT IS THIS GAME?[/anchor]
This is a role-playing game set in early 15th century Europe; a time when the word of the Church was law, noble families ruled all of Europe and peasants were thought of as tools to attain greater glory for one's self or realm.
You, the player, control the leader of one of these realms, but you can create, mould and use as many lesser characters as you like. These could be your diplomats, members of the clergy or even everyday foot soldiers or serfs.
This is not a wargame, although it does have a basic battle system. Primarily, the rules are here as a catalyst for creative writers, so that their efforts have substance and lasting effect. If this does not appeal to you, do not apply to join.
2) [anchor=2]WHAT ARE THE RULES?[/anchor]
The RPG is played in a way that makes the most of the vBulletin forum, thread and post means of messaging. Most of the time you only need to know which other realms are playing, which realm you're playing, and to treat the other players with respect.
The only real, hard-and-fast rules are those governing economics and battle. They can be found further down, in this post. All of the rules are all open to interpretation by the moderators as they see fit.
Take things easy for the first few days - there's no need to rush. Be sure to read through all the rules at least once, but don't try to take it all in straight away. You can always come back and read them again later if you need to remember an exact rule.
3) [anchor=3]WHAT OTHER THREADS ARE IMPORTANT?[/anchor]
The Inscriptions and General Questions is where to submit your application to join the game and also where to ask the game's moderators and it's more experienced players if you need help understanding aspects of the game.
The National Statistics, Events and Map over Europe thread will show you all the vital statistics of the realms covered by the game.
4) [anchor=4]WHO ARE THE MODERATORS?[/anchor]
Chief Moderator: BzAli
I run this intraweb, though I have some help from these guys!
Events Moderator: Currently, this honour is divided between josefgiven and me.
See the EVENTS section below for more details and here to see some past Eventmeisters’ work.
Battles Moderator: Tracid
You'll need to get your battle orders to Trac every week you're at war. More on that in the WARTIME AND RESOURCES section below.
Statsmeister/Moderator: cccino
3c runs the National Statistics in the thread of the same name.
Protocol Moderator: BzAli
I have to make sure players play fairly and to a consistently high standard. If you have a complaint about another player's actions on the forum, please contact me via PM
Treaties Manager: BusterBunny
Chris keeps track of all the treaties players have signed with each other. Treaties are kept in the The Abbaye of Morimond, but are signed and posted by the players in the National Statistics thread
Trade Events Mod: N Katsyev
Every month Katzy will produce a batch of events rewarding players who have extensively role-played the trade aspect of their realms. But beware - foolish business enterprises will backfire, so chose your markets carefully! See here for a history of these trade events.
Joustmeister and Impartial mod: Rebelodicus
Every so often and if you're very lucky, Reb provides us with all the fun of the Medieval tournament - send your realm's finest champions to test their mettle! See here for details.
Also, as Reb is the only of the mods not currently involved in playing the game as a nation, he is the guy you should turn to, in case you consider the rest of us biased.
Keeper of the Hall of Fame: Blade!
Vote in the RPG Hall of Fame thread for your favourite forum members every month!
5) [anchor=5]HOW DO I SIGN UP[/anchor]?
Go to the first page of the National Stats thread and look through the list of available countries for an NPC realm that takes your fancy. These realms aren't played by anybody, and until someone picks them, no one can attack or communicate with them. Quite often, NPC realms have been played by previous players. This means you are picking up a realm that already has a history behind it. When a realm becomes NPC again, its funds are restored to give its new player a starting boost.
When you have found a realm you like, post a message in the Inscriptions and General Questions thread asking the moderators for control of that realm. Once you receive consent to have this realm, you can begin to play the game.
Your first act as an approved player should be to open a new thread with the name of your realm's seat of government as its title. i.e.: Royal Court of Sicily
In your thread starter, try to flesh out your realm and role as much as possible. Creating a splendid (but tasteful
6) [anchor=6]HOW DO I TALK TO THE OTHER PLAYERS?[/anchor]
Heads-of-State usually address each other via letters or diplomatic envoys, except when they travel to other realms where they can talk face-to-face with each other. Once you have a court created and want your characters to talk to another player's characters, find the thread of their realm and, in that thread, post a message like this:
A messenger arrives from Spain with a proclamation for the King.
"My dear Rupert, You are a noble people - pious and just, I would like to befriend your proud realm."
"I offer a generous trade agreement and a pair of hunting falcons for your amusement as a sign of good faith.
In God's name,
King William of France"
Remember that monarchs, princes, dukes and clergymen like to be addressed by their proper titles. To address the other player’s HoS (Head-of-State) in an extremely impolite manner can be accepted as a potential Casus Belli (A reason for war), so avoid insults without basis.
When the King of Spain’s player wants to, he will post a response. If he’s making a reply to an ambassador you sent, he’ll make it in his thread; if he’s sending a letter or ambassador to your realm, he’ll make it in your court-thread.
Powers of arrest
It is possible to arrest other players' characters in your court. See the powers of arrest clarification for details.
7) [anchor=7]TIPS ON CREATING PERSONAS[/anchor]
A few simple tips to remember:
• Get a copy of an encyclopedia or search online for information on your realm. Claiming to be the King of Austria or the Duke of France won't do your credibility any good.
• See if you can find a ruler near the time the game is currently in. A fictional but authentic name, or the name of a ruler from 20 years in the future is fine; but using a ruler from the 1920's might make you stand out more than you would like to.
• Your ruler is not immortal and at some stage will die. Plan for this by introducing a few potential heirs into the game. It can be fun to change rulers at reasonable intervals and change your game style to suit this.
• Make sure you pick a distinct style to go with your ruler. A few questions to ask yourself are:
a) Am I a very religious ruler?
b) How do I view the Christians?
c) How do I view the Muslims?
d) How do I view my neighbours?
e) Do I have any countries I view as my enemy?
f) Do I have any countries I view as my friend?
g) How do I treat those who visit my court?
h) What major goal(s) do I want to achieve?
WARTIME AND RESOURCES
This is where things get slightly more complex.
If this is the first time you have read through this thread, it is not necessary to read through the warfare rules until your realm goes to war for the first time. Our currently active players are urged not to bully newcomers, so you should have time to find your feet diplomatically before the ugly spectre of war arrives on your doorstep. Rest assured, there will come a time when you will want to be able to marshal your forces competently, though.
8) [anchor=8]DECLARATIONS OF WAR[/anchor]
Before attacking a realm, you must make a roleplayed post in your foe's court thread in which a Declaration of War (DoW) is delivered in character. Then, so the mods can keep up with what's going on, you need to make another post in the Nat Stats thread telling us exactly which realm(s) your realm is now at war with.
Generally speaking, you can only issue DoWs before the deadline of midnight Wednesday/Thursday, according to GMT forum clock time, if they are to be valid for the end of turn: the Sat/Sun midnight after. However, if you really want to issue a DoW after then, in order to catch the turn ending, see here for details.
9) [anchor=9]NATIONAL STATISTICS[/anchor]
A list of all the realms in the game and their statistics is on the first page of the National Stats thread. Each realm has 5 traits, which are used to represent its resources during wartime.
Here's a sample realm:
Nation: Albania
Head of State: Gjon I Kastrioti, King of Albania
Player: NPC
Religion: Catholic
Culture:
Stats: 1/1/4/4/2 --> [1/1/4/4/2]
Provinces: 1
Ports: 1
Realm’s statistics highlighted in yellow
1/1/4/4/2
Land Mil = Your realm's land armies: foot, cavalry, seige engines, etc.
1/1/4/4/2
Sea Mil =Your realm's navies
1/1/4/4/2
Tech = Your realm's infrastructure and technology level
1/1/4/4/2
Morale = Your realm's morale and stability level
1/1/4/4/2
Economy = Your realm's funds
Each of these five traits or 'stats' are measured as a number ranging from 0 to 10, although your land and sea mil and economy may sometimes higher.
1/1/4/4/2 --> [1/1/4/4/2]
Starting Stats highlighted in yellow
STARTING STATS are the values your realm starts out with and what it usually returns to at peacetime. These are only altered by very significant events and are mostly, but not entirely, based on the number of provinces and ports you own.
1/1/4/4/2 --> [1/1/4/4/2]
Current Stats highlighted in yellow
CURRENT STATS can fluctuate very frequently, either due to your wartime actions, or the wartime actions of other realms. Where your starting stats represent your realm’s potential in many ways, your current stats represent what resources your realm has at its immediate disposal.
When your realm is at war, you can spend your current economy points (the fifth of the stats in the square brackets) to boost any of the other four stats. These boosts last until you return to peace. Every one econ point spent will boost the stat of your choice by one. See how to spend your econ points in the Turns and Orders section, below.
10) [anchor=10]TURNS AND ORDERS[/anchor]
If you are at war and wish to use your forces, every turn you will need to send your orders to battleorders@gmx.at. Get them in by midnight Saturday/Sunday night CET (GMT +1), the deadline for the end of the turn. Tracid has the right to ignore your orders unless they are very specific and contain all of the following:
• BATTLE-ORDERS TEMPLATE
- Nation: The realm you play. You may not issue battle orders for other realms unless you have explicit permission from the moderators.
- Enemy: (If you are attacking) The realm which controls the province you are attacking.
- Province: The name of the province to which you are moving your forces and the amount of forces you’re sending.
- My stats: Copy and paste the national stats of your realm from the national statistics thread.
- Expenditures: Note here the expenditure of any econ you have on land-mil, sea-mil, morale or tech
- Right of Passage: If your troops have a long distance to travel, give details of how you are routing the movement. Also give full details, with as much proof as possible, of any Right of Passage agreements you have secured, in order to reach your destination.
- DoW: Declarations of War posts in the National Stats thread are your key to being able to issue battle orders each week.
You must include a cut-and-pasted copy of the DoW post, which is only valid if it is posted clearly within the National Statistics thread that began the war in which you are involved including two things:
1. A copy of the post in which either you declared war, or war was declared upon you.
2. The real-time date when the DoW post was submitted. (Do not bother with the exact time, as the forum clock is a bit dodgy).
Here’s how a player for war-ravaged Albania should send his orders:
* * *
- EXAMPLE -
- EXAMPLE -
Nation: Albania
Enemy: Ottoman Empire
Province: 3 land-mil to Macedonia
My stats: 1/1/4/4/2 --> [1/1/4/4/2]
Expenditure: spending 2 econ on land mil, to give me the 3 I need for the attack.
Right of Passage: Macedonia is neighbouring my land, so I can march directly there.
DoW: Here's the DoW I issued on 6th August, which I believe is still in the Nat Stats: "I declare war upon the Ottoman Empire".
Enemy: Ottoman Empire
Province: 3 land-mil to Macedonia
My stats: 1/1/4/4/2 --> [1/1/4/4/2]
Expenditure: spending 2 econ on land mil, to give me the 3 I need for the attack.
Right of Passage: Macedonia is neighbouring my land, so I can march directly there.
DoW: Here's the DoW I issued on 6th August, which I believe is still in the Nat Stats: "I declare war upon the Ottoman Empire".
- EXAMPLE -
* * *
Since during one turn (one week real-time = three months game-time = one turn), three months pass in the game, you can assume that your troops can move through any territories through which you have Right of Passage (see below) and can attack any neighbouring enemy province. You can't skip over enemy provinces to reach ones further back.* * *
Similarly, your navies can move to any sea-square that you can see in the Map over Europe thread. For those of you who own a copy of Europa Universalis II, the names of each land and sea zone are the same as in the computer game. However, if you don't have the game (buy it, you mad fool!), a description of a sea-zone is perfectly acceptable (IE: "That bit of coast off the province of Rome").
Make sure you send fresh orders every week without fail whilst you are at war. Even if your realm is continuing a previous beseiging action, your orders need to be crystal clear and complete every time.
Right of Passage
Your troops may only move through provinces if:
• They are part of your realm. (You own them).
• You control them (You have taken them during wartime).
• They are owned or controlled by your allies or vassals (see the "Vassals" section).
• You have secured a Right of Passage (RoP) agreement with the owner of the province. Please note: the moderators will acknowledge your RoP only if the owner of the province has posted notification of it in the National Stats thread.
Base and capital defence
All land provinces have a base defence "garrison" of 2 land points for the purpose of defending against attackers. Capitals have a base defence of 3 land points. Please note that if you send some of your land mil points to defend alongside base defence when one of your provinces is attacked that the tech and morale modifiers for your base defence are both lowered by 1. But more on the effects of tech and morale in the Battle System example, below.
Head of State
If your Head of State is up to it, you can send him/her to battle alongside your forces. If your HoS is with either land or sea mil forces, they will gain +1 to morale for that turn's battles. However, if your force takes casualties, there is a chance that your HoS could also be killed, which has a disastrous effect upon your realm!
Blockades
If you state clearly in your battle orders that you're giving your forces orders to blockade the zone they'll be in, they will blockade and attack any enemy army that moves through it as long as the enemy realm's tech stat is lower than your realm's tech stat.
Using sea mil as transport for land forces
Your realm can use its sea mil to transport one land mil per sea mil. In the medieval world this was a long and complicated operation. It takes two full turns to pick your troops up from one province and drop them at foreign shores.
In one turn, you can do one of two things:
EITHER
- Load troops onto ships. Enemy ships moving into the same sea-province in this turn will engage your fleet. If you lose the sea-battle, your troops will be unharmed and will remain on land.
- Sail those troops to their destination
- Sail ships with troops already loaded to their destination.
- Unload/Assault enemy province. Enemy ships moving into the same sea-province in this turn will engage your fleet. If you lose the sea-battle, the troops on the ships which haven't been sunk will be unharmed and will remain aboard ship. Note, you may march troops from their landing point to a province further inland, as long as you or your allies control all the provinces along the way.
T Winter T
Fighting battles during wintertime (the October-December turn) is not advised! Your troops will be extra vulnerable to attrition in the harsh conditions, if you force them to fight.
Distance
Fighting to far from your home is likewise not encouraged. Any army more than 5 or 6 provinces away from your own nation will suffer attrition as supplies from home gets harassed, and the local population cannot be expected to simply allow the army to live of the land.
11) [anchor=11]BATTLE SYSTEM[/anchor]
If mathematics make you nauseous, then I suggest you skip this section, as it explains how the moderators resolve the battles. However, understanding the battle system may give you a strategic edge against an opponent who does not...
When two opposing forces meet in the same territory, both sides have the same number of dice thrown in their favour as they have land or sea mil points present. Each dice throw is subject to a modifier, which is based on each realms' tech and morale values.
Modifier Chart for both tech and morale
0 = -3
1-2 = -2
3-4 = -1
5 = 0
6-7 = +1
8-9 = +2
10 = +3
To calculate their effects upon the result, the modifiers for both tech and morale are added together. If the values are negative, though, the final modifier can never drop below -3. The combined tech/morale modifier is then multiplied by the number of dice thrown and this is added to/subtracted from whatever comes up on these dice when they are thrown.
12) [anchor=12]BATTLE SYSTEM EXAMPLE[/anchor]
Confused? OK, here's an example using a hypothetical naval battle between Venice and Spain. Both realms wish to gain naval dominance over the sea-area called the Straits of Messina, and both have sent their entire navies there.
This is the usual format battles are shown in, each week. I've put a few comments in in italicised grey text, which I hope you'll find helpful. These greyed-out notes aren't shown in each week's battles.
Venice has committed 5 sea mil and her tech and morale are 6 and 4 respectively.
Spain has sent in a whopping 10 sea mil and has a tech of 5 and morale of 4.
MESSINA (naval engagement)
Venice 5 vs. Spain 10
Modifiers:
...here's where the modifiers based on tech/morale are calculated bearing in mind that modifiers for each dice roll can never drop below -3
Nation: tech/morale = modifier x number of dice = final modifier
Venice: +1/-1 = 0 x 5 dice = 0
Spain: 0/-1 = -1 x 10 dice = -10
Rolls:
...and here's where the dice rolls and modifiers are combined.
Nation
-> dice roll + final modifier = modified dice rolls
Venice
-> 20 + 0 = 20
Spain
-> 55 - 10 = 45
Combined Power:
...the Combined Power of the two armies is both their modified dice rolls added together.
Venice 20
Spain 45
Combined Power = 20 + 45 = 65
Combined Damage = Combined Power/5
65/5 = 13
Damage % Inflicted Upon Enemy:
...which determines what share of the Combined Damage the two armies inflicted upon the other as a percentage of the Combined Power.
Venice 20/65 = 31% = 4 naval points
Spain 45/65 = 69% = 9 naval point
OVERKILL
Overkill occurs only when one army gains a massive advantage over the other, and can help to reduce it's own casualties.
Venice: none
Spain: 4
Spain managed to inflict no less than 9 points of damage upon Venice, as above. However, the Venetian navy is only 5 naval points strong and so the amount of force the Spaniards have fielded is overkill.
Every point of damage Spain has inflicted in excess of the size of the Venetian navy displays it's superiority over its enemy, who it utterly overwhelms. Every point of this overkill (9 = damage inflicted, 5 = size of Venetian navy : 9 - 5 = 4) is then subtracted from the amount of damage the Venetians inflicted upon the Spanish, which by coincidence happens to be 4, too. Thus, the Spanish navy survives unscathed.
13) [anchor=13]THE AFTERMATH[/anchor]
The results of a battle can have a number of effects upon the realms involved:
• When two armies, both containing land or sea mil points clash, the winner temporarily gains +1 to morale, and the loser temporary suffers -1 to morale. This lasts until those realms return to peace.
• If you capture an enemy capital province, your foe suffers -1 to morale until his return to peace.
• If you capture an enemy capital province and win it permanently as the result of a peace-settlement, or total annexation, you will gain a permanent +1 to tech, if the defeated nation have a starting tech equal to or higher than yours. Your starting tech level may not rise above 5.
14) [anchor=14]THE SETTLEMENT AND RETURN TO PEACE[/anchor]
When you believe you have achieved the goals you wanted by military force, you will wish to open up diplomatic channels with your enemy in order to discuss terms. Quite what you wish to either cede or claim from your enemy is up to your imagination (i.e.: vassalisation, territorial gains, money, etc.). The terms of the peace settlement only become official when both sides clearly agree to it within the Nat Stats thread.
• If you control all the provinces of an enemy realm, you may force-annex it, whereby all the provinces of that realm become part of yours. The enemy player is now out of the game, but can re-apply.
• When a realm returns to total peace, its tech and morale stats return to their starting value. If either it's land mil or sea mil stat is higher than it's starting value, then they too reset.
• Also, your STANDING army (the starting landmil value of your nation) is reset back to your capital province upon going to total peace, as are your STARTING seamil. If your capital has no port, the seamil are reset to the port closest to your capital.
• For each turn that a realm enjoys total peace, it regenerates 1 econ point until it reaches its starting stats' limit.
• A realm may buy land mil and sea mil during peacetime up to it's starting stats' value. Beyond that, a realm may only buy land and sea mil, and invest in morale and tech during wartime. Remember:
- DURING WARTIME
Send all your econ expenditures with your Battle-Orders to Tracid
- DURING PEACETIME
Send all your econ expenditures to National Stats
When a realm forcibly-annexes another, the annexing realm receives none of the annexed realm's econ, or land or sea mil.
When a realm diplo-annexes another, if the annexed realm has any spare econ, or land or sea mil, the annexing realm receives all of them, up to, and not exceeding it's new starting stats value, whether it remains at war or not.
Diplo-annexations are granted very rarely.
15) [anchor=15]VASSALS[/anchor]
A realm in vassalage to another, it's overlord, must show the overlord both allegiance and tribute.
• Half of a vassal's starting econ value (rounded down) goes to its overlord.
• An overlord has powers to decide the fate of his/her vassals, although this is entirely role-played. If a vassal refuses to obey it's overlord, this counts as a severance of the vassalage.
• If a realm severs it's vassal status, it will suffer severe negative effects, although the severity of these effects depend upon how well the vassal was treated by it's overlord amongst other possible factors. The overlord also gains a casus belli for a considerable period of time.
16) [anchor=16]LOANS[/anchor]
• It is not possible to give your econ points to other realms. It is your realm's tax money, and the nobles who have paid it to your HoS character will not thank you for sending it abroad, knowing they'll never see it again. You may loan the money to other realms, on promise of its eventual repayment.
• Send all your requests to send loans to other realms to National Statistics. The benefactor of the loan must make also make a post there, accepting the loan.
• Secret loans are not possible.
• It is not possible to lend armies or navies.
• When a realm lends money, as an anti-inflationary measure, it cannot regenerate the money until the loan has been repaid.
• Taking vast sums of money from other realms can cause your realm to suffer inflation. Spending it will not help either, as flushing the money into your economy makes no difference, if not creating worse problems.
EVENTS
17) [anchor=17]REQUESTED EVENTS[/anchor]
If you want to do something that the game's mechanical rules don't cover, you might want to contact our current Event Mod who can help you change an idea for a plot device or other one-off occurrence into an event which he will post up on the forum.
When you're ready to, email the Event Mod at medievalevents@yahoo.co.uk detailing your event idea. See the very first post in the Events thread for details on how to do this.
18) [anchor=18]REACTIONARY EVENTS[/anchor]
Our Events Mod will also keep an eye on the game as it unfolds. If he thinks a player does something rash or foolish, he could well penalise them with a negative event. Help the game by keeping the Event Mod abreast of questionable in-game moves by other players' characters by sending the Event Mod an email.
For example: Negative events are triggered by, amongst many other things, inflation where a player borrows too much money from other realms; attrition where a realm fights wars for too long and in harsh conditions; breakage of vassalage or alliances; or loss of faith in the noble classes when players ignore chivalric codes or other diplomatic protocol.
On the other hand, particularly skillful play may be rewarded by positive modifiers to rolls made on events requested by that player (as above).
APPENDIX
19) [anchor=19]DOS AND DON'TS[/anchor]
Please observe these basic courtesies. Those players who refuse may suffer an in-game penalty:
DO:
• Have fun
• Remember that this game is primarily a role-playing game, not a war-game simulator. Please try to entertain us all by posting regularly and to a high role-playing standard. Particularly brilliant posting may well be rewarded with bonuses.
• Please adopt the avatar of the realm you've been granted, to help other players to recognise which realm you're now playing.
• Regularly check your Personal Message inbox, which, as a vital game-tool, other players will use to contact you privately. Try to delete old messages so that your PM box never comes close to its 20-message maximum.
DON'T:
• Infringe upon the rights of other players by putting your own words into the mouths of their characters. You can only role-play the speech and actions of your own countrymen, or people directly in the pay of your realm.
Please make a note in a post in the Inscrips and GQs thread before giving permission to another player to RP your characters. If you fail to do so, their posts may be deleted and they may be warned or even penalised for poor conduct.
• Waste both your and the moderators' time by complaining that your national stats are too low. All nations' stats are calculated using the same system.
• Use ooc (Out of Character) comments in any of the in-character threads, such as national court threads, or the Rumours thread.
• Try to involve newcomers in any wars you might be involved in. Give them about a week or so (depending on their natural abilities) to get used to the game first.
• Make references to modern popular culture in your in-character posts. Avoid especially references to the Star Wars films; the Star Trek and Monty Python's Flying Circus programs; and the Second World War. Remember, this is a game set in the 15th Century.
20) [anchor=20]GLOSSARY OF TERMS[/anchor]
• Casus Belli: Literally, a "reason for war". This is a term taken from the computer game.
• CoT: Centre of trade. This is a concept that is only used in the computer game version of Europa Universalis. However, some veterans of the computer game may use the term mistakenly.
• CG: Computer game. Often used as a shorthand reference to the Europa Universalis computer game or its sequel..
• EU: Europa Universalis. If you don't know this, then you're in the wrong forum! This is the computer game that this RPG, and the hosting forum is based upon.
• HRE: Holy Roman Empire. The designation for the political entity that originated at the coronation as emperor (962) of the German king Otto I and endured until the renunciation (1806) of the imperial title by Francis II. The term itself did not come into usage until several centuries after Otto's accession.
source: www.encyclopedia.com
• Game-Time: The time as experienced by your Head of State and friends. For them, each turn lasts three months.
• IC: In-character. i.e.: the opinions and thoughts of your Head of State and his various minions.
• FAQ: Frequently Asked Questions.
• NPC: Non-Player Character. A 'traditional' role-playing term used in the game to denote realms that are not being played by anyone.
• OOC: Out-of-character. Usually used to draw other players up on matters of historical inaccuracy etc. e.g.: "ooc: 3 econ points." Don't use these except to point things out that you absolutely can not put in an IC format or in a PM.
• PC: Player Character: Another role-playing term used here to denote realms that are being played.
• PM: Personal Message. The EU boards allow all of it's members access to a system of private messaging, and we use these PMs to simulate the sending of secret letters to other players. You can access your PM inbox at the bottom of the forum index page.
• Real-Time: The time in the real world. For us, each turn lasts a week.
• RPG: Role-Playing Game.
• TO: Teutonic Order
21) [anchor=21]CREDITS[/anchor]
Rules originally written by Drakken
Rules clarifications by josefgiven, Drakken, Gryphon and Martinus
Original FAQ by LUDWIG
Joust Thread and Rules by Rebelodicus
Revised Rules thread compiled and edited by josefgiven and Schlieffen.
Minor changes by BzAli
Last edited: