-Could I be somewhat of a half sovereign. Like a vassal duke or something but with a different nation beneath a nation? Or would that be too complicated? Could this sovereign beneath a sovereign give land to generals?
Technically, you will achieve a rank similar to a vassal duke when your sovereign ruler grants you a piece of his land (if you are a general from the start). However, you may not grant your lands to another general. Unless you commit to an open rebellion and have managed to make a foothold for yourself, (defending all the attacks from your old king to reclaim his lands under you, dealing with population morale and popularity that your people generally supports you more) you will then be crowned as a Sovereign Ruler with the ability to hire your own set of generals.
-Could it be possible for a sovereign to move points from lets say tier 1 infantry to tier 2? Let's say that I wanted to make my tier 2's more powerful overall and my tier 1's weaker overall- would that be possible? (So tier 1 would have 6 points to spend and tier 2 would have 13 points?)
No you cannot. Doing that will potentially break the game balance.
-Could sacrificing unit types make a single one more powerful? (So having 1 tier 3 unit would make it have a few more points than having variety)
No again, it will break the game balance. However, do know that it is just a rough gauge of proficiency with the weapon, and a rough gauge of quality. But, I will be lenient and leave you to decide the quality of the arms in general. This is an advanced RP, and I will monitor any excessively unrealistic actions; like giving a peasant militia dragonskin armour plated with gold.
-You've probably already answered this, but does the nation specialty affect the points given to units? (So if I have riding as my specialty, would all my units already have level 1 riding?)
Yes, depending on whatever nation specialty you choose to have, I will give you suggestions to where your buff can be applied based on your selected nation specialty. For example, if your nation specialty is Adaptive to Environments, I will suggest that your nation will be unaffected entirely by weather OR terrain. It is your decision to request another suggestion, or choose one. In regards to trait buffs, if it is related to spear, I will suggest your nation gaining a universal bonus to spears (6p worth) so your unit proficiency along with your sovereign's will have a free Lv2 Spear.
-A bit of confusion about shields and armor- will weight be calculated in differently along with hands? Will a tier 2 shield just be bigger or will it be better made (As in lighter, or less likely to break?) or will it involve the skill used with it? Is it safe for me to assume that shields are naturally better but take up an extra hand? (So no two handed weapons?)
Regarding proficiency, it determines how well your soldiers are trained in the use of it. The level of equipment should be roughly the same as the proficiency, but I am being lenient with that by not setting any guidelines. I mean, you wouldn't want to waste an expensive shield just so you could have a peasant militia fight longer, right? The higher the level of proficiency will also mean how well they are in applying equipment-based formations (shield wall, mounted spear charge, etc) and performing tactical manoeuvres. And yes, by having a shield proficiency, that will suggest that your infantry will not be using a two handed weapon. In other words, it is a rough gauge of a loss of 'damage output' in exchange for 'more defense'.
-Are equipment costs included in the proficiency tables, or do they cost initial Res and then the maintenance? (So could I have heavily armored, pimped out, gold inbreed idiots?) Do units even have an initial recruitment cost?
No they are not, and do not cost any initial RP for recruitment costs. Potentially you -could- attempt that, but I'd keep it limited. Because this RP isn't really about the numerical values assigned, but it's for creativity and flexibility with a little bit of strict guidelines to follow acting as a rough gauge. Nevertheless, they -are- only guidelines and you are free to test how far you can push it until I flag your actions lol.
-What is the advantage of having a larger company? Would they have more morale at the cost of mobility?
Since you may ONLY mobilize your infantry in a company, you are free to designate the number of infantry in a company. By having a large company, it merely means that you will have more men in it, and nothing more. The only notable differences between the both, which I intend you to roleplay it out without me having to place strict guidelines on it (considering that this -is- Advanced) would be how fast they can march in terms of logistics and how long will they be able to go on without 'resupplying'. The bigger the army, the more often you will need to resupply, the more tasking the logistics, the slower they march. However, it is flexible as you can force your troops to march across without sleeping in favour of time. The morale of troops would have diminished from that as a result.
-Could I construct extra cities with the recruits per turn thing? You said we started with a capital and 2 cities, but I see farming villages as well down there. Will taking a city make it lose population?
No you cannot, and taking a city will not make it lose population. The population will stay the same the entire time (Unless everyone desires a little bit more on their plate to handle, I can make it that the population numbers fluctuate depending on your decisions as their authority) When the map is finally available, cities, towns and farming villages will be randomly dotted around the continent - with each district attached with a 'district specialty'. These cities, towns and farming villages are neutral in the war, and would be populated by races similar to your nation depending on the proximity in range. Once in a while, you will notice a district with a rare race which opens up a new tech specialty. It is therefore up to the player's choice to take over whichever district first, to gain the specialty they want.
-Could my nation bonus be starting with extra cities?
Yes, I will assign you to have one more extra starting city (with similar defensive buffs as your capital and starter cities) for that particular nation specialty.
-How much income do you lose per city you have? You said using a general gives an administration bonus, so I'm assuming that is 100% efficiency.
The income per turn does not change at all, and will stay the same throughout the entire RP. (Unless everyone desires a little bit more on their plate to handle, I can make it that the population numbers fluctuate therefore influencing the income and vice versa, depending on your decisions as their authority) By assigning a General to a district, all the income from that land will go to the particular general you assigned. As the Sovereign Ruler, of course you will have your advantages in that action. Since that particular district is now being 'handled' with more effort, it will gain an administrative bonus, therefore it will generate a different set of income only for the Sovereign Ruler to receive, however it is excessively less than the total income from that district. (I have yet to set the numbers on that) However, you may tax that particular district governed by your newly appointed general as much as you want. It is up to the General's decision however, to obey.
-Could a single nation have more than one capital? (If you take another or a general beneath you takes it/makes one)
No you cannot have more than one capital. For a district to change it's status to Capital, it can only be done through a General declaring independence (basically a rebellion). However, if you successfully take over that capital and quelled the rebellion, it will revert to it's original state.
-Can I fortify a city with castles and such, will there be trade, could I make other improvements?
Yes, yes and yes, only through writing. To fortify a castle, you can do that via writing and it will take time to complete that action. I will be the judge of that in game, with my GM posts determining the speed of completion, etc. You may increase the speed of construction by writing creatively, and I will pop penalties here and there depending on your actions in exchange for speed. However, if you can skilfully handle the situation without making any party sad, I will of course grant no penalty to the 'boost'. All trades, diplomacy and political relations you can think of, can be done and is very flexible. There are no guidelines specified for it, but it does not mean that you cannot do it. You merely need to roleplay it out with creativity!
-Will the actual battles be posted in the thread, or will we PM you stuff if we have 'secret' moves?
As this RP revolves around the use of tactical and wits in most of the battles, you may PM me if you want to keep a move hidden from the other player to prevent metagaming. However, considering that this -is- Advanced, I am sure that players will not magically know of the opponents intention unless he really has a good gut feeling. But, for safety purposes, feel free to PM me any 'hidden moves' you may want to commit. However, the entirety of the battle will be fought and written in the thread, with a title specifically stating which battle it is referring to.
-What happens if a city is under siege?
It varies, it is up to your creativity to cease whatever activity you can from your opposition which is under siege. Perhaps cease entry into the city, cease trade, cease income (if the farms are away from reach, unprotected by the castle walls).