This is a NRP, but it doesn't focus on taxes, or resources, or anything of that nature. Instead, it will focus solely on a dynasty and its armies.
In a nutshell you will start out with a few family members. You are the vassal of a city under the liege of the king, whose line has been ruling your lands and all surrounding lands for many centuries. That particular king has been killed and he has true heir, so the kingdom has splintered into various vassal-states. Your goal is to simply survive the coming war.
The best thing to do would be to send out envoys to the surrounding vassals and try to ally with them. They will present terms and you must fulfill them or you can keep looking for someone else. At any time you may raise an army. Armies will equal in the 15,000-20,000 range, and this is probably the only time your army will ever be this size.
From here, you will assign a number of troops to your vassals/family and send them out to do battle. You will be controlling each of your characters in the war and plan out battles and even fight in these battles.
You may ally together, marry your family members, plan assassinations, hire mercenaries, etc.
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There are two ways to obtain income: Taxes and Trade. Every settlement in your control will pay taxes, and you will choose this tax rate. A high tax rate may cause unrest and can lead to revolt and will have a higher chance of being bribed by another kingdom. Lowering taxes will improve popularity amongst the masses, but you won't get a lot of income. Trade on the other hand is a bit more complex.
Every region you control has Trade Goods and Demands. There are a number of different resources, and each region produces a select few of them called Trade Goods; anything they do not produce is a Demand. So if a region does not produce fur, then fur becomes a Demand for them. When you initiate trade rights with another country, if any demand/goods match up you get additional income. So if you produce gems in one of your regions, and they have a demand of gems in one of their regions, then you get income for that.
You need income to hire soldiers. Even after hiring them, you still need them to pay upkeep for your armies. And even then, income can be used amongst the players to bribe rival settlements, hire assassins, buy territories from other players, or offer it as a gift.
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Underhanded Actions
You may attempt to bribe rival territories, hire assassins to kill key personnel, and whatever else you may think of. The success of all this is determined by a number of factors.
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Villages begin with 500 population. This number increases by 10% every turn. All villages have a base of 5 tax; this means every citizen will pay 5 coin every turn for tax. So 500 citizens pay (500*5=) 2500 coins every turn. If you increase taxes to 6, population growth drops to 8%, taxes of 7 drops to 6%, and so on and so forth.
Stability begins at 5, which is average. Every time you increases taxes by 1, stability drops by 1. If taxes decrease by 1, stability increases by 1. So on and so forth.
When you raise an army, the population cannot go below 500. So a town with a 1000 citizens can produce 500 soldiers. Soldiers cost 4 coin to hire, so 500 soldiers would be (500*4=)2000 coin to hire. Upkeep is 2 coin. So every turn you have to pay 1000 coin as upkeep for your 500 soldiers.
a normal village's population increases as such:
500-->550-->605-->661-->727-->800-->880-->968-->1065 (upgrades into a town)-->1172-->1289
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There are 2 types of soldiers, 3 types of armor, and 3 types of weapons, allowing you to make 18 different types of troops.
Infantry, or Mounted? - To put it simply, whether or not the soldier has a horse. Mounted troops are always faster than infantry.
Light, Medium, or Heavy? - Lighter armor allows more mobility, while heavier armor limits mobility. Heavily armored troops have better defense however.
Missile, Core, or Spear? - Ranged troops can attack from afar, Core troops use swords, maces, and flails, and Spearmen are good against cavalry.