@Sven the Silent I would assume that a lot of the combat problems would fall onto the players themselves, generally because we wouldn't want people doing something that's absolutely inconceivable with their units (Like flawlessly blocking a volley of arrows)
I'd assume that the tribes don't really have much of an 'economy', but use more of a barter system. (Of course I've never done a Nation RP so... I'm not really helpful am I?)
EDIT: On the note of units, you could use a rock-paper-scissors kind of system.
I have been working on a few things and i'm happy with the current results. They are not final though and I need the opinion of you to establish whether or not it's usable. My apologies for the time it's taking me to get an OOC up but I want to ensure that you get served the best of the best so that we all enjoy the Roleplay to the fullest extend. So yes, let me know what your thoughts are and suggestions are always appreciated.
Keep in mind that the Western Roman Empire often has heavily armoured units with large shields, something that has to be taken in account even when one unit has the edge over another on paper.
Pikemen: The pike, due to its unwieldy nature, was always intended to be used in a deliberate, defensive manner, often in conjunction with other missile and melee weapons. However, better-trained troops were capable of using the pike in an aggressive attack with each rank of pikemen being trained to hold their pikes so that they presented enemy infantry with four or five layers of spearheads bristling from the front of the formation. As long as it kept good order, such a formation could roll right over enemy infantry but it did have weaknesses. The men were all moving forward facing in a single direction and could not turn quickly or efficiently to protect the vulnerable flanks or rear of the formation. The huge block of men carrying such unwieldy spears could be difficult to maneuver in any way other than straightforward movement.
Highly effective against melee units and cavalry once in formation, but very vunerable once flanked, the unit also lacks shields and continous missle fire will quickly decimate the unit.
Sword infantry: Depending on the size of the shields that were being carried, the unit could form up closely and raise their shields over their heads with only the front low keeping the shield pushed outwards. This allowed the unit to advance under heavy fire, though the bigger the shields, the bigger the amount of arrows you would be capable of blocking. Sword and shield formations were often flexible and could quickly turn and adapt different formations in order to deal with changes on the battlefield. Their weapons and defense however does not allow them to put up an effective formation against enemy cavalry, and if charged could only hold cavalry back for a certain amount of time before ultimately breaking from combat.
Highly effective against spear units, moderatly effective against other sword infantry and axe infantry, less effective against cavalry and pikemen.
Spear infantry: With the shorter and more flexible spear the unit would be more flexible on the battlefield and could form up more quickly. However, much like their Pikemen counterpart, once they were in close combat they would be easily cut down by the enemy. Their shorter spear, some what augmented by short shields still ment that they fought at a closer range then the Pikemen. The shields however allowed more protection against missle units and added protection against melee infantry. Ultimately the experience of the unit would dictate how effective it was in combat.
Highly effective against cavalry, moderatly effective against sword infantry and axe infantry once in formation, less effective against pikemen.
Cavalry: The fear of every soldier on the battlefield, getting run down or charged by a formation of horses often decimated any unit in combat except those specifically created to keep them at bay. Charging your cavalry into melee infantry yields high results, though keeping your horses engaged in close combat usually ment they would be cut down unless their initial charge killed a sufficient amount of troops. Cavalry is best kept in reserve or to protect the wings of your own army, though large armies of cavalry are known to completely decimate even the most experienced armies on the right terrain.
Highly effective charge against all units, moderatly effective against sword, axe infantry and other cavalry. Less effective against pikemen and spear units.
Axe infantry: Armed with an axe and a shield these units would often run an charge the enemy formation, piling all their weight on their initial swing of the axe in an attempt to break the opponents shield or simply cut them down. The added strength behind their swing ment that they were more capable against armoured units. Much like their counterparts with their swords, the unit is capable of forming shield formations. They suffer against cavalry much the same and unless properly trained will most likely get stabbed through the gut by a Roman sword when they raise their hand to strike. Ideally though, a well experienced unit has the slight edge over sword infantry.
Highly effective against spear infantry, effective against sword infantry, moderately effective against other axe infantry, less effective against cavalry and pikemen.
Missle units. Firing away at the enemy from a distance, either armed with javelins, longbows, short bows or crossbows. Different in range but all had one thing in common, their ability to pepper and decimate any unit unfortunate enough to receive their attention. The only thing capable of stopping their barrage would be armour and shields, the heavier and the larger the better. Also capable of using fire arrows in order to ignite buildings and to decrease the morale of the enemy.
Highly effective against all units from a distance, be that infantry, cavalry or other missle units. Less effective once in melee combat against all other units.
Diplomacy and Trade: When you're in Roman territory with your tribe you are not capable of trading with anyone but Rome, and only if you are on good speaking terms with them. In order to trade or establish diplomatic relations with another tribe you need to either have conquered a piece of territory that once belonged to the Romans, which has to be completely under your control. You do not need to control the complete province but there can not be any Roman legions encamped near the land you control, poised to attack and reconquer it. Or you need to be outside of Roman lands where you are capable of safely establishing a city or large encampment without the threat of Roman legions marching in.
Furthermore, if there is another tribe blocking the route to the tribe you want to trade with, or if there is a piece of Roman territory in between. You need to make an agreement with the blocking party that allows you to move your goods through their territory. The more trading partners you have the wealthier your tribe will become which over time will increase your industry levels. The blocking also applies to diplomacy, a representive of your tribe will need to be able to safely move through another player's territory. A tribe that has access to the sea has no such difficulties but will need to know about other tribes to be able to trade.
Keep in mind that you as a tribe only know the tribe next to you, the tribe next to them you do not know and can only know about if you are told about them. The Romans however, know about every tribe they border directly.
Industry: For every trading partner that you have you will gain one technology point each turn/post that you make. technology points can be spend upgrading your units to be more effective but come at a heavy cost and once spend can not be changed again. Rome is an unique trading partner to have and gives you three technology points each turn. Rome however, gets only half a technology point for trade. In order to balance things out, once you start trading with Rome your tribe will become more and more influenced by Rome and they will start to get used to certain luxuries. The clever player who thinks he can spend several turns hoarding technology points by trading with Rome may suddenly find his tribe firmly opposed to attacking Rome.
Grading system: It starts out at poor and goes up to average then good and then to excellent which is that maxium a Barbarian tribe can achieve on its own. The Romans however are at another level, standing at superb. Roman units will always be better then yours but pay for that by having their units sizes halfed and already suffering from low manpower and small legions. Your strength foremost will always be your large numbers. Remember, quantity is a quality of its own. Though you can safely assume that an excellent unit will fare much better then a poor unit in combat.
Technology points: To upgrade a poor unit to an average unit you will require one technology point, to upgrade an average unit to a good unit it will cost you three technology points and to go from good to excellent it will cost you six technology points. This applies to individual units that have been recruited into your army and does not mean all the units you will recruit suddenly have better preformance. Superb units can be formed only when on good terms with Rome, which includes active trade. Rome can then approve the training but it comes at a very expensive nine technology points.
Replenishing a unit costs one technology point for each thousand men in that unit, creating/recruiting a new one costs three points. Each tribe will start with twenty technology points in place, though if you should spend them all is up to you. If you suffer large casualities you may find that having saved up points does you well. Costs for Rome are doubled.
I currently do need to figure out how we're going to establish casualities but I figure that can be done on the honour system by players. If an unit is in a hopeless situation and getting cut down i'm sure they can realistically establish suffered casualities/the destruction of a unit as a whole.
I may also split up spear/pike infantry and sword/axe infantry into two catagories and work out what their qualities are for each tribe as well.
@Sven the SilentSeeing the similarities between this RP and Attila TW, may I suggest that tribes can have "unique" version of a unit? IE: Jutes/Danes have Norse Raiders and Picts/Ebdolians (?) have Painted Men.
Also, would Rome start loosing technology has the game progressed like irl and in ATW?
@ClocktowerEchos I have thought about including unique units but then things would get a little chaotic, though if the participants would like to see that I can include it. The only unique units so far is the one nomadic tribe that's in the mix, they have horse archers. And then there's war hounds that everyone has. But I may scrap those two for balancing purposes. As for technology and Rome, my units are underfunded, undersized and spread to thin. The technology is more for you then it is for me. My units already start out good, and I of course have more then twenty units. I have legions spread out over the provinces.
@ClocktowerEchos Technology now has an effect on me as well. I get only 0,5 technology points from trade and the costs for recruitment and replenishment are doubled for me. I will however start with more technology points in place and if things get really dramatic for me I can receive aid from the non playable Eastern Roman Empire. (Say, all my armies being gone. I can receive money/troops as in real life in order to put up some resistance still.)
I will not have to dribble in upgrading units though because mine all start at the highest level, including when recruited. I will spend all my points on desperately replenishing and trying to recruit troops in areas where it's getting really dangerous. Though it's safe to say that once I have spend my initial banked technology point supply the cracks will quickly start to show.
And the OOC is up, I feel as though i've got the balance right now. The technology points should force you to interact with other tribes as much as possible, or with me. Purely to increase the amount you're getting so that you can achieve more. The link: roleplayerguild.com/topics/88538-395-a..
I might tweek the technology point system a little, mostly decreasing or increasing certain amounts. Feel free to give me suggestions/advice on that.