The Army.
ACKs has beautifully detailed rules for this stuff. Elegant rules. Amazing
rules. Horrendously complex rules if you’re doing it for five players, in five
kingdoms, with each hex being treated separately.
Again, I’m
cribbing ideas off of ACKs to try to make these house rules work. In ACKs, the
army size is limited by your fams (everything in domain management in ACKs
boils back to families or gp). Raising your army decreases the fams. Raising
more than the average amount decreases them further (and knocks down your
supply, morale, and so on). In ACKs you
can conceivably conscript every breathing human being in your realm, at the
cost of bankrupting your realm (and creating an administrative hell-scape if
you’re working in spreadsheets).
I’m
therefore going to simplify it myself. You can pull up a levy force equivalent
to your number of families in realm (families represents 5 people) so let’s
assume that means that out of each family you get most likely to be fighting
(father, older son, etc). So if your kingdom has 7 hexes, each with 100
families, you can raise 700 men.
Now, let’s
say things are rough, so you need to press grandfathers, little kids, the sick,
sons and fathers, and Sweet Polly Olivers into a fight. Well, you can pull up
another 700 troops (for a total of 1400) but now you get hit by a morale
penalty, and we gig you by lowering the affected hexes’ subsistence value by 1
to a minimum of 0. Why are we lowering
the subsistence value? Because those strong hands were needed to help feed the
family. It also means that mechanically, more fams have to be allocated to subsistence
(away from resource), and provides a monstrous disincentive to press gang too
many people from areas that can barely support themselves.
This is also
simpler then in ACKs, where pulling the military up lowers the morale /and/
decreases the effective number of
families in a hex. This is difficult to represent on a spreadsheet because of
the fact that the effective number of families determines your hex income, but
total family pop is still what determines your garrison requirement and
festival requirements. I personally think just paying the upkeep fees for the
army is enough at first, and I only really want to poke the players if they
decide to yank every twelve year old boy, or seventy-six year old man to fight
too. Doing it hex by hex also lets the players manage their economy somewhat
better (although might perversely create a District 13 situation where one hex
gets all of their menfolk pulled into military service while other hexes
continue as normal).
Now that we
know how to raise the army, we need to figure out how to train and provision it. This’ll require me to figure out training
fees (and again, training your army should have a high up front cost, but earn
its keep back over time). I also like ACKs’ idea that trained soldiers never ‘go
away,’ they just pass on their skills, so if you train one light infantryman, that
training never really ‘goes away.’
This can
result in a situation where you’d have more ‘trained soldiers’ then you have
available soldiers, providing potential incentive to pull up everybody or
alternatively just banking them. You’d
need to ‘toss’ trained folks to train new folks though if you’re over your
limit. To explain better, let’s assume
you have 700 available soldiers. You train 600 of them as light infantry, 50 as
archers, and the remaining number as say, heavy infantry. Then you have a
famine, and your total number of families drops to 650. You wouldn’t lose the ‘trained
soldiers’ in your latent pool even though you can’t pull them all up, but you
can’t say train 25 more archers unless you lose enough trained soldiers to pull
you back below your new troop limit.
Every five
casualties would also inflict a loss of 1 ‘family’ worth of pop in a random hex,
so nobody treats their army as imaginary people.
Coupled with
the above, this gives me a wonderful idea. A horrible wonderful idea.
Garrison/patrol
forces represent hired folks. They get paid in gold for their upkeep (which
might get lowered by having strongholds available). What if the army has an
overall lower upkeep cost for their wages, but they primarily get paid in Subsistence? This would mean that raising an army would
basically risk forcing your nation into starvation, as the army eats everything
(while simultaneously not producing anything). It dis-incentivizes resource production
as well, giving the impression that the kingdom is potentially going
hand-to-mouth. Not as many people available for digging up gold, iron ore, or
cutting down trees if food is scarce but
you could still have cached resources to ‘spend’ on food or gold.
This also
lets us deal with the ‘supply route’ issue. We can have the army move slower if
its foraging/living off of the land, and increase its subsistence upkeep cost
the further away it gets from the main kingdom. We’ll need to figure out the
specifics, but that seems a cleaner (even if maybe less accurate) way of
representing it.
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