Post by Raithe Nightwalker on Nov 15, 2014 7:17:59 GMT
Unlike a noble house, with house holdings and lands, a mercenary company runs on wealth alone. It alone decides power, discipline, influence, and size. For comparison purposes, 1 Wealth point represents 200 Gold Dragons. It costs 1 Wealth Point each in-game month to keep the company supplied. If wealth ever drops into negatives, units will abandon the company until the wealth balance is back in the black. The starting wealth of the company will be determined by the roll of 2 six sided dice. The payment for each contract will also be decided by the roll of 2 dice, though every 1,000 men we gain will add an additional six-sided dice to the roll. After all, the larger the company gets, the more it will cost to hire us. Whoever is negotiating the contract may increase the payment for a contract in negotiations with whomever is hiring the company, adding up to 4 wealth points to the payment depending on degrees of success in the roll. However, as the company increases in size, it will also cost more to supply properly. For every 1,000 men, the monthly upkeep cost will also increase by 1 Wealth point. For example, a company of 2,000 would roll 4 dice to determine contract payment, but spend 4 wealth per month on upkeep.
Now we get to the fun part. Here are the things you can purchase with Wealth:
Defensive Structures:
Fortified Camp: costs 1 Wealth per unit garrisoned. Men defending a Fortified Camp gain +1 to their defense. This can be packed up each evening and re-used.
Military Units
Archers: 3 Wealth (100 bowmen)
Cavalry: 5 Wealth (25 armored lancers)
Infantry: 1 Wealth (100 professional soldiers)
Scouts: 2 Wealth (25 mounted trackers)
Warships: 7 Wealth (5 warships)
Elephants: 10 Wealth (5 Elephants)
Assets:
Battlefield Surgeon: 10 Wealth (An NPC healer for the company)
Artisan: 15 Wealth (Defensive bonus from fortifications increased by +1 and unit's weapons do +1 damage)
Engineer: 10 Wealth (Adds +1D to rolls made with siege weapons)
Pyromancer: 20 Wealth (Allows the unit to create and use wildfyre in battle)
Now we get to the fun part. Here are the things you can purchase with Wealth:
Defensive Structures:
Fortified Camp: costs 1 Wealth per unit garrisoned. Men defending a Fortified Camp gain +1 to their defense. This can be packed up each evening and re-used.
Military Units
Archers: 3 Wealth (100 bowmen)
Cavalry: 5 Wealth (25 armored lancers)
Infantry: 1 Wealth (100 professional soldiers)
Scouts: 2 Wealth (25 mounted trackers)
Warships: 7 Wealth (5 warships)
Elephants: 10 Wealth (5 Elephants)
Assets:
Battlefield Surgeon: 10 Wealth (An NPC healer for the company)
Artisan: 15 Wealth (Defensive bonus from fortifications increased by +1 and unit's weapons do +1 damage)
Engineer: 10 Wealth (Adds +1D to rolls made with siege weapons)
Pyromancer: 20 Wealth (Allows the unit to create and use wildfyre in battle)