Glad to see some more interest going in. Not much of an update tonight - I've added the Dukedoms. They're rather expansive and are very fragile. In theory the Dukes hold great power but in reality they're not much richer than many Earls and will find it difficult to keep their subjects in line unless the other voluntarily support them. Hopefully tomorrow I can get some more information about how the starting points system will work. As a flavour: [list][*]Each player given a set number of points (1000, as an example. The actual number I'm still working on for balance) [*]The player then uses these points to allocate to their ruler, the ruler's family and immediate advisors (so reflecting their skills in diplomacy, subterfuge, administration and battle - your ruler may be a mediocre all-rounder but with a skilled council, for example) [*]Points will also be used to 'upgrade' their holdings - just having a castle/town/monastery means little. Players can 'purchase' aspects of them (is the 'castle' just a palisade on top of a hill with a hall or is it a stone bastion? Is the town a large village with a stone church or is it a hub of commerce with a decent population? Is the monastery ruled by an abbot or a Bishop and is it wealthy enough to be important?) [*]Finally, your starting troops will be relatively standard but will be influenced by the holdings your realm has, what upgrades you've chosen and the skill of your leader and their advisors.[/list] This will give us a framework within which to decide events where conflict arrives but a great deal will depend on posting - I'm still toying with the idea of allocating 'tipping point' scores in the event where a conflict is fairly even based on quality of posts. I'm mostly thinking of this when against 'NPC' rulers rather than players but it'd be good if it weren't merely a numbers game.