Updated the mechanics section. Moving onto the battle mechanics next, and then seafaring. After that, I will detail how your human population acts, and then I think that's it. [b][center][u]MECHANICS[/u][/center][/b] [b]Recruitment:[/b] Major human nations can replenish their professional losses by 2,000 per season. Gorikan race replenishment will be set by me following the publication of the player’s race. Human militias, used by both native and Gorikan nations, are replenished at a rate of 5,000 per season. Units replenished are taken from the race’s available adult population. Players will be trusted to maintain their army replenishment, following the rate at which it is set. However I will step in if someone abuses this trust, and decides that 2,000 fire breathing dragons the size of a bus can be summoned/created In one season. The best way to deal with powerful units, is to use common sense. The bigger and stronger they are, the less you should be able to raise in a season. Gorikans do not have access to home-grown militias. [b]Troop Cap:[/b] Major NPC Human nations start with the following caps: Professional soldiers (Knights, men-at-arms, archers etc): 15,000 Militia (Spear/bow/sword/horse levies): 20,000 Gorikan nation troop caps will be set by me following the publication of the player’s race. Caps can be expanded in two ways: 1) Tech tree 2) Conquering land Major NPC human nations will gain +10.000 to their professional cap, and +15,000 to their militia cap, per land. Gorikans cap increases will be set by me following the publication of the player’s race. [b]Population:[/b] Human population increases 10% per season. Gorikan population increase will be set by me following the publication of the player’s race. Gorikans must watch the “happiness” of their human subjects, which will fluctuate from time to time. Can be countered by the tech-tree, or by placing garrisons on troubled regions. Once a population falls below 10,000, it is considered to be decimated. [b]Army Types:[/b] There are two forms of armies in this game. Professional, and Militias. The two cannot be combined, but can take part in the same battle. In this case, the militia would engage first, with the professional army engaging what remains of the enemy. In the event of someone having a stack of armies, the professional troops and militias would be totalled to give two figures. Militias suffer penalties on the battlefield, when pitched against professional armies. Players can form as many armies as they wish, so long as the numbers of troops do not exceed the cap limit. [b]Creating an Army:[/b] Players will state at the head of their IC posts the armies they have in the field. These will be called army cards, will be concealed in hiders for the sake of neatness, and will look like this: Army Status Cards [hider=The Sorrowsong Host] [b][i]The Sorrowsong Host [/i][/b] [b]Current General:[/b] King Marhorn Dryadson [b]Location:[/b] Scotland [b]Morale:[/b] 100% [b]Strength/Unit Breakdown:[/b] [indent] - /// -/<4.000>/ - /<4,000>/ - /<850>/< Superior archers, well trained, will not break > - /<1,000>/[/indent] [b]Current Action:[/b] Marching on England. [/hider] When detailing units in your army, you will see the ‘bonuses’ section. Include here any significant information, but be warned, abuse of this will lead to me ignoring the bonuses if you fail to balance them. Your average soldier will not have any bonuses, but your better or special troops will. As above in the example, you can see that the Levies have no bonuses, because they are basic troops, but the Glade Watchers are elite and therefore have bonuses.