Player Guide Project

Forum rules, feedback, speak with game masters, suggestions, etc.

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Player Guide Project

Postby Xeniphon » 31 Oct 2008, 13:18

We need a new "Player's Guide" but it is alot of work. Therefore I would like to open up this thread so that players and staff can contribute smaller sections of it which can then be threaded together into the guide. This does two things; it reduces the time constraints on each individual who would like to make a guide and it allows multiple experts in multiple areas to combine advice into a single comprehensive guide. I have an idea as to the major sections and sub-sections but additions to my ideas are not only welcome but emplored.

Terminolagy
Caracter Creation
- Stats and what they mean to a player
- Skills and what they mean to a player
- Character types and concepts
- - Lead Types
- - War Types
- - Int Types
- - Pol Types
- - Cha Types
- - RP Based
Battles
- Unit Types
- - Archers
- - Infantry
- - Cavalry
- Siege engines and units carrying them
- Supply units
- CiCs and Advisors
- Tactics
- - How to write them
- - How to win
- - Siege vs Feild Battles
- Reinforcments
- Extended Battles
- Terrain
Kingdom Turns
- Development Actions
- Movement Actions
- Ploy Actions
- Military Actions
- Recriutment/Search Actions
- Govenors
Personal Turns
- Study/Training
- Crafting
- ????
Rulership
- ?????
Plotting
- Actively Plotting (Assasinations and such)
- Counterplotting
Role Playing
- Interacting with GMNPCs/NPCs
- Interacting with Players
- Interacting with Rulers
- The Solo RP
- Relations and Backstory
- Personalities
- Appearance
- Non-Chinese Characters
- Names and such
General Tactics and Strategies (Tips on broad issues like conqueror/benevolent ruler)
FAQ (basicly just questions and answers to wuestions that are often asked)

This is really just a list of sections and such, it is in no particular order and more concepts are welcome (I am by no means expert in all areas). Make suggestions, choose either a big or small section to write on, or blend multiple posts into a coherent section. Remember to provide credit to those who made any suggestions or sections that are used, we want everyone to get their due for contributing. I will contribute after at least one other person posts something.
Oh well, back to the drawing board...

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Re: Player Guide Project

Postby Diablo Del Tierra » 31 Oct 2008, 22:37

I'll do Non-Chinese Characters and Names, if no one else will:

Non-Chinese Characters:
You have the oppurtunity to create whichever nationality character you wish (So long as the country they were from was around back in Ancient China), but there are several negative points to making a character that was not born in China:

-The Chinese general population, being quite xenophobic, would reject most casual conversation. They would not, as such, hate you so much as to be throwing stones and rotten fruit at you, but their distrust of you, however mild, would be evident in any conversation you managed to strike up.
- Your character (If you choose to roleplay him or her as such) may have difficulty speaking Chinese, leading in reduced communication between other player's characters and your own.
- Most other nations around the world at that time were quite primitive, except a select few. Even if you chose to have your character from one of the civilised states, you would still be called a 'barbarian'.


There are, however, some quite positive points to consider when making a foreign character:
- Added roleplay possibilities: your character would have, if you so choose, an interesting past; perhaps you could roleplay your character as an escaped convict from another land, or a mercanary warrior staying awhile in China.
- Some Chinese people at the time in which the game is set are not quite as xenophobic as the rest of their countrymen. Scholars, for example, wished to know something about these suddenly civilsed countries springing up around china. They, for one, would be marginally more friendly to you, among others that perceive outlanders not as barbarians, but as civilised people.

------------
Character Names:

You are given, in SimRTK, the freedom to choose whichever name you wish for your character; chinese names are popular, as well as names originating from several other countries. However, there are reasons for players generally making chinese names, outlined [url=Non-Chinese Characters, link unavailable]Here.[/url]
SimRTK does not tolerate any names that are offensive, contain profanity, or are perceived as irritating by the rest of the community. Penalties will be handed out to any found to be creating an offensive character name.

----------

THat's all that I can think of at the moment, though I'll probably be adding more later.
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Re: Player Guide Project

Postby Chaos » 27 Nov 2008, 01:55

Just want to say that I totally disagree with having too many words for description.

-----
    Character Name: -- Upon sign-up, you can decide on a name for your character.

  • As the story is taking place in China, chinese name is highly recommended.
  • Though other form of name is acceptable during sign-up, it might not be that acceptable within the game, which like I said, takes place in China.
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Re: Player Guide Project

Postby Zhang Liao 27 » 11 Dec 2008, 08:32

First, guys, I would recommend waiting for the rules to be posted before undertaking Player's Guide projects. You never know what curveballs you might get. :wink:

Second, if referencing my thread above, the idea was for regular players to write up a treatise-style reference guide for other players to use. Almost as though it was your character telling other characters how to BE characters. So the essence is to appeal to the roleplayer moreso than the technical player. Don't use numbers and formula, don't directly reference Rule Chapters, etc. Take a look at the two there already(I'll have to go over them again to see if they still apply), then see if what you had in mind fits.

If not in reference to that thread, then ignore me. :wink:
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Re: Player Guide Project

Postby Radical Dreamer » 19 Jun 2009, 23:48

I'll post more when I get around to it, ja? Feedback? Things I should add?

Ah, so you're taking your first steps into a sim, are you? Well, good for you I'm around! I'll be going through some of the more complicated (and obvious) aspects of playing a character here on SimRTK. Pay attention because I'll only be writing this once!

Terminology, what a silly word. Bluntly, it's just the things that you'll be hearing often as you play and interact with the SimRTK community. Some of the most common abbreviations will also be covered as the community here is typically lazy when spelling out what they want from you.

-PC: No, not politically correct. A PC is the player's character. In effect, it is you in the context of this simulation.

-NPC: A non-playable character. The NPCs make up the bulk of the officers here on the sim. Any character that is not represented by an actual player is an NPC. A ruler, if they have NPCs, can rp them if they'd like, but it is not their PC and they cannot do all the actions a PC could do with an NPC. The NPC's big brother is the GMNPC, which is the Game Master Non-Playable Character. These are important NPCs that are directly played by the SimRTK staff. They can be interacted with by any pc, but they do have minds, and goals, of their own.

-Ruler: A ruler is the master of a kingdom. In the current version of SimRTK, there are a number of player-controlled kingdoms and GMNPC-controlled kingdoms that you can join. Rulers usually have final say of what happens inside their particular domains, can invade other cities, hire officers, and raise armies. However, just because you are not a ruler does not mean you will never be one. There are many situations that may occur that would put anyone in a rulership position. If you want to be a ruler, but have missed the ruler sign-ups, do not feel discouraged.

-RP: Role Play. This constitutes your main actions on SimRTK. A role play is any post in which you take on the persona of your PC and interact with others.

-God Modding: God Modding is when you take actions as a character you do not have control over. Basically, it's role playing any other person's PC or NPC. This also applies to role playing as a kingdom's guards as they are not yours.
-Turn: A turn is a representation of time in the sim. Typically, each civil turn will last around a week and the battle turns will take a few days afterwards. You can RP during either turn and there are no special restrictions. Mostly, turns will be important for the player to remember and keep up with because of their PTs.

-PT: A PT is a Personal Turn. This is the action which advances your character in a variety of ways. You can look up the exact ways in the Rules Forum, under PT Rules. For the most part, this will be how you increase your character's stats, skills, and take individual actions. You post your PT during the Civil Phase of the Turn Change and you will get the results at the end of the Battle Phase.

-KT: A Kingdom Turn. This is how rules advance their kingdoms. The individual actions are covered in the Kingdom Turn Rules thread in the Rules forum. As an officer, you don't really need to know too much about them, but if you have rulership aspirations it might not hurt to give it a look. The main thing an officer takes from the KT is experience for actions their ruler has them do.

-Experience: Experience is the numerical representation of your PC's growth. Basically, it's how much you grow when you perform certain actions. You get experience through KTs, PTs, and plots.

-Stats: Stats are, simply, your PC in numbers. How strong they are, how smart they are, how charismatic they are, etc. These numbers can increase, and decrease, over time. The best way to increase your stats are through KT actions and PT actions as you get experience from both. When a stat's experience hits 100, the stat increases.

-Plots: Plots are special actions or circumstances that involve a result that can't be gotten through simple RP. Examples include killing another character, gathering basic information, or a variety of other actions that would otherwise be considered God Modding. Plots are sent to any staffer on the site.
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Re: Player Guide Project

Postby whatadai » 22 Jun 2009, 14:58

Which skills use which stats would help.
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Re: Player Guide Project

Postby Carpevis » 24 Jun 2009, 00:31

whatadai wrote:Which skills use which stats would help.


WAY back in May, I think I mentioned that having a skill and stat correlation on the skills list would be extremely helpful. Unfortunately, even though we actually put the list together and posted it, the Admins were either too busy to copy and paste it into the skills list in the Game Info thread, or they decided they'd rather we all suffer for it, screw up our builds, make lousy weight decisions - things like that. :D

Not sure which. My guess would be they were busy since it was right before game launch, but given the devious and somewhat sadistic nature of some of them, I'm willing to put money on the desire to make us suffer part. ;)

In any event, to keep you from having to cruise through all of the last 20 pages of posts or so to find the list, here's the link. Be advised, they may have changed some of the SP's on it or the descriptions, since this was all done pre-game and last minute revisions were not added.

XZX said they'd talk about it, but with game launch so close, they probably never got a chance to revisit the topic or do the updates. All joking aside, they really do have a hell of a lot on their plates and are often not appreciated for their efforts.
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Re: Player Guide Project

Postby Xeniphon » 15 Aug 2009, 16:51

Ehh, my thread was revived and I didnt notice...

relivent stats are listed with the actions they let you do so battle related skills are listed in the battle rules and civil skills are listed in the KT rules or say in their description which stat they relate to. Some skills like say valor dont relate to any stat.

Its simple enough and I dont think that above comment about the staff wanting us to do poorly is at all fair since they do have it listed and some people just dont bother reading the rules. Your supposed to read them all after all since they are rules.
Oh well, back to the drawing board...

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Re: Player Guide Project

Postby Carpevis » 20 Aug 2009, 02:27

Xeniphon wrote:Ehh, my thread was revived and I didnt notice...

relivent stats are listed with the actions they let you do so battle related skills are listed in the battle rules and civil skills are listed in the KT rules or say in their description which stat they relate to. Some skills like say valor dont relate to any stat.

Its simple enough and I dont think that above comment about the staff wanting us to do poorly is at all fair since they do have it listed and some people just dont bother reading the rules. Your supposed to read them all after all since they are rules.



Xeni, I don't mean to get your feathers in a ruffle. Maybe your text reader doesn't read emoticons, but the crack about making us suffer was meant tongue-in-cheek. In my opinion the staff do a remarkably able job given the circumstances they ave to operate in.

My suggestion was to make reading the rules easier. I think the reason that "some people just dont bother reading the rules" is because it's so damn hard to find anything in them. One has to slog through a lot of information that will not or may not ever apply to them in that game in order to find relevant things that do. All I'm suggesting is we use HTML tags to mark sections and hook them together in links. That way, when someone is reading about a skill, they can click on a link somewhere in that description that takes them to the actions that skill relates to (and vice versa), so they can better understand the skills (and the rules to which they apply) as they learn the game. In some cases, skill descriptions have no hint that they relate to anything, so a newbie has no idea they need to look elsewhere for relevant information about that skill, let alone where to look. Having links in the descriptions at least clues them in that there's more to the skill than meets the eye.

All I'm suggesting is that we link the various actions, skills and whatnot to their relevant descriptions to make researching skills, actions and the like easier instead of having to figure out where it all is - if you even know you need to look for more information in the first place.
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Re: Player Guide Project

Postby kingpin » 20 Aug 2009, 14:02

HTML tags would be a great idea and it would be silly to wait until v6 to implement them. If we can get the staff to declare an interest in using them then a small project to do them could be started.
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Re: Player Guide Project

Postby GreenFabre » 23 Aug 2009, 01:26

Sample
Index
Skill Description 1
Skill Description 2





















Skill Name 1
text text text text text text text text text text text
text text text text text text text text text text text
text text text text text text text text text text text

< Top >

Skill Name 2
text text text text text text text text text text text
text text text text text text text text text text text text text text text text text text text text text text
text text text text text text text text text text text text text text text text text text text text text text
text text text text text text text text text text text

< Top >


============================
Code: Select all
[aname="index"][/aname]Sample
Index
[ahref=#d1]Skill Description 1[/ahref]
[ahref=#d2]Skill Description 2[/ahref]




















[aname="d1"][/aname]
 Skill Name 1
text text text text text text text text text text text
 text text text text text text text text text text text
 text text text text text text text text text text text

< [ahref=#index]Top[/ahref] >
[aname="d2"][/aname]
 Skill Name 2
 text text text text text text text text text text text
 text text text text text text text text text text text text text text text text text text text text text text
 text text text text text text text text text text text text text text text text text text text text text text
 text text text text text text text text text text text

< [ahref=#index]Top[/ahref] >
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Postby Liu Sun » 25 Aug 2009, 20:09

If you guys want to update the guide, that's awesome. Just remember that it's supposed to be concise and friendly for new-comers.

Poke me when you're done. Good luck!
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Re: Player Guide Project

Postby GreenFabre » 02 Nov 2009, 02:44

Carpevis wrote:But if someone would do me the favor of sending me all of the code for all of the rules as they're written now (I can't quote them to get it myself since they're locked), I'll put in the tags. I'd rather not have to redo all of the current formatting as well.


If any admin is reading this, can please do tat small favor (on free time ofc) lo~ :3
to ppl in irc please pass teh word, try do ur part too lo~
carpy can do teh tags and all tat jazz and willing but can't get it done unless he getz 'it' koko~

sugg: i tink tat be best put in rtf or any txt file coz pm char limit is nut enuff lo~
if sumwan has lots, lots time, please pm carpevis if you want help him and if you wan manually get code for all rules posts if no admin give teh codes lo~
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このトッピク、 蘇るがいい!

Postby JG Chan » 17 Jan 2010, 20:54

*cough* Attempting resurrection...hope these are okay for the character types.

Heroes of Battle
"If the general can hold the authority of the military and operate its power, he oversees his subordinates like a fierce tiger with wings, flying over the four seas, going into action whenever there is an encounter."
-Zhuge Liang, "The Way of the General"

One who chooses the ability to lead men no doubt seeks to thrive on the battlefield, and so Leadership is the mark of generals. Whether fighting mounted or on foot, favouring brains or brawn, good Leadership allows one to react faster to and operate more effectively in most aspects of battle. In a land and time defined by war, generals are always in need, and have the clearest path to glory. Yet generals are also a diverse lot, and those who choose this path have many options.

Warrior-generals lead from the front, fighting alongside their men and capable of daring raids into enemy forces. With good War ability as well as Leadership, they are well-suited to damaging attacks that might put them in harm's way. Their intimidating presence improves their ability to jeer and taunt the enemy as well, for which they would also benefit from good Charisma.

Leaders of a more intellectual bent are no less efffective in dealing damage, but have the added option of using the many ploys available to hamper and disrupt enemies. Intelligent generals are also better able to see through enemy tricks, and can be well-suited to defending cities against besiegers as well as countering such defenses. Again, Charisma is a good choice for improvement, as it plays a part in many ploys.

Beyond these basic distinctions, a general's role is defined by the specific skills he or she chooses. Will he rain arrows upon hordes of enemies from afar, stand firm as a stone wall with spear and shield, or sail the waves and command hardened marines? Battle skills are many and varied, and one should choose a set of skills that both work well together and suits the role he wishes to play in battle. This can be a complex process, however, and will be discussed further in the sections on Battle.


Warriors Worth a Thousand Men
"I am Zhang Fei of Yan. Who dares fight with me?"
-Zhang Fei at Changban Bridge

Where a battlefield general earns fame through his army's victories, a warrior's glory is much more personal, and perhaps much more satisfying. Indeed, a warrior who defeats an enemy general in a duel gains a great advantage for his side. However, generals and tacticians know this, and tend to refuse uncertain challenges in favour of caution. One who chooses to become a warrior should be aware of this, lest one becomes frustrated and unsatisfied.

In addition to high War ability, a warrior who plans to enter battle should have good Leadership as well, and learn a number of battle skills to make himself an attractive choice. Charging into the enemy or raiding their camp have a chance of bringing about duels with the opposing commander, a perfect opportunity for warriors. Charisma, again, is useful for raiding and several dueling tactics.

Outside of battle, strong warriors can find good positions as bodyguards, enforcers, or even wandering pugilists, seeking to challenge themselves against ever greater opponents. Such warriors might find that good Intelligence and Charisma will improve many of their options in a fight. Leadership improves one's reactions and allows one to act before one's opponent, which can be a crucial advantage, but there are ways to compensate for its lack. Warriors who choose to help enforce their city's public safety would also benefit from the skills of an investigator.

No matter what the case, no warrior should be without training in the arts of the duelist and the use of his weapons...for how could he call himself a warrior otherwise? While brute strength is certainly important, these skills improve a warrior's effectiveness, versatility, and stamina, and can make all the difference when facing near equal opponents. More details of this can be found in the section on Dueling.


Minds of the Age
"To overcome the intelligent by folly is contrary to the natural order of things; to overcome the foolish by intelligence is in accord with the natural order. To overcome the intelligent by intelligence, however, is a matter of opportunity."
-Zhuge Liang, "The Way of the General"

Intelligence is the hallmark of the wise advisor, whose counsels guide rulers and kingdoms to victory in battle. It is also the key ability of those who would use subterfuge to achieve their ends, those would use their skill to heal others, and those who create an army's instruments of war. Such officers are appreciated by their lords and peers, yet often reap less of the spotlight than generals and warriors.

The advisor is an important member of any army. Not only should he be skilled in manipulating the enemy, but also be able to fill the role of tactician, lending his expertise to the army's commander and formulating campaigns to suit his needs. As he does not command men personally, Leadership becomes less important than the force of personality and political savvy needed to succeed in his ploys. Cunning and a variety of skills are also important to augment his versatility and usefulness.

War is about knowledge and deception as much as military force, and the covert agent takes care of the former through spying and sabotage. This is a risky occupation, and the agent needs many strong abilities to complete his mission. A variety of skills govern the success of different tasks, while mastery of stealth is essential to returning safely afterwards. And of course, such agents are also quite suited to plots not involving kingdoms at all, though these will be discussed in their own sections.

Armies cannot fight without weapons, and intelligent officers are required to fabricate bows, armour, siege equipment, and ships for the use of their kingdom. The talent for invention is important for such an officer, and knowledge of civil engineering helps to round them out, allowing them to also build useful structures and improve on a city's fortifications.

Finally, the role of a mystic healer can be considered by someone with both Intelligence and Charisma. Trained as both a medic and a mystic, such an officer can heal wounds both in and out of battle, and support his side with supernatural powers. Depending on where the officer's other focuses lie, they could either actively fight or support others from the rear.


Governors and Developers
"......"
-Someone who couldn't think of a quote

Politicians, while arguably one of the least visible types of officer, are also one of the most prized by rulers. Civil development provides a kingdom with the resources to strengthen itself and field armies. Thus, someone with high Politics is most able to help his kingdom make money, or to make money for himself.

There is in fact very little to distinguish a city governor from a developer, save that the former is skilled in administration in addition to the development skills both of them usually learn. Some military generals also aspire to governorship and learn to do so well, as commanders of conquering armies automatically take charge of a city upon victory and might be allowed to keep it as a reward for duty. However, their abilities will necessarily be more spread out, and a politically-oriented governor will produce better results.

Developers can choose between skills focused upon a single area or more broad in application, but in either case never lack for work. Dedicated developers can also use propaganda and personal bonds with others to their advantage, allowing their Charisma to contribute to their work.

Finally, even though different abilities and skills govern different professions, a dedicated crafter will certainly benefit from political talent and personal zeal. Both of these allow them to maximize the use of their private time, and thus produce items and otherwise earn money more rapidly.


Seekers of Talent
"To make fish sink and geese forget to fly."
-Chinese idiom

Those with high Charisma draw the attention of others, making friends and acquaintances easily. They are most suited for gaining the services of other talented people, and for serving as diplomats and ambassadors to other kingdoms. One might also note that Charisma plays an important role in many other functions, even though it is rarely central to them. Thus, with the correct skills, a charismatic officer can often substitute for others in some limited way.

As recruiters, officers would do well to become more charming and establish a good network of contacts, improving their chances of finding worthy men and women. Good political ability can also be helpful in this respect. They must keep in mind, though, that their peers as well as the great heroes of the age might not be swayed by mere Charisma, and good writing ability is very important in such cases. The same is even more true of diplomats, who must convince others by their own eloquence and wits.

Finally, charismatic people have some advantage as rulers, for their ability to build bonds with their officers can prevent them from defecting to others who would steal their services. Of course, ruling is much more complex than that, and Charisma is not the only thing to consider.


Heroes Across the Spectrum
"Nothing beneath the Heavens is difficult for one who sets his mind to it."
-Chinese idiom

So you've read about all the different kinds of officers you can be, and your first thought is, "But mommy, I wanna be Spiderman!" Well, unfortunately for you, there is no Web-Shooting skill in this world, so the answer is no. Still, there is nothing restricting you to the roles mentioned earlier; you can choose any mixture of abilities and skills to master, and have a fulfilling experience doing so.

Such characters, instead of being made to excel at a specific function, are formed naturally based on their story and background. In a sense, they are easier to grasp, as you need only a basic knowledge of what abilities and skills do, and less in-depth knowledge of their effectiveness. On the other hand, it will become more difficult for you to excel over those more dedicated to effectiveness, unless you do know how to put your abilities and skills to their optimal use. The ability to study well is helpful in this case, to mold yourself into someone better as the story progresses.

From experience, however, such characters have one great advantage over many others: activity. Because their goal is usually to live out their own story, they are not as constrained by the way the world turns, remaining active whether kingdoms are engaged in civil or military activities, and often forming deeper bonds with others through interaction. This, more than excellence in ability, can often gain them a place in any kingdom, or even put them into positions of authority based on their enthusiasm. Therefore, one should never be afraid to disregard performance and just act as one's nature demands, and enjoy themselves doing so.
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Re: Player Guide Project

Postby Xeniphon » 18 Jan 2010, 00:12

Im up for a revival, now that I have a bit of time... I really should have worked on this when I was captured, that was silly of me...

Anyway although I must say I am not THE expert I am fairly experianced at different levels so I can take a crack at the Tactics writing since it is an area most people are curious about and yet afraid to enter.

Battle Tactics;

What are "Tactics"?

Battle Tactics, often just refered to as "Tactics", are the written instructions for the staff member running a battle that tells them what each army and each unit will do. This is a complicated set of instructions for both "Tactics Writer" (the one who writes the tactics) and "Battle Runner" (the staff member spacificly assigned to run that particular battle). The complexity comes from several major factors;
    Not knowing what the enemy will do means that you must be prepared for them to do many things and it is never possible to include all possabilities.
    You must write tactics for 5 "Turns/Rounds" (some people use either term to describe the division of actions in each battle) and so you must not only be prepared to react to what others do once but must then react 5 times, any of which might see the enemy doing something you did not expect. So the more rounds you must write for the more likely it is that something will slip past you, making preparing for every possability even more difficult.
    How many units are on the battlefield, both friendly and enemy, is a big factor in tactics since you must (or at least you should want to) prepare for as many possible actions from each unit and combination of units as possible.
    All of this must be done within a period that is usualy 24 hours but may strech as long as 48 and on very rare occasions 72 hours. This means your time to discuss, write, and correct your tactics is limited.

Tactics are submitted to the designated staff member as well as the "Forum Administration" account just in case something happens and they need a backup copy. Tactics must either be submitted by the deadline or an extension must be requested (have a good reason if you need an extension). Not submiting tactics on time will often lead to your unit or army doing nothing or even doing the worst possible thing... The staff are fairly understanding but its best to not push things if possible.

Many people ask who can write tactics, the answer is "anyone". There are certain practices that are common but the rules state that any person may write their own tactics and may never be refused this right. Most kingdoms prefer to use more centralized systems but players should always remember that their own tactics for their own units ALWAYS take priority. Most kingdoms tend to have a dedicated tactics writer, who is usualy experianced in writing tactics, and often they are assisted by less experianced players who take turns writing tactics or colaborate for ideas and corrections. Occasionaly however a ruler will decide that they should do tactics themselves, it isnt uncommon though most usualy have enough on their hands that they dont wish to. Alternitive means sometimes employed by kingdoms are to have the CiC (Comander in Chief) of the army in question write the tactics for the whole force. Alternitivly some kingdoms request that each unit write their own tactics. There is no "best" way and the rules technicaly encourage each unit doing their own but you should also be warned that while rulers cannot punish you for doing your own tactics they can punish you if those tactics hurt the battle plan. For this reason and because one person coordinating the whole battle improves cooperation/support among units most kingdoms will ask players to let a central person(s) do tactics (or at least that you tell that central person what you plan so the battle doesnt depend on you doing something else). The order of priority in submited tactics (from least to greatest) is; Other Player (usualy an apointed tactics writer) -> Ruler -> Army's Tactician -> Army's CiC -> Unit's Comander. Therefore if both a tactics writer and the army CiC submit tactics the one from the CiC will be used, a player's tactics for their own unit always take priority over any other tactics.

How To Write Tactics;

Writing tactics and writeing tactics well are two different things, you can be taught the first but only experiance and/or a natural talent can let you write them well. Often it takes people much practice to write good tactics but some basics are common sense. Each map has a grid of hexes, so when refering to positions on the map it is common to use a letter/number system of lableing each axis. This varies from person to person and whatever means you use you should always note it very clearly in your tactics so the battle runner does not get confused (I like to put it in the "Notes" section I include at the end with any notes or comments that dont fit elsewhere). You should also note who questions should be directed to in case there is a problem or confusion the staff wish to clear up (I also put this in the notes section at the end).

The first section of tactics is usualy pretty similar (at least among the dozen or so variations I have seen). You need to put a list of inititive from highest inititive to lowest, it may be helpful to the battle runner to include enemy as well as friendly inititive in your inititive list. Inititive is written as Lead.Int so that a general with 96 Leadership and 63 Inteligance would be listed as "96.63". Remember that the Leader skill increases inititive, dont forget to add that bonus to the inititive when writing it down. Also many people include a "starting location" list which lists where all friendly units start off for the set of tactics (these are dictated by the permited starting locations at the start of a battle or the positions of the units at the end of the last battle). Listing the hex is often helpful, for instance "Hu Gui; M14" to indicate that is where that unit is. Some players also include an "Overall Strategy" section where they explain in general what their plan is so that if the staff get confused about what is intended by a spacific action they can look at this section to see what you intend to do and make the proper decission on what you meant (this can sometimes prevent missunderstandings since if you write the tactics you know what you intend but the battle runner does not).

While also considered int he first portion of tactics the "General Orders" section deserves special mention as it is complicated and often quite long. General Orders are orders that are in effect for the entire army at all times. Since it effects everyone it is good to note if these orders take priority over orders to individual units or if the general orders take priority over individual unit orders. I highly recomend that individual unit orders take priority if a conflict arises since it allows for the greatest flexability and the fewest mistakes. General Orders run the gambit but some examples are; Retreat Conditions (when do you retreat), Duel Conditions (when do you accept/challange duels), Fire (what you do if you are on a hex lit on fire), Turncoats (what to do if someone on your side defects), Weather Conditions (how to react to different weather conditions, for instance weather reduces movment and you might not reach the point you are aiming for), Ambushes/Traps (how and when to look for ambushes/traps and what to do if/when you find them), ect... There are too many possabilities to count and some change battle by battle while others can simply be copied and pasted as is for each new battle. Put anything in here that deals with the army as a whole or does not directly relate to the individual unit actions being taken. For instance I have learned to put in a General Order regarding when to and not to use Probe/Elude movment rather than do it individualy since its easier this way.

The meat of tactics are the individual unit orders that tell each unit what to do, when to do it, and how to do it. There are as many ways of doing this as there are tactics writers but priority lists are heavily favored by the staff. I personaly tend to use a combination of priority list and sequential list with the item labled "1" being what I most want done or want done first if possible going on to "2" and so forth if "1" is not possible. I also like to seperate my movment and attack/ploy conditions to make it easier for the staff to find the information they need (since you have to keep track of many possabilities letting it all run together can be most confusing). It might also be helpful to list the unit type and the number of troops that unit started the battle with so the staff dont need to flip from page to page to find that information. Individual orders should be placed in order of inititive for ease of reference and clearly labled with which unit it is intended for to avoid confusion. Other than that though each set of individual orders is different depending on unit type, comander's stats/skills, type of battle, terrain, enemy, number of troops, ect... So Im afraid there is little point in providing advice on what conditions to place there. However one thing you should do is in some way to designate target priority based on proximity, unit type, unit size, unit comander, or some other readily visable way of differentiating between units so that you attack the unit you want to attack as well as the next in line if you cant attack that one and so on...

How To Win;

Winning is really less complicated in theory than in practice so keep in mind that it is never as easy as it sounds. To win you can reduce the enemy to 0 units (when attacking you need only reduce the main defensive army to 0 units), reduce the enemy to 0 moral (when attacking the main defensive army only need to be reduced to 0 moral), seize the HQ of a city you are attacking, or convince the enemy to pull back on their own (usualy done via diplomacy but rapid exchanges of PMs are not uncommon after forces are posted). When capturing a gate or fort there is no HQ to be taken so that option is removed and only the options of reducing the main defensive army to 0 troops or 0 moral will work. If victorious in a field battle and are attacking you will be given the choice to advance to a siege or withdraw, if victorious as a defender the enemy is driven off before reaching the city. If an attacker is victorious in a siege they gain the city while a defender similarly victorious would retain the city (minus 1% damage/turn the siege battle lasted). The most cost effective ways to win are to sieze the enemy HQ or steal and keep the enemy supplies so that the enemy army starves, tactics writers however take great precautions against these paths to victory and so are not easily won. Other ways are via moral loss from Jeering and other such moral reducing skills or simple attrition through damage.

Field Battle vs Siege Battle;

Field battles are battles not fought in/around cities, usualy at fort/gate locations but there are times when no forts/gates are between two cities and a battle occurs in which case it takes place regardless but no forts or the like can be build there. Fort and Gate locations can have fortifications on them, Gates always stand (though not always at max defense) while forts must be build by one side or the other. If there is no fort/gate the battle has no walls or other fortifications to be concerned with. If there is a gate or fort however the side which owns it (if any) gets to have forces in/around that fortification and the walls function like city walls in a siege battle. Siege battles on the other hand have the advantage for the defender of strong walls to help them, however the city takes damage each turn of siege and the city loses it's next KT (Kingdom Turn) if the battle drags on into the next month. Field battles have fewer drawbacks but siege battles offer defenders a huge advantage that can cause the defeat of a larger foe if properly utilized. You should always consider carefully which type of battle is most apropriet to the situation, there is no right or wrong answer so think carefully.

Reinforcments;

Reinforcments can be sent by other forts/gates/cities controled by a ruler either offensivly or defensivly, if the one seeking reinforcments has a high enough I-net they can request reinforcments from allies. Reinforcments sent the month a battle starts arrive between turn 3 and 5 depending on weather. Reinforcments sent to an extended battle arrive on the first turn of the month they are sent (usualy refered to as turn 11, 21, ect...). Reinforcments are considered their own army and their food/moral are tracked seperatly from the main force, though some moral effects can effect both main and reinforcing forces. Because of this reinforcments of a small size are often more risk than they are worth since they provide the enemy an easy moral swing that can lead to defeat simply because your reinforcments were destroyed. Therefore the issue of reinforcments is more than simply adding more troops to your side of the battle, there can also be downsides. Consider if your reinforcments are strong enough to hold out long enough to make a difference, if the enemy can intercept them, and if they will contribute something meaningful to the battle.

Terrain;

Terrain is a vital factor in any set of tactics, the land not only offers restrictions in movment but opportunities for ambushes, traps, and advantages in attack/defense. Terrain must be considered in both movment and comand/ploy usage. All terrain types are listed in the battle rules with their various effects/restrictions listed, read and remember them. It is always advantagous to strike an enemy from a superior terrain feature! If you can make wise use of the terrain then you can grant your units greater advantage in battle and be able to win with a greater margin for error. In short, any bonus is a good bonus and some of the terrain featurea have good ones to exploit!





I'll work on something more later after someone else posts again.
Oh well, back to the drawing board...

V6 Character: Now Undecided
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Xeniphon
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