Rowan
12-01-2008, 06:48 PM
Some of the discussions on this board have touched on adjusting certain things in BR to simulate seasons. Since I am sympathetic to the simulationist approach and like to apply it whenever it is not too onerously complicated, I wanted to solicit the community's ideas on how best to implement some sort of seasonal adjustment into the system as a variant rule.
I have some of my own initial thoughts to get this going. Please provide criticism or suggestions of your own.
First, I would treat the various regions that are broken down in setting materials the same, so that any modifiers for season apply across that whole region and all the provinces within it (i.e., the Southern Coast of Anuire is one region, the Northern Marches another). Anything at a more micro level is, I think, too burdensome.
Taking late middle ages life in Europe as a basis for comparison, I would think that the seasons could affect income, but also (perhaps primarily) warfare. Random events would be more common in some seasons than others (weather disruptions, plagues, etc), but I'm not going to try to address that table right now.
For income, I would take Kgauck's advice on another thread as a good starting point. In the Fall, each region gets a 1d4 roll, with a 1 causing a -25% decrease in income across the board, 2-3 normal, 4 as a 25% increase. Of course, a good crop or bad crop can have a significant enough affect to benefit or trouble a realm for an entire year. Note that this income affects all regents in the region; agriculture is the basis of the economy, affecting taxes, charity, guild purchases, etc., and the weather that caused good or bad agriculture is likely also going to affect trade in similar ways.
I would not modify income for the other years, but I think an interesting possibility here would be to allow each level of fortified guild holding to offset a loss of 1GB income, with the guild choosing which income is offset. So a guild with 10 fortification levels could ignore a loss of 10GB to itself, or share some of that benefit with any regent that has holdings or province levels in the same provinces. Fortification thus represents diversified industry, better food storage, and better agricultural methods that reduce crop failures or lessen the impact of them.
The rest of the seasonal impacts, I think, would have to do with war and loyalty. Climate, mostly related to latitude, should create several bands here. In Anuire, I would place the Southern Coast in a comparatively balmy one, the Western Coast, Heartlands, and Eastern Marches in another, and the Northern Marches in another.
I think troops will be affected in many ways by temperature and storms/wetness, as well as availability of forage, impacting primarily morale and movement. Also, I would remove the normal province level penalty for levies lost and make it a loyalty penalty related to the season in which they are used, because if a significant proportion of the population misses the Spring planting season or the Fall harvest, that province's prosperity is going to be in danger. Note that loyalty penalties effectively DO impact income, as long as Taxation loyalty modifiers are being used, because it will be harder to gain as much tax income from provinces with low loyalty without impoverishing the populace even more and driving them into hostility and rebellion. With my adjustments below, even having full law holdings, keeping levies active during Spring and Fall, particularly if they are also suffering the loyalty penalties from fighting in a foreign war, even Moderate taxation will could soon drive those provinces into rebellion (an outcome that causes loss of province level and likely the destruction of other holdings).
Spring:
1. -1 morale penalty for all troops fighting in Northern Marches;
2. in all regions, -1 penalty to loyalty level if levies are active during this season, since they miss the planting season (does not apply to urban provinces)
Summer: -1 morale penalty for all troops fighting in Southern Coast
Fall:
1. -1 morale penalty for all troops fighting in Northern Marches;
2. in all regions, -1 penalty to loyalty level if levies are active during this season, since they miss the harvest season (does not apply to urban provinces)
Winter:
1. -1 morale penalty for all troops fighting in Southern coast;
2. -2 morale penalty for those fighting in the Western Coast, Heartlands, or Eastern Marches;
3. -3 morale penalty for those fighting in Northern Marches;
4. in all regions, double movement cost through all terrains (snow, mud, frozen ground, bad weather, additional care of draft animals required, difficulty of forage)
These rules would make even long-standing wars more seasonal and place pressure to end them quickly or avoid sieges. The most intense fighting would likely occur during the summer (it's true that heavily armored troops probably wouldn't like this season, either, but I didn't want to adjust down the unit level). Levies would be disbanded during the Spring and Fall, but the lack of a permanent province penalty for losing them outside your borders should help encourage their use in warfare. Winter would be a nasty time to do battle, as well, with the most disciplined troops gaining an advantage over less disciplined ones. Winter, thus, would be the season where the normal advantage of superior numbers could be matched or overcome more easily by more disciplined ones. It would also be the season to try to break sieges.
What do you think about these? Should there be a seasonal adjustment to the DC or rates of certain domain actions (listing just "Seasonal" next to their title line to indicate that they take the seasonal modifiers), or is this getting just too complex or not realistic? (For instance, Build might slow by 1GB per action or by half in Winter; Rule, Agitate [positively], Create might all take the above morale penalties to DC.)
I have some of my own initial thoughts to get this going. Please provide criticism or suggestions of your own.
First, I would treat the various regions that are broken down in setting materials the same, so that any modifiers for season apply across that whole region and all the provinces within it (i.e., the Southern Coast of Anuire is one region, the Northern Marches another). Anything at a more micro level is, I think, too burdensome.
Taking late middle ages life in Europe as a basis for comparison, I would think that the seasons could affect income, but also (perhaps primarily) warfare. Random events would be more common in some seasons than others (weather disruptions, plagues, etc), but I'm not going to try to address that table right now.
For income, I would take Kgauck's advice on another thread as a good starting point. In the Fall, each region gets a 1d4 roll, with a 1 causing a -25% decrease in income across the board, 2-3 normal, 4 as a 25% increase. Of course, a good crop or bad crop can have a significant enough affect to benefit or trouble a realm for an entire year. Note that this income affects all regents in the region; agriculture is the basis of the economy, affecting taxes, charity, guild purchases, etc., and the weather that caused good or bad agriculture is likely also going to affect trade in similar ways.
I would not modify income for the other years, but I think an interesting possibility here would be to allow each level of fortified guild holding to offset a loss of 1GB income, with the guild choosing which income is offset. So a guild with 10 fortification levels could ignore a loss of 10GB to itself, or share some of that benefit with any regent that has holdings or province levels in the same provinces. Fortification thus represents diversified industry, better food storage, and better agricultural methods that reduce crop failures or lessen the impact of them.
The rest of the seasonal impacts, I think, would have to do with war and loyalty. Climate, mostly related to latitude, should create several bands here. In Anuire, I would place the Southern Coast in a comparatively balmy one, the Western Coast, Heartlands, and Eastern Marches in another, and the Northern Marches in another.
I think troops will be affected in many ways by temperature and storms/wetness, as well as availability of forage, impacting primarily morale and movement. Also, I would remove the normal province level penalty for levies lost and make it a loyalty penalty related to the season in which they are used, because if a significant proportion of the population misses the Spring planting season or the Fall harvest, that province's prosperity is going to be in danger. Note that loyalty penalties effectively DO impact income, as long as Taxation loyalty modifiers are being used, because it will be harder to gain as much tax income from provinces with low loyalty without impoverishing the populace even more and driving them into hostility and rebellion. With my adjustments below, even having full law holdings, keeping levies active during Spring and Fall, particularly if they are also suffering the loyalty penalties from fighting in a foreign war, even Moderate taxation will could soon drive those provinces into rebellion (an outcome that causes loss of province level and likely the destruction of other holdings).
Spring:
1. -1 morale penalty for all troops fighting in Northern Marches;
2. in all regions, -1 penalty to loyalty level if levies are active during this season, since they miss the planting season (does not apply to urban provinces)
Summer: -1 morale penalty for all troops fighting in Southern Coast
Fall:
1. -1 morale penalty for all troops fighting in Northern Marches;
2. in all regions, -1 penalty to loyalty level if levies are active during this season, since they miss the harvest season (does not apply to urban provinces)
Winter:
1. -1 morale penalty for all troops fighting in Southern coast;
2. -2 morale penalty for those fighting in the Western Coast, Heartlands, or Eastern Marches;
3. -3 morale penalty for those fighting in Northern Marches;
4. in all regions, double movement cost through all terrains (snow, mud, frozen ground, bad weather, additional care of draft animals required, difficulty of forage)
These rules would make even long-standing wars more seasonal and place pressure to end them quickly or avoid sieges. The most intense fighting would likely occur during the summer (it's true that heavily armored troops probably wouldn't like this season, either, but I didn't want to adjust down the unit level). Levies would be disbanded during the Spring and Fall, but the lack of a permanent province penalty for losing them outside your borders should help encourage their use in warfare. Winter would be a nasty time to do battle, as well, with the most disciplined troops gaining an advantage over less disciplined ones. Winter, thus, would be the season where the normal advantage of superior numbers could be matched or overcome more easily by more disciplined ones. It would also be the season to try to break sieges.
What do you think about these? Should there be a seasonal adjustment to the DC or rates of certain domain actions (listing just "Seasonal" next to their title line to indicate that they take the seasonal modifiers), or is this getting just too complex or not realistic? (For instance, Build might slow by 1GB per action or by half in Winter; Rule, Agitate [positively], Create might all take the above morale penalties to DC.)