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Fields of Glory

Introduction The year is 1630 and the sounds of sword and musket reverberate across the land, Europe stands tall and proud, to the west Spain, France and England are building great navies and armies to ensure there dominance in the new world which abounds untold riches. In the Baltic Denmark, and Sweden verge on war and to the east the growing power of Russia threatens to engulf Europe. You will step into this world as a ruler of one of the great states of Europe and the Middle East. Will you bring fire and sword to Europe, conquering your way to glory or will you bring trade and culture to your realm. The possibilities are endless, how you rule is down to you, I bid you luck in your quest for glory. If this has wetted your appetite and you seek to join Fields of Glory please email your request to mark.turner56@yahoo.co.uk Faction List Realm of the Three Kingdoms (England, Scotland and Ireland) Kingdom of France Kingdom of Spain Kingdom of Sweden Kingdom of Denmark-Norway Ottoman Empire Kingdom of Austria Russian Empire Shahdom of Persia Polish and Lithuanian Commonwealth United Provinces Sultanate of Morroco Brandenburg-Prussia Kingdom of Croatia Elector of Bavaria Kingdom of Hungary Elector of Saxony Duchy of Brunswick-Lunesburg Principality of Transylvania Duchy of Pomerania Duchy of Savoy Duchy of Milan Electorate of Cologne Nathaniel Butler (Caribean) Peter Love (Hebridian Pirate) Class Compaen (Barbary Coast)

Hendricks Lucifer (Gulf of Mexico) John Nutt (Newfoundland) Jacques de Sores (Caribbean) The First Step The first job for a new player is to choose which nation they wish to play, players can choose any nation from the list above, these positions come on a first come first serve basis. With this in mind a player will be advised to list there preferred nations in priority order this is to enable you to get the nations of your choice. Once you have made your choice and your position accepted you will be sent your opening turn sheet. Upon your acceptance you will be given a leading character in the case of a small realm you will play the ruler of the realm but as the realms get progressively larger, players will play the position of the nations first minister, with the case of Republics players will have to maintain there Senates or other Parliamentary bodies. Once you have received your papers you will also receive your initial return date and a Newspaper giving you a run down of the greatest stories that occurred that month from all over the known world. The timeline that is given is set any orders received after the timeline will not be counted as that months orders but will be moved to the next month. I ask one thing as a GM I am not born with psychic powers so if you wish to no longer play Fields of Glory please inform me and I can make the necessary arrangements. Finances Once you have chosen your nation you will be sent your nations first turn sheet along with the current state finances. Each nation has there own set currency, some nations such as the Germans Electoal States and Principalities share a common currency. For the sake of the game and to reduce complexity it nations currency is of equal value. Your taxes are assessed every march, some nations will have complete control over there tax rates overs will have to go through there respective Parliaments or in the east, Diets. Your finances detail all aspects of your expenditure from your administration costs to your military upkeep, keep track of these because left unchecked these running costs could end up ruining you. Trade may be invested in, this is a relatively easy task. You simply need to state how much money your wish to invest, it is advised that you invest recruits into your trading so that your investment doesn't stifle. Recruitment Every March along with your financial returns you will receive recruits, recruits are men who are available to serve in your army or other areas of your civil administration. Recruits can be turned into miners, engineers ect as long as they have been trained at the appropriate University or College. Your recruit returns can vary year on year based on how well your economy is doing. You can boost your recruit pool by building orphanages and having them churn out recruits for you. To find out how this is possible ask your advisors. Diplomacy

Diplomacy must be conducted through the GM, all communication between nations must travel between yourself and the opposite nation. To send another nation a message you must send a separate email stating who it is from and to who. Having an ambassador in that nation will help with your messages being received. To send an Ambassador to a nation you must create one as a Personality giving him or her a name and character traits. When an embassy is created the host nation of the embassy incurs the yearly upkeep costs of said embassy so it is seen as good form to ask permission first before establishing said embassy. Players have no control as to how or when messages are received except by establishing embassies. Personalities Personalities are the great men and women of your realm, to create a personality you simply need to state on your orders. Giving him a name and character trait, be realistic in your creation, GM's may provide hidden character traits and goals for said personalities, just because you have created a personality does not mean he will be totally loyal to you. The personality will have his own goals and lives to lead, you may wish to create a historical personality, this is allowed only in your home nation, if you wish to recruit foreign personalities you will first have to find them and persuade them to join your cause. Don't forget to use your personalities for advice. The Herald The Herald is the weekly newspaper that reports on the weekly goings on around the world, many things may be detailed within the Newspaper otherwise known as The Herald. The main stay of the pages will be taken up by the events of the world, the newspaper also details trade missions which are opened and what news from the shipping lanes. At the bottom of the newspaper is the return date for your turns. Construction Civil Administration - At the start of the game you will have two cities which is listed on your turn sheet, this is your capital city and the centre of your administration, at the start of your game all of your recruits will gravitate towards there for work. When you build a civil administration in another town of city you are thus building the initial infrastructure to support your needs, building civil administrations will help support your economy and make your citizens more productive, it will also help you reach a further range of recruits. You cannot construct any buildings in a town or city until you have set up the civil administration. Cost - 2,000,000 Upkeep - there is no upkeep required Army Camp - An army camp is required before you can recruit units, it is to be noted that you can only recruit within your own home territories or territories which you currently control which are attached to your home territory. For example if England captured the coastal town of La Rochelle they would not be able to recruit directly in that town, unless recruits were transferred to the town or units transferred there from England.

Cost - 30,000 Upkeep - 3,000 Armoury - An armoury stores your gunpowder and other weaponry an armoury is vital for you to outlast a siege once you run out of gunpowder you will result to cold hard steel. Cost - 20,000 Upkeep - 4,000 Granary - Granaries are store houses for grain as you might guess, these grain stores are used in the event of a grain shortage or to supply your army before it marches. The stores are capable of carrying 100,000 tons of grain each. Cost - 10,000 Upkeep - 1,000 Grain Silo - much like a granary but much larger and grander, can carry 1,000,000 tons of grain. Cost - 1,000,000 Upkeep - 10,000 Fortifications and Citadels - fortifications and citadels are built for the purpose of defending your cities, towns, ports or other coastal areas, or a specific area. Fortifications can be armed with fortress cannon which are detailed further on in the rules. Cost - 50,000 Upkeep - 5,000 University/College - Universities and Colleges are where your scientific advances are made, when you build a University of College you need to state the faculty of which it will teach. For example the University of Medicene. You may also send recruits to your university to be trained as engineers or even medics. Cost - 100,000 Upkeep - 10,000 Port - A port is the civilian trade hub of your coastal towns, these are large areas which are run by portmasters. These ports contain warehouses and the like to support the trade infrastructure within the town. Cost - 80,000 Upkeep - 8,000 Shipyard - A shipyard is required to construct naval vessels. Cost - 10,000 Upkeep - 1,000 Repair Yard - A repair yard is required to refit your ships after they have received damage be it in battle or through a storm.

Cost - 5,000 Upkeep - 500 Market Place - Market places are where the goods of your realm are marketed to the general public. Cost - 10,000 Upkeep - No upkeep is required Palace - A lavish building for the high and mighty, a parliamentary body cannot meet until a palace ha been built to house it. Cost - 1,000,000 Upkeep - 10,000 Orphanage - An orphanage as you might guess houses the homeless and parent less children, it is capable of churning out 50 extra recruits per year if instructed. Cost - 10,000 Upkeep - 1,000 Prison - houses the delinquents and other such undesirables. Cost - 10,000 Upkeep - 1,000 Sewers - Classed as open sewers unless stated, sewers help with the overall hygiene of the area you build them in limiting the overall effect of plagues. Cost - 80,000 Upkeep - 8,000 Institutions - Institutions refer to theatres, operas, hospitals, orchestras and other such fine cultural buldings, which greeted the Age of Enlightenment. Cost - 50,000 Upkeep 5,000 Cathedral or other religious building such as a monastery, abbey, great mosque, nunnery or temple Cost - 50,000 Upkeep - 5,000 Infrastructure Your infrastructure is vital to ensure that your trade and military missions grow and expand, the poorer the quality of your infrastructure the lower your trade revenues and slower your troop movements. There are two types if infrastructure, Canals and Roads, the price to improve these will be listed on your turn sheet. Army And Naval Rules Armies and Navies - Armies can easily be created, you simply need to state which units make

up your army. One tip is to assign a personality or create a Personality to command the army, this will help with the effectiveness of there orders. Remember you NPC's will respond true to there character so don't be surprised if a brash general acts so. For the purpose of ease it is simpler to create an army to move, rather than listing units individually. There is no limit to the size of an army, just remember the larger the army the harder it is to control and manoeuvre. If units aren't assigned to an army before a battle ensues they will be placed under the command of the armies overall commander. Navies are created in similar ways to armies except when moving two or more ships, a fleet is automatically created this is for movement purposes. Movement - When issuing a movement order you must state in your orders where they are moving from and where they are moving to. If a mixed force is moving it will move as fast as its slowest unit, this is to show it's protection of the those units unable to keep pace with cavalry. Remember moving fleets takes longer than moving land units from one city to the next. Please note armies rarely moved at night and any movement orders take into account the daily life of a soldier. Supply - Whilst your units are moving you need to ensure that they are adequately supplied, this can be done in many fashions, one they can live off the land but this is not advisable within your own territory. Two, they can re - supply by taking supplies from granaries to replenish there stocks. Once a unit has moved to another city it will then be supplied from that city. Unit Orders - Units can be ordered do virtually anything that you require, from patrolling to raiding, bare in mind what units do what, a unit of Dragoons will not be as effective at skirmishing than light cavalry and light cavalry will not be as effective as military police. Choosing the right set of orders for the right unit will be key to there success, so gaining the rut balance is key. Your generals if given orders will attempt to complete there orders. Armies Heavy Cavalry Squadron - Heavy cavalry armed with heavy cavalry sabres and cuirasses, they were designed to charge hard at there enemies, slower moving than there other cavalry counterparts these men land the hard punch whilst there lighter counterparts close in for the kill. Cost - 35,000 Upkeep - 3,500 Recruits - 500 Recruitment Time - 5 months Light Cavalry Squadron - Light cavalry are your skirmish and scout cavalry lightly armed with pistols and a light cavalry sabres, these sabres are slightly curved. On the battlefield the light cavalry are used to harrass and enclose the enemy. Light cavalry was used heavily by the Hungarian, Persian, Cossack people's. The Hungarian nation are

the only nation capable of recruiting Hussars which must be trained as elite cavalry as listed below. Cost - 17,500 Upkeep - 1,750 Recruits - 500 Recruitment Time - 3 months Horse Squadron - trained to fight in a combat role being armed with pistols and sword, drilled to charge up to the enemy use there pistols and brandish there swords and hack away at there enemies until they victorious or dead. Horse squadrons can be issued Cuirasses for an extra cost of 500, per squadron. Cost - 20,000 Upkeep - 2,000 Recruits - 500 Recruitment Time - 3 months Elite Cavalry Squadron - Any type of the above cavalry can be trained as an Elite Cavalry Squadron, the cost is the same in all cases as excellent training and very expensive equipment. These men are superbly motivated and they know that they are the cream of the crop. Elite Heavy Cavalry can be raised and specified as Provosts (military police) which will ell reduce desertions amongst your armed forces. Specific nations are able to build certain cavalry units, the French are able to recruit Carabiniers, whilst stated before only Hungarians can recruit Hussars. Cost - 50,000 Upkeep - 5,000 Recruits - 500 Recruitment Time - 7 months Pike Infantry Battalion - Pike infantry battalions are armed with a 12ft pike and a breast plate and greaves, the role of pike infantry was traditionally to protect the musketmen from cavalry. Nations had many different variations of pikemen and there role, English pike and musketmen stood in checkerboard formation. Where as the swedes placed there pikemen on the flanks of there musketmen. Cost - 20,000 Upkeep - 2,000 Recruits - 1,000 Recruitment Time - 3 months Musket Infantry Battalion - armed with flintlock muskets these men advance on the enemy and present to fire and will continue to do so until the enemy close range where they would resort to cold hard steel. Guns have yet to make are large impact on the battlefield with armies still using the sword rather than the shot. Cost - 25,000 Upkeep - 2,500 Recruits - 700

Recruitment Time - 5 months Light Infantey Battalion - Light infantry much like there light cavalry counterparts are used for skirmishing and scouting and will traditionally be the first to fire in anger on the enemy. These men are lightly armed due to there tactical role, having hunting rifles these men are used to harrass and pick off men from a distance, softening up if you will, before the armies clashed. Cost - 20,000 Upkeep - 2,000 Recruits - 700 Recruitment Time 3 months Elite Infantry Battalion - Elite infantry battalions are the creme of the crop, the toughest soldiers in your realm. Any infantry battalions can be trained as Elite but the cost is still the same as any other Elite Battalions. There are generic elite battalions such as Grenadiers, but there are specific elite battalions which are associated with only that nation, such as the Jaeger light infantry battalions from Prussia, the French Musketeers and the Swiss cantons. You can train engineers to be Pioneers but they will be classed as elite and the cost will be appropriated. Cost - 70,000 Upkeep - 7,000 Recruits - 700 Recruitment Time - 7 months Field Artillery Battery - Field Artillery are drawn onto the battlefield and placed behind or inbetween regiiments. Field Artillery can have a devasting effect when well protected. The battery consists of 12 guns. Cost - 50,000 Upkeep - 5,000 Recruit - 100 Recruitment Time - 5 months Siege Artillery Battery - A siege battery consists of four large cannons which are used to batter down walls. Cost - 35,000 Upkeep - 3,500 Recruits - 100 Recruitment Time - 5 months Mortar Artillery Battery - Mortars are a new development on the battlefield, mortars have the ability to fire over city walls and units on the battlefield, but these units are not highly manoeuvrable and will slow an army down due to the need to protect it. Cost - 70,000 Upkeep - 7,000 Recruits - 100

Recruitment Time - 7 months Fortress Cannon - Fortress Cannon are mounted cannons that defend the walls against enemy attack, there is 100 cannon. Cost - 50,000 Upkeep - 5,000 Recruits - 1,000 Recruitment Time - 5 months Town Watch - Town watch are men who are used to police the streets and maintain order, these men are not armed with guns and swords but rather a collection of cudgels and the like. Cost - 5,000 Upkeep - 500 Recruits - 500 Recruitment Time - 2 months Individualising Your Units and other Army Notes Upkeep costs include your units food intake as well as wages, remember on long distance marches you must state how your units will be supplied. Your upkeep costs will be taken every march. Officers - Both battalions and Squadrons are commanded by a Lieutenant Colonel, infantry battalions have 25 officers and cavalry squadrons have 6. Elite Status - You are able to upgrade your regular units to Elite Status for an extra 10,000 taking an additional 3 months to complete. Drill and Army Regulations - Any foreign system of drill can be adopted as long as a mission from the nation is assigned at the appropriate academy for a year. This is to replicate the training of your instructor corp. Uniforms - You can change the uniform or equipment of your troops at the following costs (please note that when recruited your units will be dressed by there nations historical counterparts for no extra cost). Flags - 50 per unit Hats - 200 per unit Boots - knee length leather 1,000 per unit Uniforms - 1,000 per unit Firearms - When you raise units they are armed with there standard weaponry, for example musketmen are armed with standard matchlock muskets and swords. Listed below are the prices for each weapon change: Flintlock Muskets for one battalion: 1,000 Aquabisiers Muskets: - 1,000

Pistols per 150 men: 1,000 Hunting Rifles: 1,000 per infantry Battalion and 650 per cavalry Squadron Halberds: -500 per battalion of pikemen Grenades for one Battalion: 200 Lances for cavalry squadrons: 200 Mass Citizen Levy A mass citizen Levy is when the state calls it's ordinary citizens to arms, a nation may call its citizens to arms, such an event means that the citizens work as normal but if there distric is invaded they will defend it. A levy can draft up to 10% of your local population. Such action will result in your economy suffering as well as your honour so this is not a step that you should take lightly. Citizen Levies are known to cause there governments trouble as much as the enemy so use this power sparingly.

Navies Lugger - A small sea going vessel capable of going out to sea but susceptible to storms and high winds not capable of carrying troops and only capable of carrying seamen and supplies, perfect for scouting along the coast and protections waterways. Carries one 8 pound cannon. Cost - 3,000 Upkeep - 2,000 Recruits - 100 Recruitment Time - 3 months Large Sloop - The large sloop is a much larger sea going vessel whilst capable of going out to the ocean are not likely to last long journeys. A large sloop is not capable of transporting troops but does have a small compliment of marines. Carries one 10 pound cannon. Cost - 4,000 Upkeep - 3,000 Recruits - 200 Recruitment Time - 4 months Galley - A large ocean going vessel which only English and Dutch sea farers can exploit unless taught at a naval academy. These aren't heavily gunned being gunned by only one cannon. Traditionally a 12 pounder from the bow. Cost - 2,000 Upkeep - 2,000 Recruits - 100 Recruitment Time - 6 months Frigate - Smaller than ship of the line these ships have the role of pinning there enemy in place so the ship of the line can finish off there foe with there broadside. This vessel is

also capable of transporting one battalion of foot. It has a compliment if 15o marines. Carries 40, 12 pounder cannons. Cost - 7,000 Upkeep - 6,000 Recruits - 200 Recruitment Time - 7 months Galleon - Galleons are massive sea going vessels well armed and manned, they are capable of transporting one battalion of foot or brigade of horse. This vessel is only able to be built by the Spanish Empire, or unless you have been taught at a naval academy. Carries 20, 24 pounder cannons. Cost - 20,000 Upkeep - 10,000 Recruits - 800 Recruitment Time - 8 months Transports - Transports are capable of journeying across the globe carrying men and horse, they are capable of carrying 2,000 recruits or two battalions of foot or two brigades of horse. Cost - 3,500 Upkeep - 2,000 Recruits - 150 Recruitment Time - 3 months It is to be noted that nations can research further advances in shipping and types of shipping, like Heavy and Great Frigates. This has to be done at a Naval Academy. Treaties Treaties can be signed by the relevant heads of state, in some cases said treaty will have to be ratified by the incumbent parliamentary body, ignoring the said body could result in loss of honour and result in some angry nobles within your realm. Treaties can be negotiated by the rulers themselves by agreeing a set meeting point and date for the meet along with there respective goals from the meeting. In regards to negotiating a peace accord between two warring nations, the two nations will be compared with there relative war scores and a peace will be accorded. Once a treaty is signed by both parties it is thus enshrined by law, if either side breaks the terms of there treaty they may suffer a large loss of honour and gain a rather poor reputation from amongst the other players of the game. Players must remember that honour is required to maintain the loyalty of there nobles, in the case of Pirates honour is swapped for Fear. Espionage Players may recruit spies to conduct there underworld activities, a spy can be recruited anywhere and any place, to recruit a spy you place an order in your orders stating where

and what there roles are. A spy costs 1,000 of your nations currency and takes 6 months to be ready for tasks. This six months represents the side gaining forged papers and other necessary consumables that the spy may need. A spy will not always instinctively send you reports you must request your spy to commit actions or send reports. Having an embassy will also help your espionage activities. Honour and Economy At the bottom of your turn sheet you will notice that you have a score for both honour and economy, honour represents your standing amongst your nobles and the other people's that inhabit the world, if your honour shrinks to less than 2, you will find it hard to control your nobles and your name will not carry as much weight as it once did. Your economy score resembles how well your economy is motoring along, a high score will mean thT your economy is progressing at a good rate, but this may result in a lower recruit base due to people finding what they perceive as a better alternative. If your economy drops to below 2, your people may start to revolt against your rule. You have been warned!

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