General Rules:
Everyone starts with 5 million gil, and can bring in up to an extra 5 million from the Grand Tournament. If you are a Mercenary or Barbarian group, you start with 2.5 gil and can bring in an extra 2.5 gil.
Every country gets its own thread, which will be posted by the country's ruler. Discussion of the country and open discussion will take place in that thread, although PMs may also be used (please send logs of your plans to a Coordinator so that we can track what you're trying to do and plan for it).
Each week represents a season in game-terms. All affairs of state and combat will be conducted over the course of a week, which includes diplomatic conversation, country management, military conflict and espionage. Players won’t be required to constantly adjust how their country is running, but are encouraged to check things over every week to make sure it’s running the way they want. Managing affairs of state can be as simple as changing the tax rate in an area or building a new city to something as complex as declaring war on another country and sending troops to ravage their borders.
All adjustments and state affairs should be PMed to one of the coordinators. They are:
Behold the Void
Chaos is the Key
Triumphant Hero
Players may communicate via chat programs, but logs of the chat must be sent to one of the coordinators so that the activity can be logged and tracked. Communications such as these are considered “confidential,” ruler-to-ruler discussions through magical or mundane means that are completely private.
Players can also issue formal messages, proclamations and challenges in the general section of the Eizon board.
General matters of state are handled by the coordinators, and each ruler will receive a status report every Sunday posted in their country's thread regarding the progress of their kingdom (population change, general happiness, and the like). These factors are based off how the kingdom is built, and players themselves aren’t required to track them (although they are free to inquire further as to the nature of certain changes).
On occasion, natural disasters, pestilence, plague, or other random devastations will make their way through countries. Rulers will be expected to respond to these measures as they come; and events will generally be pre-planned by myself based on location.
Every week (or season in-game) you get 1 gil per normal citizen as taxes. You can increase or decrease taxes by 25%, 50%, 75%, or 100%, but the tax level will affect the happiness of your population. Tax rates do not have to be set the same for every city. Your upkeep for maintaining various other aspects of your country (such as your army) is then subtracted from your total income, and the remaining money is added to your treasury. This number can be a negative number, if your upkeep exceeds your income you will start to lose money and if you go into debt, bad things start to happen.
Generated profit may be increased through skillful use of trade routes, but those matters will all be handled in-game.
There are two special factions that are played by the Co-Coordinators, the Church and the Judges. They are bound by special rules.
The Church is the center of faith in Eizon, many people pay at least some level of homage to the church. The church is responsible for the spiritual well-being of the people, and has great jurisdiction over domestic matters. They have the power over the religion and can call for crusades against heathen countries or excommunicate people if they wish. Only the Judges can block a mandate by the Church. All Paladins and White Mages owe a debt of fealty to the Church, and are required to obey Church mandates. Those that fail to do so are stripped of their job. PCs who do this must choose another job of the same basic style (combat for Paladins, spellcasting for White Mages) and immediately drop one rank, redistributing their skills accordingly.
The Judge is the center of international law in Eizon. They have the power to mediate disputes and conflicts between countries, and can demand an end to all hostilities. Only the Church can block a mandate by the Judges. Dark Knights and Black Mages owe a debt of fealty to the Judges, and are required to obey Judge mandates. Those that fail to do so are stripped of their job. PCs who do this must choose another job of the same basic style (combat for Dark Knights, spellcasting for Black Mages) and immediately drop one rank, redistributing their skills accordingly.
Both the Church and the Judges have but one major city and a standing army. They cannot actively declare war on any country, although they are permitted to defend themselves if another country attacks them. Both forces have a great deal of political power in the world, and while it is possible to conquer them, attempting such actions could lead to disastrous results. Both the Church and the Judges have the power to demand assistance from other countries if they are attacked.
Interactions between countries are dictated completely by the players. You can trade, declare war, or even talk via PM or Instant Messenger (again, please send us the logs, especially if official business is conducted). There's no set price for trade goods, charge however much you both can agree is fair.
Mercenary and Barbarian leaders start at rank 4, PCs who join the group are rank 3, and NPCs who are hired start at rank 2.
Mercenary or Barbarian groups are not required to construct any kind of support structures, but they have no structures to support their troops. They only need to buy soldiers and generals, and pay only 1/2 the upkeep a normal kingdom can do. However, in order to continuously earn money or support, Mercenaries must find wars to sell their services to, and Barbarians must constantly invade and plunder areas for wealth.
Either groups are permitted to start their own minor settlement if they have land. If they stay primarily mercenary/barbarian, having some farmland can support their troops and reduce their upkeep or even negate it. They can also build a full-fledged kingdom if they have the resources, so long as they pick land they've either conquered or found.
Mercenaries get to set their own prices for aid. Barbarians tend to just run in and kill everything.