Guys, so much hype
Alright that seems a good turn out, please make some claims.
Three Faction Claims as per normal. If Anyone has played in the Renaissance era games or the ASOIAF ones, this follows a similar style of gameplay.
MECHANICS
Warfare
First of all, I'm going to discuss the troops you'd bring to a battle, my proposal is this:
With some inspiration divined from @kizil sultan I feel this is a good manner to represent things. Firstly I shall provide players over PM's their population numbers, players will then use a 1:30 ratio to see how many troop points they can raise. Then, using a site like this one
Animated warhammer army lists the points can be used to make armies. In this manner, I hope to keep that very personal nature of Warhammer Fantasy and not spiral out into massive armies that just swamp over the smaller polities and then grind themselves to death in the bigger ones. Now when troops die on the field the number of points that it took to make them are removed from the active pool, in 10 turns/10 years you reclaim them in the active pool. However, while they're out of the active pool they can still be used to create your weakest unit, so peasants and such just expect to read of 10,000 peasants getting trampled by knights in that case.
Now, when it comes to naval warfare I've just ripped off of @kizil sultan directly cause he's that cool. Navies utilize the same population mechanic and ratio however, the cost to maintain a ship like a Carrack that takes 80 men is doubled as it's a permanent force on your side. I will provide to you the initial fleet states of your polities.
Economy
As a fan of EU4 I love their whole system and I want to drag that into this all so I'm trying to:
First of all, Your Head of State in your polity are not gods who're good at everything. Some of you have characters already made, others don't, now for those who have already made characters it's clear what their strengths are and they should be treated accordingly. Therefore, Boris Todbringer isn't going to be a savvy merchantlord but he'll know how to lead an army brilliantly.
To reflect this a Head of State will have the following two lines under him.
Example:
Karl Franz
Military IQ
+2
Economic IQ
+0
This goes hand in hand with the economy of a polity at the begining which runs on a seven tier system kudos of @kizil sultan Imminent Collapse, Ravaged, Declining, Stagnating, Growing, Impressive, Magnificent. -3 to +3.
The economy of the polity is also given via PM.
Now what this means is that each turn you'll have that many econ actions you can take, so if you're Karl Franz your polity might have an Impressive Econ and so each turn he could make 2 economic actions +0 from his IQ, whereas in a time of war his military IQ allows him to takeaway from the 1:30, 5 for each IQ point. So he could get 1:20 men in his lands in an army.
Now expanding on the tiers, obviously you want to go up and obviously hard times will spend you plummeting. To reflect this, each tier is made of a 100 points, to go up you need to fill them up, every econ action will come with a + or - in econ for you each turn and you just keep track by adding and subtracting from your total till you rise or fall.
Now most internal econ actions like improving infrastructure would only get you a maximum of +20 or -20 points but if you risky there's foreign trade. To trade with a foreign state means an econ action must be spent for it, However after 5 turns the cost goes away and if your trade has not been damaged by any events or disrupted you can expect +50 points, though if damaged or disrupted -50 could come your way.
Hopefully you all can make sense of this.
Caveat: Ork Warlords have a natural +3 Military IQ and Slaneeshi Warlords a -2 Military IQ which punishes their army size as most of their camp will be of pleasure slaves and activities then anything else.