The Rules

The Rules

Postby Sir Ebrum » 20 Dec 2016, 01:45

[2.2 Skill List]

Acumen (2sp)
+5 to relevant Stat when staffing any building
(e) -- An additional +10 to relevant Stat when staffing

Administration (3sp)
+30 to draft limit, lower corruption in the city if governor, raising tax revenues.
(e) -- An additional +10 to draft limit. Further lowers corruption in the city if governor, raising tax revenues.

Aid (2sp)
Can use the Aid and Simultaneous Attack commands.
(e) -- Increased effect from Aid.

Ambush (1sp)
Can Ambush with up to 100 units. Greater chance of succeeding in going into ambush.
(e) -- Can Ambush with up to 150 units. Greater chance of inflicting statuses upon the ambush being triggered.

Architect (3sp)
+15 to relevant Stat when staffing certain buildings
(e) -- An additional +10 to relevant Stat

Arrowstorm (2sp)
May use Arrowstorm attack in battle.
(e) -- Extra damage and status effect.

Arson (1sp)
May use Fire Attack and Fire Ambush commands. With Raid, may use Fire Raid. In KTs, can use the Arson ploy.
(e) -- Bonus to success rate of Arson-related abilities.

Articulate (1sp)
May write three letters per turn to an NPC, 1 bonus Bond gained from letters, bond from letters capped at 75, letters cost 15 AP to send instead of 20.
(e) -- No cap to bond gained from letters, and 1 more bond.

Artisan (1sp)
Can craft Clothing, Jewelry, and Treasures in PTs. Can use Bazaar PT Action. (Note: Crafting Clothing, Jewelry, and Treasures in PTs uses the Cha stat)
(e) -- More Crafting Points each PT.

Blitz (2sp)
Can use the Blitz command.
(e) -- Blitz will not accidentally hit friendly units.

Breeder (1sp)
Can craft Mounts in PTs. -1 gold when creating Horses in KTs.
(e) -- More Crafting Points each PT. Additional -1 gold discount to producing Horses in KTs.

Charge (2sp)
May use Charge attack.
(e) -- Defense loss reduced to 5.

Charming (2sp)
+25% to bond gained from all sources other than Write Letter. 10% bonus to NPC recruitment attempts. Bonus to success of Recruit Agents KT Plot.
(e) -- +30% to bond gained from all sources other than Write Letter, 15% bonus to NPC recruitment.

Civil Engineer (3sp)
+20 to City Defense when developing City Defense. -10% to cost of Monuments and Buildings. Buildings take half as much time to construct.
(e) -- +30 to City Defense, -15% to cost of Monuments and Buildings.

Commercialist (3sp)
+15 to relevant Stat when staffing certain buildings
(e) -- An additional +10 to relevant Stat

Counter (1sp)
When leading ranged units, if this character is attacked with a Ranged Attack, this unit will counterattack.
(e) -- Ranged counterattacks deal the same damage as normal ranged attacks.

Craftsman (2sp)
Can craft Armors, Helmets, and Weapons in PTs. +10 Int when creating heavy arms, bows or arbalests in the KT. (Note: Crafting Armors, Helmets, and Weapons in PTs uses the War stat)
(e) -- More Crafting Points each PT. Additional +10 Int to production in KTs.

Cunning (3sp)
+20 TP in battle. When using ploys that inflict status effects, extra Effect Rating will be added.
(e) -- An additional +20 TP.

Dash (1sp)
No Morale loss for using Dash. TP cost reduced to 10.
(e) -- Troops lost via Dash reduced. TP cost eliminated.

Duelist (3sp)
+30 AP and +20 to initiative in duels. Once per duel, you may select a tactic to use two separate times, breaking the one-use-per-tactic dueling limitation. This second use incurs an additional 10 AP cost.
(e) -- +10 HP in duels. War loss from each duel injury is reduced by 25%.

Farmer (3sp)
+15 to relevant Stat when staffing certain buildings
(e) -- An additional +10 to relevant Stat

Formation (3sp)
Your unit may start battle in the Anvil (+5 ATK and -5 DEF); Block (-5 ATK and +5 DEF, -5 Ranged Attack); Arrow (-5 ATK, -5 DEF, and +5 Ranged Attack); or Column (-5 ATK, -5 DEF, -5 Ranged Attack, and +3 MP) formations; or you may start as the default formation. As your action for the turn, you may Change Formations between any of the above.
(e) -- On your turn, you may Change Formations as a free action.

Fortunate (2sp)
Increased chance of good events occuring in PTs. Reduced chance of injury in battle. Slightly more gold gained from Patrol/Magistrate/Teach Letters.
(e)-- Increased success and gold from Patrol/Magistrate/Teach Letters.

Fusillade (2sp)
May use the Fusillade command in battle.
(e) -- 4MP when using Fusillade.

Inspire (3sp)
May use the Inspire command.
(e) -- +7 Defense from Inspire. Slightly increased duration.

Invent (2sp)
May Forge Arbalests, Towers, Catapults, and Naval Ships in the KT. (Bonus to creating ships with the Navy skill). -1 gold when forging arms in the KT. 5% cost reduction when forging Siege Equipment which does not require this skill.
(e) -- An additional -1 gold to all Forging in the KT. Additional 5% cost reduction bonus when forging Siege equipment and Ships which require Invent.

Investigator (2sp)
+15 to relevant Stat when staffing certain buildings
(e) -- An additional +10 to relevant Stat

Leader (3sp)
+5 to Initiative in Battles. Unit Limit raised by +20. +30 to character's Lead when this character Trains a unit in the KT.
(e) -- An additional +10 to character's Lead when this character Trains a unit in the KT. Unit Limit raised to +30. An Additional +2 Initiative in Battles.

Logistics (2sp)
Food consumption for this army is reduced by 20%. +1MP, +5 Attack and Defense when commanding a Transport unit. May use Formations as a Transport unit. Unit Limit for Transport units increases by 50.
(e) -- Food consumption reduced by 30%. +2MP when commanding a Transport unit, and a further +50 Unit Limit.

Loyalty (2sp)
Bonus to Raid success. Increased defense against the Riot ploy. Even if this unit falls to 0 morale, no troops will desert.
(e) -- Further increased defense against Riot Ploys. Troops will not desert from Riots over 100 Effect Rating.

Medic (3sp)
May use Doctor PT action. May use Treat Wounded Ploy in battle. Is considered knowledgable about the use of poisons and antidotes.
(e) -- Bonus to Doctor and Treat Wounded's effects.

Military Engineer (3sp)
Can use the Construct Barricade, Bridge, Camp and Road commands. Can use the Destroy Bridge command. Can use the Repair and Tunnel commands, as well as the Sap KT plot. The commander is skilled in putting together army encampments, giving the army the base level Fortified status while in the field.
(e) -- Bonus to success and damage of Destroy Bridge, Sap and Tunnel. Gold cost for Repair is reduced by 50.

Missile (2sp)
Can use the Missile Command.
(e) -- Extra damage with Missile, better chance of fire starting.

Mobility (2sp)
All terrain MP costs are reduced by 2 (minimum 1). Does not apply to moving in/out of water.
(e) -- Terrain MP costs reduced by 3. MP bonus on roads is 4.

Mystic (3sp)
Can use the Divination, Haste, Illusion and Weather ploys. Bonus to effect of Treat Wounded, if the character can perform that Ploy.
(e) -- Bonus to success of Mystic Ploys

Navy (1sp)
May use the Ram command in battle. More effective fighting on water (Commanders without Navy take -20 to Melee/Defense/Ranged stats).
(e) -- +5 additional attack and defense while on water.

Negotiator (2sp)
Can pay 50 gold rather than suffer the effects of most random PT events. Base kingdom salary increased by 10. Can use the Invite PT action. Banquet costs reduced to 30AP and 50 gold.
(e)-- Increased success when Inviting NPCs. Banquet cost further reduced to 25AP and 40 gold.

Networking (3sp)
+15% to finding officers in Searches. +5% to the chance of a positive event occuring as a result of a Search. Lower AP cost to Visit Emperor PT action.
(e) -- +20% to finding officers, +10% to the chance of positive events occuring.

Propaganda (2sp)
When this officer is in charge of a building in the KT, there is a chance (dependent on Cha) that its seasonal returns will be greatly increased due to the officer's skill in promoting their cause.
(e) -- Slightly increased odds of the propaganda working and slightly better returns from it.

Raid (2sp)
Can use Raid command. With Arson, can use Fire Raid command.
(e) -- Bonus to Raid success rate, +10% to damage of Raid.

Reversal (1sp)
If a ploy fails against this unit, this unit will immediately use the same ploy against the acting unit (no TP or action cost).
(e) -- Better odds of ploys being successfully Reversed.

Riot (1sp)
Can use Riot Ploy and Riot KT Ploy.
(e) -- Bonus to Riot success.

Rumor (1sp)
Can use Recruit Agents and Rumor KT ploys. With Wile, can use Falsify ploy.
(e) -- Bonus to Rumor-related ploy success rates.

Scout (1sp)
Greatly increased success when using Probe movement.
(e) -- No MP penalty for using Probe movement.

Scribe (2sp)
Can craft Manuals, Maps and Treatises in PTs. (Note: Crafting Manuals, Maps, and Treatises in PTs uses the Pol stat)
(e) -- More Crafting Points each PT.

Siegecraft (2sp)
Siegeworks command does extra damage and has reduced TP cost. Bonus to success when climbing ladders. 10 bonus damage done against walls and gates with Siege Rams. MP Penalty for carrying siege equipment reduced to 2.
(e) -- MP penalty reduced to 1. 15 bonus damage when using rams.

Spy (1sp)
Can perform the Spy action in KTs.
(e) -- Bonus to success of Spy. May acquire spy data from an extra city when spying.

Stealth (2sp)
Bonus to Ambush, Fire Ambush, Raid, Fire Raid, and KT Plots. Bonus to success rate of Elude movement. Reduced chances of being captured in battle. The RP consideration this skill provides is very important.
(e) -- Additional RP consideration and bonuses to KT Plots.

Strategics (3sp)
Can use the Assault, Harass and Rake Commands. Can choose to refrain from acting on its usual initiative turn and delay its action until a specified point later in the turn.
(e) -- Improved success rate for Assault and Rake. Increased TP reduction effect for Harass.

Tactician (3sp)
Can make use of Campaigns when acting as a unit commander or Advisor. When acting as Advisor, this character may share up to two skills with the unit's commander, allowing the commander to use the skills as if he also knew them. All ploy TP costs are reduced by 5 when used by this officer. May use the Open Gates ploy.
(e) -- May share a third skill when acting as Advisor. Seasonal TP regeneration increases by 10.
Note: If the Tactician has an expertised skill, and the unit commander has the nonexpertised same skill, Tactician can pass on the (e) for 1 of his skills passed. If the unit commander does not have the skill at all, Tactician can only pass on the base version of the skill.

Terrain (2sp)
Can use the Flood and Rockslide actions.
(e) -- Bonus to success of Flood and Rockslide.

Trample (3sp)
May use Trample attack with mounted units only.
(e) -- ATK bonus increased by +5.

Valor (1sp)
Enemy Simultaneous Attacks are considered to have one fewer participant for calculating bonus damage. Bonus to Raid's success rate. Increased resistance against the Dispirited status effect.
(e) -- Two fewer participants in Simultaneous Attacks. Injuries incurred from battle (not including duels) are reduced by 20%.

Vehemence (2sp)
Allows use of the Rush command and the Taunt ploy.
(e) -- More favorable attack results when using Rush.

Volley (2sp)
May use Volley attack in battle.
(e) -- Normal damage with Volley.

Wealth (1sp)
250 extra gold at Sign Up. Cannot be studied or tutored.
(e) -- An additional +250 gold at Sign Up. Cannot be studied or tutored.

Weaponmaster (2sp)
+10 AP and +10 to initiative in duels. Chance of missing an attack roll is reduced by 5%. Chance of being disarmed is reduced by 10%.
(e) -- An additional +10 AP and +10 to initiative in duels. Chance of a critical hit on an attack roll is increased by 5%.

Wile (3sp)
Allows the officer to use the Chain, Dispirit, Trick and Lure actions in battle. Together with Rumor allows Falsify ploy. Flood and Rockslide will not hit allied units. If inflicted with a negative status effect, the Effect Rating will diminish more rapidly.
(e) -- Bonus to Wile-related ploys.




Special Skills and Masters:
In the whole of China, there are many men and women of different skills. Some skills are passed on through the hierarchies of society, becoming known and learnable with enough effort by most who wish to try. Yet there are some few people who are special, who are rumored to have unusual talents, yet hardly ever do these people make their presence known to society at large. Some folk refer to such reclusive talents as Masters, though they may not even know what they are masters of, such is their secrecy. It is generally believed that those few who manage to meet one of these Masters can be rewarded greatly, if it pleases the Master to help them learn to use their own special talent; yet crossing a Master can bring great peril.


List of Known Special Skills

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Character: Lu Bu
The most dauntless warrior of the era, possessing the ability to shrug off blows without consequence that would wear any other down.
Last edited by Sir Ebrum on 08 Jan 2017, 00:18, edited 1 time in total.
Sun Liren (54) ~ 55*-57*-81*-108*-107* ~
Acumen, Architect(e), Articulate, Charming, Farmer, Invent, Propaganda(e), Rally(e), Riot(e)

"By GM fiat, you are not allowed to perform that action. Your character's Wisdom score is too high."
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Sir Ebrum
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Posts: 2044
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Location: "Le KT, c'est moi."
Kingdom: Team Green

Re: The Rules

Postby Sir Ebrum » 20 Dec 2016, 02:00

[Chapter 4: Personal Turns]



[4.1 Personal Turn Overview]
Personal Turns (PTs) represent how your character spends their free time. During a Kingdom Turn, your character is given orders to carry out, be they draft, develop, or give out food. When the day is done, you may carry out your own actions, ranging from holding banquets to writing letters or looking for trouble.

Players have a certain number of Action Points (AP) to use during their PT on any given month to spend on options in 4.2 PT Actions. Unspent AP is lost and does not carry over to next month (think of it as unspent time). Unless specified otherwise, each action may only be taken once per month.

AP is calculated as follows:
AP = 50 + (Int+Pol)/10 + Rank Bonus


A number of factors can affect an officer's AP:
- Officers not under the employ of any kingdom have an additional 20 AP. You must list this in your Extra AP line for it to be counted.
- Bonus AP values can be granted by items and ranks (see 6.4, Ranks).



[4.2 Personal Turn Actions]
Below is a list of all the actions that you can take in a Personal Turn. They are listed alphabetically, and each one is a direct link to that section of 4.3, which goes into further details involving each action.

Audience
Banquet
Bazaar
Craft Item
Create Gift
Doctor
Give Gift
Hunt
Invite
Magistrate
Patrol
Rest
Study Skill
Teach Letters
Visit NPC
Write Letter




[4.3 PT Actions In Detail]
Below is a detailed description of each PT Action, including the name, AP cost, effect, and any public formula it uses. Note that unless specified, all actions can only be performed once per turn. Any extra bond gained from the Charming skill must be added manually, it is not included in the PT results.

Audience
It takes time and effort to build connections in the high echelons of the world. Any official audience in an NPC Empress or Emperor's court must first be arranged through a successful use of this action (link to the PT result when posting your arrival).
Relevant stats: Cha
Relevant skills: Charming, Networking
AP: 50, 40 with Networking


Banquet
Host or visit a banquet, with up to six other characters (PC, NPC or GMNPC). Each PC in attendance will gain bond with every NPC present, with the host receiving an extra amount.
AP: 40 to host, 20 to visit
Cost: 75 gold per person invited (host only)
Limitations:
Relevant stats: Pol, Cha
Relevant skills: Charming


Bazaar
If you have the Artisan skill, you may take this action to sell your mundane wares to the populace. Your Charisma will determine your profits. Results of a successful trip to the market may include gold profits, items offered in barter, or meeting new and interesting people (ie: NPCs).
AP: 40
Relevant stats: Cha
Relevant skills: Artisan


Craft Item
If you have any item creation skills, namely Alchemist, Artisan, Breeder, Craftsman, or Scribe, to make the relevant items that fall under these skills. Doing so costs between 1 and 25 AP and an amount of gold based on the AP spent. Also, there is a small chance of your items granting bonuses to actions such as attacks in duels or civil development. With the relevant master skills there is a higher chance of getting a the item granting a bonus.

You may may use each skill once per PT and will receive a number of Crafting Points based on the amount of AP spent, your relevant stat, and the level of your skill. This is detailed below. You may choose any amount of AP to spend, between 1 and 25, and must spend 1.5*AP gold each time you take the Craft PT action. You may spend these Crafting Points or save them to spend later. When you eventually spend them, you do so by purchasing items in the Crafting Thread located in the Market Forum by spending your Crafting Points in much the same way as you would spend gold in the Market Thread. When your purchase is confirmed a roll will be made by the staff member doing the confirmation. If it succeeds you will receive a special bonus on the item. If the rolls fails, which it very often will, you will receive the item you purchased. Your level of expertise with the crafting skill you are using will increase the likelihood of a successful roll.
AP: 1-25

Skills and their relevant stat
Alchemist: Int
Artisan: Charisma
Breeder: Leadership
Craftsman: War
Scribe: Politics

Crafting Points formula
Normal skill: (AP spent/25)*Stat
Expertised skill: (AP spent/25)*(Stat*1.5)
Masterskill: (AP spent/25)*(Stat*2)



Creating Gifts (20 AP)
If you're looking for something to give to your dear NPC friend, but don't want to spend too much on a statted item, you could try making something of own. These items won't be of much practical use, but they will help you to gain bond (eg. Wine [+5 bond]). Below is a list of the options opened to you. Each action maybe attempted once a turn, and you may use up to maximum of 100 gold per action to create whatever it is that you are after, with the amount of gold spent heavily influencing your chances of success and the result. Be aware that not spending any gold while creating a gift will cause it to fail automatically.
AP: 20
Breed - Breed a pet for your friend to play with. If you have the [Breeder] skill, your pets will come out better, and more likely to be of use as a gift. Lead based.
Brew - Alcohol is an unfortunate love of many of our NPC heroes, and they would surely be happy if you would make some for them. War based.
Calligraphy - If you're more intellectually inclined, then maybe you might want to spend your time making some calligraphy for your friend to enjoy and maybe put up on his wall. Int based.
Garden - Though the big warriors tend to go a bit too heavily on the meat and alcohol, a good dose of fruits and vegetables also be greatly appreciated by them. Pol based.
Paint - A good painting can help to make your friend admire your abilities. Cha based.



Doctor
Visit a fellow officer and provide medical assistance. Note that an officer can only benefit from one Doctoring session per month.
AP: 30
Relevant skills: Medic


Give Gift
Give an NPC an item, gaining bond. This can be something that you picked up off the market, or something that you made yourself. Items with stats will give an increase of 5 bond for each stat point on the item. Other gifts, such as those made with the Create Gift PT action, will have their own bond bonuses. Note that Rulers need not take this action, instead they may give items to their NPCs by simply posting the action in their Admin Communications Thread and await confirmation.
AP: 10


Hunt
You and another character of your choice may elect to go on a hunt together, or you may hunt alone. A hunting partner may be a PC or an NPC, though the latter may choose not to go if bond is not high enough. Your intelligence stat will help you to find prey, and your war stat to kill it, allowing you to sell its meat and fur for money. There is also a chance of finding a dangerous beast or bandits during the hunt, which, if not defeated, could injure the hunters. Victory over them will bring further gold and a small PS boost for your city. Bond can be gained (and lost also, if they are injured) with an NPC when hunting, but it can not exceed 60. Any injuries that occur during hunting will result in losing 15% of stats.

Note: Please note that you can not gain bond with NPCs that have not been found. This applies to all bond gaining actions.
AP: 50
Limitations:
Relevant stats: War, Int


Invite
Invite NPCs to come live in your city. Only good friends may accept the offer- random solicitations are likely to cause illwill. An NPC who is otherwise occupied hosting a guest on that turn will not move.
AP: 30
Limitations:
Relevant stats: Cha


Magistrate
Criminals enjoy great prosperity in these times, and corrupt officials are skimming funds from local government. Intelligent officers may choose to spend time digging up info on these people and exposing their crimes. Success may result in being given gold from the grateful citizens or perhaps finding some useful item, and of course, a chance of catching a high profile official pocketing government funds.
AP: 40
Limitations:
- Maximum success rate is 70% (may be lifted with skills or items).
Relevant stats: Int


Patrol
Keep a look out on the streets for suspicious individuals. Success may result in being given gold from the grateful citizens or "confiscating" useful items from criminals. There is also a possibility of catching someone in the act of embezzling from the city's treasury.
AP: 40
Limitations:
- Maximum success rate is 70% (may be lifted with skills or items).
Relevant stats: War


Rest
Take a break from strenuous mental and physical activity so as to recover quicker from injuries. Medic allows for extra healing during this action. Rest is required in order to benefit from an officer performing the Doctor action on your character. Rest may be taken multiple times per turn.
AP: 30
Relevant skills: Medic


Study Skill
Sometimes, you may feel that you want to broaden your horizons and study something new. You may invest 1-50 AP per PT into studying a new skill, learning its use when you have invested the total amount of AP needed to learn it. The total AP required to learn a skill will be dependent primarily on the skill's strength, with a small amount of luck.
AP: 1-50
Limitations:
- Once you have begun studying a skill, you may not start learning a new skill without losing your progress on your current study.


Teach Letters
If you are not the violent sort, your time may be well spent teaching commoners how to read and write. Your Politics will determine whether you have successfully educated some people. Grateful students may come forward with gifts of gold or items. By mingling with the commoners, you might also be alerted to any suspicious activities that they might have noticed your fellow officers doing.
AP: 40
Limitations:
- Maximum success rate is 70% (may be lifted with skills).
Relevant stats: Pol


Train Stat
While true mastery in any field comes only through long practice in the real thing, a good training regimen is often sufficient to instill the basics. Gain experience based on AP spent.
Formula: Exp Gain = (90 - stat) * AP * 0.04
AP: 1-30
Limitations: This action can be performed multiple times, but only up to 30 AP may be spent in any one stat.


Visit NPC
Once you're a bit more familiar with an NPC, you may start visiting him. The chances of him letting you through the door depends on your Bond with him. An NPC being visited will not accept invitations to move to a different location that turn, but being invited to move will also make him less likely to feel like having guests. The amount of bond gained through a visit will depend on your politics and charm stats, and you can gain as much as 20 bond in a visit. The [Charming] skill adds a further 25% to your bond gain (added manually).
AP: 30
Limitations:
Relevant stats: Pol, Cha
Relevant skills: Charming


Write Letter
You can write a letter to an NPC to increase your bond with them. The results will depend on your politics stat, as a poorly written letter could well end up dismissed as being junk mail. Bond increase will be from 1 to 5, and bond through writing letters may not be increased past 50. Those with the Articulate skill gain a further 1 bond per letter, and 2 if expertised. You may write as many letters per turn as your AP permits, but no more than 2 to any given officer (3 if you have the [Articulate] skill), or else you will irritate him and lose bond.
AP: 20, 15 with Articulate

Limitations:
- Maximum bond gainable through writing letters is 50, 75 with Articulate. Articulate(e) removes the cap.
- Writing more than 2 letters to an NPC in one turn will result in a loss in bond. This limit is increased to 3 with Articulate.
Relevant stats: Pol
Relevant skills: Articulate



[4.4 Submitting a PT]
During the Civil Phase, a thread will be created in the Headquarters in which players may post their Personal Turns. The thread is closed when the turn advances to the Military Phase, so try to get your PT in early. You may edit your PT any number of times, so there's no advantage to delaying, or posting a 'placeholder'.

Personal turns at SimRTK are required to be in a certain format so that they can be easily processed.

You may write your PT by hand using the following format. You need to fill in everything that is in <and>. An ellipsis (...) indicates that you repeat the process as necessary.
Officer
Name: <name>
Stats: <Lead>-<War>-<Int>-<Pol>-<Cha>
Items: <Total Lead Bonuses>-<Total War Bonuses>-<Total Int Bonuses>-<Total Pol Bonuses>-<Total Cha Bonuses>
Skills: <Skill1>; <Skill2>; (...)
Extra AP: <Extra AP>
Gold: <Gold>
Location: <City/Town Name>
Injury: <Injury Percent>
Special: <Special Bonus amount>; (...)

Actions
<Action1>
<Action2>
(...)


A sample PT is provided below, with further explanation in [brackets]. Bolding, italics, etc. are not necessary, they are merely shown here for easier reading.

Officer [yes, this is required]
Name: Zan Zhikun [your name]
Stats: 99-76-92-48-65 [your current base stats- no item bonuses included]
Items: 9-9-10-0-5 [the total amount of bonuses from your items; a Purebred (Lead +2) and a Virtues of Command (Lead +1) would be a total of 3 in the Lead spot]
Skills: Logistics; Military Engineer; Navy; Reversal; Scout; Siegecraft(e); Spy; Terrain [a list of your skills]
Extra AP: 3 [extra AP gained from ranks/free officer bonus (see the rules on Ranks for how to calculate this]
Gold: 215 [your gold total]
Location: Ye [the name of the city/town that you were in last KT- free officers may choose any location]
Injury: 5 [your current injury amount, in percent; this line can be omitted if you are not injured]
Special: Patrol +5; Hunt +10 [any special bonuses/penalties to PT action success you have such as from certain items or events; format must be the action name then a + or - sign followed by the percentage amount; this line can also be omitted if you have no special modifiers]

Actions [yes, this is required too]
Craft; Breeder; 5 [your first action, see below for formatting]
Study; Fusillade; 50 [put each action on a separate line]
(...)


Your actions must also be formatted in a very specific manner. This is because resolving PTs is done with a Staff tool that requires the data to be posted in very specific parameters. Do not insert extra lines between lines of data, change the order, or use different formatting marks. Capitalization where shown is necessary. Each possible action is listed below, with an example for the ones which require filling in more information. NPCs must always have their birthyear in (parenthesis) immediately following their name.

Actions wrote:Audience
Audience; <Emperor/Empress Name>
Audience; Emperor Ling

Banquet
Banquet; <PC Guest>; <NPC Guest> (birthyear); (...) [note the different formats, use this format if hosting the banquet]
Banquet; Host; Ruan Taozhi; Meng Da (172); Zhuge Jin (174)
Banquet; Guest; <Host Name> [use this format if visiting someone else's banquet]
Banquet; Guest; Bei Tianmeng

Bazaar
Bazaar

Be Tutored
Be Tutored; <Tutor Name>; <Skill>; <AP to spend>; <study progress> [use 0 to start learning a new skill or put the points completed and required as returned at the start of the study for a skill in progress]
Be Tutored; Liu Sun; Farmer; 50; 0
Be Tutored; Liu Sun; Farmer; 50; 1240/3400

Craft Item
Craft; <Skill to use>; <AP to spend>
Craft; Scribe; 15

Create Gift
Breed; <Gold to use>
Breed; 50
Brew; <Gold to use>
Brew; 100
Calligraphy; <Gold to use>
Calligraphy; 20
Garden; <Gold to use>
Garden; 88
Paint; <Gold to use>
Paint; 10

Doctor
Doctor; <Patient name> [use birthyear in parenthesis as seen above if doctoring an NPC]
Doctor; Liu Sun

Give Gift
Gift; <NPC name>; <Item to give> [item values must be displayed in the format "Bond +10" or "Lead +3"]
Gift; Kan Ze (182); Scholar's Robes [bodywear] (Cha +1)

Hunt
Hunt; Self [note the different formats for Hunt, use this if hunting alone]
Hunt; PC; <Partner name> [note the different formats for Hunt, use this if your partner is a PC]
Hunt; PC; Tan Shijun
Hunt; NPC; <NPC name>; <Bond> [note the different formats for Hunt, use this if your partner is an NPC]
Hunt; NPC; Li Tong (156); 27

Invite
Invite; <NPC name>; <NPC location>; <Bond>
Invite; Zhuge Jin (174); Shou Chun; 56

Magistrate
Magistrate

Patrol
Patrol

Rest
Rest

Study Skill
Study; <Skill>; <AP to spend>; <study progress> [use 0 to start a new study or put the points completed and required as returned at the start of the study for a skill in progress]
Study; Cunning; 26; 0
Study; Cunning; 26; 432/3300

Teach Letters
Teach Letters

Train Stat
Train; <Stat>; <AP to spend>
Train; War; 30
Train; Cha; 7


Tutor Skill
Tutor; <Pupil Name>; <Skill>; <AP to spend>
Tutor; Kan Kehui; Invent; 23

Visit NPC
Visit; <NPC Name>; <bond>
Visit; Li Tong (156); 43

Write Letter
Letter; <NPC Name>; <Current Bond>
Letter; Lu Zhi (139); 11




[4.5 PT Results and Random Events]
As previously mentioned, Personal Turns are due before the end of the Civil Phase. They are then processed during the Military Phase, with the results being posted in the Headquarters at the beginning of the Civil Phase. When the Civil Phase ends, please update your Officer Information to subtract any costs you may have incurred from your PT (Crafting expenses, items given as gifts, and so on). When you find your results, you will see how each of your actions played out. For instance, if you took the Teach Letters action, you would see either Failure or Success and any rewards gained from the action. At this time, please return to your Officer Information post and update your character to show the experience gained or gold and items found during your PT.

On some occassions, you may also find an extra section of text after your normal PT results. This is a random event that was triggered as a result of whatever you were doing in your PT. Random events can be good, bad, or simply bizzare. Most will simply say their effect--either you find an item, forget a skill, meet a new NPC, or whatever the case may be. However, some will require a choice on your part, which must then be posted in the PT Results thread for that month. When you have made your decision, the effects will be shown. For example, you may meet a man claiming they can do improve your weapon for 50 gold. If you pay them, they may do the work, or they may simply run off with the money. Either way, you will not know until you have made a choice.

If you have a question about the results of your Personal Turn, you may also post in that thread to ask for confirmation. The turn changes are a busy time, however, so it may be a day before there is a reply. Your patience is appreciated.
Last edited by Sir Ebrum on 15 Jan 2017, 02:12, edited 2 times in total.
Sun Liren (54) ~ 55*-57*-81*-108*-107* ~
Acumen, Architect(e), Articulate, Charming, Farmer, Invent, Propaganda(e), Rally(e), Riot(e)

"By GM fiat, you are not allowed to perform that action. Your character's Wisdom score is too high."
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Sir Ebrum
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Location: "Le KT, c'est moi."
Kingdom: Team Green

Re: The Rules

Postby Sir Ebrum » 20 Dec 2016, 02:12

[Chapter 7: Kingdom Turns]
This chapter details the method to which you may organise your kingdom in Kingdom Turns (KTs). Kingdom rulers and Governors are typically the only people who need to read this chapter. However, some knowledge of this chapter can be beneficial to those who aspire to contribute to their kingdom's strategy.



[7.2 Locations and Kingdom Stats]
There are two types of location that can be controlled by kingdoms- cities and towns. Cities and towns both are locations which troops can enter and be stationed at so that they can be reorganized, trained, etc. and thus will be noted in the KT, as shown below. Cities are the main focus of the game, as they are much more valuable resources for a kingdom, but towns also provide some benefits and should not be overlooked. The primary difference is that both cities and towns provide tax revenue to the kingdom in control of them, but cities provide a much greater amount that can be nurtured, or neglected, by the choices the kingdom makes in how to run the city. Towns always provide a flat sum of 500 Gold per season, and 2000 Food at harvest. Cities can also quarter more troops than towns can: a city's base number of troops is 1000 while a town can only quarter 500. Town Morale will also tend to be more constant rather than fluctuating to extremes, since the government does not exercise quite the same level of control, for good or for ill, over towns.

A number of statistics are used to describe kingdoms and locations. This section outlines what each of them means and how they are used.

Kingdom Stats
Each kingdom has the following stats:
Ruler: The person in charge of the kingdom.
Ruler Rank: The rank that the kingdom's ruler holds.
Capitol: The name which serves as the Kingdom's seat of government. A city with a Palace will automatically become the capitol, unless the kingdom has more than one city with a Palace. Note that the capitol is not necessarily where the Ruler is.
PR: A measure of the prestige of the kingdom, from 1-10. Morale in cities will not rise above the kingdom's PR value.
I-net: The kingdom's I-net value for the season, expressed as the amount developed/maximum value.

Location Stats
Most of the following stats are applicable to both cities and towns- a separate format for each is provided below.

City Info wrote:Location: Name of the city.
Population: The number of people in the city (measured in hundreds). Higher populations can result in bigger taxes, as well as being a source for the drafting of soldiers. One point of population equals 100 individual citizens.
Government Style: The type of government employed in this city. Each has it owns benefits and failings.
Morale: The emotional well being and enthusiasm of the people and soldiers dwelling in this city. Units mobilized into the field will start at this value for their Morale (plus any extra bonuses from things such as buildings and/or rank).
Prefect: The person in charge of governing the city and their Politics, Charisma, and Administration skill, if any.
Commandant: The person in charge of the military in a city or town and their Lead.
Gold: The amount of gold in the location.
Food: The amount of food in the location.
Defense: The strength of the location's gates and walls. This value is the number of hit points that gates and walls have in battle.
Building Slots: The total number of available land which can be developed by a city and how many buildings are currently built (or partially built).
Structures: A list of buildings in and around the location along with the officer, and their score, staffing them.
Landmarks: A list of the special buildings in and around the location along with the officer, and their score, staffing them.
Resources: A list of the naturally occuring elements which can aid a city's economy and the related structures.
Armaments: A list of the location's weapons, armor, horses, ships and siege weapons.
Incomplete Armaments: A list of the locations unfinished armaments, this relates primarily to siege equipment which has a multi-season construction time.
Units: Troops garrisoned in the location and their training; like population, each point of units equal 100 individual soldiers.
Max Units: The maximum number of units which can be quartered in the city. All cities start at 1000, and can increase this value by constructing certain buildings. A city cannot draft troops beyond this maximum, or allow units to enter the city if it would put the city over its maximum (it may choose to disband any excess troops entering).
PCs: Player characters stationed in the location and their stats.
NPCs: Non-player characters stationed in the location and their stats.




[7.3 Admin Actions]
At the top of the KT, after listing overall kingdom stats but before listing each city's actions, you will list certain actions that affect the entire kingdom. These actions include gathering intelligence, recruiting officers, or spying on other kingdoms, as well as some administrative notes. These actions are listed together as they may need Forum Staff action to be resolved--you cannot simply decide whether your spies succeed or not, for instance. When the turn is over the results of these actions will be returned to you. The following actions are listed in the Admin Actions section:

Develop I-Net: Officers are designated to create and maintain an intelligence network concerned with the defense of the state; this is referred to as the I-Net. A strong I-Net alerts you to threats sooner and gives the kingdom enough time to react to threats posed in the field. Primarily I-Net reveals hidden units which enter a kingdom's territory. This territory is determined through the mini-map and is not reliant upon provincial borders or treaty designation. Watchtowers mark one of the few exceptions to the staffing rule; an officer which is staffing a Watchtower is considered to be developing I-Net. Any number of officers may work towards a kingdom's unified I-Net score, which resets to 0 every season.
An officer's contribution to I-Net is calculated as follows: I-Net score = INT + Spy Bonus + Watch Tower Bonus. The bonuses gained from the Spy skill and from staffing a Watchtower are +25 each. Only officers staffing a Watchtower gain the Watchtower bonus, and all officers' I-Net scores are combined to create a conglomerate I-Net score for the kingdom. The kingdom's I-net score is expressed in terms of the value the officers are developing, and its maximum value, which is 250 for each city the kingdom owns. For instance, a three-city kingdom whose officers develop 651 points of I-net would write their I-net as 651/750. Higher maximums do not increase the quality of the information, they increase the need to develop i-net; a kingdom at 250/250 will receive the same information that a kingdom at 1750/1750 does, which would be much more than the second kingdom would receive if they only developed to 800/1750.

Spy: The officer attempts to gather information about another city. If successful the city's data will be posted in your Admin Communication Thread. An officer with the Spy skill has a greater chance of success, and can get information on extra random cities neighbouring the target city. Spying also allows other KT plots such as Arson on the city or cities spied on for the next three turns. Spying can be done on both Cities and Towns. Please list the character's Int, Pol, Cha, and whether they have the Spy skill or not for this action.

Arson: The acting officer attempts to burn either the Barracks, Granaries, and Structures of the target city. Spy info must have been acquired on the city within the last three seasons(if another kingdom gains control of the city, previous spy results will not be usable). Success may kill soldiers, destroy weaponry, destroy food, and/or damage Structures making them unusuable until repaired. Unstaffed and understaffed Structures are more vulnerable to Arson attacks. Arson can be done on both Cities and Towns. Characters must have the Arson skill to perform this action. Please list the character's War, Int, Pol, Cha, and whether they have the Arson, and Stealth skills for this action.

Riot: The acting officer attempts to incite the citizens to riot. Spy info must have been acquired on the city within the last three seasons (if another kingdom gains control of the city, previous spy results will not be usable). Success may affect tax returns, hamper soldiers ability to respond to other threats, and possibly damage buildings. Characters must have Riot to perform this action. Please list the character's Int, Pol, Cha, and whether they have the Stealth, and Riot skills for this action.

Sap: The acting officer attempts to sabotage the city's defences. Spy info must have been acquired on the city within the last three seasons (if another kingdom gains control of the city, previous spy results will not be usable). Success will damage the city's City Defence. Sapping can be done on both Cities and External works. Characters must have the Military Engineer skill to perform this action and will gain a bonus with Siegecraft. Please list the character's War, Int, Pol, Cha, and whether they have the Military Engineer, Siegecraft, and Stealth skills for this action.

Recruit Agents: The acting officer attempts to recruit dissidents from a city or town to aid them in an impending attack. Spy info must have been acquired on the city within the last three seasons (if another kingdom gains control of the city, previous spy results will not be usable). Success will allow the officer's kingdom to use the Open Gate ploy starting in the next season. In the pre-game, this action may reveal knowledge of the enemy's plans in lieu of opening gates. Characters must have Rumor to perform this action, and will receive a bonus if they have Charming. Please list the character's Int, Pol, Cha, and whether they have the Stealth, Rumor, or Charming skills for this action.

Patrol: The officer patrols the city's surrounding areas, guarding the population from any bandit activity, and also some small protection against plots. There are no limit to how many officers may Patrol one city in a single turn. Note that Patrol is an action for a unit, meaning that they will be unavailable to be moved or trained for that turn. Please list how many soldiers are being used in the patrol, what they are armed with, and their training. An officer may patrol with any number of troops of the same training level, up to their standard unit limit.

PR Change: Various actions, such as breaking an alliance, can result in the kingdom's Prestige changing. Please see the chapter on Ruling & Diplomacy for more information. Be sure to provide a link to the post made by a staff member confirming the PR change. Failure to do so may result in a penalty to PR or simply voiding the gain.

Promotions/Demotions: Rulers may choose to grant rank to their subordinate officers, or even take it away. Each rank change should be listed when it occurs, noting whether it is a promotion or a demotion and the new rank.

Searches and Recruitments:

In a section labeled [Personnel], you will note any long searches, short searches, and recruitment attempts for free officers.

Personnel Actions to be noted for Entire Kingdom wrote:Short Search (All Officer Stats, [Charming], [Enchanter], [Networking])
Long Search (All Officer Stats, [Charming], [Enchanter], [Networking], Seasons remaining on search)
Free Officer Recruitment (All Officer Stats, [Charming], [Enchanter], Bond with target, Any ranks/gifts being offered*)
Real Estate Search (All Officer Stats, Civil Engineer, [Adminstration])

*Please note that officers may only offer ranks up to their own level or lower.


Search: If you would like to recruit new NPC officers into your kingdom you will have to find them first. An officer in the kingdom's capital city may Search any city in the kingdom. Officers in other cities can only search in their individual cities. Between turns a Staff member will roll the results of your searches, in which you may find nothing, may find officers, or may even find trouble. Trouble is random, but the odds of finding an NPC is based on the character's Politics. If the character finds an NPC they will have a free attempt to recruit the NPC, based on their Charisma. Please list the character's entire statline, and whether they have the Networking or Charming skills for this action.

Short Searches: These short searches only take one season, and the officer searching is available to defend the city if attacked. You may only have 6 short searches, per kingdom, each season.

Long Searches: An officer on a long search may attempt to find and recruit an NPC, just like with a short search. Of course, a long search takes longer than a short search, and the acting officer will be gone for a full three seasons on this mission. He will be unable to take part in wars launched against his city during this time. There is no limit to long searches. This action is disabled in the pre-game, for reasons of practicality (namely, lasting the better part of a year IRL).

Recruit: The officer will attempt to recruit a free NPC or an NPC officer that is serving another kingdom, although other things may be found on the way... The odds of success in recruitment are based on the character's Charisma, with a bonus based on any bond the recruiter has with the NPC, and another bonus if the recruiter has the Charming skill. Reputation also affects recruitment of NPCs. You may optionally offer items, gold, and/or ranks to the NPC to increase the likelyhood of them joining you. Please list the character's stats, whether or not they have the Charming skill, any bond they have, the city the recruiter is in, the NPC being recruited, and finally the city the NPC is located in with this action. The order of recruitment attempts goes by proximity to the NPC.

Real Estate Search: The officer looks for additional space within the city for the government to develop. Every city has only so much room to build its structures. Success garners the city one additional building slot which can be developed at a later time. The officer must have Civil Engineer.

Examples wrote:[Admin]
Gu Jue (73-72-60-60, Arson) attemps Arson (Barracks)in Xu Chang.
Feng Xiong (64-81-65-81, Stealth, Riot) performs Riot on Xu Chang.
Zhang Zhen (55-79-36, Spy) Spies on Xu Chang.
Gan Lu (46-62-55-92, Spy, Rumor, Charming) Recruits Agents in Xu Chang.
Dong Du (75-77-52-67, Spy, Military Engineer, Siegecraft) Saps the walls of Xu Chang.
Lu Bu patrols Luo Yang with 100(100) Archers.
Tian Feng is promoted to Civil Grade 4 (Stat+30 when staffing a building, Search/recruit success +5%)
Chen Dan (55), Dong Cheng (77), and Quo Ping (122) develop I-Net: 254

[Personnel]
Huan Fei (36-54-77-66-79, Charming, Networking) short searches Luo Yang.
Shi Qing Mei (38-42-80-98-84, Charming (e), Networking) long searches Luo Yang. (Season 1 of 3)
Meng Can (63-42-68-85-68, Charming, 0 bond) in Luo Yang tries to recruit Deng Ai in Chang An, offering the rank of Military Grade 2 (Unit Limit and TP +20)
Dong An (40-30-50-52-65, Civil Engineer) in Pencheng searches for Real Estate.




[7.5 KT Actions]
After listing city stats you can now get to the meat of your KT, the actions of each city. The actions available to you are listed below, with an example of how to format them given all together at the bottom of this post, and include such things as developing your cities, creating, training, and equipping your army, and buying or giving food. With each city will you will need to list the following in this order:
--Starting City Information
--Actions taken
--Finished City Information

A City's information has already been described above. This is the starting point of your KT, and all changes to the city are based on these beginning stats. You will then take the actions you would like to perform, noting any gold cost and other effects. When you are done with this you will then list the city's information again, with these values factored in. A list of officers in that city is also included with the information for each city, used in book-keeping primarily.

Each of these actions fall into three broad categories: [Admin], [Civil], and [Military].
  • Admin actions note changes in gold, food, troops levels, and government type. A transport unit arriving with food and troops would fall under this heading.
  • Civil actions describe bureaucratic moves such as building and staffing structures, and producing equipment.
  • Military actions likewise describes actions of the soldiers such as training, merging/splitting, and planned deployments. Do note that noting a deployment in the KT is merely an aid to the kingdom in tracking their forces; deployment information must be transmitted to the staff as per the battle rules to count as official.

The following is a list of actions that can be taken in various locations. Each is listed with the effect, any cost, the number of officers who can be used to do this action in each location, any limitations on the action, and other important notes. Relevant stats and skills will have effects that vary from action to action. The formula for an action is given, where applicable:

Change Government Type [Admin]
Effect: Changes the Government Type of the city.
Cost: Variable
# of Officers: None
Limitations: Government Style may only be changed under three conditions: the Winter KT, upon acquisition of the city, and by grovelling before dispassionate staff over 'extenuating circumstances.'

Each government type comes with associated benefits and costs. These involve the cost of switching to and from each style as well as the effects each style has on various things. The most pronounced effect of government type is upon the city's Morale as well as the kingdom's Prestige. Tax returns will also be significantly impacted by the style in use, as well as various other matters.

  • Authoritarian: The government maintains strict control of the populace with laws that it does not necessarily itself follow.
    Requirement: None
    Switching To: Population decreases by 1% [Population - (Population/100)]
    Switching From: Gold decrease based on Population [(Population/10) x 1 gold]
  • Iron Fist: The government squeezes everything that it can from the populace it rules, including the people themselves.
    Requirement: None
    Switching To: Troops move from fighting the enemy to subduing the populace [(Population/100) x 1 troop of lowest training are lost]
    Switching From: None
  • Laissez-faire: The government interferes very little with the day-to-day lives of the people, for good or ill. Minimal order is maintained, basic taxes are collected, and little else.
    Requirement: None
    Switching To: Relaxed regulations all around. [All troops -10 Training, may drop below 0]
    Switching From: None
  • Law and Order: The government acts to safeguard the well-being of the populace through regulated laws and enforcement. The common citizen can feel relatively secure and stable under this system.
    Requirement: Central Court and >50 troops in garrison
    Switching To: Commodities are secured to aid stability. [(Population/2) x 1 Food]
    Switching From: Relaxed regulations all around. [All troops -10 Training, may drop below 0]
  • Police State: The government maintains control through widespread military presence. Troublemakers are swiftly dealt with, whomever they may be, while making sure that the common citizen knows not to be one of them.
    Requirement: Barracks and >300 troops in garrison
    Switching To: Morale drops by 1.
    Switching From: Relaxed regulations all around. [All troops -10 Training, may drop below 0]
  • Totalitarian: Some may criticize the methods, but the population realizes one thing: The government is your friend! Really. It is your friend. Or else.
    Requirement: Work Prison or Prison Farm, and >100 troops in garrison
    Switching To: PR drops by 1.
    Switching From: City Morale drops by 1.
  • Welfare State: The government provides for the common good of the people, rendering assistance to those in need. Tax revenue is mostly spent on such tasks leaving little for more traditional uses such as warfare, but the common people are kept happy.
    Requirement: Library or Public Ration Center
    Switching To: Programs have high start-up costs. [(Population/10) x 1 gold]
    Switching From: Morale drops by 1.


Construct [Civil]
Effect: Builds a structure. See Structures below.
Cost: Variable.
# of Officers: 1 or more
Limitations: Only one officer may work on single building at a time. Each Structure lists the maximum number that may be built in each city in the description. No city may exceed the total number of Building slots granted by sucessful Real Estate searches.
Note: If the officer has the Civil Engineer skill, the time to Construct is halved and the gold cost is reduced by 10% (15% with Civil Engineer(e)).

Defense [Civil]
Effect: Improves the location's Defense stat.
Cost: 100 gold
# of Officers: 1-3
Formula: (War/10)+[Civil Engineer bonus]

Demolish [Civil]
Effect: Destroys the specified Structure leaving the Building Slot unoccupied.
Cost: 20% of the Structure's base cost (not actual cost for building)
# of Officer: 1 or more
Note: An officer with Civil Engineer can destroy buildings at 15% of base cost. This bonus increases to 10% of base cost with Civil Engineer(e). Landmark class buildings and natural resources cannot be demolished.

Draft [Military]
Effect: Gathers men from the city to populate the ranks of the army. Drafted troops begin with 0 Training, unless the city has a building which increases that. This serves as the unit's action for the turn, meaning that it can not be trained or invade. If the newly drafted unit is merged with an existing unit, any training or other action of the other troops must be done before the merge as the newly drafted troops have already taken an action.
Cost: 10 gold and 10 food per troop, -1 Population per troop Drafted. Cost for Cities using the Iron Fist government style is reduced by 1.
# of Officers: 1
Limitations: The Drafting officer may only Draft a number of troops equal to his War or Cha + [Administration bonus].

Hire [Military]
Effect: Hires veterans or mercenaries to add to the garrison. They come at a much higher price, but their experience may be invaluable. Does not reduce the city's Population. Hired troops start at 60 Training.
Cost: 30 gold and 30 food per troop.
# of Officers: 1
Limitations: The Hiring officer may only Hire a number of troops equal to his Cha/2.

Market [Civil]
Effect: Sale or purchase of food for gold.
Cost: Variable.
# of Officers: 1
Limitations: The food being sold or gold being spent must be in the city in which the purchasing officer is located, and the food or gold received from the transaction will be added to the stores of that city afterward.

Merge/Split [Military]
# of Officers: 0
Effect: Combines and separates your armies for ease of organization and keeping your KTs clean. Please note that Merging is not an action, nor is Splitting, and may be done at any point in the KT. If you Merge newly Drafted troops with existing troops, neither may have been Trained in this turn. When units Split, each new unit retains its Training, as the concept of splitting does not in any way affect the game- whether a group of 10 troops are listed as 10(100) or 5(100), 2(100) and 3(100) is irrelevant, the former is merely preferred for ease of reading. When they are merged, however, the Training is averaged to create a new unit--for example 50 units at 100 training and 50 units at 0 training will merge to create 100 units at 50 training. The equation for merging troops is below:
To merge new troops with an existing unit:
(a*b)/c ROUND RESULTS DOWN.

To merge two existing troop units:
[(a1*b1)+(a2*b2)]/c ROUND RESULTS DOWN.

Key:
a = Original Unit Troop Count
b = Original Unit Training Level
c = Combined Total Troop Count
1 = First Troop Unit
2 = Second Troop Unit
(Thus, a1 is the original troop count of the first troop unit).

Lest it be overlooked: ROUND RESULTS DOWN. Even if the result is a Training of 89.9, it is still rounded down to 89.


Mobilize [Military]
Effect: Launch officers, goods and/or soldiers into the field.
Limitations: The officer selected becomes the head of a unit leading the selected type of troops with any noted equipment, food, gold, and attachments. The unit travels across the map as per the Battle rules. Troops, arms, and food must be moved this way via Transport unit or regular military unit. Officers and gold may be use the Send Gold or Transfer KT actions which does not create a Transport unit. Ships and siege weapons that are under construction cannot be moved until they are finished. Note: you must submit the mobilizing armies in a PM as noted in the battle rules, it is not enough to state that they are mobilizing in the KT.
# of Officers: 1 or more

Produce [Civil]
Effect: Produce equipment for battle.
Cost: Variable.
# of Officers: 1 or more
Limitations: Maximum of 1 officer per siege weapon/ship per turn. Multiple officers can work on the same type of siege weapon/ship (eg. Officer 1 and Officer 2 can work on separate Catapults simultaneously, but can not work on the same Catapult). The price of Produce depends on the officer's stat, the city's Structures, and what is being built, as shown below, as does the maximum number of the item that may be Produced by a single officer per month:
Production Table wrote:
Unit Arms wrote:Heavy Arms
Cost: (20 - Building Bonus - Skills Bonus) x (1-(INT/300) gold
Capacity: INT + Building Bonus, Max Armory (3)
Requires: Smithy

Bows
Cost: (20 - Building Bonus - Skills Bonus) x (1-(INT/300) gold
Capacity: INT + Building Bonus, Max Bowyer (3)
Requires: Smithy

Horses
Cost: (30 - Building Bonus - Skills Bonus) x (1-(INT/300) gold
Capacity: INT + Building Bonus, Max Stables (3)
Requires: None

Arbalests
Cost: (40 - Building Bonus - Skills Bonus) x (1-(INT/300) gold
Capacity: INT/2 + Building Bonus, Max Bowyer (4)
Requires: Invent, Smithy, Bowyer (1)


Siege Equipment wrote:Catapult
Cost: 3000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1, Max Workshop 2
Requires: Invent, Smithy, takes 3 seasons to complete

Siege Ladder
Cost: 1000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1, Max Workshop 2
Requires: Smithy

Siege Ram
Cost: 1000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1, Max Workshop 2
Requires: Smithy

Siege Tower
Cost: 2000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1, Max Workshop 2
Requires: Invent, Smithy


Ships wrote:Arrowship
Cost: 1200 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1
Requires: Invent or Navy (10% bonus with both), Smithy

Skirmisher
Cost: 1500 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1
Requires: Invent or Navy (10% bonus with both), Smithy

Warship
Cost: 2000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1
Requires: Invent or Navy (10% bonus with both), Smithy

Transport
Cost: 1000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1
Requires: Invent or Navy (10% bonus with both), Smithy


*Please note the following correct procedure: Round Up means always round up. Meaning if you've calculated a unit cost of 19.24, for example, it rounds up to 20. Find the rounded unit cost, then multiply it by the number of units produced. Any discounts, such as from skills or buildings, are applied to the final total of all items produced: 100 bows costing 14 gold apiece would be 1400 gold, and with a 10% discount from a Bowyer the cost would be reduced to 1260.

Send Gold [Admin]
Effect: Move gold to target city. The officer returns to the starting point at the end of the turn. This command may also be used to transfer gold to another kingdom but only from one capital city to another. There is no distance restriction on this action. One officer must be used to convey gold to each location which is receiving gold (if City A sends goods to Cities B and C, two officers must be used).[/color]
# of Officers: 1 or more

Staff [Civil]
Effect: The officer or group of officers occupies and works in the listed Structure for this month. Only by staffing a structure is it possible for the city to gain the benefits provided in the building's description. List the officer's relavent stats and all bonuses.
# of Officers: 1 or more (dependent on Structure description)

Train [Military]
Effect: Drill troops to improve their fitness, understanding of tactics and use of weapons. Training gain is equal to ((Lead + War + [Leader bonus]) * 10 / [unit size]) + [any building bonus]
# of Officers: 1-3
Limitations: The Training level is normally capped at 100 through Train actions. A Military Complex in the city raises this cap to 110.

Transfer [Admin]
Effect: Move officers and/or gold. The officer stays at the finish point at the end of the turn. This command may not be used to transfer gold to another kingdom. There is no distance restriction on this action and officers reach their intended target automatically.
# of Officers: 1 or more.
Last edited by Sir Ebrum on 22 Jan 2017, 14:10, edited 2 times in total.
Sun Liren (54) ~ 55*-57*-81*-108*-107* ~
Acumen, Architect(e), Articulate, Charming, Farmer, Invent, Propaganda(e), Rally(e), Riot(e)

"By GM fiat, you are not allowed to perform that action. Your character's Wisdom score is too high."
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Sir Ebrum
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Kingdom: Team Green

Re: The Rules

Postby Sir Ebrum » 20 Dec 2016, 02:14

[7.7 Structures]
In v6, you will yet again be able to build structures and monuments that will provide your kingdom with various bonuses, but their importance has been greatly increased. Structures will provide the backbone of your city's personality, influencing all aspects of the city from tax revenue to security. Furthermore, most structures cannot be built and then ignored- a Civil Office which has nobody working in it will provide no benefit to the city's tax revenue. The kingdom must send someone to staff a building if they want its influence upon the kingdom's tax revenue. Buildings which are left empty are also much more vulnerable to malicious acts.

Structures are constructed in kingdom turns and may take multiple turns to complete. If you stop working on a building, it remains in the city, but incomplete. Each building occupies one Building Slot. If your city doesn't have an open slot, a new structure cannot be built until there is a successful Real Estate Search or an existing structure is Demolished.

All Landmark Class buildings are stated within its description and may only be staffed by characters of Civil Rank 3 or greater.
Any Structure which doesn't list a prerequisite is considered a Base-level building and can be staffed by a Sub-Officer or Higher. Landmarks and Resources cannot be destroyed.


Temple Tree
Temple
Pre-Requisites: None
Cost to Build Building: 750
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Moderate increases to Population growth and Public Safety.
Relevant Stat: Pol or Cha
Relevent Skills: Mystic
Limit: 1

Temple Complex
Pre-Requisites: Temple
Cost to Build Building: 1750
Seasons to Build: 3
Staff: 1
Special Function/Benefits: City Morale is slightly more likely to increase. Reduces the chances and severity of any riots in the city. Provides great increases to Population Growth and significant improvements in Public Saftey.
Relevant Stat: Pol or Cha
Relevent Skills: Mystic
Limit: 1

Ancestral Temple
Pre-Requisites: Temple Complex
Cost to Build Building: 2500
Seasons to Build: 2
Staff: 3
Special Function/Benefits: Landmark class. Cannot be destroyed. Increases the City Defense maximum by 25. Reduces the chances and severity of natural disasters and riots against this city. Troops start off with an additional +1 Morale, making it possible to exceed the 10 morale cap (does not require building to be staffed). Provides great increases to Population growth and significant increases to Public Safety.
Relevant Stat: Pol or Cha
Relevant Skills: Mystic
Limit: 1


Economic Tree

Lower Courts
Pre-Requisites: None
Cost to Build: 750
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Provides moderate increases in Tax and Harvest revenues, and minor increases in Population growth and public safety.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer
Limit: 2

Central Courts
Pre-Requisites: Lower Courts
Cost to Build Building: 2000
Seasons to Build: 3
Staff: 2-4
Special Function/Benefits: Greatly increases Tax and Harvest income. Minor increase to Population growth and Public Safety. Enables the Law and Order government style.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer
Limit: 1

Civil Office
Pre-Requisites: Agricultural or Economic Office
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1-3
Special Function/Benefits: Moderate increases to Tax and Harvest revenues. Minor increases to Population growth and Public Safety.
Relevant Stat: Pol
Relevent Skills: Commercialist OR Farmer
Limit: 1

Office of Economic Development
Pre-Requisites: None
Cost to build: 750
Seasons to Build: 1
Staff: 1-3
Special Functions/Benefits: Great increases to Tax revenue.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 2

University
Pre-Requisites: Civil Office, Central Courts
Cost to Build Building: 1500
Seasons to Build: 2
Staff: 2
Special Function/Benefits: This is a landmark class building and cannot be destroyed. A center of learning and a beacon for all scholars to follow. Experience for all officers in the city is increased by 20 for each KT action (officer must add it themself). There is also a chance that a talented person may appear here. (List the University with your searches in the Admin section of your KT.) Provides minor improvements in Tax and Harvest revenues, and moderate Population growth benefits.
Relevant Stat: Pol or Int
Relevant Skills: Architect
Limit: 1

Library
Pre-Requisites: None
Cost to Build: 750
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Enables the Welfare State government style. Provides increases to population growth and tax revenues.
Relevant Stat: Pol or Int
Relevant Skills: Commercialist
Limit:1


Ag Tree

Agricultural Office
Pre-Requisites: None
Cost to Build: 750
Seasons to Build: 1
Staff: 1-3
Special Function/Benefits: Great increases in Harvest incomes.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 2

Tuntian
Pre-Requisites: Agricultural Office, builder must have Farmer
Cost to Build Building: 1500
Seasons to Build: 2
Staff: 2
Special Function/Benefits: Provides great increases to Harvest income and minor benefits to Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 1

Irrigation System
Pre-Requisites: Agricultural Office
Cost to Build: 750
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Provides significant benefits to Harvest revenues.
Relevant Stat: Pol
Relevant Skills: Farmer OR Architect
Limit:3

Prison Farm
Pre-Requisites: None
Cost to Build: 500
Seasons to Build: 1
Staff: 1-4
Special Function/Benefits: Significant benefits to Harvest income, but moderate decrease in Public safety. Enables the Totalitarian government style.
Relevant Stat: War or Pol
Relevant Skills: Farmer OR Investigator
Limit: 5

Terraced Fields
Pre-Requisites: City (walls) must be within 8 squares of Mountain terrain.
Cost to Build: 1000
Seasons to Build: 3
Staff: 1-3
Special Function/Benefits: Previously non-arable land is opened to farming. Significant increase to Harvest income, and moderate increase in Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 3

Stone Granaries
Pre-Requisites: Agricultural Office
Cost to Build: 500
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Protection against Burn Granaries KT Plot. Moderate increase in Harvest revenue, minor benefits to Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 1

Fortified Granaries
Pre-Requisites: Agricultural Office, Stone Granaries
Cost to Build: 1000
Seasons to Build: 2
Staff: 2
Special Function/Benefits: Greater protection against Burn Granaries KT Plot. Significant increase to Harvest revenue, and moderate increase to Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 1

Community Gardens
Pre-Requisites: Agricultural Office
Cost to Build: 1000
Seasons to Build: 3
Staff: 1
Special Function/Benefits: Provides moderate increase to Population growth, and minor benefits to Harvest income and Public Safety.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 5

Ornamental Gardens
Pre-Requisites: Agricultural Office
Cost to Build: 1500
Seasons to Build: 4
Staff: 2
Special Function/Benefits: Moderate increases to Tax revenues and Public Safety.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer
Limit: 2

Imperial Gardens
Pre-Requisites: Agricultural Office, Ornamental Gardens
Cost to Build: 1500
Seasons to Build: 4
Staff: 4
Special Function/Benefits: This a landmark class building and cannot be destroyed. A beautiful place bound to be immortalized in bad poetry and non-descript water color. Provides great increases to Tax revenues, and moderate benefits to Population growth and Public Safety.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer OR Architect
Limit: 1

Public Ration Center
Pre-Requisites: Civil Office
Cost to Build: 500
Seasons to Build: 1
Staff: 2
Special Function/Benefits: Greatly increases Harvest income at the cost of moderate decreases in Public Safety. Enables the Welfare State government style.
Relevant Stat: Pol
Relevant Skills: Farmer OR Investigator
Limit: 4


Production Tree

Smithy
Pre-Requisites: None
Cost to Build: 250
Seasons to Build: 1
Staff: 1-3
Special Function/Benefits: Ability to create Heavy Arms, Bows, Siege Equipment, and Ships in the KT. Moderate increase to Tax revenues and minor benefits to Population Growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 4

Armory
Pre-Requisites: Smithy
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Increases the maximum volume of Heavy Arms by 10% and reduces the unit prices by 3 gold when Producing Heavy Arms in KTs. Seasonal Chance that Treasury-Quality Armors are produced. Moderate increase to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 3

Bowyer
Pre-Requisites: Smithy
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Increases the maximum volume by 10% and reduces the unit prices by 3 gold when Producing Bows and Arbalests in KTs. Moderate increase to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 4

Forge
Pre-Requisites: Stables, Bowyer, or Armory; and Smithy
Cost to Build Building: 750
Seasons to Build: 1
Staff: 1
Special Function/Benefits: There is a seasonal chance that some exceptional piece of arms may be produced in the city. Significant increase to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 1

Stables
Pre-Requisites: None
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Increases the maximum volume by 10% and reduces the unit prices by 3 gold when Producing Horses in KTs. Seasonal Chance that Treasury-Quality Horses are produced. Moderate improvements to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 3

Workshop
Pre-Requisites: None
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Reduces the gold costs associated with building Siege Weapons by 10%. Moderate benefits to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 2

Arsenal
Pre-Requisites: Smithy, Armory, Bowyer, Stables, Workshop
Cost to Build: 2000
Seasons to Build: 6
Staff: 4
Special Function/Benefits: Seasonal income 200. Greatly increases protection of arms against KT plots. Additional 1 gold reduction in cost to create all associated products. Additional 5% cost reduction to building Siege equipment and Ships. Seasonal chance of Treasury quality arms, armor, or horses. This is a landmark class structure and cannot be destroyed. Provides great increases to Tax revenues and significant benefits to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 1


Garrison Tree

Barracks
Pre-Requisites: None
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Increases the maximum amount of troops that can be stationed in the location by 200 (does not require building to be staffed). Minor benefits to Population growth and moderate increases to Public Safety. Enables the Police State government style.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1

Garrison
Pre-Requisites: Barracks
Cost to Build: 1500
Seasons to Build: 2
Staff: 2
Special Function/Benefits: Increases the maximum amount of troops that can be stationed in the location by 300 (does not require building to be staffed). All troops in the city at the start of the turn which have under 50 training automatically gain +1 training each turn. Moderate bonuses to Population growth and Public Safety.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1

Enlistment Center
Pre-Requisites: Barracks
Cost to Build: 500
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Reduces the per unit cost of drafting troops by 1 Gold and 1 Food in this city. Minor benefits to Public Safety and Population growth.
Relevant Stat: Lead or Cha
Relevant Skills: Investigator
Limit: 1

Recruitment Center
Pre-Requisites: Enlistment Center
Cost to Build: 1000
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Recruit retired soldiers and mercenaries. All troops drafted in this city will have an initial training level of 10 instead of 0 (does not stack with Martial Academy). Moderate increases to Public Safety and Population growth.
Relevant Stat: Lead or Cha
Relevant Skills: Investigator
Limit: 1

Martial Academy
Pre-Requisites: None
Cost to Build Building: 1500
Seasons to Build: 2
Staff: 2-4
Special Function: Allows an extra officer to Train troops in this city. Gives an additional +1 Training when an officer trains troops in the city. Moderate increase to Population growth, and minor benefits to Public Safety.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1

Military Complex
Pre-Requisites: Garrison, Martial Academy, Work Prison, Recruitment Center, Forge
Cost to Build Building: 2500
Seasons to Build: 2
Staff: 3-6
Special Function/Benefits: This is a landmark class structure and cannot be destroyed. All troops in the city that have under 75 training automatically gains +1 training each turn. Increases the maximum amount of troops that can be stationed in the location by 500 (does not require building to be staffed). The maximum Training value for troops trained in this city is raised to 110 (does not require building to be staffed). In Roleplay, troops that have centralized Military Complex can rouse themselves to fight and march in a shorter time. Moderate increase in Population growth, and great increases to Public Safety.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1


Commandry Tree

Work Prison
Pre-Requisites: None
Cost to Build: 500
Seasons to Build: 1
Staff: 2-4
Special Function/Benefits: Increased vulnerability to KT plots. Great increases to Tax revenues, at the cost of a moderate decrease in Public Safety. Enables the Totalitarian government style.
Relevant Stat: War
Relevant Skills: Investigator
Limit: 5

Bureau of Investigation
Pre-Requisites: None
Cost to Build: 500
Seasons to Build: 1
Staff: 1-3
Special Function/Benefits: Seasonal chance of treasury quality Bond item being seized. Moderate bonus to Tax revenues, and minor increase to Public Safety.
Relevant Stat: War
Relevant Skills: Investigator
Limit:3

Bureau of the Constabulary
Pre-Requisites: Bureau of Investigation
Cost to Build: 750
Seasons to Build: 2
Staff: 1-3
Special Function/Benefits: Seasonal chance of treasury quality item being seized. Moderate increase to Tax revenues, and a significant benefits to Public Safety.
Relevant Stat: War
Relevant Skills: Investigator
Limit: 2

Commandry Headquarters
Pre-Requisites: Bureau of Constabulary
Cost to Build: 1500
Seasons to Build: 3
Staff: 2-4
Special Function/Benefits: Seasonal chance of treasury quality item being seized. Great increases to Public Safety, minor benefits to Harvest income, and moderate increases to Tax revenues.
Relevant Stat: Lead
Relevant Skills: Investigator
Limit: 1


Defenses

Battlements
Pre-Requisites: None
Cost to Build Building: 750
Seasons to Build: 1
Staffing: 0
Special Function/Benefits: +25 to the city's maximum City Defense. When this is first constructed, the city's normal City Defense will also increase by 25 to match the increase in the maximum City Defense.
Limit: 1

Buttreses
Pre-Requisites: Battlements, 1000+ Pop
Cost to Build Building: 1500
Seasons to Build: 2
Staffing: 0
Special Function/Benefits: +25 to the city's maximum City Defense. When this is first constructed, the city's normal City Defense will also increase by 25 to match the increase in the maximum City Defense.
Limit: 1

Parapets
Pre-Requisites: Battlements
Cost to Build Building: 500
Seasons to Build: 1
Staffing: 0
Special Function/Benefits: +25 to the city's maximum City Defence. When this is first constructed, the city's normal City Defence will also increase by 25 to match the increase in the maximum City Defence.
Limit: 1

Watchtower
Pre-Requisites: None
Cost to Build Building: 500
Seasons to Build: 2
Staffing: 1-4
Special Function/Benefits: Provides a moderate increase to Population growth. Officers staffing this building receive a bonus to I-net development.
Relevant Stat: Int
Relevant Skills:
Limit: 4

Reinforced Gates
Pre-Requisite: None
Cost to Build: 500
Seasons to Build: 1
Staffing: 0
Special Function/Benefits: +25 to the city's maximum City Defence. When this is first constructed, the city's normal City Defence will also increase by 25 to match the increase in the maximum City Defence.
Limit: 1


Resources

Gold Ore Deposits
Pre-Requisites: N/A
Special Function/Benefits: Provides a minor increaes in Tax revenues. This building represents a natural resource, and cannot be destroyed nor built.

Gold Mines
Pre-Requisites: Gold Ore Deposits
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Chance of Bond Treasure production. Moderate increase to Tax revenues, minor bonus to Population growth.
Relevant Stat: Pol
Relevant Skills: Architect
Limit: 1

Gold Smithy
Pre-Requisites: Gold Mines
Cost to Build: 1500
Seasons to Build: 2
Staff: 1-2
Special Function/Benefits: Greater chance of Bond Treasure production. Moderate increase to Tax revenues and Population growth.
Relevant Stat: Cha
Relevant Skills: Commercialist
Limit: 1

Iron Ore Deposits
Pre-Requisites: N/A
Special Function/Benefits: Minor increase in Tax revenues. This building represents a natural resource, and cannot be destroyed nor built.

Iron Mines
Pre-Requisites: Iron Ore Deposits
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1-3
Special Function/Benefits: Increases the maximum volume of Heavy Arms by 5% and reduces the unit prices by 2.5% when Producing Heavy Arms in KTs. Moderate increase to Tax revenues, and minor improvements to Population growth.
Relevant Stat: Pol
Relevant Skills: Architect
Limit: 1

Salt Plains
Pre-Requisites: N/A
Built in: Cities
Special Function/Benefits: This represent a natural resource that cannot be built, nor destroyed. Minor increase to Tax revenues.

Salt Mines
Pre-Requisites: Salt Plains
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1-2
Special Function/Benefits: Reduces the per unit cost of drafting troops by 2 Gold in this city. Moderate increase to Tax revenues, and minor benefit to Population growth.
Relevant Stat: Pol
Relevant Skills: Architect
Limit: 1

Mulberry Trees
Pre-Requisits: N/A
Built in: Cities
Special Function/Benefits: Cannot be constructed or destroyed. Allows the city to construct Mulberry Orchard. Season chance of Treasury quality Silk is produced. Minor benefits to Taxes and Harvest revenues.

Mulberry Orchards
Pre-Requisites: Mulberry Trees
Cost to Build Building: 1000
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Greater seasonal chance that Treasury-Quality Silk is produced. Moderate increases to Tax and Harvest revenues, minor benefit to Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 1

Silk Workshop
Pre-Requisites: Mulberry Orchard
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1-2
Special Function/Benefits: Highest seasonal chance of Treasure quality items and garments. (Bonus stacks with Mulberry Orchard bonus). Moderate increase to Tax revenue and Population growth.
Relevant Stat: Cha
Relevant Skills: Commercialist
Limit: 1

Trade Route
Pre-Requisites: N/A
Built in: Cities
Special Function/Benefits: Cannot be constructed or destroyed. Allows the city to construct Trading Post. Minor benefits to Tax revenues and Population growth.

Tariff Station
Pre-Requisites: Trade Route.
Cost to Build: 500
Seasons to Build: 1
Staff: 1
Special Function: Great increase to Tax revenues and moderate bonus to Population growth.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 3

Trading Post
Pre-Requisites: Trade Route.
Cost to Build Building: 2000
Seasons to Build: 3
Staff: 2-4
Special Function/Benefits: Additional seasonal chance of rare foreign goods coming into the city. (Translation: It increases the probability of "merchant" events occuring. That is, events where foreign merchants come offering some kind of set bargain such as: "This fine mare from Duxia for 2500 gold." or "This set of 25 Rattan Armour from the south for 3000 gold." etc.) Great increase to Tax revenues and significant bonus to Population growth.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 1

Waterways
Pre-Requisites: N/A
Special Function/Benefits: Cannot be constructed or destroyed. Allows the city to construct Ports and Shipyards. Great increase to Tax revenues and a minor bonus to Population growth.

Port
Pre-Requisites: Waterways, Civil Office
Cost to Build Building: 2000
Seasons to Build: 3
Staff: 1-3
Special Function/Benefits: Additional seasonal chance of rare items and goods being available in the city. (Translation: It increases the probability of "merchant" events occurring. That is, events where foreign merchants come offering some kind of set bargain such as: "This fine mare from Duxia for 2500 gold." or "This set of 25 Rattan Armour from the south for 3000 gold." etc.) Great increase to Tax revenues, moderate increase to Harvest revenues, and minor bonus to Population growth.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer
Limit: 1

Shipyard
Pre-Requisites: Waterways
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Reduces the gold costs associated with building Ships by 10%. Allows one officer to construct two ships on the same turn. Minor benefit to Tax revenues, and significant increase in Population growth.
Relevant Stat: Int
Relevant Skills: Architect
Limit: 1


Special Case Landmarks

<Holy> Pavilion
Pre-Requisites: May be built only when the ruler possesses a Special Item.
Cost to Build Building: 2500
Seasons to Build: 4
Staff: 2
Special Function/Benefits: Greatly increases the prestige of the ruler and kingdom. Increases the chances of rare events occurring in the city. Special Items may be obtained through either Personal Turns random events, searches or quests. They will be adequately described then. Examples of Special Items would be the Bronze Bird. Great increase to Tax revenues, and minor bonuses to Population growth and Public Safety.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 1

Palace
Pre-Requisites: One other Landmark class building
Cost to Build Building: 10000
Seasons to Build: 8
Staff: 4-8
Special Function/Benefits: Increased protection against KT plots. Increases the city's City Defense maximum by 25. Reduces the chances and severity of riots against this city. Building is necessary for a kingdom which belongs to or hosts an Emperor. Greatly increases Taxes revenues, significantly improves Harvest revenues and Public Safety, and offers a moderate increase in Population growth.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer OR Architect
Limit: 1
Sun Liren (54) ~ 55*-57*-81*-108*-107* ~
Acumen, Architect(e), Articulate, Charming, Farmer, Invent, Propaganda(e), Rally(e), Riot(e)

"By GM fiat, you are not allowed to perform that action. Your character's Wisdom score is too high."
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Sir Ebrum
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Kingdom: Team Green

Re: The Rules

Postby Sir Ebrum » 07 Jan 2017, 12:51

[Chapter 5: Dueling]
This section covers combat between individuals rather than armies, which is covered in Chapter 8. These combats may come about through various circumstances, planned or spontaneous, but regardless they are collectively referred to as duels.


[5.1 Dueling Overview]
Duels can occur during plots, in the middle of battles, or by player agreement. Players can participate in either normal duels, which is the standard in plots and battles, or "friendly" duels, which are explained in greater detail, below.

With normal duels, a staff member, acting as the Duel Runner, will specify the conditions of the duel, such as number of rounds. Each participating player will then send the Duel Runner their tactics, which will be used to determine the results by the rules listed in the following sections.

Duels usually last either the full number of rounds specified by the Duel Runner, or until one of the participants is knocked out. At the end of the Duel, the Duel Runner will summarize the results, including any injuries and/or deaths.


[5.2 Mechanics of Dueling]
Getting Started
Each participant normally begins the duel with 100 Hit Points (HP), but there are rare occasions where you may start with more or less than 100 HP. If your HP is ever reduced to 0, you lose the duel.

Your total Action Points (AP) are equal to your War stat. War bonuses from equipped items and AP bonuses from duel-related skills are also added to this total. Duel tactics have different AP costs, which must be paid in order to use them during a duel. Selecting a tactic subtracts its cost from your AP total. Should a tactic end up costing more AP than your remaining amount, you may not use it.

Each duel tactic may be used but once per duel and you may only assign one tactic per round. Any round you don't assign a duel tactic defaults to a normal attack.

The number of rounds a duel lasts is specified before tactics are submitted. Though duels typically last around 5 to 10 rounds, some duels will continue until a winner is decided. Once the terms are set, each participant will send tactics to a designated duel runner.

Duels proceed until one of the following conditions are met:
--The number of preset rounds run out, ending the duel in a draw.
--A participant is reduced to 0 HP, thus losing the duel.
--A participant is captured or killed.
--A participant successfully retreats.

Basic Mechanics
During each round, each participant will have the opportunity to perform a Duel Tactic and/or a normal attack. These are resolved according to the order of Initiative.

Initiative determines who acts first in the duel. The participant with the highest Leadership stat has the Initiative. Should both duelists have equal Leadership, whomever has the highest Intelligence goes first. If things remain tied, Initiative will be determined randomly. In any case, Initiative lasts for the remainder of the duel.

As a note, all initiative bonuses are applied both to Leadership and Intelligence stats.

Each duel tactic includes an individual formula for determining its success. Always round to the nearest whole number, once all calculations are complete.

Normal attack are resolved by making attack rolls. Attack rolls have a 10% chance to miss and a 5% chance to critically hit (see Damage for more information). The remaining 85% of the time, an attack deals base damage.

Damage
Base Damage for an attack is 10. For every 5 points your War is higher than your opponent's, you inflict an extra +1 damage. Conversely, for every 10 points your War is lower than your opponent's, you inflict -1 less damage. Always round to the nearest whole number. Successful attacks will always inflict a minimum of 1 damage. Missed attacks inflict no damage at all.

Critical hits inflict 50% greater damage than normal and give you a chance to injure your opponent. Critical hits will always inflict a minimum of 2 damage.

Normal attacks and most duel tactics are subject to variable damage. This is a randomly determined range from 70% to 100% of your base damage. For example, if your base damage is normally 12, each of your attacks will end up doing between 8-12 damage.

Injury and Death
Being reduced to 0 HP does not equate to death, nor even injury. It simply means the duelist has been defeated. That said, injury and death are both distinct possibilities while dueling.

During a duel, injuries may result from critical hits or the successful use of certain duel tactics. In both cases, the chance to cause an injury is 50%. Should an injury roll be successful, your War stat decreases an amount equal to the damage done by that attack. For example, you're struck with a critical hit and the injury roll succeeds. The attack does 15 damage, also reducing your War by 15 points. The sole exception to this is One Blow, as a successful One Blow causes a fixed 50% injury.

War loss is cumulative and remains in effect for the duration of the duel. A decrease in War may alter base damage and the success rate of duel tactics dependant on the War stat. Particularly large injuries may also result in death.

For instance, whenever you are injured by 30% or more of your base War stat, and your HP is reduced to 0, there is a 25% chance of death.

Also, whenever you are injured by 40% or more of your base War stat, there is an immediate 25% chance of death. Should you manage to survive, each subsequent injury will require another roll.

At the end of a duel, your total War loss is converted to a regular injury %. War bonuses from items do not count toward this calculation. For example, your character has natural War of 87. During the duel, you've accumulated a total of 15 War in injuries. 15 War out of 87 War equals a 17% injury, once the duel ends. (15 / 87 = 0.172, rounded to 0.17, or 17%)

Injuries gained from dueling stack with any pre-existing injuries. See Chapter 3.2 for more details on injuries.

War lost through Intimidate and Disarm are not considered injuries and are immediately regained once the duel concludes.

Retreat and Capture
In your tactics submission, you may select one of the following fighting styles:

Cautious: Attempt to flee the duel when HP drops to 40 or below.
Brave: Attempt to flee the duel when HP drops to 20 or below.
Fearless: Never attempt to flee.

Not including a fighting style automatically defaults you to Brave. When retreating from a duel, your liklihood of escape is directly related to your remaining HP.

101+ HP = 100% chance of retreating.
91-100 HP = 90% chance of retreating.
71-90 HP = 80% chance of retreating.
36-70 HP = 70% chance of retreating.
15-35 HP = 60% chance of retreating.
Under 15 HP = 50% chance of retreating.

Any wounds you've accumulated will adversely affect your chances of escape. Your injury level is subtracted from your base chance to retreat. For example, if you have a 18 HP when you retreat, you'd normally have a 60% chance. However, you have a 15% injury. This lowers your chances to 45%.

If your escape roll is successful, you safely flee from the duel and avoid capture. Should the roll fail, you are immediately captured and are at the mercy of your opponent. Whenever a duel concludes its final round without either participant reduced to 0 HP, the duel ends in a draw and both participants automatically retreat.

Friendly Duels
A duel may be designated as friendly. Friendly duels are considered sparring matches, therefore, leaving no lasting impact on either participant. While the mechanics of a friendly duel remain exactly the same as a normal duel, all injuries resulting from a friendly duel are immediately cancelled upon its completion. Likewise, defeated duelists may not be captured, forced to submit, nor killed by the victor. A friendly duel remains so until its conclusion. In other words, no turning a friendly duel into a real duel, midway.

All duels run in the Public Dueling Thread are considered friendly, as are any duel run by a non-staffer. Only staff may run normal duels.


[5.3 Duel Tactics]
Duel Tactics consist of actions your character may take that can give him an advantage in a duel. Each Tactic has an AP cost that is subtracted from the amount of AP you receive at the start of the duel. Each tactic will list all the conditions it allows or disallows when using it.

Arrow
Cancels: One Blow, Double Strike.
Cancelled By: Feint.
Priority: Resolves first, before attacks.
Normal Attack: Yes.
Effect: Deals 5 points of fixed damage, with a 50% chance to injure.
Success: Opponent's War / 2 = % chance of missing.
Notes: Even if Arrow misses, it still cancels One Blow and Double Strike.
AP Cost: 20

Capture
Cancels: Nothing.
Cancelled By: Nothing.
Priority: Resolves at normal initiative.
Normal Attack: No.
Effect: Take your opponent prisoner, ending the duel.
Success: (Your War / 2) - (Opponent's War / 4) = % success. Automatically fails if your opponent's HP is above 30.
Notes: None.
AP Cost: 25

Counter
Cancels: Double Strike, Secret, Special.
Cancelled By: Nothing.
Priority: Resolves first, before attacks.
Normal Attack: Yes.
Effects: If Counter cancels an opponent's tactic, it deals your War/10 points of fixed damage and has a 50% chance to injure.
Success: Automatically succeeds against Double Strike, Secret and Special.
Notes: If your opponent is not using Double Strike, Secret or Special, Counter has no effect.
AP Cost: 25

Disarm
Cancels: Nothing.
Cancelled By: Nothing.
Priority: Resolves first, before attacks.
Normal Attack: Yes.
Effect: Your opponent's weapon and its bonus is negated, along with suffering a 10 War penalty, until the lost weapon is recovered. This War loss is not considered an injury.
Success: (Your War - Opponent's War) + 30 = % success. Opponents with Weaponmaster lowers this by 10%. Automatically fails if your opponent is already disarmed.
Notes: Disarmed Weapons are neither damaged, nor taken by the disarmer. At the end of a duel, disarmed weapons return to their respective owners.
AP Cost: 25

Dishearten
Cancels: Nothing.
Cancelled By: Nothing.
Priority: Resolves first, before attacks.
Normal Attack: Yes.
Effect: You gain the initiatve for the remainder of the duel.
Success: Your Charisma - (Opponent's Intelligence / 2) = % success.
Notes: None.
AP Cost: 20

Double Strike
Cancels: Nothing.
Cancelled By: Arrow, Counter.
Priority: Resolves at normal initiative.
Normal Attack: See Effect.
Effect: Make two normal attacks, this round, instead of one. Each successful attack has a 50% chance to injure.
Success: Make two attack rolls. Both rolls are considered separate attacks.
Notes: You do not get a normal attack if Double Strike is cancelled.
AP Cost: 50

Escape
Cancels: Nothing.
Cancelled By: Nothing.
Priority: Resolves at normal initiative.
Normal Attack: No.
Effect: Allows you to attempt a retreat from the duel, as per the retreat rules.
Success: Your Intelligence - (Opponent's Intelligence / 2) = % success.
Notes: If your Escape tactic or retreat attempt fails, you are not captured and the duel continues normally.
AP Cost: 20

Feint
Cancels: Arrow.
Cancelled By: Nothing.
Priority: Resolves first, before attacks.
Normal Attack: No.
Effect: Next round, any attack or tactic which inflicts damage gains a 50% chance to injure, or +25% to an already existing injury roll.
Success: (Intelligence + Charisma) / 4 = % success.
Notes: Even if Feint fails, it still cancels Arrow.
AP Cost: 30

Intimidate
Cancels: Nothing.
Cancelled By: Nothing.
Priority: Resolves first, before attacks.
Normal Attack: Yes.
Effect: Your opponent suffers -15 War for remainder of Duel.
Success: Charisma / 2 = % success.
Notes: May only be used in the first round of the duel. War lost due to Intimidate is not considered an injury and is regained at the end of the duel. Duelists reduced to 0 War automatically lose the duel.
AP Cost: 30

One Blow
Cancels: Nothing.
Cancelled By: Arrow.
Priority: Resolves at normal initiative, but will always resolve before Intimidate.
Normal Attack: See Notes.
Effects: Instantly reduces your opponent's HP to 0, with a 50% chance of injury. A successful injury roll inflcits a fixed 50% injury.
Success: (Your War - Opponent's War) + 20 = % chance, +10% if your opponent uses Intimidate.
Notes: May only be used in the first round of the duel. If One Blow fails, it becomes a normal attack with a 50% chance of injury. This is disallowed if One Blow is cancelled.
AP Cost: 30

Retire
Cancels: Nothing.
Cancelled By: Nothing.
Priority: Resolves first, before attacks.
Normal Attack: Yes.
Effect: Both duelists recover disarmed weapons and regain War/10 HP.
Success: Automatically succeeds if your opponent allows this tactic.
Notes: Retire is allowed by default. To disallow Retire, specify this condition when sending your tactics. If your opponent disallows this tactic, it automatically fails and there is no change in morale for losing the duel.
AP Cost: 10

Secret
Cancels: Secret.
Cancelled By: Counter, Secret.
Priority: Resolves at normal initiative.
Normal Attack: No.
Effect: Causes normal damage, but has a 100% chance to injure.
Success: Make an attack roll. Secret automatically succeeds if the attack does.
Notes: Requires Grand Master. Secret may only be used once per duel, even if you have the Duelist skill. You do not get a normal attack if Secret is cancelled. If both duelists use Secret in the same round, both are cancelled.
AP Cost: 30

Shout
Cancels: See Effect.
Cancelled By: Nothing.
Priority: Resolves first, before attacks. Also resolves before any other duel tactic.
Normal Attack: Yes.
Effect: If successful, Shout cancels your opponent's duel tactic and normal attack.
Success: (Inteligence + Charisma) / 4 = % success.
Notes: If Shout fails, it cancels nothing. If both duelists use Shout in the same round, whoever has the initiative resolves Shout first.
AP Cost: 25

Special
Cancels: Nothing.
Cancelled By: Counter.
Priority: Resolves at normal initiative.
Normal Attack: See Effect.
Effect: Automatically turns your normal attack into a critical hit.
Success: Make an attack roll. Special automatically succeeds if the attack roll does.
Notes: See the rules on critical hits for more information. You do not get a normal attack if Special is cancelled.
AP Cost: 40


[5.4 Tactics Submission]
Tactics are usually written for a specified number of rounds, normally either 5 or 10 rounds, or until there is a winner. As previously stated, you may chose one tactic per round, defaulting to a normal attack if you do not select a tactic. Please follow the format below when sending your Duel Tactics to the Duel Runner. Note that you need only list the skills which directly affect the duel. If this is a friendly duel, note this in your tactics as well.

The following must be included in your duel tactics:
Tactics Submission Template wrote:Name: NAME
Stats: 55-55-55-55-55
Items: 0-0-0-0-0
Skills: Duelist, Weaponmaster, Grand Master
Weapon: NAME (STAT +X, BONUS, ...)
Other Bonuses: BONUS, ... [optional]
Fighting Style: Cautious/Brave/Fearless
Retire: Allowed/Not Allowed

AP:

Tactics:
Round 1: TACTIC
Round 2: TACTIC
Round 3: TACTIC
And so on...

To explain the above in greater detail:
  • Name: Self-explanatory, your character's Name.
  • Stats: Your character's five stats, unaltered by items. They must be listed in this order: Leadership-War-Intelligence-Politics-Charisma.
  • Items: Total item bonuses to your character's stats. Do not total your base stats and item bonsues together, just list the total number of bonuses gotten from items. If you do not have any stat bonuses for a stat, list it as 0. Bonuses are listed in the same order as above.
  • Skills: Include all duel-based skills you possess. If none, leave this line blank. Dueling skills include Duelist, Weaponmaster and Grand Master.
  • Weapon: Include the name of your weapon and whatever stat bonuses and/or equipment bonuses the weapon provides.
  • Other Bonuses: List all equipment bonuses gained from items other than your weapon. You may ignore non-duel related bonuses and you don't need to list the entire item, just equipment bonuses. Each bonus must be separated by a comma. If you don't have any, leave this line blank. Do not add weapon abilities here, only duel abilities from non-weapon items.
  • Fighting Style: Select between Cautious, Brave or Fearless. These are covered in greater detail in the Retreat and Capture section.
  • Retire: Chose between Allowed or Not Allowed. These options are fully explained under the Retire Tactic.
  • AP: Your total AP amount. AP is your Base War + Total War bonuses + Dueling skill bonuses + Equipment Bonuses.
  • Tactics: List your round-by-round tactic selection, here. For example, you might choose Round 1: Intimidate, Round 2: Normal, Round 3: Special, etc.
If you wish to include any additional details for RP purposes (these will not mechanically affect the duel in any way), you may do so. Also keep in mind that you may not include conditional clauses in your tactics, such as "if my opponent uses Special, I use Counter".

Equipment Bonuses
Some equipment features modifiers that enhance or diminish a combatant's abilities in a duel. Weapon bonuses are listed only with the weapon, and all other bonuses are grouped in the 'Other Bonuses' field. List these bonuses exactly as they appear on equipment when received; invalid adjustments will be ignored in dueling.

Percentage-based bonuses alter the base percentage of a roll (e.g. Offensive Wound Chance +5% will increase the injury rate of Arrow to 55%, not 52.5%) and adjustments to injury percentages cannot create a chance of injury where none previously existed (e.g. Offensive Wound Chance +5% does not allow regular attacks to cause injuries).

The following submission is an example of what's expected when you send tactics.

Your character:
Character Statline wrote:Guan Yu (162) 99*-104*-83*-71-96* Aid, Ambush, Dash, Charge, Duelist (e), Jeer, Leader, Loyalty, Navy, Raid, Rally, Reversal, Scout, Valor, Weaponmaster
Items: Black Dragon (War +5, Offensive Wound Chance +5%), Tiger Helmet [headwear] (War +1, Cha +1, Enemy One Blow Success -5%), Red Hare (Lead +5, Dueling Escape Success +50%), Jade Dragon Pendant [jewel] (Cha +2, Int +1), Currents and Reef Charts (Lead +1, Int +1, +1 MP when in Battle, water only)

When submitting duel tactics:
Example Tactics Submission 1 wrote:Name: Guan Yu
Stats: 93-98-81-71-93
Items: 6-6-2-0-3
Skills: Duelist (e), Weaponmaster
Weapon: Black Dragon (War +5, Offensive Wound Chance +5%)
Other Bonuses: Dueling Escape Success +50%, Enemy One Blow Success -5%
Fighting Style: Fearless
Retire: Allowed

AP: 144

Tactics:
Round 1: One Blow
Round 2: Normal
Round 3: Special
Round 4: Shout
Round 5: Arrow
Round 6 and onwards: Normal



[5.5 Summary and Errata]
This post is intended for players who are familiar with the above rules. In addition to any errata that may be necessary, it provides a brief summary of the rules should you need a reminder without actually re-reading all of the above. Additionally, if a question is asked often enough or if a rule needs clarification, it will be listed here for ease of reference.

  • Initiative determines who acts first each round. The officer with the highest Leadership starts with Initiative. If that is a tie, then the highest Intelligence will be used. If that is a tie, it is determined randomly.
  • HP usually begins at 100, but may start higher or lower, depending on the circumstance.
  • Falling to 0 HP does not necessarily indicate death, nor even injury.
  • AP is equal to your War + War Items + Duel Skill bonuses, and is spent on Tactics.
  • Base Damage starts at 10, with +1 for every 5 War above your opponent's, or -1 for every 10 war below your opponent's.
  • Variable Damage is Base Damage * X, where X = a random number ranging from 0.7 to 1.0.
  • All decimal values are rounded to the nearest whole number, after all calculations are completed.
  • If disarmed, your weapon is automatically returned after the duel.
  • Without the Duelist skill, you may not pick the same tactic twice in the same duel.
  • Without the master skill, Grand Master, you may not use the Secret tactic.
  • All duels in the Public Dueling Thread are Friendly Duels.
Sun Liren (54) ~ 55*-57*-81*-108*-107* ~
Acumen, Architect(e), Articulate, Charming, Farmer, Invent, Propaganda(e), Rally(e), Riot(e)

"By GM fiat, you are not allowed to perform that action. Your character's Wisdom score is too high."
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Sir Ebrum
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Kingdom: Team Green

Re: The Rules

Postby Sir Ebrum » 08 Jan 2017, 00:17

[Chapter 8: Battle Rules]
This chapter covers the rules behind preparing for and fighting battles. Most players will only need a cursory knowledge of how battles work, though the more you know the more helpful you are to your kingdom. Please remember that a GM or the Game Rules Questions thread is always available for you to answer any questions you might have about battles. Battles are resolved during the Military Phase of the month, which occurs after the Civil Phase of each month.


[8.1 Pre-Battle]
Where other chapters are presented in prose, the Battles section can easily overwhelm a reader. As such, it will be presented differently:

1. During a Civil Phase, kingdoms will submit any relevant military orders, including deployment of new units, in a PM to the Forum Administration account.
2. After the Civil Phase has ended, the Game Masters will move the units in accordance with their submitted orders, and calculate the results of any conflicts.
3. Once all the battle actions have been resolved, the results will be posted in the Battle Thread. The Military Phase will end and the game will then shift towards the next Civil Phase.

Mobilizing Your Army
To mobilize your army, preparations must be made during the Civil Phase. Follow these steps:
1. Ensure that all participating officers are active and can command the number of troops assigned to them.
2. Ensure that the location where the army will deploy from is not under siege. A city may not deploy new units onto the field if there are any hostile units on or within the walls or gates. A town may not deploy new units if there is an enemy unit adjacent to the Headquarters tile.
3. Ensure that your new units will not exceed the maximum number of army units which may be on the field at once.
4. Send a PM listing the battle line-up to the “Forum Administration” account by Private Message (PM) prior to the end of the civil phase. An example of this can be found below.


[8.2 Battle Basics]

Morale
Morale is an army’s cohesion and self-belief – a willingness to fight. As such, Morale affects virtually every aspect of battles.

:arrow: Morale levels generally run from 0 to 10, although it may rarely be increased over 10 by things such as special items. An army will normally start with the same Morale as the city garrison upon being mobilized. Temples, Temple Complexes and Ancestral Temples grant bonus Starting Morale to units mobilizing from their cities. At the end of each turn, a unit's Morale may change, depending on various factors such as season, weather, and commander stats.


Spring = January, February, March
Summer = April, May, June
Autumn = July, August, September
Winter = October, November, December

Supplies
Every army needs to eat, so care must be taken to bring enough food for your army. Gold may also be brought as part of the army's supplies, for use in the various battle actions which require gold, such as constructing a Camp. Each unit carries its own supplies, though they may be re-supplied from other allied units or caches such as a city's Headquarters. Carrying excessively large stores of supplies may result in a deterioration of the unit's combat ability.

Food is consumed at a rate of 3 food per foot unit, 4 food per mounted unit, and 2 food for a transport unit. For instance, if you have 100 Heavy Infantry, then you will consume 300 food per turn. If you have 100 Cavalry, you will consume 400 per turn. The food cost can be reduced with the Logistics skill. If you do not have enough food remaining to feed your unit, the remainder will be consumed; and if you have not acquired more supplies by the next turn when food is needed, your unit's morale will drop. A unit at zero Morale will likely fall into a disorderly retreat as well as suffering from troop desertion.


Flow of Battle
Units will act once each turn in order of Initiative. Initiative is equal to an officer's Leadership stat plus any bonuses from skills, items and ranks. In the event that the Initiative values of two officers are the same, the one with the higher Intelligence stat moves first. If there is still a tie, a dice roll will be made each turn to determine who moves first. A unit which has the Strategics skill may choose to lower its initiative voluntarily to act at a later time that turn, but it must specify a specific number to temporarily set its initiative score to (it may not modify its Intelligence stat for tiebreaking).

When a unit is able to take its turn, it will be able to move and either use a Command or a Ploy. These can be done in any order- you may move and take an action, or you may act and then move. A unit may move freely through allied units, though it cannot stop in their tile, but may not move through enemy units.

At the end of each turn, all units will eat food from their Supplies. At the end of each month, all units on the field will regenerate (Int/2) TP, not going beyond their maximum TP.

Unit Limits
Initially, each unit can only have up to 100 units of troops. However, this maximum limit can be increased through military ranks, various skills and items. Please see the Skills chapter and the Ranks listing for more details. Note that damage dealt will not increase with armies of greater than size 100, any troops above that serve only as an extra cushion against being wiped out. So plan your army layout well in accordance with your needs- stacking large amounts into one army is not necessarily better or worse.

In addition to the number of troops which may be assigned to one commander's unit, the number of army units a kingdom may have on the field at once is limited. A kingdom with one city may have 10 army units on the field at a time, with each city past the first one adding 5 to that limit and each town adding 2. In addition, ruler ranks may provide additional authority to mobilize armies (see Chapter 6 for details on ranks). There is no limit to the number of Transport units which a kingdom may field at once. The maximum number of armies has no effect upon troops currently on the field if the kingdom's limit drops, it merely prevents more armies from being added until the limit will not be exceeded by doing so.

Starting Locations:
Each unit will enter the field on the Headquarters of their home base when their turn has arrived. From there, they can move and attack as they desire. On its first turn, the unit will not be considered to be present on the field until its initiative allows it to act- it will be a part of the city's garrison until then. The Headquarters tile itself may be occupied by an allied unit and still allow units to mobilize from the garrison, but it must be able to move into an unoccupied tile or else it will remain a part of the garrison and will have to attempt to re-mobilize on a later turn.

Retreating, Fleeing, and Burning
In order to retreat off the battlefield, you must move onto the Headquarters of a city, fort, or gate that you control. Your unit may then join with the garrison of that base, and any officers commanding the unit will be available for use in your Kingdom Turns or for new military deployment. Should your unit run out of morale, your unit will attempt to do this automatically, choosing to return to your starting base, or the nearest base available, should your starting base not be available.

In the face of overwhelming odds, you might decide to abandon your current base. You can do this by simply moving your units away, but when in close contact with the enemy already, a full evacuation of a city's resources may be more difficult.

Should you be a vengeful character, you can also attempt to burn your city to the ground and flee. This can be done by having your military units set fires in the city and/or by the governor's order (made in PM in the same way that unit actions are sent). The effect and likelihood of success are affected by which method is chosen. An evil act such as this will have a very negative effect upon the reputations of those who carry it out.


[8.3 Unit Types]
In battle, you may use a variety of units to compose your army. Infantry are cheap and flexible, able to fulfill almost any tactical necessity. Archers can attack from a distance, but are vulnerable to melee from Infantry and Cavalry units. Cavalry are powerful and fast, but expensive to put together. Transports are speedy wagons designed to transport troops, arms, food, and gold between locations. Additionally, there are different types of unit within each broad category for further flexibility. The table below has the statistics for these units.

UnitMelee AttackDefenseRanged AttackMP (Unit Size <= 50)MP (51 <= Unit Size <= 100)MP (101 <= Unit Size <= 150)(MP (151 <= Unit Size <= 200)(MP (Unit Size >= 200)
Transport1515N/A1212121212
Infantry3030N/A109875
Heavy Infantry3545N/A87654
Archers20203087654
Arbalests15155076543
Horse Archers352525141211108
Cavalry5030N/A12111097


Troops are not bound to their armament; so long as you have enough soldiers to use your armaments, you can assign them how you like before they go to battle. For example, if you have 200 soldiers, 150 Bows, and 150 Heavy Arms, you can make 100 of both type, 150 of one and 50 of the other, etc.

[Attachments]

Once the base of your army has been settled, you may choose to enhance further them with Attachments such as Siege Weapons. These Attachments can prove to be critical in sieges. Several rules apply regarding Attachments:
  • A unit may only equip one Attachment at any one time.
  • A unit can choose to spend a turn’s action to detach/pick-up/pass an Attachment on the battlefield. To equip an Attachment on the battlefield, the Attachment must be unattended. Unattended attachments will decay and be unusable if not picked up by another unit before the end of the month.
  • Mounted units may not equip any attachments.
  • Attachments have a chance to be destroyed by fire.
  • Mounted Units & Units equipped with Attachments can only move into Water squares by using Transport Ships.
  • The Siegecraft skill increases the effectiveness of all Siege Weapons.
Details of how to obtain the various Attachment types are available in the Kingdom Turns chapter.

A list of the available Attachments follows.

Catapult
Once equipped, the equipping unit suffers from -15 Melee Attack, -15 Defence, and loses any ability to make normal ranged attacks with arrows. Furthermore, they will lose 3MP. However, they will gain the ability to use a special type of ranged attack, with a range of 2-4 squares. If Catapults attack Gates and Walls, they will deal 25 damage and are also able to damage enemy units on Walls if they are in the same square. They may also attack troops alone, but with less power than normal ranged attacks. They are also the only unit which may ignore walls when choosing targets, being able to fire over or onto walls without penalty.

Siege Ladders
Once equipped, the equipping unit suffers from -15 Melee Attack, -15 Ranged Attack & -15 Defence. Furthermore, they will lose 3MP. Units with Siege Ladders may place the ladder on the ground in a square next to a wall as a free action during their turn. When a ladder is placed at a wall, a unit in the ladder's square may attempt to scale an empty city wall square at the cost of 4MP. A ladder placed at a wall also acts to bring the square with the ladder and the squares of adjacent walls into melee range, meaning a unit on the ladder square can attack a unit on the adjacant wall (at a penalty) and vice versa (climbing to make an attack does not require the MP needed when climbing into an empty square).

Siege Rams
Once equipped, the equipping unit suffers from -10 Melee Attack, -10 Ranged Attack & -10 Defence. Furthermore, they will lose 3MP. Units with Siege Rams do 25 damage when attacking Gates and Walls, potentially breaking them down.

Siege Tower
Once equipped, the equipping unit suffers from -5 Melee Attack & -5 Defence. Furthermore, they will lose 3MP. Siege Towers have three applications: 1) When rolled against a wall, the army using it may move onto an empty wall square at the cost of 2 MP; or 2) When adjacent to a wall, the army using it may attack an enemy unit on the adjacent wall; or 3) be used as a shooting platform for Archer-type units. Once a unit has moved onto a wall, the Siege Tower is automatically un-equipped and left at the walls. When used as a shooting platform by Archer-type units, the unit will not suffer any penalties from Ranged attacking an enemy unit on a wall.


[Naval Battles]:
Naval Battles are a general term for battles that are fought primarily on rivers, lakes or seas. The following points apply to naval battles:

  • The basic naval unit is Rafts. They may enter river tiles anywhere, but entering water will end their movement for the turn. Rafts suffer from poor stats in all areas. They may not enter ocean.
  • There are two general types of Ship: River Ships and Ocean Ships. Ships built for rivers may not enter ocean tiles nor vice versa. A unit in the ocean may move into a river, but it must use Rafts while it is in the river and must re-launch its ship normally if it wishes to move back into ocean afterward.
  • Units equipped with Ships must enter water via a Village adjacent to water if they wish to gain the benefits of the Ship. Entering water with a Ship requires 3MP, and the unit's remaining MP will be adjusted afterward to be the same percentage its remaining MP.
  • Units may exit the water anywhere, provided they have sufficient MP. The MP required to enter a tile from water is the normal MP value of that tile plus two (so moving onto grass would require 3MP while moving onto a forested hill would require 5MP).
  • Mounted units and units that have equipped Attachments must use Transport Ships to enter water; they may not equip any other Ship type.
  • Units without the Navy Skill are severely hampered, and will function with -20 to Melee Attack, Ranged Attack, and Defense. Units with Navy are able to avoid this penalty, and Navy(e) units gain an additional +5 to Melee & Ranged Attack when on water. Units with Navy also get significantly increased MP when using Ships (detailed in the table below).
  • If fighting at a shoreline with one unit on land and one on water, melee attacks made from land to water will be resolved as naval combat for both units, whereas attacks made from water to land will be resolved with naval stats for the unit on water and normal stats for the unit on land.

A list of the available Naval unit types follows.
UnitMelee AttackDefenseRanged Attack*MP (non-Navy)MP (Navy)
Rafts20202044
River Transport151515814
Arrowship (River-type)25354058
Skirmisher (River-type)454035710
Warship (River-type)55554548
Ocean Transport151515814
Cruiser (Ocean-type)555545610
*Only if the unit is equipped with bows or arbalests.


[8.4 Movement, Terrain, and Weather]
In order to move from one tile to the next, Movement Points must be expended. Each different type of unit has a set number of Movement Points, which may then be altered by various things such as skills, Siege Attachments or Movement Types (explained below). The Terrain section of the rules explain how many Movement Points must be spent in order to move to that terrain. For example, to move from a Mountain tile to a Grassland tile will cost 1 Movement Point. Conversely, moving from a Grassland tile to a Mountain tile will cost 8 Movement Points. An officer with the Mobility skill will be able to move in difficult terrain at lower MP cost.

If a unit moves into a tile in melee range of an enemy unit, then the acting unit’s movement will stop. The unit may perform an action (such as Attacks or Ploys), but cannot move further. This is called the zone of control. An army will always have zone of control over units that are not from the same kingdom even if it falls under a status such as rioting, unless the unit is from a kingdom with a peace treaty currently in effect. A unit may never move through an enemy unit, but allied units may be passed through as if the tile were unoccupied (although they may not stop and occupy the same tile as another unit and any attempted move which would force such an occurence will be stopped short before entering the ally's tile).

Below is a list of all the movement types. Movement other than Normal Movement costs Tactics Points (TP). The explanation of TP is listed under Ploys, as it is more closely related to that subject. For now, suffice it to say that if you do not have enough TP to perform a movement type, you will instead do a Normal Move.
Normal
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Restrictions: None
Description: This is the standard march, nothing unusual. You move according to the MP total listed in the table under 8.3 (modified by any other MP-related effects).

Dash
TP Cost: 15
Skill Requirement: Dash
Unit Requirement: Any non-naval unit
Restrictions: This ability must be activated at the start of a unit’s turn. This ability can only be used on land. Units carrying attachments may not use this action.
Description: By pushing the unit’s troops to the limit, the acting unit receives 25% more MP this turn, but is likely to leave a small number of its units behind in its haste, and may suffer from loss of Morale. After moving, the unit can take an action as usual, even using Commands such as Charge at normal TP cost. Units that are using Dash are more vulnerable to Ambushes.

Elude
TP Cost: 15
Skill Requirement: None
Unit Requirement: Any non-naval unit
Restrictions: This ability must be activated at the start of a unit’s turn. This ability can only be used on land.
Description: By adopting measures to minimize any noise or signs of human presence, the acting unit will attempt to sneak past enemy units. At the beginning of the turn, the unit will start off with 25% less MP. When moving with Elude, there is a chance that this acting unit will not fall under an enemy unit’s zone of control. (i.e., if this unit moves into a hex adjacent to an enemy unit, there is a chance that the unit’s turn will not end there. Compare to the Normal movement.). Larger units will find it more difficult to use Elude successfully. This is also the only way for a unit in Ambush status to move without revealing the unit's presence.

Probe
TP Cost: 15
Skill Requirement: None
Unit Requirement: Any non-naval unit
Restrictions: This ability must be activated at the start of a unit’s turn. This ability can only be used on land.
Description: At the beginning of the turn, the unit will start off with 25% less MP. By adopting strict measures on vigilance, the acting unit moves carefully, minimizing the damage that an enemy ambush or trap will be successful. Furthermore, there is a greatly increased chance that ambushes can be detected before they are launched, avoiding them altogether.


Terrain

Bridge
MP cost: 1
Restrictions: N/A
Bonuses: Units on Bridges count as being on land for the purpose of combat.
Penalties: Units on Bridges count as being on land for the purpose of combat.
Description: Wooden or stone bridges built across fords to ease movement. Bridges can be destroyed by the Destroy Bridge command, and can be constructed across fords using the Construct Bridge command.


Buildings
MP cost: 2
Restrictions: N/A
Bonuses: Units occupying this hex type receive slightly less damage from melee and ranged attacks.
Penalties: Units occupying this hex type are more vulnerable to fire.
Description: Buildings that represent residential or commercial areas. They can be pillaged for gold and some food through the Pillage attack.


Castle
MP cost: 1
Restrictions: N/A
Bonuses: Units occupying this hex take significantly reduced damage from melee and ranged attacks and deal slightly more damage with ranged attacks.
Penalties: N/A
Description: Represents the Headquarters of a city.

City
MP cost: 1
Restrictions: N/A
Bonuses: N/A
Penalties: N/A
Description: Developed land within the walls of a city.


Gates
MP cost: 1 (for allied units)
Restrictions: Gates are impassable for enemy units on the outside until they are destroyed/opened.
Bonuses: N/A
Penalties: N/A
Description: Gates of a City, Fort or Pass. Allied units can also occupy the gate itself, but the gate is considered opened in this situation - if the allied unit is destroyed or moves away while an enemy is adjacent to the gate, it will be open for the enemy. Enemy units may also open the gate by moving next to it from the inside with no defenders adjacent to the gate. Once opened, the gate may not be closed unless no enemy units are adjacent. The top of the gate may not be walked upon (unlike in previous versions). Gates have an HP value equivalent to the City Defense stat of the location; if a gate hex is damaged and falls to zero it will be open until it is repaired via either the Repair command or by raising City Defense in the KT.


Grassland
MP cost: 1
Restrictions: N/A
Bonuses: N/A
Penalties: N/A
Description: Clear, flat terrain.


Heavy Forest
MP cost: 3
Restrictions: N/A
Bonuses: Units occupying this hex will take moderately reduced damage from melee and ranged attacks.
Penalties: Units occupying this hex are significantly more vulnerable to Fire and will deal slightly less damage with melee and ranged attacks.
Description: Thick forests that are difficult to move through, but provide excellent places to hide.


Hills
MP cost: 2
Restrictions: N/A
Bonuses: Units occupying this hex will take moderately less damage from melee and ranged attacks, and gain a moderate amount of damage dealt when using melee or ranged attacks.
Penalties: N/A
Description: Hills.


Mountains
MP cost: 8
Restrictions: Impassable for Mounted units and any Units with Attachments.
Bonuses: Units occupying this hex take significantly reduced damage from melee and ranged attacks, and deal significantly increased damage with melee and ranged attacks.
Penalties: N/A
Description: Big, gory mountains.


Plank Road
MP cost: 3
Restrictions: Impassable for Mounted units and units carrying Attachments. Many special actions are restricted: Dash, Ambush, Arrowstorm, Blitz, Charge, Fusillade, Lure, Missile, and Volley are unavailable while on planks.
Bonuses: N/A
Penalties: Units occupying this hex receive more damage from melee and ranged attacks and deal less damage with melee and ranged attacks.
Description: Plank Roads are made by driving wooden planks into the side of a mountain, allowing units to move significantly faster than moving across the mountain. Plank Roads are extremely fragile.


Rapids
MP cost: N/A
Bonuses: N/A
Penalties: N/A
Description: Water too treacherous to navigate.


Road
MP cost: 1
Restrictions: N/A
Bonuses: N/A
Penalties: N/A
Description: The most ideal terrain for movement. A unit which starts its movement on Road gains an extra 3MP to use that turn, forfeiting any remaining extra MP if it leaves the Road (Bridge and City tiles are also considered to be Road for purposes of determining whether a unit is on Road).

Steppe
MP cost: 1
Restrictions: N/A
Bonuses: N/A
Penalties: N/A
Description: Clear, albeit arid terrain.


Swamp
MP cost: 3
Restrictions: Impassable for any Units with Attachments (not including Supply Units).
Bonuses: Units occupying this terrain will receive moderately less damage from melee attacks, and are less vulnerable to Fire.
Penalties: Units occupying this terrain will deal less damage with melee attacks. Units occupying this hex will suffer increased damage from Flood attacks.
Description: Muddy, Stinky and generally undesirable terrain, certainly not ideal for warfare.


Swamp (Poison)
MP cost: 3
Restrictions: Impassable for any Units with Attachments (not including Supply Units).
Bonuses: Units occupying this terrain will receive moderately less damage from melee attacks, and are less vulnerable to Fire.
Penalties: Units occupying this terrain will deal less damage with melee attacks. Units occupying this hex will suffer increased damage from Flood attacks, and will suffer casualties to the poison as long as they remain in the poisonous marsh.
Description: Muddy, Stinky and generally undesirable terrain, certainly not ideal for warfare.


Village
MP cost: 2
Restrictions: N/A
Bonuses: Units occupying this hex type receive slightly less damage from melee and ranged attacks.
Penalties: Units occupying this hex type are more vulnerable to fire.
Description: Light Buildings that represent smaller residential areas scattered across the land, with populations numbering in the hundreds or thousands. They can be pillaged for gold and some food through the Pillage attack. Villages which are adjacent to water can be used as launch points for Ships.


Wall (Stone)
MP cost: 1 (moving from connected wall to wall, or from the inside of a city), 4 (units scaling a wall from the outside)
Restrictions: Impassable for any Mounted units or units with Attachments.
Bonuses: Units occupying this hex will take 50% less damage from ranged attacks and deal slightly more damage with ranged attacks.
Penalties: N/A
Description: Walls of a City or Gate. Enemy units can use Siege Ladders to scale the outside of the walls at the cost of 4 MP. Walls have an HP value equivalent to twice the City Defense stat of the location. If a wall hex is damaged and falls to zero it will be open for the remainder of the battle. Note that a walls of a Gate such as Mianzhu do not have stairs on either side, so they will always cost 4MP to climb as both sides are 'outside'.


Wall (Wood)
MP cost: 1 (moving from connected wall to wall, or from the inside of a town), 4 (units scaling a wall from the outside)
Restrictions: Impassable for any Mounted units or units with Attachments.
Bonuses: Units occupying this hex will take 25% less damage from ranged attacks and deal slightly more damage with ranged attacks.
Penalties: N/A
Description: Walls of a Town or field construction. Enemy units can use Siege Ladders to scale the outside of the walls at the cost of 4 MP. Walls have an HP value equivalent to the City Defense stat of the location. If a wall hex is damaged and falls to zero it will be open for the remainder of the battle.


Water (Ocean)
MP cost: 1 (moving from other water, see Naval rules for moving into water)
Restrictions: See "Naval Battles" section.
Bonuses: N/A
Penalties: N/A
Description: It's really wet.


Water (River)
MP cost: 1 (moving from other water, see Naval rules for moving into water)
Restrictions: See "Naval Battles" section.
Bonuses: N/A
Penalties: N/A
Description: It's really wet.


Woods
MP cost: Terrain+1
Restrictions: N/A
Bonuses: Units occupying this hex will take slightly less damage from melee and ranged attacks, combined with any other terrain modifiers.
Penalties: Units occupying this hex are more vulnerable to Fire, and will deal slightly less damage with ranged attacks, combined with any other terrain modifiers.
Description: Light forests that are not easy to move through, but provide good places to hide. Woods may be found on several different types of terrain such as grass and hills, increasing the normal MP cost of that terrain by 1 and adding any modifiers for woods to that terrain's normal values.


Weather
Weather affects troops' movement and various other actions, and the likelihood of fires starting and spreading. Extreme weather may also increase the risk of Morale loss, while mild weather may increase the chances of Morale gain. The worse the conditions, the more pronounced the negative impact - heavy snow, for example, is very difficult to march through and the extreme cold will sap the soldiers' will to fight greatly. The possible weather conditions are as follows: Dry, Sunny, Cloudy, Foggy, Rainy, Thunderstorms, and Snow; with Rain, Thunderstorms, and Snow affecting troop mobility.



[8.5 Commands]
After moving, or foregoing movement, a unit may engage an enemy unit in combat. Actions that make direct use of your army's troops are called Commands. Unless otherwise noted, a unit using any Commands will end its turn immediately after the Command has been executed. One notable exception is that an attacking unit may move immediately into a city's Headquarters after destroying the garrison occupying it if their tactics allow for it; they do not need to wait for another turn to move again. Most Commands have a chance of failure built in, those which automatically succeed are specified in the description. Though there are several types of Commands, these are available to all units:

Melee Attack
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: Lead, War, Int, Cha
Restrictions: The acting unit must be adjacent to the target unit. The acting unit or the target unit cannot be on a wall unless the other is on the inside of the wall, or also on the same wall or siege tower/ladder. (This is hereafter referred to as 'melee range'.)
Description: The acting unit engages the target unit in a hand-to-hand combat. The standard melee attack, the acting unit will also lose some units from the target unit’s counter-attack. This command can also be used to attack walls and gates, dealing (Unit Size)/10 to the wall or gate's strength. Can be used on ships on water. Unlike most other actions, Normal and Ranged Attacks have no chance of failure. This is the only melee command available when one unit is on a wall and its opponent is not.

Ranged Attack
TP Cost: 0
Skill Requirement: None
Unit Requirement: Archer-type units (Archer, Arbalest, Horse Archer, any naval units equipped with bows/arbalests)
Relevant Stats: Lead, War, Int, Cha
Restrictions: The target unit must be within the acting unit’s ranged attack range. The target unit cannot be on the other side of a wall unless there is a line of sight to it either through an open gate or from the top of a wall. Ranged attacks may not be made on a unit in an adjacent tile unless the acting unit is atop a wall and the target is below.
Description: The acting unit fires missiles at the target unit causing damage. Unless the target is also an Archer-type unit with the Counter ability, it will not get a counter-attack. Can be used on ships on water. Unlike all other attacks, Normal and Ranged Attacks have no chance of failure.

Destroy Camp
TP Cost: 20
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Description: The unit destroys a constructed Camp.

Douse
TP Cost: 5
Skill Requirement: None
Unit Requirement: None
Relevant Stats: Int
Restrictions: Acting unit must be on the target hex or an adjacent hex.
Description: This command will put out the fire in the acting unit’s hex, or a hex adjacent to the acting unit. Can be used on ships on water.

Duel
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit.
Description: The acting unit’s commander challenges the target unit’s commander to single combat! If the target unit refuses to duel, then the target unit’s army may lose morale and/or have troops desert, and the challenger may gain morale. If a commander is killed or captured in a duel, some of his troops will be scattered, some may join with nearby allies, while the rest of army will fall into disarray and be forced to retreat, leaderless, as best it can towards a nearby base.

Equip Attachment
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The unit must be in the same hex as the Attachment. The Attachment must not be equipped to another unit. There is no chance of failing this action.
Description: This unit equips the Attachment.

Flank
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be adjacent to the target unit, with another allied unit also adjacent to the target.
Description: A standard melee attack made at +5 Attack strength.

Un-equip Attachment
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Unit must have an Attachment equipped to perform this Command.
Description: This unit un-equips the Attachment that it is currently holding. The attached equipment is abandoned at the unit's current hex. There is no chance of failing this action.

Pass Attachment
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Acting unit must have an Attachment equipped. Attachments cannot be passed to a unit on a wall by a unit outside the wall, or to any other location such as mountains which the unit could not normally move if it were holding the attachment. There is no chance of failing this action.
Description: Transfers control of an Attachment to another unit.

Pillage
TP Cost: 10
Skill Requirement: N/A
Unit Requirement: N/A
Relevant Stats: War
Restrictions: The acting unit must be on a Building or Village tile.
Description: The acting unit pillages and loots the tile, obtaining some gold and food. There may be negative consequences to behaving in such a manner...

Remove Chains
TP Cost: 15
Skill Requirement: None
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: Both the acting unit and target unit(s) must be under the Chained status effect.
Description: Removes the ‘Chained’ status effect from the acting unit. If the target unit was the only unit chained to the acting unit, then the target unit also loses the Chained status effect.

Siegeworks
TP Cost: 20 (10 with Siegecraft)
Skill Requirement: None
Unit Requirement: None
Relevant Stats: Int
Restrictions: The acting unit must be on a wall hex and adjacent to the target unit. The target unit cannot also be on a wall or gate hex.
Description: Using nasties and missiles of any kind, the acting unit attacks any enemy units trying to assault their walls, dealing up to 15% damage (20% with Siegecraft). There is no chance of failing this action.


The following Commands are not available to every unit. In addition to costing TP, each Command has other requirements that must be met to use. Arbalests are considered to be Archer units for requirement purposes, while Horse Archers are both Archer and Cavalry type.

Ambush
TP Cost: 20
Skill Requirement: None
Unit Requirement: Unit size must be below or equal to 50. If the acting unit has the Ambush skill, the unit size restriction is increased to 100, and 150 with Ambush(e).
Relevant Stats: Lead, Int
Restrictions: An enemy unit must not be adjacent to the acting unit when it goes into Ambush. Naval units may not lay ambushes. Any actions taken by a unit in Ambush other than attempted Elude Movement will break its Ambush status.
Description: The acting unit will attempt to go into “Ambush” in the hex in it initiates its action – meaning that it will “disappear” from the sight of enemy units. If an enemy unit and the acting unit (in Ambush mode) become adjacent to each other via one's movement in a position which a melee attack is possible, then the Ambush attack will be triggered – potentially leading to heavy damage to the enemy unit with little counter-attack against the ambushing unit, and also ending the target's movement and turn (if applicable). Once the Ambush has either succeeded or been detected, the acting unit is revealed to everyone. There is also a greater chance of an ad-hoc duel with the enemy commander during an ambush. The Riot and/or Slow status effects may be inflicted on the target.

Once a unit goes into Ambush mode, it cannot move from that spot or take any other action without revealing itself, except attemped Elude Movement. Furthermore, enemy units may be able to detect an ambush through the use of the Probe Movement. An enemy unit also has a chance of detecting ambushes through normal movement, having a chance of detecting ambushing units that are within two tiles of it. An ambush is also revealed if the hex containing the ambushing unit is set on fire or other such indirect damage is caused.

Note: Units may also be deployed from their home city in Ambush mode if properly noted to the Administrators when submitting the battle post. This will mean the usual notifications of new units taking the field in the Headquarters will not be posted, as they are moving out of the city silently. There is no mechanical advantage to this method other than the possibility to place the unit on the field without notification to others- the unit must still succeed in all the same rolls as it would going into ambush at a later time and will still be announced as usual if it fails.

Arrowstorm
TP Cost: 40
Skill Requirement: Arrowstorm
Unit Requirement: Archer-type units.
Relevant Stats: N/A
Restrictions: The target unit must be within the acting unit’s normal ranged attack range.
Description: A more powerful ranged attack that may inflict the Dispirited status effect. Can be used on ships. If the Arrowstorm fails, a normal ranged attack will be made instead.

Assault
TP Cost: 20
Skill Requirement: Strategics
Unit Requirement: Infantry-type
Relevant Stats:
Description: A strategically-planned attack designed to push an enemy in the open ahead as your army follows into the space they previously occupied. If the Assault fails, a normal attack will still ensue.

Blitz
TP Cost: 40
Skill Requirement: Blitz
Unit Requirement: Cavalry-type only
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit(s). The acting unit or the target unit cannot be on a wall if the other is not. Not available in naval combat.
Description: The acting unit attacks every adjacent unit at slightly reduced Attack strength. There is also a greater chance of an ad-hoc duel with the enemy commander(s). Blitz will also hit any allied units in melee range unless the attacker has Blitz (e). If Blitz fails, a normal melee attack will be made instead.

Chain
TP Cost: 35
Skill Requirement: Wile
Relevant Stats: Int, Cha
Restrictions: Targeted naval units must be adjacent to each other.
Description: The targeted naval units are chained together, bestowing the Chained status effect on all units. Allied units will be chained automatically, whereas enemy units may resist.

Change Formation
TP Cost: 5
Skill requirement: Formation
Unit Requirement: None
Relevant Stats: N/A
Restrictions: None
Description: Changes the unit's formation. Please see the Formation skill in the Skills chapter for more details. There is no chance of failing this action.

Charge
TP Cost: 30
Skill Requirement: Charge
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit. The acting unit or the target unit cannot be on a wall if the other is not. Not available in naval combat.
Description: A more powerful melee attack, made at +10 Attack, but incurring a -10 Defense (-5 with Charge(e)) penalty. There is also a greater chance of an ad-hoc duel with the enemy commander. If Charge fails, a normal melee attack will be made instead.

Construct Barricade
TP Cost: 20
Gold Cost: 100 (50 with Architect)
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Barricades cannot be placed on water or mountain tiles, or on any tile which already contains a building, village, heavy forest, or wall. Barricades must be located no less than four tiles away from city walls or the citizens may complain...
Description: The unit constructs a barricade of wooden walls which blocks all movement into the tile. Once constructed, the barricade can only be removed by destroying it. A barricade is constructed with 50HP and damage to it cannot be repaired.

Construct Bridge
TP Cost: 30
Gold Cost: 100 (50 with Architect)
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The Acting unit must be adjacent to a water hex. The Acting unit must be located on a land hex, or on a Bridge hex.
Description: The Acting unit will construct a bridge section on an adjacent water hex. There is no chance of failing this action.

Construct Camp
TP Cost: 25
Gold Cost: 200
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions:
Description: The acting unit constructs a Camp in its own or an adjacent tile. The Camp will provide a greater Fortified bonus to the unit occupying it. There is no chance of failing this action.

Construct Road
TP Cost: 15
Gold Cost: 200
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The Acting unit must be on or adjacent to the tiles it wishes to construct road upon. The tiles must be Grassland or Steppe without any obstacles such as forest or wall.
Description: The Acting unit will turn up to three tiles of clear terrain into Road. There is no chance of failing this action.

Destroy Bridge
TP Cost: 20
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: Acting unit must be adjacent to the target bridge hex. Bridge hex must be unoccupied.
Description: If successful, this action will destroy the target bridge hex.

Fire Ambush
TP Cost: 35
Skill Requirement: Arson
Unit Requirement: Same as Ambush
Relevant Stats: Lead, Int
Restrictions: Same as Ambush
Description: Performs the same action as Ambush, but has an additional chance of setting the target unit’s hex on fire, dealing greater damage. (See Fire Attack for more details regarding fires.)

Fire Attack
TP Cost: 20
Skill Requirement: Arson
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: Target hex must be adjacent to the acting unit.
Description: Targeting an adjacent hex, the acting unit attempts to set it aflame. Hexes which are set alight cause damage to any units standing in the hex. Flames can spread dependent on the weather. If a unit is set aflame for whatever reason, there is a chance that an attachment or some supplies being carried will be destroyed. (Refer to the Ram attack for more information on what occurs when ships are sunk while the unit is on a water hex)

Fire Raid
TP Cost: 45
Skill Requirement: Arson, Raid
Unit Requirement: None
Relevant Stats: Lead, War, Cha
Restrictions: Same as Raid
Description: Same as Raid, but with a chance of setting the target unit’s hex on fire. (See Fire Attack for more details regarding fires.)

Flood
TP Cost: 40
Skill Requirement: Terrain
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The Acting unit must be adjacent to a water hex.
Description: Using the forces of nature (leveraged with a little human help), this action attempts to unleash a flood on a chosen hex within three hexes of the acting unit which is also on or adjacent to the same body of water. All hexes adjacent to the targetted hex will also be hit by the flood, possibly causing great damage to any armies or fortifications in the area.

Fusillade
TP Cost: 30
Skill Requirement: Fusillade
Unit Requirement: Archer-type
Relevant Stats: N/A
Restrictions: Units may not gain more MP from Fusillade than they normally would have. The ranged attack must be made on a visible enemy unit, it cannot be targeted at nothing.
Description: A normal ranged attack, but the acting unit is granted up to 2 MP (4 MP with Fusillade(e)) afterward with which it may immediately move. If Fusillade fails, a normal ranged attack will be made but no movement may be made.

Inspire
TP Cost: 25
Skill Requirement: Inspire
Unit Requirement: None
Relevant Stats: N/A
Description: The acting unit is effected by the Inspire status, receiving +5 Defense while the effect lasts. Activating Inspire does not count against the unit's actions for the turn (it may still move and take any other desired actions).

Harass:
TP Cost: 20
Skill Requirement: Strategics
Unit Requirement: Infantry-type
Relevant Stats: N/A
Restrictions: The target unit must be in melee attack range.
Description: The acting unit will attack in smaller, unpredictable bursts which cause the enemy to expend extra effort in repelling the attacks, reducing the target unit's TP. If the action fails, a normal attack will still ensue.

Lure
TP Cost: 40
Skill Requirement: Wile
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The acting unit must be in melee range. A unit on a Headquarters or Supply Depot/Main Camp may not be targetted.
Description: The acting unit attacks the enemy with a probing action which causes less damage than a normal attack, egging on the enemy to pursue it. If the lure succeeds, the acting unit may move immediately using any remaining MP, with the enemy unit following its path (as far as its MP permits). If Lure fails, a normal melee attack will be made instead with no movement.

Missile
TP Cost: 30
Skill Requirement: Missile
Unit Requirement: Archers (not Horse Archers)
Relevant Stats: N/A
Restrictions: The target unit must be within the acting unit’s ranged attack range
Description: A more powerful ranged attack that potentially sets the target hex on fire. (See Fire Attack for more details regarding fires.) Can be used on ships. If Missile fails, a normal ranged attack will be made instead.

Raid
TP Cost: 35
Skill Requirement: Raid
Unit Requirement: None
Relevant Stats: Lead, War, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 4 hexes and does not go through mountains, closed gates, or walls (if the acting army owns the walls of the fortification they may path as if there is no wall). The acting unit cannot be on a wall. When targetting a unit on a city wall there must be a path to it from the inside of the city; they are considered behind the wall to raiders outside the city walls.
Description: The acting unit’s commander daringly leads an elite group of soldiers to attack the target unit’s camp in an attempt to cause mass disarray and confusion. Besides inflicting some damage, there is the potential of many different things, such as inflicting the Riot status effect on the target unit, injuring the enemy commander, engaging in an ad-hoc duel, or stealing supplies. The Valor, Stealth, and Loyalty skills will increase the odds of success.

Rake
TP Cost: 20
Skill Requirement: Strategics
Unit Requirement: Infantry-type
Relevant Stats:
Restrictions:
Description: A tactical attack with which you may force an enemy to abandon its position and slide into an adjacent tile instead. A normal melee attack will be made whether or not the movement is forced.

Ram
TP Cost: 25
Skill Requirement: Navy
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The acting unit must be adjacent to the target unit. Both units must be on water hexes.
Description: Aiming to take out the enemy’s ships, the acting unit attempts to ram the target unit. If successful, it will deal extra damage and can potentially push back the enemy unit (if the space behind the target unit is empty, and is a water hex) or even sink the ship. Sinking the ship only destroys any special ships such as Arrowships, Skirmishers and Warships- the target unit will revert back to using Rafts if the ship is sunk.

Repair
TP Cost: 30
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Acting unit must be adjacent to the Gate/Wall hex being targeted.
Description: At the cost of 100 Gold, this unit will repair 20 HP's worth of damage to the Gate or Wall hex being targeted. There is no chance of failing this action.

Rockslide
TP Cost: 40
Skill Requirement: Terrain
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The Acting unit must be located on a mountain or hill hex, with any target units lying on an adjacent hex with lower elevation. May not be used against units on walls, although the wall itself may be damaged.
Description: Using the forces of nature (leveraged with a little human help), this action attempts to greatly damage all adjacent units (lying on a lower elevation), with an additional chance of inflicting the Slowed status effect.

Rush
TP Cost: 30
Skill Requirement: Vehemence
Unit Requirement: Infantry-type
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit. The acting unit or the target unit cannot be on a wall if the other is not. Not available in naval combat.
Description: The acting unit suddenly rushes forward aggressively, striking broadly and savagely at its enemies. The results of such an attack are less predictable than a normal attack, and there is a greater chance of inflicting injury upon the enemy commander.

Simultaneous Attack
TP Cost: 25
Skill Requirement: Aid
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit when initiating this attack. May not be used via ladders.
Description: With another allied unit also in melee range of the target unit, the acting unit launches a simultaneous attack on the target unit, dealing greater damage through synergy. Furthermore, there is also an increased chance of capture of enemy commanders defeated in battle. There is also a chance that the target will be inflicted with the Riot status effect. Note: Once a unit participates in a Simultaneous Attack, they have also used up their turn. Obviously, units that have already used their turn for the round cannot participate in the Simultaneous Attack. There is no chance of failing this action.

Trample
TP Cost: 40
Skill Requirement: Trample
Unit Requirement: Mounted-type
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of target unit. The target unit cannot be on a wall. Not available in naval combat.
Description: An extremely powerful melee attack, overwhelming in its sight. The attack is made with +15 Attack Power (+20 with Trample(e)), although Defense is reduced by -15. There is also chance of inflicting the Dispirited status effect on the target. If Trample fails, a normal melee attack will be made instead.

Tunnel
TP Cost: 35
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The acting unit must be within 3 hexes of the wall or gate being targetted.
Description: The acting unit attempts to undermine a wall, barricade, outpost, or gate with tunnels, potentially causing significant damage to the fortification in that hex.

Volley
TP Cost: 40
Skill Requirement: Volley
Unit Requirement: Archer-type
Relevant Stats: N/A
Restrictions: The target hex must be within the acting unit’s ranged attack range.
Description: The acting unit attacks the target hex and all adjacent hexes for 80% of the normal damage. Can be used on ships. If Volley fails, a normal ranged attack on one unit will be made instead (if a target was in normal ranged attack range).



[8.6 Ploys and Advisors]
Aside from attacks that directly damage the enemy, there are also ploys. Ploys are actions that might not directly damage the enemy, but will certainly contribute to a war. Ploys cost Tactical Points (TP) to use, and can be used by any officer taking part in the battle who has the appropriate skills. Unless otherwise noted in the ploy description, using a ploy takes up the unit's action for the turn. All Ploys have a chance of failure, but if a unit uses a Ploy on an enemy and the ploy fails, the acting unit has the option to also perform a normal melee or ranged attack on the same unit (if applicable). (Only if it fails, the unit is already in the appropriate attack range, and this option is specified in the tactics. Advisors cannot opt to use a normal melee or ranged attack if their ploy fails. Only unit commanders can use that option.)

An Advisor is a special position within an army that influences the battle in subtle ways. Advisors can only use Ploys in battle. When putting your army together, if the Commandant of your city is taking the field, you may nominate an officer to join that unit as its Advisor. Advisors with the Tactician skill may share the use of some of their skills with the Commandant, and serve as the organizer of a Campaign. Advisors are able to take their own action in battle, taking their turn on their own calculated initiative.

All Ploys have a cost associated with them, this is the cost in Tactics Points. For each unit TP is equal to its Commander's (Lead+War+Int)*(0.5). Tactical Points are used to execute special manuevers and ploys, which are the heart of advanced strategies and battles. Each unit will regain TP at the end of each season.


Ploys
Aid
TP Cost: 20
Skill Requirement: Aid
Relevant Stats: Int
Restrictions: The acting unit must have a path to the target which is no longer than 2 tiles and does not go through mountains, closed gates, or walls. Aid can only be used on allied units and can only be used to remove negative status effects.
Description: If successful, the targeted unit will immediately receive an additional status shake-off amount based upon the acting unit's stats.

Dispirit
TP Cost: 30
Skill Requirement: Wile
Relevant Stats: Int, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls.
Description: Attempts to inflict the Dispirited status effect.

Divination
TP Cost: 20
Skill Requirement: Mystic
Relevant Stats: Int
Restrictions: This ploy can only be used to predict the weather of future turns, not the one currently in progress.
Description: Using arcane mystic rituals, the officer attempts to divine some of the weather patterns for the region. This does not consume the unit's action for the turn, but it does consume TP. Note that the given weather information is only correct as of the start of the turn. It may still change due to factors such as a unit using the Weather Ploy. Specify that you wish to use this ploy in your tactics and by the next Civil Phase results will be returned to you for the next month and any successfully rolled future turns.

False Letter
TP Cost: 35
Skill Requirement: Rumour, Wile
Relevant Stats: Int, Pol
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls. The commander-in-chief can not be targeted, nor any unit defending its own city in a siege battle.
Description: Sends false orders to the target unit. If successful, then the target unit will retreat towards its home base until the status ends.

Haste
TP Cost: 35
Skill Requirement: Mystic
Relevant Stats: Int, Cha
Restrictions: Can only be used on the acting unit.
Description: Using arcane mystic rituals, the officer is able to enhance their own unit’s movements, granting 50% more MP while the effect lasts.

Illusion
TP Cost: 40
Skill Requirement: Mystic
Relevant Stats: Int, Cha
Restrictions: Target must be the acting unit or adjacent to it.
Description: Using arcane mystic rituals, the officer creates phantom soldiers, providing a +10 Defense boost while the status effect lasts.

Open Gates
TP Cost: 75
Gold Cost: 500
Relevant Stats: Int, Cha
Requirement: The kingdom has successfully used the “Recruit Agents” KT ploy in the last year. The unit attempting this must have the Tactician skill and be within four tiles of the city gates.
Description: There is a chance that the agents that you have recruited will be able to seize the nearby gate by subterfuge, leaving it open for your army. This ploy can only be used once for each instance of the "Recruit Agents" KT Ploy being successfully performed.

Riot
TP Cost: 40
Skill Requirement: Riot
Relevant Stats: Int, Pol, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls.
Description: Attempts to inflict the Riot status effect upon the target.

Slow
TP Cost: 15
Skill Requirement: None
Relevant Stats: Int
Restrictions: The acting unit must have a path to the target which is no longer than 4 tiles and does not go through mountains, closed gates, or walls.
Description: Attempts to inflict the Slow status upon the target unit.

Taunt
TP Cost: 35
Skill Requirement: Vehemence
Relevant Stats: War, Int, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls, nor can a unit on a wall be targeted from outside the walls. A unit on a Headquarters may not ever be targetted.
Description: The acting officer taunts the enemy in an attempt to inflict the Furious status effect upon it.

Treat Wounded
TP Cost: 35
Skill Requirement: Medic
Relevant Stats: Int, Cha
Restrictions: The Acting unit must be adjacent the target allied unit, or the Acting unit must be targeting itself.
Description: Treating the wounded, the unit is able to restore some of its casualties to fighting condition. If the commander of the unit being treated has been wounded, some of the injury will be healed as well.

Trick
TP Cost: 40
Skill Requirement: Wile
Relevant Stats: Int, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls. The target unit must be adjacent to another enemy unit.
Description: Using guileful tricks, the officer sows discord among the two enemy units, attempting to cause them to attack each other.

Weather
TP Cost: 50
Skill Requirement: Mystic
Relevant Stats: Int, Cha
Restrictions: N/A
Description: Using the most arcane mystic rituals, the officer will attempt to change the weather patterns in the region, causing an unnatural shift in weather starting the following turn. Such attempts may only be partly successful if attempting more drastic shifts in the weather.



[8.7 Campaigns and Formations]
Campaigns and Formations are aspects of combat that change certain statistics which are usually more static, granting certain bonuses at the expense of suffering certain penalties. Formations can only be used by an officer with the Formation skill, affecting its own unit only. Campaigns are a broader-based method of customizing an entire city's mobilization.

Campaigns
To use a Campaign, an officer with the Tactician skill must be present in the city or town and mobilize with an army, either as an advisor as as a unit commander. For the entire season, starting with the turn the Tactician mobilizes, all army units mobilizing from this location must use the campaign selected at the time. A new campaign for the location's armies may not be chosen until a full season has elapsed since the Tactician mobilized, even if another officer with Tactician sets forth (with the exception that mobilizing with a Standard campaign does not restrict further use of campaigns). The Campaign type must be set in the unit's initial tactics and may not be altered for the duration of the unit's time on the field.

Standard Campaign: This is the default Campaign. It offers no bonuses or penalties. If the tactics neglects to mention a Campaign Type, it is assumed that they are using a Standard Campaign.

Aggressive Campaign: This Campaign emphasizes decisive attacks. The army gains Attack Power, but loses Defense and is more easily affected by enemy ploys.

Defensive Campaign: This Campaign is very cautious. The unit has an improved chance of evading enemy ploys, but loses Attack Power.

Endurance Campaign: This campaign focuses on keeping up the stamina of the army for the long haul. Food consumption increases by 10% and MP decreases by 2, but TP regeneration will increase by 10 and morale will be more likely to remain constant or increase.

Starvation Campaign: This campaign minimizes the use of food by the army, consuming 10% less food but increasing the likeliness of morale loss and failure to perform Commands.

Stealth Campaign: This campaign increases the stealthiness of the army, increasing the success of using Elude Movement, Ambush and Raid, but reducing the unit's MP by 1.

Strategic Campaign: This campaign focuses on use of ploys and trickery rather than outright combat, giving a bonus to success of Ploys but reducing the success rate of Commands and slightly decreasing Attack.


The exact numbers of the various bonuses and penalties involved in a Campaign are known only to Game Masters and Administrators.

Formations
Formations are special effects that units can adopt during battle to boost certain aspects of their unit, often at the expense of another. In a way, they are similar to Campaigns, except that they apply only to the single, specific unit. For example, a formation might boost a unit’s attack at the expense of its defence. The Change Formation Command can be used in battle in to change the Formation of your unit. Your unit’s formation will last until the end of the battle, or until you change it during battle using the Change Formation Command.

Formation cannot be used by units carrying Attachments of any kind. If a unit that is not carrying any Attachments and is using a non-standard Formation suddenly equips an Attachment (either from picking it up on the field of battle or through the Build Field Ladder/Ram Commands), the unit's Formation is immediately changed back to the default (i.e., normal or non-special). A unit may start battle in a particular formation if specified in their tactics, if they possess the Formation skill.

The different Formations are:

Anvil (+5 ATK and -5 DEF)
Arrow (-5 ATK, -5 DEF, and +5 Ranged Attack)
Block (-5 ATK and +5 DEF, and -5 Ranged Attack)
Column (-5 ATK, -5 DEF, -5 Ranged Attack, and +3 MP)


[8.8 Status Effects]
A Status Effect is a variable that may cause your unit to fight more or less effectively. Status Effects are not natural, and must be caused in some manner. Links can be found in various skill, ploy, and attack descriptions that lead to this section. Here you will find what those effects mean.

Status effects are applied on a numerical scale, or Effect Rating. Any Effect Rating of below 50 has no effect and is not kept track of- the rating must reach 50 or greater for the unit to be affected by it. Many status effects acquire an additional effect if the Effect Rating is at least 100, however this is of course harder to achieve and will endure for less time. A status effect's Effect Rating will be lowered by an amount dependent on the unit's stats at the end of the affected unit's turn, and any time the Aid action is used on the unit. Once a particular status effect has been placed upon a unit, the Effect Rating cannot be added to until the status effect wears off by dropping below 50. However, they can be under the effect of multiple status effects.

Chained
Possible Sources: Chain (Command)
Description: By chaining together allied ships, the units on those ships are able to fight as if they are on land, with the various special attacks of Infantry and Cavalry not normally available in naval combat now able to be used. Furthermore, allied generals who are chained together will only suffer partially from the penalties of not having Navy (Skill). However, the cost is that the chained ships must move as one unit (getting only one movement for the turn, at the lowest initiative of the group), and has a higher susceptibility to fires. This status effect can be removed by the Remove Chains (Command). If a unit is chained to an enemy unit, the both of them still enjoy the above benefits, but cannot move from their current position until this status has been dispelled. Unlike other status effects, this effect does not wear off naturally but must be removed with the Remove Chains command or by exiting the water.

Dispirited
Possible Sources: Dispirit (Ploy)
Description: The fighting spirit of this unit has been drained, blunting its ability to fight. The unit will act at significantly lowered Initiative, and if the Effect Rating is over 100 its Attack values will be lowered as well.

Fortified
Possible Sources: Military Engineer, Camp
Description: This unit has fortified its position against attacks. It is significantly less likely to be forced from its position by the enemy's maneuvers. It also will receive a +5 bonus to Defense while defending against attack (+10 if in a Camp).

Illusion
Possible Sources: Illusion (Ploy)
Description: Protected by a illusion conjured by a mystic’s rituals, the unit enjoys increased Defense.

Retreat!
Possible Sources: False Letter
Description: The unit has been led to believe that it has been ordered to retreat. The unit will ignore any orders and continue to head towards its home base, finally retreating into its home base unless the status is dispelled. An allied unit can use Aid (ploy) to remove the status effect.

Riot
Possible Sources: Riot (Ploy)
Description: The affected unit is in chaos and cannot use any Commands. If the Effect Rating is over 100, some troops will desert as well.

Slow
Possible Sources: Slow (Ploy)
Description: The affected unit's MP value is significantly reduced. If the Effect Rating is over 100, the unit will lose all MP entirely.

Furious
Possible Sources: Taunt (Ploy)
Description: While under the Furious effect, the unit will suffer from a small Defense penalty and will use its turn to move towards the nearest enemy and attack it in normal melee. If the Effect Rating is over 100, the unit will have a chance of accepting any duel challenges while Taunted regardless of its orders.



[8.9 Appendix]

Battle Tactics

Now that you know how battles work, you are ready to write tactics for your armies. Tactic-writing can be as easy or as onerous as you wish it to be, or you can simply delegate it to one of your officers.

IMPORTANT NOTE: All players have the right to do their own battle tactics. If you wish, you may send a PM to the GM running the battle with the actions you wish for your officer to take in the course of the battle. Your individual tactics will always over-ride any tactics submitted by your ruler. What happens after the battle is another matter, however.


When running a battle, there are several basic assumptions that the Game Master will make. Unless you note otherwise in your tactics, the following orders will be applied when relevant:

:arrow: Units will not move into or through fire. Units in a fire will move to the nearest tile not on fire from which their orders can still be carried out.
:arrow: Units will take the most efficient path towards their goal.
:arrow: Units will not use attacks that would harm an allied unit.
:arrow: Units will use the equivalent normal attack if an attack Command is ordered but the officer lacks the TP for it.


This is the recommended format for tactics. It minimises any possible errors or omissions, and sequences things neatly for battle runners to read more efficiently.

Officer Name
Duels: Give conditions under which the officer would accept duels
Notes: Any non-standard orders such as delaying initiative should go here
Movement: Explain where the officer is trying to go
Attack: Describe the conditions under which the officer will attack, and list the methods she will use in an ordered list like so:
1)
2)
3)


When writing orders, it is often best to write in more general terms than specific ones. Being specific and detailed in your tactics can provide you with advantages when done carefully with a plan in mind, but requires a lot of effort and can easily go wrong. The more specific you make your orders, the more likely there is to be a conflict that makes your orders unusable. In addition, broadly written orders can be re-used for many turns, so it is highly suggested that you write your orders in an open-ended fashion so that you do not risk missing a tactics deadline with no relevant orders in, as the battle runners will simply continue to use the most recently submitted set of tactics.


Some players have put together a thread for discussing Battle Tactics in the Kingdom Tavern. Battle Tactics Evaluation and Tutorial Thread. Below is a completely filled out example of Sample Tactics:

Example Sample Tactics wrote:Zan Zhikun
Duels: Accept only if challenger's War is below 60
Movement: Advance as quickly as possible towards Dong Jun and ram the gate.
Attack: Attack when possible while moving towards the city, using the following methods:
1) Rockslide
2) Riot
3) Slow
4) Melee attack

Huangfu Chu
Duels: Accept all
Movement: Advance towards Dong Jun, screening Zan Zhikun's unit from enemy interference.
Attack: Attack any Yuan Shao units encountered using the following methods in order of priority:
1) Blitz on 2+ enemies
2) Charge
3) Melee attack

Vail An
Duels: Accept if challenger's War is 90 or less
Movement: Advance towards Dong Jun, screening Zan Zhikun's unit from enemy interference.
Attack: Attack when possible while moving towards the city, using the following methods:
0) Inspire if an enemy is in range to move+attack Vail An.
1) Volley if multiple targets can be hit without allied damage
2) Arrowstorm
3) Ranged attack

Zhong Jun
Duels: Accept only from 55 War or lower.
Movement: Transport goods to Bei Hai, avoiding enemy units.


Force Posts
When composing your army for an attack or defense, you will need to make a Force Post. The maximum number of troops your unit may contain is 100, plus any bonus from your Rank and/or the Leader skill. There is no minimum unit size. The number of army units you may have on the battlefield at a time is limited by the ruler's rank.

Attackers must send their Force Post to Xiahou Mao and the Forum Administration accounts via Private Message. In it they must list:
  • All officers participating in the invasion and what city they come from.
  • The units that will be attacking, and who is leading them.
  • The amount of food and gold being taken into battle.
  • Any Attachments that will be equipped.
  • Whether or not you will have an Advisor, and who it will be. Any skills shared with the CiC by the Advisor (if he has Tactician) must be listed in the CiC's statline as if they were his own. (The Advisor does not lose the skills, although the CiC gains them.)

Please note that the format for these posts has changed from previous games. BE SURE to type them according to this format, including the order of the lines. The formatting calc can be found [url]here.[/url] (eventually)

Here is an example post of the proper format:

Name: Huangfu Chu
Stats: 95-99-75-36-62
Items: 5-8-0-0-0 {Level 5 Weapon (War +5), Steel Helm (War +3), Warhorse (Lead +5)}
Skills: Blitz (e), Charge (e), Cunning, Duelist, Leader, Navy, Reversal, Valor (e), Weaponmaster
Rank: Military Officer Grade 3 (Unit Limit +30, +30 TP)
Unit: 150(100) Heavy Infantry
Food: 4000
Gold: 800
Attachment: None
Morale: 6
TP:
Status:
=
Name: Zan Zhikun
Stats: 99-80-92-48-65
Items: 9-2-10-0-5 {Warhorse (Lead +5), Manual (Lead +3), Helm (Lead +1; War +2; Cha +1), Book (Int +5), Treatise (Int +3), Jewel (Int +1; Cha +2), Jewel (Int +1; Cha +2)}
Skills: Aid, Reversal, Formation, Military Engineer, Siegecraft(e), Terrain, Riot, Rumor, Scout, Spy
Rank: Military Officer Grade 4 (Unit Limit +40, +40 TP)
Unit: 140(100) Infantry
Food: 6000
Gold: 0
Attachment: Siege Ram
Morale: 6
TP:
Status:
Formation: Anvil
Campaign: Stealth
=
Name: Vail An
Stats: 96-86-70-50-54
Items: 2-3-3-0-0 {Astrological Observations (Int +3), Purebred (Lead +2), Steel Helm (War +3)}
Skills: Arrowstorm, Counter (e), Inspire, Invent, Volley, Military Engineer, Navy, Reversal, Valor, Vehemence, Weaponmaster
Rank: Military Officer Grade 3 (Unit Limit +30, +30 TP)
Unit: 130(100) Archers
Food: 3000
Gold: 0
Attachment: Siege Tower, Arrowship
Morale: 6
TP:
Status:
Injury: 10
Campaign: Stealth
=
Name: Zhong Jun
Stats: 56-54-43-33-51
Items: 0-0-0-0-0 {}
Skills: Duelist
Rank:
Unit: 50(0) Transport
Food: 30000
Gold: 1000
Attachment:
Morale: 3
TP:
Status:
Goods: 2 Siege Rams, 150 Arbalests, 500 Heavy Arms
=


Most of this information is self-explanatory, but some notes:

Name: The officer's name
Stats: These should be your base stats without any bonuses (such as from items) or penalties (such as from injuries).
Items: List the total bonuses of all items as well as any miscellaneous bonuses to stats such as from rank in the hyphenated numbers formatted the same as the stats line above, and give the full names of the items on the same line afterward within {} braces, separated by commas.
Skills: The officer's skills, separated by commas.
Rank: The officer's rank. Ensure that ranks which grant a TP bonus are listed properly in the format "+<number> TP" or the bonus will not be counted.
Unit: The number of troops in the unit, followed by the training level of the troops in parentheses, with the unit type such as Archers or Cavalry afterward.
Food: The amount of food being carried by the unit.
Gold: The amount of gold being carried by the unit.
Attachment: List any attachments and/or ships being carried by the unit here. If the unit is carrying both an attachment and a ship, list the attachment first, with a comma separating the ship.
Morale: The unit's morale. This will be the city's morale, modified by any other factors such as rank bonuses.
TP: Leave this line blank, it is automatically calculated by the battle tool.
Status: Leave this line blank.
Injury: The amount of any injury the officer has when taking the field. This line should be omitted if the officer is not injured.
Goods: The miscellaneous goods such as armaments which a Transport unit is transporting. This line should be omitted if the unit does not have any miscellaneous goods.
Formation: The formation in which the officer is taking the field. This line should be omitted if the officer is using the standard formation.
Campaign: The campaign the officer will be using in the field. This line should be omitted if the officer is using the standard campaign.
= Put an equals sign on a new line after each officer section.
Sun Liren (54) ~ 55*-57*-81*-108*-107* ~
Acumen, Architect(e), Articulate, Charming, Farmer, Invent, Propaganda(e), Rally(e), Riot(e)

"By GM fiat, you are not allowed to perform that action. Your character's Wisdom score is too high."
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Sir Ebrum
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Re: The Rules

Postby Sir Ebrum » 11 Feb 2017, 16:48

[6.4 Ruler and Player Ranks]
There are four categories of ranks: Military, Civil, Ruler, and Imperial Ranks.

Military and Civil Ranks:
--Obtainable by any officer.
--Can hold one of each at any given time.

Ruler Ranks:
--Only rulers can get ruler ranks.
--Only rulers can give out military and civil ranks.

Imperial Ranks:
--Only obtainable from someone who has the rank of Emperor.
--Any character aside from a ruler who has declared Emperor, regardless of any other ranks can obtain Imperial ranks.
--Bonuses from Imperial ranks stack with bonuses from other rank types.

Salary and AP Bonuses:
--All ranks will add to the minimum salary that must be paid to the officer each season. This bonus is listed in the description of the rank in the section below. The total salary paid to the character will be equal to the base salary of 20 plus the bonus from each rank held (civil, military, and Imperial).
--In Personal Turns, a rank may grant you bonus AP. For Civil and Military Officers, this is equal to your Grade level. For ruler, Imperial, and Emperor ranks, this is equal to your Unit Limit/10 (rounded down) and Civil grade level. Put the total bonus AP from all your ranks in your Extra AP line in your Personal Turn or you will not be able to use them.

A Note on Rank Names
You may rename civil and military ranks to one of your liking for RP purposes. However, the bonuses and requirements cannot be modified.

See below to find the list of all ranks and their various requirements.




[6.5 Officer Ranks]

A person's rank determines whether he or she is authorized to perform particular tasks, and has an effect on how well it may be performed. In order for a kingdom to function properly, a hierarchy must be in place, to provide support for the highest levels of authority. A ruler who wishes to assign higher ranks to some officers must have a certain number of lower supporting positions filled at the same time, or the higher rank will not be available. The regular positions for kingdom members are defined below:

Basic Employment wrote:Anyone may be employed in these positions, with no limit, but their authority and efficacy is very limited. Everyone employed by the kingdom automatically starts at the position of Assistant if they are not promoted to a higher position.

Assistant
Salary Bonus: 0
:arrow: Can lead Transport units
:arrow: Can purchase goods at the Market

Sub-officer
Salary Bonus: 5
:arrow: Can staff base-level buildings
:arrow: Can Give Food
:arrow: Can Demolish buildings



Civil Ranks wrote:Civil Officer ranks are given to the people who undertake the bulk of work in keeping cities orderly and productive. The number of higher ranks available is limited by the ruler's rank. Higher ranks also require that a certain number of subordinate positions beneath them be filled. All officers must be paid the base salary of 20 gold in addition to the listed Salary Bonus. Ranks which give stat bonuses should be added into the officer's stat in the appropriate KT location.

Civil Officer Grade 1:
Salary Bonus: 20
:arrow: Can staff normal buildings (not Landmark-level)
:arrow: Can Search
:arrow: Can Recruit (may only offer ranks up to own level)
:arrow: Can Draft/Hire
:arrow: Can Construct
:arrow: Can Produce
:arrow: Can Spy/Plot
:arrow: Can Gather Intelligence
:arrow: Can raise Defense

Civil Officer Grade 2:
Salary Bonus: 30
Requirement: 2 Civil Officer Grade 1s
:arrow: Stat+10 when staffing a building

Civil Officer Grade 3:
Salary Bonus: 40
Requirement: 2 Civil Officer Grade 2s
:arrow: Stat+20 when staffing a building
:arrow: Can staff Landmark-level buildings

Civil Officer Grade 4:
Salary Bonus: 50
Requirement: 2 Civil Officer Grade 3s
:arrow: Stat+30 when staffing a building
:arrow: Search/recruit success +5%

Civil Officer Grade 5:
Salary Bonus: 65
Requirement: 1 Civil Officer Grade 4
:arrow: Search/recruit success +10%
:arrow: Stat+40 when staffing a building
:arrow: All Military Officer actions available



Military Ranks wrote:Military Officer ranks are given to the people who prepare and lead the kingdom's military. The number of higher ranks available is limited by the ruler's rank. Higher ranks also require that a certain number of subordinate positions beneath them be filled. All officers must be paid the base salary of 20 gold in addition to the listed Salary Bonus.

Military Officer Grade 1:
Salary Bonus: 20
:arrow: Can lead army units
:arrow: Can Patrol
:arrow: Can Train
:arrow: Can Draft/Hire
:arrow: Can Gather Intelligence
:arrow: Can raise Defense

Military Officer Grade 2:
Salary Bonus: 30
Requirement: 2 Military Officer Grade 1s
:arrow: Unit Limit and TP +20

Military Officer Grade 3:
Salary Bonus: 40
Requirement: 2 Military Officer Grade 2s
:arrow: Unit Limit and TP +30

Military Officer Grade 4:
Salary Bonus: 50
Requirement: 2 Military Officer Grade 3s
:arrow: Unit Limit and TP +40
:arrow: Lead and War +5 when Training

Military Officer Grade 5:
Salary Bonus: 65
Requirement: 1 Military Officer Grade 4
:arrow: Unit Limit and TP +50
:arrow: Lead and War +10 when Training
:arrow: All Civil Officer actions available



[6.6 Ruler Ranks]

Below are the various ranks that a kingdom ruler may possess, and how many officer ranks she may in turn assign to her vassals. Kingdom ruler ranks are special, and may not be combined with anything other than an Imperial rank, nor do they have salary requirements.

Magistrate
The default ruler rank, for those who have not yet earned a higher status.

Grand Administrator (Unit Limit +25, TP +25, Civil2, +1 City Morale when Prefect)
Kingdom's maximum army units +3.
-Can assign up to 6 Military and Civil Officer 2 ranks.

Governor (Unit Limit +35, TP +35, Civil3, +1 City Morale when Prefect)
Kingdom's maximum army units +5.
-Can assign up to 10 Military and Civil Officer 2 ranks.
-Can assign up to 4 Military and Civil Officer 3 ranks.

Inspector (Unit Limit +45, TP +45, Civil4, +1 City Morale when Prefect)
Kingdom's maximum army units +8.
-Can assign up to 15 Military and Civil Officer 2 ranks.
-Can assign up to 6 Military and Civil Officer 3 ranks.
-Can assign up to 2 Military and Civil Officer 4 ranks.

Warlord/Imperial Protector (Unit Limit +55, TP +55, Civil5, +1 City Morale when Prefect)
Kingdom's maximum army units +12.
-Can assign up to 22 Military and Civil Officer 2 ranks.
-Can assign up to 10 Military and Civil Officer 3 ranks.
-Can assign up to 5 Military and Civil Officer 4 ranks.
-Can assign up to 2 Military and Civil Officer 5 ranks.

Duke/Lord (Unit Limit +70, TP +70, Civil5, +1 City Morale)
Kingdom's maximum army units +18.
-Can assign up to 40 Military and Civil Officer 2 ranks.
-Can assign up to 20 Military and Civil Officer 3 ranks.
-Can assign up to 10 Military and Civil Officer 4 ranks.
-Can assign up to 10 Military and Civil Officer 5 ranks.

Prince/King (Unit Limit +80, TP +80, Civil5, +2 City Morale)
Kingdom's maximum army units +25.
-Can assign unlimited ranks of all levels.
Sun Liren (54) ~ 55*-57*-81*-108*-107* ~
Acumen, Architect(e), Articulate, Charming, Farmer, Invent, Propaganda(e), Rally(e), Riot(e)

"By GM fiat, you are not allowed to perform that action. Your character's Wisdom score is too high."
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