

If you don't the event will get steadily worse and more cumbersome to your plans. This is a way to force players to change their plans or at least put them on standby while they deal with the event. There will be events that ,affect only one province, a whole region or more. Successors inherit the land, gold and armies, but not combat rolls nor class ranking. If this happens while you are all ready injured then that character dies and you will need to play as their successor. If you roll a 1 during combat you went on personally you become injured. Your army's stats, make-up, and upgrades will help determine which units are lost and which ones aren't. Remaining Force = Total Force – (Total Force (Percentile Roll( Largest Force/ Smallest Force))) These are done after a battle in which a player is going up against an army or settlement. So a Region Capital benefiting from provincial defenses rank 10 (the max) would have 1350 units, and 3 combat rolls. Can survive 3-5 turns of seige.Ĭitadel: Base of 1500 units, 5 combat rolls. Region Capital: Base of 500 units, 3 combat rolls. Province Capital: Base of 200 units, 2 combat rolls. Purchasing provincial defenses will help increase the security of your settlements.Ĭounty Capital: Base of 100 units, 1 combat roll. There will be a garrison and a base defensive roll for these places. Region Capital: +200 unit maximum gold,Ĭitadel (special settlement): +1000 unit maximum gold Province Capital: +100 unit maximum gold, A settlement may also be seiged to take it which is longer but involves little to no casulties while preventing said settlement from producing income.Ĭounty Capital: +50 unit maximum, gold, Note that you may also raid the settlement if you don't wish to conquer it but it can only be raided once every three turns, this gives twice the amount of gold from loot roll. While at war you must take these places, yet do not forget that there will be a fight for them (combat order). Each region has a Region capital (circle with star in it), these are divided up into Province Capitals (circle with a dot in the middle), and varying amounts of County capitals (circle). There are multiple regions, with their own provinces, and settlements inside them. This will give both of you an extra combat order to devout specifically to fighting the other. When dealing with another player be sure to declare war in thread. Loot may also be gained through trade agreements, raids, or loot from the battlefield. Every settlement generates its own amount of gold every turn for its owner, that amount depends on the settlement's level. Revenue orders can help you earn a little extra on the side but taxation is where its at. Read it as rolled 1/rolled 2/rolled 3/rolled 4/rolled 5/rolled 6 These are the what is earned from rolls from 1 to 6. Also it is the order used when choosing to take a settlement, or fight someone.ģ) Purchase Orders - there are certain things in the game that you may buy.ĥ4 Movement Orders - moving great distances takes time, so you may only move your forces one province every turn. This order can being anything fight related. These orders can be about anything money related.Ģ) Combat Orders - gives money. Forge alliances/rivalries with other players, tackle powerful NPC factions, dominate your area, make great stories for now is a time of change for the land we once new has fallen.ġ) Revenue Orders - gives money. Once strong enough you carve out your own kingdom, and eventually empire. Over time through orders your character will gain a greater power base. You start out with one measly outpost and 10 units. There will be several races that can be played. The hope is for this game to feel somewhat original in setting and in mechanics, but mostly be fun so it doesn't die. This is a game set in a fantasy universe which is meant to have role-play and stories from the players about their characters.
