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Turns

The game is divided into game years that consist of 9 Turns

6 Campaign turns 3 Development turns

  • Development (Spring)
  • Campaign 1
  • Campaign 2
  • Campaign 3
  • (Summer Solstice)
  • Campaign 4
  • Campaign 5
  • Campaign 6
  • Development (Autumn)
  • Development (Winter)

Development Turns

Spring

During Spring most of the peasantry are sowing fields or lambing sheep. Hiring fairs occur in most towns and cities, as apprentices and soldiers join new careers. The Spring Equinox heralds the renewal and refreshing of elemental magic to the world.

Phase 1: Hiring Fairs During this phase new soldiers maybe hired at the cost of 100 power per GC or per 1 Regency.

Also during this phase new lieutenants; Bands of Heroes; and Elite Units will via for employment.

Mercenaries must be repurchased.

Phase 2: Mustering During this phase Banners muster for the campaign season.

1.) Existing banners which fought at least one battle in the last campaign season improve by one level.

2.) Each banner recovers 100-600 manpower.

3.)New soldiers maybe added to existing banners, but if double the total strength it will reduce the level of the banner by 1.

4.)Power can also be arranged into new banners.

5.) Assign Heroes; Generals; Elite Units; and Artefacts to Banners

6.) Assign Baggage to each banner.

Phase 3: Spring Quarters

During this phase banners may be placed anywhere in you Realm Phase 4: The Equinox

The festival of Renewal, the magical energies return with the rising of the Moon on the Spring Equinox. On this festival boys become men, girls become women and ancient bloodlines of the gods advance it power.

1: Refresh all magical energy

2: Add Regency based on realm size

3: Advance bloodline at cost of 10 Regency.

4: Cast Spring Spell.

Autumn

As the days grow shorter and light fades the harvest begins, Banners not engaged in sieges retreat to winter quarters. For realms, it is at this time that taxation takes place.

Phase 0: Autumn Equinox Magic

Phase 1: Retreat to winter quarters.

Spoil all remaining baggage(i.e.remove it).

All Banners not engaged in sieges will retreat to winter quarters. Each banner must retreat to either a fortress, or one of the tiles in your initial realm. Each village can support one banner, Fortress 2, City 3, Capital 4. They spend no movement. If their path is blocked by mountains or enemy armies then they take a routing test in which they may lose men, be destroyed or pass the obstacle.

Phase 2: Revenue and harvest

Goods and coin roll into treasuries across the realm.

Holdings: Holdings that generate cash do so this phase Villages: Each village generates a single Gold Crown Fortress: Each Fortress generates a single Gold Crown City: Each city generates a two gold crown Capital City: Generates 4 gold Crowns

+1 Crown is a port. +1 Crown has a trading house. +1 Crown if it is at the end of a trade route.

Each village generates a single point of baggage. Each forest, hill, or mountain generates a single Wood.

Phase 3: Building

Additional Holdings can be built at the standard cost or improved on any tile the regent controls.

If a holding has reached level 3 special buildings can be built for 5gc

Faith level 3 - Temple unique per faith. Gives an additional bonus for spells favoured by that God.

Source level 3 - Wizard tower unique per spell schoomm

Law level 3 - Palace. Unique in a realm. +1gc for each revenue source.

Guild level 3 - mine (mountains)

  1. port (Coastal)
  2. Ranch (plains)
  3. Forestry (woodland)
  4. trade house (city)

Doubles the effectiveness of the guild holding. Port also gives safe harbour for boats.

Roads 1gc per province. Roads increase movement and increase revenue from guildhouses on any province with a road.

Trade hous Cathedrals

Siege Trains 1gc, 1 wood

Phase 4: Operatives

Espionage is part of how the game of thrones is played.

In game there are a small number of different operatives you can hire for a game year.

Assassins 1 GC

Place in cities to attempt to murder lieutenants and regents.

Saboteurs 1 GC

Place in enemy tiles to attempt to destroy siege engines, boats in harbour, or buildings.

Agents 1 GC for 6

Place in your own tiles to defend against enemy operatives.

Place in enemy tiles to attempt to found holdings in tiles you don't control.

Spies 1 GC

Place in capital cities to copy you in on missives.

Place on enemy banners to reveal strength and attachments.

Herald 1GC

Place in other players capitals to create an embassy

Phase 5: Diplomacy -

There are two sets of actions

Non embassy

Ransom prisoners and artefacts Form pacts One off trades.

Embassy Alliances Marriages Vassalages Trade agreements

Winter

Phase 1: Sieges and Raids

Phase 2: Winter Event

Phase 3: Winter Solstice magic.

Phase 4: Diplomacy - Communications with other players

Campaign turns

Each campaign turn is the same with the exception of Turn 3 when you get to use the Summer Solstice magic.

0.) Subsistence - All banners consume 1 subsistence or 1 baggage

1.) Event - Something amazing might happen, more likely not.

2.) Scouting - Exploring

Any banner may scout another province. It reveals what is in that tile if it is unexplored, or confirms temp. conditions in that tile (Banners, any baggage stored etc.), this will depend how good the scouting is. Up to three regency can be spent to improve the scouting.

If two opposing forces scout the same tile the scouts might come into conflict and fight.

Sometimes scouts can be prevented from scouting or other events can happen to them.

3.) Movement - Move Banners

You can either move your banner into the province you have scouted or into another known province. If you choose to move into a scouted province and the scouting fails, you will be asked to move in a new direction or wait.

Movement is normally one province a campaign turn.

Movement can be made across impassable feature (mountain, river, Swamp) but a rout check will be made. Essentially there is a 1/3 a route will be found, other results are possible.

If an army wishes to force March, it expends one baggage and moves an extra province (wish must be already known) if there is a road in the province, the movement is doubled whilst on the road. All initial realms have roads connecting settlements within them.

If you move into a province with an enemy banner, battle will occur, if you move into an enemy's province, or an independent, you will attempt to seize it. If the province has a law holding it will attempt to resist.

A province in a players realm will resist as if it was a holding level higher. For each law level a militia of 100 (200 in a players realm) will form and fight. This means that small banners are not effective, but large banners can crush civil defense. If there a are opposing law holdings then they reduce the level of the defending law holdings.

4.) Building/Razing.

During campaign building is limited. A player may elect to.

Build holdings, but it can only do so if the banner who wishes to build has not moved.

Hire mercenaries, a nation may hire mercenaries. They must be paid for immediately and require paying each spring. The mercenaries available to you nation will be detailed at the start of each turn.

Raze a province. A banner may raze a province, taking its subsistance value in baggage. The tile is reduced to a value of zero and produces no revenue in autumn. This is akin to looting and pillaging.

A banner may also choose to raze a holding individually or raze a particular building and leave the province unharmed.

Raze may only be performed if no enemy banners are in the province.

But baggage. In the autumn turn baggage is 1gc for 6. During campaign turns it is 1gc for 1.

5.) Missives - during the campaign turn you may send a message per spent regency to another player.

If there is a battle this will be dealt with in a Subturn called a battle phase.

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turns.txt · Last modified: 2019/06/26 20:29 by jiggybeast