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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.

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.

Phase 5: Diplomacy - Communications with other players

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

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.

All mercenary units disband.

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 Cities; Villages; Fortressses may be built Roads, Trade houses Mines, Cathedrals, Siege Trains.

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

Saboteurs 1 GC

Agents 1 GC for 6

Spies 1 GC

Phase 5: Diplomacy - Communications with other players

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

4.) Building - Hire Mercs, build holdings, buy very expensive baggage (1 GC per piece rather than 1 for 6)

5.) Diplomacy - Insult your peers!

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

turns.1561497675.txt.gz · Last modified: 2019/06/25 21:21 by arakoth