Fiefdoms at War
OoC ThreadThis game was originally run by Iituem approximately seven years ago, and it has been stuck in my mind since. With his kind permission I'm bringing it back.
BackgroundThe world of Arcanus was once a wild place, filled with barbaric races struggling for survival. Several great wizards arose, each seeking dominion and driving their people to glory and success whilst trying to destroy the others. One wizard succeeded, casting the Spell of Mastery and gaining control over all the world's magic. The spell gave him godlike power and enabled him to create the Arcanan Empire, bringing together the core of the world under his despotic rule. As a direct result of the spell of mastery however, no other being was capable of spellcasting and so the foundation of wizardry upon which his empire had been built crumbled, making the empire completely dependent on him and his mundane armies to keep it in check.
The wizard ruled for half a century before dying of unknown causes. The Spell of Mastery was not dispelled by his death and so magic remained barred from mortals, but in his five hundred years of rule technology and progress had ground to a halt. For five hundred years after, the Empire tried to hold itself together under martial might alone but slowly crumbled from rebellion and mismanagement to the shell it is today.
Recently however a great star burst into being above the world and burned for thirty days. Across Arcanus, oracles interpreted this as a sign that the Spell of Mastery had at last been broken and that the potential for magic had returned again. Whether or not they sought to claim the power of magic for their own, the event spurred on many rulers who might otherwise have remained quiet. The return of magic spurred those fiefdoms to war.
1. All countries/groups start out at the same level, with £500 in cash, a starting income of £500 (from a Palace) and 4 Light Macemen Divisions (regardless of whether they have the resources to build more). New players get a bonus income of £50*(Number of turn since the game started) for their first 10 turns. You do not have to pay income on the macemen for your first turn.
2. Alliances can be made and broken at will.
3. Land units only have two movement points, air and sea units have varying amounts. Moving from one region to the next costs one movement point. Ships can move on both coastal and sea regions. Travel on roads costs half a movement point.
The combat simulator will pick the Attacking unit that the Defenders will have most difficulty countering to go first. The best defending unit against that attacking unit will be chosen to face it. For example if you've got tanks, but the enemy has anti-tank guns, your infantry will be sent in first. The survivor will stay on to fight the next enemy unit using the same selection algorithm and so on, until only one side has active units remaining. Each battle is conducted by the random number generator. Each unit receives a score of 1-100, (determined by rolling 3d100 and dividing by 3). This will result in most scores being between 40 and 60.
The attacking side will use their units' attack value, whereas the defender will use their defence value. Your units may receive modifiers due to traits, buildings etc as well.
If one unit beats the other unit's score by 25 or more, the losing unit is destroyed and the winning can continue fighting. If victory is won by only 12 or more, the losing unit is damaged. If victory is won by less than 12, both units are damaged.
Damaged units will withdraw from combat. Once only one side has undamaged units remaining, they are declared the victor. If defeated, damaged units will attempt to retreat to a friendly territory within movement range. The victors will give chase and attempt to capture or destroy the retreating units. Exact chances depend on unit types and technologies. If there is no friendly territory in movement range, damaged units will disband if not captured.
Captured units convert to the winning side. Any surviving damaged units on each side (including captured units) must spend a full turn recovering to return to full strength.
Units normally become available the turn after they are bought. Units typically require upkeep as well.
Mercenaries can be bought for twice the standard cost. These units are identical to their non-mercenary counterparts, except they are immediately available upon purchase.
Units can be upgraded to other units of the same or similar type (spearmen to swordsmen, archers to crossbowmen, but not pirates to dragons). Upgrading a unit costs 125% of the difference between the two types.
Island-hopping within an ocean zone without transports is possible, but ground-based units take a -8 penalty to attack.
Heroes are not legions of men fighting together, but lone individuals of great renown. They do not fight on their own, but instead lead units into battle providing bonuses to combat. If all other units in a battle are damaged or destroyed, heroes will attempt to retreat. If they fail they are captured.
However, if two units led by heroes fight, there is a high chance that the two heroes will find one another and enter single combat. During this, one or both heroes may be wounded, killed or survive unharmed.
Luckily, heroes are difficult to kill. When a unit led by a hero is damaged, there is a small chance the hero will be killed and a moderate chance of being wounded. The chance is higher if the unit is destroyed. If the hero survives the defeat of his unit, he will attach himself to the next unit and reenter combat. Wounded heroes are more likely to be captured than unwounded heroes. Like units, heroes must spend a turn recovering after being wounded.
Research is blind. Until you discover a technology you will not know in advance how long it will take, or if any prerequisites are needed. Each turn that you invest in research, 1d100 is rolled. If the result is lower than the threshold, the technology has successfully been discovered. The threshold depends on how difficult the technology is, how much effort has been put into it by yourself or others before, how many others already have the technology and how much money you spend this turn.
Threshold = (£ spent)/1000 * base threshold
Thus, if you the base is 70 and you spend £1000 on research, you will succeed on a roll of 70 or less. If you only spent £500, you must roll 35 or under to succeed.
Furthermore, for every £500 someone invests in a technology, the base threshold will permenantly increase by 1 point, for everyone. Every £150 extra that person invests increases the threshold by another 1 point. Once someone discovers a technology, they add 10 points to the base threshold. Once 5 people research the technology, it enters the Pubic Domain, and becomes available to everybody.
Magic, for all intents and purposes, is a form of technology.
Burning the Books: It is possible to completely eradicate a technology you know within your territory, provided that technology has not entered the public domain. Doing so erases the technology from your records and sets back the research cap by 10 for anyone else trying to research it, and reduces the number of sides that possess it (making it harder to get into the public domain). To get the technology back, you will have to research it again from scratch.
Any units or buildings constructed with the lost technology will remain intact, but no more can be constructed without the lost tech.
Money is important. Not only is it needed to raise armies, but also to maintain them. You may also want to invest in your own lands, and those that sieze from your enemy, if only for a laugh. Each territory provides income per turn, representative of the wealth of the region. Conquering new territories is one way to increase the revenue stream, but existing territories can be in to improve the economy of the region as well.
Basic Investment involves funneling money directly into regional infrastructure, funding businesses and generally improving the life of the inhabitants of your demesne. Basic Investment improves the economy, producing revenue equal to one tenth of the invested amount. Basic Investment can only raise the income from each territory to £250/turn (after investing £2500), this cap can be improved with research however. The revenue gained from territories in this way is referred to as "Basic Income" later in the rules.
A player's starting territory begins with no investment, but the Palace building grants £500 /turn. This counts as Basic Income, but does not count towards the cap for Basic Investment.
Buildings can also increase revenue. Some will add a flat amount of "Additional Income", whilst others will add a percentage based on that region's Basic Income. Normally, only one building of each type is allowed in a territory. Territories may also only have one Industry building of any type present there.
Resources can be found in some territories. These typically allow the construction of certain resource-specific Industry buildings (such as farms or mines) that increase revenue. Some resources (such as iron) are downright essential for weapons production. If you don't have access to it, you can't produce it.
Some Industry buildings do not require a resource, but they are still limited to one per territory.
Trade
Trade can be conducted between players that are at peace and agree to a trade treaty. Players in a trade treaty gain income equal to 10% of the other player's total income before trade bonuses per turn. This 10% is a bonus and is not subtracted fro the trade partner's income. It is possible to have multiple trade treaties with different nations. Trade treaties also give both sides access to any resources that either partner controls.
To enter a trade treaty, a trade route must be established. If the two nations share a land border or are both trading with a third nation, the trade route may be established automatically and without charge. Otherwise, sending a caravan from one nation to another can establish a trade treaty, along with the normal benefits of a caravan journey.
A caravan sent to another territory to conduct a trade mission will generate £300 per territory of distance between the originating territory and its destination. This is not necessarily the route the caravan takes, but instead the shortest possible route whilst avoiding blockades, bandits and hostile nations. A player nation other than yourself must be the destination. The path the caravan takes will be the path of the Trade Route.
Blockades and Banditry
It is possible to interfere with the trade routes of an enemy nation by placing armed troops along the route. The troops can blockade the route, preventing all trade, or they can turn to banditry. Each bandit unit will reduce the value of the trade route by 2%, stealing 1% for their nation. If a trade route suffers enough banditry to reduce the value to 0%, it is effectively blockaded and the bandits receive no income as noone is willing to risk such a dangerous journey. Trade-routes will not automatically move to go around new blockades or bandits. An alternate route can be created by sending another caravan.
Blockaded trade routes (or those reduced to no value by bandits) technically continue to exist until willingly dissolved, but no wealth is passed through them until the blockade or bandits are removed (either voluntarily or by force). The trade route will then reopen immediately.
Almost every territory is named by region plus a descriptive, such as Central Ichor, Upper Toldron or West Grouting. The only exceptions are places like the Isle of Biting.
C = Central
W = West
E = East
S = South
N = North
L = Lower
U = Upper
The map wraps West-East, but not North-South (Arcanus is a globe, not a torus), however any territory touching the a North/South edge is considered adjacent to any other territory touching the same edge. Ie, Central Terrendale is connected to Central Icedale, but South Presst is not connected to Cloud.
The above wealth map can be used to estimate a territories defences. The stronger the green, the more wealth is available, the stronger the red, the less. Black are player starting territories, which have no basic income at start. The very poorest regions may only be able to afford a pair of spearman units. The richest will have many more units, supported by heavy hitters and/or walls.
Dark Green = Forest
Light Green = Plains
Yellow = Desert
Blue = Tundra
Grey = Mountain
Brown = Hills
The above terrain map is a rough guide as to what sort of resources are potentially available in each territory. You are most likely to find Lumber in the forest, there's a slight chance of finding iron in the plains. There is no chance of finding fish in a desert.
Please fill out the form below. You will definitely want to read the map to get territories. Territories are richer the closer you get to the Old Empire, but they will also be subject to the Empire's whims. Remember that unless you plan on starting on an island like Biting, the territory name will be something like "Sordell West".
Empire Name:
Leader Name:
Starting Territory:
Colour:
Race: (Mostly for fluff, any fantasy-ish race will do)
Advice on Strategy
Why not have everyone start out with equal portions of territory (a la Risk) and have them duke it out straight away for conquest? Well, because this is really a 4X game, not a conquest game. You can play it as a conquest game and you can have a lot of fun that way, but there are other routes. It's oversimplifying, but there are essentially three strategies to follow in 4X games:
Momentum/Conquest: Perhaps the simplest strategy and common amongst more aggressive players, this strategy relies on building up momentum with one's war machine; taking some weak territories to get stronger, then using the proceeds from those to hit stronger and stronger countries until you are in control of a large portion of the world. This strategy relies on quick movement and never letting anyone get a rest. It can lead to quick and total victories, but by focusing entirely on one's army one runs the risk of falling behind technologically and economically.
Builder: Builders play a long game. Rather than engaging in rapid expansion, Builders invest in the territory they have, research technologies and turn what little land they do control into both fortresses and economic powerhouses. Only once they have a powerful technological or economic advantage do they tend to venture out to claim more land, which often they will try to improve as much as their initial plot. Builders can be far more dangerous than Momentum players if you meet them late in the game, by which time they will have stacked all the advantages on their side. It may not matter if you have an army of a hundred thousand orcs with spears if they're up against a battalion of giant killer robots.
Hybrid: In short, everything else. A hybrid strategy relies on finding the balance between imperial expansion and perfectionist development. Hybrid players tend to feel the flow of the game and respond, though they will often have an overall strategy they pursue as well.
Unless otherwise stated, you may have only one Industry and one Cultural building per territory. Unless otherwise stated, you may have only one building of each type per territory. Unless otherwise stated, a requirement means that the resource/building must be present in the territory.
Industry Buildings
Artists £200. Upkeep £10/turn. Generates income equal to 25% of basic income per turn. Generates the Art resource. Tech: Painting
Farm £500. Requires Grain or similar. Generates £100/turn. Tech: Agriculture I (Public)
- Farm, Improved £1000. Requires Grain or similar. Replaces Farm. Generates £200/turn.Tech: Agriculture II
Fishery £500. Requires Fish or similar. Generates £100/turn. Tech: Sea Travel I (Public)
Glassmakers £200. Must be built on a coast or desert. Upkeep £10/turn. Generates income equal to 25% of basic income per turn. Generates the Glass resource. Tech: Glassmaking I
Hunting Lodge £1000. Requires Game or similar. Generates £200/turn. Tech: Agriculture I (Public)
- Hunting Camp £2000. Requires Game or similar. Replaces Hunting Lodge. Generates £400/turn. Reduces Happiness by 1. Tech: Agriculture II
Marketplace £300. Upkeep £50/turn. Generates income equal to 10% of basic income per turn. Bonus increases by 2% per Common resource the Marketplace has access to. Bonus increases by 8% per Luxury resource the Marketplace has access to. Bonus increases by 5% per Uncommon or Manufactured resource the Marketplace has access to.
Mine £1000. Requires Iron, Copper or similar. Generates £200/turn. Tech: Mining I (Public)
- Mine, Improved. £2000. Requires Iron, Copper or similar. Replaces Mine. Generates £400/turn. Reduces Happiness by 1. Tech: Mining II
Pasture £1000. Requires Cattle or similar. Generates £200/turn. Tech: Agriculture I (Public)
Stable £1000. Requires Horses or similar. Generates £200/turn. Tech: Agriculture I (Public)
- Ranch £2000. Requires Cattle or similar. Replaces Pasture or Stable. Generates £400/turn. Reduces Happiness by 1. Tech: Agriculture II
Sawmill £500. Requires Lumber. Generates £100/turn. Tech: Machinery I
Workshop £500. Generates income equal to 5% of basic income per turn. Bonus increases by 10% per resource the Workshop has access to: Iron, Copper, Lumber. Tech: Machinery I
Economic Buildings
Bakery £200. Requires Farm. Upkeep £20/turn. Generates income equal to 30% of basic income per turn. Tech: Fermentation I
Brewery £500. Requires Farm. Upkeep £10/turn. Generates income equal to 20% of basic income per turn. Generates the Beer resource. Tech: Fermentation I
Forge £400. Requires Metal Mine. Generates income equal to 32% of basic income per turn. Tech: Metalworking I (Public)
Tannery £800. Requires Pasture or Stable. Upkeep £50/turn. Generates income equal to 50% of basic income per turn. Reduces recruitment cost of Light Infantry/Cavalry units in the territory by 10%. Tech: Leatherworking I
Military Buildings
Herbalist £500. Upkeep £20/turn. One wounded unit stationed in this territory is immediately restored to full strength, instead of requiring a turn to recover. Tech: Herbalism
Walls £300. Upkeep £10/turn. Provides a bonus of +6 defence vs Ground units. Siege Resist 1. Tech: Masonry I (Public)
Wyvern Hatchery £1000. Upkeep £50/turn. Requires the Wyvern Eggs artifact.
Cultural Buildings
Shrine £300. Upkeep £10. Requires a religion. +1 to Happiness in Territory. Tech: Organised Religion
Palace £1000. Generates £500/turn. Only one may exist per empire. Conquered palaces are destroyed. All nations start with a palace. Palaces are the only building that is included in basic income instead of additional income.
Adaptive Farming I: Allows basic farms to built in territories without a resource. Buildings that require farms are not supported.
Agriculture II: Unlocks Improved Farm, Ranch, Hunting Camp.
Armoursmithing I - Improves all light infantry/cavalry defence rolls by 3. Improves all heavy infantry/cavalry defence rolls by 6. Unlocks Shieldmaster I Hero Promotion.
Diplomacy I: Unlocks Diplomats. Unlocks Diplomat Hero Promotion.
Herbalism: Unlocks Herbalist.
Illusion (Foundation) – Unlocks Illusionists. Unlocks Illusionist Hero Promotion.
-Illusory Defences – Unlocks Illusory Ward. Requires Illusion (Foundation)
Imperial Law: Improved resistance to various Imperial Shenanigans
Infrastructure II. Allows Basic Income up to £500/turn.
Machinery I: Unlocks Workshops, Sawmills.
Mining II: Unlocks Improved Mine
Chaos Magic (Foundation): Unlocks Warlocks. Unlocks Warlock hero Promotion.
Summon Blights: Spell. Unlocks Blights. Requires Chaos (Foundation).
Fermentation I: Unlocks Bakery, Brewery.
Infantry Training I: Unlocks Skirmishers Unit. Unlocks Stalwart and Slugger Hero Promotions.
Leatherworking I: Unlocks Tannery.
Necromancy (Foundation) - Unlocks Necromancers. Unlocks Necromancer Hero Promotion.
Organised Religion: Unlocks Priests. Unlocks the High Priest Hero Promotion. Unlocks Shrines. Unlocks the Religion Rules.
Painting: Unlocks Artists.
Weaponsmithing I: Improves all light infantry/cavalry attack rolls by 3. Improves all heavy infantry/cavalry attack rolls by 6. Unlocks Swordmaster I Hero Promotion.
Archery II
Glassmaking I
Infrastructure II
Masonry II
Metalworking II
Mining II
Sea Travel II
And many more. Got an idea of what you want? Talk to me and we'll figure something out.
Public Domain Technology
Agriculture I: Unlocks Farms, Pastures, Stables, Hunting Lodges
Archery I: Unlocks Archers, Longbowmen
Infrastructure I: Allows Basic income up to £250/turn
Masonry I: Unlocks Walls
Metalworking I: Unlocks light and heavy macemen, axemen, swordsmen. Unlocks Smithies
Mining I: Unlocks Mines
Sea Travel I: Unlocks Fisheries. Unlocks Triremes
Basic Unit Types
Militia Infantry
Spearmen: £210. Attack 7, Defense 9. Upkeep £20/turn.
Unarmoured or lightly armoured militia with spears. Minimal training.
Light Infantry
Archers/Slingers: £500. Attack 12, Defense 18. Ranged. Upkeep £50/turn.
Unarmoured infantry trained in the use of shortbows and/or slings.
Skirmishers: £450. Attack 15, Defence 14. Tech: Infantry Training I. Upkeep £45/turn
Trained in the use of hit and run tactics, these unarmoured infantrymen harass enemy forces before a battle
Light Macemen: £500. Attack 14, Defense 16. Requires iron or copper. Upkeep £50/turn.
Lightly armoured infantry with metal clubs.
Pikemen: £600. Attack 12, Defense 14. Upkeep £65. Requires iron or copper. +10 general modifier vs cavalry & heavies.
Lightly armoured infantry with extra-long spears aimed at anti-cavalry combat.
Light Axemen: £625. Attack 19, Defense 15. Requires iron or copper. Upkeep £60/turn.
Lightly armoured infantry with metal axes.
Light Swordsmen: £650. Attack 18, Defense 18. Requires iron. Upkeep £70/turn.
Lightly armoured infantry with swords, usually better trained than ordinary soldiers.
Heavy Infantry
Longbowmen: £840. Attack 16, Defence 24. Ranged. Upkeep £85/turn.
Lightly armoured or unarmoured infantry trained in the use of longbows.
Heavy Mace: £840. Attack 19, Defence 21. Requires iron or copper. Upkeep £85/turn.
Heavily armoured (usually metal) infantry with heavy metal clubs.
Heavy Axe: £1050. Attack 25, Defence 20. Requires iron or copper. Upkeep £105/turn.
Heavily armoured infantry with large metal axes.
Heavy Sword: £1100. Attack 23, Defence 23. Requires iron. Upkeep £115/turn.
Heavily armoured infantry with large swords, or swords and shields. Usually better trained than normal soldiers.
Mounted Units/Cavalry
Light Cavalry: £900. Attack 18, Defence 18. Negates infantry modifiers by 4. Requires horses. Retreat chance 15%. Upkeep £90/turn.
Lightly armoured men on fast, light horses with spears.
Heavy Cavalry: £1400. Attack 22, Defence 22. Negates infantry modifiers by 8. Requires horses. Requires stables. Retreat chance 10%. Upkeep £150/turn.
Better armoured men on heavier horses bred specially for war, usually with some leather barding. Typically also spears, long clubs or similar reached weapons.
Fliers
Wyvern: £2500. Attack 25, Defence 20. Flier. +15 General modifier vs non-flier, non-ranged, non-buzzer units. +10 General modifier vs buzzer units. Requires Wyvern Hatchery. Retreat chance 50%. Upkeep £150/turn
These beasts of scale and fire soar across the battlefield striking indiscriminately against their foes
Non-Cavalry Heavy Units
No mundane heavies yet available.
Navy
Trireme: £500. Attack 10, Defence 10. Movement 3. Can carry up to 2 units. Naval. Negates ground troop modifiers by 4. Upkeep £70/turn.
A light ship with three masts, three joined hulls and banks of oars. Not designed for long voyages or carrying large amounts of crew.
Heroes
£600. Provides an attack and defence bonus of +5 to the attached unit. Can be promoted for greater effect with technology. Upkeep £30/turn.
Individuals of great skill and renown, they can exert the will of their empire in unexpected and powerful ways.
Mages
Illusionist: £1200. Attack 6, Defence 12. Illusion Caster. Support. Tech: Illusion (Foundation). Upkeep £100/turn.
Not uncommonly seen on the stage, illusionists can turn their hand to warfare with only slight difficulty
Necromancer: £1200. Attack 8, Defence 10. Necromantic Caster. Support. Tech: Necromancy (Foundation) Upkeep £100/turn.
Practitioners of Death and Unlife, these individuals are thought to be almost as lifeless as their subjects. If invited to parties, they tend to stand in a dark corner and brood.
Warlock: £1200. Attack 12, Defence 6. Chaos Caster. Support. Tech: Chaos Magic (Foundation) Upkeep £100/turn.
Students of chaos, warlocks enjoy causing great damage and dominating their opponents with corruption
Summoned Units
Blights: £80. Attack 4, Defence 4. Resilient, Mindless, Shock, Magical, Summoned (Chaos). Tech: Summon Blights. Upkeep £5/turn.
The corrupted forms of man and beast, blights advance without fear, tactics or subtlety
Spells
Illusory Ward: £250. No attack, Defence 25. Immobile, One-Shot, Illusion. Upkeep £5/turn.
Coming in myriad forms, these wards are almost sentient, and attempt to seek out the best way to defeat the foes of its master
Other
Caravan: £1000. No attack, Defence 10. No upkeep. A caravan sent to another territory to conduct a trade mission will generate £300 per territory distance from the originating territory to the destination. e.g. A caravan sent to literally the next territory over will generate a £300 lump sum. A caravan sent to a destination 5 territories away (be it any combination of land and sea) will generate £1500 in revenue. Travelling the 'long way round' will not gain any more cash upon arrival - you will only gain money based on the shortest distance the caravan could have traveled, taking into account blockades and enemy empires in the path.
Caravans travel at a movement rate of 2 and can pass through neutral territories without requiring masking or bribery. Caravan missions can only be sent to player territories. Caravans from a particular side cannot have one of their own side's territories as the final destination (internal trade is presumed to be free). Successfully destroying a caravan, on the other hand, will net you £800 free of charge.
NB: A single unit may be attached to a caravan as a caravan guard. Passing through neutral territories with a caravan guard will incur a charge of £50 per caravan+guard. If you mount an invasion with troops posing as caravan guard, the neutral territory will immediately attack your 'guards' on principle, even if they are not the country being invaded.
Engineer: £500. Attack 10, Defence 10. Upkeep £50. Support, Siege I Engineers can build roads. A single engineer takes two turns to build a road in a neutral or owned territory. Engineers can stack to complete tasks more quickly. Engineers cannot build roads in enemy territories. Engineers can travel without masking or bribery through neutral territories, provided they are not part of an invasion force. Researching additional technologies may unlock further uses for engineers.
Engineers are a Siege Power 1 unit, which means that if they are stacked with an invading army that comes up against defenders behind a city wall, the bonus for the city wall is negated. This does not count vs fortifications, castles, fortresses, citadels or any more powerful defences. The siege level can be improved with research. Engineers may also add to the Siege Resist of defences. Engineers are a support unit; they will always go into battle last if they can help it. See Siege Warfare for more details.
Diplomat: £500. Cannot attack. Defence 0. Upkeep £20. Can perform Diplomatic Operations. Tech: Diplomacy
In situations where armies and great deeds of valour may prove ineffective, a gentle word and a greased palm can work miracles.
Priest: £200. Attack 0, Defence 0. Support, Religious, Proselytist. Tech: Organised Religion
Devout men and women, who seek to spread their faith and save the unbelievers.
Buzzer: This unit can act like a flier in combat, but is treated like a ground unit otherwise.
Flier: This unit may pass over land and sea territories alike, so long as it ends its turn on land. Fliers typically gain bonuses in combat vs non-flying, non-ranged units.
Illusion: This unit involves some form of magical trickery or deception. Certain units may be immune to this.
Immobile: This unit cannot move out of the territory it is created in.
Magical: If, at the end of the turn, this unit is not in the same territory as a friendly unit (damaged or not) that can summon it, it is destroyed.
Mindless: This unit is not affected by illusions or other mind-affecting effects.
One-shot: This unit is destroyed after its first round of combat, regardless of success. If it is never selected for combat, it will persist.
Proselytist: This unit may spread it's religion to the territory it is currently in. Doing so destroys the priest, regardless of success. There is a 100% chance of success in a territory with no religion. A 20% penalty is incurred for each religion present in the territory.
Religious: This unit may only be recruited in a territory that has a religion. On recruitment, a religion in the territory must be chosen. For all relevant purposes, this unit is a member of that religion.
Resilient: This unit recovers from the damaged state at the end of the turn it was damaged on. It does not need to spend a turn recovering.
Shock: This unit will always fight first, even if other units have a better combat bonus.
Spell/Summoned: This unit requires a caster of the correct type in order to be created.
Support: This unit will not fight unless there are no non-support units remaining, even if it has the best combat bonus.
Common Resources
Cattle - Cattle provides revenue equal to 5% of basic income per turn. Pastures can be built in territories containing Cattle.
Copper – Copper does not provide revenue, but is required by certain military units. Mines can be built in territories containing Copper.
Grain - Grain provides revenue equal to 5% of basic income per turn. Farms can be built in territories containing Grain.
Lumber - Lumber provides revenue equal to 5% of basic income per turn. Archery units produced here receive a 10% discount. Sawmills (requires Mechanics I) can be built in territories containing Lumber.
Horses - Horses provide revenue equal to 5% of basic income per turn. Horses are required for certain military units. Stables can be built in territories containing Horses.
Iron - Iron does not provide revenue, but is required by certain military units. Mines can be built in territories containing Iron.
Sheep - Sheep provide revenue equal to 5% of basic income per turn. Pastures can be built in territories containing Sheep.
Stone - Stone provides revenue equal to 5% of basic income per turn. Military buildings constructed here receive a 10% discount. Mines can be built in territories containing Stone.
Swine - Swine provide revenue equal to 5% of basic income per turn. Pastures can be built in territories containing Swine.
Uncommon Resources
Citrus - Citrus provides revenue equal to 5% of basic income per turn. Farms can be built in territories containing Citrus.
Cotton - Cotton provides revenue equal to 5% of basic income per turn. Farms can be built in territories containing Cotton.
Dyes - Dyes provide revenue equal to 5% of basic income per turn. Farms can be built in territories containing Dyes.
Furs - Furs provide revenue equal to 5% of basic income per turn. Hunting Lodges can be built in territories containing Furs.
Marble - Marble provides revenue equal to 5% of basic income per turn and provides a 20% discount for religious buildings in the territory. Mines can be built in territories containing Marble.
Tea - Tea generates revenue equal to 5% of Basic Income. Farms can be built in territories containing Tea.
Manufactured Resources
Art - Produced at Artists
Beer - Produced at Breweries
Luxury Resources
Gems - Gems provide revenue equal to 10% of basic income per turn. Mines can be built in territories containing Gems.
Gold - Gold provide revenue equal to 10% of basic income. Mines can be build in territories containing Gold.
Every territory has a Happiness stat, which represents (logically enough) how happy the population is under your rule. Certain buildings effect happiness, as do certain events. If Happiness is below zero, there is a chance each turn they an army of rebels will appear and attempt to sieze control. If Happiness is above zero, the chance of beneficial random events will increase.
Buildings like the Shrine provide a permanent bonus to happiness, whereas events such as raiding, will cause temporary drops in Happiness. Units can be used to suppress unhappiness, at the rate of ten combat power (calculated as the average of the units attack and Defence) per one unhappiness.
Blitzer: £400. Upkeep £10. Brave (or foolish) enough to to lead multiple cavalry charges, this hero provides an additional +4 to cavalry units when attacking. Tech: Cavalry Training I
Diplomat: £500. Upkeep £20. Can perform Diplomatic Operations as a Diplomat. Any situation that would force the hero to be expelled/killed cannot be resisted, unless the Hero has units to lead in combat. Expelling occurs as normal, but in any situation where the hero would be killed, they are instead captured. Tech: Diplomacy I
Harasser: £400. Upkeep £10. Skilled at lightning raids on enemy positions, this hero provides an additional +4 to cavalry units on the defence. Tech: Cavalry Training I
High Priest. £1000. Upkeep £100. Allows the hero to act like a priest in all its functions, with the notable exception that any religious action that would destroy a priest does not destroy a High Priest hero. If the hero is not in friendly territory, there is a chance the hero is instead captured. Tech: Organised Religion
Illusionist: £1200. Upkeep £100. Allows the hero to act as an illusions for the purposes of spellcasting and summoning. The illusionists attack and defence do not increase. He gains all effects applicable to an illusionist. This does not affect the heroes behaviour in combat. Tech Illusion (Foundation)
Marksman: £400. Upkeep £10. A deadeye shot with bow and arrow, any who enter his range are at peril. This hero provides an additional +4 to ranged unit when defending. Tech: Ranged Training I
Necromancer: £1200. Upkeep £100. Allows the hero to act as a necromancer for the purposes of spellcasting and summoning. The necromancer's attack and defence do nor increase. He gains all effects applicable to a necromancer. This does not affect the heroes behaviour in combat. Tech: Necromancy (Foundation)
Ranger: £400. Upkeep £10. Able to apply judicious firepower to force an enemy out of position, this hero provides an additional +4 to ranged units when attacking. Tech: Ranged Training I
Shieldmaster I: £100. Upkeep £5. The hero is notable skilled with their shield, as well as in parrying away blows with their weapon. His personal defence scores are increased by 4. Tech Armoursmithing I.
Slugger: £400. Upkeep £10. Adept at brutal foot melees and seizing ground, the hero provides an additional +4 bonus to infantry when attacking. Tevh Infantry Training I.
Stalwart: £400. Upkeep £10. A veteran of shield walls and defensive combat, the hero provides an additional +4 bonus to infantry when defending. Tech: Infantry Training I.
Swordmaster I: £100. Upkeep £5. The hero is notably skilled with his preferred weapon on the attack. His personal attack scores are increased by 4. Tech: Weaponsmithing I.
Warlock: £1200. Upkeep £100. Allows the hero to act as a warlock for the purposes of spellcasting and summoning. The warlocks attack and defence do not increase. He gains all effects applicable to a warlock. This does not affect the heroes behaviour in combat. Tech: Chaos Magic (Foundation)
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