Table of Contents:
I. WARLORD CHARACTER SHEET
II. THE STARTING SETUP
III. TURN ORDER
IV. MAP
V. VICTORY CONDITIONS
VI. ARMY CREATION, SUMMONING AND MOVEMENT
VII. COMBAT
VIII. PROVINCIAL IMPROVEMENTS
IX. ECONOMICS
X. MINING
XI. CRAFTSMANSHIP
XII. INDEPENDENTS
XIII. RESEARCH
XIV. EMPERORSHIP
XV. DEATH OF A WARLORD
XVI. HEROES
XVII. RELIGION
XVIII. TRADES ("GIFTS") AND DIPLOMACY
XIX. CARAVANS AND TRADE ROUTES
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I. WARLORD CHARACTER SHEET:
Name: Long Long the Iron Dragon (Haspen)
Starting Province: (Central) Wu + East Wu, North Wu
Religion: Dao
Color:
Most Beautiful Flower Pink===
II. THE STARTING SETUP:
Every Warlord starts with 1 Central Province, where their Palace is, and 2 adjacent Border Provinces under their control.
They also start with 1 Spearman Army in the Central Province, and 10000 Coins in their treasury.
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III. TURN ORDER:
Global Turn is divided into Player Turn; once all Players move and finish their Turns, next Global Turn occurs.
Each Global Turn represents one Season (Spring, Summer, Autumn and Winter), and thus 4 Global Turns make a Year.
Orders are processed in this order:
Raising Armies -> Army/Unit Movements -> Building Improvements -> Hero Appointments, Trades, Money Spending, Research
(NO CONDITIONAL ORDERS WHATSOEVER)
Exceptions to the above:
Empty Provinces: If an Army of a Warlord moves to a Province that is empty (no Armies), it is instantly seized.
Routed Armies: Armies that are Routed during combat have second Move phase during which they will be transported to the point of origin. If that Province has been seized, the Army attacks it to liberate it.
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IV. MAP:
Land of Han is divided into Provinces, and each Province has a Central land (represented by its full name) and adjacent Provinces named after it.
Each adjacent Province is has a prefix: 'N'orth, 'S'outh, 'W'est, 'E'ast, and they all surround the Central Province
So for example, there is Qi, a central land, with West Qi (wQi), North Qi (nQi) and South Qi (sQi) Provinces surrounding it.
Central Provinces are walled cities, which provide +2 Combat Rating bonus to the Armies stationed there; the Palace of the Warlord further increases Combat Rating by another +2.
'Border' Provinces come with certain flavors;
Most are normal Grasslands (no special icon); Central Province is always Grasslands
Some are Riverplains (icon: River flowing between reeds)
Some are Forests (icon: Trio of trees)
Some are Mountains (icon: Snow-capped mountains)
Certain Improvements can be built only on certain 'flavors' of provinces; for example, Mines need to be built in Mountain Provinces.
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V. VICTORY CONDITIONS:
There are three possible victory conditions:
A) Declare yourself Emperor after fulfilling the Imperial Requirements.
B) Defeat all other Player Warlords by capturing their Palaces.
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VI. ARMY CREATION, SUMMONING AND MOVEMENT:
During your Turn, you can raise 1 Army at your Palace, or an Army Camp, or a Castle, if you have any.
You cannot raise Armies if your current Army number is equal to Max.Army Limit.
Max.Army Limit is governed by amount of Provinces you have; Border Provinces provide +1 to Max.Army Limit, while Central Provinces provide +2. You can also increase Max.Army Limit by building Rice Farms.
There are 3 types of Armies you can raise:
Spearmen (CR+0); Recruitment Cost 500 Coins, Upkeep 100 Coins/Season.
Archers (CR+2); Recruitment Cost 1000 Coins, Upkeep 250 Coins/Season.
Cavalry (CR+6); Recruitment Cost 1500 Coins, Upkeep 500 Coins/Season.
Newly raised Armies cannot move.
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VII. COMBAT:
When you move your Army into independent or enemy Province that has Armies in it, Combat occurs.
Each side rolls a 1d10 dice, and the Army's current Combat Rating is added to the roll.
The side that gets higher number than the other wins the combat and the opposing Army is destroyed.
In case of a draw, the Attacking Army retreats to the last Province it passed through.
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VIII. PROVINCIAL IMPROVEMENTS:
Each Turn, you can construct 1 Provincial Improvement per Turn in the Provinces you control, for free. This amount can be increased with completion of certain Research projects.
You can also Purchase Improvements; you can Purchase as many Improvements as you can and want, if you have the money of course. You can demolish any Improvement previously built for 100 Coins.
Each Province, no matter if Border or Central, can support up to 4 Improvements in it.
Army Camp (800 Coins):
Provides a Spawn Point for your Armies.
Castle (3000 Coins):
Increases Combat Rating of Armies stationed in the Province by 4. Provides a Spawn Point for your Armies.
Library (1200 Coins):
Provides 2 Research Points per Turn.
Mine (1800 Coins):
Allows for mining of a Resource previously prospected. Can only be built in a Mountain Province (or Grassland if Salt is found). A single Mountain Province can support up to 2 DIFFERENT Mines. The can be only 1 Salt Mine per Grassland.
Rice Farm (1000 Coins):
Increases Max Army Limit of the Province by 1 (by total of 2). Can only be built in a Riverplains Province. A single Riverplains Province can support up to 2 Rice Farms.
Silk Farm (2000 Coins):
Provides Silk resource for the Workshop Improvement. Can only be built in a Riverplains Province.
Woodcutter Camp (1200 Coins):
Reduces Purchase Costs of all Improvements in the Central and Border Provinces by 10%. Can only be built in Forest Province.
Lacquer Orchard (1500 Coins):
Provides Lacquer resource for the Workshop Improvement. Can only be built in a Forest Province.
Tea Plantation (800 Coins):
Generates 300 Coins per Turn (no Workshop required). Can only be built in Grassland (excluding Central) and Mountain Provinces.
Temple (1500 Coins):
Increases your Piety level for Religion purposes.
Workshop (1000 Coins):
Produces varying amount of Coin depending on the Resources it has access to. Can only be built in the central Province.
Bazaar (500 Coins):
Allows commission of Caravans. Serves as a possible destination point for incoming Caravans.
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IX. ECONOMICS:
At start of each Turn, you earn money from Taxes, Workshop Crafts and certain Mines.
Taxes come from your Provinces; North/West/South/East Provinces produce 250 Coin per Turn, while Central Province provides 500 Coin per Turn.
If you control the whole of 5 Provinces, the seasonal Tax is boosted by 20%.
Then you add all the Coins from production; Copper Mines, Workshops, etc.
Armies and Heroes Upkeep is then processed, and substracted from the gained Coins.
If you ever go under 0 in terms of your Coins, 1 Army and 1 Hero under your control will leave your service. This will continue until you get back into positive.
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X. MINING:
If you have a Mountain Province, you can have it prospected for Resources (using 1d100).
The first Prospecting costs 500 Coins; each subsequent Prospecting increases the cost by another 500 Coins.
Prospecting rates:
Copper: 60%
Iron: 40%
Salt: 40% (can also be prospected for in non-Central Grassland Provinces)
Jade: 20%
Sulphur: 20%
Once you 'hit' a Resource, you can construct a mine that will gather the resource. A single Mountain Province can support up to 2 DIFFERENT Mines.
Each Resource provides the Province with bonuses.
Copper: Reduces Army Recruitment Cost in this Province by 10% (stacks with Iron). Produces 200 Coin per Turn.
Iron: Reduces Army Recruitment Cost in this Province by 10% (stacks with Copper).
Salt: Produces 500 Coin per Turn and increases Taxes by 10% in whole Province.
Jade: Produces 200 Coin per Turn.
Sulphur: Provides +2 Research Points if a Library is present in the Province.
If a Workshop is present in the Central Province, it also refines the locally mined resources for crafts which are then sold for money.
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XI. CRAFTSMANSHIP:
The Workshop is responsible for refining of raw resources into crafts which are then sold around, earning its owner lots of money:
Silk: 900 Coins per Turn.
Copper: 300 Coins per Turn.
Jade: 700 Coins per Turn.
Iron: 100 Coins per Turn.
Lacquer: 500 Coins per Turn.
Sulphur: 100 Coins per Turn.
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XII. INDEPENDENTS:
Independents are non-aligned Provinces which live out their meagre lives, trying (and often failing) to not get subjugated by Warlords.
Independents are not stupid and will sometimes raise Spearman Armies (50% per global Turn) to defend themselves, and if they already have an Army, they will try to construct a Castle (25% chance each global Turn) to ensure their safety.
BARBARIANS:
Barbarians are uncivilized nomads and swampfolk who sometimes develop a taste for wealth and fineries of Han civilization.
Barbarian Armies are always Cavalry type and attack in groups of 1 to 3. They might attack during Summer, invading one Border Province that is adjacent to the brown boundaries of the Han region.
They use White flags instead of Grass-colored flags to differentiate them from Independent Armies.
Barbarian Armies that are allowed to roam the Province demolish 1 Improvement per Season and steal between 100 to 1000 Coins (in increments of 100) from the Province's ruling Warlord.
Furthermore, in a Province that is currently under attack by Barbarians, no Armies can be raised and no Improvements can be built.
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XIII. RESEARCH:
To start a Research Project, simply pick a topic from the list of available topics (Few Projects might have a single prerequisite).
Each Research Project requires accumulation of Research Points (via Libraries), plus certain monetary donation for the scholars.
You can switch current Research Projects during your Turn; however, doing so will halve the amount of Research accumulated so far.
More expensive projects will require further infusion of money; Any excess Money from the switch to a cheaper project is, however, lost.
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XIV. EMPERORSHIP:
It has been hundreds of years since the last Dynasty has fallen. It is time for a new one to raise to glory and power! Becoming an Emperor is one of possible victory conditions. To declare self an Emperor, one must first fulfill certain requirements:
A) Exercise control over at least 25 Provinces total, including at least 3 Central Provinces.
B) Research all five Imperial Technologies.
C) Control at least 10 Armies (type doesn't matter).
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XV. DEATH OF A WARLORD:
Death of a Warlord (aka Player getting defeated) is an event that upsets the power balance in the region.
The Central Province he/she was governing from goes into hands of the victor. However, all other Central Provinces seize the opportunity and become Independent along with their Border Provinces (unless the victor already conquered them).
All Heroes employed by the now-dead Warlord consider their choices; there's 50% chance that they will either offer their services to the victor or seek glory elsewhere. Loyal Heroes will always decide to move on, however.
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XVI. HEROES:
The land of Han is traveled by Heroes; individuals seeking employment in exchange for their skills. Each Season, there's a 10% chance for such a traveling Hero to appear at one Warlord's Court.
You can also raise your own Hero; a young official at your court. Each Season, you can spend 500 Coins to find one such a promising official amongst your courtiers.
With time, your Heroes will also gain skills; Each Season, there's a chance that a home-bred Hero will earn a Skill, that chance starts at 50% for Hero with no Skills, then is decreased by 10% till maximum amount of Skills is reached (maximum is 5 Skills).
That Skill will be randomly choosen if the Hero hasn't been appointed to an Administrative or Military post; otherwise, the skill will be related to their post.
Each Central Province has 2 posts: Governor of the Province (administrative post) and Marshal of the Province (military post).
You can assign Heroes to these positions to make use of their Skills.
Unfortunately, each Hero requires to be paid. The amount of money you need to pay a Hero per Season is: (Amount of Traits x 500 Coins) + (Random number between 1 and 5 x 100 Coins)
Additionally, traveling Heroes need to be first convinced to work for you with enough wealth; said wealth being equal to 2x their Upkeep Cost.
Unpaid Heroes will warn their employer about lack of funds, and leave their ranks a Season later.
Warlords can also Dismiss or Execute own Heroes at will to save funds:
Dismissed Heroes have a 50% chance to seek employment at the court of another Warlord.
Executing a Hero causes travelling Heroes to avoid the cruel Warlord for about a Year.
There is a limit on Heroes you can have at once, and that limit is 4+X, where X is the amount of Central Provinces you own.
Certain Research topics can increase that limit.
Administrative Skills:
Architect: Reduces All Improvements Purchase Costs in whole Province by 10%.
Industrious: Workshop in the Province +10% Coins per Season.
Scholar: Libraries in the whole Province generate 1 Research Point more.
Taxmaster: Increases Province Tax Revenues by 20%.
Trademaster: Boosts all Trade Revenue of Trade Routes originating from Province by 10%.
Treasurer: Copper Mines in the whole Province generate 200 Coins per Season more.
Military Skills:
Archery Commander: Archers in the Province +2 to Combat Rating.
Cavalry Commander: Cavalry in the Province +2 to Combat Rating.
Defender: Armies in Province +2 to Combat Rating during Barbarian attack.
Frugal: All Armies' Upkeep Cost in the Province -10%.
Spear Commander: Spearmen in the Province +2 to Combat Rating.
Tactician: All Armies in the Province +1 to Combat Rating.
Wallbuilder: Keeps and Central Province provide extra +2 to Combat Rating.
Other Skills:
Cunning: When Captured, 66% chance to escape and return to their original employer.
Famous: Each Spring, 25% chance to attract an extra traveling Hero to your Court.
Greedy: Upkeep Cost +10%. Mutually exclusive with Modest.
Inventor: Generates 3 Research Points per Season.
Loyal: Cannot be convinced to work for other Warlord when Captured.
Modest: Quarters total Upkeep Cost. Mutually exclusive with Greedy.
Teacher: Doubles all other Heroes' chances to learn a Skill (Heroes affected depend on Teacher's current location).
When you capture a Central Province belonging to other Warlord, all Heroes stationed there will attempt to flee back to their employer at 33% chance for success.
Those who aren't lucky will end in your hands, and you have 3 ways to deal with them:
A) Attempt to convince them to join your court (Loyal Heroes will never agree to this).
B) Let them go free; there's 50% chance the Hero will return to their employer or go into self-exile out of shame of capture.
C) Execute them to prevent them from returning to their employer. This will hurt your chances to employ traveling Heroes for a Year, as they are wary of such brutal employers.
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XVII. RELIGION:
There are 5 Religions in the Land of Han: Ancestral, Confucianism, Daoism, Buddhism and Legalism. Each comes with its own Passive Bonus and bonus for Piety Coverage.
Piety Coverage is filled up by constructing Temples. Each Temple in a Border or Central Province provides 33% Piety Coverage (50% with The Hundred Schools of Thought research).
This means you need 3 Temples in whole Province for a full Piety Coverage (excess Temples simply don't count).
However, the TOTAL Piety Coverage is summed up from all Provinces you control! For example: You have 3 Temples in Qi Province, 2 Temples in Wu Province and 1 Temple in Shu Province. 3+2+1 /9 = 6/9 = ~66% Piety Coverage.
ANCESTRAL:
Passive Bonus: Reduces Rice Farms, Silk Farms, Lacquer Orchards and Woodcutter Camps Purchase Costs by 20%. Halves Prospecting Costs.
%Piety Coverage Bonus: Chance to negate Disaster occuring in the Province equal to %Piety Coverage Bonus.
CONFUCIANISM:
Passive Bonus: Reduces Library and Temple Purchase Costs by 20%. Heroes 'raised' by a Warlord have +30% chance to learn a Skill.
%Piety Coverage Bonus: +2 Research Point per Season for each 10% total Piety Coverage.
DAOISM:
Passive Bonus: Reduces Army Camp, Workshop and Mine Purchase Costs by 20%.
%Piety Coverage Bonus: All Armies +1 to Combat Rating for each 33% total Piety Coverage.
BUDDHISM:
Passive Bonus: Reduces Temple and Tea Plantation Purchase Costs by 20%. Reduces Coin Requirements of Research by 20%. Halves all Hero Employment Costs. Increases amount of Heroes you can have by +2.
%Piety Coverage Bonus: -5% Hero Upkeep Costs and +10% chance for 'raised' Heroes to learn a Skill for each 10% total Piety Coverage.
LEGALISM:
Passive Bonus: Reduces Purchase Costs of all Improvements in Central Provinces by 10%. Reduces Purchase Costs of Castles by 20%. Requirements for Imperial Technologies are halved. 'Raised' Heroes start with an Administrative or Military Skill of Warlord's choosing.
%Piety Coverage bonus: +2% Tax Revenue for each 10% Piety Coverage.
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XVIII. TRADES ("GIFTS") AND DIPLOMACY:
Warlords, in certain times of peace, can actually Trade with each other:
Money and finished Research can be exchanged on terms decided by the trading Warlords.
Provinces can also be exchanged, but while Border Provinces can be freely exchanged, to cede a Central Province requires surrendering of all its Border Provinces as well.
Furthermore, Warlords can form Military Pacts; these pacts, as long as both Warlords uphold them, allow their Armies to fight together against another Warlord, Independents, or Barbarians.
In the case the Armies of two different Warlords capture another Province, the Province goes to the Warlord who sent more Armies to conquer it (in all other cases, it's decided by a coin toss).
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XIX. CARAVANS AND TRADE ROUTES
For 500 Coins, you can commission a Caravan at the Bazaar, load it up with some resource, and send it to neighbouring state (or the city of Cashgrab) to establish a Trade Route. In the land of Han, valid destinations for a Caravan is either a Central Province, or a Province with a Bazaar.
Caravans cross up to 2 Provinces per Turn and cost no Coins of Upkeep when en route to their destination. Caravan movements are done at the end of a Turn, alongside Research, Hero Employment and so on.
To load up a Caravan, simply write an order like 'Load Caravan in Province X with Copper', and as you can see, your Caravans have only local access to resources produces in a Province.
Passage Fee:
Any Independent Province that your Caravan goes through will demand Passage Fee of 100 Coins. Other Player Warlords are also entitled to this Passage Fee, also 100 Coins per Province. Player Warlord whose Province is the Caravan's destination CANNOT demand a Passage Fee.
List of stuff that can go on your Caravan:
Copper: Provides benefits of Copper (10% Army Recruitment Cost) to the Caravan's target. +500 Coins of Trade Revenue.
Iron: Provides benefits of Iron (10% Army Recruitment Cost) to the Caravan's target. +300 Coins of Trade Revenue.
Sulphur: Provides +2 Research Points per Turn to Caravan's target. +300 Coins of Trade Revenue.
Rice: Provides +1 to Max.Army limit to the Caravan's target. +100 Coins of Trade Revenue.
Timber: Provides benefits of Woodcutter's Camp (10% Improvement Purchase Cost) to the Caravan's target. +100 Coins of Trade Revenue.
Lacquer/Jade/Silk: Boosts Taxes in whole Province by 20%. +1000 Coins of Trade Revenue.
Trade Revenue: As you might've noticed above, each resource provides extra Trade Revenue. You are free to charge the Caravan's target for extra money, but remember that the Warlord in question might simply reject your caravan, or outright Plunder it.
Plunder: If there's a Caravan crossing your lands that you do not like, you can Plunder its wealth! To do this, you must have at least 1 Army (no matter the type) in the same Province as the Caravan. Plunder happens during Army Movement phase.
When you Plunder a Caravan, you get anywhere between 100% to 300% of its Additional Trade Revenue, in increments of 50 Coins; for example, if you plunder a Silk Caravan, you can get anywhere between 1000 and 3000 Coins!
REMEMBER: The Trade Route 'shifts' the resource to your neighbour, depriving you from its benefits! So, for example, to provide Iron's benefit to both yourself AND your neighbour, you would require 2 Iron Mines (one for yourself, one for the other guy). Also, when the Caravan is en route, you do not receive its resource's benefits either!
REMEMBER: Trade Routes are permament - unless the person who sent the Caravan, the person who was its destination, or anyone receiving Passage Fees, decides to dismantle the Trade Route. Such action is instantenous and irreversible - to
The Great City of Cashgrab and its Marvelous Wares from the West:
Provinces of Qin, Jian, Song (Yue, Qin, Jian and Zhao on Expanded Map), on the far west of the Land of Han, can send their caravans to a faraway land where the Great City of Cashgrab lies. It takes a Caravan 5 Seasons total to get to Cashgrab and back to you.
Unfortunately, there is certain risk that the Caravan might get lost or be plundered by some unscrupulous bandits. This chance is 10% per each Season en route to Cashgrab (you will be notified if this unfortunate event happens). Fortunately, once a trade route to Cashgrab is established, bandits threatening your caravan magically disappear.
Cashgrab has a demand for certain Han crafts and is willing to pay for them:
Copper/Tea: 700 Coins
Jade/Salt: 1400 Coins
Lacquer: 2100 Coins
Silk: 2800 Coins
Cashgrab also offers some stuff that will surely be appreciated by your own subjects.
Lentils: Provides +2 to Max.Army limit. Purchase price: 700 Coins (or in exchange for Copper or Tea).
Spices: Provides +1 to Max.Army limit and boosts Taxes in whole Province by 40%. Purchase price: 1400 Coins (or in exchange for Jade or Salt).
Scriptures: Provides +5 RP per Turn. Purchase price: 2100 Coins (or in exchange for Lacquer).
Glassware: Boosts Taxes in whole Province by 80%. Purchase price: 2100 Coins (or in exchange for Lacquer).
Trade Route 'linking', or Cashgrab's Goodies for the Eastern Warlords:
Once you manage to obtain Cashgrab goods, you can send them further east to other Warlords who do not have direct access to the great desert separating Han and The Great City.
The Caravan's target receives the benefits of Cashgrab goods, while you receive DOUBLE the Purchase price of the Cashgrab goods (so 1400 for Lentils, 2800 for Spices, and a whooping 4200 for Glassware).
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