01: CLAN CHARACTER SHEET
02: STARTING SETUP
03: TURN ORDER
04: MAP AND PROVINCES
05: VICTORY CONDITION
06: ARMY CREATION, SUMMONING AND MOVEMENT
07: COMBAT
08: INDEPENDENTS
09: PROVINCIAL IMPROVEMENTS
10: ECONOMICS
11: RESOURCES
12: MINING
13: DESTRUCTION OF A CLAN
14: ADVISORS
15: RELIGION
16: NINJAS
17: RESEARCH
18: DIPLOMACY
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01: CLAN CHARACTER SHEET
Clan Name: Amana (Haspen)
Starting Province: Manakura
Religion: Shinto
Extras: 'Alchemy' Tech, +2500 Coins
Color:
Astonishingly Pure Lotus Pink===
02: STARTING SETUP
Every Clan starts with 1 Province, where their Palace is (this is called 'Capital Province'), there's also a Castle built in it too.
They also start with 2 Spearman Armies in the Province, and 10000 Coins in their treasury.
They are allowed to pick two Extras; either a free Tech (it can't have any prerequisites!), additional Province adjacent to their 'capital' one, or 2500 Coins.
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03: TURN ORDER:
Global Turn is divided into Player Turns; when a Player posts their orders, GM processes them, posts results, and other Player posts their orders, till all Players' orders are processed. Only then a new Global Turn begins.
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 -> All other actions
(NO CONDITIONAL ORDERS WHATSOEVER)
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04: MAP AND PROVINCES:
>>>Base Map of Isles of the Clans is here!<<<Provinces come with certain flavors;
Some are Grasslands (no special icon)
Some are Riverplains (icon: Flowing River)
Some are Forests (icon: Trio of trees)
Some are Mountains (icon: Snow-capped mountains)
Each Province can support up to 4 different Improvements.
Certain Improvements can be built only on certain 'flavors' of provinces; for example, Mines need to be built in Mountain Provinces.
You can move your capital to different Province for 2500 Coins and only once a 'year' (every 4 Turns).
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05: VICTORY CONDITION:
Domination: Hold 50%+1 of all Provinces on the Map.
Enlightenment: Research Agriculture, Bureaucracy, Fireblood, Shipbuilding and at least 10 other Techs.
Shogunate: Hold more Provinces than all other Players combined, and research Shogunate Tech.
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06: 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; +1 for each Province, +2 thanks to Capital Province.
You can also increase Max.Army Limit by building Rice Farms on Grasslands or Fisheries in Provinces adjacent to Sea.
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.
Every Army moves 1 Province per Turn. Armies can also cross a single named Sea to assault other Provinces bordering it, as long as the Armies' owner constructs a Dock in a Province adjacent to the Sea.
There's no need for a Dock to be in destination Province; only the Province where the Armies start in requires a Dock.
Armies that launch assaults through the Sea receive a penalty of -5 to Combat Rolls; this penalty is lowered once you research Shipbuilding or hire Master of the Ships.
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07: 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 Armies' current Combat Rating is added to their respective rolls.
If the Attacker's roll is higher than that of Defender, the Defender is destroyed; if Defender's is equal or higher than Attacker, the Attacker is destroyed instead.
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08: INDEPENDENTS:
Each Province not claimed by a Player becomes Independent at start of the game; Independents raise Spearmen Armies and build Castles.
A Player province might become Independent in two situations; the Player's clan is destroyed, or an Uprising Event fires in the province.
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09: PROVINCIAL IMPROVEMENTS:
Each Turn, you can construct 1 Provincial Improvement for free. This amount increases with certain Techs.
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, can support up to 4 Improvements in it, and, unless stated otherwise, 1 Improvement of a kind (one Castle, one Library etc).
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.
Rice Farm (1000 Coins):
Increases Max Army Limit of the Province by 1. Can only be built in a Riverplains Province. A single Riverplains Province can support up to 2 Rice Farms.
Fishery (600 Coins):
Increases Max Army Limit of the Province by 1. Can only be built in Provinces adjacent to the Sea (blue).
Silk Farm (2000 Coins):
Provides Silk. Can only be built in a Riverplains and Forest Provinces. A single Riverplains Province can support up to 2 Silk Farms.
Woodcutter Camp (700 Coins):
Provides Timber. Can only be built in Forest Province. A single Forest Province can support up to 2 Woodcutter Farms.
Lacquer Orchard (1500 Coins):
Provides Lacquer. Can only be built in a Forest and Grassland Provinces. A single Forest/Grassland Province can support up to 2 Lacquer Orchards.
Tea Plantation (800 Coins):
Provides Tea. Can only be built in Grassland and Mountain Provinces. A single Grassland/Mountain Province can support up to 2 Tea Plantations.
Temple (1500 Coins):
Increases your Piety Coverage level for Religion purposes.
Marketplace (1000 Coins):
Produces varying amount of Coin depending on the Resources it has access to.
Mint (1500 Coins):
Produces 100 Coins per each Copper and Silver Resource you control.
Dock (1200 Coins):
Your Armies can cross the Seas adjacent to the Province with Docks. Can only be built in Provinces adjacent to the Sea (blue).
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10: ECONOMICS:
Each Province pays Taxes; the base Tax of a Province equals 500 Coins per Turn. Your 'capital' Province pays 700 Coins per Turn.
Marketplace provides Coins based on access to Resources it has to Provinces that are controlled by you.
If you're selling multiple Resources of the same kind, the total price of them is lowered by 10% for each excess resource (so if your Marketplace has access to 2 Iron, their total price is lowered by 10%, if 3 Iron, then 20% and so on).
Extra Marketplaces do not provide extra Coins from selling; instead, they lower penalties from excess resources by 10% per additional Marketplace.
Example: Your Provinces produce 5 units of Iron, and you have 3 Marketplaces. Therefore, you gain (5x400 = 2000-(40%-20%)) 1600 Coins per Turn from Iron.
Resource Prices:
Silk: 700 Coins
Timber: 100 Coins
Lacquer: 500 Coins
Tea: 300 Coins
Copper: 400 Coins
Iron: 200 Coins
Silver: 600 Coins
Sulphur: 200 Coins
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11: RESOURCES:
Resources can provide you with Bonuses. For a Resource to do so it must 'supply' at least 66% of Provinces you have, and every 1 unit of Resource supplies up to 2 Provinces.
For example, if you have 4 Silk Farms and 10 provinces, this means your supply is (4*2)/10 = 80%, and therefore you gain the Silk Bonus of +30% Province Tax.
Silk: +30% Province Tax.
Timber: -10% Purchase Costs for all Improvements.
Lacquer: -20% Purchase Costs for Castles, Temples and Libraries. +20% Province Tax.
Tea: -30% all Advisor Costs. +10% Province Tax.
Copper: -10% Army Recruitment Costs. +10% Province Tax.
Iron: -20% Army Recruitment Costs.
Silver: +30% Marketplace Income.
Sulphur: +1 Research Point per Library.
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12: 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 in the Province increases the cost by another 500 Coins.
The Resources that can be found in Mountains are: Copper, Iron, Silver and Sulphur.
Each of 4 Resources have 20% chance to be found, the remainder 20% earns you nothing. Each time you find a Resource, it's % discovery chance is added to the chances of finding nothing.
For example, if you've already found Copper and Iron in a Province, there's 20% chance you find either Sulphur or Silver, and 60% chance that you find nothing.
You can 'specify' which Resource you're prospecting for. The Prospecting's price is doubled, and the chances are 50% each for finding the specific Resource or finding nothing.
Once you find a Resource, you can build a Mine in the Province. A Mine can exploit only 1 Resource at a time.
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13: DESTRUCTION OF A CLAN:
Destruction of a Clan (aka Player getting defeated) is an event that upsets the power balance in the region.
All Provinces conquered by the victorious Players remain in his/her hands; all other Provinces that were unconquered become Independent.
All Advisors employed by the now-dead Warlord consider their choices; there's 50% chance that they will either offer their services to the victor or run away.
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14: ADVISORS:
Each Turn, you can hire 1 Advisor. Advisors have initial price of 1000 Coins, and every Turn they require 200 Coins of payment.
Initially, you can have 3 Advisors at your court; this number can increase with certain things (Resources/Research). In a case that you end with more Advisors than you have slots for, you must dismiss enough of them next Turn.
Multiple Advisors of the same 'type' do not provide extra bonuses (for example, 3 Taxmasters will still provide only 10% Tax bonus).
Furthermore, there's 1 in 10 chance that you might acquire a Great Advisor; this Advisor, besides the skill he starts with, will also provide a bonus of 1 other Advisor. Great Advisors, however, require 500 Coins of payment per Turn.
In a situation that at end of a Turn you cannot pay all your Advisors' wages, 1 of them will leave your court, with Great Advisors taking priority.
Finally, each Season there is a chance that a random Advisor will show up at someone's court, offering their services for 1/5 of initial Price (200 Coins). These 'traveling' Advisors can be either normal or Great types.
Geomancer: Halves Prospecting costs. -20% Mine Purchase Costs.
General of the Cavalry: Cavalry +2 to Combat Rolls.
General of the Fortifications: -10% Army Camp and Castle Purchase Costs. Castles provide +1 Combat Rolls for all your Armies.
General of the Front: All Armies +1 to Combat Rolls.
General of the Guard: Greatly decreases enemy Ninja success chances.
General of the Infantry: Spearmen and Bowmen +2 to Combat Rolls.
General of the Rear: -20% Army Recruitment Costs.
High Priest: Counts as a Temple for Piety Coverage purposes.
Master of the Mint: +20% Total Mint Income.
Master of the Ships: -20% Purchase Costs for Docks and Fisheries. Lowers penalty to Combat Rating of Armies attacking via Seas by 2.
Minister of Agriculture: -20% Rice Farm, Silk Farm and Lacquer Orchard Purchase Costs. +10% Max Army limit.
Minister of Constructions: -10% Purchase Costs for all Improvements. +1 Free Improvement construction per Turn.
Minister of Taxes: +10% Total Province Tax income.
Minister of Trade: +10% Total Coins from Marketplaces.
Scholar: +4 Research Points per Turn.
Spymaster: Greatly increases Ninja success chances.
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15: RELIGION:
There are 3 Religions in game; Spirits, Zen and Philosophers. Each comes with its own Passive Bonus(es), a Passive Malus, and Bonus for Piety Coverage.
Piety Coverage is filled up by constructing Temples. Each Temple covers up to 3 Provinces. So if you have 11 Provinces and 3 Temples, your Piety Coverage is (3*3/11) = ~81%
SPIRITS:
Passive Bonus: Rice Farms, Woodcutter Farms and Fisheries -10% Purchase Costs. +1 to Combat Rolls of your Armies when Defending.
%Coverage Bonus: Chance to prevent a negative Event from occuring in your Provinces equal to %Coverage Bonus.
ZEN:
Passive Bonus: Tea Plantations, Temples and Castles -10% Purchase Costs. -20% all Advisor Costs.
%Coverage Bonus: +1 to Combat Rolls of your Armies for each 33% of Piety Coverage.
PHILOSOPHERS:
Passive Bonus: Marketplaces, Temples and Libraries -10% Purchase Costs. Halved Prospecting costs.
%Coverage Bonus: +2 Research Points per Turn for each 20% of Piety Coverage.
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16: NINJAS:
You can hire Ninjas to cause all sorts of mayhem in the holdings of enemy clans! To do so, once you post your orders, send a private message (with appropriate title) to the GM with the target and type of action you want to do.
You can send only 1 Ninja per Turn. Ninja actions are resolved at the end of Global Turn (aka 'season').
Ninjas use 1d6 to determine the outcome of their strike; if they roll 6, they succeed, if 2 to 5, they fail, if 1, they're caught by the targeted enemy who learns of their intentions and who hired them.
If your court has a Spymaster, he greatly increases Ninja chances; success comes at 4, 5 or 6 being rolled, failure at 2 or 3 being rolled, and they can still be caught if the dice rolls ends with 1.
If your enemy's court has a General of the Guard, he greatly decreases Ninja chances; success comes at 6, failure at 5 and 4, while rolling 3, 2 or 1 results in Ninja being caught.
If your court has a Spymaster and your enemy's court has a General of the Guard, both benefits cancel each other out, resulting in default success chance formula.
Ninja Actions:
Assassinate an Advisor: Targeted Advisor at the enemy's Court is killed.
Incriminate an Enemy: At start of next Turn, a false 'ninja caught!' report will be sent to the target. You can specify the details of such a report.
Sabotage an Improvement: Targeted Improvement is destroyed. Castles, being massive and sturdy constructions, cannot be targeted.
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17: RESEARCH:
To start a Research Project, simply pick a topic from the list of available topics.
Each Research Project requires accumulation of Research Points (via Libraries, but not only them). RPs are added to the research topic at the start of the next Global Turn.
You can switch current Research Project during your Turn; however, doing so will halve the amount of Research accumulated so far.
Research Topics: Name, (Cost in Research Points, Prerequisite if any): Effect
Agriculture, (90 RP, Irrigation): Rice Farms now provide +2 to Max.Army limit.
Alchemy, (90 RP): +4 Research Points per Turn.
Administration (70 RP): +2 Advisor Slots, +100 Coins of Tax in Capital Province.
Bureaucracy, (90 RP, Administration): +100 Coins of Tax in all Provinces.
Bushido, (90 RP, Feudalism): Cavalry +4 to Combat Rating, its base Cost raises to 2000 and Upkeep to 800.
Carpentry, (90 RP): You can build 1 additional Improvement per Turn for free. -10% Purchase Costs for all Improvements.
Fireblood, (120 RP, Alchemy): +2 Combat Rating against Clans without Fireblood research completed. Enemy Castles provide 2 Combat Rating bonus less against your Armies.
Feudalism, (90 RP): +20% Max Army limit. Spearmen and Bowmen -10% Recruitment Costs.
Geology, (90 RP): Costs of Prospecting no longer increase with each subsequent try. -10% Mine Purchase Costs.
Irrigation, (70 RP): Rice Farms can be now build in Grassland Provinces. +1 to Max.Army limit.
Masonry, (90 RP): Castles provide additional +2 Combat Rolls for your Armies. -10% Castle Purchase Costs.
Papermaking, (120 RP, Alchemy): Libraries +1 Research Point per Turn.
Shipbuilding, (90 RP, Carpentry): -20% Fisheries and Docks Purchase Costs. Lowers penalty to Combat Rating of Armies attacking via Seas by 2.
Shogunate, (90 RP, Bushido): +20% Max Army Limit. +1 to Combat Rating of all Armies. Enables Shogunate Victory.
Siegecraft, (70 RP): Enemy Castles provide 2 Combat Rating bonus less against your Armies.
Steelmaking, (120 RP, Alchemy): Iron Supply bonus now lowers Army Recruitment Costs by 30% and grants +2 to Combat Rolls of your Armies.
Tactics, (70 RP): +1 to Combat Rating of all Armies.
Trade Law (70 RP): Penalty to Coins gained from excess Resources at Marketplace now starts at 3 units instead of 2.
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18: DIPLOMACY
Currently, the only diplomatic options Players have are to give/trade away Coins and completed Techs.
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