WARFARE

Warfare points are spent on building armies, and fortifications. The points are also used to determine the military power of an army, together with the variables 'health' and 'nationalism'.

Army
  • Costs 10 WP
  • Must be built in an empty square adjacent to a city (that was present at the start of your turn).
  • Can move 1 square OR attack 1 adjacent enemy per turn
  • An army may be moved onto a city of yours, changing it into a fortified city. The army unit is consumed.

Fortification Improvement
  • Costs 10 WP
  • Can be built on any regular city (that was present at the start of your turn).
  • Cannot attack, only defend.
  • This improvement may be removed (costing nothing)  yielding an army unit in an adjacent empty square.
  • The city cannot attack. But as a fortified city also represents soldiers stationed inside a city, the fort càn attack. So for the attack use the information for 'army'. The power is not multiplied by 2, because the army is leaving the city to attack (even though its in the city on the map).

Multiple combat situations may arise:

Attacking an army.
  • Comparing military power of both nations.
  • This power is the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • The loser loses his army.
  • If the attacker wins, he moves into the emptied square. 

Attacking a priest.
  • Comparing military power of army's nation with cultural power of priest's nation.
  • This power is the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • If the attacker wins, the priest is killed and the army moves to his square.
  • If the defender wins, the army is converted.

Attacking a city (regular or monumental).
  • The city is destroyed, and your army takes it's place.

Attacking a fortified city.
  • Comparing military power of both nations. The power of the defender is multiplied by 2.
  • This power is the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • The loser loses his army or city.
  • If the attacker wins, he moves into the emptied square. 

Attacking a capital.
  • Comparing military power of both nations. The power of the defender is multiplied by 4.
  • This power is the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • If the attacker loses, he loses his army.
  • If the attacker wins, the capital is destroyed and the attacker's army moves into the emptied square. All monumental cities are changed into regular cities, and all of the regular and fortified cities are transferred to the winner. All armies and priests of the defender are destroyed. All the unallocated points of the defender and all the economy points, and half of the warfare points are transferred to the winner. The defender's nation ceases to exists.

5 comments:

  1. something is not entirely clear to me: Does the number of armies that I have equal the amount of moves that I have with them in each turn? By that I mean that if I have 2 armies I effectively have either 2 move-actions, 1 move-action and 1attack-action or 2 attack-actions? And do I have to distribute these actions equally across my armies or can 1 army both move and attack in this case, effectively using 2 actions? This is what I inferred from the general Warfare description and would make sense. Otherwise it would be possible to counter a priest by having a lower initiative and waiting untill he stands next to an army of yours.

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  2. Apparently the sentence did more harm than good, I removed it.

    Every army/priest has 1 action. When the target square is empty, it simply moves into that square. When the target square is not empty, an attack or conversion occurs (depending on the unit). When the defending unit is killed, the attacking unit moves into the square that had been occupied by the defending unit.

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  3. I also changed the rules regarding armies attacking priests, so that it does not matter who starts the fight (except for the fact that the army only moves when it attacks, not when it defends).

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  4. Ah, thank you. This is much clearer.

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  5. Why are the rules for attacking a priest so much different from attacking a monumental city? I mean, a monumental city is really just a regular city with a priest in it, so should it not follow the rules of a priest?

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