by LTDave » Thu Sep 06, 2012 8:12 pm
Good morning, Perfect Warlord. Welcome to our world. I am [insert name here], your loyal courtier and adviser. No doubt you have some questions?
Let's explain the map first of all:
Type
Clear (light green) 1 MP 0 Def
Settlement (light green with picture and level) 1MP Defence depends on level
Forest (dark green) 2 MP 1 Def If Adjacent City earn +10 Gold
Water (blue) Ships required to enter and cross (unless an Army is all flyers, then 1MP)
Desert (yellow) 2 MP 0 Def
Hills (brown) 2 MP 1 Def
Mountains (grey) 3 MP 2 DEF If Adjacent Mines earn +10 Gold
MP is the number of Movement points used to enter the space.
Non-settlement terrains might contain a random encounter when explored...
Defence represent protection afforded to defenders in that terrain.
You'll need to know something about Cities & Settlements as well:
Level 1 Village 10 Gold 1 Def Pops: Infantry
Level 2 Town 20 Gold 1 Def Pops: Archer, Infantry
Level 3 City 30 Gold 1 Def Pops: Flyer, Archer, Infantry
Level 4 Citadel 40 Gold 2 Def Pops: Cavalry, Flyer, Archer, Infantry
Level 5 Capital 50 Gold 2 Def Pops: Warlords, Cavalry, Flyer, Archer, Infantry
Mine 20 Gold 0 Def None
Mancers Hut 0 Gold 0 Def Recruits: Mancer (one per hut per Empire, but you can get Mercenary Mancers wandering around as well)
Each City can pop a number of units equal to double its level in a turn, so a level 5 city can pop 10 units. A Level 1 City can pop 2.
Cities can only be built on City sites. These will be indicated as you explore the Map.
To upgrade a City to the next level costs 50 Gold. You may only have one Level 5 City in your Empire.
A word on units - (more will come here once everyone has chosen their units' combat levels...)
A City can hold up to 10 units in its Garrison.
Units not in a Garrison must be assigned to a Warlord, and travel with the Warlord.
A Warlord can have up to 40 units in a hex. Some Warlords have abilities beyond this number. Multiple Warlords in the same hex do not increase this number (Warlords and Mancers do not count towards this limit).
Walords have 3 Movement Points (MPs) to spend each turn.
Warlords may only enter explored terrain. To explore a blank hex, spend 10S on Scouts, and specify which hex(es) you want explored.
Last edited by
LTDave on Thu Sep 06, 2012 11:49 pm, edited 1 time in total.