GAME SPECIFIC RULES.
1. VICTORY CONDITIONS
Alliance Victory: control two out of E5, E6, F5,.F6 on the game board, AND your ally controls the other 2.
Dynastic Victory: control 8 Nobles.
Military Victory: control E5, E6, F5, F6 on the game board, OR control three of these & your ally controls the remaining one.
Supremacy Victory: the number of alive players aligned with your faction outnumbers all the combined number of alive players not aligned with your faction.
2. ROLE PMS
Each player has a role PM detailing their role.
A role consists of the following:
1. A character name.
2. A short description of the role you have within your faction.
3. A core ability, of which one part is shared with all remaining members of your faction, and the other part is special for your role.
4. A list of three abilities, costing 2, 5 and 8 of a single resource and a defined number of companies with a unique design.
5. A range of game board squares in which to place your starting estate.
Before the game starts, you must submit the following:
A. The location of your starting tile.
B. Three of the four options listed under 4., above. The unselected option cannot be used by you.
C. A starting unit, costing no more than 5 manpower for both the unit and the companies (10 tiers of companies is worth 1 manpower).
3. ESTATES, ECONOMY & BUILDINGS
Estates are the core of the game. They provide players with locations, victory objectives and resources to spend on units and role abilities. As a rough indication: Influence is primarily used for cooperative actions, Manpower is primarily used for recruiting units, and Money is primarily used for sabotaging other players.
HOME ESTATE
A player starts the game with a single estate, also called the Home Estate. The player designs the income of the estate himself: he has five points to divide over the three game resources: Influence, Manpower and Money.
The legal divisions are thus 5-0-0, 4-1-0, 3-2-0, 3-1-1, 2-2-1.
A correct design is extremely important, as the Home Estate is likely one of only two estates you will directly receive income from during the game. To make matters worse, an Estate cannot be re-designed once submitted to P-S.
CONTROLLING ESTATES
The Home Estate is automatically under the control of the player. Until the player creates an Heir (or unless the player has an ability that says otherwise), this is the only Estate he can control.
Every other Estate is considered neutral, until all of the following things happens:
1. the Estate contains a unit controlled by the player;
2. there are no neutral units or units controlled by other factions present on the Estate;
3. the player places a Steward on the Estate.
The Estate is then considered to be owned by the faction, and its income is collected by the Faction Leader. If the player who places the Steward can control multiple Estates, he may turn the Steward into a Tax Collector instead and collect the income himself.
If another faction moves a unit into the Estate and the controlling player has no units present, the invader seizes control of the Estate. All Courtiers present on the estate are moved back to their controller’s Home Estate.
ECONOMY
Throughout the game, players who want to use abilities or build units will need the resources to do so. By allocating Courtiers to estates, they gather resources. A Tax Collector is a Courtier on a player-controlled estate who collects all resources of a single type (either Money, or Manpower, or Influence) that are available on that estate.
A Steward is a Courtier on a player or faction-controlled estate that does not contain one or more Tax Collectors. The Steward collects 1 of every resource that is available on that estate. If the Estate is player-controlled, the income goes to the controlling player. If it is faction controlled, the income goes to the faction leader, instead.
Example:
Alfredo has an Estate that produces 3 manpower, 2 money and 0 influence. He can decide to place a Steward, collecting 1 manpower, 1 money and 0 influence, or up to two Tax Collectors, one for each resource, to collect either 3 manpower or 2 money or both. He cannot assign 2 Stewards.
In addition, any resource that is being collected by a Tax Collector can also be farmed by a Lobbyist, who gathers 2 additional resources of the same type.
Example:
Alfredo has an Estate that produces 3 manpower, 2 money and 0 influence. He decides to place two Tax Collectors, one for each resource, collecting 3 Manpower and 2 Money per cycle. He also adds a Lobbyist to Money, increasing the Money income by 2 to 4. Alfredo cannot commit a Lobbyist to Influence, because its standard income is 0.
BUILDINGS
Player controlled Estates can be enhanced by buildings. Buildings are created by a one-time investment of resources and Courtiers (to oversee the construction process), and then activated by placing Courtiers on them.
The available buildings are:
War Council
Build time: 1 cycle, 2 overseers.
Cost: 3 Manpower, 1 Influence.
1 Courtier: Your units gain the faction specific bonus.
University
Build time: 1 cycle, 2 overseers.
Cost: 3 Manpower, 3 Influence, 3 Money.
2 Courtiers: this building produces 1 additional Courtier each cycle.
Spymaster
Build time: 1 cycle, 1 overseer.
Cost: 3 Influence, 1 Money
1 Courtier: Your Spies have an unlimited movement range.
Arsenal
Build time: 1 cycle, 2 overseers.
Cost: 3 Money, 1 Influence
1 Courtier: all of your Garrisons on Estates you control gain an additional 15 Morale.
Star Fortress
Build time: 1 cycle, 2 overseers.
Cost: 3 Influence, 3 Money, 3 Manpower
1 Courtier: all of your units on your Home Estate become immune to Ambush damage.
4.COURTIERS, ACTIONS & THE PLAYER CHARACTER
COURTIERS
As seen above, Courtiers are required for your economic gains.
They are however, also required for nearly everything else in the game, except for leading units. Even then, they provide a better bonus than standard commanders. And each player has only 10 of them.
Here is a quick rundown of the posts you can assign Courtiers to (one assignment per cycle):
Tax Collectors: Tax Collectors collect the basic income from an Estate (the basic income of each resource is 0-5). Tax Collectors can be recalled at the start of each cycle.
Spy: Spies scouts estates, learning during the day what units were present at the end of the night and what resources are available on each Estate they move through/land on. A Spy can move up to 2 Estates per cycle. If the player wants to end their assignment, they move straight to the Home Estate at the start of the next cycle.
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Commander: Commanders function as Officer companies in units. Their main advantage is that they have an attack value of 2 attack instead of 1 attack (that of a basic officer) and that they come for free. Commanders cannot be recalled until their army is destroyed or disbanded.
Lobbyist: a Lobbyist is placed on a Resource to which a Tax Collector has been assigned. He raises the income of that type by 2. Lobbyists can be recalled after each cycle.
Messenger: a Messenger targets a player of your faction, opening up a one-way conversation with that player (from him to you). The Messenger returns at the start of the day.
Steward: a Steward is assigned to an Estate. He collects a maximum of 1 of each resource (basically you use them if you don’t want to assign Tax Collectors) and pays it into the Faction pool. The Steward cannot be recalled until the estate is lost, until it is assigned to an Heir, or until one or more Tax Collectors have been appointed in the estate.
Envoy: perform an action of your choice. This can be a Role PM action, but also an action from the Action Selection List. The Envoy is returned to your court at the start of the day.
ACTIONS
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Influence based actions
Open City (2 influence): target an estate that contains one of your Stewards and that is not your Home Estate. Any units owned by other factions entering the estate do not initiate battle with your units or with one another until the next cycle, essentially turning everyone into a Neutral diplomatic stance for that tile only.
Create Noble (X Influence, where X is the number of Nobles already controlled by your faction +3):
Target a Steward you control on an estate that is not your home estate. The Steward remains on the Estate, but under your faction leader’s control, and cannot be removed. The faction leader gains a “Noble”, who can be put into the field as a Commander on a unit recruited on his “home estate”. Once your faction controls (# of starting factions x2 Nobles, it wins the game (Dynastic Victory)).
Political Marriage (3 influence):
Target another player who does not yet have a Political Marriage. He may refuse or accept your suggestion for a Political Marriage. Once a suggestion is accepted, the players may recruit Heirs and give Hostages to one another, and they may open off-thread comms with one another without sending Messengers.
Create Heir (3 Influence, 1 Manpower, 1 Money):
Once per game: destroy one of your Courtiers. He becomes an Heir, affiliated with both your faction and the faction you have a Political Marriage with, thus counting as a member of both factions for the purposes of Elimination and Supremacy Victories.
In addition to this, you can control an additional Estate, and you gain 5 additional Courtiers. The Heir can be used in all the same ways as your Playing Character can be used, and if your Playing Character dies, the Heir becomes your Playing Character.
Exchange of Hostages (3 Influence):
Target the player you have a Political Marriage with. You propose an exchange of hostages. If accepted, the other faction gains control of your Heir (and you of theirs, if they own one). The Heir becomes fully affiliated with your faction but cannot be used as a Family Member; instead he is placed under the control of the player you have a Political Marriage with, and will count as a Noble for that player's faction for the purposes of a Dynastic Victory. While he has control of your Heir, the player may not target you, your Heir or your Estates with actions or initiate battles against you. If your Playing Character dies, the Heir is immediately returned to you and immediately becomes your Playing Character.
Please note that you cannot use this action if your Political Marriage is with another player of your own faction: this would make a Dynastic Victory too easy.
Manpower based actions
Forced March (2 Manpower):
target a unit. It may move one extra time if no battle is initiated in the first estate it lands on.
Field Surgeon (3 Manpower):
target your Player Character. Reduce the number of Wound Tokens he has to 1.
Money based actions
Arson (2 Money):
target an estate on which one of your Spies or Commanders is present and specify a Building. The Building does not produce effects this cycle.
Bribery (3 Money):
Target an estate on which one of your Spies is present and name a Resource. It does not produce Resources of that type this cycle.
Poison the Wells (5 Money):
Target an estate on which one of your Spies is present. All Player Characters on the estate gain 1 Wound Token. If a Player Character has 3 Wound Tokens, he is removed from the game.
Hired Assassin (8 Money):
Target a player. His Player Character gains a Wound Token. If a Player Character has 3 Wound Tokens, he is removed from the game.
Incapacitate (8 Money):
Target a unit on an Estate on which one of your Spies is present. Its Commander is sent to his controller’s Home Estate and is replaced by a tier 1 Officer company with 1 attack value.
Knife in the Back (8 Money)
Target an estate on which one of your Spies is present. Destroy the Spy and name a single Player Character present on the Estate. The Player Character gains 2 Wound Tokens. If a Player Character has 3 Wound Tokens, he is removed from the game.
THE PLAYER CHARACTER
The Player Character, as is seen from the above, is more of a landed noble who sends out his trusted court members to do tasks for him. That does not mean that the Player has presence in the game: on the contrary, he is very much present. And being present means you’re also very much vulnerable.
The Player Character is always considered to be in his/her Home Estate. The only exception is that the Player Character can be assigned to armies as a Commander, which has the main advantage that he has an attack value of 3 attack. He also comes for free, just like a Courtier. In that case, the Player Character is at the unit's location.
From a defensive point of view, being in an army means that the Player Character is allowed to move around, which makes it harder for other players to target him. The downside of being in army means that any battle in which his unit loses all Morale, will kill the Player Character.
THE HEIR
As seen above, it is easy to lose your Player Character to the knives of enemy spies, and a lost battle will usually kill the Player Character as well. Luckily, Noblesse is a game about dynasties, and dynasties tend to last. Through the Diplomatic action tree, players can generate a single Heir for their Player Character, who takes over when the Player Character himself dies (through battle, lynch or opponent actions). Furthermore, the Heir is immune to the nasty Money actions (but not to being lost in battle) until he takes over as Player Character.
Like the Player Character, an Heir can be assigned to armies as a Commander, which has the main advantage that he has an attack value of 3 attack instead of 2 attack (that of a Courtier). The downside of being in army means that any battle in which his unit loses all Morale, will kill the Heir.
Finally, recruitment actions often targets the Heir, not the Player Character. That may force a Player to try and murder his successor, for the good of his own faction: otherwise, he might switch sides upon his demise, weakening his faction where he was looking to safeguard it!
5. UNITS, MOVEMENT AND COMBAT
UNITS
Units are the military formations players move around the board. They come in four types, each having a specific cost and a specific number of companies in each unit.
The smallest unit is the
Regiment, which contains 6 companies and costs 2 manpower to recruit:
1 Officer company
2 Flank companies
3 Centre companies
The second unit is the
Brigade, which contains 10 companies and costs 3 manpower to recruit:
1 Officer company
2 Reserve companies
2 Flank companies
5 Centre companies
The largest unit is the
Division, which contains 14 companies and costs 4 manpower to recruit:
1 Officer company
2 Reserve companies
4 Flank companies
7 Centre companies
Finally, there is the
Garrison, consisting of 9 companies and costs 2 manpower to recruit:
1 Officer company
3 Reserve companies
5 Centre companies
Regiments, Brigades and Divisions move a single Estate per phase, and only in a horizontal or vertical direction. The exception is the first move it makes in the game: directly after being recruited, it may move 2 estates, as long as the first estate it moves through is not occupied by any units other than units of their own faction.
The Garrison is a special unit. It cannot move after being recruited, and instead stays on the Estate is recruited from. Its main benefit is that the first 2 Garrisons do not count against the limit of 3 units of a single faction per Estate, allowing the defending faction to field 5 units instead of 3.
COMPANIES
As seen above, units are composed by adding Companies of a certain type to it. Each company has up to 8 different values: attack bonus, attack malus, melee, charge, pike, ranged, ambush, morale, toughness and resources. It also has a type: Centre, Flank, Reserve or Officer.
Attack
Attack values come in positive and negative numbers. The main source of positive attack values is usually the Officer.
Each round, an army adds up its positive attack points, then subtracts the negative attack points on opposing units. If the number is less than six, it performs no actions and moves to the next round, adding its new number to the total of the previous round (a minimum of 1). Once the number reaches six or more, all retainers in the army attack. After a single attack, the attack number is reset to 0. So an army with a net sum of attack 2 would need three rounds in order to attack, whereas an army with a net sum of attack 4 would always need two rounds. An army with a negative attack value, would always need 6 rounds.
Negative attack values thus do not affect your own army, but the opponent’s total, slowing his attacks down. It can be useful if the opponent built an army to strike often, but detrimental if its built around ranged units, who deal damage when their army doesn’t attack!
Damage
Damage comes in many different types.
The most straightforward type is
Melee damage. This damage is dealt when the army attacks. An army built for Melee Damage will thus seek to attack as often as it can.
The second type of damage is
Charge damage,. The damage per point of Charge is equal to the excess attack value of the unit, which is the entire unit's attack score minus 6. Thus, a unit with attack value of 4 per round of combat will attack once every two rounds, and in that attack, every unit with 1 Charge damage will deal 8-6 damage, in other words, 2 damage per point of charge. This makes Charge damage an all-or-nothing resource, only valuable with attack values of 4, 5 and 7 or higher. In these cases, it is at the least as efficient as melee damage. At attack scores with a value of 1, 2, 3 or 6, Charge is detrimental, as there is no excess attack score.
Charge thus works very well in high attack formations, and in armies that contain multiple units and thus multiple officers.
The third type of damage is
Pike damage. When your unit is attacked by the enemy, the unit deals the attacker damage equal to the total amount of Pike damage it has. Thus, Pike punishes an aggressive opponent, but has no effect when your own unit attacks.
The fourth type of damage is
Ranged damage. When the unit does NOT attack during combat, it deals the enemy damage equal to the total amount of Ranged damage it has. Thus, ranged damage rewards a very cautious unit structure and slow attack speeds, and profits from multiple negative attack modifiers your opponent's army may hand out.
On the other hand, in armies that consist of multiple units, where the attack modifiers stack, ranged units may become less efficient.
The final type of damage is
Ambush damage. Ambush damage is dealt to the opponent before combat even starts. It is ideal for blitzing weak enemy units that are placed as roadblocks, as the battle can be over before it even starts, but Ambush-heavy units are vulnerable to strong armies that can take the first punch.
Defense
Defense comes in two types: Toughness and Morale.
Toughness is how quickly a unit is affected by the carnage on the battlefield. Basically, whenever a unit takes damage, it subtracts it Toughness from the damage before that damage is applied to the Morale score. Therefore, a high Toughness can significantly stretch your army’s lifespan. Most companies have either Toughness or Morale, and a commander who relies too much upon Toughness and not enough on Morale may find himself shrugging off all-round opponents, but losing against units that are specialized in certain damage types.
Morale is the score which determines when your unit loses a battle. Every time the opponent deals damage, it is subtracted from your morale total. Once your Morale total reaches zero, you have lost the battle and your unit is destroyed.
Colours
Colours represent a company’s ability to gather income.
A
bronze (brown) colour denotes a company that generates 1 Manpower for its owner every cycle.
A
silver (grey) colour denotes a company that generates 1 Influence for its owner every cycle.
A golden
(yellow/green) colour denotes a company that generates 1 Money for its owner every cycle.
A very efficient way of gathering income quickly is by recruiting a few garrisons with income providing companies in them on a safe estate. They may not be much for combat, but they will speed up your resource flow later in the game.
Company Cost
When you recruit a unit, you first pay the price for the size of the unit you want to recruit (2 for Regiments and Garrisons, 3 for Brigades and 4 for Divisions). This represents the administrative and support structure a military unit requires. Then, you need to pay to fill the unit with actual soldiers.
Each company has a tier, which is basically the sum of its attack values, damage, defense and colours. The highest tier is 10, the lowest tier is 1.
Whenever you recruit a formation, you
must immediately fill the entire unit with companies. The total number of tiers you put into the formation is then divided by 10. The result, rounding all fractions upwards, is the total cost of the formation. The one exception is the officer company: if you elect to use a Courtier, Player Character or Heir as a general, you do not have to take their tier into account.
6. DIPLOMACY
Diplomacy is a big thing in the Noblesse games. Factions can try and make deals with one another, exchanging information, resources and ally with one another. It is one of the tasks of a Faction Leader, but all members are to pay attention to the mechanic and to the declarations about diplomacy on-thread.
DIPLOMATIC RELATIONS
Diplomatic relations are the base for treaties, and the only way a status between factions can change, is through a treaty. Since all treaties will (eventually) expire, a wise leader looks ahead.
The game recognizes three states:
Hostile
The default state between factions. If players of hostile factions meet, they will
always engage in battle. If a player of faction 1 enters an estate controlled by faction 2 (and removes all defending units), faction 2 will be removed from the estate and faction 1 has the option of conquering it (placing a Steward or Tax Collector).
Neutral
A Neutral state between factions is a recognition of each other's right to exist and their right of ownership of what they hold, but everything else is fair game.
Thus, when a player of faction 1 enters an uncontrolled estate on which a player of faction 2 is present, they will engage in battle, likewise if they meet on an estate controlled by a third faction.
However, when a player of faction 1 enters an estate controlled by a player of faction 2, they do not engage in battle with the units present there, unless the invader specifically requests to enter battle.
What's more, if there are no units of the controlling faction present, it will maintain control, unless conquest of the estate is specifically requested to by the invader.
Initiating combat or conquest in this way will break all existing treaties between the two factions and set their state to Hostile. Likewise, if a treaty that declares a Neutral state between two factions expires, then both factions become Hostile again.
Allied
Allied factions have declared that they share the same goals for the foreseeable future and can, under no circumstances, battle one another or conquer one another's estates.
In the current climate in Noblesse, this is such a rare occurance that a faction can only be allied with one other faction at the same time.
When a player of faction 1 enters an estate on which a player of faction 2 is present, they do not engage in battle with one another: instead, they will fight together against any other factions on the estate.
If faction 2 controls the estate and has no units present, then faction 1 will act as the defender in any battles on the estate, and cannot conquer the estate, not even upon request.
When a treaty between two Allies expires, both factions immediately become Hostile again.
TREATIES
Treaties are the means and the ends of the diplomatic game. At any time, a faction leader of one faction can approach the leader of another faction and suggest a treaty, which is basically a deal. Treaties are bilateral and cannot include more than two factions.
A Treaty always has the following components:
1. one or more (up to three) promises from faction 1 to faction 2;
2. one or more (up to three) promises from faction 2 to faction 1;
3. one or more (up to three) penalty clauses for breaking the treaty;
4. one or more (up to three) expiration clauses to end the treaty naturally.
It can also include:
1. a change of the diplomatic status between the two factions;
2. an intent for the treaty.
Promises
Promises are the following options, and only the following options. They must be copy/pasted and only the stuff between " " is to be changed or removed. A treaty can contain up to three promises from each side to another.
i. "the promising faction" "will (not)" enter "specific estate(s), row(s) within the "letter(s)" or column(s) within the number(s) "#" on the game board, with "any or all game units of specific type(s)" "within amount of cycles/for an amount of cycles";
ii. "the promising faction's" faction leader will pay a "specific amount of resources" of "specific type(s)" to the "other faction's" leader "within amount of cycles/ each cycle for an amount of cycles";
iii."the promising faction" "will (not)" "(re)move" "any or all game units of specific type(s)" "from or to" "one or more" "specific estate(s)" "within amount of cycles/for an amount of cycles";
iv. "the promising faction" "will (not)" reveal "any or all parameter(s) of any or all game units of specific type(s)/controller(s)" "and/or of specific estate(s)" "and/or present on specific estate(s)";
v. "the promising faction" "will (not)" reveal "any specific information such as role name, role abilities, controlled estates, faction alignment, known units" about "player(s)" "alt name(s)" "within amount of cycles/for an amount of cycles";
vi. the "promising faction" "will (not)" place "X" votes on "a certain (number of) specified alt(s)" "within amount of cycles/for an amount of cycles";
vii. the "promising faction" "will (not)" seek battle with "player or faction X" until "a number of estates, players or both are removed from the game/ control of that player or faction" "within amount of cycles/for an amount of cycles".
viii. the "promising faction" "will (not)" seek control of "estate" "and/or" "place/remove X units/spies/tax collectors/commanders/structures on the estate" "within amount of cycles/for an amount of cycles".
ix. the "promising faction" "will (not)" "remove its "units/spies/tax collectors/commanders" from "estate(s)" "and/or" "build structure(s) of type X" "within amount of cycles/for an amount of cycles".
x. the "promising faction" "will (not)" use "action(s) X on alt(s) Y." "within amount of cycles/for an amount of cycles"
Promises are not actively monitored or enforced by the game's mod: they are part of a deal between two factions and can be broken as the circumstances warrant, and even be made in bad faith from the beginning to lure the other side into a false sense of safety.
However, when a faction leader informs his opposing number of a violation of a made promise in a concluded treaty, all penalty clauses take effect.
These penalty clauses are enforced by the game's mod. Thus, a faction leader can decide to let a breach of the treaty pass by not reporting it to his opposing number, or the faction leader whose side broke the promise can report his own faction's breach of the treaty to show his honesty (or to give the other side a false sense of safety).
Penalty clauses
Penalty Clauses are the following options, and only the following options. They must be copy/pasted and only the stuff between " " is to be changed or removed. A treaty can contain up to three penalty clauses. Each penalty clause applies to both parties and to all broken promises.
i. the treaty is ended "at the start of cycle X" from the moment the breach was reported.
ii. the offending faction's leader pays the offended faction leader the "specific amount of resources" of "specific type(s)" "within amount of cycles/ each cycle for an amount of cycles".
iii. the offending faction's leader performs "action(s) X" on "a player within his own faction of his own choice/ a player of the offended faction leader's choice", "as specified at the start of the treaty/report of the breach of the treaty".
iv. the treaty continues until "the start of X cycles" from the moment the breach was reported.
v. "the offending faction" "will" reveal "any specific information such as role name, role abilities, controlled estates, faction alignment, known units" from "any or all of the faction's player(s)" upon the breach of the treaty to the offended faction's leadder;
vi. the "offending faction" "will (not)" place "X" votes on "a certain (number of) specified alt(s)" "who are specified at the start of the treaty/report of the breach of the treaty" "within amount of cycles/for an amount of cycles";
vii. the "offending faction" "will (not)" enter "a treaty/treaties" with "faction(s) X" containing "promises of type X".
Expiration Clauses
Expiration Clauses are used to provide a natural end to any treaty, after which all clauses are null and void automatically.
To continue a treaty, it has to be re-negotiated and in the mean-time, both factions are considered Hostile to one another.
Up to three Expiration Clauses can be chosen.
i. the treaty is ended "at the start of X cycles" from the moment the treaty starts.
ii. The treaty is ended when all promises have been fulfilled.
iii. the treaty is ended when one of the factions has fulfilled its promise(s) and unilaterally declares the treaty ended.
iv. the treaty is ended when one of the factions has less than X members left.
v. the treaty is ended after "action X" has been succesfully performed by one of the factions towards the other faction.
vi. the treaty is ended when one of the parties occupies "X victory locations and/or controls Y Nobles and/or has eliminated X players of faction Y".
vii. the treaty is ended "at the start/end of X cycles" from the moment a breach of agreed promises was reported.
A change of diplomatic status
A treaty can, for as long as it runs, change the status between the two factions in the treaty, from Hostile to Neutral or from Hostile to Allied. Please note that if no status change has been mentioned, the two factions will remain Hostile. Also keep in mind that a faction can have only 1 Ally.
An intent for the treaty
Intents are the common ground and the base for a treaty, and are broadcasted on thread by the negotiating alts for each faction. They can broadcast the same message or a different one, and they're primarily intended for the other factions, as well as for players within their own faction(s) to act on, if they don't have Messengers going between one and another.
Intents are part of the treaty text and therefore subject to negotiation between the two faction leaders.
7. THE FACTION LEADER
The Faction Leader has all the same rules to work with that the normal players do, but he has a couple of advantages/obligations that are unique to his role.
GENERAL
I. The Faction Leader knows all players on his team. They do not know him or each other. This makes the Faction Leader more or less responsible for contacting the players on his team and setting up (initial) communications, which is where the time sink for this role comes into play.
II. The Faction Leader must designate a player to inherit the Faction Leader trait in case the Faction Leader (Player Character + Heir) is removed from the game. The Faction Leader is allowed to change this at any time during the game, but only for as long as he is alive.
III. The Faction Leader controls the two Unique Officers for his faction. He can hand them out to other players, just like he can hire Mercenary units and send them to players.
ECONOMIC
I. he collects resources from all estates under his faction's control that are not player-controlled.
II. he may re-divide his entire income (or nothing from it, or anything in between) over the players in his faction as he sees fit.
III. The faction leader is the only player in his faction who can rent mercenary units from the merc pool.
MILITARY
I. The faction leader can assign Mercenary armies to other players on his team, who then control that unit.
II. The Faction Leader controls the two Unique Officers for his faction. He can hand them out to other players, just like he can hire Mercenary units and send them to players.
DIPLOMATIC
I. The Faction Leader has a second alt, that is used for negotiation with other player controlled factions.
8. RESOLUTION OF ACTIONS
The only time actions are processed, is at Night.
Therefore, the game starts with a Night Phase and only then proceeds to the Day.
Order Resolution Sequence
During Night, actions are processed in the following order.
1. All treaties that end at the start of this cycle are finished and all treaties that start at the start of this cycle are initiated.
2. All units are moved.
3. All role-specific actions are resolved.
4. All standard actions as found in this post are resolved.
5. All recruitment happens, including Mercenary units.
6. All combats are resolved, starting at A1, proceeding to A10, B1 to B10, and so on.
7. All buildings finish construction.
8. All Courtiers and Family Members that are not Commanders are moved and/or placed.
9. All income is collected.
10. All Spies send their information to their players.
As a sub-division for the order of resolution, resolution happens per faction, starting with the faction with the highest number of Nobles under their control, going down to the lowest number.
If multiple factions have the same number of Nobles, then their order is determined according to the Prestige of their faction, in the following order (more factions to be added if the games continue/ as the story progresses):
1. The Pape
2. Le Roi des Fleurs
3. The Twice Crowned King
4. The Alliance of States
Determination of attacker and defender
When more than two factions are present in a single Estate and they are all Hostile to one another, the player controlling the Estate counts as the Defender.
The player whose faction has the highest amount of Nobles will be placed second to last in the battle order, and so on. In case of a tie, the tie breaker for Night Resolution is applied here as well. The faction with the least amount of Nobles (and the lowest faction standing in case of a tie) becomes the first attacker, the next lowest faction becomes the first defender. The winner of that battle,
with the morale score with which they ended the battle, will take on the next faction, counting as the attacker.
This post has been edited by Tapper: 21 May 2015 - 06:52 AM
Everyone is entitled to his own wrong opinion. - Lizrad