This phase of the game will last until peace is achieved in Tezoth.
The mechanic is fairly simple, though it may not seem so at first.
- Factions take actions turn by turn according to the list.
- A faction's policy is directed by the highest-ranking figure in its hierarchy, but actions are delegated to the player (if present).
- Each figure and each city has one action per turn. These can be spent on their unique actions as well as on events that may occur during their faction's turn.
- Gold can be spent on diplomacy and purchasing goods from merchants or other factions.
- The results of diplomacy are determined through RP.
- If you send a character to an unfriendly region, you may lose them.
- Movement of units is only allowed along roads, and they can act either on the cell they currently occupy or an adjacent one.
- A defensive action is taken during another faction's turn and does not cost an action, nor does it require a commander's presence in the unit. An offensive action requires a commander in the unit.
- If there is no defending faction's unit in a city or an adjacent city, the attackers win automatically.
- After capturing a city, it becomes incapacitated for 5 turns.
- Cost of one unit: construction requires equipment equal to the number of items in the template's inventory, plus an expenditure of +0.4 gold per turn for each skill the unit has learned.
- Ships are used exclusively for transporting units by sea (1 ship = 1 unit, 1 turn = nearest port).
- Changing the template dismisses already recruited units.
List of Factions
Revnland
Tenezza
Faredjia
Kabocha
Silverdan
Heroes' Village
Florenzan
Lunia
Gildaria
Sanbornia
Oshi
Miku
Estellia
Archipelago of Furious Waves
Albus
Swordgard
Lorelei
Olivus
Kanamiya
Questions: 1, 2,