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Knights of Tezoth

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Anyway, here's the manual:

1) First and foremost, factions need armies. Without armies, a faction cannot recruit units, defend its territories, or conquer those of others. Creating one is a "faction action" and does not consume actions of cities or characters. To attack foreign territories, an army must be led by a figure with an attack action. An army may contain more than one figure. Figures without an attack action but with a defense action can be part of an army. Figures without either defense or attack actions cannot be part of an army. An army without a figure with an attack action at its head can only move through faction territories and take defensive actions. The army limit is determined by controlled cities. On the turn of their creation, armies cannot spend their first action (but figures that are part of them can). If a fresh army has two or more actions, they may use their second and subsequent ones per the usual rules. An army can be created at any point controlled by the faction. There is no limit on the maximum number of units or figures an army can contain. An army may contain any unit types of the faction, without any restrictions.

2) Units are recruited in cities, spending their action. To hire a unit, a template must be set up in the city. A template is created by the same rules as regular non-Knight characters, using standard equipment. With the exception of Kanamia, a template must use the city's origin bonus and the faction's regional bonus. For example, if Revnland captures Justia and creates a unit template, that unit will not have protection from loss or destruction of equipment (Lorelei's regional bonus), but will have access to the Stealth skill (Revnland's regional bonus). When a template is changed, all units previously recruited under it are disbanded.

3) The cost of recruiting a unit is determined by its specifications. If a unit uses a mount, then creating the unit costs gold equal to the mount's cost. For each piece of equipment, including one-time consumables and the mount's armor, the unit consumes one unit of supplies. If supplies are insufficient, the unit cannot be created. Each recruited unit consumes 0.4 * number of skills gold per turn. Units are recruited directly into any of the created armies, regardless of territorial location. The unit limit is determined by controlled cities.

4) With a couple of exceptions, there is no passive income in the game. To obtain gold or supplies, a faction must spend a city or character action.

5) Figures have their own actions. Unless stated otherwise, an action can only be performed at the figure's current location point or an adjacent one. Figures outside of armies are unable to move through faction territories and remain in its capital. By default, a figure can perform only one standard action per turn. The defense action is an exception: it does not spend the character's turn, activates automatically upon an enemy attack, and can be used any number of times per turn.

Some figures have passive properties indicated in their descriptions. For example, Lois Ephereal gives Florenzan 300 gold per turn, without needing to spend any actions on it, and Grimban Odolerus, while alive, allows the faction to recruit units without spending supplies.

6) To attack, an army must be on a cell adjacent to the point being attacked. All enemy armies located in the defending location and in adjacent locations connected by a road participate in its defense. For example, when Lorelei attacks Lesszen, Lesszen will receive reinforcements from Windhell and Duskwing, but not from Grimgale or Blacksol (since Duskwing lies between Lesszen and either of those two locations).

7) Captured cities become incapacitated for five turns. They cannot take any actions, but their passive effects (bonuses for defenders, increased unit and army limits) continue to apply.

8) Ships can carry only one army, require an action to load, are produced only in ports, and can only attack other ports. The closest ports to each other are located one cell apart.

9) Land armies can only move along roads. One turn = one cell. For example, Sanbornia cannot attack Olivier, because there is no road connecting those two points.

10) Diplomacy with other factions requires a figure to perform a diplomatic action. Diplomacy is conducted with the faction's highest authority. At the time of diplomacy, the figure is on the neighbor's territory, with all the associated risks.

11) During a faction's turn, events may occur, such as the arrival of a mysterious painting merchant. These events require spending an action of any of the faction's figures. Some events may change a figure's location.

12) The faction's goals and policies are determined by its ruler, whether a player or an NPC.

13) The health, spirit, and AP of units with figures are restored at the start of their turn. For example, if Axel Himmel spends all his AP on indecent drawings with Carnea and is then attacked from Revnland, he will have no AP left for combat.

That's about it. Did I forget anything? Is everything clear?