Skip to content

Knights of Tezoth

User Avatar
#11946
Auto-translated
Ple-Sen

In short, here's a manual for you:

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 the 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 with a defense action but no attack action can be part of an army. Figures with neither defense nor attack actions cannot be part of an army. An army without a figure with an attack action at its head can only move across the faction's territories and take defensive actions. The army limit is determined by the cities under control. On the turn of their creation, armies cannot spend their first action (but the figures that are part of them can). If a fresh army has two or more actions, it may use its second and subsequent ones by the normal 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 may contain. An army may contain any type of faction unit, without any restrictions.

2) Units are recruited in cities by 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 ordinary 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 against 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, gold equal to the mount's cost is spent to create the unit. For each piece of equipment, including one-time consumables and mount armor, the unit consumes one unit of equipment. If equipment is insufficient, the unit cannot be created. Each recruited unit spends 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 the cities under control.

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

5) Figures have their own actions. Unless stated otherwise, an action can only be performed at the figure's current location or an adjacent one. Figures outside of armies cannot move across the faction's 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, automatically activates upon an enemy attack, and can be used any number of times per turn.

Some figures have passive properties listed 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 equipment.

6) To attack, an army must be on a cell adjacent to the target point. All enemy armies located in the 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, increasing unit and army limits) continue to apply.

8) Ships can carry only one army, require an action to board, 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, since 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 moment 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 and figures are restored at the start of their turn. For example, if Axel Himmel spends all his AP on indecent drawings with Carnea and then comes under attack from Revnland, he will have no AP left for combat.

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

In short, some of this I understood before, some I understood here. But I still didn't get everything. So, can I generate templates for 10 hats right now, but will only be able to hire units under them next turn?

Графомания путешественника

Хроники сражений, эссе, Иказкан