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This phase of the game will last until peace is achieved in Tezoth. The mechanics are fairly simple, even if they may not seem so at first. - Factions take actions in turns according to a list. - A faction's policy is directed by the highest-ranking figure in its hierarchy, but actions are given to the player (if present). - Each figure and each city has one action per turn. These can be spent on their unique actions or on events that may occur during their faction's turn. - Gold can be spent on diplomacy and on purchasing goods from merchants or other factions. - Diplomacy outcomes 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 tile they currently occupy or on 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 to be present in the unit. An offensive action requires a commander in the unit. - If there is no defending faction's unit in a city or in a neighboring city, the attackers win automatically. - After a city is captured, it becomes incapacitated for 5 turns. - Cost of one unit: building it requires equipment equal to the number of items in the template's inventory, plus 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 Teneressa Faredgia Kabocha Silverdan Heroes' Village Florenzan Lunia Gildaria Sanbornia Oshi Miku Estellia Archipelago of Furious Waves Albus Sordgard Lorelei Olivus Kanamia