Chapter IV: Planning Phase

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Phailak
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Chapter IV: Planning Phase

Post by Phailak »

Civil

Civil phase is when your character can gather the resources needed to win the game and / or develop your character's stats, skills and equipment. Each turn, each player gains five different resources (gold, soldiers, armaments, NPC points and spy points). If you do not yet have a location, this is done through your camp. Once you conquer a location through battle, your camp no longer comes into effect.

A camp can get one officer to execute a tactic for it, increasing the yields for a selected resource (or random if no associated skills). Villages, towns and cities can have more. If you assign the maximum to each location, any left over officer can use scavenge to achieve a similar result (just does not yield as much).

Crafting gathers crafting points for your character (yes NPCs can gather these as well)

Training adds training to your soldiers.

There are four main sections to the Planning Phase tool.

First is related to your kingdom and your actions for it. You have four general options.

1. You assign officers to locations so that they can using their civil skills to improve results from that location. Those civil skills have a chance to fail, using the associated stats for that skill (Main stat being more important than the secondary which in turn is more important than the third)
2. You assign officers to train.
3. You assign them to scavenge. As a sub-option, you can use certain skills to scavenge and increase output or just scavenge without skills.
4. You assign them to craft. Without any crafting skills, you can only craft in general for points, a crafting skill grants more.

Only option 1 (assigned to a location) has a limit, other 3 (train, scavenge and craft) do not (camp has a one officer limit, villages 2, towns 3 and cities 5).


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--- In red are concepts introduced in V7
Phailak
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Re: Chapter IV: Planning Phase

Post by Phailak »

Personal Plans

Second is your personal plans. You can get stat or skill experience or crafting points. You have to determine tactics for each phase (3 days) of the month as well as a tactic for each of the start (preparation), middle (assessment) and end (conclusion) that help you in different ways with your tactics.
The idea is to try and find the best results from the three given stats (Stamina, Motivation and production) with each having a different influence on the results.
Without Stamina, you will be forced to rest and lose a whole turn, so you have to try and guess if you will run out before month's end. Motivation affects your chance for your tactics to succeed. Failed tactics only yield half the results. Production affects the gains directly.
Your characters average stats combined with their Motivation, plays into the chance for tactics to succeed.

Stamina cost: Number is how much stamina is removed from your initial 100. Resting costs 0 because you gain stamina back (see Gains column for amount)
Motivation factor: The number here shows how much you gain with successful tactics but also how much you lose when you fail them
Production effect: Production goes down each phase and with most tactics the production effect is null but some actually give you a small boost.
Gains: Base amount that you gain from the tactic for the appropriate category. This is added to the random number between the min and max columns that follow it. So a min of 1 and max of 6 means you can get an extra 1-6 added to the gains number.

Tactic_NameDescriptionSta_CostMot_CostProd_CostGainsRandom_MinRandom_Max
Study with booksGain skill experience1010045520
Study with tutorGain skill experience155060530
Study with trialGain skill experience2015575540
Improve with practiceGain statistic experience2015575530
Improve with partnerGain statistic experience255090540
Improve with examinationGain statistic experience1510060530
Craft with imitationGain crafting points155060520
Craft with creativityGain crafting points2015575540
Craft with efficiencyGain crafting points1010060530
Rest with sleepRecuperate stamina0003000
Rest with meditationRecuperate stamina0502500
Rest with relaxationRecuperate stamina01002000
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Progression
Low StatHigh StatXP Cost
049200
5069300
7079400
8089800
901001000
Phailak
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Re: Chapter IV: Planning Phase

Post by Phailak »

Attacks

Attacks need to target a location, you cannot target a player or NPC. Whoever owns the location you target becomes the defender. You can specify as many officers as you want but in the end only 10 can participate in battle. Your soldiers is limited by the total COM of all officers attacking * 10 and armaments can't be more than the soldiers you bring. You can only target locations you have a road to (you can look at the map but the list is auto limited to your options).
Quick notes on attacks from camp. If you take a village, you lose income from camp as you abandon it for the village. You also lose actions taken from that camp assignment. To avoid this, assign your officers to non-camp actions when attacking. Of course, should you go to extended or lose, you lose out on a camp action.


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Once you save an attack, it will be listed and as such can also be removed before turn change.

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--- In red are concepts introduced in V7
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Re: Chapter IV: Planning Phase

Post by Phailak »


Garrisons

Garrisons play dual roles. Primarily, they provide extra soldiers for defenders and are counted as part of the Command statistic limit. However, they also HAVE to defend and cannot be left behind.

They also determine the yields for four of the five resources a location provides (Gold, Armaments, NPC and Spy points), only soldier yields are unaffected.

This means you will NOT gain anything on the same turn you take control of a location except soldiers since you are not able to set the garrison (conquered garrisons auto set to 0 soldiers even if opponent retreated).

You can set garrison numbers anytime during phase 1 HOWEVER, once set, it cannot be undone (you cannot reduce a garrison number once set).

Max garrison sizes are 500 for a village, 1000 for a town and 2500 for a city.

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--- In red are concepts introduced in V7
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