Chapter IV: Planning Phase
Posted: Thu Mar 09, 2017 2:06 pm
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).
--- In red are concepts introduced in V7
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).
--- In red are concepts introduced in V7