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Post by Silvan Elves of Sith'ari on May 7, 2011 9:33:55 GMT -5
How Wars are Waged and Won Wars are central to Warring Front. Diplomacy and trade are just as important, but wars require certain finesse and heavy emphasis on player tactics and moderators attention. In the following paragraphs you'll find out what differences will occur when you begin a war and what you can expect from them. Immediate Effects of Declaring WarPopulation Growth - Once you declare war, your bi-weekly weekly population growth will not occur. This is to stop the inevitable spamming of units since your military point income is decided from your population growth. If you start a war on Week 1 and have 10,000,000 people (30 MP), you shouldn't be collecting more Military Points in Week 6 when you have some 11,000,000 - 12,000,000 people at your disposal. Military Point Growth - Once you declare war, your weekly military point income will stop. This is also the central process of spamming units. You and the kingdom you're at war with may have just lost 150 Military Points worth of soldiers in a single battle, and under the old system as soon as the kingdom update occurs you'd have those Military Points back plus more! So no longer! Whatever Military Points you have saved up are at your disposal, but no more until peace has been declared. Military Maintenance - During war time, military maintenance is waived as it is considered that the kingdom is dedicated to paying the soldiers as they fight. Military Maintenance is used primarily to keep the numbers of soldiers in a kingdom on a realistic level. No problems here. Happiness - Once you declare war, you will immediately take a -10 Happiness Point deduction. Winning a Major Battle awards +10 Happiness Points, winning a Minor Battle awards +5 Happiness Points. Summarily, losing a Major Battle deducts -10 Happiness Points and losing a Minor Battle awards -5 Happiness Points.
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Post by Silvan Elves of Sith'ari on May 7, 2011 9:35:08 GMT -5
Mercenaries How Mercenaries WorkMercenaries are small groups of warriors that can be hired by neighboring kingdoms for use in wars, or whatever purpose they may want. Every kingdom is allowed two different types of mercenaries. Mercenaries have lower morale than native troops. They are getting paid to fight, they don't care about king and country. Mercenaries cannot be hired to fight against their native kingdoms. Mercenaries hired from Mille Sessau will not fight against Sessauans. Mercenaries, once paid are yours until dead, disbanded or routed. Native kingdoms can hire their own native mercenaries as well as other kingdoms that they are not at war with. Mercenary TemplateThe following is the Mercenary Template. Every Kingdom may have TWO types of Mercenary Units. Here is the necessary information. Name: ( What is the name of the group of mercenaries? ) Faction: ( The name of your kingdom. ) Race: ( Must be one of the races in your kingdom. ) Type: ( Warriors, Spearmen, Swordsmen, Skirmishers, Light Cavalry, Heavy Cavalry, Mages, Spellswords; Bireme, Trireme or Galley ) Bonus: ( Only ONE may be selected ; Forced March, Ambush, Foragers, Improved Combat in Forest, Improved Combat in Plains, Improved Combat on the Sea, Improved Combat in Mountains, Improved Combat in Desert or High Morale) Price: (This is the price for 1 company of 100 of them. How much you charge will determine how well they fight. A Heavy Cavalry unit that costs 1 Economic Point will not fight very well.) Description: (Describe the unit and a little bit of why they are mercenaries). The number available in the pool for purchase will be determined by a moderator depending on the rarity and complexity of the unit.
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Post by Al'Mamlaka Farsaan on May 11, 2011 1:45:26 GMT -5
Name: Corsair Blackship Faction: al'Mamlaka Farsaan Race: Human Type: Trireme Bonus: Improved Combat at Sea Price: 5 EP Description: Corsair Blackships are large Warships of Corsair design, black masts billowing from their dark wood frames. The decks bristle with bow slots, the deck itself mounted with large ballistae for ship to ship combat. The Blackships are well known in their home islands for being vicious warships, well versed in the ways of sea combat. Their crews are second to none, able to overwhelm their lesser foes through skill alone. Their greatest strength is their ability to fight effective boarding actions, slaughtering the crews of their enemy ships with fire arrows and boarding pikes. The Kaptans of the Blackships will sell themselves and their ships out to the highest bidder, yet refuse to fight their fellow Corsairs, knowing the consequences that will be heaped upon them.
Name: Farsaan Corsairs Faction: al'Mamlaka Farsaan Race: Human Type: Skirmishers Bonus: Ambush Price: 3 EP Description: Corsairs are the mainstay of the Farsaan armies. In times of war the Kaptans of Farsaan flock to the banner of a prominent admiral from their region, bringing their crews with them to form a vast host of Corsairs. Corsairs are the everyday Warrior of Farsaan, bearing no manner of uniform or any semblance of unity. From their black sailed ships Corsairs will deploy onto beaches or into the hearts of port cities, burnings and pillaging anything that gets in their way. Skilled in the ways of ambush, they are truly fearsome fighters.
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