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Errata Sheet

Player Queries

Assassins

  • With things like assassinations and spy rings, is there a chance that, if they fail, they will actually be found out by the enemy lord and traced back to you?

Building troops and structures

Explorers

  • How can I gain the benefits of mining from the locations that have hills?
  • How can I gain territories without explorers?

New Territories

  • How can I gain territories without explorers?
  • Can I use a river boat to take over a territory?
  • How severe are the disadvantages to troops when compared with using an explorer to take over a territory? And what is the command for doing this, do you simply move the army into the territory?

Orders

  • How much should I spend on a festival?
  • Can I use the diplomacy order without using gold?

Training troops

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Messages from the Moderator

Advice

New Orders & Ammendments

Population Expansion

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Player Queries

Assassins

With things like assassinations and spy rings, is there a chance that, if they fail, they will actually be found out by the enemy lord and traced back to you?

Yes. If assassins fail a mission very badly there is a chance that they will be revealed to the enemy. A weak willed assassin may be tortured to reveal by whom they were sent.

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Building troops and structures

How does the timing work?

Once a building, troop or war machine etc. is listed on your order sheet you may use it that turn. Otherwise, you cannot. Thus, if you finish a farm in one turn, you will NOT gain benefit from this farm on the turn it is completed. When this turn is reached, however, it will be listed on your order results sheet under the 'Buildings' section. When you send in your orders for this new turn, the farm will already be lsited on the sheet and thus will grant the resources it should. If this is not clear, please tell me.

In fact, let me clarify it:

Turn 1: Initial Order Results Sheet. You see that you have a Garden and you want to build a farm.

Orders: Build a Farm. You assign 40 Workers this turn and the rest Builders.

Turn 2: A Farm now appears on your results sheet under "Buildings". Your Garden has become obselete and ahs been replaced by your Farm so it is no longer listed on you Order Result Sheet. Your Garden granted you 40 workers worth of food while your farm was being built which means you get (40x2=80) 80 Food.

Orders: You assign 40 Workers this turn and the rest Builders.

Turn 3: Your Farm granted you 40 workers worth of Food during the time between the turns (which, incidentally is 1 Month. It is not exactly accurate, but it should be okay. If anyone thinks that it should be a smaller or greater period of time, please let me know, and tell me why you think so). This means you get (40x4=160) 160 Food.

Orders: Etc. Etc. Etc.

If this is still unclear, please excuse my explaining prowess. I will respond to any queries you might have.

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How many construction projects can your builders undertake at one time?

No. The building of each structure represents the construction of many different buildings throughout all of your territories. This grand scale of construction takes time. Each turn constitutes the dedication to the building of one type of structure alone.

Through tests I have run with hypothethical player characters, the game will become very complicated as your forces get larger and you have to cover defences, production, spell study, missions, battles, revolts etc. etc. etc. I needed to make the game simple in this matter so that production does not get out of hand as your populations begin to swell. This rule makes sense in many ways as larger and larger structures are completed and less sense at the earlier stage when smaller projects are undertaken. However, I needed to balance the game rules and thus have chosen the slightly less realistic option.

If any of you have problems with this drop in realism for the earlier stage of the game can they please let me know so that I can rectify it as soon as possible. I try my best to keep it realistic but sometimes I can slip up and allow a few questionable rules into the game.

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What is the command for creating explorers and diplomats?

Use the Upgrade Troops order. Use this order to create any troop that does NOT require the following on the Troops chart: Random, Training or Study.

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If I started building a farm last turn and I am still building, do I need to issue the BUILD Farm command again? Or will they continue building that building until they are finished?

Any builders that are assigned in any given tun will automatically continue building a project if it is not finished.

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Explorers

How can I gain the benefits of mining from the locations that have hills?

You can now use the Explore order with Explorers to explore territories that you have already conquered. This will uncover any useful mining locations if there are any on the territory that is explored.

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How can I gain territories without explorers?

Either send an explorer or some troops. Territories can hold hostile native creatures that will engage troops in combat. Explorers have a higher chance of evading danger that is too great for them to handle. Troops do not have such a high chance. If it is possible, try to send in larger numbers of forces to take territories in order to avoid heavy casualties.

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New Territories

How can I gain territories without explorers?

Either send an explorer or some troops. Territories can hold hostile native creatures that will engage troops in combat. Explorers have a higher chance of evading danger that is too great for them to handle. Troops do not have such a high chance. If it is possible, try to send in larger numbers of forces to take territories in order to avoid heavy casualties.

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Can I use a river boat to take over a territory?

No. The crew needed to operate such a construct will not be able to hold a territory and maintian the operation of the construct.

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How severe are the disadvantages to troops when compared with using an explorer to take over a territory? And what is the command for doing this, do you simply move the army into the territory?

Troops that are sent into unknown territories can often be trapped and ambushed by the evils that lurk in the darkness of Herid's Point. Very little is known about the dangers. You would be very unlucky to lose an explorer when entering a new territory. However, if you send in a small unit of troops at the early stage of the game (This would be less than 20 militia for turns 1 - 5), you are likely to lose a few soldiers before you conquer any dangerous territories. The order for attacking a new territory with troops is the ATTACK order. Choose how many troops to be sent, their current location and the destination location.

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Orders

How much should I spend on a festival?

As a governor of a strange land, you know little of the expenses and workings of luxuries and celebration. You must trust your instinct alone. Trial and error will inform you of the best way to hold a festival. For starters, you will need over 40 gold. The better your festival, the more gold you shall have to spend.

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Can I use the diplomacy order without using gold?

Yes, but the chance of success will be greatly lowered.

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Training troops

When I assign citizens to militia, do the citizens still get to produce the food etc. before they are converted?

If you change citizens into troops, the citizens still produce the food or other resources they would have produced before they turn into militia. Essentially they are still citizens until the very beginning of the next turn.

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Does the training of troops cost BUs?

No, training troops comes directly out of your resources.

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Messages from the Moderator

Advice

General

May I remind you that the posting system is a little unpredictable. When posting data from the website, having reached the "Thankyou" page, use the sidebar to scroll down the page after it has fully loaded. If an error message appears in red writing within a graphic that appears to be an advertisement at the bottom of the page, this means you will have to press the back button on your browser and resubmit your data.

I wish that all players have balance in the beggining of the game so I shall give advice if I might to yourself and all the other players thus:

1) Converting Citizens to Workers and Builders each turn is no longer a seperate order. A box appears at the start of the order form that allows you to specify the exact number of workers you will require from your citizens for the coming turn. The rest are automatically builders for this turn. Enter a number here each to specify how many workers you shall need.

2) It is a good idea to convert citzens to troops early in the game if you do not have any.

3) Always allow enough farms to keep the populace surviving. Each citizen or troop uses one food unit per head.

4) Conquer territories as quickly as you can, it may be harder to expand later on.

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Troop timing

I have made some errors writing the rules, and I suppose that was bound to happen. But this error directly involves one of the players' orders. I didn't make it clear about the timings of orders. When you initiate an order to create something, you cannot utilise the thing that you create until the following turn. This includes troops, buildings etc. To me it would not make sense. In an example, lets say you trained 10 militia and you wanted them to invade a neighbouring territory. Training takes time. It would be unrealistic for me to allow them to perform actions, such as attacking, all in the same time period.

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Trade

Trade is handled as follows:

When two countries decide that they want to trade, each partner in the trading has to simply send an email directly to me with the subject "Trade". Within this email you should include

a) Who it is you're trading with

b) What it is you will be giving in trade

c) What it is you will be getting in trade.

When I get the trade from both parties I will compare them. If there are differences, the trade cannot be completed. If they are the same, the goods will be transferred over immediately.

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New Orders & Ammendments

Builders

Builders now convert one type of resource each per turn into building units as opposed to one of each resource. For example let us say you want to build a library. It costs 80 Wood and 80 Stone. Let's say you apply 20 Builders to do the work for each turn while it is being built and that you have enough resources to supply the building of this library. In turn one the 20 builders will convert 20 Wood into 20 Wood BUs. The Farm would still require 60 Wood and 80 Stone. The following turn the builders would do the same so the library would need 40 Wood and 80 Stone to be completed. This would continue for 4 turns altogether at which point there would remain zero Wood and 80 Stone to complete the library. The 20 builders will then automatically start to convert Stone resources into Stone BUs and will stop converting the Wood as it is no longer necessary. It would take them 4 more turns, for a total of eight, to complete the building of the library after which 80 Wood and 80 Stone would have been used up to build the library.

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Bardic Song

Also, I have implemented a new troop type based on the ideas of one of my players. It is called the Bard and can only be trained once you have built the Keep. The Bard can use the newly created Bardic Song Order.

Bardic Song

Code: BARD - '#' - '*' - '$' - '+'

This order sends a Bard to the target territory to bring happiness and merriment to it's people. The '#' should be replaced by the bard's name if there is more than one bard. The '*' should be replaced by the target territory. The Bard must be within this territory to use this order. The '$' should be replaced by the amount of gold to be spent on this mission. This order costs less than the Hold Festival order in general. The more gold you spend the better chance of success. If your bard is located in an enemy territory it can use a variation of this order. By inserting the symbol '+' the bard will attempt to spoil the reputation of a leader in an enemy's territory. Bardic Song can also be used to promote happiness in an ally's territory by omitting the '+' sign.

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Diplomatic Policy Scheme

I have received an email from one of my players that moved me a little because it let me realise that my game is doing exactly what I wanted it to. In this letter, the player told me that he was surprised that his people refused a pact with another nation. It made him realise that his people actually thought for themselves. In essence, I actually think for the people and I react to decisions made by the leaders based on past scenarios and events. To this end, and because of the requests of the player to give this involvement with the people a little more verisimilitude, I have implemented the following rule.

Every four turns, one of your named heroes will report to you the feelings of your people toward you. You will hear the actual thoughts of the people you are leading and what they anticipate for the future. This will come with your turn results.

I have implemented a diplomatic policy scheme, whereby you may, if you choose, dictate to your people, upon receiving the news from your hero, a speech that may sway your people's opinions.

When you receive your orders every fourth turn you will be given a prompt by one of your heroes. It will ask whether or not you wish to speak to your people. If you do, you must use the new DPS submission form on your website. I will read the email from the viewpoint of your people. Based on the credibility, passion and general good feeling of this speech, your people's happiness may be altered in one or more regions.

However, if you make promises in your speeches that continuously prove to be false, your territories may begin to lose faith in you. This can have disastrous effects.

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Explorers

You can now use the Explore order with Explorers to explore territories that you have already conquered.

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Festival

There has been an amendment to the Hold Festival Order. Following is the new layout of the Hold Festival Order:

Hold Festival

Code: FEST - '&' - '#'

This order holds a great feast for all your people. First choose from the following list which type of festival you wish to hold:

Battle - Feastday - Harvest - Homeland - Religious

Replace the '&' with the name of the festival you wish to hold. The Battle festival should be held before the initiation of war. It helps to persuade your people to support such battles. It can increase your troop's morale in battle and also prevents the populace from becoming discontent when you lose heavy forces while at war. The Feastday festival is a general festival held to celebrate the loyalty of your people. It is used when a nation is powerful and stable as it serves no other purpose other than to please your nation. The Harvest festival is used to when food is low. The people pray to gods of the crops and work hard on the fields. Your food production will increase for a short while. The Religious festival is used when your priestly orders need greater power for their incantations. Your nation will add the power of faith to Miracles cast soon afterwards. The most interesting festival, however, is the Homeland festival. This festival celebrates some trait that has become a symbol of your nation. For a great Sea Captain character it may be the celebration of sailing and all the riverboats may be driven with extra speed for a time afterward. When you declare a Homeland festival, the people will choose to celebrate what it is they think represents their nation. This festival can change as your nation changes, but if you continue along a path of actions that generally associate with one goal, it is likely this goal will be enhanced by the holding of the Homeland festival. Decide how much gold you wish to spend on them and replace the '#' with this amount.

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Minor Amendments

The Name Hero order can now be applied to Naval Vessels.

Lastly, I am setting up the Rumours page where you will find rumours of events on the island and small descriptions and drawings of all the leaders on Herid's point. If you have any drawings or history that you would like other people to see, please send them to me as soon as you can.

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Name Hero

The following order has been introduced:

Name Hero

Code: NAME - '&' - '*' - '$'

Replace the & sign with the type of troop to be named. The following troop types can NOT be gaiven a name: Archer, Cavalry, Infantry, Militia or Pikeman. The * should be replaced by the locatrion of the troop that is to be renamed. The $ sign should be replaced by the name that you wish to give to that troop. Please do not use names that could be offensive. The atmosphere of the game will be enhanced if you choose names that are appropriate to the game world.

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Name Territory

The following order has been introduced:

Name Territory

Code: TERRITORY - '&' - '*'

Replace the & sign with the old title of the territory. The * should be replaced by the new name that you wish to be assigned to this territory. Please do not use names that could be offensive. The atmosphere of the game will be enhanced if you choose names that are appropriate to the game world.

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Scavenge

Before, you could build cheap docks or Lumbermill etc. on your territories. This doesn't really make sense. Instead, there is a new rule that allows you to perform the Scavenge Order. It goes a bit like this:

Scavenge

Code: LAND - "&" - "#"

This order allows you to assign some of your citizens to try to gather resources from your territories. Replace the '&' with the type of territory you wish to scavenge. You can only use territory types that are under your control. For example, you cannot scavenge the forests if you do not rule a forested territory. The '#' should be replaced with the number of Scavengers you wish to have working on the land. These Scavengers will be taken from your citizens before you assign Workers. Thus, when calculating food production etc., first subtract scavengers. Then assign workers to create resources etc. and the remaining citizens will build projects. When this order is undertaken the Scavengers will attempt to gather resources from the lands. For each scavenger, you will receive one or two resources (the number is dependent on the territory you are scavenging). More than one territory can be scavenged per turn.

  • Forest - 1 Wood
  • Hills - 1 Gold or 1 Iron
  • Wasteland - No Effect or 1 Lore
  • Mountains - 1 Stone
  • Islands - No Effect
  • Marsh - No Effect
  • Grassalnd - No Effect

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War Machines

The war machines were incorrectly laid out on the web site. They have now been altered to the correct building costs. Please take a look at them when you next have a chance.

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Population Expansion

Explanation

The population increase is not supposed to represent birth rate of the kingdom. Stragglers aboard the mammoth vessel that once was the Chaba's Mark still wander aimlessly through the lands. Many hundreds of them. As time passes they begin to stumble upon the settlements or small groups that have banded together come out of hiding and join a kingdom.

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