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Here are the rules my potential players. Please peruse them at your will. It is important to at least grasp the basic concept of the game before you play. If you have any queries, just feel free to email me. Back to Contents The entire game system revolves around the governing of a domain in a medi-evil society. Each player begins the game with the intention of developing his resources in such a way that he can triumph over his enemies. One must explore the lands, conquer new territories, and trade in information and economy with the neighbouring provinces. Each turn the player must first assign his citizens to Work or to Build. The workers will aid the production of raw resources while the builders will develope new war machines and create helpful structures for the progress of the domain. Meanwhile, the player must send troops to accomplish missions, to explore or to invade other lands. Sometimes it is necessary to call in the powerful forces of the Magical, Clerical or Druidic lore. True victory will come with well planned stretegy, concern for the populous of one's domain and above all, trade and diplomacy. WinningTo find ultimate victory, your domain must be either the sole survivor or one of a pact (or faction) of nations that overun their enemies. This will be a slow process, but eventually the better side will come through to glorious success. You have a long journey ahead. I hope that it is an enjoyable one, and that victory lies at it's end. May Herid guide you well, Good luck. Back to 'Basics' Basic RulesResources:Resources are the the basis of any domain. They form the foundations for any of the greater troops and structures that you will no doubt acquire through the game. Each of the raw materials can be converted to Building Units, while each of the live resources can be used to create more powerful soldiers. There are seven resources. Food is created from farms and crops. It is used to provide sustenance for your troops and citizens. If your food level is not enough to sustain your population, your people will begin to starve. Gold is created primarily from trade, although many domains gain increased wealth from their larger size and higher taxation (reflected through the size of your Keep). Gold is used in diplomacy but many find it especially useful in the completion of secret missions and spy networks. Horses are bred at your ranch. They are useful for the upgrading of your troops. Iron is created in the forge. It is used in the creation of new troop types, great structures and war machines. Some say it is the most useful resource available to an aggressive domain. Lore is created from study and prayer. It is used to aid magical research. Stone is mined from local quarries to supply the workers with construction materials. It's prime use lies therein. Troops are civilians that have been converted to the art of war. They can be trained to higher levels if sufficient resources are available for their upgrade. Wood is gathered from the woods into the lumbermills. It is useful in building any structure or war machine. Back to 'Basics' Building Units:Building units are a way of measuring the progress of construction on any particular structure or war machine. When a structure is being built, it requires a certain number of Building Units (BUs) before it is completed. For example, a farm requires 30 Food BUs. BUs are created by builders. The builders convert what resources you have in your posession into the relevant BU. For example, Wood is converted into Wood BU. Or Iron is converted into Iron BU. BUs are a very temporary thing altogether. They only last for the time it takes to complete the structure. After the sufficient number of BUs have been produced to complete a building, the BUs are replaced with the structure in question. Eg it takes 30 Food BU (30 FBU) to produce a farm. If you produce 15 FBU in one turn, you will have 15 FBU listed in your posession. However, should you produce another 15 FBU next turn, you would have a cumulative 30 FBU in your posession. Since a farm requires 30 FBU, the BUs you have will immediately be 'spent' on the farm. After two turns you would have a new farm. However, a point must be mentioned here. BUs can only be created for one structure. If you abandon a constuction before it has been completed, all BUs so far attained will be null. You cannot swap your BUs to another type of construction. For example, should you begin building a Farm and decide to switch to a Library, the BUs you have created for the farm can NOT be transferred to the construction of the library. Back to 'Basics' Population:Your people are divided into Troops and Citizens. The combined total is your overall population. Citizens are created over time as your empire expands. Troops can only be actively created. They are created by arming your citizens and sending them out as militia. Once you create a Troop, it cannot be returned to the status of Citizen. That's the price for a taste of blood and war. Citizens:Citizens are those folks who do not take part in battle. They can be assigned as either Workers or Builders each turn. Any citizen can change from one to the other as is desired. Workers:Each turn each worker in your domain creates resources from any structure or land affectation that exists. Most structures allow the creation of 1 or more units of a specific resource for each worker that is present. (To find out the resourses created by certain structures, see the Construction section.) E.g. Lets say that a player has a Farm, a Quarry and a Lumbermill. A farm creates 4 Food, a Quarry creates 2 Stone and a lumbermill creates 2 Wood. Therefore, if 20 workers were assigned this turn, (20*4=80) 80 Food, (20*2=40) 40 Stone and (20*2=40) 40 Wood would be created. If 40 workers were assigned this turn instead, (40*4=160) 160 Food would be created, (40*2=80) 80 Stone would be created and (40*2=80) 80 Wood would be created this turn. Back to 'Basics' Builders:If workers are those who produce resources for the community, the builders are those who convert such resources into structures and war machines. They use the raw materials to create new buildings and developements for the domain. Each builder employed in a turn will convert one raw resource into a Building Unit. Builders 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 resoiurces 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 compolete the library. The 20 builders will then automatically start to convert Stone resources into Stone BUs and will stop convertinf 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 libray after which 80 Wood and 80 Stonbe would have been used up to build the library. Back to 'Basics' Troops:Troops are all those involved in the trade of battle. They are without a doubt a key role in the dominance of the Island. Whenever you instigate an assault or fall victim to one yourself, your Troops are the sole protectors of your domain. Over time, you may wish to upgrade your troops to specialists and more powerful soldiers, but at the beggining you will more than likely have to be satisfied with Militia. Troops are created by converting Citizens to the cause. Once a Citizen is enrolled as a troop, he cannot return to the old life. He must remain a Troop for the remainder of the game. Back to 'Basics' |
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ConstructionThe following is a comprehensive list of all the available structures known to your domain at the begginning of the game. After time and research you may find that you have discovered new building structures avaiable for construction. Please note, you may only build one of each of these constructions. Each structure is supposed to reflect that the entire domain of the player has access to the new building upon it's completion. Building more than one of any structure would thus prove futile. However, there is an exception. You may build as many Extra Farms as your empire allows. The exact number of maximum farms per territory is listed in the map of Herid's Point. F=Food, G=Gold, H=Horses, I=Iron, L=Lore, S=Stone, T=Troops and W=Wood Sp=Speed, A=Attack and D=Defense Back to Contents |
Name |
Resource Created |
Build Cost in BUs |
Special Notes |
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None |
100W 100S 50I |
Requires Library Allows Assassins Allows Ninja Assassins |
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2I |
60W 60S |
None |
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None |
100W 100S 20F |
Requires Lumbermill Requires Quarry Requires Blacksmith Allows Archers |
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1L |
80W 80S 10I |
Allows Initiates |
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None |
500W 300S |
Requires Lumbermill Requires Quarry Allows Boats |
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+2F |
30F |
You may only hold as many farms as your region allows. See the map for details. |
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4F |
30F |
The Garden you have in this territory becomes obsolete. |
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1G+1L |
100F 200W 250S 50L 100I |
Requires Keep Requires Blacksmith Requires Quarry Requires Lumbermill Grants extra defense |
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2I |
150I 40W 50S |
Requires Blacksmith Allows Siege Tower with Quarry |
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2F |
Free |
None |
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None |
70W 80S 25I 20L |
Requires Library Allows Ambassadors Allows Explorers |
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1F+1L+1G |
20F 60W 100S |
Grants extra defense Allows Bard |
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2L |
80W 80S |
Allows Apprentices |
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2W |
60F |
None |
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1+2H |
100W 100S 100F |
Requires Farm |
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None |
60I 40W 40S |
Allows Knights Allows Champions |
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2S |
50W |
Allows Catapult with Furnace/Engineering Allows Siege Tower with Furnace/Engineering |
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None |
50W 50S |
1S - 8A - 10D |
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None |
250W 50I |
3S - 2A - 1D Holds 1000 Troops Requires Docks |
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None |
100W 100S |
1S - 12A - 6D Requires Quarry Requires Furnace/Engineering |
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None |
50L 350W 150S 100I |
2S - 3A - 2D Holds 3000 Troops Requires Docks |
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None |
200W |
2S - 1A - 1D Holds 500 Troops Requires Docks |
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None |
400W |
1S - 4A - 1D Ignores siege defenses Requires Quarry Requires Furnace/Engineering |
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