Post by zurajai on May 2, 2017 6:41:53 GMT
ACQUIRING AGENTS
- Every kingdom begins with a Ruler with two Agent types.
- If a faction's leader dies, the agent traits are lost and immediately replaced by a new one representing their heir. Heirs may inherit traits from any retinue involved in their parenting or education.
- Magical and Religious agents can only be acquired through certain constructs, doctrines, or roleplay decisions. However, they do not cost any resources.
- All other agents are generally hired; hiring an agent costs 5 Gold. Furthermore, every hired agent costs 2 Gold per turn in maintenance.
AGENT TYPES
Monarch (only 1 per kingdom, with rare exceptions) - 1 Sovereign, 50 Royal Guard (always has access to basic mounts), has advantages of two chosen non-Religious / non-Magic Retinue types (including attached units). Has traits randomly assigned at start and acquired/changed by events.
Military
Captain and Regiment of Renown - 1 Captain, 900 elite soldiers (300 if mounted). Designate as one professional unit available to your realm. Inspires nearby troops and demoralizes enemy units in line of sight. Excellent Morale / Excellent Cohesion.
Field Commander - 1 Commander and 50 bodyguards (always has access to basic mounts). Commands up to 10 units in a single flank. Bonus to morale and cohesion of affected units. At the beginning of battle, may choose a single special ability from list for commanded units.
Logistics Commander - 1 Commander and general staff. Commands up to 30 units. Reduces casualties, attrition, and (WIP) within an army.
Admiral - 1 Commander and 1 Flagship (Double, Triple, or Four Decker). May command up to 10 warships or squadrons on a flank. Increases cohesion and morale of forces under command. Good Morale.
Espionage
Spymaster - 1 Ringleader and spy ring. Establishes cells in a target province; provides additional bonuses for rakes and and general information to nations.
Rake - 1 Rake and associates. May undertake missions and operations within both friendly and enemy soil, including anything from assassination to burglary
Trade
Minister of Trade - 1 Minister of Trade and Staff. Provides +1 free trade route.
Black Market Buyer - 1 Black Market Buyer and Fences. Boosts Luxury production from a specified province or colonial trade route by +2. Only ONE Black Market Buyer may be assigned to a single "target."
Governance
Governor - 1 Governor and Staff. Affects local province OR city. 10% discount on construction; counts as 1 population for tax and levy purposes.
Military Governor - 1 Military Governor and Military Staff. Once per turn, may grant permanent +1 Fortification Level to Province or District where stationed for 8 Gold and 3 Supply. Effect can stack in a single district or province, but cannot raise fortification over lvl 8.
Religious
High Priest - 1 High Priest and Assistants. May take an action each turn to increase order in the realm by +1, decrease order in a single foreign realm (effects may vary), or boost conscription in a single region by +1 brigade per 2 pops mobilized. Effects apply only the turn of the action: Agent must be assigned to a task continuously for the effects to last. Furthermore, if state is Pious and agent is embedded in a military force, grants morale bonus to up to 10 units in the same flank.
Chief Priest - 1 Chief Priest and Assistants. May take the same actions as High Priest. Furthermore, if state is Pious and agent is embedded in a military force, grants morale bonus to up to 30 units in the force and grant embedded unit Special Rule: Unbreakable.
Magical (may only be acquired through Piety and Infrastructure) (WIP)
Mage: 1 Mage and apprentices. Choose one of the following four SCHOOLS.
Battle-Mage: 1 Battle-Mage and 50 acolytes. Specializes in direct magical attacks. Designate Close Range (e.g. mage armor and touch of death), Long Range (e.g. giant fireballs and lightning strikes), or Mind (e.g. illusions and mass panic). Excellent Morale.
Field-Mage: 1 Field-Mage and 50 acolytes. Counts as both Healing and Enchantment mage, with the added bonus of applying the Fleet, Outflank, OR Infiltrate Special Rule to its 5 chosen units.
Tovenaar: 1 Tovenaar and apprentices. May function as ANY kind of Mage. Furthermore, once per turn where retinue is stationed, may pay triple cost (including time to build) to double the effects of a construct. May be called away by Vaekirate authorities, and may act against orders if realm loses Piety or ruler acts unfaithfully.
Tovenaar-Akur: 1 Tovenaar-Akur Legate and 25 Tovenaar-Akur. May function as ANY kind of War-Mage (Battle-Mage or Field-Mage) and may use all forms of combat range.
- Every kingdom begins with a Ruler with two Agent types.
- If a faction's leader dies, the agent traits are lost and immediately replaced by a new one representing their heir. Heirs may inherit traits from any retinue involved in their parenting or education.
- Magical and Religious agents can only be acquired through certain constructs, doctrines, or roleplay decisions. However, they do not cost any resources.
- All other agents are generally hired; hiring an agent costs 5 Gold. Furthermore, every hired agent costs 2 Gold per turn in maintenance.
AGENT TYPES
Monarch (only 1 per kingdom, with rare exceptions) - 1 Sovereign, 50 Royal Guard (always has access to basic mounts), has advantages of two chosen non-Religious / non-Magic Retinue types (including attached units). Has traits randomly assigned at start and acquired/changed by events.
Military
Captain and Regiment of Renown - 1 Captain, 900 elite soldiers (300 if mounted). Designate as one professional unit available to your realm. Inspires nearby troops and demoralizes enemy units in line of sight. Excellent Morale / Excellent Cohesion.
Field Commander - 1 Commander and 50 bodyguards (always has access to basic mounts). Commands up to 10 units in a single flank. Bonus to morale and cohesion of affected units. At the beginning of battle, may choose a single special ability from list for commanded units.
Logistics Commander - 1 Commander and general staff. Commands up to 30 units. Reduces casualties, attrition, and (WIP) within an army.
Admiral - 1 Commander and 1 Flagship (Double, Triple, or Four Decker). May command up to 10 warships or squadrons on a flank. Increases cohesion and morale of forces under command. Good Morale.
Espionage
Spymaster - 1 Ringleader and spy ring. Establishes cells in a target province; provides additional bonuses for rakes and and general information to nations.
Rake - 1 Rake and associates. May undertake missions and operations within both friendly and enemy soil, including anything from assassination to burglary
Trade
Minister of Trade - 1 Minister of Trade and Staff. Provides +1 free trade route.
Black Market Buyer - 1 Black Market Buyer and Fences. Boosts Luxury production from a specified province or colonial trade route by +2. Only ONE Black Market Buyer may be assigned to a single "target."
Governance
Governor - 1 Governor and Staff. Affects local province OR city. 10% discount on construction; counts as 1 population for tax and levy purposes.
Military Governor - 1 Military Governor and Military Staff. Once per turn, may grant permanent +1 Fortification Level to Province or District where stationed for 8 Gold and 3 Supply. Effect can stack in a single district or province, but cannot raise fortification over lvl 8.
Religious
High Priest - 1 High Priest and Assistants. May take an action each turn to increase order in the realm by +1, decrease order in a single foreign realm (effects may vary), or boost conscription in a single region by +1 brigade per 2 pops mobilized. Effects apply only the turn of the action: Agent must be assigned to a task continuously for the effects to last. Furthermore, if state is Pious and agent is embedded in a military force, grants morale bonus to up to 10 units in the same flank.
Chief Priest - 1 Chief Priest and Assistants. May take the same actions as High Priest. Furthermore, if state is Pious and agent is embedded in a military force, grants morale bonus to up to 30 units in the force and grant embedded unit Special Rule: Unbreakable.
Magical (may only be acquired through Piety and Infrastructure) (WIP)
Mage: 1 Mage and apprentices. Choose one of the following four SCHOOLS.
- Alchemy: Every turn, may convert up to 10 Gold into up to 20 Supply (1:2 ratio), or vice-versa
- Nature: When stationed in a Food province, may cancel all Food production in order to gain equal production of a Luxury instead (cannot be Precious Metals).
- Healing: When embedded in a force of up to 30 units, reduces casualties after battle and decreases attrition received from ALL natural sources. May also assist in healing wounded, ill, and/or poisoned Agents.
- Enchantment: When embedded in an army entering battle, select up to 5 units. For the rest of the battle, these units receive the Armor-Piercing, Incendiary, AND Warded Special Rules.
Battle-Mage: 1 Battle-Mage and 50 acolytes. Specializes in direct magical attacks. Designate Close Range (e.g. mage armor and touch of death), Long Range (e.g. giant fireballs and lightning strikes), or Mind (e.g. illusions and mass panic). Excellent Morale.
Field-Mage: 1 Field-Mage and 50 acolytes. Counts as both Healing and Enchantment mage, with the added bonus of applying the Fleet, Outflank, OR Infiltrate Special Rule to its 5 chosen units.
Tovenaar: 1 Tovenaar and apprentices. May function as ANY kind of Mage. Furthermore, once per turn where retinue is stationed, may pay triple cost (including time to build) to double the effects of a construct. May be called away by Vaekirate authorities, and may act against orders if realm loses Piety or ruler acts unfaithfully.
Tovenaar-Akur: 1 Tovenaar-Akur Legate and 25 Tovenaar-Akur. May function as ANY kind of War-Mage (Battle-Mage or Field-Mage) and may use all forms of combat range.