Post by aspenivan on Sept 7, 2014 17:26:23 GMT
ACQUIRING RETINUES
- Every kingdom begins with a Monarch Retinue.
- Retinues do not cost resources, but each kingdom has limited retinue capacity and can acquire only one per turn (see Turn Actions).
- Certain buildings give Permanent Retinue Slots that must be filled by specific retinue types. If the relevant building is destroyed, the slot is lost but the retinue is not.
- Otherwise, standard Retinue Capacity is determined by a kingdom's Splendor Rank, comparing it to every other kingdom of the North.
- If a kingdom rises above another in Splendor, it can choose to "steal" any non-permanent retinue from the latter.
- If any non-Monarch retinue is destroyed, its slot is CLOSED for 3 turns. After this time, the retinue can be replaced if the appropriate slot/capacity remains.
- If a faction's leader dies, the Monarch Retinue is lost and immediately replaced by a new one representing their heir. Heirs may inherit traits from any retinue involved in their parenting or education.
RETINUE CAPACITY BY SPLENDOR RANK
1st: 5 Retinues
2nd: 4 Retinues
3rd: 3 Retinues
4th: 2 Retinues
5th and below: 1 Retinue
No Splendor: None
RETINUE 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
Warrior - 1 Champion, 200 elite soldiers (designate Melee or Ranged, can be mounted if realm has Royal Stables or Giant Beast Trainer). Inspires nearby troops and demoralizes enemy units in line of sight. Excellent Morale.
General - 1 Commander and 50 bodyguards (always has access to basic mounts). Increases cohesion and morale of forces under command. Good Morale.
Admiral - 1 Commander and 1 Flagship (Galleass or Galleon; Man-of-War if realm has Modern Shipwright's Workshop). Increases cohesion and morale of forces under command. Good Morale.
Courtly
Spymaster - 1 Ringleader and spy ring. Once per turn, player may take 1 free Subterfuge Action with increased chance of success OR greatly increase the success chance of 1 normal Subterfuge Action.
Artist - 1 Master Artist and crew. Once per turn where retinue is stationed, pay 2 Gold to make any splendor-generating construct permanently grant an additional +1 Splendor. A construct can only be affected by an artist once.
Ambassador - 1 Ambassador and courtiers. Provides extra intelligence and influence when stationed in a court. Subterfuge actions against a court with an ambassador in it are more likely to succeed, and subterfuge by that court against you are more likely to fail.
Economic
Administrator - 1 Magistrate and tax collectors. +1 tax for every district where stationed. Multiple Administrators cannot affect the same settlement.
Merchant - 1 Banker and merchants. Allows a realm to establish a trade route with no cost, no building requirements, and no renewal necessary. The other realm still needs appropriate building(s) or a merchant of its own, but likewise doesn't need to renew or pay for the route itself. The Merchant Route must be "assigned" to a specific Market or Docklands district for purposes of calculating income bonuses (tax assessors, etc).
Architect - 1 Master Architect and experienced artisans. Once per turn reduce cost of one building project by 2 Gold. Multiple Architects cannot affect the same building.
Explorer - 1 Master Explorer and 50 surveyors. Can explore regions and discover resources. Provides extra intelligence and reduces the chance of being ambushed when attached to an army.
Religious (can only be acquired through Piety and constructs)
Priest - 1 Priest and attendants. Can BLESS an army to increase morale for the duration of the turn. If appropriate constructs available, can take MISSIONS for a chance to slightly boost piety in a foreign realm and/or TEACH in the home realm to negate a foreign Priest's Mission; must be working continuously to sustain either action's effect. Inspires nearby troops if on battlefield.
High Priest -1 High Priest and priestly staff. Can BLESS a retinue to confer a random positive trait (can only use once for a single retinue, cannot use on other High Priests). If appropriate constructs available, can take MISSIONS for a chance to significantly boost piety in a foreign realm and/or TEACH in the home realm to negate a foreign Priest's or High Priest's Mission; must be working continuously to sustain either action's effect. Can also function like Priest. Greatly inspires nearby troops.
Chief Priest - 1 Chief Priest and council. +2 Piety in realm. Has authority over the faithful in other realms, to be used at player discretion. If on battlefield, adjacent troops will fight to the death. May act against player orders if realm Piety drops too low or ruler acts unfaithfully. Can also function like High Priest.
Warrior-Monk - 1 Master, 200 Warrior-Monks. Inspires nearby troops, unbreakable morale vs heathens / excellent morale vs heretics / will not fight enemies of same religion, demoralizes enemy units in line of sight, counts as both Ranged and Melee.
Magical (can only be acquired through Piety and constructs)
Mage: 1 Mage and apprentices. Choose one of the following four SCHOOLS.
War-Mage: 1 War-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.
Tovenaar: 1 Tovenaar and apprentices. May function as ANY kind of Mage. Furthermore, once per turn where retinue is stationed, may pay an extra 6 Gold, 1 Wood, and 1 Stone to double the effects of an expansion construct. May be called away by Vaekirate authorities, and may act against orders if realm Piety drops too low or ruler acts unfaithfully.
- Every kingdom begins with a Monarch Retinue.
- Retinues do not cost resources, but each kingdom has limited retinue capacity and can acquire only one per turn (see Turn Actions).
- Certain buildings give Permanent Retinue Slots that must be filled by specific retinue types. If the relevant building is destroyed, the slot is lost but the retinue is not.
- Otherwise, standard Retinue Capacity is determined by a kingdom's Splendor Rank, comparing it to every other kingdom of the North.
- If a kingdom rises above another in Splendor, it can choose to "steal" any non-permanent retinue from the latter.
- If any non-Monarch retinue is destroyed, its slot is CLOSED for 3 turns. After this time, the retinue can be replaced if the appropriate slot/capacity remains.
- If a faction's leader dies, the Monarch Retinue is lost and immediately replaced by a new one representing their heir. Heirs may inherit traits from any retinue involved in their parenting or education.
RETINUE CAPACITY BY SPLENDOR RANK
1st: 5 Retinues
2nd: 4 Retinues
3rd: 3 Retinues
4th: 2 Retinues
5th and below: 1 Retinue
No Splendor: None
RETINUE 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
Warrior - 1 Champion, 200 elite soldiers (designate Melee or Ranged, can be mounted if realm has Royal Stables or Giant Beast Trainer). Inspires nearby troops and demoralizes enemy units in line of sight. Excellent Morale.
General - 1 Commander and 50 bodyguards (always has access to basic mounts). Increases cohesion and morale of forces under command. Good Morale.
Admiral - 1 Commander and 1 Flagship (Galleass or Galleon; Man-of-War if realm has Modern Shipwright's Workshop). Increases cohesion and morale of forces under command. Good Morale.
Courtly
Spymaster - 1 Ringleader and spy ring. Once per turn, player may take 1 free Subterfuge Action with increased chance of success OR greatly increase the success chance of 1 normal Subterfuge Action.
Artist - 1 Master Artist and crew. Once per turn where retinue is stationed, pay 2 Gold to make any splendor-generating construct permanently grant an additional +1 Splendor. A construct can only be affected by an artist once.
Ambassador - 1 Ambassador and courtiers. Provides extra intelligence and influence when stationed in a court. Subterfuge actions against a court with an ambassador in it are more likely to succeed, and subterfuge by that court against you are more likely to fail.
Economic
Administrator - 1 Magistrate and tax collectors. +1 tax for every district where stationed. Multiple Administrators cannot affect the same settlement.
Merchant - 1 Banker and merchants. Allows a realm to establish a trade route with no cost, no building requirements, and no renewal necessary. The other realm still needs appropriate building(s) or a merchant of its own, but likewise doesn't need to renew or pay for the route itself. The Merchant Route must be "assigned" to a specific Market or Docklands district for purposes of calculating income bonuses (tax assessors, etc).
Architect - 1 Master Architect and experienced artisans. Once per turn reduce cost of one building project by 2 Gold. Multiple Architects cannot affect the same building.
Explorer - 1 Master Explorer and 50 surveyors. Can explore regions and discover resources. Provides extra intelligence and reduces the chance of being ambushed when attached to an army.
Religious (can only be acquired through Piety and constructs)
Priest - 1 Priest and attendants. Can BLESS an army to increase morale for the duration of the turn. If appropriate constructs available, can take MISSIONS for a chance to slightly boost piety in a foreign realm and/or TEACH in the home realm to negate a foreign Priest's Mission; must be working continuously to sustain either action's effect. Inspires nearby troops if on battlefield.
High Priest -1 High Priest and priestly staff. Can BLESS a retinue to confer a random positive trait (can only use once for a single retinue, cannot use on other High Priests). If appropriate constructs available, can take MISSIONS for a chance to significantly boost piety in a foreign realm and/or TEACH in the home realm to negate a foreign Priest's or High Priest's Mission; must be working continuously to sustain either action's effect. Can also function like Priest. Greatly inspires nearby troops.
Chief Priest - 1 Chief Priest and council. +2 Piety in realm. Has authority over the faithful in other realms, to be used at player discretion. If on battlefield, adjacent troops will fight to the death. May act against player orders if realm Piety drops too low or ruler acts unfaithfully. Can also function like High Priest.
Warrior-Monk - 1 Master, 200 Warrior-Monks. Inspires nearby troops, unbreakable morale vs heathens / excellent morale vs heretics / will not fight enemies of same religion, demoralizes enemy units in line of sight, counts as both Ranged and Melee.
Magical (can only be acquired through Piety and constructs)
Mage: 1 Mage and apprentices. Choose one of the following four SCHOOLS.
- Alchemy: Can pay 1 Stone/turn for 2 Iron Slots or 2 Iron Slots for 4 Gold/turn, as long as this mage is continuously devoted to the conversion (resources revert to normal if mage stops).
- Nature: Can change a Wood Node into a Food Node or vice versa, as long as this mage is continuously working the node (will revert to normal if mage stops).
- Healing: When present in an army, significantly reduces end-of-battle casualty count. If devoted to another retinue for a whole turn, may remove a single disease or injury trait.
- Enchantment: Once per turn where retinue is stationed, may recruit a professional unit as Enchanted for the additional cost of 3 Gold and 1 Iron Slot.
War-Mage: 1 War-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.
Tovenaar: 1 Tovenaar and apprentices. May function as ANY kind of Mage. Furthermore, once per turn where retinue is stationed, may pay an extra 6 Gold, 1 Wood, and 1 Stone to double the effects of an expansion construct. May be called away by Vaekirate authorities, and may act against orders if realm Piety drops too low or ruler acts unfaithfully.