Vote's finished 4-2-2, Kingdom Supremacy will be the next Supremacy System game.  If you're not interested in playing in that particular kind of setting (though it allows more options culturally imo), please do still stay/stick around, as there will be more Supremacy games after that assuming this head of steam remains.<br/><br/>I know that this is not ideally how we'd want Shindo to end, but at this point I think we can all agree what currently exists mechanically is hard to salvage--I'd say we suspend the turns and allow people to continue out their personaL\the group's RP "suspended in time."<br/><br/>Everything below is what I intend to post as Kingdom Supremacy this Saturday--I expect there to be questions and critiques, and everything below is highly malleable until the Recruitment thread is posted.  If there is a lot of feedback, I will simply delay the Recruitment thread, so don't consider that a deadline for things to be resolved by.<em>But do bring up any issues you have before then so we can get the ball rolling.</em>Remember that even at this point the map is replaceable/alterable.<br/><br/><hr/><br/><strong><span class="bbc_size" style="font-size: 24pt;">Kingdom Supremacy</span></strong><br/><br/><strong>Planned Update Schedule</strong>:<em>Once Weekly,</em>Saturdays Late Night (7pm-Midnight) EST<br/><br/><span class="bbc_size" style="font-size: 22pt;"><strong>Game at-a-Glance</strong></span><br/>Nations (teams) and the influential people (characters) who inhabit them fight for prestige and prosperity.  Warfare is strategic and brutal, including a heavy element of chance but rewarding intelligent play and coordination.  There are many non-combat rolls nations will need filled to succeed.  The intended tone is somewhat relaxed with the potential for more intense scenes given the Non-Con rating.  Threads will segregate crunchy turns and RP.<br/><br/><span class="bbc_size" style="font-size: 14pt;"><strong>All Players Are Welcome.</strong>  </span><br/><strong>Cross-play is accepted</strong>.  If you have no desire for certain pairings (M\M, F\F, etc) this is fine, your OOC consent will never be "coerced" for eroticism you dis-enjoy.<br/><br/><span class="bbc_size" style="font-size: 14pt;"><strong>All Human Characters Are Welcome.</strong></span><br/>Sexism will exist but be more a matter of choice than determining factor.  Electing to play a sexist/egalitarian character and showing this bias in-RP is welcome, however, statistically men\women\those not in the binary will be the same.<br/><br/>(a few key changes have been added to the map and the key expanded upon)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Map</div><div class="spoiler_body">(https://i.imgur.com/pbzLou6.png)</div></div><br/><strong>Nation Sheet</strong><br/><div class="codeheader">Code: <a class="codeoperation" href="javascript:void(0);" onclick="return smfSelectText(this);">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[u]Coat of Arms[/u]: [floatright][img height=120 width=120]http://image url goes here[/img][/floatright] [u]Nation Name[/u]:  <br/>[u]Ruler[/u]:  What player/character rules?<br/>[u]Chancellor[/u]:  What player/character may make Nation turns in the Ruler's absence (becomes ruler after 3 turns of Ruler's inactivity)?<br/>[u]Cultural Trait[/u]:  Scientific (+2 Starting Techs) | Mercantile (+4 to Trade Power) | Artistic (+3 Prestige per Year per Artwork)<br/><br/>[u]Territory/Regions[/u]:  4<br/>[u]Development[/u]:  0<br/>[u]Food[/u]:  8 <br/>[u]Materiale (+Yearly Income)[/u]:  4 (+4)<br/>[u]Gold (+Seasonal Income) (-Upkeep)[/u]: ¤10 (+¤4) (-¤14) <br/>[u]Max Trading Partners[/u]: 1<br/>[u]Trading Partners[/u]:<br/>[u]Trade Power[/u]: 1 (+0 from Gold Mines) (+0 from Tech) (base 1)<br/>[u]Upkeep[/u]:<br/><br/>[u]Prestige[/u]:  4 (+0 Yearly: Art) (+0 Art Creation) (+4 Territory) (-0 from Dishonour) <br/>[u]Army Cap[/u]: 2 (+0 from Buildings) (+0 from Tech) (base 2)<br/>[u]Fleet Cap[/u]: 1 (+0 from Buildings) (+0 from Tech) (base 1) <br/>[u]Armies[/u]:  <br/>Example Army 1, 1 Cavalry/2 Infantry (Upkeep 6)<br/>[u]Fleets[/u]:<br/>Example Fleet 1, 2 Ships (8 Upkeep)<br/>[u]National History[/u]:<br/><br/>[u]Artworks[/u]:<br/><br/>[u]Technologies[/u]:<br/>Knowledge (K)<br/>(Choose 1) Alchemy | Architecture | Economics | Engineering <br/><br/></code></pre><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">National Resources</div><div class="spoiler_body"><strong>Food</strong><br/>+2 per Region controlled.<br/>You may never have more non-Ship Units than you have food.  If you ever do, you must disband down to your food.  Mercenaries are the exception as they buy their own food with the money you pay them.<br/><br/><strong>Materiale</strong><br/>+1 per Region controlled.<br/>Resources used in all manner of construction.<br/><br/><strong>Gold</strong><br/>+1 per Region controlled.<br/>How people are paid.  Only peasants work for something less than cold hard coin.  If you're ever unable to pay a unit, they're disbanded.<br/><br/><strong>Prestige</strong><br/>Prestige/10 is added to Research rolls.  Gives you the upper hand against those with less.  This measures the greatness of your Nation!  It heartens your soldiers, garners respect from your allies, and strikes awe in your foes.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Development &amp; Regions</div><div class="spoiler_body">By default every region grants 2 Food and 1 Materiale.<br/><br/>For every point of development a Region has, it produces an additional 1 Food and 1 Materiale.<br/><br/>Constructions take up the Construction slot of a Region and grant it varying benefits.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">National Orders</div><div class="spoiler_body">Each Nation may make one order per category of National Order each turn.<br/><br/>-=Military=-<br/><strong>Make Army</strong>: Creates a new Army in the target Region adding designated Units to it.<br/><strong>Make Fleet</strong>: Creates a new Fleet in the target Region adding designated Units to it.<br/><strong>Raise</strong>: Produce as many Units as you have the available resources to create\sustain, adding them to the designated Army/Fleet (must be in your territory).  If you have no Armies or Fleets and take an action to create one you may also raise one (1) Unit for that new Army/Fleet.<br/>-=Commerce=-<br/><strong>Designate</strong>: Declares what is to be Constructed in up to two (2) Regions, destroying previous Constructions instantly if there was any.<br/><strong>Trade</strong>: Propose a trading partnership with an eligible Nation.  If they agree you both gain the sum of your two Trade Power stats.<br/>-=Diplomacy=-<br/><strong>Share Knowledge</strong>:  Give target Nation a technology you have.  This cannot violate the TechWeb's connections--if the recipient does not know an adjacent technology, they cannot receive it via Share Knowledge.<br/><strong>Cede</strong>:  Grant control of a Region to target Nation.<br/><strong>Relations</strong>:  Propose setting relations with another state, they must agree to Alliance or Open Borders but Neutrality and War are automatically imposed. [Alliance | Open Borders | Neutral | War]<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trade</div><div class="spoiler_body">Two Nations may establish trade if it would not exceed their Max Trade Partners and either:<br/><br/>1. Both have ports that can reach each other without hostile fleets being in the way<br/>2. They share a land border.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Blockades</div><div class="spoiler_body">If a hostile nations fleet break the link between two trade partners, this is considered a blockade.  The turn that the blockade is effected the blockading nation gains 50% of that trading relationship's revenue once from captured vessels, after which there is no profit.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Map Symbols</div><div class="spoiler_body"><strong>Woods</strong>:<br/>+2 Materiale<br/><strong>Mines</strong>:<br/>+4 Materiale<br/><strong>Gold Mine</strong>:<br/>+¤6, +1 Trade Power<br/><strong>Farms</strong>:<br/>+3 Food<br/><strong>Mountains</strong>:<br/>Individuals, but not trade routes or Armies, may pass through mountains.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Buildings</div><div class="spoiler_body"><strong>Granary</strong>:<br/>+4 Food<br/><br/>Costs 5 Materiale, 20 Build Points.<br/><br/><strong>Quarry</strong>:<br/>+2 Materiale<br/><br/>Costs 2 Materiale, 10 Build Points.<br/><br/><strong>Lumber Mill</strong>:<br/>(only buildable if region has woods)<br/>+4 Materiale<br/><br/>Costs 2 Materiale, 10 Build Points.<br/><br/><strong>Port</strong><br/>Can Build Ships in Region, Fleets can enter this region, +1 Trade Power, +1 Fleet Capacity<br/><br/><strong>Mustering Ground</strong><br/>+3 Army Capacity<br/><br/>Costs 6 Material, 30 Build Points<br/><br/><strong>Market</strong>:<br/>+¤1, +2 Trade Power<br/><br/>Costs 3 Materiale, 20 Build Points.<br/><br/><strong>Tower</strong><br/>+5 to Battle Score of friendly forces in region, +1 turns till Annexation<br/><br/>Costs 2 Materiale, 10 Build Points.<br/><br/><strong>Castle</strong><br/>+1 Army Capacity, +10 to Battle Score of friendly forces in region, +2 turns til Annexation<br/><br/>Costs 6 Materiale, 40 Build Points.<br/></div></div><br/>(((you don't need to worry about this too much, but if there is ever a question of did X occur before or after Y, this is the order of ops)<br/><span class="bbc_u">ORDER of ACTIONS</span><br/><strong>UPKEEP PHASE</strong><br/>Mercenaries get paid (if S1).<br/>Mercenaries defect/attack Nation they'd defected from.<br/>Food checked, units disbanded down to limit.<br/><strong>MOVEMENT PHASE</strong><br/>Fleets move.<br/>Naval combat resolves.<br/>Armies move.<br/>Land combat resolves.<br/>Casualties and retreats handled.<br/><strong>ACTION PHASE</strong><br/>National Orders are put into effect.<br/>Personal Actions occur.<br/>Buildings are constructed.<br/>Units are created.<br/><strong>LOGISTICS PHASE</strong><br/>Annexation Timers tick down, transfer of Regions occurs if any hit zer0.<br/>Transfer of units is made between Armies.<br/>Resources are gathered.<br/>Trade income is gained.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Movement</div><div class="spoiler_body"><strong>Army Movement</strong>:<br/>An Army may move into an adjacent space or over any number of friendly fleets ending in a target space.<br/><br/>If an Army enters the same space as a hostile Army, combat ensues.<br/><br/><strong>Fleet Movement</strong>:<br/>A Fleet may move into an adjacent Water space or a friendly land space that has a Port.<br/><br/>If a Fleet enters the same space as a hostile Fleet, combat ensues.<br/><br/>If a Fleet is in Port when that Port's Region gets annexed, the Annexing power may elect to seize control of or destroy any/all ships within the Port.  If they decline to the Fleet is ejected into an eligible area.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Army/Fleet Units</div><div class="spoiler_body"><strong>Peasants</strong>:<br/>Rolls a d2.<br/><br/>Costs 1 Materiale per 2 Peasants (can only be trained as a pair).<br/><br/><strong>Infantry</strong>:<br/>Rolls a d4.  Upkeep of ¤1.<br/><br/>Costs 1 Materiale.<br/><br/><strong>Cavalry</strong>:<br/>Rolls a d6.  Upkeep of ¤3.<br/><br/>Costs 2 Materiale.<br/><br/><strong>Ships</strong>:<br/>Rolls a d8.  Upkeep of ¤2.<br/><br/>Costs 4 Materiale.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mercenaries</div><div class="spoiler_body">Mercenary versions of all non-Peasant Units exist and can be hired for their normal Unit’s Materiale cost in ¤Gold (unaffected by tech, i.e. even with Shipwright Mercenary Ships cost ¤8).  They differ from the basic unit only in that their Upkeep is increased by ¤2 and they do not require Food.  Mercenaries are paid last, and if funds are insufficient, rather than being disbanded they will offer their services to another Army of a nation in an adjacent region to where they are presently kept in Prestige order of available choices.  If all available choices decline or fail to respond in time, they become hostile and attack the Army they were formerly part of.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat</div><div class="spoiler_body"><strong>When Combat Occurs</strong>:<br/>Combat occurs when two+ Armies or Fleets from hostile Nations move in such a way that they would either:<br/>1. Trade Places<br/>2. Cohabitate a Region<br/><br/><strong>Leadership</strong>:<br/>One Character is assigned to fight per Army/Fleet present in a fight.  Ruler breaks any disagreements over who will lead an Army/Fleet.<br/><br/>If a Character has Assumed Command of a Unit in an Army/Fleet, they'll only be able to lead the Army/Fleet that Unit is with.<br/><br/><strong>Morale</strong>:<br/>The side with the most Prestige gains an additional d6 that contributes directly to their side’s Battle Score.  For every 10 higher their Prestige is than their foe’s, that d6 is modified +1.<br/><br/>If there are more than two nations engaged in the fighting, the highest Prestige on one side of the battle is used to determine the Morale Bonus.  Prestiges are never summed or averaged.<br/><br/><strong>Battle Score</strong>:<br/>Whichever side ends the battle with the highest Battle Score is considered victorious.  Ties go to the higher Prestige side.<br/>Leaders (one per Army) roll their Warfare and compare.  The difference is added to the Battle Score.<br/><br/><strong>Casualties &amp; Retreat</strong>:<br/>Units that rolled a 1 are deemed Casualties and destroyed.  The Victorious Nations may spare one (1) Unit per Nation that would've become a casualty otherwise.<br/><br/>If the strike was adjacent (fleet to fleet or army over land), the defeated force A) moves back to point of origin if attacker or B) moves to a friendly or neutral territory.<br/><br/>If the strike was a nautical landing, every unit rolls again.  On a roll of 1 they do not survive the retreat.  Remaining units are returned to point of origin for the attack.<br/><br/>If the strike was a “bounce” (two Armies or Fleets of hostile nations attempting to trade places) then the victorious side moves into their target Region while the loser must remain in their point of origin.<br/><br/>If there is no valid point to retreat to, the units disband and the victor receives half the number of units in Materiale.  Any Character who was with that Army and the Character that led it in combat are now captured.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Annexation</div><div class="spoiler_body">By default, a hostile Army must be in a region for two (2) consecutive turns before ownership is transferred to the Army’s owner.  Various technologies and constructions increase and decrease this amount of time.  A region's timer always begins at a minimum of one (1) turn, but due to order of ops this means the turn after entering the territory will be transferred.  <br/></div></div><br/><hr/><span class="bbc_size" style="font-size: 18pt;"><strong>Characters</strong></span><br/><br/>Character Sheet<br/><div class="codeheader">Code: <a class="codeoperation" href="javascript:void(0);" onclick="return smfSelectText(this);">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[u]Avatar[/u]: [floatright][img height=200 width=120] image url goes here [/img][/floatright]<br/>[u]Name[/u]: (what you're called)<br/>[u]Gender[/u]: (Male, Female, Something Else?)<br/>[u]Sexuality[/u] (IC): (the sexuality of your character)<br/>[u]Acceptable Encounters[/u] (OOC): (is gay/non-con permissible? Always or by request? Etc)<br/>[u]Physical Description[/u]:<br/>[u]Personal History[/u]:<br/>[hr]<br/>[u]Nationality[/u]:<br/>[u]Trait[/u]:  (see List, pick 1)<br/><br/>(you may have up to 5 stars in each skill, you begin with 7 stars to spend across the three as you see fit--you may have zero stars in a skill)<br/>[u]Warfare[/u]: ⭐⭐⭐⭐⭐<br/>[u]Civics[/u]: ⭐⭐⭐⭐⭐<br/>[u]Lore[/u]: ⭐⭐⭐⭐⭐<br/><br/>[u]Growth Stars[/u]:  ⭐⭐⭐ (you use these after S4 to increase stats each year)<br/><br/>[u]Inventory[/u]:  -=Lucky=- Charm [Tapped 0/2]</code></pre><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Traits</div><div class="spoiler_body">(choose 1)<br/><br/>ADMIRAL:  Roll +1d6 when commanding Fleets.<br/>GENERAL:  Roll +1d6 when commanding Armies.<br/>BUILDER:  Roll +1d6 when Constructing.<br/>GOVERNOR:  Roll +1d6 when Developing.<br/>SCIENTIST:  Roll +1d6 when Researching.<br/>ARTIST:  Roll +1d6 when creating Art.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Basic Conflict Resolution</div><div class="spoiler_body">The first thing you will do is roll as many d6 as you have stars in the SKILL that is relevant--Warfare, Civics, or Lore.  <br/><br/>If against a static target, the roll must meet or exceed the Difficulty number listed.<br/><br/>You must decide to Tap and item before making a roll.  See Using Items for more.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Using Items</div><div class="spoiler_body">If you have an item that is either -=Lucky=- or -=(Skill)=- of the Skill you're currently rolling, you may [tap] the item to add 1d6 to your roll.  Items have a field that reads [Tapped x/y], an item may only be tapped once per Season and break upon x equaling y.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Personal Actions</div><div class="spoiler_body">Each Character may make two Personal Actions.<br/><br/>-=WARFARE=-<br/><strong>Assume Command</strong>:  Target a Unit in a specific Army, and join them directly on the field of battle.  This Unit's die gains +(your Warfare) to its roll, but if the unmodified result would've been a 1 the Unit is still destroyed.  If a battle in which the Unit you were commanding directly is destroyed is also a defeat for your side, the enemy take you prisoner.<br/><strong>Raid</strong>:  Difficulty 10.  Add one Red Square to target region, gain 4 Materiale for your nation.  Only possible when your Nation has an Army in a warring Nation's region.<br/><strong>Maneuver</strong>:  Difficulty 10.  While commanding target Army/Fleet in battle next turn (consider combat occurs before personal actions!), re-roll lowest Warfare die.<br/>-=CIVICS=-<br/><strong>Construct</strong>:  Build something where designated.  Roll Civics (x.1), adds to building progress. <br/><strong>Develop</strong>:  Difficulty 10.  Add one Green Square to target region.<br/><strong>Tax</strong>:  Difficulty 6.  Remove one Green Square from target region, nation gains ¤4.<br/><strong>Repair</strong>:  Difficulty 10.  Remove one Red Square from target region.<br/><strong>Transfer</strong>:  Difficulty 6.  Remove one Green Square from target region 1, move to target region 2.<br/><strong>Trade</strong>:  Difficulty 6.  If successful, you grant (your Civics) many ¤Gold for your Nation and half as much rounded down for the Nation you are in.  Must be in foreign Nation.<br/>-=LORE=-<br/><strong>Research</strong>:  Roll Lore (roll result x 0.1 + (Prestige / 10)), add to research progress for nation.<br/><strong>Craft</strong>:  Difficulty 6.  Create an item.  If -=Lucky=-, 1 Materiale is spent and it has [Tapped 0/2].  If -=(Skill)=-, spend 1 to 8 Materiale.  It has [Tapped 0/x] where X is (Materiale spent + 1).<br/><strong>Create Art</strong>:  Add (roll/3) to Nation's Prestige, +(1+X) Prestige\year (where X is the tens column, i.e. a roll of 10 adds 1).  Please include the piece's name when you make it.<br/><strong>Enlighten</strong>:  Difficulty 6.  If successful, you grant (your Lore many) Prestige to the Nation you are within.  Must be in foreign Nation.<br/>-=FREE ACTIONS=-<br/><strong>Transfer</strong>:  Transfer an item to another character you can feasibly reach (if you could not form a route to trade with another nation, you cannot transfer items to its characters).<br/></div></div><br/><hr/><br/><span class="bbc_size" style="font-size: 18pt;"><strong>Technology</strong></span><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tech Web</div><div class="spoiler_body">(https://i.imgur.com/azcZlAO.png)<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Research</div><div class="spoiler_body">Any technology requires 20 Lore to research.  Research is done by individual characters, who roll Lore.  The result of their roll x.1 + (Prestige/10) is then added to progress towards that research. <br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Technologies</div><div class="spoiler_body">K:<br/>Short for knowledge, this is the basis of all scientific endeavours of the day.  It represents everything civilizations already know.<br/><br/>Engineering:<br/>+3 Build Points every time construction occurs.<br/><br/>Economics:<br/>+1¤, +1 Trade Power, +1 Max Trade Partner<br/><br/>Alchemy:<br/>+1 Materiale, +1 Fleet Capacity<br/><br/>Architecture:<br/>-1 Materiale to Building Costs<br/><br/>Siege Weapons:<br/>-1 Turns til Annexation, -1 to Battle Score of Hostile Towers and Castles<br/><br/>Great Siege Weapons:<br/>-1 Turns til Annexation, -2 to Battle Score of Hostile Towers and Castles<br/><br/>Fishing:<br/>+1 Food per Water Region adjacent to owned Regions.<br/><br/>Minting:<br/>+¤2 per Gold Mine, +2 Trade Power<br/><br/>Mining:<br/>+2 Materiale per Mine, ¤1 per Gold Mine<br/><br/>Medicine:<br/>-1 Casualties per land Combat<br/><br/>Trade Caravans:<br/>+1 Trade Power, +1 Max Trade Partner, can trade overland through neutral territory<br/><br/>Trade Fleets:<br/>+1 Trade Power, +1 Fleet Capacity, +1 Max Trade Partner<br/><br/>Planned Economy:<br/>+4¤ Gold, +2 Trade Power, +1 Max Trade Partner<br/><br/>Capital Ventures:<br/>+6¤ Gold, +4 Trade Power<br/><br/>Logistics:<br/>+2 Fleet Capacity, +3 Army Capacity<br/><br/>Shipwright:<br/>+2 Fleet Capacity, -1 Fleet Materiale Cost, -1 Casualties per water Combat<br/><br/>Algebra:<br/>+1 Trade Power, +1 to all Research Rolls<br/><br/>Physics:<br/>+1 Fleet Capacity, +2 to all Research Rolls, +1 to all Construction Rolls<br/><br/>Artistic Sculpture:<br/>+1 Prestige\turn per Artwork<br/><br/>Grand Architecture:<br/>+1 Prestige\turn per Construction<br/><br/>Defensive Architecture:<br/>+2 to the Battle Score of Towers and Castles<br/><br/>Monuments:<br/>Unlocks the “Monument” Construction; 10 Materiale, 40 Buildpoints, confers +10 Prestige\turn.<br/><br/>Explosives:<br/>-1 Turns til Annexation, -2 to Battle Score of Hostile Towers &amp; Castles, +1 to Enemy Casualties<br/><br/>Hospitals:<br/>+2 to Army Capacity<br/><br/>Narcotics:<br/>+1 to Trade Power<br/><br/>Apothecaries:<br/>+2¤ Gold, -1 Casualties in Land Combat , +1 Food per Region<br/></div></div><br/><hr/><br/><strong>EXAMPLES</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat</div><div class="spoiler_body">Green's Fleet 1 enters the Gull's Sea, where Red's Fleet 2 is.  They're at War, so combat occurs.<br/><br/><strong>Leadership</strong> (<em>only part the player does</em>)<br/>One of Green's Characters with <span class="bbc_u">Warfare</span>: ⭐⭐⭐ is assigned for their nation, and one of Red's Characters with <span class="bbc_u">Warfare</span>: ⭐⭐⭐ and the Admiral trait is assigned for theirs.<br/><br/><span class="bbc_u">GC</span>:  Rolls a 5 with 3d6.<br/><span class="bbc_u">RC</span>:  Rolls a 10 with 4d6 (+1d6 from Admiral trait, commanding a Fleet).<br/><br/>There's a difference of 5 in Red's favour, so that will be added to their Battle Score.<br/><br/><strong>Morale</strong>:<br/>Green has 7 Prestige and Red has 4 Prestige, so Green rolls 1d6 and adds it to their Battle Score.<br/><br/>Result is 3.<br/><br/>The Battle Score is Red 5 to Green 3.<br/><br/><strong>Units</strong><br/><span class="bbc_u">Green Fleet</span>:<br/>5 Ships<br/>Rolls 5d8.<br/><br/>Result: 2, 4, 7, 5, 5, <br/>Total: 23<br/><br/>No casualties.<br/><br/>Green's Battle Score is 26.<br/><br/><span class="bbc_u">Red Fleet</span>:<br/>4 Ships + 1 Ship Red Admiral is directly commanding, adding his 3 Warfare to its die roll.<br/>Rolls 4d8+(1d8+3).<br/><br/>Result: 1, 1, 5, 7, 7, <br/>Total: 24<br/><br/>Two casualties.<br/><br/>Red's Battle Score is 29.<br/><br/><strong>Verdict</strong>:<br/>Red wins, rebuffing Green, but at cost.  Red would lose 2/5ths of their fleet but as the Victor, they get to spare one of their own Casualties.  Thus they lose only one Ship.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Annexation</div><div class="spoiler_body">(https://i.imgur.com/k0CaDqg.png)<br/>Green and Teal both enter Blue.  Teal enters a Region with a Tower while Green does not.<br/><br/>The Annexation Timer begins at 2 for Green and 3 for Teal.<br/><br/>The turn ends with the Logistics Phase, both times count down, but neither hits zer0.<br/><br/>In the <strong>above image, the Season after their invasion is depicted</strong> (the first Map Update after combat).<br/><br/>Green is going to have Mankia at the end of this turn if they are not forced to leave.<br/><br/>Teal is going to have to wait an additional turn, allowing Green to get a head start on Zern or potentially even attack and dislodge Teal.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Blockade</div><div class="spoiler_body">(https://i.imgur.com/R8xWD8b.png)<br/>Gold and Red are trade partners.  <br/><br/>Lacking a land border, they rely on their Ports in Clovia and Okala respectively to trade.<br/><br/>Green is at war with Red.<br/><br/>Green Fleets 1, 2, and 3 take up positions such that there is no route between Clovia and Okala without passing through a water region Red occupies.<br/><br/>Thus a Blockade is in effect, Red gains 50% of the income that trade was worth, and trade is suspended b\t the two partners until such time as the Blockade is lifted. <br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Invading Over Water</div><div class="spoiler_body">(https://i.imgur.com/6SClDc1.png)<br/><br/>Gold has a fleet in the Gulf of Bey and an Army in Beyland.<br/><br/>Gold would like to invade Yandis but their Army is not adjacent.<br/><br/>Gold has their Army move over Gold Fleet 1 into Yandis.  Naval invasions are risky for combat purposes, but there is no Army in Yandis to defend so there is no risk here.<br/><br/><strong>Pictured above,</strong> Gold has successfully entered Yandis.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Raid</div><div class="spoiler_body">(https://i.imgur.com/DYR6FHP.png)<br/><br/>Gold wants more materiale, and to hurt Purple while in their territory in case they are rebuffed.<br/><br/>One of Gold's Characters elects to Raid.<br/><br/>This Character's Raid succeeds, and a Red Square is added to the development tracker in Yandis.  It takes up a blank space but would have removed a Green Square if there were none available.<br/><br/>Gold gains Materiale, and if Purple wants to enjoy the benefits of a fully developed Yandis they'll now need to Repair it.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ports</div><div class="spoiler_body">(https://i.imgur.com/Ku9fJeC.png)<br/>Gold has a Port in Clovia.<br/><br/>Green has a Fleet in Sea of Cloves.<br/><br/>Gold cannot be attacked by Green's fleet, but Gold can strike out at Green's fleet from the safety of their Port.<br/><br/>Ports are good.<br/><br/>Build Ports.<br/></div></div>