Difference between revisions of "BattleMaster Basics"

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This is the rock-bottom need-to-know stuff for your first turn playing BattleMaster, for the impatient player who just wants to get started.
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This is what you need to know for your first turn playing BattleMaster. This is a quick guide for those who want to start playing asap.
  
If you have slightly more time, and enjoy reading some roleplaying, we also recommend the [[introduction]], which is less technical but contains other valuable information.
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If you have more time and enjoy reading roleplay, we recommend the [[introduction]] which is less technical and contains useful information.
  
To get the absolute best use out of this page, open it in a separate browser window, and open the game in another window, so that you can switch back and forth.
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If you prefer video, take a look at these video tutorials: [https://youtu.be/A2oNF4xijIA Part 1] and [https://youtu.be/4o-ZOErej0Q Part 2]
  
 +
To better use this guide, open it and the game in separate browser windows so that you can easily switch back and forth.
  
 
==Creating a character==
 
==Creating a character==
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*[[Choosing a name|Create a Character]]
 
*[[Choosing a name|Create a Character]]
 
*Select an island
 
*Select an island
:We recommend that you review the [[Island Descriptions]] page and select the island types that most appeal to you, and the style/type of island you wish to explore and play.  If research is not your style pick an island at random and have fun.  Do remember that the first region you start in will be your family's home, and that is very difficult to change.
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:*The East island is a standard island and makes for a safe choice. There is much political intrigue, war, and you will witness realms regularly dying and being born.
 +
:*Beluaterra is more fantasy themed island where there is much more fighting against undead and monsters and more use of magic. The irregular daimon invasions are its grand feature and when they come no one knows if humanity will survive.
 +
:*Dwilight has a serious medieval atmosphere where more roleplaying is expected. This island has much land yet to be tamed by men, waiting to be explored and civilized.
 +
:*The South island is known as the war island. It an island where a 1v1v1 war takes place until a victor emerges and conquers all three capitals. There is less emphasis on realm culture, no new realms can be created, and there are little to no fantasy elements.
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:*Review the [[Island Descriptions]] page for a more in depth description of the islands and select an island with a style that appeals the most to you.
 +
:*Note that the island you choose for your first character will be known as your family's home and this cannot be readily changed.
 +
 
 
*Select a realm
 
*Select a realm
:There are several criteria you should consider when choosing a realm. Stability, [[Government System|government type]], realm summary, and finally, size in characters, regions and income. The key is to get yourself involved in a situation where you and your character can best flourish. Find the realm that seems to best fit you (here's a [[Realm_Pages|fairly complete list]] of all of the realms) and the idea you have for your character.
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:Choosing a realm is an important decision with several factors to be considered.  
*Your starting unit - for your first character, either infantry or archers are fine. Infantry will give you more action, while archers will probably survive a little longer.
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:*[[Government System|Government type]], realm summary, and opportunity should be looked at. These will give you an idea of how the realm's culture will be, such as if there will be elections and what the atmosphere will be more like. It will also help you gauge how competitive the realm is for advancing into higher positions in the realm.
 +
:*Number of nobles, number of regions and income is useful too and gives you an idea of how active, large, and rich a realm is. Looking for realms with high activity will help you encounter people willing to help you. A realm with more nobles and higher activity will also usually require more time to read messages sent each day.
 +
:*[[Realm_Pages|Here is a list of all realms]] in Battlemaster. It is worth reading about the different realms on the island you are considering to get an idea of a realm's history and culture. This will help you find a realm that is a better fit for you and your character. Keep in mind that you can always change realms and that you will have very different experiences in different realms.
 +
*Your starting unit
 +
:If you wish to fight with a sword, choose Infantry. If you wish to fight with a bow, choose Archers. It is easy to change what type of unit you command as you play so there is little pressure in choosing this.
 +
*Pick an estate
 +
:For greater roleplay, you can start without an estate and speak to the lords of your realm when you arrive to offer your sword to. Otherwise, it is recommended to pick an estate right away. Typically the estate with the highest income will be best. However choosing an estate in a [[city]] can also be useful.
  
 
==Your First Turn==
 
==Your First Turn==
BattleMaster is a social game, and people who join a realm but do not speak or ask questions or join in the conversation are likely to be viewed with mistrust.  When you joined, everyone got a message letting them know that you're here and you're new, but you still have to introduce yourself.
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BattleMaster is a social game. Players in the realm will receive a message letting them know that you've joined their realm and that you're new, but you are still expected to introduce yourself by sending an Introductory Message.
  
Note that some types of information are disabled for your first three days of play. So are many actions, including class-change, emmigration, voting, and visiting regions outside the realm. Most of these shouldn't be an issue for you yet, except the last one-- it pretty much means you can't join in a battle outside your borders unless you find a more senior player to escort you. The game gives no indication of how many turns the travel restriction lasts, but it should automatically be lifted after 7 days.
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Note that to make things easier, several areas are disabled for your first three days of play. This includes many actions, like class change, emigration, voting, and visiting regions outside the realm. If you join a realm and need to join a battle outside of your borders, you will need to find a more senior player to escort you. The travel restrictions should automatically be lifted after 7 days.
  
Go to your <b>Messages</b> page, via the sidebar. From all the options there, the one you want for now is halfway the page: ''all of your realm-mates'', just click on it.
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=== Introductory Message ===
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Let's walkthrough sending an Introductory Message. Click <b>'Messages'</b> in the sidebar. Then look towards the middle of the page for a section with your realm's name. At the bottom of this section, click 'all' in the line that says 'to - all / some nobles in your realm'. This will bring up the 'Writing Message' page.
  
Let's send an in-character message.  Go to the Message Type pull-down box, and select Roleplay. Then type your message. Here are some examples, for a character named Armand, joining Keplerstan. There are lots of styles, and feel free to make use of the limited HTML markup (allowed commands are listed below the message box, under "Syntax Help".)
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Next, choose the type of in-character message to sendClick the 'Message Type' combo box, and select the appropriate message type. If you are sending a story of what your character says and does, select 'Roleplay'. If you are sending a letter written by your character, select 'Letter'. Now you are ready to type your message. Here are some examples, for a character named 'Armand', joining a realm called 'Keplerstan'.
  
===Sample Introductory Messages===
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====Sample Introductory Messages====
 
----
 
----
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'''Type: Letter'''
 
:Hello, everyone!  My name is Armand, and I've come to join your great realm.  I am new, and not sure what to do.  Where should I go?
 
:Hello, everyone!  My name is Armand, and I've come to join your great realm.  I am new, and not sure what to do.  Where should I go?
 
----
 
----
:Greetings, fellow troop leaders!  I am Armand Broadsword, and I have decided to become a soldier and make my fortunes.
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'''Type: Letter'''
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:Greetings, fellow troop leaders!   
 +
:
 +
:I am Armand Broadsword, and I have decided to become a soldier and make my fortunes.
 
:I will serve this realm to the best of my ability.  Show me the ropes, and you'll soon find that I'm the best thing that's ever happened to Keplerstan.
 
:I will serve this realm to the best of my ability.  Show me the ropes, and you'll soon find that I'm the best thing that's ever happened to Keplerstan.
 +
 +
Signed,
 
----
 
----
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'''Type: Roleplay'''
 
:<i>A dark figure on horseback crosses the border into Keplerstan, at the head of a small group of armed men, all in uniform and carrying an unfamiliar standard.  They travel all night before finally stopping at a local inn.</i>
 
:<i>A dark figure on horseback crosses the border into Keplerstan, at the head of a small group of armed men, all in uniform and carrying an unfamiliar standard.  They travel all night before finally stopping at a local inn.</i>
  
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:<i>The dark figure looks around and nods.</i>  "Good.  This realm should do nicely.  I think I'll stick around.  Send a message to your King, and tell him that Armand Broadsword has arrived, and pledges his loyalty."
 
:<i>The dark figure looks around and nods.</i>  "Good.  This realm should do nicely.  I think I'll stick around.  Send a message to your King, and tell him that Armand Broadsword has arrived, and pledges his loyalty."
----
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=== Letter to Region Lords ===
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If you didn't choose an estate when you made your character, you'll want to reach out to the Lords in the realm. Write a new message to all nobles in the realm, but address it to the Lords of the realm asking who would like you as a knight.
 +
 
 +
If you did pick an estate when you made your character, send a letter to your new Liege to start the relationship with your character's new Lord. Please keep in mind that not all players are equally active, even those with Lordships. Sometimes you'll get a very quick reply, and sometimes it may take several hours if not longer. Don't let this discourage you, and remember if you're unhappy with your Lord you can always find a new one!
 +
 
 +
=== Character Class ===
 +
All new characters start out as being part of the Warrior [[class]].  There are other classes that exist, such as Priest or Courtier, but we'll come back to those later.  The vast majority of characters remain as Warriors as well.
 +
 
 +
Classes also have sub-classes. The various sub-classes have different prestige, honor and time requirements.
 +
 
 +
=== Training ===
 +
There's no time like the present to get started with your training!
 +
 
 +
Go to your '''Actions''' page, via the sidebar. Click on ''Training...'', which will direct you to a new page.  From there, you'll have an option to train in three different skills (Swordfighting, Jousting, and Leadership), for a number of different hours, and with different types of instructors. Be sure to start out training with a '''normal''' instructor! At your level (around 5% swordfighting skill) a normal instructor is more than enough, and you simply don't have the gold to train with the advanced or expert instructors for very long. Train for about 3 hours (each turn is 8 game hours, see below for more info).  Afterward, you should see an increase in your swordfighting skill. Most skills can only be trained in a city with an academy. Tournaments lets one train their sword fighting. Skills also increases through use.
 +
 
 +
=== Visit the Family ===
 +
 
 +
The family is the bedrock of your gameplay.  While it's possible that some of your characters might die (though it's fairly rare), your family will always endure.  Your options are fairly limited at first though.
 +
 
 +
Go to your '''Actions''' page, via the sidebar.  Click on ''Visit your family''.  You will be directed to a new page which will give you a little info on how your family is currently doing, how the locals feel about independence, and whether tax day is approaching.  This will take 3 game hours.
 +
 
 +
=== Mix with the Locals ===
 +
 
 +
By mixing with the locals you can get a feel for the morale of the commoners, those people who have to work for a living and have no rights.
 +
 
 +
Go to your '''Actions''' page, via the sidebar.  Click on ''Mix with the Locals''.  You will be directed to a new page which will you tell how the population feels in this region.  This is something only you, since you're still not well-known yet, can do.  After you've earned a certain amount of [[prestige]], or after your unit reaches a certain size, you will no longer be able to do this. This will take 2 game hours, and that means you should now be out of hours for your first turn.
 +
 
 +
=== Pay Your Unit ===
 +
Go to your '''Orders''' page, via the sidebar.  Click on ''Pay your men...'', which will direct you to a new page.  From there, click on ''Pay your troops'', or simply ''Pay all''. Your men have now been paid.
 +
 
 +
You can also have your troops be paid automatically every X days. This can be changed under Orders > Unit Settings (more on this later).
  
 
==How Hours Work==
 
==How Hours Work==
Line 54: Line 106:
  
 
==How to Move to Another Region==
 
==How to Move to Another Region==
In order to set [[travel]] to an adjacent [[region]], go to the <b>Travel</b> link on the sidebar.  There will be a list of links for all the regions you can travel to, the distance to that region, and an estimate of how long it will take.  For example:
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In order to begin travelling to an adjacent [[region]], go to the <b>Travel</b> link on the sidebar.  There will be a list of links for all the regions you can travel to, the distance to that region, and an estimate of how long it will take.  For example:
  
 
:Neighbouring Regions
 
:Neighbouring Regions
Line 60: Line 112:
 
:<u>Brahe</u> (Keplerstan) 71 miles, ca. 7 hours
 
:<u>Brahe</u> (Keplerstan) 71 miles, ca. 7 hours
  
The distance will always be the same for a given two regions, but the estimated time will change depending on the type of [[unit]] you're commanding, how many men you have, how many of them are wounded, etc.
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The distance will always be the same for a given two regions, but the estimated time will change depending on the type of [[unit]] you're commanding, how many men you have, how many of them are wounded, what paraphernalia you have, etc.
  
The [[time|hours]] will not be subtracted immediately, because travel takes place at turn change. If you left enough hours unused, then you will arrive in the region on the next turn, and get a message like:
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The [[time|hours]] will not be subtracted immediately, because travel takes place at turn change. While you have given the order start moving you men still need to break camp and then begin the long hike or ride. If you left enough hours unused, then you will arrive in the region on the next turn, and get a message like:
  
 
:<b>Arrival</b>  (just in)
 
:<b>Arrival</b>  (just in)
Line 70: Line 122:
  
 
Also note: Even if you have enough hours, you can never travel through more than one region per turn.
 
Also note: Even if you have enough hours, you can never travel through more than one region per turn.
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== Estates ==
 +
Your estate provides you with a weekly income and place in the hierarchy.
 +
 +
Go to your '''Politics''' page, via the sidebar. Click on ''Your Estate... '', which will direct you to a new page. From there, you will see if the region you are currently in has an available estate. The Estate will show you what percentage of the region is yours. The larger your estate, the greater your income. Your income will actually change from week to week depending on production, whether the tax coffers have been raided, and any number of other factors.  However, you can get an estimate of what to expect by looking at the region's tax income from last week, and then multiplying it by your share amount.
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 +
However, the amount of gold you receive should only be ''one'' of the things you take into account. Take a look at where the region is located. Regions on the border of your realm might be invaded, whereas regions near the center of your realm are safer. Cities tend to offer more money from a smaller estate, but are juicy targets for an invader. Poorer regions also present a less desirable objective for an enemy, so choosing your estate must be a balance of multiple factors.
  
 
==How to Find the Bulletins==
 
==How to Find the Bulletins==
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==How to Change Unit Settings==
 
==How to Change Unit Settings==
Unit settings are kept on the <b>Paperwork</b> page.  There are four options, of which three are important here:
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Unit settings are kept on the <b>Orders</b> page.  There are four options, of which three are important here:
 
*How your men are instructed to act
 
*How your men are instructed to act
 
*What row they're on
 
*What row they're on
 
*What formation they're in
 
*What formation they're in
 +
*How soon they will retreat
  
 
Usually, a general or marshal will give unit settings to a group of people, either in a message, in Standing Orders, or in the General's Bulletin.  Keep an eye out for orders for your particular unit type.  They might be given in the following format:
 
Usually, a general or marshal will give unit settings to a group of people, either in a message, in Standing Orders, or in the General's Bulletin.  Keep an eye out for orders for your particular unit type.  They might be given in the following format:
Line 87: Line 147:
  
 
There are many issues involved with unit settings, but this should suffice for now.
 
There are many issues involved with unit settings, but this should suffice for now.
Click here for a more detailed explination:  Go to the manual, then "Troops and Combat", then "Unit Deployment"
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For a more detailed explanation see [[Unit Settings]].
 
 
One last point:  '''NEVER EVER EVER!!!!!!!! set your unit to murderous unless specifically ordered to by your ruler or general!'''  I cannot stress this enough.  You wouldn't believe how many times realms were on the verge of an international conflict because of ''one'' person with murderous settings.
 
  
Unless of course you '''WANT''' to cause the diplomatic incident... remember, nobles are always allowed their own agendas. The realm might not like it, but still...
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One last point:  '''NEVER EVER EVER!!!!!!!! set your unit to murderous unless specifically ordered to by your ruler or general!'''  I cannot stress this enough.  You wouldn't believe how many times realms were on the verge of an international conflict because of ''one'' person with murderous settings. Unless of course you '''WANT''' to cause the diplomatic incident... remember, nobles are always allowed their own agendas. The realm might not like it, but still...
  
 
==Some other Hints==
 
==Some other Hints==
* Whenever a link contains an ellipse (three dots, ...) this means there is another page before an action is actually done. For example: "Loot..." means that you will have to select some looting options first, before actually doing the looting.
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* Whenever a link contains an ellipsis ("..."), this means there is another page before an action is actually done. For example: "Loot..." means that you will have to select some looting options first, before actually doing the looting.
 
* Links without ellipses usually trigger an immediate action. Example: "Visit your family" takes you right there, hours get subtracted and everything.
 
* Links without ellipses usually trigger an immediate action. Example: "Visit your family" takes you right there, hours get subtracted and everything.
  
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Well, not really.  BattleMaster is a huge game, and there's lots to learn about battles and realms and equipment.  You would be well-advised to read our [[introduction]] and to browse the [[Manual]].
 
Well, not really.  BattleMaster is a huge game, and there's lots to learn about battles and realms and equipment.  You would be well-advised to read our [[introduction]] and to browse the [[Manual]].
  
You may not receive orders or even get a response your first turn, particularly if you join the realm late in the turn.  Look around and see if there's anything which obviously ought to be done.  If there are troops in the region from another realm, for example, it might be wise to move to an adjacent region.  Check and see whether there are [[paraphernalia]] you can hire in the region you started out in -- [[Paraphernalia#Scout|scouts]] in particular are quite useful.  You might also try to mix with the locals, something that only relatively new troop leaders can do.
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You may not receive orders or even get a response your first turn, particularly if you join the realm late in the turn.  Look around and see if there's anything which obviously ought to be done.  If there are troops in the region from another realm, for example, it might be wise to move to an adjacent region.  Check and see whether there are [[paraphernalia]] you can hire in the region you started out in -- [[Paraphernalia#Scout|scouts]] in particular are quite useful.

Latest revision as of 03:36, 8 February 2019

This is what you need to know for your first turn playing BattleMaster. This is a quick guide for those who want to start playing asap.

If you have more time and enjoy reading roleplay, we recommend the introduction which is less technical and contains useful information.

If you prefer video, take a look at these video tutorials: Part 1 and Part 2

To better use this guide, open it and the game in separate browser windows so that you can easily switch back and forth.

Creating a character

  • The East island is a standard island and makes for a safe choice. There is much political intrigue, war, and you will witness realms regularly dying and being born.
  • Beluaterra is more fantasy themed island where there is much more fighting against undead and monsters and more use of magic. The irregular daimon invasions are its grand feature and when they come no one knows if humanity will survive.
  • Dwilight has a serious medieval atmosphere where more roleplaying is expected. This island has much land yet to be tamed by men, waiting to be explored and civilized.
  • The South island is known as the war island. It an island where a 1v1v1 war takes place until a victor emerges and conquers all three capitals. There is less emphasis on realm culture, no new realms can be created, and there are little to no fantasy elements.
  • Review the Island Descriptions page for a more in depth description of the islands and select an island with a style that appeals the most to you.
  • Note that the island you choose for your first character will be known as your family's home and this cannot be readily changed.
  • Select a realm
Choosing a realm is an important decision with several factors to be considered.
  • Government type, realm summary, and opportunity should be looked at. These will give you an idea of how the realm's culture will be, such as if there will be elections and what the atmosphere will be more like. It will also help you gauge how competitive the realm is for advancing into higher positions in the realm.
  • Number of nobles, number of regions and income is useful too and gives you an idea of how active, large, and rich a realm is. Looking for realms with high activity will help you encounter people willing to help you. A realm with more nobles and higher activity will also usually require more time to read messages sent each day.
  • Here is a list of all realms in Battlemaster. It is worth reading about the different realms on the island you are considering to get an idea of a realm's history and culture. This will help you find a realm that is a better fit for you and your character. Keep in mind that you can always change realms and that you will have very different experiences in different realms.
  • Your starting unit
If you wish to fight with a sword, choose Infantry. If you wish to fight with a bow, choose Archers. It is easy to change what type of unit you command as you play so there is little pressure in choosing this.
  • Pick an estate
For greater roleplay, you can start without an estate and speak to the lords of your realm when you arrive to offer your sword to. Otherwise, it is recommended to pick an estate right away. Typically the estate with the highest income will be best. However choosing an estate in a city can also be useful.

Your First Turn

BattleMaster is a social game. Players in the realm will receive a message letting them know that you've joined their realm and that you're new, but you are still expected to introduce yourself by sending an Introductory Message.

Note that to make things easier, several areas are disabled for your first three days of play. This includes many actions, like class change, emigration, voting, and visiting regions outside the realm. If you join a realm and need to join a battle outside of your borders, you will need to find a more senior player to escort you. The travel restrictions should automatically be lifted after 7 days.

Introductory Message

Let's walkthrough sending an Introductory Message. Click 'Messages' in the sidebar. Then look towards the middle of the page for a section with your realm's name. At the bottom of this section, click 'all' in the line that says 'to - all / some nobles in your realm'. This will bring up the 'Writing Message' page.

Next, choose the type of in-character message to send. Click the 'Message Type' combo box, and select the appropriate message type. If you are sending a story of what your character says and does, select 'Roleplay'. If you are sending a letter written by your character, select 'Letter'. Now you are ready to type your message. Here are some examples, for a character named 'Armand', joining a realm called 'Keplerstan'.

Sample Introductory Messages


Type: Letter

Hello, everyone! My name is Armand, and I've come to join your great realm. I am new, and not sure what to do. Where should I go?

Type: Letter

Greetings, fellow troop leaders!
I am Armand Broadsword, and I have decided to become a soldier and make my fortunes.
I will serve this realm to the best of my ability. Show me the ropes, and you'll soon find that I'm the best thing that's ever happened to Keplerstan.

Signed,


Type: Roleplay

A dark figure on horseback crosses the border into Keplerstan, at the head of a small group of armed men, all in uniform and carrying an unfamiliar standard. They travel all night before finally stopping at a local inn.
"Where am I?" the dark figure asks the innkeeper.
"Keplerstan, sir!"
The dark figure looks around and nods. "Good. This realm should do nicely. I think I'll stick around. Send a message to your King, and tell him that Armand Broadsword has arrived, and pledges his loyalty."

Letter to Region Lords

If you didn't choose an estate when you made your character, you'll want to reach out to the Lords in the realm. Write a new message to all nobles in the realm, but address it to the Lords of the realm asking who would like you as a knight.

If you did pick an estate when you made your character, send a letter to your new Liege to start the relationship with your character's new Lord. Please keep in mind that not all players are equally active, even those with Lordships. Sometimes you'll get a very quick reply, and sometimes it may take several hours if not longer. Don't let this discourage you, and remember if you're unhappy with your Lord you can always find a new one!

Character Class

All new characters start out as being part of the Warrior class. There are other classes that exist, such as Priest or Courtier, but we'll come back to those later. The vast majority of characters remain as Warriors as well.

Classes also have sub-classes. The various sub-classes have different prestige, honor and time requirements.

Training

There's no time like the present to get started with your training!

Go to your Actions page, via the sidebar. Click on Training..., which will direct you to a new page. From there, you'll have an option to train in three different skills (Swordfighting, Jousting, and Leadership), for a number of different hours, and with different types of instructors. Be sure to start out training with a normal instructor! At your level (around 5% swordfighting skill) a normal instructor is more than enough, and you simply don't have the gold to train with the advanced or expert instructors for very long. Train for about 3 hours (each turn is 8 game hours, see below for more info). Afterward, you should see an increase in your swordfighting skill. Most skills can only be trained in a city with an academy. Tournaments lets one train their sword fighting. Skills also increases through use.

Visit the Family

The family is the bedrock of your gameplay. While it's possible that some of your characters might die (though it's fairly rare), your family will always endure. Your options are fairly limited at first though.

Go to your Actions page, via the sidebar. Click on Visit your family. You will be directed to a new page which will give you a little info on how your family is currently doing, how the locals feel about independence, and whether tax day is approaching. This will take 3 game hours.

Mix with the Locals

By mixing with the locals you can get a feel for the morale of the commoners, those people who have to work for a living and have no rights.

Go to your Actions page, via the sidebar. Click on Mix with the Locals. You will be directed to a new page which will you tell how the population feels in this region. This is something only you, since you're still not well-known yet, can do. After you've earned a certain amount of prestige, or after your unit reaches a certain size, you will no longer be able to do this. This will take 2 game hours, and that means you should now be out of hours for your first turn.

Pay Your Unit

Go to your Orders page, via the sidebar. Click on Pay your men..., which will direct you to a new page. From there, click on Pay your troops, or simply Pay all. Your men have now been paid.

You can also have your troops be paid automatically every X days. This can be changed under Orders > Unit Settings (more on this later).

How Hours Work

Time in Battlemaster is divided into turns. Two turns run per day, at 6am and 6pm, server time (The server resides in Germany). Each turn, you will get eight hours to spend. You may spend them at any time during the turn, but if you do not spend them, up to four hours carry over to the next turn. You will never have more than 12 hours to spend in a turn.

Most actions cause you to immediately spend hours from your total. Once you have spent all your hours, you must wait until the next turn to get eight more. You will usually not spend all of your hours every turn, especially when travelling.

Free Actions

Some actions can be done without spending any hours at all. These include:

  • Reading and sending messages
  • All the functions under Paperwork and Information
  • A few other things that are unimportant for the moment.


How to Move to Another Region

In order to begin travelling to an adjacent region, go to the Travel link on the sidebar. There will be a list of links for all the regions you can travel to, the distance to that region, and an estimate of how long it will take. For example:

Neighbouring Regions
travel to...
Brahe (Keplerstan) 71 miles, ca. 7 hours

The distance will always be the same for a given two regions, but the estimated time will change depending on the type of unit you're commanding, how many men you have, how many of them are wounded, what paraphernalia you have, etc.

The hours will not be subtracted immediately, because travel takes place at turn change. While you have given the order start moving you men still need to break camp and then begin the long hike or ride. If you left enough hours unused, then you will arrive in the region on the next turn, and get a message like:

Arrival (just in)
You have arrived in Brahe, a City region (friendly territory).

And you and your unit will be in the destination region. Sometimes it will take multiple turns to travel between two regions, in which case you will spend one or more turns in-between regions -- you'll be listed among the region's occupants, but you will not be able to take advantage of everything the region has to offer, such as banking and entertainment. You will also not be as free to scout when you are between regions.

Also note: Even if you have enough hours, you can never travel through more than one region per turn.

Estates

Your estate provides you with a weekly income and place in the hierarchy.

Go to your Politics page, via the sidebar. Click on Your Estate... , which will direct you to a new page. From there, you will see if the region you are currently in has an available estate. The Estate will show you what percentage of the region is yours. The larger your estate, the greater your income. Your income will actually change from week to week depending on production, whether the tax coffers have been raided, and any number of other factors. However, you can get an estimate of what to expect by looking at the region's tax income from last week, and then multiplying it by your share amount.

However, the amount of gold you receive should only be one of the things you take into account. Take a look at where the region is located. Regions on the border of your realm might be invaded, whereas regions near the center of your realm are safer. Cities tend to offer more money from a smaller estate, but are juicy targets for an invader. Poorer regions also present a less desirable objective for an enemy, so choosing your estate must be a balance of multiple factors.

How to Find the Bulletins

The four main government positions (Ruler, General, Banker, and Judge) each have a bulletin page, which are linked to separately under Information. It is a very good idea to read these when you first join a realm, to learn the realm's laws, the current military situation, and other useful information.


How to Change Unit Settings

Unit settings are kept on the Orders page. There are four options, of which three are important here:

  • How your men are instructed to act
  • What row they're on
  • What formation they're in
  • How soon they will retreat

Usually, a general or marshal will give unit settings to a group of people, either in a message, in Standing Orders, or in the General's Bulletin. Keep an eye out for orders for your particular unit type. They might be given in the following format:

Infantry: middle, aggressive, box

This means that you should instruct your men to act aggressive, to deploy in the middle, in the box formation.

There are many issues involved with unit settings, but this should suffice for now. For a more detailed explanation see Unit Settings.

One last point: NEVER EVER EVER!!!!!!!! set your unit to murderous unless specifically ordered to by your ruler or general! I cannot stress this enough. You wouldn't believe how many times realms were on the verge of an international conflict because of one person with murderous settings. Unless of course you WANT to cause the diplomatic incident... remember, nobles are always allowed their own agendas. The realm might not like it, but still...

Some other Hints

  • Whenever a link contains an ellipsis ("..."), this means there is another page before an action is actually done. For example: "Loot..." means that you will have to select some looting options first, before actually doing the looting.
  • Links without ellipses usually trigger an immediate action. Example: "Visit your family" takes you right there, hours get subtracted and everything.


And That's It!

Well, not really. BattleMaster is a huge game, and there's lots to learn about battles and realms and equipment. You would be well-advised to read our introduction and to browse the Manual.

You may not receive orders or even get a response your first turn, particularly if you join the realm late in the turn. Look around and see if there's anything which obviously ought to be done. If there are troops in the region from another realm, for example, it might be wise to move to an adjacent region. Check and see whether there are paraphernalia you can hire in the region you started out in -- scouts in particular are quite useful.