Difference between revisions of "Introduction/Travel"

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=<i>"How do I travel between regions?"</i>=
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{{beginrp}}
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==<i>"How do I travel between regions?"</i>==
  
 
:"You mean, besides saddling up your horse, pointing it the right direction, and giving a kick?"
 
:"You mean, besides saddling up your horse, pointing it the right direction, and giving a kick?"
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:"All right, I'm being a little dramatic, but really, you have people to take care of that.  Quartermasters, teamsters.  A lot of the time your soldiers will pull double-duty driving the carts and feeding the horses.  You just need to tell your people where to go, and they'll take care of the rest.  They'll also give you a little information, like how much time you'll probably need to set aside, and they might even be willing to plot a route for you through multiple regions.
 
:"All right, I'm being a little dramatic, but really, you have people to take care of that.  Quartermasters, teamsters.  A lot of the time your soldiers will pull double-duty driving the carts and feeding the horses.  You just need to tell your people where to go, and they'll take care of the rest.  They'll also give you a little information, like how much time you'll probably need to set aside, and they might even be willing to plot a route for you through multiple regions.
  
:"Now, just because you've told them where to go, that doesn't mean that you're immediately going to be there -- it doesn't even mean that you'll go at all!  Giving the travel order just sort of puts the whole unit in 'travelling mode': everyone quits what they're doing and packs up the tents and saddles up the horses.  That means calling off any hunts, and tearing down their fortifications so that the enemy can't use them.  And they'll expect you to do the same, so no running off to the bank or to your aunt's house when you've got everyone else getting ready to go!"
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:Now, just because you've told them where to go, that doesn't mean that you're immediately going to be there -- it doesn't even mean that you'll go at all!  Giving the travel order just sort of puts the whole unit in 'travelling mode': everyone quits what they're doing and packs up the tents and saddles up the horses.  That means calling off any hunts, and tearing down their fortifications so that the enemy can't use them.  And they'll expect you to do the same, so no running off to the bank or to your aunt's house when you've got everyone else getting ready to go!"
 
 
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In order to set [[travel]] to another [[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
 
:travel to...
 
:<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, and what kind of [[paraphernalia]] you're hauling around.
 
  
The [[time|hours]] will not be subtracted immediately, because travel takes place at the turn.  If you left enough hours unused, then you will arrive in the region, and get a message like:
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{{endrp}}
  
:<b>Arrival</b>  (just in)
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For a simple and practical explanation of travel, see also [[BattleMaster Basics#How to Move to Another Region|BattleMaster Basics]].
: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 [[bank]]ing and [[entertainment]].  You will also not be as free to [[scout]] when you are between regions.
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For a more in-depth treatment of the subject, see [[Travel]].
  
([[BattleMaster Basics|Return to Basics page]])
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[[Category: Introduction]]

Latest revision as of 14:35, 11 August 2007


"How do I travel between regions?"

"You mean, besides saddling up your horse, pointing it the right direction, and giving a kick?"

Uncle Freddie winks at you, chuckling at his own joke.

"No, I know what you mean. How in the heck do you get all your soldiers and your scribes and scouts and horses and baggage carts organized and on the road to the next region? Simple, really: you don't!"

He smiles at your obvious surprise. Old men do like their little jokes, so you play along.

"All right, I'm being a little dramatic, but really, you have people to take care of that. Quartermasters, teamsters. A lot of the time your soldiers will pull double-duty driving the carts and feeding the horses. You just need to tell your people where to go, and they'll take care of the rest. They'll also give you a little information, like how much time you'll probably need to set aside, and they might even be willing to plot a route for you through multiple regions.
Now, just because you've told them where to go, that doesn't mean that you're immediately going to be there -- it doesn't even mean that you'll go at all! Giving the travel order just sort of puts the whole unit in 'travelling mode': everyone quits what they're doing and packs up the tents and saddles up the horses. That means calling off any hunts, and tearing down their fortifications so that the enemy can't use them. And they'll expect you to do the same, so no running off to the bank or to your aunt's house when you've got everyone else getting ready to go!"

For a simple and practical explanation of travel, see also BattleMaster Basics.

For a more in-depth treatment of the subject, see Travel.