Difference between revisions of "Region Command"

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__TOC__
 
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As a region commander, you have been elevated to the ranks of [[rank|landed nobility]]. Appointed by your [[ruler]] or [[rank#lord|duke]], you are given responsibility for the well-being of the region under your control. There are two different ranks of region commander, each determined by the type of region you now command.
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As a region commander, you have been elevated to the ranks of [[rank|landed nobility]]. Appointed by your [[ruler]] or [[rank#lord|duke]], you are given responsibility for the well-being of the region under your control.  
 
 
*[[rank#Lord|Duke or Duchess]] - [[region|Stronghold]], [[region|City]]
 
*[[rank#Lord|Baron or Baroness]] - [[region|Townsland]], [[region|Woodlands]], [[region|Rural]], [[region|Badlands]], [[region|Mountains]]
 
 
 
Being the highest landed position with the realm, Dukes have a few more options and commands under their remit.
 
  
 
Rules concerning the appointment of new Lords and Dukes can be found [[Appointment|here]].
 
Rules concerning the appointment of new Lords and Dukes can be found [[Appointment|here]].
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===Region Description===
 
===Region Description===
 
You may review or update your region's description. You can also see the descriptions of neighboring regions, so you can make yours look similar.
 
You may review or update your region's description. You can also see the descriptions of neighboring regions, so you can make yours look similar.
 
===Manage Estate===
 
If you are in your region, you can change your lordly [[estates|estate]]. From anywhere on the continent, they can review the estate of all of their knights and determine if there is an idle estate or if there is sufficient coverage for both production and authority.
 
 
===Region Taxes===
 
You control the local [[taxes]], although you may be required to send some percentage of your gold to the duchy. A tax rate of 10% is considered normal, although you may change it. A table is provided to show what the tax income should be on a weekly basis. Note that excessive tax rates will be very unpopular with the peasants, and region control will become more difficult the higher the taxes go.
 
  
 
===Maintenance===
 
===Maintenance===
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===Tournament===
 
===Tournament===
 
A [[Buildings#Tournament_Grounds|Tournament Grounds]], which can only be built in a city or stronghold, is required to hold a tournament.
 
A [[Buildings#Tournament_Grounds|Tournament Grounds]], which can only be built in a city or stronghold, is required to hold a tournament.
 
===Allegiance===
 
The region commander determines the allegiance of his region: not only to which Duchy it belongs, but even to which [[realm]]!  An Imperial region can join any neighbouring Duchy, when the commanders swears fealty to that Duke.  If troops from another realm are in the region, the commander can choose to switch sides and join that realm, taking his region with him -- though it will surely be considered an act of treason, and result in that commander being [[ban]]ned.
 
  
 
===Army Sponsorship===
 
===Army Sponsorship===
 
[[Army Sponsorship]] You may found or manage your armies.
 
[[Army Sponsorship]] You may found or manage your armies.
  
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== Tips for Managing a Region ==
  
== Managing a Region ==
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* Keep taxes at the 'normal' level--where the game tells you "some peasants complain about high taxes".
 
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* When possible add militia to the region, mixed infantry can be particularly good at killing monsters.
With a sufficient amount of knights (and their estates) and keeping the tax level reasonable you shouldn't have too much trouble keeping a region under control.
 
 
 
It becomes increasingly harder without any knights, but it is possible to manage a medium-sized region with just a Lord.  It will require constant micro-management though.
 
* Keep your food storage levels low
 
* Hold harsh courts
 
* Keep taxes at the 'normal' level
 
* When possible add militia to the region (even to the point where it costs 50-100gp per week of militia)
 
** A good mixture of archers and infantry is preferred
 
* Estates should be set to production whenever possible (or you'll not be able to pay your militia)
 
* If you have to leave your region for any period of time set estates to authority and watch your production suffer over time
 
 
* Also take care on managing the shrine or temple of the region. DO NOT sack or close it, if you want to keep the region stats well.
 
* Also take care on managing the shrine or temple of the region. DO NOT sack or close it, if you want to keep the region stats well.
 
:*However, you could well say "heathens be damned!" and burn the thing down with reckless joy. The damage is proportionate to the amount of believers there are, but is a problem anyway if you do not have the same religion as your people.
 
:*However, you could well say "heathens be damned!" and burn the thing down with reckless joy. The damage is proportionate to the amount of believers there are, but is a problem anyway if you do not have the same religion as your people.

Revision as of 18:22, 11 June 2012

As a region commander, you have been elevated to the ranks of landed nobility. Appointed by your ruler or duke, you are given responsibility for the well-being of the region under your control.

Rules concerning the appointment of new Lords and Dukes can be found here.

Abilities

When a region commander is in residence, many options are available, for various tasks. In their own domain, region commanders act as ruler, judge, general, and banker: a considerable amount of power, if used wisely. Commanders are the only ones who can build anything, except priests.

Return lordship

You can step down from your position, at the cost of 1 point of prestige and 1 point of honor. You must give a reason for doing so.

Region Description

You may review or update your region's description. You can also see the descriptions of neighboring regions, so you can make yours look similar.

Maintenance

The commander is able to hold court in his/her region, as the primary method of influencing the population. The commander also has a certain level of control over food distribution and the local warehouse.

Defense

There are two main elements to defense of a region: fortification and militia. Those regions which can support fortification do so entirely at the expense of the region commander. The commander must build the fortification in sections, and must pay to rebuild the fortifications as they degrade.

Region commanders also have the ability to dismiss militia which have been placed in their regions by others. Dukes are able to directly hire militia from all of the Duchy's recruitment centres.

Draft Recruits

You can force your Recruitment Centres to draft extra troops. Note that doing so will result in morale and control drops for the region, and that you cannot hold court on the same day as a draft, meaning that you may want to have a courtier in the region to perform some police or civil work to help restore control more quickly.

Economy

All of the buildings which can be built, are built by (and at the expense of) the region commander. However, religions can take begin to take root in regions; it is up to the region commander whether he wishes to see shrines to gods he may not believe in dotted all over his region.

Tournament

A Tournament Grounds, which can only be built in a city or stronghold, is required to hold a tournament.

Army Sponsorship

Army Sponsorship You may found or manage your armies.

Tips for Managing a Region

  • Keep taxes at the 'normal' level--where the game tells you "some peasants complain about high taxes".
  • When possible add militia to the region, mixed infantry can be particularly good at killing monsters.
  • Also take care on managing the shrine or temple of the region. DO NOT sack or close it, if you want to keep the region stats well.
  • However, you could well say "heathens be damned!" and burn the thing down with reckless joy. The damage is proportionate to the amount of believers there are, but is a problem anyway if you do not have the same religion as your people.