Ordenstaat/Mentor

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Preface

Welcome to Ordenstaat!

I am a Mentor and can help you in settling here. You should introduce yourself to the realm first (Out-Of-Character (OOC): try to roleplay and go beyond "hello, I am new").

Your next task is to find a liege, who will give you an estate to manage. The estatate will be your source of income. Be aware however that currently our regions are not yet fully productive. Therefore the initial offer of any Lord will be 1%. You will receive money from your family in your first 7 days and should be able to support your unit until you get a decent income from your estate.

Our realm has been on the Dwilight map for a short time. It is growing and needs brave and loyal knights. You should know that beginnings are not easy. But if you are with in us difficulties, you can expect reward when the realm is fully grown.

Hierarchy

You are a noble and as such, you have the right to do whatever you please. In your free will, you have decided to join our realm. By doing so, you accepted that there is a certain organization that must be adhered to, if we want to survive the difficulties and grow. Please observe the following hierarchy:

1. We are a Monarchy.The ruler is called Grand Master and his word takes precedence over anybody else's
2. Brother Justicar sets laws that we are all bound to follow
3. In all military aspects, follow orders and advice of Brother Bellator.
4. Brother Furiens is responsible for all financial aspects of the realm.
5. Each region has a Lord, who governs it. Dames and Knights of every region swear on oath of allegiance to the region's Lord.

The hierarchy is not meant to deprive us of our free will. On the contrary, it serves as a vital fabric that ties our realm together and gives us a chance to expand. We have plans to control well over a dozen regions. There are currently 13 of us, so virtually everyone will be a region's Lord one day (please mind however that only nobles who can be trusted upon will be considered for appoitments). The fundamental rule of authority is that you cannot excersize power if you first do not learn how to obey.

Income and Expenses

The estate you have is not actually yours - it has been leased by your liege to you in exchange for your military service and loyalty (remember that you swore an oath of allegiance to your liege). You shoud set proper production of your estate (as adviced by your liege). You may also enlarge the estate, so that its production grows (currently we have more immediate finance needs, so my advice is not put money into the estates at this time).

Your estate will give you a percentage of your region tax share (currently your share is only 1%, as the realm has to streamline its investments in the first period of our independence). The share will differ, richer regions will give smaller portion, in poor regions the share will be higher. Whatever region you are a dame/knight of, your weekly income should be ca. 30-40 gold. You may also receive additional share from the realm-wide taxes.

The gold you receive is primarly meant to enable to recruit and maintain an unit of ca. 20-30 soldiers. The recruitment and maintenance cost will vary, depending on the kind of soldiers you have and other factors, such as their training. Anyway, you should pay your men once per week (or every couple days, if their morale is low).

You will also need certain paraphenalia - like scouts or healers.

Time and Travel

This section is delivered OOC.

Every day is divided into two parts (aka turns) - Day and Night, 12 hours each. Every turn you have 8 hours to use for travelling, recruiting, training, fighting etc. Unused hours are moved to the next turn, with the limit of 4. Maximum time you can have is thus 12 hours per turn. Turns are seperated by sunrise and sunset (6 AM and 6 PM, CET time), during which the game might be temporarily unavailable for a few minutes.

When you browse through BM menu, you will notice that all actions you can take are accompanied by their duration information. It allows you to plan your time and manage it properly.

The most time consuming activity for most nobles will be travel. You can travel only to an adjacent region. There is always information how long shold the travel take. You should however know that it is only an estimate, which may vary by three hours both ways. When you see that a given fragment of road takes 8 hours to travel, you are not guaranteed that the travel will fir into one turn. It can turn out to take 11 hours (or 5, if you are lucky). It is thus important to take proper adjustments when travelling in groups. And thus we come to the subtopic of two-turns movement.

Two turns movement

Sometimes it is absolutely necessary for a group of troop leaders to arrive together to a region. If the road takes 8 hours, as in our example above, it may turn out that some members of the group will cover it in 5, 6, 7 or 8 hours (in one turn) but for others the same travel can take 9, 10 or 11 hours and so they will arrive to the target region one turn later.

To prevent this, group commanders (usually Marshals or Generals) issue orders to travel in two turns. To achieve that, each member of the group should waste X-4 hours (when X is the travel estimate, 8 in our example) before moving out. Hours can be wasted on training, resting troops or sending scouts. This guarantees that all members of the group will arrive at the target region in two turns. If orders came after you had moved out it is still possible to waste time - by setting a Camp. Note however that in long travels your soldiers might be tired of waiting and will refuse to camp.

TBC