Difference between revisions of "Region 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 [[duke]], you are given responsibility for the well-being of the region under your control. There are four 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|Baron]] - [[region|Badlands]], [[region|Mountains]]
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==Abilities==
*[[rank#Lord|Count]] - [[region|Woodlands]], [[region|Rural]]
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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 [[Priest Game|priests]].
*[[rank#Lord|Marquis]] - [[region|Townsland]]
 
*[[rank#Lord|Duke]] - [[region|Stronghold]], [[region|City]]
 
  
The differences between the first three ranks are in name only - however, being the highest landed position with the realm, Dukes have a few more options and commands under their remit. The basic commands which all lords have at their disposal are as follows:
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===Return lordship===
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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 Commands==
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===Region Description===
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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.
  
===Hold Court===  
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===Maintenance===
Occasionally the lord may wish to demonstrate the justice of the realm to the local peasants under his care. He can do this most effectively by holding court in his region. This takes time to efficiently orchestrate, about six hours to be precise, and thus can only be carried out once per [[time|turn]] in any particular region.  Also, you will be unable to hold court if there is a special event happening in the region, such as a festival or holiday. However, once the decision to proceed has been made, you are faced with three options:
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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.
  
*''Mercy Court'' - If you show mercy, morale will increase with a minimal effect on loyality. However, it may incite rebellious groups to be more daring.
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===Defense===
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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.
  
*''Just Court'' - You can also be just, or at least try your best. This will not change morale very much, but increase realm loyality. It will not affect potential rebels.
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Region commanders also have the ability to dismiss militia which have been placed in their regions by others. Region lords are able to directly hire militia from the recruitment centres of their own and physically adjacent regions.
  
*''Harsh Court'' - Finally, you can render harsh judgements. This will lower morale slightly. It will also have a random effect on realm loyality (fear can make for a great source of loyality, but it is difficult to estimate the effect). The main effect of this is that you have a good chance of actually catching some anarchists, rebels or independence freaks.
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===Draft Recruits===
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You can force your [[Buildings#Recruitment_Centres|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.
  
{{stub}}
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===Economy===
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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.
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===Tournament===
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A [[Buildings#Tournament_Grounds|Tournament Grounds]], which can only be built in a city or stronghold, is required to hold a tournament.
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===Army Sponsorship===
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[[Army Sponsorship]] You may found or manage your armies.
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== Tips for 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.
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* 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.
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:*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.
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[[Category: Manual]]
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[[Category: War]]

Latest revision as of 06:05, 24 November 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.

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. Region lords are able to directly hire militia from the recruitment centres of their own and physically adjacent regions.

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.