Difference between revisions of "Region Command"

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(Added to the abilities; still needs work)
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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.
 
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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*[[rank#Lord|Duke]] - [[region|Stronghold]], [[region|City]]
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*[[rank#Lord|Marquis]] - [[region|Townsland]]
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*[[rank#Lord|Count]] - [[region|Woodlands]], [[region|Rural]]
 
*[[rank#Lord|Baron]] - [[region|Badlands]], [[region|Mountains]]
 
*[[rank#Lord|Baron]] - [[region|Badlands]], [[region|Mountains]]
*[[rank#Lord|Count]] - [[region|Woodlands]], [[region|Rural]]
 
*[[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:
 
  
==Region Commands==
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The differences between the last 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.
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==Abilities==
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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.
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===Maintenance===
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The commander is able to hold [[court]] in 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.
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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.
  
===Hold Court===
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Region commanders also have the ability to dismiss militia which have been placed in their regions by othersDukes are able to directly hire militia from all of the Duchy's recruitment centers.
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 regionAlso, 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:
 
  
*''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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===Building===
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All of the buildings which can be built, are built by (and at the expense of) the region commander.
  
*''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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===Allegiance===
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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 neighboring 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.
  
*''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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Revision as of 00:27, 15 August 2005

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. There are four different ranks of region commander, each determined by the type of region you now command.


The differences between the last 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.

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.

Maintenance

The commander is able to hold court in 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 centers.

Building

All of the buildings which can be built, are built by (and at the expense of) the region commander.

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 neighboring 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 banned.


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