Difference between revisions of "Region Command"

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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.
 
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.
  
===Defence===
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===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.
 
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.
 
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.
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Region commanders are also able to [[Army Sponsorship|Sponsor an army]].
  
 
===Building===
 
===Building===

Revision as of 00:13, 5 September 2009

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 two different ranks of region commander, each determined by the type of region you now command.

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 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.

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.

Region commanders are also able to Sponsor an army.

Building

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.

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 banned.