Difference between revisions of "Region Command"

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(→‎Defence: army sponsorship)
(→‎Abilities: added most of the listed abilities)
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==Abilities==
 
==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.
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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]].
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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.
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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.
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===Manage Estate===
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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.
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===Region Taxes===
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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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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.
  
Region commanders are also able to [[Army Sponsorship|Sponsor an army]].
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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.
  
===Building===
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===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.
 
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.
  
 
===Allegiance===
 
===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.
 
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.
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===Army Sponsorship===
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[[Army Sponsorship]] You may found or manage your armies.
  
 
[[Category: Manual]]
 
[[Category: Manual]]
 
[[Category: War]]
 
[[Category: War]]

Revision as of 00:40, 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.

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.

Manage Estate

If you are in your region, you can change your lordly 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

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.

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.

Army Sponsorship

Army Sponsorship You may found or manage your armies.