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Mapgame rules

I. Country making and basic management

I.I Country Making:

1.Pick a race. Races have different bonuses, most of which will be explained later. The races are:

Human: +1 income, -1 research cost for lvl 5 and up research

Dwarf: -3 research cost for Warfare Tech Ideas tree

Elf: +1 to Archer Combat Strength, -2 Magicks Ideas research tree cost for lvl 5 and up research

Orc: +1 to all Unit Strength

2.Pick the nation from the map fitting your race you would like to play as..

I.II Basic Management

1. Income and Upkeep, Trade and Taxes

Income determines how much money you gain per turn from trade and taxes; Upkeep determines how much you lose for paying various people and supplying your armies.

Taxes are how much you money can collect from a province in a turn, ranging from 5-20/turn; see the province richness map.

Trade is based on Trade Nodes. For every province you have in a Trade Node, 10% of the Tax Value of other provinces in the Trade Node belongs to you; this number is rounded to 5.
E.g you have 4 provinces within a Trade Node with 2 provinces of richness 20 and 6 provinces of richness 5; you gain 40% of 2x20+6x5 (28, rounded to 30) gold per turn from the Node

2. What do do with Money; Settlements and Buildings

You can build various buildings to give you bonuses; to build them, however, you need a settlement; you have default settlements already in your nation(each province can, by default, hold one settlement; you can Upgrade settlements to the next in size, and the cost mentioned is Upgrade cost, except for Hamlet; for with some Idea Perks, you can build Hamlets)

Hamlet; cost: 50g; allows 1 building; all provinces that have nothing else have at least one of these.

Town; cost: 100g; allows 2 buildings

City; cost: 250g; allows 4 buildings and gives 1 Regal Point (see later)

Major City; cost: 500g; allows 6 buildings and gives 2 Regal Points

And the buildings you can Build are:

Barracks; cost: 10g; allow you to train Infantry and Archer Units in the province

Stables; cost: 25g; allow you to train Cavalry Units in the province

Shipyard; cost: 50g; allows you to build Ships in the province; can only be built on seaside provinces.

Workshop; cost: 50g; allows you to build Siege Engines in the province

Inn; cost: 10g; allows you to recruit Mercenaries and basic Generals in the province

Wizard Tower; cost: 50g; allows you to recruit Mage Generals in the province

Temple; cost: 100g; allows you to recruit Preacher Generals and adds +5 to the province Tax Value

Church; cost 100g; takes donations of 25 gold for a random combat bonus for a battle in the same province this or next turn +5 to +20

Marketplace; cost: 75g; gives you a +10% power in the trade node of the province

Watch Tower; cost: 25g; gives your army a +1 to Combat Strength per tower

Guard Tower; cost: 75 g; increases your army Combat Strength by 15% per Tower

Fort; cost: 150g; increases your army Combat Strength by +25; if the Enemy wins by 5 or less, the Fort will become Besieged instead of enemy victory. Can be upgraded to:

Keep; cost: 250g; like Fort, only Combat Strength Increase +35. Upgrades to:

Castle; cost: 400g; like Fort, only Combat Strength Increase +50 and Besiege treshold 10. Upgrades to:

Stronghold; cost: 600g; CSI is +60, Besiege treshold unchanged. Upgraded to:

Fortress; cost: 850g; CSI +75, Besiege treshold 15

II: Armies and Combat

II.I Armies

1. Upkeep and Manpower

Manpower is a thing you need to take into account; normal units you cannot recruit more than your manpower limit and whilst Mercenaries do not count against this limit, they have double cost. Also, there always is only a random number of mercenary companies for available recruitment.

Upkeep, as mentioned before, is how much you have to pay to maintain the unit each turn; that, as well, is doubled for Mercenaries.

Reaching over 50% of your Manpower Limit will have chances of a newly recruited army rebelling; every province gives you 1-4 Manpower; a Hamlet, 1; a Town, 2; a City, 3; and a Mahor City, 4.

Every regiment costs 1 Manpower.

2. Recruitment

The recruitable units (in regiments)are:

Armsman:
Sm: 1
Sh:0
Mn: 1
Fr: 1
Am: 2
Cost: 5g
Upkeep: 1g

Spearman:
Sm: 1
Sh: 0
Mn: 1
Fr: 2
Am: 1
Cost:5g
Upkeep: 1g

Pikeman (Perk):
Sm: 1
Sh:0
Mn: 1
Fr: 3
Am: 1
Cost: 5g
Upkeep: 1g

Swordsman:
Sm: 2
Sh:0
Mn: 2
Fr: 1
Am: 2
Cost: 10g
Upkeep: 2g

Archer:
Sm: 1
Sh:0
Mn: 2
Fr: 2
Am: 2
Cost: 10g
Upkeep: 2g
BACKLINE

Crossbowman:
Sm: 1
Sh:0
Mn: 1
Fr: 3
Am: 2
Cost: 10g
Upkeep: 2g
BACKLINE

Sharpshooter(Perk):
Sm: 1
Sh:0
Mn: 2
Fr: 2
Am: 2
Cost: 5g
Upkeep: 1g
BACKLINE

Arbalestier(Perk):
Sm: 1
Sh:0
Mn: 1
Fr: 4
Am: 2
Cost: 10g
Upkeep: 2g
BACKLINE

Arquebusier(Perk):
Sm: 1
Sh: 0
Mn:0
Fr: 6
Am: 0
Cost: 15g
Upkeep: 3g
BACKLINE

Elven Ranger(Perk):
Sm: 2
Sh:0
Mn: 3
Fr: 2
Am: 4
Cost: 20g
Upkeep: 4g

Orc Berserker(Perk):
Sm: 5
Sh:1
Mn: 2
Fr: 1
Am: 2
Cost: 20g
Upkeep: 4g

Dwarven Stout(Perk):
Sm: 2
Sh:0
Mn: 1
Fr: 7
Am: 1
Cost: 20g
Upkeep: 4g

Human Elite Guard(Perk):
Sm: 3
Sh:1
Mn: 2
Fr: 3
Am: 2
Cost: 20g
Upkeep: 4g

Rider (Human And Elf):
Sm: 1
Sh:4
Mn: 1
Fr: 1
Am: 1
Cost: 20g
Upkeep: 4g

Warg Raider (Orc):
Sm: 2
Sh:2
Mn: 2
Fr: 1
Am: 2
Cost: 20g
Upkeep: 4g

Ram Cavalry (Dwarf):
Sm: 1
Sh:2
Mn: 2
Fr: 2
Am: 1
Cost: 20g
Upkeep: 4g

Knight(Perk):
Sm: 2
Sh:6
Mn: 1
Fr: 2
Am: 1
Cost: 30g
Upkeep: 6g

Mounted Archer(Perk):
Sm: 1
Sh:2
Mn: 4
Fr: 1
Am: 2
Cost: 30g
Upkeep: 6g

3. Building. You can build the following constructs:

Ships:

Cog
Transport (1)
As: 1
Mn: 1
Cost: 25g
Upkeep: 5g

Brig
Transport (2)
As: 1
Mn: 1
Cost: 50g
Upkeep: 10g

Galley
Combat
As: 2
Mn: 3
Cost: 75g
Upkeep: 15g

Galleon
Combat
As: 5
Mn: 1
Cost: 75g
Upkeep: 15g

Carrack
Combat
As: 7
Mn: 1
Cost: 100g
Upkeep: 20g

Man-o-war(Perk)
Combat
As: 10
Mn: 1
Cost: 200g
Upkeep: 35g

Siegecraft:

Ballista
Sm: 1
Br: 2
Cost: 10g
Upkeep: N/A

Spreadshot Ballista (Perk)
Sm: 3
Br: 2
Cost: 20g
Upkeep: N/A

Mangonel
Sm: 0
Br: 2
Cost: 5g
Upkeep: N/A

Trebuchet
Sm: 0
Br: 4
Cost: 20g
Upkeep: N/A

Basic Cannon:
Sm: 1
Br: 10
Cost: 40g
Upkeep: N/A

Cannon(Perk):
Sm: 3
Br: 20
Cost: 60g
Upkeep: N/A

Mortar(Perk):
Sm: 1
Br: 30
Cost: 100g
Upkeep: N/A

4. Generals. With an Inn, the following types of Generals can be recruited:

Cost: 20g Upkeep: 5g
Basic General: +1 to every unit in your army
Offense Doctrine General: +1 to the Smite and +2 to Shock statistics of every unit in your army
Defense Doctrine General: +1 to the Formation statistics of every unit in your army, +5 per fortification level to Combat Strength on fighting in defense of a settlement
Guerilla Warfare General: +2 to the Ambush and +1 to Manouvre statistics of every unit in your army
Cost: 40g Upkeep: 10g
Mage General: Kills 2 units of enemy army before battle
(Death Mage) Necromancer General: can resurrect 4 units after battle; can not be recruited if you have a religious institution in the same province.
(Soul Mage) Bard General: units recruited by this general never rebel; + 1 to every unit in your army.
Cost: 60g Upkeep: 15g
Warpriest: Makes your Units Immortal for one battle; useless after that for 10 turns
Paladin: +4 to all Units in your army
Hospitaler: No Units die after the battle; the battle can still be lost, though; 5 turn cooldown.

II.II Combat

1. Unit movement.
Units you recruit will be visible to everyone on the map, uneless you have certain Perks. An Unit can move up to 2 provinces in a turn.

2.War Declaration
To attack someone, you should declare war. You must wait one turn then to move troops into enemy territory. Not doing so before attacking yields a stability drop and high rebellion chance. Declaring war with no Casus Belli will yield similar, although less grave results.

3.Combat Basics
When two hostile units enter the same province, combat inevitably ensues. If the province has no fortifications, the combat will be simple. Every unit has the stats of Smite, Shock, Manouvre, Formation and Ambush. The highest of these will be added to your army's Combat Strength total. Those stats will be modified by terrain:

Plains: -100% Ambush
Hills: -25% Shock for attacker
Mountains: -100% Shock, -100% Manouvre and -50% Smite for attacker
Forest: -50% Shock and -25% Formation
Swamp: -100% Shock and - 50% Formation, -25% Manouvre
Desert: -50% Shock and -50% Formation, -25% Manouvre and -25% Ambush

In addition, the number of your normal units' Formation strength must surpass that of the number of BACKLINE units and Siegecraft on your side; if not, the weakest such units or Siegecraft surpassing this limit will be discarded before battle. However, only 1 unit/enemy normal unit can be discarded for this.
Whichever side has highest Combat Strength wins. You CAN also try to improve the chances of your army winning by sending me your tactics... but bad tactics will make your army lose, so beware!
For every 4 Combat Strength difference between armies, 1 Unit on the losing will be destroyed. A random amount of Units will be destroyed on the winning side.

4. Fortification Combat, Sieges
If your enemy has a fortification in the province, his troops will automatically seek refuge in there. It will increase their combat strength and make winning very hard!
And even if you win, there is a chance of Besieging. If you siege a fort, the enemy army will remain protected but unable to move until you move from the province, with a random chance of surrendering each turn(surrendered armies are disbanded)
Siege machines help you in such combat; they increase the chance of Fortification surrender. In addition, they will help you in battles; and army with siege machines amongst them can count on their Smite strength even in normal battle, but in a battle involving fortifications, they can use their Breach strength in stead.

5. Naval Battles and Transport;
Naval battles use the same mechanics, only with two stats: Assault and Manouvre. Difficult to navigate waters reduce Assault stat by -25% to -100%
Transport ships can transport Units and Siegecraft; if destroyed in battle, the units in them shall be lost.


III: Research and Idea Perks

III.I Research

1. Research
You can ińvest money in 3 Research trees: Economy, Military and Diplomacy. The cost is 5+(5xResearch Level) gold. Upgrading Economy will give you 4 Income per level. Military will increase the strength of ALL your armies by 1/level. Diplomacy will reduce rebellion chance and increase chances of Diplomatic requests granted by NPC countries. Once you have Researched five levels in a tree, you open up a related Idea Group.

III.II Idea Groups

1. Purchasing Idea Groups and their Perks.
Idea Group Perks cost Regal Points; Regal Points are gained from Settlements, winning Battles and also buying them for 100g.
Every Time you research 5 levels in a tree, you open up access to a related Idea Group. You must then select the Idea Group for an available Idea Focus Slot. One Idea Focus Slot you begin with; you can get more by researching 5 levels in ALL research trees.
You can, once picked, then use Regal Points to purchase the first available Perk from the Idea Group; then, you can spend Regal Points to purchase advanced Perks from the tree in the right order.
2. Idea Groups and Perks

Military
-Technology
1. Better Forging: +1 to all Smite stats
2. Ironman: You can now recruit Knights
3. Superb Armoring: +1 to all Formation Stats
4. Dawnarc: Unlocks Arbalestier and Spreadshot Ballista
5. Horse Armor: +2 to Cavalry Formation Stat
6. Pike Wall: Unlocks Pikemen
7. Steel: +1 to all unit stats
8. Advanced Gunpowder Techniques: Unlocks Cannon and Mortar
9. Architecture Revolution: +5 to fortification strength/level
10. New Era: Unlocks Arquebusiers
-Expertise
1. Hardy Folk: +1 to Infantry Strength
2. Warlike: Reduces Rebellion rate drastically
3. Sharp Eyes: Unlocks the Sharpshooter
4. Ransack: After winning a battle, you pay no Upkeep cost next turn
5. Know Thy Land: You gain +10 total Combat Strength in defensive battles; increase unit speed by +1
6. Resourceful: Reduces the number of lost units in battle
7. Plainstrider: Unlocks the Mounter Archer
8. Hardy Veterans: Grants 10 extra manpower
9. Fearsome Reputation: Adds a chance enemy units desert before battle
10. Peak of Combat Prowess: Unlocks the Special Infantry Unit of your race
-Mercenaries
1. Big Coffers: Reduce Mercenary Cost by -25%
2. Only The Best: Increase Mercenary Strength by +1
3. Free Companies: Give a chance of random extra Mercenary Company popping up for free on recruitment.
4. Looking For Talent: -25% General Cost
5. Pillage: Mercenaries take no Upkeep after moving into an enemy province
6. Mercenary Contacts: Mercenary Companies available increase by an extra 1/turn
7. Sly Flourish: After winning a battle, Mercenaries give some of their loot to you. You gain Money equal to the province Value
8. Jack of all Trades: Allows you to recruit perk-locked units, at 150% cost, as Mercenaries
9. Mastermind: Having a General automatically increases Army Strength by +0.5/Unit
10. Endless Hordes: You never run out of Mercenary Companies to recruit

Economy
-Infrastructure

-Agriculture

-Trade
1. Trade Mastery: +10% Trade Income
2. Influence: +25% Trade Power in all Nodes
3. Power of Coin: Allows you to spend 25g to minimize revolt threat


Diplomacy
-Backstabber

-Inner Politics

-Relations
     
 
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