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!!THE RULES MAY BE CHANGED AT ANY TIME FOR BALANCING!!

1.ARMY
a)Melee [attack/defense]
- peasant [0/1] 5g (can be upgraded to squire for 15g)
- squire [1/2] 20g (can be upgraded to knight for 10g)
- knight [2/2] 30g (can be upgraded to cavalry/spearman for 35/10g)
- spearman [2/4] 40g (for every 1 enemy cavalry, 1 of your spearman gets +1 def)
- cavalry [5/3] 65g
- mercenary [10/0] 90g (in defense he is captured and after the fight he will join the enemy army;in offense he dies after the battle)

b)Ranged [attack/defense]
- archer [1/2] 25g (for every 5 enemy melee units one of your archers get +2 attack)
- crossbowman [3/2] 45g (for every 5 melee friendly units one of your crossbowman gets +2 defense)

c)Special [effect]
- medic [after every won battle any friendly units that died will turn into peasants;doesn't work on savage] 1000g
- spotter [if you're attacked you can choose to be the one to attack instead;savage isn't captured] 1000g
- warmonger [if you attack you can choose to be the one who defends instead] 1000g
*spotter and warmonger can cancel each other out
- catapult [destroys walls and gates] 200g

2. BUILDINGS:
a) Defensive Buildings (placed on map):
- watch tower (can hold up to 5 archers;archers get +3 def) (30g)
- wall (no units can pass; takes 5 turns to destroy [2 with catapult]) 70g
*reinforced wall (can only be destroyed with a catapult in 5 turns) existing wall +70g

- gate (only friendly units can pass; takes 2 turns to destory [1 with catapult]) 70g
*reinforced gate (5 turns to destroy [2 with catapult] existing gate + 70g

b) Income Buildings:
- farm (get 10g and 2 peasants every turn) 70g
- mine (get 20g and decreases morale by 1% every turn) free but takes 100g to cover the mine up
- arena (get 10g per population every turn;increase morale by 1% every other turn) 200g
- bank (deposit money, get double the money you deposited 5 turns later) 500g
- house (+5 population) 100g

c) Docks (can only be placed near water;appears on map) 500g:
- transport boat (can carry 10 units) 100g
- war boat (can carry 40 units; destroys transport boats; can battle with other war boats) 500g

d) Castles (gives territory around it depending on how good it is):
- weak castle (0 initial defense; can store troops inside)
- medium castle (10 initial defense; can store troops inside)
- fortified castle (20 initial defense; troops inside gain +1 defense)

d) PALACE (free;appears on map; +5 population):
- acts like a castle (gives territory, 40 initial defense; troops inside gain +3 defense)
- your capital will be where you place your palace
- collect taxes every turn (you can choose how much gold per population) but beware:
*0g = 1% morale increase every turn
*1g-9g = no morale increase/decrease ; 10g = morale decreases by 1% every other turn
*11g-20g = morale decreases by 1% every turn ; 21g-30g = morale decreases by 5% every turn
*31-40g = morale decrease by 10% every turn ; 41g-50g(max) = morale decrease by 20% every turn

3. Morale:
at less than 90% = farms give 1 peasant every turn
at less than 80% = farms give no peasants
at less than 70% = houses only give you 1 population
at less than 60% = tax evasion: you only get half the gold that you're supposed to get from taxes
at less than 50% = every 2 turns a small rebellion will rise from your territory
     
 
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