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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
- mounted spearman [7/7] 105g (for every cavalry/ranged enemy unit one of your mounted spearman gets +1 attack and defense)
- mercenary [10/0] 90g (in defense he runs away, seeing as you already paid him;in offense he leaves you after the battle, since he's done his job)

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 to defend the castle)
- medium castle (10 initial defense; +2 population; can store troops inside to defend the castle)
- fortified castle (20 initial defense; +4 population; can store troops inside and they 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 2 population
at less than 60% = tax evasion: you only get half the gold that you're supposed to get from taxes; bank doesn't work, if you had already deposited money in
it then you will only get half of the money you deposited; arena only gives 2g per population.
at less than 50% = a small rebellion rises from your territory and more will appear every 2 turns

4. Diplomacy:
a) Vassality:
- when you make someone your vassal you must arrange terms with them (if they shall lend you their army if you require, how much gold you get from
them every turn or perhaps a percentage of their taxes which might rise or fall down, etc.); the terms cannot be changed at any time!!
- other than the terms, your vassal can't go at war, only you can and anyone who goes at war with you goes at war with him, you decide what land your
vassal recieves after a war, etc.
- if your vassal disobeys you, all his tax money will be given to you and, your vassal's kingdom morale will decrease by 30%, also you can immediately go at
war with him.

- alternatively, you can request that you become a vassal of a kingdom, in exchange for protection, money, lands, etc.
- as a vassal, you can ask the one you're a vassal to, to release you from his duty, he can accept, request land/money/etc(terms) for you to leave his vassality
or you can rebel, immediately going at war with him, but getting a -15% morale and you give half of the tax money to him.

b) Alliance(you can only form an alliance with 3 or more players):
- all the kingdoms in the alliance are equal.
- if you want to go at war with someone you must put it to a vote, the majority wins. If it's a draw you can't go at war.
- anyone who doesn't help their allies and/or acts alone(without the agreement of the other members) will get -10% morale every time they do so.
- kicking someone out of the alliance must be mut to a vote, the player who is getting kicked can't vote. If it's a draw he stays in the alliance.
- after every war, the players will fall to an agreement about who gets what territory, if 2 players in the alliance want the same territory, the other
members in the alliance will vote on who deserves it more.
- you can quit the alliance at any time you want, without any losses.

c) WAR (what a trivial thing):
- you need to declare war to a kingdom and just after a turn you can attack them (if you attack them before you declare war you lose 50% morale)
- you can capture the castles of the kingdom you're at war with to gain territory:
you need to hold a weak castle for 1 turn to get the castle and the territory
you need to hold a medium castle for 3 turns to get the castle and the territory
you need to hold a fortified castle for 5 turns to get the castle and the territory
- you can capture the kingdom's capital, it takes 7 turns to get it(you'll gain a second capital) and it will automatically give you all the castles and
territories the kingdom owns if you manage to take his capital
- if you request peace, the other kingdom/alliance can accept, accept with some conditions (lands/gold/troops/etc) or he can reject.


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