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VERTi60

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  1. All the PMs I required are received. I can start the Day 10 later today at usual hammer time or when I can after today's CW sessions.
  2. I'm starting to resolve actions but expect the Day 10 post later today.
  3. Final Day Nine Vote Count: The Long Night 9 You have chosen Louis as the Rebel House: Character: Petyr Baelish, the Hand of the King, Lord of Sunspear House Martell Faction: Loyal "Unbowed, Unbent, Unbroken." Rulers of peninsula of Dorne from the castle of Sunspear. Deposed by Ellaria Sand and three of the Sand Snakes in their coup. House Martell is focused on sneak actions and strong resistance from invaders. Holdings: Sunspear Winterfell The House you have found is Loyal. The King will decide whether his Capital will be invaded by the combined Royal Army and eliminated, or sent to the Wall while their lands will be given to one of the Royal Houses. If there are any other Holdings in question, they will become independent. The army of the eliminated player will be split, one part will join the Wall and the other will either join Royal army. Joining the Night's Watch on the Wall is executed on the start of next day. Queen Category 5 should now decide whether to send Louis to the Wall or eliminate his House with Royal Army. This decision can also be made public during the Night Phase: Use ##Send Wall or ##Invade. Army Action Rules Army Action Formula Army Actions are Night Actions that you can choose based on your faction and resources. The more Holdings you control, the more actions you can execute (1 for each stationed army or fleet). The basic formula to resolve all Army Actions is: ([Army Units]*[Army Booster]*[Holding Defense Modifier])*Morale % = Army Damage Strength (ADS) The army with bigger ADS wins and will get depleted by the amount of damage caused by the opponent army's damage to their total ADS. Example: Army Size Army Booster HDM Morale ADS 10000 2 0 90 10800 5000 0 1 100 5500 Survivors 5300 Army Force Elimination If all your Army units are depleted or destroyed, you are eliminated from the game. If you send your armies to defend someone and meanwhile all your holdings are destroyed, those armies will join the army you sent to defend. A King can still continue even if he loses his House Capital, but then he will be eliminated once his/her reign is over. If all Royal Armies are destroyed, they will be rebuilt from the existing Houses that will elect new King. The size of the Royal Army is always 50% bigger than the average House one. Army Actions: Depending on your faction, your army actions will be different. Please see below. However, each House follows the same rule, which is that you are in charge of your own house army. By default your army is defending your capital and at least 25% of your forces always have to stay there manning it (unless your House faction perks say otherwise). If you own more holdings, you can transfer your army to each as you like but you need to have at least 25% in both. Each Army Action that you take, whether to Defend or Attack (only Independent and Rebellion can attack) you will need to spend Provisions. Provisions: Each Army action that you send costs Provisions. For each 100 units that you order to execute an action, you spend 1 Provision. You also need Provisions in stock to keep the Morale. If your Provisions drop below supporting 100 units per 1, the morale of your troops will suffer as well. This is important so that you do not send too many actions in row at once if you are low on Provisions already. Besides gaining Provisions everyday (income depends on how many Holdings you currently own), you can also buy them for gold from other Houses or by trading actions (once available). Morale: Morale is the basic army booster. An army with 100% morale will do 100% damage but it cannot go higher or below 25%. Army Boosters: Army Boosters can boost the damage of your armies even further. You can obtain them by trading (when available), by House or Religion action. They can significantly improve the damage your army is causing. There are several types of army boosters that you can choose from, whether for Siege, for Defense, or both... Ultimately the best Army Booster are the Dragons. Special type of Army Booster are Fleets of Ships that act similar as Holdings where you can transfer a portion of your forces and thus have extra staging ground. This can also help in case you are attacked and your Holding falls. Loyal Invasion is using a special type of Army Booster (Player Elimination Booster - PEB, with triple damage bonus). For each Army Action, only 1 type of available army boosters can be used. Each Army Booster point represents 10% of extra damage. Army Boosters do add up for joined armies. You can now purchase Wildfire Army Booster (x2) from the Royal Stock for 250 Gold. Once purchased, you can use it in combination of your Army Actions. Income from this purchase goes to the Royal Treasury. You can buy and use Wildfire Army Booster during same Night Phase. Details: Each usage of Wildfire costs Provisions and Gold (1 Provision and 10 Gold per 100 units). Special Effect: The Wildfire substance can explode before the battle, killing outright a random number of enemy's combined forces (up to 25%) and a random number of your own units (up to 5%). Holdings: Holdings (e.g. the capitals of 9 houses, the Wall and beyond and Kings Landing) are basic staging ground of your troops. Each House can hold a maximum of three Holdings. Each Holding increases the income of Gold and Provisions. You are free to transfer your troops from one Holding to another, but there is a basic rule to keep at least 25% of your total units in each. Holdings also have a defense modifier. Each point represents 10% or protection. Loyal Houses: Loyal Houses cannot use their armies to directly attack anyone. They can provide a fraction of their total army (up to 25% max) to the Royal Army which is controlled by the Royal Houses, the King and his/her Hand. Use ##Join Royal Army [amount] to provide up to 25% of your total army to help the Royal Army defend a selected Holding by Royal Houses. If there is no battle with the Royal Army involved, your troops will return next day. If you loose all your Holdings by sending your armies to Royal Army, they will join Royal Army permanently. If the King decides to eliminate a Rebel House, your forces will be automatically depleted of necessary troops to defeat the selected House. Each Loyal House will automatically dedicate a number of units (the exact number will be publicly known once completed so that the Rebellion Houses can’t be caught by not knowing how many troops they lost). All Loyal Houses can of course send extra troops by their action to support Royal Army. Note: Loyal Houses can choose to join Rebellion once again, and the King/Queen can choose new Hand of the King/Queen. Alliances: If you create an alliance with some other player you will be able to defend each other by sending a fraction of your armies to help the other. Both Houses are revealed to each other but they will not know their factions. Royal and Rebel Houses do not need to create alliance between each other but can accept one from other factions. Houses that create an alliance will have one one time special action available. Note: Only Alliance is allowed per player due to balance reasons. Religion Night Action (Tier 1 of upgraded Kingdom's Religion): Septon's Blessing: Buy FP for Gold. The income from this action goes directly to Royal Treasury. Each FP costs 1 Gold. You can't trade FP with other Houses. You cannot buy more than the current Royal's FP Stock. Note: Septon's Blessing is currently unavailable. Kingdom's Religion tier should be upgraded to Tier 1 once again. Holding Tier Upgrade: You can now upgrade your Holdings for 200 Gold to Tier 2, upgrading their income, HDM and unlocking special army booster tied to each capital. Your PMs have been updated. Please send your actions at least one hour prior deadline below. You are allowed to post 2 times per night. Note: I won't be able to start the Day 10 tomorrow, so it will start on Wednesday at usual hammer time. Night 9 will end on August 14, 2019 at 10:00:00 pm (UTC time). Click here for countdown.
  4. HAMMER TIME Note I need to give access to some docs and update some PMs, so Night Post will follow up a bit later.
  5. Since forum was down Sunday, the hammer was moved by one day
  6. The Council Meeting - Day Nine: Rebel Voting No Rebel houses decided to overthrow our Kingdom last night. The Lords will be able to decide whether to join Rebellion next Night again. However, there are still threats to the Kingdom, and Winter is here. More members on the Walls won't hurt. It's time again for all the houses to gather in this Council meeting to decide which House will be renounced from the Realm of the Seven Kingdoms and accused of collaborating to overthrow the Crown. Use ##vote [playername] to select one player for elimination. By the end of the day, the player with most votes will be put on trial. Ties are always decided by the King/Queen's vote (king's vote value = vote +1.1). The most voted Lord will have his House and Faction revealed to public first. Then, during the Night, the King/Queen and the Hand will decide whether his Capital will be invaded by the combined Royal Army and eliminated, or sent to the Wall while their lands will be given to one of the Royal Houses. If there are any other Holdings in question, they will become independent. The army of the eliminated player will be split, one part will join the Wall and the other will either join Rebellion or Royal army (depending on faction of the flipped player). Players who join the Wall will become part of the Night's Watch, with the Lord Commander as their Leader (Lord Commander is voted when more Night's Watch members are present). They will have their own Google Doc for communication and managing their own Night's Watch resources to fight and defend forces beyond the wall (once they come). The number of defending forces at the Wall will decrease the Winter Indicator Number (WIN), however, all the players guarding the wall are still in game and can still influence it or even abandon their posts and join independent army. They are not allowed though to own any lands or private armies, nor use their house night actions or perks anymore. They cannot own, receive or give resources away either. They can participate in day discussion and use ##vote king in case there is a vote for the new King/Queen. Eliminating the player from the current game requires the King/Queen to use his royal army. The royal army will have a special army booster set for this type of attack and boosted by other Loyal House available armies equally only so that the royal army won't get depleted easily for eliminating players. More information regarding army management will be available next Night session as it's a little more information for now. Eliminating Houses will automatically set their faction to Independent. A player who's House has bigger army than combined Loyal and Royal armies cannot be eliminated or sent to the Wall. Winter is here! Starting Day 10, the game's core mechanics will change, namely the ones concerning faction changes, combat, election and general voting. The current King/Queen and Lord Commander will be granted bigger executive powers as new threats from the North will arise to bring the Kingdom down. Days will become shorter. Provisions will also become a rare resource, so try to stock up and spare them from now on. Official Religion The Queen has chosen The Valyrian religion as the Kingdom's official religion. All Houses that practice this Religion have doubled Faith Points (FP) income! The Kingdom's Religion Tier was also changed to 0. All Kingdom's Religious actions now require a new religious landmark first to be built. Aegon unleashed all three of his dragons for the first and only time. Each beast was named after the Valyrian gods of Aegon's forefathers. Visenya rode Vhagar...Rhaenys rode Meraxes...greatest of all was Balerion...this magnificent creature was ridden by Aegon himself. State of the Kingdom Each day you will see the current state of the Kingdom as well as current Winter Indicator Number here. Holdings (HDM): Kings Landing (Def: 2) The Eyrie (Def: 1) Pyke (Def 1) Royal Army Total Units: 23,839 Morale: 100% Army Boosters: Player Elimination Booster (PEB) [x3] Resources (Income): Provisions: 404 (+ 50) Gold: 2075 (+ 500) Faith Points (FP): 15 (+ 170) Religion: The Valyrian religion Religion Tier: 0 Current Capital Projects: Great Sept of Baelor, Heart Tree, Maegor's Holdfast, Guildhall of the Alchemists Factions & WIN: Loyal 43565 61% Rebel 0 0% Independent 27283 39% Current Vote Count (CVC): Day 9 will end on Sunday, August 11, 2019 at 10:00:00 pm (UTC time). Click here for countdown.
  7. Starting to resolve actions now, day 9 will start in few hours
  8. I'm gonna play some crossout and in the mean time those of you who need to discuss actions can still do so, but not more than 2 hours from now.
  9. Final Day Eight Vote Count: The Long Night 8 I now proclaim Margaery Tyrell of the House Highgarden, First of Her Name, Queen of the Andals and the First Men, Protector of the Seven Kingdoms! My Lords, you have elected new Queen, Category 5 as Margaery Tyrell of the House Highgarden. It will be now her task to lead the Kingdom. As her first task, she will have to select the official Religion of the Kingdom, as well as her Hand of the King/Queen. Once this is done, the Royal Doc will be opened, and based on these decisions, there will be appropriate special actions available in the Royal Doc, besides the basic ones for the administration and Kingdom's projects. For the sake of game's balance the Hand of the King/Queen will not be publicly revealed to everybody, as only the King will know. The Hand of the King/Queen can only be selected from the Loyal Houses, which means, the basic action of the Queen can fail but the Queen will learn that the player he selected is not Loyal. And that's why this Night is important as the only thing you need to do now is to decide whether you join the Rebellion or stay Loyal to your new King/Queen. Note: The King/Queen can also pick one member of Night's Watch (sent to the Wall during previous Rule) that used to be Loyal and by the Royal Degree also grant him/her one of the Royal Holdings that are available. This action will switch Royal Troops with the Troops garrisoned on the Wall. It is recommended that this will be discussed with the Lord Commander first since it can jeopardize operations at the Night's Watch. All Houses that will join the Rebellion (aka Mafia) will gain access to the Rebellion Doc next Day, and depending on the House combination they will gain access to Special actions for conquering other Houses or the Capital itself. Loyal Houses that will stay loyal to the King will have some benefits of sharing the welfare of the Kingdom, but will not be able to attack anyone on their own, only send their forces to defend. The option to join the Rebellion will only be available this phase, and every time new King/Queen sits on the Iron Throne or if the old Rebellion is over. As mentioned before, there are of course some actions that can change the loyalty of houses. If the total Rebellion Force exceeds (aka gets bigger) the total Loyal Forces, the current King/Queen's reign is over and he or she can decide to step down for new election or keep fighting until eliminated, but other Loyal Houses will have the possibility to abandon the Loyal faction and become independent (except for the House being the Hand of the King and the House currently having their Lord as King). Independent houses are allowed to attack but they won't have access to exclusive attack actions as the Rebellion ones. Once the Rebellion is defeated, the cycle of joining Loyal and Rebellion can start again. Army Action Rules Army Action Formula Army Actions are Night Actions that you can choose based on your faction and resources. The more Holdings you control, the more actions you can execute (1 for each stationed army or fleet). The basic formula to resolve all Army Actions is: ([Army Units]*[Army Booster]*[Holding Defense Modifier])*Morale % = Army Damage Strength (ADS) The army with bigger ADS wins and will get depleted by the amount of damage caused by the opponent army's damage to their total ADS. Example: Army Size Army Booster HDM Morale ADS 10000 2 0 90 10800 5000 0 1 100 5500 Survivors 5300 Army Force Elimination If all your Army units are depleted or destroyed, you are eliminated from the game. If you send your armies to defend someone and meanwhile all your holdings are destroyed, those armies will join the army you sent to defend. A King can still continue even if he loses his House Capital, but then he will be eliminated once his/her reign is over. If all Royal Armies are destroyed, they will be rebuilt from the existing Houses that will elect new King. The size of the Royal Army is always 50% bigger than the average House one. Army Actions: Depending on your faction, your army actions will be different. Please see below. However, each House follows the same rule, which is that you are in charge of your own house army. By default your army is defending your capital and at least 25% of your forces always have to stay there manning it (unless your House faction perks say otherwise). If you own more holdings, you can transfer your army to each as you like but you need to have at least 25% in both. Each Army Action that you take, whether to Defend or Attack (only Independent and Rebellion can attack) you will need to spend Provisions. Provisions: Each Army action that you send costs Provisions. For each 100 units that you order to execute an action, you spend 1 Provision. You also need Provisions in stock to keep the Morale. If your Provisions drop below supporting 100 units per 1, the morale of your troops will suffer as well. This is important so that you do not send too many actions in row at once if you are low on Provisions already. Besides gaining Provisions everyday (income depends on how many Holdings you currently own), you can also buy them for gold from other Houses or by trading actions (once available). Morale: Morale is the basic army booster. An army with 100% morale will do 100% damage but it cannot go higher or below 25%. Army Boosters: Army Boosters can boost the damage of your armies even further. You can obtain them by trading (when available), by House or Religion action. They can significantly improve the damage your army is causing. There are several types of army boosters that you can choose from, whether for Siege, for Defense, or both... Ultimately the best Army Booster are the Dragons. Special type of Army Booster are Fleets of Ships that act similar as Holdings where you can transfer a portion of your forces and thus have extra staging ground. This can also help in case you are attacked and your Holding falls. Loyal Invasion is using a special type of Army Booster (Player Elimination Booster - PEB, with triple damage bonus). For each Army Action, only 1 type of available army boosters can be used. Each Army Booster point represents 10% of extra damage. Army Boosters do add up for joined armies. You can now purchase Wildfire Army Booster (x2) from the Royal Stock for 250 Gold. Once purchased, you can use it in combination of your Army Actions. Income from this purchase goes to the Royal Treasury. You can buy and use Wildfire Army Booster during same Night Phase. Details: Each usage of Wildfire costs Provisions and Gold (1 Provision and 10 Gold per 100 units). Special Effect: The Wildfire substance can explode before the battle, killing outright a random number of enemy's combined forces (up to 25%) and a random number of your own units (up to 5%). Holdings: Holdings (e.g. the capitals of 9 houses, the Wall and beyond and Kings Landing) are basic staging ground of your troops. Each House can hold a maximum of three Holdings. Each Holding increases the income of Gold and Provisions. You are free to transfer your troops from one Holding to another, but there is a basic rule to keep at least 25% of your total units in each. Holdings also have a defense modifier. Each point represents 10% or protection. Loyal Houses: Loyal Houses cannot use their armies to directly attack anyone. They can provide a fraction of their total army (up to 25% max) to the Royal Army which is controlled by the Royal Houses, the King and his/her Hand. Use ##Join Royal Army [amount] to provide up to 25% of your total army to help the Royal Army defend a selected Holding by Royal Houses. If there is no battle with the Royal Army involved, your troops will return next day. If you loose all your Holdings by sending your armies to Royal Army, they will join Royal Army permanently. If the King decides to eliminate a Rebel House, your forces will be automatically depleted of necessary troops to defeat the selected House. Each Loyal House will automatically dedicate a number of units (the exact number will be publicly known once completed so that the Rebellion Houses can’t be caught by not knowing how many troops they lost). All Loyal Houses can of course send extra troops by their action to support Royal Army. Note: Independent Houses tonight don't have any Army Actions, except those who have access to special actions in your docs (e.g. Defense in Alliance Docs, etc.) Alliances: If you create an alliance with some other player you will be able to defend each other by sending a fraction of your armies to help the other. Both Houses are revealed to each other but they will not know their factions. Royal and Rebel Houses do not need to create alliance between each other but can accept one from other factions. Houses that create an alliance will have one one time special action available. Note: Only Alliance is allowed per player due to balance reasons. Religion Night Action (Tier 1 of upgraded Kingdom's Religion): Septon's Blessing: Buy FP for Gold. The income from this action goes directly to Royal Treasury. Each FP costs 1 Gold. You can't trade FP with other Houses. You cannot buy more than the current Royal's FP Stock. New: As 2nd Phase/Rule of the Game approaches, you can now upgrade your Holdings for 200 Gold to Tier 2, upgrading their income, HDM and unlocking special army booster tied to each capital. Your PMs have been updated. Please send your actions at least one hour prior deadline below. You are allowed to post 2 times per night. Night 8 will end on Friday, August 9, 2019 at 10:00:00 pm (UTC time). Click here for countdown.
  10. Note: I'm moving the hammer by 1 hour cause of clan wars we just had
  11. The Council Meeting - Day Eight: Kings Voting The Kingdom needs a King or Queen, once again, and you're here to decide this very matter. Since the last King was overthrown by vote, all current Lords of Westeros (owning a Holding in Seven Kingdoms and Army) are allowed to claim it. The Night's Watch is allowed to vote for their candidate. Use ##vote [playername] as your only available Day Action to vote for your candidate. You can also vote for yourself. By the end of the day, the new King or Queen will be elected. In case of draw, the previous Rebellion houses will have deciding vote, otherwise the dice will decide. There is no early hammer by piling up votes for one person, so don't worry, you have time to decide this delicate matter. Make the best of it. The new King will become the new ruler of Westeros, a new owner of Kings Landing (and all Royal Holdings), and of course, the Commander of the Royal Army. The King will get to pick his Hand as second in command of Royal actions and able to join private communication via Royal Google Doc. Both of them will gain access to more powerful actions as well. The King will also have to decide which Religion in the Country will be worshiped, effectively increasing the bonus of Faith Points for any House that has same religion. The King and Hand will also be responsible for managing the resources of the Kingdom. Once the King is voted, you will be able to join Loyal or Rebellion. Since the old Rebellion is over, you will be able to use your House Actions again (if you used them before). You are also able to upgrade your capitals starting next Night to tier 2, upgrading their HDM and granting new special Army Booster for each of the Capital Holdings (more info in Night Post). King's Landing Project Completion No Projects were completed today. State of the Kingdom Each day you will see the current state of the Kingdom as well as current Winter Indicator Number here. Holdings (HDM): Kings Landing (Def: 2) The Eyrie (Def: 1) Pyke (Def 1) Royal Army Total Units: 24,272 Morale: 100% Army Boosters: Player Elimination Booster (PEB) [x3] Resources (Income): Provisions: 384 (+ 20) Gold: 2050 (+ 200) Faith Points (FP): 155 (+ 230) Religion: Old Gods of Forest Religion Tier: 1 (10% FP increase for all houses, ##Septon's Blessing - enables purchasing FP from Royals for Gold) Current Capital Projects: Great Sept of Baelor, Heart Tree, Maegor's Holdfast, Guildhall of the Alchemists Factions & WIN: Loyal 24272 31% Rebel 0 0% Independent 53418 69% Current Vote Count (CVC): Day 8 will end on Thursday, August 8, 2019 at 10:00:00 pm (UTC time). Click here for countdown.
  12. Starting to resolve Night Actions now, Day 8 will start after everything's resolved. Also, the Day 8 will be shorter since it's King's election Day.
  13. Final Day Seven Vote Count: The Long Night 7 You have overthrown the current King, Jeod! Ruling time period: Day 2 - Day 7 Character: Euron Greyjoy, the King, Lord of Pyke House Greyjoy Faction: Loyal "What Is Dead May Never Die." Rulers over the Iron Islands, a harsh and bleak collection of islands off the west coast of Westeros, from the castle at Pyke. The head of the house is the Lord Reaper of Pyke. House Greyjoy is focused on building fleets of ships granting their armies and their allies potential attack bonus by increased army size per attack. However, Greyjoys are limited controlling more land locations than other houses and cannot worship other religion other than the The Drowned God. Holdings: Pyke The House you have found is King - he will be sent to the Wall while his lands will stay Royal (before next King is elected). If there are any other Holdings in question, they will become independent. The army of the eliminated player will be split, one part will join the Wall and the other will either join Royal army. Joining the Night's Watch on the Wall is executed on the start of next day. The current Rebellion is over! Starting next day, all Houses will start independent before the next King is elected. Former Rebels: Louis Shade939 TheIrishman Voe Category 5 Army Action Rules Army Action Formula Army Actions are Night Actions that you can choose based on your faction and resources. The more Holdings you control, the more actions you can execute (1 for each stationed army or fleet). The basic formula to resolve all Army Actions is: ([Army Units]*[Army Booster]*[Holding Defense Modifier])*Morale % = Army Damage Strength (ADS) The army with bigger ADS wins and will get depleted by the amount of damage caused by the opponent army's damage to their total ADS. Example: Army Size Army Booster HDM Morale ADS 10000 2 0 90 10800 5000 0 1 100 5500 Survivors 5300 Army Force Elimination If all your Army units are depleted or destroyed, you are eliminated from the game. If you send your armies to defend someone and meanwhile all your holdings are destroyed, those armies will join the army you sent to defend. A King can still continue even if he loses his House Capital, but then he will be eliminated once his/her reign is over. If all Royal Armies are destroyed, they will be rebuilt from the existing Houses that will elect new King. The size of the Royal Army is always 50% bigger than the average House one. Army Actions: Depending on your faction, your army actions will be different. Please see below. However, each House follows the same rule, which is that you are in charge of your own house army. By default your army is defending your capital and at least 25% of your forces always have to stay there manning it (unless your House faction perks say otherwise). If you own more holdings, you can transfer your army to each as you like but you need to have at least 25% in both. Each Army Action that you take, whether to Defend or Attack (only Independent and Rebellion can attack) you will need to spend Provisions. Provisions: Each Army action that you send costs Provisions. For each 100 units that you order to execute an action, you spend 1 Provision. You also need Provisions in stock to keep the Morale. If your Provisions drop below supporting 100 units per 1, the morale of your troops will suffer as well. This is important so that you do not send too many actions in row at once if you are low on Provisions already. Besides gaining Provisions everyday (income depends on how many Holdings you currently own), you can also buy them for gold from other Houses or by trading actions (once available). Morale: Morale is the basic army booster. An army with 100% morale will do 100% damage but it cannot go higher or below 25%. Army Boosters: Army Boosters can boost the damage of your armies even further. You can obtain them by trading (when available), by House or Religion action. They can significantly improve the damage your army is causing. There are several types of army boosters that you can choose from, whether for Siege, for Defense, or both... Ultimately the best Army Booster are the Dragons. Special type of Army Booster are Fleets of Ships that act similar as Holdings where you can transfer a portion of your forces and thus have extra staging ground. This can also help in case you are attacked and your Holding falls. Loyal Invasion is using a special type of Army Booster (Player Elimination Booster - PEB, with triple damage bonus). For each Army Action, only 1 type of available army boosters can be used. Each Army Booster point represents 10% of extra damage. You can now purchase Wildfire Army Booster (x2) from the Royal Stock for 250 Gold. Once purchased, you can use it in combination of your Army Actions. Income from this purchase goes to the Royal Treasury. You can buy and use Wildfire Army Booster during same Night Phase. Details: Each usage of Wildfire costs Provisions and Gold (1 Provision and 10 Gold per 100 units). Special Effect: The Wildfire substance can explode before the battle, killing outright a random number of enemy's combined forces (up to 25%) and a random number of your own units (up to 5%). Holdings: Holdings (e.g. the capitals of 9 houses, the Wall and beyond and Kings Landing) are basic staging ground of your troops. Each House can hold a maximum of three Holdings. Each Holding increases the income of Gold and Provisions. You are free to transfer your troops from one Holding to another, but there is a basic rule to keep at least 25% of your total units in each. Holdings also have a defense modifier. Each point represents 10% or protection. Loyal Houses: Loyal Houses cannot use their armies to directly attack anyone. They can provide a fraction of their total army (up to 25% max) to the Royal Army which is controlled by the Royal Houses, the King and his/her Hand. Use ##Join Royal Army [amount] to provide up to 25% of your total army to help the Royal Army defend a selected Holding by Royal Houses. If there is no battle with the Royal Army involved, your troops will return next day. If you loose all your Holdings by sending your armies to Royal Army, they will join Royal Army permanently. If the King decides to eliminate a Rebel House, your forces will be automatically depleted of necessary troops to defeat the selected House. Each Loyal House will automatically dedicate a number of units (the exact number will be publicly known once completed so that the Rebellion Houses can’t be caught by not knowing how many troops they lost). All Loyal Houses can of course send extra troops by their action to support Royal Army. Alliances: If you create an alliance with some other player you will be able to defend each other by sending a fraction of your armies to help the other. Both Houses are revealed to each other but they will not know their factions. Royal and Rebel Houses do not need to create alliance between each other but can accept one from other factions. Houses that create an alliance will have one one time special action available. Note: Only Alliance is allowed per player due to balance reasons. Religion Night Action (Tier 1 of upgraded Kingdom's Religion): Septon's Blessing: Buy FP for Gold. The income from this action goes directly to Royal Treasury. Each FP costs 1 Gold. You can't trade FP with other Houses. You cannot buy more than the current Royal's FP Stock. Please send your actions at least one hour prior deadline below. You are allowed to post 2 times per night. Note: I won't be able to start the Day 8 tomorrow, so it will start on Wednesday at usual hammer time. Night 7 will end on Wednesday, August 7, 2019 at 10:00:00 pm (UTC time). Click here for countdown.
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