FREQUENCY OF ROLLS
The rolls to change the occupation of a province are every ten days (with a random offset) . If the Major Offensive button is selected, the frequency of the rolls are 5 days (with a random offset).
Rolls are made with ten sided dice.
MAJOR OFFENSIVE BUTTON
The invading player may elect to press the Major Offensive button in the interface to force a faster decision over the Provincial Warfare, while rolling with bonuses. Based on the Maneuver Stat of the side commander he may be able to enact it or not. The chance of the action to be successful is given by the invader commander Maneuver Rating*10%. Thus, a Commander with 3 Maneuver Rating has 30% chance of accomplishing a major offensive. If it fails, the Major Offensive button will remain ghosted until a new Provincial Warfare starts.
A Major Offensive gives +20% casualties to the invader per turn over the normal casualties. A failed major offensive (Commander cannot pass the roll to comply with player order) automatically makes the invader lose the next round of Provincial Warfare with maximum penalties.
If the player commands the invader side he can order the armies to Plunder the province. Plunder is automatic and gives the following effects:
-25% on casualties from attrition while combat lasts
Pop in Province = -(5 + D5)%
Treasury += Base Value of Province + (D6) * 2
A province cannot be plundered while suffering from the plundered modifier.
A commander can be appointed to a province or a neighbour one to defend it BEFORE that province is under Provincial Warfare. A Commander influences the province he is appointed to and all neighbour provinces of his country. Influence over his appointed province is doubled.
When under provincial warfare, the Provincial commander first picked is the one assigned directly to that province. If no commander is assigned there, but more than one are assigned to neighbour provinces of this, the most senior province commander takes charge of the defence. IF there is a tie in the rank of province commanders, the one with the best sum of stats is picked.
Like in combat, the invader Commander can carry to provincial warfare as many units as his strategic rating allows. Follow the rules on combat for that. Only those troops are eligible for the attrition bonus in case of the plunder order is in effect. If a invader stack is defeated and more invader units are present in the province, these units can now again attempt to seize the province.
The Commander of the invader side is always sorted by who is the most senior of commanders. If there is more than one of the same top rank, then one with best sum of stats is picked.
The player may decide to retreat whenever he wants. The forces will retreat to the province of their origin. The occupation will revert to 0, even if more invader units not engaging are present and another Provincial Warfare action begins.
Coward Commanders may also decide to retreat (5% chance per occupation roll lost). Other than this, all the decision is in the hands of the player.
When the morale of an invader reaches 0 or the occupancy goes to <0%, he will retreat to the province of origin.
PROVINCIAL WARFARE DYNAMICS
Two rolls are made per Turn, one for each side. The side that rolls best is the one that wins that turn, either increasing the occupation on the province or losing it.
Both the invader and well as the defender have their own set of modifiers to the dice roll:
INVADER (Modifiers of same color non cumulative):
Less men than garrison
Less than 2* men of garrison
Less than 3* men of garrison
Less than 4* men of garrison
Less than 5* men of garrison
Less than 6* men of garrison
Less than 7* men of garrison
Less than 8* men of garrison
Less than 9* men of garrison
Less than 10* men of garrison
More than 10* men of garrison
Artillery > ½ of garrison
Artillery > garrison
Commander Fire (per point)
Commander Shock (per point)
Commander Strategic (per point)
General Not Ranked
General High Constable
Per Level of Fort
Neighbour Commander Present
Commander Strategic (per point)
Per % Defensiveness +(*)
(*) Defensiveness gives a % chance every roll of adding D10 to defence. If defensiveness is >100% the D10 is automatically granted and a second chance, based on DEFENSIVENESS 100 is made for a second D10 bonus.