WARFARE
RAISING UNITS
Provinces can offer 1 Unit per point of Value, although this may reduce prosperity. As another option, mercenaries can be hired for 3 Wealth per Unit.
Newly raised units can be assigned to any character in the same general region they're raised from. Once a character is leading an army, the two are tied together until the units are disbanded or transferred to another character (usually with a risk of desertion). While characters' armies always remain separate, you can "group up" armies for order purposes.
MOVEMENT & ORDERS
Armies move alongside the character they're attached to, with the additional restriction that a full move only covers 2 provinces and not 3.
Battles will not take place unless ordered; armies will simply camp outside whatever the main city in the province is and allow other armies march past or set up their own camps. Changing an army's fighting stance is a free order.
Your army orders can list specific provinces to travel through, armies to pursue, or be as vague as "Defend the London area" or "Chase this army"; conditional orders are not allowed. As long as it doesn't involve a full move or a siege (see below), army orders don't count as full orders.
ARMY UPKEEP
Armies require 1 Wealth per 5 Units to ship in supplies. If an army is not paid, it will automatically raid the province it's in for its upkeep, delivering any extra Wealth gathered to its lord. To avoid strange situations, a province raid will generally be split between all armies that are present: If one army looted a province for its supply, it's just assumed any other armies attempted to gather their supply from there as well.
If an army is unable to get its upkeep through any means, half its units will disband.
SIEGES
If an army is present with orders to attack the province's owner, its capital is considered under siege. Any armies/characters inside the capital cannot leave the province (escape attempts aside).
The actual siege of a province is handled as a proper order: Unless the attacker actively stops them, its assumed the city somehow manages to smuggle in enough supplies to last the turn.
If the city is assaulted successfully, it goes to a random unit that participated in the battle to take it. This unit is lost and acts as the new city garrison.
BATTLES
When a battle starts, units on each side involved are paired off at random; extra units are ignored. If one side has more units than the other, all of their units receive a [+], [++], [+++], etc. bonus if their army has 2x, 4x, 8x, etc. more total units.
Once units are paired off, an opposing roll is made using their commanders' skill. The [-] results for each side are totaled up, and every [--] (rounded up) results in one unit being lost.
When rolling the engagements, there's a 25% chance that a unit will be the commander's personal unit if it hasn't fought yet. This unit gains the commander's Martial skill as an extra bonus, but if defeated an additional roll is made: Success by the other side results in Capture, and Failure by the commander results in Injury/Death.
BATTLE RESOLUTION
If a commander loses more than half of their units in a battle, they are forced to withdraw. If an army loses more than half of their units in a battle (including forced withdrawals), the entire army is forced to withdraw. Attacker withdrawals are handled first, and a defender will never have to withdraw if there are no hostile units actually in the province. Note that it's possible for neither side to withdraw.
If the defender withdraws, they remain "on the edge" of the province to be moved just before the next turn. The initial withdrawal doesn't count against their movement limit for the next turn, and this pre-turn movement can be into the province's capital if allowed.
TERRAIN
Battles work differently when attacking into
Restricted Terrain. This is handled using levels, with more levels harming the attacker more: Owned Fortifications, Forests, Marshes, Hills, and Minor Rivers are all worth one level; and Mountains and Major Rivers are worth three. Terrain modifiers never count against a side that already has an army present and/or owns the province.
Different Terrain Levels and their cumulative effects:
- Level 1: No effect
- Level 2: [+] to Defender
- Level 3: Overwhelming Numbers requirements doubled for attacker
- Level 5: Overwhelming Numbers requirements tripled for attacker, maxed at [++]
ATTACKING FORTIFICATIONS
If an army attacks a city, it counts as Level 5 Terrain, with an additional [-] penalty to the attacker. The defender will not withdraw even if defeated. If there is no army present, the city itself will raise 1 unit in its defense. This will be led by a skill [-] leader if there are no characters present.