Post by Linde (x-GM) on Nov 12, 2015 8:14:35 GMT
Each domain turn consist of 3 months, each month consist of 4 weeks. One war move take 2 weeks, so each turn has 6 war moves.
First thing that happens each domain turn is domain income. With that added each player can plan the actions they wish to run that domain turn.
During each domain turn every domain has 3 regent actions that each represent one months work for the domain.
Domains may also have access to a single bonus lieutenant domain action and a bonus regent action based on the class of the regent.
So a maximum of 5 domain actions may be taken each turn.
One realm action may be taken each turn in stead of a normal domain action. A realm action is a domain action extended by the use of court actions to cover more.
Instead of taking the 3 normal domain actions, a player may select to run only a single domain action that turn. Doing so allows the player to take 20 on the single action that he run. A domain can take 20 on a domain action, and still execute a lieutenant and/or a bonus regent action.
You cannot take 20 on a realm action.
Unless actions are saved for a specific condition to arise all actions (Realm, Domain, Court & Free) will be executed all at once.
Actions may be given a triggering If/Then condition. "Domain action 2: If enemy troops enter one of my provinces, Then use espionage to demoralize them."
The same action may only be given one If/Then condition, and if the condition doesn't arise, then the action will not be used.
Note:
Spells are free actions to cast once they are prepared. So a wizard/temple can use multiple free actions to cover different scenarios: (Abuse will be dealt with)
Free action 1: "If the King muster 3 units in province X, Then use my lvl 3 holding in that province to power this lvl 3 buff spell targeted on those 3 units."
Free action 2: "If the King doesn't muster 3 units in province X, then use my lvl 3 holding in that province to power this lvl 2 protection spell targeted on Y."
War moves are conducted after all actions that doesn't have a trigger depending on a war moves are resolved.
As all actions are considered to be resolved simultaneously, they will all use the modifiers associated with that turns P&H. (So you cannot use a bonus your manor that you expect to get from your rule law or your agitate actions.)
In order of initiative each domain resolves their first war move. Then the second, and so on until all 6 war moves are conducted.
All orders for the warmoves are conducted simultaneously. If two armies have conflicting orders (such as one fleeing and the other one attacking before they can retreat) then an opposed warfare test of the commanders will be conducted. The army that scores the most will get their intent. The highest modifier breaks ties, and in case there still is a tie a coin will be flipped.
After all actions prosperity will be updated, province growth added, domain secrets updated, P&H updated, news are written up and the turn is over.