Raiding, Pillaging, Razing. How does it work?
May 26, 2016 22:09:52 GMT
Maelgwyn ap Cadwgan (TOG) likes this
Post by Linde (x-GM) on May 26, 2016 22:09:52 GMT
Actions of units are divided into 2 categories E-Exclusive actions and T -Tandem actions.
Units performing exclusive actions can do nothing else. If they are disrupted in performing their action the action may suffer a setback, such as a siege receiving supplies or relief forces and thereby resetting the siege
.
Tandem actions are actions you can do while still being able to defend yourself normally with no ill effects, if province level x units are performing tandem actions the province is considered to be occupied.
List of common actions:
E) Passive Siege (Invest fortifications)
E) Active Siege (Besiege fortifications)
T) Institute martial law – Up to province level law holdings may be temporarily created at a cost of 1 unit each. Law holdings created with this action generate income but doesn’t generate regency.
T) suppress holding - at a 1:1 rate. Cannot suppress protected holdings.
T) pillage
T) raze
T) patrol (default activity if none chosen).
Occupy:
You need to neutralize any castle/fort in a province before you can effectively occupy it and be allowed to raze/pillage/suppress unprotected holdings. Once enough units are doing tandem actions the province may be considered occupied. Once that happens all trade in the province is auto suppressed and the province incur prosperity penalty.
Pillage:
When you pillage you direct your soldiers to take, by force, anything and everything of value. It is a deliberate non-good act.
To pillage you must first occupy the province in question and you can only pillage province levels/holdings not protected by fortifications. Each holding or province can be pillaged once per month (so a maximum of three times in one turn).
To pillage a holding you must have a number of active units present equal to the holding level. The pillaging units can be the same ones that occupy the province, but they cannot also be engaged in other tasks such as taking part in a siege or acting as law holdings, nor can they pillage multiple holdings simultaneously (but if you have extra units present they can do it).
Pillaging a holding nets your a number of GB equal to holding level, although you must expect your units to keep some of the money for themselves (expect to get anything from 50% and up to 100%, depending on the situation – lawful good templars of the one God might under the direct command of the Archpriest might take nothing).
When pillaging a province you deal growth damage equal to twice the number of GB pillaged.
Raze:
Razing follows the same rules as pillaging (with respect to fortifications), but less troops and/or time are needed to accomplish the task. Holdings can be pillaged in weeks, provinces in months. You will, however, not gain any GB through razing. Razing provinces and holdings are always evils acts.
For game purpose that means that raze can be conducted each war move at the same damage level as pillages. In Combined forces where some units raze and others pillage, the razing units can only raze every other war move and therefore deal twice the damage. (So the units will deal 4GP damage to growth each if targeting provinces and they will reduce holdings with 2 levels.)
Neutralizing fortifications:
Check the thread describing the updated rules
Raids:
By land:
Attack adjacent province with skirmish tactics to grab as many resources as possible. It takes 2 war moves. The reason it takes 2 war moves is the skirmish tactics used. The way to force a battle with raiders is to move into the province from where the raid is conducted (aka a counter attack, not to be confused with the strategy choice in field battles by the same name.)
By sea: Takes 2 war moves as well, so long as the ships can reach a friendly port within a single war move. Add 2 war moves to the length of the action for each extra war move needed to travel between the target province and the safe harbor. The way to force the raids to stop is to blockade the fleet.
Prosperity penalties for acts of war:
A province that is occupied get -1 prosperity from the presence of troops
Having province or holdings pillaged during a turn incurs a -1 prosperity penalty.
Having province or holdings razed during a turn incurs a -2 prosperity penalty.
Being successfully raided during a turn incurs a -1 prosperity penalty.
Occupation is cumulative with prosperity penalties from raid/pillage/raze. But only the highest negative modifier from raid/pillage or raze take effect.
Units performing exclusive actions can do nothing else. If they are disrupted in performing their action the action may suffer a setback, such as a siege receiving supplies or relief forces and thereby resetting the siege
.
Tandem actions are actions you can do while still being able to defend yourself normally with no ill effects, if province level x units are performing tandem actions the province is considered to be occupied.
List of common actions:
E) Passive Siege (Invest fortifications)
E) Active Siege (Besiege fortifications)
T) Institute martial law – Up to province level law holdings may be temporarily created at a cost of 1 unit each. Law holdings created with this action generate income but doesn’t generate regency.
T) suppress holding - at a 1:1 rate. Cannot suppress protected holdings.
T) pillage
T) raze
T) patrol (default activity if none chosen).
Occupy:
You need to neutralize any castle/fort in a province before you can effectively occupy it and be allowed to raze/pillage/suppress unprotected holdings. Once enough units are doing tandem actions the province may be considered occupied. Once that happens all trade in the province is auto suppressed and the province incur prosperity penalty.
Pillage:
When you pillage you direct your soldiers to take, by force, anything and everything of value. It is a deliberate non-good act.
To pillage you must first occupy the province in question and you can only pillage province levels/holdings not protected by fortifications. Each holding or province can be pillaged once per month (so a maximum of three times in one turn).
To pillage a holding you must have a number of active units present equal to the holding level. The pillaging units can be the same ones that occupy the province, but they cannot also be engaged in other tasks such as taking part in a siege or acting as law holdings, nor can they pillage multiple holdings simultaneously (but if you have extra units present they can do it).
Pillaging a holding nets your a number of GB equal to holding level, although you must expect your units to keep some of the money for themselves (expect to get anything from 50% and up to 100%, depending on the situation – lawful good templars of the one God might under the direct command of the Archpriest might take nothing).
When pillaging a province you deal growth damage equal to twice the number of GB pillaged.
Raze:
Razing follows the same rules as pillaging (with respect to fortifications), but less troops and/or time are needed to accomplish the task. Holdings can be pillaged in weeks, provinces in months. You will, however, not gain any GB through razing. Razing provinces and holdings are always evils acts.
For game purpose that means that raze can be conducted each war move at the same damage level as pillages. In Combined forces where some units raze and others pillage, the razing units can only raze every other war move and therefore deal twice the damage. (So the units will deal 4GP damage to growth each if targeting provinces and they will reduce holdings with 2 levels.)
Neutralizing fortifications:
Check the thread describing the updated rules
Raids:
By land:
Attack adjacent province with skirmish tactics to grab as many resources as possible. It takes 2 war moves. The reason it takes 2 war moves is the skirmish tactics used. The way to force a battle with raiders is to move into the province from where the raid is conducted (aka a counter attack, not to be confused with the strategy choice in field battles by the same name.)
By sea: Takes 2 war moves as well, so long as the ships can reach a friendly port within a single war move. Add 2 war moves to the length of the action for each extra war move needed to travel between the target province and the safe harbor. The way to force the raids to stop is to blockade the fleet.
Prosperity penalties for acts of war:
A province that is occupied get -1 prosperity from the presence of troops
Having province or holdings pillaged during a turn incurs a -1 prosperity penalty.
Having province or holdings razed during a turn incurs a -2 prosperity penalty.
Being successfully raided during a turn incurs a -1 prosperity penalty.
Occupation is cumulative with prosperity penalties from raid/pillage/raze. But only the highest negative modifier from raid/pillage or raze take effect.