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=Conquering a Region=
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=Declaring Attack=
  
A King can choose to conquer a Region owned by another Kingdom. It is possible to declare the Hostile Action ''Conquer Region'' through the Royal Chancellery.
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A King can choose to declare an attack for conquering a Region owned by another Kingdom. It is possible to declare the attack ''Conquer Region'' through the Royal Chancellery.
  
A Regent may declare war only if the Diplomacy Relations are set correctly. For more information, see [[Diplomacy#Attacking_a_Kingdom|Diplomacy: Effects on War Engine]].
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A Regent '''may declare the attack only if is engaged in a war with the Kingdoms that owns the region'''. For further details on how to declare war and about the overall war mechanism, please check this
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[[Royal_Palace#War|page]].
  
In addition:
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=Costs=
  
# You may not declare any hostile action if the source or target Kingdom are already engaged in other war-related activities.
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Please consult this [[Royal_Palace#Launching_Attacks|page]] to know about war and attacks costs.
# You may not attack a Kingdom Region if the government is unstable (Kingdom is without a Regent).
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=Declaring war cost=
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Declaring a war implies some logistic and recruiting costs. Costs for conquering a region will on the army dimension. for more information see [[Diplomacy#Cost_logic|Effects on War Costs]].
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=The Battlefield=
 
=The Battlefield=
  
A battlefield will appear in the attacked region after some time. It will be possible for soldier to travel directly in the battlefield. While in the battlefield, characters won't be able to access region structures and will be protected from arrest or restrain actions.
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After a while a Regent declared the attack, a battlefield will appear in the target region. It will then be possible for soldier to travel '''directly in the battlefield'''.  
 
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While in the battlefield, characters won't be able to access region structures.
It will be possible to leave the battlefield  either by accessing the region or by traveling to another region.
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<div class='evidencebox'>
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It will be possible to leave the battlefield by traveling to another region that is outside of the Kingdom or by entering the region, if the Kingdom is not hostile to yours.
Please note that a character younger than '''30''' days won't be able to join a faction and fight.  
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</div>
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'''Timetable'''
 
'''Timetable'''
  
 
* Declaration of war is known to the attacked King – t0
 
* Declaration of war is known to the attacked King – t0
* Creation of Battlefield – t0 + 48h
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* Creation of Battlefield – t0 + x hours
* Battle Round 1 – t0 + 60h
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* Battle Round 1 – t0 + y hours
* Destruction of Battlefield – 18 h after the last battle round.
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* Battle Rouns 2..n - t0 + z hours
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* Destruction of Battlefield – t hours
  
=Conquering a Region without a Castle=
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For the timings applied to the server, please refer to Server Parameter Page:
  
==Number of rounds==
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* [https://www.medieval-europe.eu/index.php/page/serverinfo Classic Server]
  
Number of rounds will be one.
 
  
==Attackers maluses==
 
  
* Phisical damage to a percentage of attackers if a [[Jar Tar]] is in the inventory of defender soldiees and a castle is present in the region. Max three [[Jar Tar]]s will be used and dealt damage depends on attacker constitution;
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=Joining the Battlefield=
* Reduction to attackers energy in relation to Castle and/or Royal Palace presence in the region;
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 +
There are some conditions that may allow or not a soldier from joining the Attack or Defense factions. Please read these rules in this [[Joining_a_Faction|Page]].
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 +
=Bonuses and Maluses=
 +
 
 +
==Applicability==
 +
 
 +
[[File:bonus-applicability.png|400px|Bonus applicability]]
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 +
==Tar Jar==
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 +
Applies To: Attackers
 +
 
 +
The tar jar deals physical damage to a percentage '''(about 20%)''' of attackers if a [[Tar Jar]] is contained in the inventory of defender soldiers and a Castle is present in the region. Max '''3''' Jar Tars can be used by the Army.
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For further details on its use, please consult this [[Jar_Tar|page]].
 +
 
 +
==Presence of Castle and/or Royal Palace==
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 +
Applies To: Attackers
 +
 
 +
Reduction to attackers energy in relation to Castle and/or Royal Palace presence in the region;
  
 
   Energy malus Castle = min ( 15, 3 * (Castle Controlled Regions) )%
 
   Energy malus Castle = min ( 15, 3 * (Castle Controlled Regions) )%
 
   Energy malus Royal palace = 10%
 
   Energy malus Royal palace = 10%
  
* Malus to energy consumption in battle related to terrain type:
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==Geographical Malus==
 +
 
 +
Applies To: Attackers
 +
 
 +
Malus to energy consumption in battle related to terrain type:
  
 
   hills: +5% energy spent in battle
 
   hills: +5% energy spent in battle
 
   mountains: +10% energy spent in battle
 
   mountains: +10% energy spent in battle
 +
 +
=Conquering a Region without a Castle=
 +
 +
==Number of rounds==
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 +
Number of rounds will be: '''one'''.
 +
 +
==Bonuses and Maluses==
 +
 +
* Geographical Malus: Yes
 +
* Castle/Royal Palace Malus: Yes
 +
* Tar Jar: No
  
 
==Aftermath==
 
==Aftermath==
  
If a Kingdom A attacks a region without a Castle, the region will be linked directly to the Kingdom A Capital Region and controlled by the Capital Vassal. The King can then decide to donate the Region to a different Vassal.  
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If a '''Kingdom A''' attacks a '''Region R''' of a '''Kingdom B''', and the region '''does not contain''' a Castle, the region R will be linked directly to the Kingdom A Capital Region and controlled by the Capital Vassal. The King can then decide to donate the Region to a different Vassal.
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Citizens of '''Region R''' will become resident of the '''Kingdom B Capital Region'''.
  
 
=Conquering a Region with a Castle=
 
=Conquering a Region with a Castle=
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==Number of rounds==
 
==Number of rounds==
  
Number of rounds will be 3. To win the battle, at least 2 rounds must be won.
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Number of rounds will be: '''3'''. To win the battle, at least 2 rounds must be won.
 +
 
 +
==Bonuses and Maluses==
 +
 
 +
* Geographical Malus: Yes
 +
* Castle/Royal Palace Malus: Yes
 +
* Tar Jar: Yes
  
 
==Aftermath==
 
==Aftermath==
  
If a Kingdom A attacks a region with a Castle, the region, together with all the controlled regions will be linked directly to the Kingdom A Capital Region and controlled by the Capital Vassal. The King can then decide to donate the Regions to a different Vassal.  
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If a '''Kingdom A''' attacks a '''Region R''' of a '''Kingdom B''', and the region '''does contain a Castle''', the '''Region R and its controlled Regions''' will be linked directly to the '''Kingdom A Capital Region''' and controlled by the Capital Vassal. The King can then decide to donate the Region to a different Vassal.
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Citizens of '''Regions R (and its controlled Regions)''', will become resident of the '''Kingdom B Capital Region'''.
  
 
=Conquering a Capital=
 
=Conquering a Capital=
  
In order to attack a capital of a Kingdom, his regions must be reduced to 5. The attacking Regent should specify a candidate for the new Regency. The candidate must have the needed requirements:
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In order to attack a '''Capital of a Kingdom''', his regions must be '''reduced to 3'''. The attacking Regent should specify a candidate for the new Regency. The candidate must have the needed requirements:
  
# Charisma at least 16
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# Charisma at least 16 (Charisma boosts like jewels and clothes are valid)
 
# Game Age at least 90 days
 
# Game Age at least 90 days
  
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==Number of rounds==
 
==Number of rounds==
  
Number of rounds will be 5. To win the battle, at least 3 rounds must be won.
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Number of rounds will be: '''5'''. To win the battle, at least 3 rounds must be won.
  
==Attackers maluses==
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==Bonuses and Maluses==
  
See [[En_US_Conquering_Region#Attackers_maluses|Castle Attackers maluses chapter]].
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* Geographical Malus: Yes
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* Castle/Royal Palace Malus: Yes
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* Tar Jar: Yes
  
 
==Aftermath==
 
==Aftermath==
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In case of victory the Region and all its citizens now belongs to the new Kingdom.
 
In case of victory the Region and all its citizens now belongs to the new Kingdom.
  
If a Kingdom A attacks a Capital and wins, the current Regent will be dethroned and the designated successor will be chrowned. If at time of enchrownment the candidate is dead or it lacks some needed requirements, the throne will remain vacant.
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If a Kingdom A attacks a Capital and wins, the current [[Regent]] will be dethroned and the designated successor will be crowned. If at time of the coronation the candidate is dead or lacks some needed requirements, the throne will remain vacant.
  
 
Requirements needed:
 
Requirements needed:
  
* Enough charisma and age;
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* Required Charisma and Age;
 
* Candidate should be alive;
 
* Candidate should be alive;
 
* Candidate should not be imprisoned;
 
* Candidate should not be imprisoned;
* Candidate should not have another role active;
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* Candidate should not have another role active (the chrowning script should terminate roles however is better you do it by hand before the battle);
 
* Candidate should be phisically in the attacked Capital when the battle ends.
 
* Candidate should be phisically in the attacked Capital when the battle ends.
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[[Category: General Information]]

Latest revision as of 10:24, 6 July 2018

Contents

[edit] Declaring Attack

A King can choose to declare an attack for conquering a Region owned by another Kingdom. It is possible to declare the attack Conquer Region through the Royal Chancellery.

A Regent may declare the attack only if is engaged in a war with the Kingdoms that owns the region. For further details on how to declare war and about the overall war mechanism, please check this page.

[edit] Costs

Please consult this page to know about war and attacks costs.

[edit] The Battlefield

After a while a Regent declared the attack, a battlefield will appear in the target region. It will then be possible for soldier to travel directly in the battlefield. While in the battlefield, characters won't be able to access region structures.

It will be possible to leave the battlefield by traveling to another region that is outside of the Kingdom or by entering the region, if the Kingdom is not hostile to yours.

Timetable

  • Declaration of war is known to the attacked King – t0
  • Creation of Battlefield – t0 + x hours
  • Battle Round 1 – t0 + y hours
  • Battle Rouns 2..n - t0 + z hours
  • Destruction of Battlefield – t hours

For the timings applied to the server, please refer to Server Parameter Page:


[edit] Joining the Battlefield

There are some conditions that may allow or not a soldier from joining the Attack or Defense factions. Please read these rules in this Page.

[edit] Bonuses and Maluses

[edit] Applicability

Bonus applicability

[edit] Tar Jar

Applies To: Attackers

The tar jar deals physical damage to a percentage (about 20%) of attackers if a Tar Jar is contained in the inventory of defender soldiers and a Castle is present in the region. Max 3 Jar Tars can be used by the Army. For further details on its use, please consult this page.

[edit] Presence of Castle and/or Royal Palace

Applies To: Attackers

Reduction to attackers energy in relation to Castle and/or Royal Palace presence in the region;

  Energy malus Castle = min ( 15, 3 * (Castle Controlled Regions) )%
  Energy malus Royal palace = 10%

[edit] Geographical Malus

Applies To: Attackers

Malus to energy consumption in battle related to terrain type:

  hills: +5% energy spent in battle
  mountains: +10% energy spent in battle

[edit] Conquering a Region without a Castle

[edit] Number of rounds

Number of rounds will be: one.

[edit] Bonuses and Maluses

  • Geographical Malus: Yes
  • Castle/Royal Palace Malus: Yes
  • Tar Jar: No

[edit] Aftermath

If a Kingdom A attacks a Region R of a Kingdom B, and the region does not contain a Castle, the region R will be linked directly to the Kingdom A Capital Region and controlled by the Capital Vassal. The King can then decide to donate the Region to a different Vassal.

Citizens of Region R will become resident of the Kingdom B Capital Region.

[edit] Conquering a Region with a Castle

[edit] Number of rounds

Number of rounds will be: 3. To win the battle, at least 2 rounds must be won.

[edit] Bonuses and Maluses

  • Geographical Malus: Yes
  • Castle/Royal Palace Malus: Yes
  • Tar Jar: Yes

[edit] Aftermath

If a Kingdom A attacks a Region R of a Kingdom B, and the region does contain a Castle, the Region R and its controlled Regions will be linked directly to the Kingdom A Capital Region and controlled by the Capital Vassal. The King can then decide to donate the Region to a different Vassal.

Citizens of Regions R (and its controlled Regions), will become resident of the Kingdom B Capital Region.

[edit] Conquering a Capital

In order to attack a Capital of a Kingdom, his regions must be reduced to 3. The attacking Regent should specify a candidate for the new Regency. The candidate must have the needed requirements:

  1. Charisma at least 16 (Charisma boosts like jewels and clothes are valid)
  2. Game Age at least 90 days

If Chrowned the King will obtain citizenship automatically, therefore is not needed to change residence before the battle.

[edit] Number of rounds

Number of rounds will be: 5. To win the battle, at least 3 rounds must be won.

[edit] Bonuses and Maluses

  • Geographical Malus: Yes
  • Castle/Royal Palace Malus: Yes
  • Tar Jar: Yes

[edit] Aftermath

In case of victory the Region and all its citizens now belongs to the new Kingdom.

If a Kingdom A attacks a Capital and wins, the current Regent will be dethroned and the designated successor will be crowned. If at time of the coronation the candidate is dead or lacks some needed requirements, the throne will remain vacant.

Requirements needed:

  • Required Charisma and Age;
  • Candidate should be alive;
  • Candidate should not be imprisoned;
  • Candidate should not have another role active (the chrowning script should terminate roles however is better you do it by hand before the battle);
  • Candidate should be phisically in the attacked Capital when the battle ends.
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