Conquering Region
Contents |
Declaring Hostile Action
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.
A Regent may declare war only if:
- The Diplomacy Relations are correctly set: for more information, see Diplomacy: Effects on War Engine.
- The target Kingdom is NOT already attacked;
- The target Kingdom is unstable (there is no Regent);
- The target region doesn't contains a battlefield.
Battlefield presence and war status
The presence of a battlefield in a Kingdom won’t affect anymore its war status, but the region where the battlefield is located can’t be attacked.
If Kingdom A conquers Region C of Kingdom B:
- Kingdom B can be immediately attacked
- Kingdom A can be immediately attacked but not region C;
If Kingdom A do not conquer Region C of Kingdom B:
- Kingdom A can be immediately attacked
- Kingdom B can be immediately attacked but not region C;
Example: Region BRESCIA is conquered by Kingdom of GENOA. Both Kingdom of GENOA and Kingdom of Milan can attack straight away, but until a battlefield is present in BRESCIA, the region can’t be attacked.
Costs
Declaring a war implies some logistic and recruiting costs. Costs for conquering a region it's based on the army dimension.
Cost in Silver coins = 10 * Declared Attackers
For more information see Effects on War Costs.
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.
It will be possible to leave the battlefield either by accessing the region or by traveling to another region.
Timetable
- Declaration of war is known to the attacked King – t0
- Creation of Battlefield – t0 + 48h
- Battle Round 1 – t0 + 60h
- Destruction of Battlefield – 18 h after the last battle round.
Joining the Battlefield
In order to join the battlefield, some Rules exists.
Bonuses and Maluses
Applicability
Tar Jar
Applies To: Attackers
The tar jar deals physical damage to a percentage (20%) of attackers if a Tar Jar is contained in the inventory of defender soldiers and a Castle is present in the region. Max 10 Tar Jars will be used and dealt damage depends on attacker constitution.
Conditions
- A castle must exists in the region
- Soldiers (Defenders) must have Tar Jars in their inventories
Dealt Damage
Depends on Target Char Constitution:
Constitution | Damage |
---|---|
1 | 14 |
2 | 14 |
3 | 13 |
4 | 12 |
5 | 11 |
6 | 11 |
7 | 10 |
8 | 9 |
9 | 8 |
10 | 8 |
11 | 7 |
12 | 6 |
13 | 5 |
14 | 5 |
15 | 4 |
16 | 3 |
17 | 2 |
18 | 2 |
19 | 1 |
20 | 1 |
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%
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
Conquering a Region without a Castle
Number of rounds
Number of rounds will be: one.
Bonuses and Maluses
- Geographical Malus: Yes
- Castle/Royal Palace Malus: Yes
- Tar Jar: No
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.
Conquering a Region with a Castle
Number of rounds
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
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.
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:
- Charisma at least 16 (Charisma boosts like jewels and clothes are valid)
- Game Age at least 90 days
If Chrowned the King will obtain citizenship automatically, therefore is not needed to change residence before the battle.
Number of rounds
Number of rounds will be: 5. To win the battle, at least 3 rounds must be won.
Bonuses and Maluses
- Geographical Malus: Yes
- Castle/Royal Palace Malus: Yes
- Tar Jar: Yes
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:
- Enough charisma and age;
- Candidate should be alive;
- Candidate should not be imprisoned;
- Candidate should not have another role active;
- Candidate should be phisically in the attacked Capital when the battle ends.