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- Truces, Alliances & One-Way-Truce
- Should a truce, alliance or one-way-truce be agreed upon by players, none of them players can break it within 2 moves for each of them (excluding the move in which the truce/alliance/one-way-truce is agreed). After this 2 move period, they can betray the deal, but it will be considered unsportsmanly and may result in future difficulty with diplomacy.
- Truces:
- A truce states that 2 or more players will not attack one another while the truce is active.
- Alliances:
- Terms of alliances may vary at the choice of the involved players, the limits are as follows:
- 1. A player CAN use their allies provinces as a via point to transport their own troops at the end of their turn.
- 2. A player CANNOT offer or accept troops to defend or attack a province in which the troops are not currently situated, regardless of alliances with any of the involved players.
- 3. Should 2 players be allied for more than or exactly ####10 turns each, one can agree to act as a vassal to the other, regardless of size or stature.
- One-Way-Truces:
- A one way truce says that a certain number of players cannot attack another number of players - as long as the truce is active - for whatever kind of deal or reason they wish.
- Vassal
- Players may accept vassalisation if they have less than half the provinces that their to-be-overlord currently has. Furthermore, they must have a current army smaller than 2/3 of their to-be-overlord's army. A player or AI can also be forced into a vassal - on the condition that they have less than a quarter the number of provinces of their to-be-overlord - if their to-be-overlord takes the province of theirs with the greatest army prior to the battle.
- Vassals can move soldiers through their overlord's provinces, they can also station themselves in their overlords provinces, and vice versa. A vassal can give soldiers to their overlord, as long as they are in the other party's province. And vice-versa, obviously. If there are any new provinces they conquer, their overlord can chose whether they gain control of them or if the overlord keeps the province. The overlord can give their vassal a province per turn. Whatever troops the overlord has there will convert to their vassals troops. An overlord also gets - at the beginning of their turn - 25% of what their vassal should get in soldiers were it their turn. The vassal does not lose this 25% though, and still gets 100% when their turn comes. A vassal must follow all their overlord's orders concerning troop movement, attack or defence. An overlord can also "teleport" troops to their vassals territory.
- A vassal can revolt against their overlord 5 moves after vassalisations, should they fail, they can make a second attempt after 10+ attempts. Then 15, 20, etc; Should a vassal declare a revolt they immediately are put in a pseudo-freeplayer position. If at any point in the pseudo-freeplayer position their average number of troops per province drops below 2, they overlord regains vassalisation over them. If a player is in a pseudo-freeplayer position for more than 5 moves, they are then declared a free player entirely, and no longer are under any vassal-related influence of their former overlord.
- Attacking
- If you own less than or exactly 12 provinces at the beginning of your turn, you can do a total of 2 inward OR outward attacks in the turn.
- If you own more between 13 and 22 provinces at the beginning of your turn, you can do a total of 3 inward OR outward attacks in the turn.
- If you own more than 22 provinces at the beginning of your turn, you can do a total of 4 inward OR outward attacks in the turn.
- Cards
- ceiling(No. Provinces Taken/3)=Number of Cards Received
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