Hankolijo

ACTIONS AND STUFF

Sep 10th, 2016
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  1. During your turn and the pre-game turn, you can do the following actions at any point, except for specific circumstances such as civil war, anarchy or non-direct rule reigning in your country:
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  3. - Decide on research projects. At the start of the game, the available research options are preset, but can branch off to whatever makes sense and strikes your fancy later on.
  4. You can aslo check your current research, research progress, recommended research routes and change research goals.
  5. - Organize and form military squads, regiments, armies and divisions, as well as select their respective equipment.
  6. - Appoint generals and admirals, as well as other leaders, both military and civilian.
  7. - Choose production and resource gathering settings. Update old tech production lines to new ones.
  8. - Move your troops and/or explorers around the world map. Use them to interact with terrain.
  9. - Conduct diplomacy with other nations you share an embassy with, have a trade route with or have direct influence in.
  10. - Form and rename settlements where appropriate and using appropriate units.
  11. - Do battle with wandering creatures or AI nations. Battles with other players will occur at the end of each turn instead.
  12. - Train units to take up professions. At the start of the game, you are only able to train one unit per turn. Certain constructions and research will help with that.
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  16. THE BASICS OF THE MILITARY
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  18. You can create an army by assigning units, mostly soldiers, to form them.
  19. In your basic national information, every kind of troop is counted as a 'soldier'. The actual military information goes more into detail.
  20. During a turn, you may also edit troop formations, assign generals, change battle strategies, and designate troop equipment.
  21. If no equipment is specified, soldiers will simply equip the best armaments available to them.
  22. Mind you, in the tribal ages only troops with a commander can have their equipment altered by you.
  23. To create a commander, you need to research tribal organization, but if you chose the path of strength, your leader may act as one instead.
  24. Your troops can be assigned targets on the world map to fight, or be assigned to an area. In an area, your troops can:
  25. - Raid, disrupting trade paths, destroying infrastructure and housing, acquiring loot and killing civilians.
  26. - Defend, simply stationing themselves to protect a location.
  27. - Fortify the area. This will take a turn both to set up and cancel. Once fortified, your troops have increased defense stats.
  28. - Patrol. Similar to defend, but with a slightly lowered defense value than normal. Your troops will move around the area, exploring the land slightly and potentially removing criminals. If an enemy army moves next to a patrolling army, a battle occurs.
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  30. THE BASIC UNITS AVAILABLE TO EVERYONE AT GAME START
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  32. Each nation gets a different set of units they may create at the start of the game, the set depending on what path they chose to take. Every nation still gets the following basic units available to them:
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  34. - Gatherer. Considered a civilian unit, but can be assigned to an army. If left in a town or an area, it will search for any useful supplies to gather. If assigned to an army, will follow it and loot bodies more efficiently than your regular troops.
  35. - Warrior. Military unit. Your most basic troop, marked as a 'soldier' on the nation information list. Can be assigned to an army or made a commander.
  36. - Wanderer. Explorer unit. The most basic scout/explorer unit you have available, and can also be used for trade, migration and diplomacy. Wanderers may form armies on their own. They can move over 2 plains/desert/glacier tiles instead of one each turn, but aren't great scouts since they only reveal the tile they stand on.
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  39. Depending on what food source the player chose, they may also train either Farmers, Hunters, Fishermen or Foragers. Each of these units acts similarly, with an exception to their combat stats, if they're forced to fight, and how they're influenced by terrain.
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  41. Farmers work better near a water source and on plain tiles, working with 100% efficiency if both are present during tribal ages. Lack of either adds a 25% penalty to that.
  42. Fishermen work better near any water source, and the penalty for lacking one is 90%, respectively.
  43. Hunters work mostly everywhere, but certain activities or a surplus of hunters can result in a lack of animals to hunt.
  44. Foragers work best in 'green' areas- plains, forests, river valleys. Much like hunters, they may suffer from over-foraging.
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  46. MANAGING THE FOOD SUPPLY
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  48. At the start of the game, you're likely to have 15 citizens collecting food in some way. Unless suffering a penalty for some reason, each citizen providing food can support 3 people, including themselves.
  49. You can improve this ratio with various research projects, constructions, tools, etc., so keep an eye on how many people are providing food versus how many people you have in total.
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  51. GROWING YOUR CIVILIZATION
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  53. Eventually, you'll be able to construct additional settlements. To do so, you must first reach the size of a 1000 people in your first settlement. The population grows each turn by a certain percentage.
  54. Without any research and no detrimental factors, such as starvation, that percentage is 5% each turn. Your children will grow at a similar rate of 5% each turn, meaning your first child will grow up after two turns. The elderly die at a lower rate of 2% per turn, which is also something to keep an eye on.
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  56. CAN I DO OTHER SHIT
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  58. Probably, but we'd need to talk about that. It would make sense that you can construct flavor buildings, various on-map constructions, defenses and so on. Just ask 'n' ye shall receive.
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