Rules Sections 1-5

Wargame v 4.5
Section I – Introduction and Overview.

What is the Wargame?
The Wargame is somewhat similar to a board game, and is played on a message board or forum. Between five and fifteen players can fit on one map, each player representing the leader of a nation of creatures from common (and uncommon) fantasy settings.
Each player posts up to once a day with their intended researches, unit movements and other declarations, advances his civilization, and eventually aims to conquer each other player.

Table of Contents

I – Introduction and Overview.
Section I, Introduction & Overview, will give you a simple idea of how the game is played, what happens from day to day, and how the game is won.

II – Advancements.
Section II, Advancements, will describe how buildings, researches and productions occur, and go over the set of ‘tech trees’. The buildings are listed in brief. The method of ‘advancing’ in research levels has been simplified.

III – Civics.
Section III, Civics, describes you, your characters, your population, unit types, territories and the civic tech tree. Note: Researches in Civics have been altered. Population increases are altered.

IV – Military
Section IV, Military, will discuss armies, attrition, combat, and the military tech tree.

V – Commerce
Section V, Commerce, will discuss making money, trade, purchases and the commerce tech tree.

VI – Magic
Section VI, Magic, will discuss Magi, mana, payment and upkeep of spells, rituals, a number of examples of magic specializations, and the magic tech tree.

VII – Science
Section VII, Science, will discuss invention, advancements, production, study and the science tech tree. Note: Researches in Science have been altered.

VIII – Divine
Section VIII, Divine, will provide you with an idea of how gods, prayer, divine acts and blessings work, and discuss the divine tech tree.

IX – Extended Technologies
Section IX, Extended Technologies, will discuss a number of developmental directions one might take that do not fit within the above categories, including gunpowder and combination technologies such as arcane science or divine governments.

X – Win Conditions
Self Explanitory

XI – Races
Section XI lists the Race list.

Section XI, the FAQ, lists common questions, and discusses common misconceptions.

What Happens?
The game starts with each player deciding what race they would like to play, and then assuming control of that race in day 0 of the wargame. Each race has its own set of special rules, sees different growth rates for building, researches and population growth, and starts off with varying values in money, population and leaders.
Each player posts once a day with his or her actions, spends money on researches, makes treaties, trades and sending armies to fight other players.
Each night, at a scheduled time, a game-master (GM) tabulates each action, and moves the units around a map. The GM figures out what researches finish when, who sees population increases, spell effects and the results of each battle. After half an hour to an hour of work, the GM posts the results in a daily update, and each player gets more funds, to research and declare actions once more, before the next update.

How Do I Win?
A player wins most often by leading an army of his people against each other remaining player, and killing them. This is a game with a great flexibility, however, and players can win (or lose) by virtue of magic spells, diplomatic strangleholds, acts of gods… to list but a few.

What’s the Point?
Quite simply, the point is bragging rights. Win or lose, it’s also said to be quite fun to lead an army to war against your fellow community members.
Section II

Without advancements, the progress in the wargame would be fairly stale – only moving armies around to try to conquer the other players. Instead of that, there’s a number of ways to advance your nation. A player can build buildings and castles, research new technologies or build objects and wonders.

An advancement is defined as either a building, research or production. A player may have only six advancements in progress at a time. Researches & production take 2 days to complete. Buildings take 3 days to finish. Further upgrades allow you to finish some of these earlier, or progress more in researches at a time. If at any time you lack a city, you cannot perform any researches.

The total advancements are broken up into six major categories. After researching each aspect within a category, they advance to the next stage in it, and can research each aspects once more. Buildings lighten the load, helping you advance up this ladder faster, and are upgraded to offer passive effects that benefit you or harm enemies. With sufficient advancement, players can build items of power, craft mighty spells, erect wonders of legend and channel the might of the very gods.

The Six Categories of Advancement:

Military is the category that involves the strength of your soldiers, leading your army, attacking or defending cities, and developing masterful tactics. In short, military advances your capability at warfare.

Civics is the category that has everything to do with the rulers of your nation, it’s people, it’s growth, and diplomacy. In brief, Civics deals with political affairs, your nation and it’s citizens.

Commerce is the category that has to do with daily earnings, trade and resource gathering; the three primary methods of earning income. The bare bones definition of Commerce advancement is earning money.

Magic advancements let you define the type of spells you learn, teach more of your people to be wizards, gather mana faster and cast spells. In short, magic deals with gathering mana and casting spells.

Science is the category that has to do with inventing new things, building buildings and objects, health and education. In short, learning & development.

Divine is the category that has to do with religion, prayer, blessings and godly acts. Basically your gods & their actions.

Within each of the categories are five subsections, which will be explained further on in each relevant section, and listed later.

Levels of Research
Development and advancement does not happen in a vaccum – every person that advanced anything has drawn from ideas and actions in the world around him. This is modelled within this wargame, creating what is probably the most misunderstood rule within it. In truth, it is not that difficult to understand.

There are six categories in total. These are listed above: Military, Civics, Commerce, Magic, Science, Divine.
To raise a research category one level, you require a minimum number of researches. This is initially 5 different researches for each level.
Level 1 – Initially open.
Level 2 – 5 researches
Level 3 – 10 researches
Level 4 – 15 researches.
Level 5 – 20 researches
Level 6 – 25 researches
Level 7 – 30 researches
Level 8 – 35 researches
Level 9 – 40 researches
Level 10 – 45 researches

Buildings support your advancements within an area by helping you advance faster in a category. Each category has two buildings. When the first building completes, you may lower the number of required researches for each level by 1.

One building in the appropriate field means the level requirements are:
Level 1 – initially open.
Level 2 – 4 researches
Level 3 – 8 researches
Level 4 – 12 researches
Level 5 – 16 researches
Level 6 – 20 researches
Level 7 – 24 researches
Level 8 – 28 researches
Level 9 – 32 researches
Level 10 – 36 researches.

Two buildings in the appropriate field means the level requirements are:
Level 1 – initially open
Level 2 – 3 researches
Level 3 – 6 researches
Level 4 – 9 researches
Level 5 – 12 researches
Level 6 – 15 researches
Level 7 – 18 researches
Level 8 – 21 researches
Level 9 – 24 researches
Level 10 – 27 researches.

As such, buildings serve admirably for letting you skip researches that are irrelevant for you – a player that does not want to make use of any Blessings may choose to build a temple, and ignore ‘blessings’ within his divine tech tree. It bears note that one can go back and research earlier advancements they skipped – these count towards the total number.

Beyond that, buildings can be upgraded to provide you with passive benefits. They only provide these benefits after being upgraded, and provide more benefits as they are upgraded further. See the appropriate section (ie. Military for Barracks’) for more details on the building statistics.
Building effects do not stack. If you have one barracks, and you build a second, only the effects of the most upgraded one will count. Building more than one building of the same type only serves to help soften the blow if one is destroyed or the city it is in is ruined.
Buildings are local to cities – When building them, state which city it will appear in.

Barracks are military buildings. With higher level barracks’, your troops suffer less from attrition.
Outposts are military buildings. With higher levels of outpost, your troops deal more charge damage, and troops get better protection within cities.
Town Halls are civics buildings. With higher levels of town halls, morale bonuses benefit you more, and morale losses hurt less.
Residences are civics buildings. With higher levels of residences, players see higher population increases.
Banks are commerce buildings. Banks help reduce the chance of thefts and kidnapping against your people.
Markets are commerce buildings. With higher levels of market, players get percentage bonuses to their daily earnings.
Mage Guilds are magic buildings. With higher levels of mage guild, players get bonus spells.
Portals are magic buildings. With higher level portals, players get more mana a turn.
Universities are science buildings. With higher level universities, people can perform more researches each day.
Factories are science buildings. With higher level factories, people can produce items faster and craft better quality items
Temples are divine buildings. With higher level temples, people get bonus acts.
Shrines are divine buildings. With higher level temples, people can improve the strength of blessings.

Wonders are the remarkable achievements of your nation – monuments or great works that mark your people as one of the great nations, and in doing so, manifest power around them.

Building a wonder requires a total investment of at least 5,000r and 10 days. There’s a few general types.

Military Wonder – Game effect: Your troops deal damage first in battle, even when charged. Enemies suffer losses before getting a chance to retaliate. Your armies suffer no attrition. You need military at level 5, at least, to get this.
Political Wonder – Game effect: Your morale cannot go lower than ‘good’. Any time you gain a morale increase, you may name up to two target players to take a one-step drop in morale. This requires civics level 5.
Mercantile Wonder – Game effect: After all of your income is calculated with the benefit of additional cities, add +50% to the total. As this is built, state either profit, tax or trade – other players earn none of the named type of income. This requires commerce level 5.
Arcane Wonder – Game effect: You effectively get a set value of 150 mana a turn. No one spell can be cast more than five times each turn. Enemies pay double for spell upkeeps. This requires magic level 5.
Scientific Wonder – Game effect: +100% chance for expedient construction, production & research. This requires science level 5.
Divine Wonder – If your god is mortal, he appears on the map to aid you. Otherwise you gain a new godly act every 2 days.

Wonders are buildings, and can be sabotaged or destroyed as any other building can. Their effects end the day they are destroyed. Wonders cannot be plundered.

Primitive Races
Primitive races are nowhere near as adept at advancing through the categories of researches. They have the following drawbacks:

A primitive race may build only one type of building for each category. For example, barbarians may build a town hall or a residence, but not both. So long as they have one, they cannot build the other.

A primitive race cannot build universities or factories.

A primitive race is limited to only level 1 and 2 science advancements.

Cost notes
The costs of researches and buildings/upgrades are explained in Section V, Commerce.
Section III

You have taken on the role of king, queen, lord or warlord of a given race. So long as you live, you can direct the movement of armies, declare new researches, declare new buildings or productions, and run your kingdom.
You do represent a person within the game, and can be the target of assassination or attacks. If you die, you miss a number of turns, and it is assumed that a member of your family or ruling council replaces you thereafter.
Lords are considered to have a strength twice that of an unupgraded unit of their population.

Characters represent those people in your population that stand far and above the rest. Characters can also lead your troops in battle, boosting the tactics quality of that army.
A character has the troop strength of an unupgraded member of your standard population, plus half again as much.
Characters possess the ability to work towards the betterment of your society. A character may be put to work in any building you control. Add a full level to the quality of the building for each character present within it. (ie. A level one barracks with a single character working inside is considered to be level 2.)
You get one new character with each population increase.

Your general population is considered to be performing a vast majority of the work within your kingdom, including doing your researches and earning your money. Your population can trained as soldiers for combat, (and released from service to return to your general population once again) or they can become wizards, clerics or thieves, with the presence of the appropriate building.
Note: You do not ‘train’ wizards, clerics & thieves. You do not recruit them. 25 of each are automatically recruited when you build your mage guild, temple or Thieves guild, respectively. If you attempt to ‘train 20 magi’, you will be pointed at and laughed at.
You see population increases at set times, depending on your race.
These population increases are judged to be:
10% of your base population
Plus one additional birth for every tile you control.
An additional four births for every keep you control.
An additional nine births for every empire you control.
An additional fourteen births for every nation you control.
(Note: Both the tile and the city-type are considered, so a tile with a keep on it is +5 births).
Expansion affects the number of births you see by +.5 a tile, per level.
Medicine affects the number of births you see by +2 per city/nation/empire, for each level.

Residences affect this by changing the base population percentage to:
Level 1 – 13% of your base population.
Level 2 – 15% of your base population
Level 3 – 18% of your base population.
Level 4 – 20% of your base population.
Level 5 – 23% of your base population.

Morale represents the overall health and happiness of your people. Low morale means your people are morose, apathetic and fairly miserable overall. High morale means they are energetic, happy and lovin’ life.
Morale is a nine-step gauge. Most races start at ‘normal’ on this gauge, and their morale rises after the appropriate research, or after great things occur. Morale falls when many people die at once, or a race that isn’t particularly inclined towards war watches the majority of thier population get drafted.

Abyssal – Dismal – Awful – Poor – Normal – Good – Great – Excellent – Paragon.

When morale is dismal or lower, there’s a chance each turn of riots, work strikes or mutiny. This chance is 5% when morale is dismal, and 25% when morale is abyssal. When morale is Excellent or higher, there is a chance of bonus researches, bonus population growths or such.

Morale affects combat – each step above normal that it sits grants you a +.3 bonus to troop value. Each step below normal takes away .3 from troop value. Morale also affects population growths. Each step above normal grants +4 to population increases. Each step below normal takes away that same amount.

Town Halls
Town Halls aid you by reducing the chances of morale losses. Round down incomplete numbers for morale gains. Round up incomplete numbers for morale losses.
Level 1 – Gain a morale increase every week.
Level 2 – Gain a morale increase every week, 50% chance of a second morale increase.
Level 3 – Gain 2 morale increases a week.
Level 4 – Gain two morale increases every week, 50% chance of a third morale increase.
Level 5 – Gain a 3-step morale improvement every week.
Note: The town hall operates on a requirement that characters within be within for a whole week.

Cities house your population and characters. They also are the place where you do your researches. You need at least one city to complete any researches, declare any new ones, and earn any income. To maintain a city, a city requires at least five people within it. Otherwise it grants no bonuses.
For each city you earn beyond the first, you may add a % chance to income earned each day.
2nd city: +25% to overall income.
3rd city: +20% to overall income.
4th city: +15% to overall income.
5th city: +10% to overall income.
6th, 7th, 8th… city: +5% to overall income.

Cities, like other buildings, can be upgraded. To upgrade Cities to Empires, you require Civics:expansion level 2. This increases the Defenses quality of a city under siege by one level, and reduces what an opponent can claim when they conquer it. Empires can be upgraded to Nations so long as you have Civcs:expansion level 4. Nations increase the Defenses quality of a city under siege by 3 levels, and what is within a Nation cannot be claimed by an enemy that conquers it. Upgrading cities costs the same amount as upgrading any other building.

Owning land is important. Land provides resources (see section IV: commerce), you place cities on land tiles, and it is far easier to move over land that you own. Land also houses much of your population that is unfit for military service and work within your cities. Controlling more land means there is more room for your people to develop and grow as a race. (It impacts population increases).
To claim a land tile, gather a group of scouts/soldiers, and have them move to a tile adjacent to your own. If there are no enemies or allies in that tile, you claim that tile, and it becomes your color. You may claim multiple tiles in one turn. In the case of tiles that are occupied, you will only get that tile if you have far more strength than whoever occupies it (the capability to kill them without casualties).

You are free to draw up alliances with anyone within the game, barring those races with rules blocking them from specific races. When someone is your ally, your troops will not feel inclined to attack the target player, you will not take their land by moving over it, and you benefit from any widescale spell-like effects that they would grant onto their own armies. To become allies, you must both agree to this, and in groups of more than two, each other party must agree to the alliance.

Subterfuge is a category of research within civics. There are four special unit types within subterfuge.

Thievery – You may send a number of thieves to steal people or income. Success means you get a number of captives or income based on the # of thieves sent. (1 person or 25r per thief, +20% per upgrade to thievery) Failure means your thieves are captured. The base success chance is 45%, plus 5% for every Thief you send.

Assassins – You may send an assassins to kill a character or lord. Success means they die. Failure means your assassin dies or is captured. Success chance is about 10% to begin with.

Sabotoers – You may send a number of sabotoers to either interrupt an advancement in progress, or to eradicate an existing one. The success chance is a base chance of 35%.

Double Agents – Double Agents are placed in an enemy keep, and work to disturb events from that position of power. To do this, a player must have the requisite subterfuge ability, and send a character to perform the deed. This replaces a character of the target foe’s.

Characters in an enemy keep are still controlled as if they were the character they replaced. However, they actively work against the tasks to which they are assigned – the affected player may only discover the double agent by carefully assessing where things are going wrong, and may choose to execute a character. If he is right, the double agent is slain and replaced with the old character. If he is wrong, he just killed a character of his own.

Subterfuge chances are improved by 10% for each upgrade in the affected area, and by 5% for each Troop research. Success chance is lowered by 5% for every enemy leadership research, security research, and for every 10 idle military units standing guard in the target base.

Civics Tech Tree

Subterfuge // Culture // Expansion // Scouting // Diplomacy

Culture is the first area, and by raising it, you make your population more developed and distinct as a people, happier and more skilled in their trades.
Each level of Culture raises morale one step when researched, and adds +.5 to your character skill at working in buildings.
(a level 1 culture research means that two characters (1.5 + 1.5) are worth three when working in buildings, for example.)

Subterfuge is the second area, and each research in subterfuge lets you influence events behind the scenes.
Level 1 subterfuge → You may make one free action (one non-advancement) each turn, in secret.
Level 2 subterfuge → You gain access to thieves, assassins and sabotoers.
Level 3 subterfuge → Gain access to double agents.
Level 4+ subterfuge → Upgrade your choice (or random if undeclared) of thieves, assassins, double agents or sabotoers.
In addition, each level gives you 3 minions to send on the various tasks of subterfuge.

Expansion upgrades cover two areas. Level 2 & 4 expansion allow for access to Empire & Nations, respectively. Each level of expansion adds +.5 births per tile, for population increases.

Scouting is focused around gaining territory and taking land. Level 1 & 4 scouting provide you with cavalry, letting you move two (and then three) times in one turn, so long as the bonus movements are used to move into friendly territory. Each other level of Scouting expand your territory without the need for scouts, and give you higher priority when you & an opponent want the same land.

Diplomacy is based around ruling your kingdom, making it easier to run things, and recover from negative events.
For each level of Diplomacy, you…

  • Reduce heir delay by 1 day.
  • Lower chance of mutiny and riot by 2%.
    For every three levels of Diplomacy, you get a level in Propoganda. Each level in Propoganda lets you name one enemy – you raise troop strength by .5 against that enemy alone, increase magic/divine damage by 10% against them and increase subterfuge chances against that foe by 15%. You may not ally with someone who you have propoganda’ed.
    Level 4 diplomacy gets you access to Diplomatic Characters. These characters can influence the morale of enemy/ally units, or raise your own.

Section IV

Troops are units that are converted from your standard population to serve you. State the city you’re recruiting for, and their first task after they’re recruited. Only 20 troops may be raised a day, plus 10 for every level of tactics you have. Until you have a barracks, you may only have a maximum of twenty troops outside of your keep at a time.

Troops, and only the Troop unit type appears on the map as a number within a circle of your color. The number represents the total number of soldiers in that army. Troops are your soldiers, scouts and serve as police within your city.
Troops have different strengths, depending on race and completed researches.

When two hostile forces encounter one another, their soldiers engage in battle, and both sides lose men. The number of men is calculated according to troop strength. This strength is represented by a value ranging from as low as .1 (for, say, a kobold soldier with dismal morale) to 25 (for a demon with high morale).
Combat takes time, and forces will be lost each day until an army dwindles into nothing. Over the number of days a respective battle progresses, each side can choose to continue fighting, retreat, cast spells or utlize special abilities.
The following modifiers apply during combat.

The army that initiates the attack gets +30% to strength. This is called a charge bonus. If both armies initiate the attack, there is no charge bonus.

Troops defending a city (ie. on the same tile as a city) take -20% to their number of deaths. This goes to 40% for troops defending Empires, and 80% for troops defending Nations. This bonus applies only to defending soldiers. If a city with no soldiers guarding it is attacked by an army, they will lose a number of people as if they had no city defense bonus.

Clerics serve to heal troops. After an enemy army is vanquished, 1% of the total fallen in that one battle will be revived for each cleric present, rounded up.

Attacking a city with Defenses (see Military tech tree below) requires Siege. Unless your siege level matches or exceeds the defense rating of the town, you will have great difficulty harming residents of that town.

Ie. Appleton attacks Bigby. Appleton has siege level 1. Bigby has defenses level 1. Appleton can attack fairly.
Cetra attacks Delta. Cetra has siege level 1. Delta has defenses level 2. Cetra will have great difficulty attacking.

Cities offer a defensive bonus for those within. This bonus is reduced by -5% for every adjacent tile the attacker controls. This represents the attacker killing traders or farmers, and the growing lack of food.
If an attacker controls every neighboring tile to a city under siege, then the city’s residents suffer attrition. (see below).

When a player wins a siege and kills the residents, they have a chance of stealing technologies, gathering some of the funds of the conquered player, taking buildings for yourself and getting captives.

Armies require food, healthcare, supplies and rest. Armies far away from home begin to see losses due to a lack of supplies. This is called Attrition.
In game terms, an army without a clear route home will eventually see mild losses as soldiers get sick, hungry, desert their friends and mild wounds turn into infections. These losses will grow over time, crushing the most able army. An army returning home means that they can resupply and rest – the attrition accumulation will reset after this point in time.
Clerics and high morale can reduce attrition, as can certain military buildings/wonders. Fighting through a great deal of enemy territory makes attrition worse, as does low morale.

Attrition damage is calculated as:
1 death or 2% of the army dies each day that attrition accumulates, whichever is more. Each day that the attrition progresses, increase this number by one and 2%, respectively.
Attrition damage begins to accumulate as troops are:

  • In foreign territory without a path of claimed tiles between them and a keep they own. (more)
  • In foreign territory with an extremely long path between them and a keep they own. (less)
  • Pushing their way through large amounts of enemy territory (claiming many enemy tiles)
  • Fighting over 3+ days straight while far from home
  • Travelling while they have morale in the negative stage.
    Once Attrition begins to accumulate, it continues accumulating and increasing in amount until the troops return to a city they own, or find shelter in an allied city.

Battle does not always go your way.
In the event of a retreat, you suffer half the losses you would, your troops inflict no damage, and you move to a different tile. Enemy units can follow, but losses in battle remain reduced. If you have scouting and your opponent does not, then losses are only 25% of what they would otherwise be. (horses outrun men)

Troop Strengths
2 → A race with ‘stronger military’ in its description. ie. Orc.
1 → A race without a military strength modifier. ie. Empire soldiers.
.6 → A race with ‘weak military’ in its description. ie. Goblin.
Others → Giants have 10 to start. Kobolds have only .4, being the weakest. Demons are the strongest with 20.

Troop researches add +1.
Equipment researches add +.5, +.2 per metal research.
Morale adds or removes .3 per step of morale.
Plague cuts troop strength in half.

A certain number of your general population can be converted into soldiers, during your turn’s actions.
This number is 20, plus an additional 10 for every level of tactics you have. If you do not have a barracks, you may only have 20 troops outside a city at any one time.
Every day that you raise troops in a keep, the troops within that keep are deemed ‘unready’. These troops have their attack ability halved for the day that they are raised (following the update in which they appear on the map).

Barracks – By supplying troops with weapons, training and organization, the barracks supports your war efforts. This building is required to field troops. See ‘Recruitment’ above. (.5 = 1/2 damage on first day).
Level 1 – Delay attrition damage by .5 days.
Level 2 – Delay attrition damage by 1 day.
Level 3 – Delay attrition damage by 1.5 days.
Level 4 – Delay attrition damage by 2 days.
Level 5 – Delay attrition damage by 2.5 days.

Outpost – By getting the advance warning on attacks or enemy formations, your troops gain a small edge.
Level 1 – +3% to charge damage. +2% to city defense bonus to troops.
Level 2 – +5% to charge damage. +5% to city defense bonus to troops.
Level 3 – +8% to charge damage. +7% to city defense bonus to troops.
Level 4 – +10% to charge damage. +10% to city defense bonus to troops.
Level 5 – +13% to charge damage. +12% to city defense bonus to troops.

Military Tech Tree
Troop // Leadership // Siege // Defenses // Tactics

Troop – Using training and better fitness to advance your troops. Increases the overall strength and ability of your soldiers. Adds 1 to troop strength per level.

Leadership - Adds to a character’s attack power. Characters have a greater influence on tactics. Each upgrade adds 1 to character strength.

Siege - Adds to your ability to attack fortified cities with catapults, battering rams, etc. Add +1 to your ability to ignore defenses.

Defenses - Adds to the defensive capability of your cities with higher walls, pots of boiling oil & arrow slots. Add +1 to your ability to counter siege, and +10% to defense percentage to defending soldiers.

Tactics - Each level of Tactics grants you the ability to raise +10 people a day, and gives you a 10% chance of skipping the ‘unready’ status following the raising of new troops.

Section V

Each day, you recieve an income based on your commerce researches, and your activities in game. There are three primary categories. Profit, Resources & Trade. They will be explained in the tech tree. The money earned goes into researches, buildings and projects, to advance your nation.

Costs of Research
For most players, researches cost 50r each to start with. Each time you advance the major category a level, those researches are raised in cost by 50r.

-Level 1 researches cost 50r.
-Level 2 researches cost 100r.
-Level 3 researches cost 150r.
Up to Level 10 researches, which cost 500r – the final researches of that stage.

So it does take a considerable amount of money to completely develop a category. Getting any one category to level 10 requires 13,750r.

Costs of building
For most players, buildings cost 100r each to start with. Each time you wish to upgrade a building, you must add 100r to the total.
-Initial buildings cost 100r.
-Upgraded buildings cost 200r.
-An additional upgrade costs 300r.
-A further upgrade costs 400r.
-The final upgrade costs 500r.

Cities count as an ’initial building’, and cost 100r. Each city you build after the first costs an additional 50r. (second costs 150r, third costs 200r, etc.)
Upgrading a city to an empire costs 200r.
Upgrading an empire to a nation costs 300r.

Trade involves your people selling their goods to an ally. Trade may only occur with an ally, and only if you both have clear access to one another. For example, if a number of enemies or tiles an enemy controls are between you and your ally, you cannot trade. Unclaimed territory is considered hostile ground.
Trade routes can be disrupted by sending soldiers out with that duty. This lets you claim a portion of the trade monies, deny that money to the target player, and kill/capture a number of enemies while you’re at it. Researches in security prevent this from being too problematic.

Markets: Markets are centers of trade and commerce within your kingdom.
Level 1 – Add +5% to your overall income.
Level 2 – Add +10% to your overall income.
Level 3 – Add +15% to your overall income.
Level 4 – Add +20% to your overall income.
Level 5 – Add +25% to your overall income.
This adds to any additional city percentage increases, and is not applied before or after. (ie. If you have +25% to income from a second city, and a level 2 market, then 25 + 10 = +35% total to your income).

Banks are institutions centered around the protection of property and valuable persona.
Level 1 – reduce subterfuge chances within your citiesby 3%
Level 2 – reduce subterfuge chances within your cities by 5%
Level 3 – reduce subterfuge chances within your cities by 7%
Level 4 – reduce subterfuge chances within your cities by 10%
Level 5 – reduce subterfuge chances within your cities by 13%.

Daily earnings
Daily earnings are…
100 + Profit + Trade + Resources x Additional city %.

Profit is calculated as (10rxCxP), where C is the number of cities you control, and P is the number of profit researches you have completed.
Trade is calculated as (15rxTxE), where T is the number of trade researches you have completed, and E is the number of trading partners you have.
Resources are calculated as (5rx#xR), where # is the number of tiles you control, and R is the number of resources upgrades you have completed.
Additional city % is the total of all city income % benefits and market upgrades you have.
If you control 2 cities… add +25% to your overall income.
If you control 3, add 45%.
If you control 4, add 60%.
If you control 5, add 70%.
For each one beyond the fifth, add +5% to this total.
Add +5% for each level of market you have. (so 3 cities and level 2 markets = 45% +10% = +55%.

Commerce Tech Tree
Profit // Goods // Resources // Security // Enterprise

Profit increases the value of what you earn from your people. So long as you have an operating keep, you’ll earn 100r a day. With upgrades in this, you increase that amount by +10r a day, per keep.

Goods increases the value of what you sell in trade. Normally, you get 15r a day, as long as you have one trading partner. Each goods’ research increases the value of the trade by +15r a day.

Resources is all about gathering material of worth from the land. Normally, you don’t earn anything for owning land. With each level in Resources, you gain +5r a day, for each tile you control. (level 1 with 5 tiles = +25r/day)

Security involves taking good care of your product, protecting it from thieves, disease and wear. It also means your trade routes are better protected and smarter. Each level of Security grants further protection against poisoning, disease, theft, kidnapping and disrupted trade.

Enterprise is the second of the trade upgrades. By furthering your economy and adapting your manufacturing to the world around you, you may open your market to multiple trade partners. Each level of Enterprise allows you to trade with one more person.


Rules Sections 1-5

The Wargame Wolfshui Wolfshui