Turn Actions
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Turn Actions
Protection: Block hostile powers while consuming protection points equal to the cost of the hostile power.
-- As long as any Protection points remain, any incoming hostile powers are neutralized.
Use Power: Use one or more divine powers
-- Divinity cost is determined by the power(s) used
Empower Deity: Empower your deity in a great ceremony that will give them another power.
-- Cost is 10 Divinity x the number of powers you currently have.
Raise Levies: Raise Levies from your settlements to fight for your faction in times of need.
-- Villages and Districts with Levies raised do not produce tax income or produce resources (Including Production building bonuses). Once a levy unit is demobilized or destroyed in battle it may not be raised again for 2 turns. If the unit was destroyed, you do not gain tax income or production from the settlement until the 2 turn period is finished.
Recruit Regiment Train and equip a regiment of soldiers to fight for your Faction.
-- Spend 1 Population to recruit up to 2 Regiments for their Template Cost(s)
Build Ship: Construct a warship and train its crew for addition to your navy
-- Cost equal to your Ship template
Build Construct: Build a construct in one of your cities.
-- Requires 1 Construct Slot in a District, plus an additional cost determined by the Construct.
Found Village: Found a new village to harvest resources for your faction.
-- 10 Gold, 2 Population
Create New Unit Template: Create a new ship or regiment type for your armies.
-- 8 Gold
Develop City/District: Develop a Village into a City, or add a District to a city you already control
-- 5 Gold, 1 Stone and 1 Population for every District you already have.
Recruit Hero: Recruit a Hero with rank in a skill of your choice.
-- 10 Divinity and 5 Gold for every Hero you already own.
Explore Region: Scout a region and note what resources or terrain it holds.
-- 5 Gold to explore a region (Hex and adjacent hexes). Requires a Hero or Regiment of soldiers.
Trade Agreement: Establish a Trade agreement with another Faction.
-- Both Factions must take the Trade Agreement action with one another during the same turn. Each Faction makes 2 gold/turn, plus 1 gold/turn for every luxury resource it has. Trade Routes can be by land or sea. Each faction has 1 trade route as long as they have any settlement, acquiring more trade routes requires constructing trade buildings in a city.
Subterfuge: dirty deeds that need to be done.
-- PM Moderator with your action. Spending Gold or sending a Hero with Subterfuge ranks increases the odds of success.
Note: This list is not exhaustive! Ifyou have an idea for something you want to do, PM or contact a Mod and talk it over. We can probably work out a price and effect for what you're trying to do.
-- As long as any Protection points remain, any incoming hostile powers are neutralized.
Use Power: Use one or more divine powers
-- Divinity cost is determined by the power(s) used
Empower Deity: Empower your deity in a great ceremony that will give them another power.
-- Cost is 10 Divinity x the number of powers you currently have.
Raise Levies: Raise Levies from your settlements to fight for your faction in times of need.
-- Villages and Districts with Levies raised do not produce tax income or produce resources (Including Production building bonuses). Once a levy unit is demobilized or destroyed in battle it may not be raised again for 2 turns. If the unit was destroyed, you do not gain tax income or production from the settlement until the 2 turn period is finished.
Recruit Regiment Train and equip a regiment of soldiers to fight for your Faction.
-- Spend 1 Population to recruit up to 2 Regiments for their Template Cost(s)
Build Ship: Construct a warship and train its crew for addition to your navy
-- Cost equal to your Ship template
Build Construct: Build a construct in one of your cities.
-- Requires 1 Construct Slot in a District, plus an additional cost determined by the Construct.
Found Village: Found a new village to harvest resources for your faction.
-- 10 Gold, 2 Population
Create New Unit Template: Create a new ship or regiment type for your armies.
-- 8 Gold
Develop City/District: Develop a Village into a City, or add a District to a city you already control
-- 5 Gold, 1 Stone and 1 Population for every District you already have.
Recruit Hero: Recruit a Hero with rank in a skill of your choice.
-- 10 Divinity and 5 Gold for every Hero you already own.
Explore Region: Scout a region and note what resources or terrain it holds.
-- 5 Gold to explore a region (Hex and adjacent hexes). Requires a Hero or Regiment of soldiers.
Trade Agreement: Establish a Trade agreement with another Faction.
-- Both Factions must take the Trade Agreement action with one another during the same turn. Each Faction makes 2 gold/turn, plus 1 gold/turn for every luxury resource it has. Trade Routes can be by land or sea. Each faction has 1 trade route as long as they have any settlement, acquiring more trade routes requires constructing trade buildings in a city.
Subterfuge: dirty deeds that need to be done.
-- PM Moderator with your action. Spending Gold or sending a Hero with Subterfuge ranks increases the odds of success.
Note: This list is not exhaustive! Ifyou have an idea for something you want to do, PM or contact a Mod and talk it over. We can probably work out a price and effect for what you're trying to do.
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