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Copyright 2004 by Enlightened Age Entertainment
13
Garrisons
iv.  Garrisons.   Brigades inside a PC are called the PC’s garrison.  Only towns
and cities (including fortresses and citadels) with the Barracks improvement may have
brigades in garrison.  Towns are limited to a maximum of four brigades in garrison, 
fortified towns five brigades, cities six brigades, and citadels up to seven brigades. 
Leaders may always be assigned to (have as their base) a kingdom-controlled PC.  When
in garrison, brigades add their strength to that of the PC should it come under attack.  Up
to three leaders also add their command bonus to the PC.  In addition, both brigades and
leaders provide Status Quo points, making it more difficult for the PC to be influenced by
political orders to Incite Rebellion or Usurp Control (see the Commands).  
Transfers
v.  Transfers.  Players can move leaders and brigades from one legion to another
in the same area or from a PC to a legion in the same area.  Additionally, the transfer
screen is how inactive legions are made active.  The transfer screen is accessed in the
tactical view.  Just right click on open terrain in the tactical view and a menu choice to
transfer will pop-up.  Then drag the leaders and brigades you wish to transfer from their
current base to their new base – the choices will include any inactive legions you have.  
Economic
B.  Economic.  A kingdom must have a sound economy to support its military, to fund
expansion, and to undertake the actions of a true kingdom – supporting actions of its
nobles in defense of its holdings and to finance the activities of its intelligence gathering
and covert arm, as well as to placate its citizens and undermine the activities of its rival
kingdoms.  Often beginning players overlook the importance of their kingdom’s
economic needs, perhaps by recruiting too many mercenaries – don’t succumb to this
strategic misstep.  Resources, Production, PC Improvements, Supply, and Trade are the
topics.
Resources
i.  Resources.  Gold and supply are the two economic resources.  Gold is needed
for most orders, and is the only resource required for Noble and Agent orders.  King
orders and PC Improvements are among those requiring both gold and supplies. 
Remember, villages produce the most supplies, cities the most gold, and towns a
reasonable amount of each.  Success in Unusual Sightings often brings a one time benefit
of treasure that is converted to gold.  
Production
ii.  Production.  Each turn after all battles for the turn are concluded, all PC’s
produce the gold and supplies they are capable of, and these amounts are added to the
kingdom’s treasury, i.e., its available balance.  They may then be expended by supplying
and paying the military and what is left may be spent in executing the remaining
commands of the current and future turns.  Whatever amounts are not consumed are
carried forward to the next turn.  
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