Realms Defined:
A Realm is any group of provinces governed by the same ruling body. The leader or leaders are referred to as Regent. Whether the regent is a monarch, a council of Elders or an elected body has no mechanical impact on the game.

REALM ASPECTS
•  Resource Points: An abstract measure of the realm's material wealth, labor and trade. All items - population centers, fortifications, troops - have a cost in RPs
•  Provinces: Each realm consists of one or more Provinces (hexes 12 miles across), and each province is dominated by a single population center. Provinces produce RPs based on their terrain type, the dominant race of the province, the size of the main settlement, and some Realm Improvements located there.
•  Civilization: How technologically and culturally sophisticated the realm is
•  Governing Style: Is the realm ruled by a tyrannical despot, or an enlightened king?
•  Terrain: What sort of land composes the realm and how can it be worked most effectively?
•  Status: This refers to the amount of control the realm exercises over a province.
•  Race: Most realms are populated primarily by one race. Available races are Human, Elf, Dwarf, Orc and Hobgoblin. Each race produces RPs differently depending on Terrain.
•  Population Center: This represents clusters of habitation, and allow resources to be extracted. Multiply the race's production base for that terrain by the population center modifier. Each center can maintain only a certain number of units; the total is the number of units the realm can support at once, not including mercenaries. At game start, unless you are a Nomadic civilization, you begin with your capitol as a large town for free.

CIVILIZATION TYPES
•  Nomadic: Hunter-gatherer cultures. They don't build population centers the way other realms do, instead having camps or settlements they carry with them. At the beginning of each Season except Winter, such a realm can pick up all of its settlements and move them to any explored province. Nomadic camps are small (1 production, cost 100RPs, 12 max units), medium (1.5 production, cost 300RPs, 14 max units) or large (2 production, 900RP, 16 max unitss). Nomads can sack a fixed population center and occupy it, netting the realm half the normal production of the occupied population center, and every season thereafter the occupied population center degrades one level. Nomadic realms buy regular units for the cost of irregular units and elite units for the cost of regular units, and all such units have the Scout subtype for free. Nomadic realms cannot build Guilds, Assets or Utilities except for Druidic Circles.
•  Barbaric: Slightly settled, they rely heavily on raiding. Barbaric cultures extract only 75% of the possible RPs from a hex, but unit costs are reduced just as for Nomads. All Barbaric population centers of Large Town or larger cost 25% more to upkeep or upgrade.
•  Cultured: Most realms in medieval fantasy campaigns are Cultured. They have no modifiers to the basic rules for costs, etc, and can Bank Income.
•  Civilized: Fewer people are needed to work the land for the same output, so most people live in cities. Province production is increased by 25%, but because so many more people are urban and demand the benefits of city life, building and upgrading any population center smaller than a Large Town costs are doubled.

GOVERNMENT STYLES
•  Despot: Rule with an iron fist. Despots gain 25% more RPs from provinces they control but must keep units stationed in every population center. Failure to keep the minimum units results in the settlement downgrading by one step. (Units needed: Village or less, 1; Large Town or less, 2; Large city or less, 4; Metropolis 8).
•  Warlord: Focuses on a robust military, generally appreciated by the populace. Warlords gain 10% RPs from provinces they control, and Units have +2 Command due to the constant training they receive.
•  Noble: Noble refers to a sense of high ideals or morals, and are more concerned with the welfare of the people than in waging war. Because people flock here, the cost to upgrade a province is 75% that of normal. Because of lots of idle people the cost to recruit Irregular units cost 25% less. When a regent of a Noble realm declares war, automatically gains a free unit of Irregulars in each garrisoned population center.
•  Neutral: More balanced and without any particular strong focus, Neutral realms have neither bonuses nor penalties.
•  None: Some realms, such as a confederation of small city-states, have no central government. Such realms get only one Standard Action per season and must take two seasons to perform a full Standard Action. They cannot raise troops from non-Allied races. However, they have no Realm Upkeep cost and their units have +2 Morale when fighting in governed provinces.

TERRAIN
This refers to the predominant terrain in a 12-mile hex (province). There will be rivers added to the map, but I'll be adding them after the players join and locate their capitals - so that capitals will (mostly) be adjacent to rivers wherever they are placed.
•  Aquatic: Mostly water, either island or shoreline. Building a Port in a population center in Aquatic terrain costs 50% less. (Any hex adjacent to ocean can be used as either Aquatic or the base terrain type, at the preference of the regent).
•  Desert: Dry and hard to live in. Settlements tend to be for military reasons as upkeep usually outpaces income generated.
•  Forest: Wooded, with income primarily from hunting, trapping and logging
•  Hill: Lightly wooded or grassy hills support some agriculture but mostly a good source of mineral wealth
•  Marsh: Swamps with dense but not tall vegetation. Most races find it difficult to extract resources from marshes.
•  Mountain: Very tall mountains, primarily used for mining but some may contain fertile river valleys affording some farming
•  Plains: Broad, flat, with plenty of rain these provinces are ideal for agriculture

STATUS
•  Wild: Belong to no one. Annexing a Wild province makes it become Explored.
•  Explored: Although it still belongs to no one, the regent who explored it can build a Thorpe there, making it Governed. Also Fortifications can be built in an Explored province with a Build Permanent Fortification action by a unit with the Combat Engineer sub-type; this does not make the province Governed however.
•  Governed: Any province in which a population center has been built. These produce RPs for the realm and have become a function part of the realm.

Racial Production Multipliers by Terrain
HumanElfDwarfOrcHobgoblin
Aquatic33121
Desert23323
Forest48163
Hill42634
Marsh23132
Mountain21956
Plains63224

Population Centers
Production ModifierUpkeep CostMax. UnitsUpgrade Cost
Thorpe62.51005750
Hamlet125.015081000
Village250.0225121500
Small Town500.01000165000
Large Town625.015002420000
Small City750.0200036400000
Large City1000.0360050500000
Metropolis1250.05500100(not allowed)

DETERMINING INCOME
The Base Income for a province is its Population Center Production Modifier multiplied by the Racial Production Multiplier by Terrain.  Percentage-based modifiers to this amount are added together before being applied.

On your sheet where it has space for Province, that's the name of the population center there. We'll use a system a player came up with and make a name format of "XXYY Name". XX is the hex number across the top (01, 02, etc) and YY is the row number. To use an example on the map, Solarus would be on the realm sheet as "0506 Solarus".


Realm Improvements:
Population centers aren't the only features of civilization. There are many different types of realm improvements, each offering some special benefit. Usually only one improvement of each specific type can be built in a single province, and some have population requirements.

Improvements are divided into three types:
•  Guilds - Places where trained professionals meet, and offer valuable services to realms. But, they also represent an independent power structure that can potentially be subverted by enemies.
•  Assets - Improvements that enhance resource extraction such as lumber mills.
•  Utilities - Improvements that are a catch-all that includes several different structures.
•  Permanent Fortifications

Note that some additional improvements (such as Ports) are listed under Realm Actions thread.

GuildNameCostMin PopMax PopBuild TimeUpgrade Time
ChurchChapel1500RP/lvl, up to lvl 3ThorpeVillage5 weeks1 week
Temple3000RP/lvl, up to lvl 6VillageLarge City10 weeks2 weeks
Cathedral6000RP/lvl up to lvl 9Small CityMetropolis20 weeks4 weeks
Wizards'Tower1500RP/lvl, up to lvl 3AnyAny6 weeks1 week
Guild Hall3000RP/lvl, up to lvl 6Small TownAny12 weeks2 weeks
University6000RP/lvl up to lvl 9Small CityAny25 weeks3 weeks
Druids'Grove1500RP/lvl, up to lvl 3AnyVillage6 weeks1 week
Stone Circle3000RP/lvl, up to lvl 6AnySmall Town12 weeks2 weeks
Sacred Mound6000RP/lvl up to lvl 9AnyLarge Town25 weeks3 weeks
CriminalGang1000RP/lvl, up to lvl 3VillageAny3 weeks1 weekAdd Guild Level to defense against enemy Espionage (Spying) actions.
Mob2000RP/lvl, up to lvl 6Large TownAny6 weeks2 weeksAdd Guild Level to defense against enemy Espionage (Spying) actions, and 1/2 guild level against adjacent provinces of the same realm. Can also add its level to the Spy and Disrupt Trade espionage actions.
Cartel4000RP/lvl up to lvl 9Large CityAny12 weeks4 weeksAdd Guild Level to defense against enemy Espionage (Spying) actions, and 1/2 guild level against adjacent provinces of the same realm. Can also add its level to all espionage actions. Additionally, Cartels halve the cost of units with the Mercenary subtype, to a maximum number equal to the guild level -4; such units must be of the province's dominant race.

CHURCH
Churches are centers of worship that can provide great benefits to regents they approve of, but as their allegiance is first to their gods they represent a potential rival center of power.
•  Churches are dedicated to gods so when you purchase a church for a province you must pick two Domains representing the sphere of influence of the church's god, granting that church domain-specific powers and the ability to cast some Realm Magic.
•  Churches make a province a more attractive place to live. The cost to upgrade a province with a church is reduced by 25%.
•  Units fighting in a province with a church have their morale increased by +1 as they believe they fight with god on their side.
Special Church Types
There are two special options that can be applied to churches. These increase the cost of the church by 50%.
•  Bleak Sanctuary: This church must have as one of its domains Evil or Death. A dark church of any size can be used to create units of skeletons or zombies (Irregulars created as normal, and don't count against unit limit). Dark Temples and Dark Cathedrals may also be able to create units of powerful evil Outsiders.
•  Blessed Sanctuary: This church must have as one of its domains Good or Healing. Such a church can summon good Outsiders of various types depending on the size of the church.

WIZARDS' GUILD
As with churches, groups of wizards can be a powerful ally, or a terrible foe. Their presence allows for the casting of arcane Realm Magic spells and the summoning of certain unit types.
Scrying
Arcane Guild Halls and Universities allow regents powerful spying options (see Spying rules).
•  Better Spying - If there is a Thieves Guild in the province as well, increase its effective level by +3 when using the Espionage (Spying) Action, and by +1 when using the Espionage (Infiltrate Guild) Action.
•  Replacement Spying - If there is no thieves guild, an arcane Guild Hall or University can act as a thieves guild of one half its own level for the purposes of Espionage (Spying) only.
•  Counter-Scrying - An arcane guild hall or university may declare it is casting counter-scrying spells, which negates any scrying bonus enemy realms may gain from its own arcane guilds.

DRUIDS' GUILD
Circles are places where Druids congregate to commune with nature. Their presence allows for the casting of Druidic Realm Magic spells. If the realm is Nomadic, the province also produces 25% more RP for each size stage. Such guilds are found usually in Nomadic or Barbaric realms, and are the only guilds that Nomadic realms may construct. Civilized and Cultured realms must pay twice the cost for these guilds.

CRIMINALS' GUILD
This represents the regent reaching out and making an arrangement with the criminal element to provide services. Such services include both spying on the regent's enemies, and smuggling food into a besieged settlement, making them very useful indeed.

ASSETS
Assets improve productivity. They may only be constructed in a province that contains a water source or is adjacent to an ocean hex.
TypeCostBenefitRestrictionSpecial
MineEqual to province base seasonal productionProvince produces 25% more RPMountain or Hill hexes onlyDwarf realms may construct mines in mountains without water access.
SmelterEqual to twice province base seasonal productionProvince produces 50% more RPMountain or Hill hexes only; must already have a mineDwarf realms may construct mines in mountains without water access.
Logging CampEqual to province base seasonal productionProvince produces 25% more RPForest hexes onlyElf realms may construct without water access.
SawmillEqual to twice province base seasonal productionProvince produces 50% more RPForest hexes onlyElf realms may construct without water access.
Crop RotationEqual to province base seasonal productionProvince produces 25% more RPPlains hexes only
IrrigationEqual to twice province base seasonal productionProvince produces 50% more RPPlains hexes only
Fish MarketEqual to province base seasonal productionProvince produces 25% more RPOnly in hexes directly adjacent to a multi-hex body of water.
Fishing FleetEqual to twice province base seasonal productionProvince produces 50% more RPOnly in hexes directly adjacent to a multi-hex body of water.

UTILITIES
Utilities are those buildings that do not fit into other categories. In many cases they are not actually single buildings, but represent features or facilities that can be added to a province or population center.
TypeCostBenefit
Armory1/5th the upkeep cost of the population center; 1/4 cost of facility each season for upkeepIf war is declared, can muster irregular troops in province when season would not allow for such a muster; however units may not leave province. Useful during a seige.
Signal Tower50RPs; +10RPs each season for upkeepCan be placed in any explored province. Allows regent to know of the arrival of armies in the province and immediately move any armies in any adjacent province that have movement points remaining.
Hospital500RPs per unit it can treat; 1/4 cost of facility each season for upkeepAny wounded units in a province with an available Hospital heal at twice their normal rate.
Supply Cache200 x population center's RP multiplier per week of stored supplies; maximum is 13 weeks.A population center with a Supply Cache is harder to starve into submission during a siege.
Marketplace100 x population center's RP multiplier squaredReduces upkeep cost of population center by 10%; only in Villages or larger.
Menagerie100 x (Max CR squared); 1/4 cost of facility each season for upkeepAllows such things as griffin-mounted knights. Menageries are rated by the Challenge Rating of the largest creatures they can safely handle. Max population size is Small Town. It can only tame one type of creature per season.
Trade Fair100 x population center's RP multiplierFairs can be held in Spring, Summer or Fall. The Realm must be Civilized or Cultured. The province must have two roads leading into it, or a road and a port. One unit of Elite troops must be stationed in the province. Only in a Small City or larger. Once constructed the Trade Fair occurs once per year at the same season it was constructed, and the province provides 50% more RPs that season. Only 1/5th of a realm's provinces may have a Trade Fair.

PERMANENT FORTIFICATIONS
These range from crude wooden walls to massive fortifications, and represent weeks or months of labor by hundreds. They can be placed in Explored or Governed hexes. Some are designed to stand alone while others might also be placed with a population center. Most permanent fortifications are rated in unit size, which is the number of units that can shelter within them.
TypeCost (RPs)Time (Weeks)CapacityToughnessWoundsEffect
Hill Fort100/unit12+1/unitAny2221/2 Cover
Palisade125/unit18+1/unitAny2431/2 Cover; +1 AC
Castle200/unit30+1/unit5+3051/2 Cover; +3 AC
Fortress400/unit60+2/unit10+35101/2 Cover; +4 AC
Citadel800/unit90+2/unit20+40151/2 Cover; +5 AC
Note: Citadels may only be constructed in provinces containing a Large City or Metropolis.


Taking Actions::
Each turn represents a season, and is divided into 13 weeks for purposes of building and moving troops. Spring is planting time, Fall is harvest time, and Winter is trying to survive time, so Irregular Troops can only be raised in Summer for most realms, making summer the favorite time of year for military campaigns.

All turns are simultaneous, and each player should submit an entire Season's turn at once. If there is a conflict or a decision to be made mid-season the GM will ask the involved parties how they wish to react. We will try to get through an entire season each week of realtime.

When posting Realm, Ruler, or Martial Actions, you may include a quote that will be used when I write up each season's fictional newspaper, The Eden Herold.

TURN SEQUENCE

Week 1
•  Random Events
•  Collect RPs :
•  Pay Upkeep
•  Province+Improvements:
•  Government:
•  Units:
•  TOTAL:
•  Declare Ruler Actions
•  Declare Realm Actions
•  Declare and Execute Martial Actions

Weeks 2-12
•  Declare and Execute Martial Actions
•  Roleplay

Week 13
•  Declare and Execute Martial Actions
•  Roleplay
•  GM updates realm and unit sheets if necessary

UPKEEP
Province Upkeep
Each province has a population center, and upkeep must be paid on these according to the size of the province:
Population Center | Upkeep Fee
Thorpe | 100 RPs
Hamlet | 150 RPs
Village | 225 RPs
Small Town | 1000 RPs
Large Town | 1500 RPs
Small City | 2000 RPs
Large City | 3600 RPs
Metropolis | 5500 RPs


Government Upkeep
The cost of maintaining the government, its staff and its policies varies by the size of the nation and by type of government:
Provinces|Despot|Warlord|Noble|Neutral
1|0|0|0|0
2-3|11|7|4|3
4-6|19|13|8|7
7-8|25|17|12|12
9|30|20|16|18
10|35|25|20|25
+1|+5|+5|+4|+4
Maximum|70|70|80|80


Unit Upkeep
Armies require upkeep; units without paid upkeep disband. Each unit's upkeep is 1/4 (rounded up) of their current value, including any value added by training, subtype, feats and equipment.

Improvements Upkeep
Guilds require an upkeep equal to 15% of their base cost, while other improvements have upkeep costs listed under their individual descriptions.

This message was last edited by the GM at 19:07, Thu 29 Jan.
ACTIONS
Each season, a realm can conduct Realm Actions equal to one full-season OR two standard actions, plus unlimited free actions. Likewise, a Regent can conduct the same numbers of Regent Actions. An unlimited number of Martial Actions can be taken except as noted in their descriptions.
Category|Name|Type|Cost|Effect
Regent|Annex Land|Standard|0|In the turn after a unit with the Scout subtype enters an unexplored hex, a number of monsters or other threats will be discovered. Once cleared of these threats militarily, the hex becomes Explored and can then be settled. Note: if another realm sends troops during the season a settlement is being installed, and removes the original regent's troops, they must keep a Scout-subtype unit in the hex for a full turn to then annex the land themselves; this can go back and forth.
Regent|Bank Income|Free|0|Any RPs not spent in one season are put in the treasury. As much of this represents labor, not just coins, 10% of the RPs banked are lost.
Regent|Cast Realm Spell|Standard|Varies|If a regent has Churches, Towers or Druidic Circles in their realm, they can pay those guilds to cast Realm Spells.
Regent|Create Formation|Free|Cohort 100 RP; Company 225 RP; Legion 400 RP|Numbers of units can be joined into larger formations for benefits on the battlefield. A cohort is 4 units; a company is 9 units; a legion is 16 units. It takes one week for the Create Formation order to take effect, and all the units to be joined must be in the same location at the time of order and throughout the week of mustering. Such units gain impressive bonuses to combat ability, will and morale but do not move as well during battle in difficult terrain (swamps, mountains).
Regent|Create Unit Type|Free|Cost of 1 unit of new type|This creates a new type of standard unit, and provides one unit of the new type. Additional units of the new type can be purchased beginning the next season. (Use format listed in the TROOPS thread).
Regent|Declare Peace|Standard|0|Ends a war with another realm, if that realm's regent agrees to the peace.
Regent|Declare War|Standard|0|It is possible to fight battles without declaring war (attacking incursions into your province, or besieging a settlement), but a war declaration has several effects. First, units in the province can then assault a settlement in that hex instead of besieging it. Second, the RPs generated during the season war is declared are doubled. Second, any realm at war will have the cost of Irregular Units modified starting the following Spring, which tends to work out well for Despots and often Warlords, but tends to make them more expensive for Noble and Civilized realms as the people tend to want to get back to their daily lives.
Regent|Espionage (Disrupt Trade)|Standard|1000|The regent sends his spies into any other realm's province to create economic havoc. There is a chance that the victim regent will know who caused the disruption. Odds are modified by the presence of Thieves Guilds on either side.
Regent|Espionage (Infiltrate Guild)|Standard|Equal to guild cost.|The regent sends his spies into any other realm's province to subvert a guild. Success can mean the guild is in such disarray that it provides no benefit to the local regent. Odds are modified by the presence of Thieves Guilds on either side.
Regent|Espionage (Spy)|Standard|500|The regent picks a province and sends his spies. Success informs the instigator what's in the province, what guilds are in the province, and what units are present along with their orders. Failure can result in false or incomplete information. There is a chance the victim will learn who sent the spies. As with other espionage actions, the presence of Thieves Guilds can modify the results.
Regent|Forge Alliance|Standard|Varies|If two regents agree to an alliance, they must exchange gifts (RPs), of whatever value they each agree to. Once the alliance is concluded, there are several benefits - allied units can move through each others' provinces, and allied regents can muster units of each others' races without paying the penalty for mustering units of another race. Breaking an alliance is a free action costing no RPs, but must be declared at the beginning of a Season; any units in the other realm's territories must fight any native units they encounter when moving around.
Regent|Muster Troops|Standard|Varies|The regent spends RPs to create units, up to what he can afford, subject to the maximum units allowed by all population centers, seasonal limitations on irregular troops, and a limit of 1 unit per season of "monster" units. Although units of any race can be mustered, those not of the realm's dominant race cost 5 times as much unless there is an Alliance to a realm with that dominant race.
Regent|Name Formation|Free|Cohort 50; Company 100; Legion 200|After a formation has survived five battles it can be given special recognition by the regent, including custom uniforms, battle standards and so on. They also get the very best gear available, and their fame precedes them in battle. A named formation gains +5 Morale, +2 Command, and +1 MAB and RAB. Furthermore, irregular and regular (but not elite) units facing them in battle suffer morale of -1 vs cohort, -2 vs company, and -4 vs legion due to their fearsome reputation.
Regent|Reform Formation|Free|25 RP per replacement unit|If a formation has lost units, but at least half its units remain, additional units can be added to it up to its original strength. This takes a week to perform. This does not affect the formation's battle tally towards earning a name.
Regent|Sacrifice|Free|Varies|If the realm contains a Temple or Cathedral, the regent may sacrifice RPs to its god. Each 1000 RPs produces a 5% chance of the realm being Blessed for the season. The Blessing consists of some minor but useful enhancements, which depend on the nature of the deity's domains, but usually improvements to resources or units.
Regent|Sever Ties|Free|0|If an opponent cuts the road to a colony production drops in half and no population center upgrades are possible. Sometimes, the only way a regent can save his colony is to sever ties with it. The colony then becomes an independent NPC nation, or can be taken over by a new player.
Regent|Trade Treaty|Standard|100 RPs per province governed.|Both rulers must agree to the treaty. As a result, each nation gets bonus RPs equal to 15% of the other's production each season. This requires a connection between the two realms, either a road or two ports. Regents can always trade RPs (which must be Banked before being used), but to get the bonus RPs a treaty is required.
Regent|Train Troops|Standard|Varies|By paying the current cost of the unit again, a unit can be advanced from irregular to regular, or regular to elite. The unit must begin the season in a population center cand cannot move for the duration of the season, although it can defend. The upgrade occurs only at the end of the season, so if they defend they do so at their current level.  In addition this action can add subtypes or feats to a unit.



Re: ACTIONS
Category|Name|Type|Cost|Effect
Realm|Buy Improvement|Standard|Varies|By purchasing an improvement (Asset, Guild, Utility) the value of a province is improved. The costs are listed under each improvement.
Realm|Build Permanent Fortification|Standard|Varies|The cost and effect of each type of fortification is listed under their individual descriptions. They can be built in Explored hexes, but a unit of the Combat Engineer subtype must be present to do so. Once built, units must take the Fortify Unit Martial Action to occupy it.
Realm|Build Port|Full Season|500 RPs x (Population Center's resource multiplier) squared|Any population center in a province with a river, sea or ocean can build a port. Two ports function as a road. Only Villages and higher can have a port. Once it has a port, it becomes 25% more expensive for both upkeep and upgrading. A port doubles the effect of a market, and makes trade fairs more effective. A population center with a port and a trade fair gains 50% bonus to production during the season the trade fair occurs.
Realm|Build Road|Full Season|Varies|Roads allow units to move faster and cheaper, and connect non-contiguous parts of a realm. Without  road, colonies of a realm cannot have a population center greater than a hamlet. They can be built in both Explored and Governed hexes. Roads decrease the MPs required to move through a province by one (to a minimum of 1), and halve the RP cost to move the unit through the province. Costs depend on race and terrain: (9 - race's RPs from terrain type) x 100 RPs, with a minimum cost of 1x100.
Realm|Build Thorpe|Full Season|750|Thorps can only be built in explored or annexed provinces with no other population centers.
Realm|Garrison Population Center|Standard|Varies|Garrisons allow population centers to train troops and be defended. Troops can be mustered and trained only in population centers with a Garrison. A population center costs half as much to garrison it as it does to upgrade it. Thereafter the population center becomes 25% more expensive to upgrade and upkeep.
Realm|Improve Guild|Standard|Varies|This raises the level of the guild in a province. See Guild descriptions for the costs.
Realm|Improve Road|Standard|As per cost of road|A road can be upgraded once, to highway. Highways reduce the MP cost to move through the province by a further 1 (minimum 1 MP), and the RP cost to 1/4.
Realm|Upgrade Population Center|Full Season|Varies|Once per season a realm may increase the size of a single population center by one step only. The cost to upgrade an existing population center to the next higher type is as follows: Thorpe 750, Hamlet 1000, Village 5000, small town 20000, large town 70000, small city 400,000, large city 500,000. Metropolis cannot be further upgraded.



Re: ACTIONS
Category|Name|Type|Cost|Effect
Martial|Disband Troops|Free|0|10% of the current value of the unit is returned to the realm's RP total, and the unit is removed from play.
Martial|Fortify Unit|Free|0|Fortified units require 10% less in upkeep, and gain a +1 bonus to Command and Morale when defending. However, they can't move for a week after they cease garrisoning a population center or permanent fortification, as they are packing up and so on.
Martial|Move|Free|12 in governed provinces; 48 in others, per week of travel.|Eachw eek each unit may move up to its MP allowance through governed or explored provinces. Formations move like a single unit. The cost is 18 MP if the terrain modifier for the unit's race is 1; subtract 2 MP for each additional terrain modifier (example: if the terrain modifier is 4, then the MP cost is 14 for that hex). FLYING UNITS: each hex is 2 MP if the unit can fly all day. SEA MOVEMENT: Only between ports, and depends on the race's Aquatic terrain multiplier: 1-2 (21 hexes per week); 3-6 (35 hex/week); 7-8 (48 hex/week). If two non-Allied units cross paths during movement, both units stop movement and fight a battle.
Martial|Plunder|Free|0 (but can't move that week)|If a unit occupies an enemy Population Center with no enemy units in it, the population center can be plundered. Gain 50% of the province's production if there is a road from the plundered province to your realm or a port, 25% if there is no road or port.
Martial|Raze|Free|0 (but can't move that week)|If a unit occupies an enemy population center with no enemy units in it, the population center can be eliminated. It must then be rebuilt starting with a thorpe, but all costs to upgrade the population center are halved. A population center can be plundered then razed, but not razed and then plundered.
Martial|Recover Troops|Free|0|After a battle you can roll 1d6 for each "killed" unit. On a 1-5, 1/3rd of the unit is recovered and 3 such recovered portions can form a new unit of the least quality (irregular, regular, elite) among them. If there are not enough to form a new unit, each such recovered partial unit can eliminate a wound in a surviving military unit, or they can be held in reserve for future battles and do not incur any upkeep costs.
Martial|Scout Area|Free|0|If all units moving into an enemy Governed province have the Scout ability, they can enter the province hidden. If they do not attack they can, for free, provide a Spy action for the hex they are hiding in. They can be detected by other units with the Scout ability or by a Spy action by the ruler on his own province.
Martial|Siege|Free|0|Rather than assault a settlement when moving troops into an enemy-Governed province, you can besiege it. By doing so, the province ruler gains no RP from the settlement UNLESS the province has a port and the port is blockaded by Warship units. Units defending the settlement can attack the besiegers.
Martial|Stay|Free|0|The unit stays where it is. It is not garrisoning a population center, and can thus move out quickly if needed.
Martial|Trade Raid|Free|0|The unit, if positioned between two trading partners, can conduct trade raiding just as detailed under Naval Units (On Units and Battles thread).


Realm Spells:
Each Realm Spell costs 1,000 RP x the level of the spell x the level of the spell. So, a 3rd level realm spell costs 1000x3x3=9000 RP. They can only be cast i the same province as the appropriate Guild (see Realm Improvements).

ARCANE REALM SPELLS
1.  Border Watch (1 province per guild level, 1 season) - State a type and number of creature such as 100 hobgoblins, and the provinces protected. If the conditions are met, the regent is immediately notified and can react immediately with new troop orders.
2.  Impenetrable Woods (1 province, 1 season) - An entire forested province is under a web spell. The province produces no RPs, but no units can pass through without spending 1d4 weeks hacking away at the webs, giving the regent time to send responding troops.
3.  Wall of Breezes (Province guild is located in, 1 week per guild level) - Strong winds buffet attackers making seige weapons ineffective and increasing defenders' RAB (range attack bonus) score.
4.  Instill Emotions (1 unit/guild level in one province, 1 season or 1 battle) - Select either Courage, Hope, Loyalty, or Rage. These will have effects on battles.
5.  Teleport Units - 1 unit per guild level is teleported 1 province per guild level
6.  Alter Terrain (1 province, 1 season) - Change the terrain from one type to another for a season. Must be a province your realm governs. Can only be done to that province once per year.
7.  Burning Circle (1 population center, 1 week per guild level) - The population center is considered Beseiged, but any enemy units crossing the vast wall of flames suffers a potent fire-based magical attack prior to arriving at the settlement itself.
8.  Hide Province (1 province, 1 season) - Enemy units must make a difficult saving throw to find the province; otherwise they move right around it to a random surrounding province and end their movement.
9.  Portal (2 provinces no more than 9 hexes apart, permanent) - Costs to move between the two provinces cost 0 MP for any number of units. If one end is conquered, it takes 1 week for the other side to be closed up, during which time any number of enemy units may transit through the portal. The portal is considered a road for purposes of connecting unconnected areas a realm, so they are not considered cut off for purposes of upgrading population centers, etc.


DIVINE REALM SPELLS
1.  Benign Aura (1 province, 1 week/guild level) - All friendly units in or passing through heal wounds immediately. They gain a +1 Morale bonus while the spell is in effect. Enemy units suffer a -1 Command penalty while in the province.
2.  Realm Augury - Choose any single realm die roll not including combat, such as seasonal events, the result of espionage, etc. The die is then rolled. This offers the regent the opportunity to take actions to mitigate a poor roll or or capitalize on a good one.
3.  Bounty of Heaven (1 population center, 1 season) - If cast when a population center is under siege it creates enough food to support it for an entire season, but tastes bland so the week after normal supplies run out the settlement has a -1 to Morale checks. This can only be cast once per year on a particular population center.
4.  Divine Army (1 unit, permanent) - This spell opens a portal to the infernal or celestial realms, and any creature that can be summoned via the Summon Monster II spell comes through the portal as a military unit that is loyal to the summoning regent.
5.  Hallowed Province (1 province, 1 week/guild level) - When cast the province becomes imbued with either positive or negative energy. If positive, all undead suffer a -2 divine modifier to all checks. If negative, all undead gain a +2 profane modifier to all checks. All units in alliance with the church that cast it get a +1 modifier to morale checks, while those in opposition to the church (by alignment) suffer a -1 modifier to all checks. Can only be cast on a single province once per year.
6.  Divine Guidance (1 unit/guild level, until they reach destination or season ends) - When cast, the units are given a destination. These units have double MPs so long as they move directly towards this target province.
7.  Stormlord (1 province/guild level, 1 season) - One of the hexes must be the province the guild is located in, and the others must connect to it or to each other. This can include provinces controlled by other realms, unlike most realm spells. The exact weather is up to the caster, but usually results in a 10% bonus or penalty to production. The GM can also dictate other effects.
8.  Shield Province (1 province, 1 season) - The affected province gains many benefits. It is Blessed; all allied units gain +4 Morale and +2 to Command and Will saves; all fortifications gain +25% wound levels; all enemy units suffer -2 to Command and Morale checks.
9.  Divine Wrath (1 province, instant) - The wraith of a god pours out on a province with many effects. All units in the province suffer a strong attack; all structures suffer 1d4 wounds; any population center there is reduced by 1d3 steps and if taken below Thorpe the province is considered Explored not Governed; Assets with only a single step are destroyed; for the next year the province produces half RPs and costs to upgrade population centers are doubled; and the casting church is reduced by 1 level and can only cast this spell once per year.


DRUIDIC REALM SPELLS
1.  Mist-Filled Realm (1 province/guild level, 1 season or until dispelled) - Dense fog fills the province and non-native units (enemies) suffer -2 MP to move through the hex, and if fighting in that hex, suffer penalties in combat.
2.  Impenetrable Woods (1 province, 1 season) - An entire forested province is under a web spell. The province produces no RPs, but no units can pass through without spending 1d4 weeks hacking away at the webs, giving the regent time to send responding troops.
3.  Wall of Breezes (Province guild is located in, 1 week per guild level) - Strong winds buffet attackers making seige weapons ineffective and increasing defenders' RAB (range attack bonus) score.
4.  Natural Army (1 unit, permanent) - The beasts of the realm are summoned. A unit of any creature that can be summoned with <i>Summon Nature's Ally III<i/> can be summoned. The unit is loyal to the regent that summoned it.
5.  Forest of Thorns (1 province, 1 season) - The cost to move through the province is tripled, and any unit so doing may suffer a moderate environmental attack. If a battle occurs in this hex, Formations suffer increased penalties for difficult terrain and may suffer additional environmental attacks.
6.  Army of Trees (1 unit of Treants/guild level, permanent) - Can only be cast if the guild is in a forest province. It creates one unit per guild level of loyal Treants, and these units have only half cost for upkeep. Can only be cast once per year.
7.  Stormlord (1 province/guild level, 1 season) - One of the hexes must be the province the guild is located in, and the others must connect to it or to each other. This can include provinces controlled by other realms, unlike most realm spells. The exact weather is up to the caster, but usually results in a 10% bonus or penalty to production. The GM can also dictate other effects.
8.  Furious Wind (1 province, 1 week) - Immediately on casting, all wooden structures suffer 2d4 wounds and if they survive, have a breach; the population center is reduced by 1 step; stone and earthen structures suffer 1d4 wounds and a 50% chance of a breach. For the rest of the week, movement costs in the hex are tripled; during battle ranged attacks are drastically reduced in effectiveness; Aerial troops in the air are highly penalized during battle; all Command checks suffer a -2 penalty.
9.  Earth's Wrath (1 province, instantaneous) - This spell causes the ground to tear itself up in an enemy province. All fortifications in the province suffer 10 wounds and those that still stand have multiple breaches; any population center in the hex is reduced by 2d3 steps; units in the hex suffer a strong environmental attack; and the province affected is considered Desert terrain for the next 1d4 seasons. The guild casting this spell is reduced by 1 level.


On Units and Battle:
While Fields of Blood has a great set of rules for running battles with maps and maneuvers and Battle Magic spells and powerful individuals, in the interest of time in a play-by-post format we're going to abstract it. I'll handle the battles and give you the outcomes.

As for units, if you want a special type of unit like elite heavy minotaur archers mounted on giant eagles, ask and I'll give you the unit stats. No more than 10% of the total cost of your army can be in such special units, and they should be kept rare.

As for your normal troops, I need to know the following, and will then give you the RP cost and Upkeep cost of each such unit:
•  Race - typically your realm's Dominant race
•  Training Level - Irregular, Regular, Elite. Nomads and Barbarians have no Irregulars as every member is trained to fight as part of their culture.
•  Training Type - Infantry, Cavalry or Aerial
•  Melee Weapons - Improvised, Regular, and Polearm
•  Ranged Weapons - Light, Medium, Heavy Purchasing bows allows use of Missile stat
•  Armor - Shield/no shield, and None, Light, Medium or Heavy armor (should usually match Training Type)
•  Subtype (if any) - Usually none, but: Archers, Combat Engineers, Crusading, Garrison, Mercenary, Penal, Scout, Slayer
•  Feats - Usually none, but: Brave, Disciplined, Fast, Mage-Trained, Mount Attack, Skilled Defender, Unbreakable


Training Level
•  Irregular - Farmers or everyday cityfolk, usually
•  Regular - Most normal military forces, they are either professional soldiers or from combat-heavy cultures where everyone knows how to fight
•  Elite - Highly trained, very expensive
BASE TYPE||MELEE|MISSILE|WOUNDS|MOVE|MORALE|DEFENSE|COMMAND|COST
Irregular Infantry|+2|0|2|6 (42)|0|10|0|150
Regular Infantry|+3|+1|2|6 (42)|+2|10|+2|250
Elite Infantry||+4|+2|3|6 (42)|+4|10|+4|400

Training Type
Add the following modifiers to the base stats above
•  Infantry - Foot soldiers (base model for all units)
•  Cavalry - Fast moving and hard hitting. Much depends on their mounts though. (Humans on horses? Troglodytes on cave lizards?) Armor weight affects speed.
•  Aerial - Can be infantry if the troops are flyers, or cavalry if the mount does the flying. They are expensive! Aerial cavalry tends to be slightly better than aerial infantry.
BASE TYPE|MELEE|MISSILE|WOUNDS|MOVE||MORALE|DEFENSE|COMMAND|COST
Cavalry||+2|-|+2|12 (84)||+2|-|-|X2
Aerial||-|+2|-|18 (126)||+2|+2|-2|X3
Aerial Cav|+2|+2|+2|18 (126)||+2|+2|-|x4

Weapons
•  Improvised - Pitchforks, farming flails, etc. -1 Melee, Cost -25
•  Regular - Swords, maces, etc. No modiers Cost 0 (included with unit)
•  Polearms - Pikes, lances, etc. +2 Melee, -2 Missile, -1 (12) Move, -1 Command, Cost +25
•  Bows - Allows access to Missile score. Cost +25

Armor
•  None - No modifiers to scores or cost
•  Light - Defense +2, cost +25
•  Medium - Defense +4, -2 Missile, -1 (12) Move, Cost +50
•  Heavy - Defense +6, -4 Missile, -2 (24) Move, Cost +150. Cavalry get an additional +2 Melee in Heavy armor.
•  Shields - Defense +1, cost +25

Subtype
•  Archers - Not just soldiers with bows, these are specially trained. +2 Missile (+4 vs Cavalry). Cost +25.
•  Artillery - Catapults, etc. +4 to chance to breach fortifications. Light armor and weapons maximum. +4 Missile, -2 (24) movement. Cost +100.
•  Combat Engineers - Useful attacking fortifications, can also build them including in Explored provinces that are not yet governed. Must be of Elite quality. Cost 100
•  Combat Medics - If this unit sits out a round of combat, it can heal 1/4 of the wounds of an allied unit. Units can only be so healed once per battle. Additionally, the presence of Combat Medics adjust the Recovery action die from 1d6 to 2d6. Regular and Elite units only. COST +50
•  Crusading - Can only be created if you have a Church or Cathedral. +1 Command bonus, and a +2 combat bonus against opposing alignment or natural enemies of their god. Also more resilient against divine battle magic. Cost 100
•  Garrison - No more than 4 such units can be in a province without a City or Castle, but they learn the land in their province very well and set up field fortifications that bolster then when defending. They can be stationed in Explored hexes but not Wild hexes. They live off the land and so their Upkeep is half normal. Cost 200.
•  Mercenary - Can be of any race, but cost more. Must be Elite. They get a bonus unit feat when mustered. Cost is 50% more than normal.
•  Penal - Criminals, slaves and captured enemies. Horrible Morale, but very cheap and expendable. May only be Irregular. Only 1/5th the total possible units a realm can support may be Penal, but they do not count against the maximum units. -2 to Morale and Command, -1 Melee and Missile, but the unit breaking doesn't trigger morale check of other units. Cost 50% normal.
•  Scout - Pathfinders. Only light infantry or cavalry can be Scouts. If in Explored or Wild hexes they require no upkeep! Scouts can move through enemy territory undetected, and can detect enemy scout units. Cost 100.


Feats - Regulars may have 1 Feat; Elite may have 2. Not required, though. Feats at 50 RP to the cost of the unit unless otherwise noted.
•  Brave - +4 on Morale saves vs Fear effects
•  Disciplined - +2 to all Command checks
•  Fast - +1 Move / +6 MP
•  Mage-Trained - +4 to Morale checks vs magical effects. COST 25
•  Mount Attack - The mount also attacks (a separate +2 Melee attack), improving effectiveness. COST 75
•  Skilled Defender - More effective when defending Permanent Fortifications. Such units are essentially 50% stronger/tougher when defending fortifications.
•  Unbreakable - Unit must be Elite. Gains +4 to checks against breaking in battle.
•  Shield Wall - +4 defense against ranged atttacks, +2 vs melee. Infantry w/shields only.
•  Terrain Fighter - +1 Melee, Missile and Defense in specific terrain (Woods, Hills, etc.) COST 25



Re: On Units and Battle
NAVAL UNITS AND SEA BATTLES

The following rules are going to be bolted onto the game system, as it doesn't address naval issues at all except for sea movement and MPs, which are covered. Generally, such things as sea trade are abstracted - dozens or hundreds of ships ranging from tiny sloops to big 3-masters move trade around by sea.

Fleets
All naval combat will involve only one ship per side unless they are put into Fleets (Formations, basically). All units of a Fleet are engaged in the same activity or combat at the same location at the same time.

Troop Movement
Troops can be moved by sea in one of two ways; either abstractly by putting a few soldiers on many ships going to the same place, or by putting them on specific Transports. If a unit is moved abstractly, it must have access to an allied port and an allied destination port. The cost is 1 RP per unit per hex, but the unit suffers 1 Wound en route from desertion, scurvy and accidents. If a unit is moved by ship, there is no cost if you own the ship, and ports are not needed on either end.

Trade Raiding
If two nations have a Trade Treaty, that trade can be raided by another power at war with either trade partner. Without defenders, each Warship used in raiding captures 1% of the value of the trade per RAB point per hex of the trade route, but the warship must be stationed between the two trading partners; if the raider is stationed along a coast, this amount doubles. If the victim trade partner doesn't send warships out within one season, the trade route will be Disrupted; no trade will move in either direction until patrols are assigned.

Naval Patrols
Any Warship can be given a patrol route. The chance it will encounter any enemy ship passing across this route is (100% / #Hexes of Patrol Route); if the patrol route is along a coast, this amount doubles.

Mercenary Ships
Can be hired and the cost represents sign-on bonus, while upkeep is their seasonal payroll. They are not available in Winter seasons, as mercenaries won't risk their ships to storms for any price. Cost is 1/2 purchase price of the same ship, and Upkeep is equal to this; the first season used both must be paid. If Upkeep isn't paid in any given season, they disappear. This is the only way to get Transports or Warships if your Realm has no Ports.

SHIP TYPES
•  Transports: 500 RP per unit capacity (minimum 2); Upkeep 125. MAB 2, RAB 1. Wounds = Unit Capacity.
•  Warships: 100 RP per MAB (vs ships only) and 500 per RAB, upkeep 25 per MAB plus 100 per RAB, plus 1000 RP/250 Upkeep per unit capacity. Wounds = 1 per unit capacity +1 per MAB.


Naval Battles
Warships can attack other ships at range with catapults and ballistas via their RAB score. They can attack directly via ramming (MAB), and all ships can attempt Boarding Action. If it attempts to ram but fails to strike and/or sink the target, either vessel can force boarding action.

Boarding Action
I will conduct a melee battle between the two sides. Warships with troops aboard are designed to facilitate boarding actions, so 100% of the units aboard can attack or defend; transports are designed to house troops comfortably for long voyages and not much else, so only 50% of each unit the units aboard can participate at any one time.

Sea Encounters
Any time two warships or transports a warship comes within 1 hex of each other an enemy transport, warships may force battle. If the other side also has warships, these must be defeated before any transports can be targeted. Warships and transports may only force battle with other warships and transports along coastlines, or have a 50% chance of being able to force battle in ocean hexes not along coastlines.