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January 31st, 2005, 04:36 PM
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Corporal
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Join Date: Jan 2005
Location: MN
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Seige Effects
Hi
I can't seem to find a out what happens when I seige anothers castle. I might have missed it in the manual, as it's hard copy (ewww). Can they recruit troops? and do they still get the provincial gold inc.?
Also, can't seem to find the pdf version of the hard copy manual, only the addendum...can someone point me to a link?
Thanks in Advance!
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January 31st, 2005, 04:53 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Seige Effects
Hello, and welcome!
When one of your provinces is besieged, you cannot recruit units or build a lab or a temple. In addition, you can no longer set your tax rate, though you will still get half the taxes of the province (the other half goes to the besieger). Your supplies will also be determined by your castle supply characteristic; this value will be halved after every turn, so your army will eventually run out of supplies (unless you have another way of getting supplies, via magic).
There is no PDF version of the manual, though there are a few PDF files dealing with specific aspects of the game: for example, there are a Quick Reference file listing summoned creatures, and another one all the magic items you can forge.
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January 31st, 2005, 06:12 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Seige Effects
Also, no reanimation for the besieged -- although they can still summon troops. The besiegers can no longer assassinate commanders as it's technically their province and you can't assassinate in friendly territory, and can alter tax policy or pillage the province to their hearts' content.
Isn't supply reduced less quickly -- something like 1/(1+n) of base after n turns of siege?
Can't recall who gets usage of the magic sites. I suspect it'd be the besieged, as IIRC the besieger doesn't get full information on what the known sites are until he takes the castle.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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January 31st, 2005, 06:21 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Seige Effects
Additionally, the besieged cannot destroy it's buildings while the province is occupied. So if you are ever planning to Scorch Earth, you'd better plan ahead.
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February 1st, 2005, 12:31 PM
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Corporal
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Join Date: Jan 2005
Location: MN
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Re: Seige Effects
Great info! Exactly what I wanted to know. Thanks!
One last round of questions (hopefully) :-)
Let's say I own a province next to my opponets castle. I move in to his castled province the next turn, and he takes my adjacent province. Ok...not a great scenerio, but as long as I don't route in an attack on my seige army, I'm OK?
Also, let's say I route...if I caste some distant province attack spell (Call of the winds?) on another adjacent province, and take the province in the same turn I route, will that provide a place to route too?
Thanks in Advance!
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February 1st, 2005, 12:53 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Seige Effects
On the topic of sieging: you can destroy your lab when besieged (and can only do so when you are besieged), but you cannot destroy your other buildings, no matter what the circumstances are. Of course, any enemy will have no trouble destroying your temples. The magic sites are indeed used by the besieged, and your formula for supplies makes more sense Taqwus.
You do not need to have an adjacent province so long as you do not rout, so you will be fine in the first case (unless you rout of course). Magical movement, including teleporting spells and remote summons, happen before mundane movement, so your birds would seize that province before the battle of your army. If that army happens to lose, they would be able to retreat to the newly conquered province.
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