Corridor War Rules
Basic Rules
Military Rules and Regulations
There are a wide variety of different combat troops in the game, of varying types and sizes, strengths and weaknesses. Some are not available to players at start, and some may
never be available to a particular kingdom depending on that kingdoms style or lands.
The basic military divisions in the game are divided according to the following styles:
Squad - 25 troops of a similar type and nature.
Used for 'special' or elite troops.
Regiment - 100 troops of a similar style and nature. This is a common used division of troops , and the most basic.
Battalion - 5 regiments massed together, usually with a couple of cavalry squads or elite supporting them.
Army -- 10 or more regiments massed together.
Every military unit has a commanding officer that is assigned to it. Players may assign an NPC as a units main commander, and can assign other NPC's as commanderss of smaller units within thelarger unit. If no NPC is assigned, then a common officer is assumed to be leading a particular
unit. NPC's usually display better leadership than the typical common officer, so units with NPCs assigned to them will usually fare better in warfare and complete tasks more efficiently.
In addition, each military unit has an experience rank that determines their overall strengths and capabilities.
Recruits - fresh and untried battle unit.
Veterans - troops that have been in at least 2 battles or attacks.
Elite - troops that have been in at least 5 battles or attacks.
Vanguard - extremely experienced troops; storm troopers and shock troops.
Troops that are on active duty and can be assigned orders are considered Active. Troops may be placed on Reserve when so desired. All active troops must be in Supply. All reserve troops must be in Controlled lands.
Fresh or new troops are generated in controlled inhabitations. On the list of inhabitations a ruler can see what percentage of a new Regiment is being created at that inhabitation. It takes some time to create new troops, and the time depends on the kingdoms variables. When ready, the ruler will be notified that his troops are prepared. Until ordered, they will remain on Reserve at that location.
All troop actions cost the player. Certain orders are common enough to be listed below and basic costs are listed as well. In addition, there are special rules that cover troops, and these rules are listed below as well.
Military Command Terms and Definitions:
Active--- troops that are able to be commanded and awaiting orders or performing them are considered to be Active. Active troops must be paid by the turn, depending on the task they are carrying out. They must be supplied, as below. If they loose their supply lines, they are considered under siege and will gradually loose strength, until they are considered destroyed.
Reserve--- troops that are stationed at some point for periods of time longer than a couple months should be put on reserve. There is no cost to place troops on reserve. When in reserve, they must be in lands that are considered Controlled and at some inhabitation. If for some reason troops are placed on reserve that do not meet these requirements, then they disband and are no longer available to the Ruler.
Command-all troops must have a commander. When non is assigned, a common officer is made from the ranks of the troops and placed automatically over it. Rulers can appoint an NPC as commander of a particular grouping of troops, which will increase their effectiveness depending on the NPC's leadership and war abilities.
Supply--- all troop and units must be able to draw a line of supply to the nearest controlled inhabitation that is classified a Depot. This line cannot cross mountains except through controlled passes and cannot cross rivers or bodies of water except at ferries, fords or bridges. If this line of supply is broken by enemy troops then the unit is considered Out of Supply and may not be issued further orders until re-supplied. They will return to whatever their Stationed post is if possible and will immediately place themselves on Reserve. In addition, for each turn they are Out of Supply then they will lose strength gradually.
Scout--- a unit can be assigned to spy out and explore an are of uncontrolled lands. They will report on conditions in the area depending on their efficiency. They can be ordered to search for something specific if so desired.
Patrol--- this command will make a unit patrol an area where they are stationed. Depending on their efficiency, nothing will pass through without certain conditions that you designate to be acceptable. (such as merchants, civilians, etcetera.)
Station--- all units must have some place designated as their Home Base. This can be at any inhabitation. It may be changed at your wish to any other location. It does not necessarily have to be in controlled lands; it may be in an occupied area or a beachhead.
Occupy-any inhabitation that is outside your borders can be Occupied. Any troops not controlled by a player will attempt to resist occupation automatically UNLESS an agreement has been made beforehand. In an occupied land troops may draw on local supplies and station themselves at inhabitations and will await further orders.
Control--- troops ordered to control an area will attempt to merge it within your kingdom. This command takes some time, depending on conditions at the desired area. During this time, no further commands may be given, or the entire process must be repeated. Before doing this troops must be stationed somewhere within the area. (see station, above.) When completed, the troops commander will inform you, and the area is considered to be merged with your kingdom.
Invade--- troops ordered to invade will automatically seek out and engage all enemy troops within reach in a large scale area determined to be invaded. They cannot be ordered to attack a specific target; their priorities will be against the most strategic locations in the area, in order. This may take multiple turns. No further orders may be given; or the troops invading will pull back to their station point to carry out the new orders. The process may then have to be repeated, depending on conditions. Once all enemy troops are pushed out of the region, then the commanding officer will prompt you to either occupy or control the area.
Beachhead--- a beachhead is stationing troops at some point other than an inhabitation, such as camping in the wilderness. Troops will automatically construct a Class D fortress at this site. They will be unavailable for further commands until the structure is completed; once they start construction, the very next turn other units may be ordered to station there. When the player orders a Fortress built there, and it is completed, the troops that are maintaining the beachhead will then automatically place themselves on reserve there and await further orders. Note --to build a fortress the lands around the fortress must be considered controlled. During this time the original troops that formed the beachhead will remain there maintaining it, and the cost for this maneuver will continue to be deducted. if this command is canceled, the units maintaining the beachhead will be disbanded and no longer available to the ruler.
Assault--- troops may be designated to attack a specific location. They do not have to be in supply to do this, so they can reach further than normally allowed. If they can reach the target unmolested, they will carry out the attack, attempting to engage enemy troops at the location. Once there is no enemy troops, then the assaulting troops will remain at the location until further orders and will forage for supplies.
Forage--- military troops that are foraging will draw from local resources to supply themselves. This command may be dangerous, as it wiill bring the locals reactionsharply against the troops and their ruler. If it continues too long, then citizens of the area will begin forming recruit units to fight against the foraging troops.
Raze--- exactly like assault except the designated target is to be destroyed. When completed, the troops assigned to Raze a target will pull back to their stationed post and await further orders.
Siege--- special command used to encircle and mobilize enemy troops or defenses and slowly starve them out by cutting their supply lines. The siege troops must have their own supply lines or they may wind up under siege as well.
Merge--- when units that have lost more than 50% of their troops combine to refresh themselves to full power. This command may only be given to troops that are in controlled lands and on reserve status. Units may be ordered to merge with a particular inhabitations current recruited ratio, in which case the unit will be considered recruits; or they may merge with another unit(s) that has suffered losses of at least 50%. In this case the unit will be considered the experience of the lesser of the units. For example, a veteran unit and an elite unit merge together. The new unit will be considered veterans. Between two elite units, the unit remains elite.
ReDesignate-much like merge. An elite unit that has suffered losses of at least 50% may split apart to create squads. All will remain elite status. If more than one such squad is created, then one of these squads will reach vanguard status.
Disband--- a unit may be ordered to permanently fall apart, and will be no longer available to the Ruler as a military unit. The benefits of this sacrifice of military strength is that the inhabitation where this order is given will gain gold from all recruits that are ordered to disband; a veteran unit so ordered will be transferred to current construction costs and other accumulated percentages; an elite unit that does so will automatically become a Class D fortress at the inhabitation ( or a 30 % bonus to any current upgrades at the location) and a vanguard unit that disbands will immediately go into the NPC pool as levels, depending on variables.
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