๐Ÿน

Military Actions

Military actions govern all actions relating to warfare and combat, particularly on the creation and management of standing armies.

โญ• Muster Army

Pay: 2 Wealth ๐Ÿช™, 2 Influence ๐Ÿ’ 

Upkeep: 1 Wealth ๐Ÿช™ 1 materials ๐Ÿชต

A Garrison at a Settlement becomes a standing army. This makes the forces mobile, and they now exists outside of the settlement, which no longer has a Garrison as a result.

Armies have Might โš”๏ธ equal to that of the Garrison it was mustered from. Armies have Speed 1 ๐Ÿ‘ฃ.

Armies will automatically engage in combat following the rules for Warfare, and will automatically move to defend a friendly settlement in the same Region. Armies are considered able to move to any Location within the Region they currently reside. If the upkeep of an Army cannot be paid, then the army disbands at the end of the current turn. Disbanded armies return to the Garrison they came from at the start of the next turn.

โญ• Issue Orders

Pay: 1 Influence ๐Ÿ’ 

To give commands to a standing army, the Issue Orders action must be taken. Armies can be give any reasonable order an Army would be able to carry out, such as move, invade, defend, merge or patrol.

Armies are considered to receive such orders instantly, regardless of their distance from their Realm.

๐Ÿ“œ

Each standing army must be given its own orders separately. However, armies in the same Region always support each other during the Warfare phase automatically.

โญ• Disband Army

Pay: 1 Influence ๐Ÿ’ 

A disbanded army will disappear from the world map at the start of the next turn after combat rolls have been resolved. At the end of that turn, the Garrison of the Settlement from which they were mustered from is fully replenished. This cannot increase the Garrison size beyond the Settlementโ€™s maximum.

The Muster Army action cannot be used on the same Settlement again until the New Year ๐ŸŒ„.