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Actions Per Turn (Review Torolf) - Printable Version

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Actions Per Turn (Review Torolf) - Lara - 08-30-2019

Muster - number of actions is by design on the manual - good

Each army can be given one order of :
  1. Marching 
  2. Support
  3. Defend
  4. Subjugate
Torolf says it looks like army movement is going to be to fast and proposes one of two things:
  • a) have less then 7 hex movement in a week so there is more response time
  • b) require armies to take a second turn before they actually siege, i.e. use siege equipment on the attack
This would resolve my frustration with support and defend requiring a second turn as it is designed now, if we supported a second turn with the siege order.


RE: Actions Per Turn (Review Torolf) - Lara - 08-30-2019

Coin Master

Borrow Gold - 1 per turn period

Raise Court Level - 1 per turn

Occupy Land - You are suppose to have to move your army into the hex before your occupy. With out having a moral feature in RPCSS there is no difference between occupy and subjugate realistically. However, it was intended for the occupy to happen peacefully via the implementation of gold, vs the war lord's subjugate which was suppose to cause a morale hit.

Given what we are at now, I think we should take away subjugate from the warlord and give the functionality back to coin master and occupy, this would slow down the number of hex that you could grow and resolve the current issue.


RE: Actions Per Turn (Review Torolf) - Lara - 08-30-2019

Spy Master

Recruit Spy - Can only recruit 1 spy per turn (and eventually 1 sabature)

Scout Order - as many scout orders as I have spies.