WhiteRobber
Twinkle twinkle Wunderbar
Map:
There are 25 pre-set nations. To join, pick one that hasn’t been claimed already.
To aid in RP and for backstory purposes , here is a short description for each nation.
Nation backstories :
1. The North Watch- Proud defenders of the Northlands, they are the only ones who do not like war. Defeating them in battle is considered a sin because they claim that they defend the continent from an ancient power with their mere existence.
2. Hakan’s Raiders - Barbaric raiders, loyal to their chieftain. Feared throughout the continent , they value raw power above anything else.
3. Steelcove Pirates - recently united under the banner of a mysterious Pirate Captain , they strive to create a nation for themselves and to control trade in the half of the continent not touched by the Western Federation.
4. Sun Kingdom - ruled by the Shen Dynasty since ancient times, the Sun Kingdom varied in size and power over the centuries but managed to survive by standing united against it’s enemies.
5. Rockhill Enclave - ruled conjointly by a rogue general from the Sun Kingdom and Boris, King of the Blindhill Bandits , the Rockhill enjoy preferential treatment from both the Steelcove Pirates and the Sun kingdom because Rockhill stands in a strategic position and also right in the middle of the biggest trade route in the continent.
6. Valtharia - Dwarven kingdom built high in the mountains ( as in, IN the mountains, aka caves and underground tunnels) . Being in the center of the continent, they are always under attack and know how to defend better than others.
7. The Inner Circle - a fanatical religious sect , built around the deity known as The Ascended One. They believe that only nonhumans are the only ones allowed to not follow their views and way of life, but until now they never managed to be considered a threat by anyone.
8. Hawkfall - Elven kingdom in the southern side of the Mystwoods, their majestic architecture and magnificent landscapes give the feeling of peace to everyone foolish enough to invade this secluded land.
9. Mystwoods Lycans - inhabiting the northern part of the Mystwoods, the Lycans, or werewolves, are humans rejected from society after the terrible curse of Lycanthropy touched them. Usually disorganized, they recently gained a political status after a Lycan named Dreadclaw united the many hunting packs of the northern Mystwoods.
10. Wakaha Tribe - native tribe from the South-East Archipelago, the Wakaha used to be larger, but their tribe split into two after the Grand Shaman Magwa turned to dark magics.
11. Magwa tribe - splinter faction of the greater Wakaha, the Magwa turned to dark magics, giving them great power, but also a constant bloodlust.
12. Helia tribe - unconventional natives from the South-East Archipelago, they are the only natives to use heavy armor… and employ female warriors, known as Sun priestesses, who use sun-powered fire magic to scorch the earth and burn their enemies from the inside.
13. Emirate of Kama - scarcely-populated desert kingdom with a long-standing vendetta against the more civilized kingdoms.
14. Jandjah Kingdom - more like a massive bazaar than a real kingdom, the majority of the population in Jandjah lives in the Central Plateau, which has only 7 ways in, all protected by 7 gates and their Gatekeepers. The rest of the kingdom is made up by poor villagers and traders who failed in their game at the Plateau.
15. Harrmarath Horde - They may look like your average horde of disorganized raiders, but even without their Khan, the Harrmarath use their hit-an-run tactics and their ranged cavalry to full effect. Beware.
16. Western Federation - conglomerate of coastal nations with a common goal - exploration and riches. Mostly in it for the money, they do, however, stand united even when payment is out of discussion, which caused them to be even more efficient. They control the trade in half of the continent.
17. Dor’laman Covenant - they appeared out of nowhere and took over lands from both the Western Federation and the Rantharian Empire faster than anyone else. Nobody knows where they really come from, but the creepiest of things happen in this contested land.
18. Skydon - leaderless union of Dragonriders from all over the continent, ready to stand their ground against invaders and pacify conflicts in their vicinity to avoid escalation of said conflicts. Don’t let their Kingdom size fool you.
19. Rantharian Empire - a rather shaky alliance between four Kingdoms, now “districts” of the Rantharian Empire. Nobody really knows how they still stand, but the sheer number of warriors still loyal to the original cause might explain some things.
20. Blindhill Enclave - a literal bandit haven, ruled by the evil tyrant King Boris, also co-ruler of the Rockhill Enclave far to the north-east. It is rumored that this small kingdom still stands only because King Boris controls a network of spies in the ruling circles of all nations on the continent.
21. Stormcliff Kingdom - hoarders of ancient relics and artifacts, the Stormcliff defend themselves with the powerful Ancients, creatures of old with a thirst for battle. Forsaken magics sustain the life essence of the Ancients , making them a force to be reckoned with .
22. Henggar Tribe - traitors of the Harrmarath Horde, hired by the Rantharians and the Western Federation to keep their southern borders safe. They are being used by the two northern powers and also lost their honor when they betrayed the Horde… and all they want now is an opportunity to prove themselves and break free from Rantharian and Federal oppression.
23. Kaleyon City - built on an outlying island far to the west, the Kaleyon are a community of powerful mages with Embassies all over the continent. Their exact purpose is unknown, but Archamge Andravus, their leader for the past 300 years, has shown signs of ‘discontent” with the current order in the continent.
24. Ke’a - No man’s land. A desolate wasteland , scarred by empty canyons and magical rifts. Numerous inactive portals lay around the region, spawning demons from the Underworld for every newcoming dark wizard who thinks he can master their power . None returned alive or sane from Ke’a, except for a supposedly-demonic being known as Naxargarrath who claimed Ke’a as his personal dominion.
25. Argassian Confederation - Centuries have seen their slow rise to power. The southern Kingdoms and even the Harrmarath refer to them as the “Empire” , probably because the Argassians once controlled everything west of the Mystwoods. Now a remnant of their former strength, the Argassians still employ old but efficient battle techniques in warfare.
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Every province you own gives 1 EP per turn to it’s owner.
To recruit armies, you must pay EP and your Upkeep will fill up. You Upkeep is your total number of provinces *2. You cannot have more armies than your maximum Upkeep.
Armies cost:
1 Infantry: 2 EP, 0.5 Upkeep.
1 Cavalry; 4 EP, 1 Upkeep.
1 Archers; 3 EP , 0.5 Upkeep.
1 Siege Weapon : 5 EP, 1 Upkeep.
Armies stats:
Infantry: Attack 2, Defense 5
Cavalry: Attack 4, Defense 6
Archers: Attack 4, Defense 4
Siege: Attack 5, Defense 2. (attack is doubled when attacking and halved when defending).
Having an army of mixed units gives a small attack bonus in battles. Spamming the same unit will result in a negative bonus.
Each nation has it’s own unique unit and one unique ability.
Unique Units:
Nation name- Unique Unit - cost - Upkeep - Attack - Defense - unique nation ability
1. The North Watch - Halberdiers - 5 EP - 1 Upkeep - 4 Att - 5 def. - +25% more attack and defense when defending. Causes more casualties to Cavalry than other nations.
2. Hakan’s Raiders - Berserker - 1 EP - 0.25 Upkeep - 3 Att - 1 def - can raid instead of conquering an enemy province, receiving large amounts of EP instead of more land
3. Steelcove Pirates - Pirates - 3 EP - 0.5 Upkeep - 3 Att - 3 Def - Siege units have +1 attack , can loot an enemy province isntead of taking it ( just like Raiders)
4. The Sun Kingdom - none, but Infantry, cavalry and Archers are recruited at half Upkeep.
5. Rockhill Enclave - none, but Infantry, cavalry and Archers cost 1 more EP and do not require Upkeep, cannot recruit Siege Weapons. Shares Upkeep with Blindhill Enclave.
6. Valtharya - Dwarven Warriors - 4 EP- 0.5 Upkeep - 2 Att - 7 Def. - double Upkeep. Dwarven Warriors are immune to Ranged attacks.
7. The Inner Circle - Paladins - 3 EP - 0.5 Upkeep -4 Att - 6 Def - Each Paladin adds 2% to attack, max bonus of 50%
8. Hawkfall - Elven Archers - 3 EP - 0.5 Upkeep - 5 Attack , 4 def. - cannot recruit normal archers, can steal EP from defeated enemies.
9. Mystwoods Lycans - all units except Archers and Siege are werewolves, do not cost any Upkeep, and can turn random defeated enemies into Mystwoods units. Also, all units have 1 less Defense. Also, every enemies turned into werewolves decrease stability. Can turn off the ability to prevent instability.
10. Wakaha tribe - Tribal Warriors - 4 EP - 0.5 Upkeep - 4 att- 2 def, - cannot train cavalry , causes 20% more casualties when defending. 10% Attack bonus vs Magwa Tribe and Ke’a.
11. Magwa tribe - Dark Shaman - 5 EP - 0.25 Upkeep - 1 Att - 1 Def - Each living Dark Shaman provides +5 upkeep , summons a random amount of Tribal Warriors at the beginning of each turn (50% chance for 0, 33% chance for 1 , 11% for 2, and 6^ chance for max three warriors summoned). Each Dark Shaman decreases stability when recruited.
12. Helia tribe - Solarian Priestess - 4 EP - 0.5 Upkeep - 3 att - 2 def - each Solarian Priestess has a chance to insta-kill one enemy unit at the beginning of each battle. Cannot kill more than 35% of the opposing army with the Priestesses skill.
13. Emirate of Kama - Desert Raiders - 4 EP - 1 Upkeep - 4 Att - 3 def - has 25% attack bonus vs Western Federation, Dor’laman Covenant , The North Watch, Hakan’s Raiders , Steelcove Pirates, Skydon, Rantharian Empire, Blindhill Enclave, Kaleyon City, Argassian Confederation.
14. Jandjah Kindom - Gatekeeper - 5 EP - 1 Upkeep - 6 att - 4 def - Can have a maximum of 7 Gatekeepers, each Gatekeeper provides a 5% defense bonus when defending ; Starts with a Trade Center, can build a second one for an added bonus.
15. Harrmarath Horde - Horse Archers - 3 EP - 0.5 Upkeep - 5 att - 3 def - cannot train Infantry
16. The Western Federation - Heavy Infantry -4 EP- 1 Upkeep - 3 att - 6 def - can choose between a 15% attack bonus or a 15% defense bonus in each battle. If none is chosen, none will occur in battle.
17. Dor’laman Covenant - Shapeshifter - 5 Ep - 0.5 Upkeep - 0 att - 0 def - can only train Shapeshifters , which can turn into any kind of unit except Dark Shaman, Solarian priestess, werewolves, Dragon Rider, Bandits, Ancient , Gatekeepers, Legions. The units will have their respective stats except the upkeep cost, which will remain 0.5 and every unit will have a -1 to defense. Shapeshifters who turn into Paladins don’t have the Paladin bonus. Also, Rangers don’t level up.
18. Skydon - Dragon Rider - 8 EP - 2 Upkeep - 12 Att - 5 def - +50% more Upkeep.
19. The Rantharian Empire - Imperial Guard - 5 Ep - 1 Upkeep - 5 att - 4 def - +2 EP for each Rantharian district under control multiplied by (number of districts under control*2) ; rebels will appear in random amounts in the Empire even at high stability.
20. Blindhill Enclave - Bandit - 1 Ep - 0.5 Upkeep - 3 att - 1 def - each bandit has a 25% to steal 1 EP every turn from one random neighbor. For storyline reasons, Rockhill Enclave and the Sun Kingdom are considered neighbors of the Blindhill despite being on the other side of the continent. Shares Upkeep with Rockhill Enclave.
21. Stormcliff Kingdom - Ancient - 5 Ep - 1 Upkeep - 4 att- 4 def - each Ancient that dies has 50% chance to just die , 33% chance to get revived, and 17% chance to spawn 2 Ancients.
22. Henggar Tribe - Ranger - 2 Ep - 0.5 Upkeep - 1 att - 2 def - each Ranger unit has a counter for how many enemy units it killed. After 5 kills, a Ranger turns into Hunter (3 att - 4 def) . After 10 kills, it turns into Marksman (4 att - 5 def)
23. Kaleyon City - Wizard - 3 Ep - 0.5 Upkeep - 5 att - 0 def. - can choose between a +5% bonus to attack for each Wizard owned ( max 35%) or a +5% bonus to defense for each wizard owned ( max 35%). Kaleyon starts with 10 extra Upkeep on top of the province-given upkeep.
24. Ke’a - Demon - 6 Ep - 0.25 Upkeep - 4 att - 4 def - random disasters occur around armies that stay near Demons, both friends and foes.
25. Argassian Confederation - Legion - 10 Ep - 2.5 Upkeep - 7 att - 9 def - + 25% bonus damage vs Harrmarath Horde, Ke’a, Henggar tribe, Kama Emirate, Jandjah kingdom, Blindhill Enclave.
Each battle consists of two phases: the phase in which ranged units attack (Archers, Siege, Elven Archers, Dark Shaman, Dragon Riders, Rangers, Wizards) and the melee phase . Casualties are calculated using both stats and RNG. For example, fighting the same battle twice might end up with different results, but RP bonus, outnumbering and selected bonuses influence the battle greatly.
You can only attack provinces adjacent to yours. Battle orders with the exact number of forces sent are secret ( unless you want them public) , but war declarations are always public.
EP that is not spent is automatically invested in Stability. If you want it banked with a 10% interest rate, say so. Low stability causes desertions, rebellions, negative battle bonuses and random bad stuff. Also, the more your kingdom increases, the lower your stability will be so you’ll need a quick source of income to make sure you’ll have a stream of income that will need spending on Stability. Everyone starts out at 95% Stability.
Another way of making EP is Trading Posts and Trade Centers. You can build only 2 max trading posts per province owned ( 8 EP cost for each) and they generate 3 EP each. A Trade Center is more powerful. It costs 25 EP, but it increases the amount of EP generated by each Trade Post by 2. You can only have 1 Trade Center .
Establishing a Trade Agreement with another nation gives each side more income based on the other kingdom’s size and stability.
Any Alliance must be declared publicly , gives a small Trade bonus, and, if broken, lowers stability in the traitor’s nation.
RP is not required for survival or victory but gives a nice bonus to both attack and defense in battles.At least a couple of lines are enough to grant a bonus to either income, battles, stability, trade etc. Based on your RP, you’ll gain different temporary traits. Random events can also grant or remove traits from a nation.
NPC nations will play just like human players and use their nation-specific bonuses, but will not use RP bonuses and their priority will be stability.
Spoiler :

There are 25 pre-set nations. To join, pick one that hasn’t been claimed already.
To aid in RP and for backstory purposes , here is a short description for each nation.
Nation backstories :
Spoiler :
1. The North Watch- Proud defenders of the Northlands, they are the only ones who do not like war. Defeating them in battle is considered a sin because they claim that they defend the continent from an ancient power with their mere existence.
2. Hakan’s Raiders - Barbaric raiders, loyal to their chieftain. Feared throughout the continent , they value raw power above anything else.
3. Steelcove Pirates - recently united under the banner of a mysterious Pirate Captain , they strive to create a nation for themselves and to control trade in the half of the continent not touched by the Western Federation.
4. Sun Kingdom - ruled by the Shen Dynasty since ancient times, the Sun Kingdom varied in size and power over the centuries but managed to survive by standing united against it’s enemies.
5. Rockhill Enclave - ruled conjointly by a rogue general from the Sun Kingdom and Boris, King of the Blindhill Bandits , the Rockhill enjoy preferential treatment from both the Steelcove Pirates and the Sun kingdom because Rockhill stands in a strategic position and also right in the middle of the biggest trade route in the continent.
6. Valtharia - Dwarven kingdom built high in the mountains ( as in, IN the mountains, aka caves and underground tunnels) . Being in the center of the continent, they are always under attack and know how to defend better than others.
7. The Inner Circle - a fanatical religious sect , built around the deity known as The Ascended One. They believe that only nonhumans are the only ones allowed to not follow their views and way of life, but until now they never managed to be considered a threat by anyone.
8. Hawkfall - Elven kingdom in the southern side of the Mystwoods, their majestic architecture and magnificent landscapes give the feeling of peace to everyone foolish enough to invade this secluded land.
9. Mystwoods Lycans - inhabiting the northern part of the Mystwoods, the Lycans, or werewolves, are humans rejected from society after the terrible curse of Lycanthropy touched them. Usually disorganized, they recently gained a political status after a Lycan named Dreadclaw united the many hunting packs of the northern Mystwoods.
10. Wakaha Tribe - native tribe from the South-East Archipelago, the Wakaha used to be larger, but their tribe split into two after the Grand Shaman Magwa turned to dark magics.
11. Magwa tribe - splinter faction of the greater Wakaha, the Magwa turned to dark magics, giving them great power, but also a constant bloodlust.
12. Helia tribe - unconventional natives from the South-East Archipelago, they are the only natives to use heavy armor… and employ female warriors, known as Sun priestesses, who use sun-powered fire magic to scorch the earth and burn their enemies from the inside.
13. Emirate of Kama - scarcely-populated desert kingdom with a long-standing vendetta against the more civilized kingdoms.
14. Jandjah Kingdom - more like a massive bazaar than a real kingdom, the majority of the population in Jandjah lives in the Central Plateau, which has only 7 ways in, all protected by 7 gates and their Gatekeepers. The rest of the kingdom is made up by poor villagers and traders who failed in their game at the Plateau.
15. Harrmarath Horde - They may look like your average horde of disorganized raiders, but even without their Khan, the Harrmarath use their hit-an-run tactics and their ranged cavalry to full effect. Beware.
16. Western Federation - conglomerate of coastal nations with a common goal - exploration and riches. Mostly in it for the money, they do, however, stand united even when payment is out of discussion, which caused them to be even more efficient. They control the trade in half of the continent.
17. Dor’laman Covenant - they appeared out of nowhere and took over lands from both the Western Federation and the Rantharian Empire faster than anyone else. Nobody knows where they really come from, but the creepiest of things happen in this contested land.
18. Skydon - leaderless union of Dragonriders from all over the continent, ready to stand their ground against invaders and pacify conflicts in their vicinity to avoid escalation of said conflicts. Don’t let their Kingdom size fool you.
19. Rantharian Empire - a rather shaky alliance between four Kingdoms, now “districts” of the Rantharian Empire. Nobody really knows how they still stand, but the sheer number of warriors still loyal to the original cause might explain some things.
20. Blindhill Enclave - a literal bandit haven, ruled by the evil tyrant King Boris, also co-ruler of the Rockhill Enclave far to the north-east. It is rumored that this small kingdom still stands only because King Boris controls a network of spies in the ruling circles of all nations on the continent.
21. Stormcliff Kingdom - hoarders of ancient relics and artifacts, the Stormcliff defend themselves with the powerful Ancients, creatures of old with a thirst for battle. Forsaken magics sustain the life essence of the Ancients , making them a force to be reckoned with .
22. Henggar Tribe - traitors of the Harrmarath Horde, hired by the Rantharians and the Western Federation to keep their southern borders safe. They are being used by the two northern powers and also lost their honor when they betrayed the Horde… and all they want now is an opportunity to prove themselves and break free from Rantharian and Federal oppression.
23. Kaleyon City - built on an outlying island far to the west, the Kaleyon are a community of powerful mages with Embassies all over the continent. Their exact purpose is unknown, but Archamge Andravus, their leader for the past 300 years, has shown signs of ‘discontent” with the current order in the continent.
24. Ke’a - No man’s land. A desolate wasteland , scarred by empty canyons and magical rifts. Numerous inactive portals lay around the region, spawning demons from the Underworld for every newcoming dark wizard who thinks he can master their power . None returned alive or sane from Ke’a, except for a supposedly-demonic being known as Naxargarrath who claimed Ke’a as his personal dominion.
25. Argassian Confederation - Centuries have seen their slow rise to power. The southern Kingdoms and even the Harrmarath refer to them as the “Empire” , probably because the Argassians once controlled everything west of the Mystwoods. Now a remnant of their former strength, the Argassians still employ old but efficient battle techniques in warfare.
=========================
Every province you own gives 1 EP per turn to it’s owner.
To recruit armies, you must pay EP and your Upkeep will fill up. You Upkeep is your total number of provinces *2. You cannot have more armies than your maximum Upkeep.
Armies cost:
1 Infantry: 2 EP, 0.5 Upkeep.
1 Cavalry; 4 EP, 1 Upkeep.
1 Archers; 3 EP , 0.5 Upkeep.
1 Siege Weapon : 5 EP, 1 Upkeep.
Armies stats:
Infantry: Attack 2, Defense 5
Cavalry: Attack 4, Defense 6
Archers: Attack 4, Defense 4
Siege: Attack 5, Defense 2. (attack is doubled when attacking and halved when defending).
Having an army of mixed units gives a small attack bonus in battles. Spamming the same unit will result in a negative bonus.
Each nation has it’s own unique unit and one unique ability.
Unique Units:
Spoiler :
Nation name- Unique Unit - cost - Upkeep - Attack - Defense - unique nation ability
1. The North Watch - Halberdiers - 5 EP - 1 Upkeep - 4 Att - 5 def. - +25% more attack and defense when defending. Causes more casualties to Cavalry than other nations.
2. Hakan’s Raiders - Berserker - 1 EP - 0.25 Upkeep - 3 Att - 1 def - can raid instead of conquering an enemy province, receiving large amounts of EP instead of more land
3. Steelcove Pirates - Pirates - 3 EP - 0.5 Upkeep - 3 Att - 3 Def - Siege units have +1 attack , can loot an enemy province isntead of taking it ( just like Raiders)
4. The Sun Kingdom - none, but Infantry, cavalry and Archers are recruited at half Upkeep.
5. Rockhill Enclave - none, but Infantry, cavalry and Archers cost 1 more EP and do not require Upkeep, cannot recruit Siege Weapons. Shares Upkeep with Blindhill Enclave.
6. Valtharya - Dwarven Warriors - 4 EP- 0.5 Upkeep - 2 Att - 7 Def. - double Upkeep. Dwarven Warriors are immune to Ranged attacks.
7. The Inner Circle - Paladins - 3 EP - 0.5 Upkeep -4 Att - 6 Def - Each Paladin adds 2% to attack, max bonus of 50%
8. Hawkfall - Elven Archers - 3 EP - 0.5 Upkeep - 5 Attack , 4 def. - cannot recruit normal archers, can steal EP from defeated enemies.
9. Mystwoods Lycans - all units except Archers and Siege are werewolves, do not cost any Upkeep, and can turn random defeated enemies into Mystwoods units. Also, all units have 1 less Defense. Also, every enemies turned into werewolves decrease stability. Can turn off the ability to prevent instability.
10. Wakaha tribe - Tribal Warriors - 4 EP - 0.5 Upkeep - 4 att- 2 def, - cannot train cavalry , causes 20% more casualties when defending. 10% Attack bonus vs Magwa Tribe and Ke’a.
11. Magwa tribe - Dark Shaman - 5 EP - 0.25 Upkeep - 1 Att - 1 Def - Each living Dark Shaman provides +5 upkeep , summons a random amount of Tribal Warriors at the beginning of each turn (50% chance for 0, 33% chance for 1 , 11% for 2, and 6^ chance for max three warriors summoned). Each Dark Shaman decreases stability when recruited.
12. Helia tribe - Solarian Priestess - 4 EP - 0.5 Upkeep - 3 att - 2 def - each Solarian Priestess has a chance to insta-kill one enemy unit at the beginning of each battle. Cannot kill more than 35% of the opposing army with the Priestesses skill.
13. Emirate of Kama - Desert Raiders - 4 EP - 1 Upkeep - 4 Att - 3 def - has 25% attack bonus vs Western Federation, Dor’laman Covenant , The North Watch, Hakan’s Raiders , Steelcove Pirates, Skydon, Rantharian Empire, Blindhill Enclave, Kaleyon City, Argassian Confederation.
14. Jandjah Kindom - Gatekeeper - 5 EP - 1 Upkeep - 6 att - 4 def - Can have a maximum of 7 Gatekeepers, each Gatekeeper provides a 5% defense bonus when defending ; Starts with a Trade Center, can build a second one for an added bonus.
15. Harrmarath Horde - Horse Archers - 3 EP - 0.5 Upkeep - 5 att - 3 def - cannot train Infantry
16. The Western Federation - Heavy Infantry -4 EP- 1 Upkeep - 3 att - 6 def - can choose between a 15% attack bonus or a 15% defense bonus in each battle. If none is chosen, none will occur in battle.
17. Dor’laman Covenant - Shapeshifter - 5 Ep - 0.5 Upkeep - 0 att - 0 def - can only train Shapeshifters , which can turn into any kind of unit except Dark Shaman, Solarian priestess, werewolves, Dragon Rider, Bandits, Ancient , Gatekeepers, Legions. The units will have their respective stats except the upkeep cost, which will remain 0.5 and every unit will have a -1 to defense. Shapeshifters who turn into Paladins don’t have the Paladin bonus. Also, Rangers don’t level up.
18. Skydon - Dragon Rider - 8 EP - 2 Upkeep - 12 Att - 5 def - +50% more Upkeep.
19. The Rantharian Empire - Imperial Guard - 5 Ep - 1 Upkeep - 5 att - 4 def - +2 EP for each Rantharian district under control multiplied by (number of districts under control*2) ; rebels will appear in random amounts in the Empire even at high stability.
20. Blindhill Enclave - Bandit - 1 Ep - 0.5 Upkeep - 3 att - 1 def - each bandit has a 25% to steal 1 EP every turn from one random neighbor. For storyline reasons, Rockhill Enclave and the Sun Kingdom are considered neighbors of the Blindhill despite being on the other side of the continent. Shares Upkeep with Rockhill Enclave.
21. Stormcliff Kingdom - Ancient - 5 Ep - 1 Upkeep - 4 att- 4 def - each Ancient that dies has 50% chance to just die , 33% chance to get revived, and 17% chance to spawn 2 Ancients.
22. Henggar Tribe - Ranger - 2 Ep - 0.5 Upkeep - 1 att - 2 def - each Ranger unit has a counter for how many enemy units it killed. After 5 kills, a Ranger turns into Hunter (3 att - 4 def) . After 10 kills, it turns into Marksman (4 att - 5 def)
23. Kaleyon City - Wizard - 3 Ep - 0.5 Upkeep - 5 att - 0 def. - can choose between a +5% bonus to attack for each Wizard owned ( max 35%) or a +5% bonus to defense for each wizard owned ( max 35%). Kaleyon starts with 10 extra Upkeep on top of the province-given upkeep.
24. Ke’a - Demon - 6 Ep - 0.25 Upkeep - 4 att - 4 def - random disasters occur around armies that stay near Demons, both friends and foes.
25. Argassian Confederation - Legion - 10 Ep - 2.5 Upkeep - 7 att - 9 def - + 25% bonus damage vs Harrmarath Horde, Ke’a, Henggar tribe, Kama Emirate, Jandjah kingdom, Blindhill Enclave.
Each battle consists of two phases: the phase in which ranged units attack (Archers, Siege, Elven Archers, Dark Shaman, Dragon Riders, Rangers, Wizards) and the melee phase . Casualties are calculated using both stats and RNG. For example, fighting the same battle twice might end up with different results, but RP bonus, outnumbering and selected bonuses influence the battle greatly.
You can only attack provinces adjacent to yours. Battle orders with the exact number of forces sent are secret ( unless you want them public) , but war declarations are always public.
EP that is not spent is automatically invested in Stability. If you want it banked with a 10% interest rate, say so. Low stability causes desertions, rebellions, negative battle bonuses and random bad stuff. Also, the more your kingdom increases, the lower your stability will be so you’ll need a quick source of income to make sure you’ll have a stream of income that will need spending on Stability. Everyone starts out at 95% Stability.
Another way of making EP is Trading Posts and Trade Centers. You can build only 2 max trading posts per province owned ( 8 EP cost for each) and they generate 3 EP each. A Trade Center is more powerful. It costs 25 EP, but it increases the amount of EP generated by each Trade Post by 2. You can only have 1 Trade Center .
Establishing a Trade Agreement with another nation gives each side more income based on the other kingdom’s size and stability.
Any Alliance must be declared publicly , gives a small Trade bonus, and, if broken, lowers stability in the traitor’s nation.
RP is not required for survival or victory but gives a nice bonus to both attack and defense in battles.At least a couple of lines are enough to grant a bonus to either income, battles, stability, trade etc. Based on your RP, you’ll gain different temporary traits. Random events can also grant or remove traits from a nation.
NPC nations will play just like human players and use their nation-specific bonuses, but will not use RP bonuses and their priority will be stability.