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11  QUICK REFERENCE11.1  TERRAIN TABLE
11.2  INCOME TABLE
11.3  BATTLE SUMMARIES In a MOVE losses are ONE for TWO, and half the difference, one round only. In a PROBE losses are ONE for THREE, ignore the difference. One round only. In an ASSAULT losses are ONE for THREE, and a third the difference, until someone wins. In an OVERRUN losses are ONE THIRD the difference, then switch to assault if you haven't won. The attacker wins if the defending armies (on land) or ships (at sea) are wiped out and some attackers survive. Defenders may retreat before a battle if the attacking army is stronger. Losses in battles are rounded down. Half an army lost is no loss at all. Defending armies may ambush attackers using MOVE, OVERRUN, ASSAULT or RAID. SIEGE and PROBE actions may not be ambushed. 11.4  REMINDERS These are the most common mistakes. Read this section often! Cites are inside other areas and are connected only to that and NOT the ones adjacent to that area. Sea areas are only adjacent to the areas to which they are connected by sea routes. You cannot migrate into an area and then GROW. You may not GROW in an area that contains armies. MOVE is for armies. SHIPS is for ships and MIGRATE is for moving population. You must say "where from" as well as "where to" on SCOUT actions. Blockaded cities produce no income. Some cities have similar names to their hinterlands. In this case code for the hinterland ends in "S" (for shire). Irish cities are connected to the sea. Other cities are not. If it looks like a non-Irish city might be connected to the sea it's the hinterland that's connected, not the city. The actions that cause areas to become sticky are RESERVE, SIEGE, ASSAULT and PROBE. |