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5  BUILD ACTIONS5.1  LEVY   The LEVY action is used to convert population to armies in areas owned by your own country. Half the population (rounded down) is converted to armies. There is no cost in BPs. Armies may move, attack and defend in subsequent actions the same turn as they are levied. Levy actions do not make an area sticky. Formats [ "LEVY" ] [ WHERE    ] [ BLANK ] [ BLANK ]   levying new armies Note: You can't choose the number of armies. It's always half the population level. The cost of a LEVY action is the loss of income (and all the actions needed to grow the population back up again). 5.2  MOBILISE   The MOBILISE action does a LEVY action for each and every area that you own. Formats [ "MOBILISE" ] [ BLANK ] [ BLANK ] [ BLANK ]   mobilise new armies everywhere Note: Drastic, but dramatic, and possibly a fun thing to do. Yes, you can do more than one in a turn, but whether you'd want to is another matter. 5.3  ARMY   The ARMY action is used to build new armies without converting population. The new armies are placed in your army reserve, and the cost is 3 BPs per army. If you don't give a number of armies then the number built will be all that you can afford. Note that armies built this way can't be placed on the map until the following turn, because you can't RESERVE after an ARMY action, and then can't be moved until the turn after that (because RESERVE actions are sticky). The "ALL" format works for ARMY actions, but there's no "all but" order format for building armies. Formats [ "ARMY" ] [ BLANK ] [ BLANK ] [ NUMBER OF ARMIES ]   building new armies Note: This is what happens with any BPs left over at the end of the turn, as if there's an extra action - number 17 and it's always "ARMY ALL" so there is normally no reason to do an ARMY action. It's better to just leave the BPs lying around and let the "extra" action do the work for you (although if you'd done a CASH action during then turn the spare BPs would go back in your treasury instead). 5.4  DISARM   The DISARM action deletes armies from your reserve and adds 2 BPs to your treasury for each army disarmed.  Note: This is something that's rarely wanted. Format [ "DISARM" ] [ BLANK ] [ BLANK ] [ NUMBER OF ARMIES ]   reduce your army reserve 5.5  RESERVE   The RESERVE action is used to place armies from your reserve in any land area you own. The cost is one BP per army placed, and the area becomes sticky (see 7.5). This means you can't move an army you placed from your reserve until the next turn, and it also means a newly placed army is subject to dispersal (see 6.5) before you can use it. Reserves can't be placed at sea. The number of armies you can place in each RESERVE action is limited by the number of armies and population (added together). If you try to place more, you'll get the maximum allowed instead. You may not make RESERVE actions in the same turn after attempting a DISBAND action (see 5.6) or an ARMY action (see 5.3). Format [ "RESERVE" ] [ WHERE ] [ BLANK ] [ NUMBER OF ARMIES ] Notes: The restriction on moving armies from your reserve to the map later the same turn as putting them in your reserve is so that you can't use your reserve as a way of making armies move instantly from one end of the map to the other. Instead you need to place your reserves early in the turn, and then build new ones later. Reserve actions are sticky so that you can't conjure huge armies out of nowhere without warning: opponents get the chance to look out for the build up. 5.6  DISBAND   The DISBAND action disbands all the armies in an area owned by your country, and adds them to your reserve. All armies in an area must be disbanded at once. There is no cost in BPs. Format [ "DISBAND" ] [ WHERE ] [ BLANK ] [ BLANK ] 5.7  FORTIFY   The FORTIFY action is used to build fortifications in areas you own. The number of forts you can build in one action cannot be more than the number of population in the area (if you order more, the number will be reduced). The cost is one BP per level. Format [ "FORTIFY" ] [ WHERE ] [ BLANK ] [ NUMBER OF LEVELS ] |