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Turns:
1,
2,
3, 4
Maps :
Turn 1,
Mana: 0/2
Spells
Spell Research
Glade Elf Population: 0 Population in 0 Wild Region; 10 Population in 1 Urban region; 0 Population in 0 Developed Regions.
Population Growth:
+2/5 years
Total Dice: 10 Population + 0 (1 Wild Region) + 2 (1 Urban region) +1 (Wizard Dice) = 13d10
Structures
Wizards Tower: Your Capital, generates two mana every turn, allows the casting of overland spells as long as the Wizard Lord is in the same location. Located in
Bastion Woods.
Summoning Circle: Allows use of normal dice for summoning. Located in
Bastion Woods.
Under Construction
Units: (2/10 Units, 1 Summons)
- 1x Wizard Lord; Located in
Bastion Woods.
- 1x Village Guard; Skirmishers, Located in
Bastion Woods.
- 1x Village Guard; Skirmishers, Located in
Plains of the Eternal Dawn.
- 1x Zombie Warband; Zombification. Located in
Bastion Woods. 1 Mana Upkeep.
- 1x Zombie Warband; Zombification. Located in
Plains of the Eternal Dawn. 1 Mana Upkeep.
Known Regions:
-
Bastion Woods; Urban, Forest, 7/10 Population
-
Galadian Peaks; Wild, Mountainous, 0/6 Population (Undead! Much Undead!)
-
Plains of the Eternal Dawn; Wild, Plains, 3/12 Population (Formerly Empty Town?)
-
The Iron Bogs; Wild, Swamp, 0/6 (Swamp Monsters?)
Population: Your basic resource, which you use to do things. You currently, at the start of the game, have ten units of Population available. Each unit of Population generates 1d10 per year; you can allocate these dice towards any project you want done. Any given project has a target number of points that must be reached in order to complete it; a Village Guard, for example, requires 15 points, so on average 3 dice will be needed to complete it in a single year.
Population Growth: Self-explanatory.
Total Dice: Your Population total plus whatever bonuses you get are added here to determine how much stuff you can do each year. Cities give a bonus, because it's easier to get things done in urban areas with high populations. The Wizard Lord also provides one dice, representing the ability of extreme magical powers to make things easier. Until a library is built, only the wizard's dice can be used for magical research.
Structures; Special buildings that give bonuses and/or allow the creation of certain units. Built as projects after being unlocked by research or the presence of certain units.
You currently are capable of building the following Structures:
Archery Range at a cost of 100 points, to give a bonus to training military Units and allow the creation of Archer Legions.
Shrine at a cost of 75 points, to generate extra mana and allow the training of sacred units.
Library at a cost of 100 points, to allow use of normal dice on magical research.
Stables at a cost of 75 points, which allow the recruitment of Glade Riders.
Mana: The power of magic. Certain buildings and natural locations generate magic, which can be used both to cast spells and to power summons and enchantments, which have an upkeep requirement. May not be stored from turn to turn with the current knowledge level.
Units: Special people and groups that don't fall under Population. Includes military units, important individuals, and monsters. Units can be used to perform military actions - attacking something or defending from an attack. You can never have more Units than you have Population. New Units can be unlocked by performing research, or building an appropriate Structure.
Statline: Each combat capable unit has a statline. F is figures, and determines into how many groups a unit is broken up into. H is for hits, and is how much damage each figure can take. A is for attack, and is a figure's offensive ability. The addition of an i before the A shows that the unit's melee attack is illusionary. R is for ranged, and is how strong a ranged attack a unit has. As well, ranged attacks come in several different type. These types are P for Physical, M for magical, and S for siege. The addition of an i before any of those indicates that the attack is illusionary. D is for defense, and shows a unit's ability to resist enemy attacks. Re stands for Resistance, and shows how protected a unit is against enemy magics. M is tactical movement, which is how fast a unit is in combat. After these stats any special ability will be noted.
You currently are capable of raising the following Units;
Village Guard, your basic military unit, can be raised at a cost of 15 points per Warband. Village Guards are Skirmishers, which lets them make a few ranged attacks before they enter into melee, but lacks the ammo of a true ranged unit.
F : 8, H : 1, A : 1, R : 1 (P, A 2), D : 2, Re : 4, M : 1, Forestry
Zombie Warband, can be summoned at a cost of 30 points per warband. Zombie Warbands are Undead, and have the Zombification ability, which allows them to heal in combat by slaying enemies.
F : 6, H : 1, A : 2, D : 4, R : 2, M : 1, Zombification
Known Regions: These are areas that you have explored and that your people can reach - essentially, places you can affect with your actions in a given turn. Regions that you control are
green, uncontrolled regions are uncolored, regions controlled by neutral or friendly powers are
yellow, and regions controlled by enemies are
red. Regions have four possible stages of colonization - Wild, Developed, Urban, or Megalopolis - and can be upgraded to reach the next state. Each stage has a higher population cap, a better defensive bonus, and a bigger production bonus for the region. Shifting Population between regions is a project like any other, requiring dice, but a pretty easy one. Exploring to find more regions is also a project.