He
hooked a finger through the rough homespun collar of the grey, non-descript
tunic and pulled it away from his skin where it was chaffing his neck. A Prince of the Realm usually wore more
comfortable clothing of silk or finely woven cotton. On the other hand, a Price of the Realm would
never be sitting where he was sitting, in an equally rough and non-descript
tavern on the edge of Quiefu. He signaled the inn-keep over for another
round of the thin, watery ale after glancing at the man sitting across the
stained wooden table. When the inn-keep
had moved on, surreptitiously glancing at his companion’s garb… heavy leather,
the well worn leather wrapped hilt of a unusually heavy sword, the scars on his
arms and legs… they continued their conversation.
“So,”
said the man, taking a swig of the beer, “you want me to run this new Baron Abeidi out of Anneyja before he
can win the loyalty of the local nobles?”
The Prince nodded in acknowledgement.
“It might be a while” the man continued. “You know the road has been
closed because of unseasonable rains for the past two months.”
The
Prince smiled. “Yes. In fact, I’m fairly confident those
unseasonable rains are the direct result of my dear brother’s pet
magician. But, fortunately, he is not
the only one of our family with those kinds of resources at his disposal. I can get you there, road or no road.”
The
man frowned nervously. “You mean to
teleport me? Couldn’t it wait until the
roads are clear?”
“It
can’t. Once Abeidi
is declared Governor of the town, he will have the support of the local
militia, and much harder to remove.
Teleports are perfectly safe, and I have no doubt you will easily drive
him off.” The man nodded this time. Abeidi was a hero
in his own right, but more in the magical arts, and the old adage about
difficulty casting spells with your head cut off was still very valid. “The only thing I must warn you about,”
continued the Prince, “is that several other Crown Princes are not far from Anneyja. If any of
them move there, you should be prepared.”
The
man narrowed his eyes. “If you really want to be King, and one of your Brothers
is nearby, it might provide a chance to narrow the field a bit if I bypass Anneyia and go directly to them…”
The
Prince gazed at him coolly. The man
didn’t know what he was suggesting. Each
Prince had trained under the top blademasters in the
Kingdom for most of their lives. The
chances of getting close enough to attack his brother, never mind winning such
an encounter, were almost laughable. The
time for such risks might come, but not this early in the game. “An offer I appreciate, but which is not
needed. I have more than enough support
from the Barons, and a number of Artifacts of the Ancients as well. Soon, I will be King, and your loyalty will
be rewarded.”
After
the man had left with his instructions and a heavy bag of gold, the Prince’s
smile turned into a frown. Yes, he had
the majority of the Baron’s votes, and several of the Artifacts that would
weigh equally with the Kingdom’s nobles in deciding which of the King’s direct
line should take the Throne. But his
father, while ailing, was not feeble.
His infrequent but not unheard of visits to the various providences
invariably resulted in the replacement of the local Governor, along with a
significant drain on resources to keep him and his entourage in the style
suited for his position. His brothers
were not unaware of his current advantage, and would take any opportunity that
presented itself to “suggest” a visit to one of the towns he controlled.
Which left him with another problem to solve.
SIDION, DEATH OF THE KING
Sidion,
Death of the King is a game of power, money, combat, and magic. As the King’s health fails, the eyes of the
Kingdom turn to his many sons, one of which will take up the mantle of Sidion’s throne. The
Archbishop will select the new King, but ancient tradition provides strict
guidelines on selecting the successor.
Each Prince must gather money, magic, and political favors to prove
their worth, while spending them at the same time to install cronies in the
important towns, intimidate people by winning epic battles, and collect ancient
artifacts of past Kings in order to win the support of the nobles.
Installation
Download
the self-extracting ZIP file Sidion.exe. It will unzip by default to C:\Sidion. Ensure you have Java 1.4.1 or better
installed on your system (either JDK or JRE).
You can get and install it from JRE 1.4 (if you have no
preference, just download the windows version of the JRE from the JRE column
under Download J2SE v 1.4.2_01).
You
can run a six player game by double-clicking “createdemo6,” then “demo,” or an 8
player game by double clicking “createdemo8,” then “demo.” The game is automatically saved after every
turn, so you can quit and restart later by double-clicking “demo” again. You may restart at any time by clicking “createdemo” again.
General pieces in the game
Sidion
consists of a set of Towns that are connected by paths or (on some maps) teleportals. Paths
may be roads or waterways.
Towns
produce economic wealth (gold), magical force (mana),
and political influence (influence) in different quantities.
Towns
may contain people that are significant in the succession of the King. This includes Princes, Heroes, and the King.
A
Prince represents a player’s avatar vying for the throne. If the Prince dies, the player is out of the
game. Prince death is very unusual, but
can happen if a Prince is killed while not having any locked towns (explained
below).
Heroes
are individuals with unusual characteristics that make them “movers and
shakers.” Heroes that have been
recruited by a Prince are referred to as “cronies.”
The
King is the guy everyone is waiting for to die.
He moves around, taking production from nearby towns, kicking out local
Governors, taking artifacts away from anyone in the town with him, and
generally making a nuisance of himself.
A
Prince may, by divine right, take some portion of the towns’ production for his
own use. He may do this directly in a
town in which he is located, or indirectly, through a crony in the town or by
having the local Governor in his pocket (“locking” the town). The Prince and/or Cronies may actively
support production in the town, or they may themselves gather resources.
Town
production can be affected by the location of the King, as towns near the King
are required to provide support for the King and his entourage. Individual hero production is not influenced
by the King.
Ancient
artifacts are sometimes available.
Artifacts improve hero’s abilities, and count as victory points. Artifacts are covered in more detail below.
You
influence the game by giving orders to your Prince and his cronies. These orders are summarized below.
The Gameboard
Game
information is provided in the main display.
The main display is broken up into the Control Panel, the Map, the
Status Bar, and the King’s Health Bar.
The control panel allows you
to display information on towns, people and connections, or bring up summary
reports.
The Map provides the “big
picture” on current status. Selecting a
town in the map displays the town and its contents in the Control Panel, as
well as highlighting the town in orange and displaying “teleport rings” showing
what towns are within a Intel 1, 2, 3, and 4 teleport
of the selected town.
The Status Bar shows the
results of applying an order. If the
order fails, a pop up dialog box describes the errors. Otherwise, the status bar shows that the
order was committed successfully. Note
that this doesn’t mean the order will work when the “real” turn runs; other
player’s actions may cause your order to fail.
Control Panel
Map
The map displays current
status for all of Sidion. Towns are displayed as squares. Paths between towns are indicated by lines with
a square in the center; this square is the “handle” for the path if you need to
select a path (for a “block path” spell, for instance). Ancient teleportals
link towns across large distances. They
are indicated by a short line radiating out from the town and pointing at the
town to which the teleportal links it, with the town
name at the end of the line. If a path
or a teleportal is unusable due to a spell or other
reason, it is shown in red.
The total number of
significant people in the town is indicated by a large number in the center of
the town. Information on “raw” town
production is shown in the upper right hand corner, upper left hand corner, and
lower left hand corner. A blue number
in the lower left hand corner shows the loyalty of a unowned hero in the town (since low loyalty heroes are easy
to recruit, this helps find them quickly).
Ownership is shown by
color; “owned” or “locked” towns are colored with the owning player’s
color. Unowned
towns have a off-white
background. Un-owned
towns with a occupying player (some of the characters
in the town are owned by a player) are indicated with a circle with the
player’s color in the center of the town.
Un-owned towns with unowned
heroes in them are indicated by a circle with a grey background. If a town has un-owned and
player characters in it, the circle is the player’s color. Finally, a town that is being “locked down”
is indicated in red.
These are summarized
below.
Selected Town. By selecting a town, or a person in the town, or a person in the list of characters on the control panel, the town is highlighted with an orange circle in the background. Towns will either be a neutral color (unlocked), red (in the process of being locked), or a player color (locked). This town is locked and has three people in it. Some of the people may be unclaimed heroes. There are four paths to other towns |
|
A path between two towns. This path was blocked last turn as a result of a spell (it is red). If you click on the “handle,” the square in the center of the path, information on who cast the spell that blocked the path is displayed in the detail text box on the control panel. The path will not be blocked this turn unless another spell is cast to block it. A blocked path can not be used to move between towns. Johnoipur has two characters in it, neither of which is a Prince (since there is no read square around it). At least one of the characters is owned by a player (the circle around the number of players is a player color instead of grey). Ryoho is locked down by a player and has no characters in it. |
|
An unowned Town with a player’s Prince in it. There is only one person (indicated by the “1’), and the red border shows that there is a Prince in the town. This town has a 1 gold (upper left hand), 1 mana (upper right hand) and 1 influence production (lower right hand) indicated in each of the corners. |
|
An unowned Town with a teleportal. The Teleportal goes from town Random to Sorry; there is an equivalent yellow pointer from Sorry back to Random. Teleportals take 2 mana to traverse instead of 2 gold. They cannot be directly blocked, but are blocked by a teleport suppression on either side or by the automatic teleport suppression if the town is locked. |
|
An unowned town with the King in it. This is indicated by the heavy black square around it. The King doesn’t prevent movement, but prevents claiming the town. The town’s raw production is 1 gold and 1 influence, but the presence of the King will prevent it, and any towns to which it is connected, from producing. |
|
Another unowned town with a Prince in it, but in this case, with another person as well. The person may be neutral, or may be owned by the same player that owns the Prince. You can find out by clicking on the town and looking at the location display list at the top of the Control Panel. |
|
A town that is being locked (background is red). This town has one person it in, most likely owned by the player currently locking the town. The town is vulnerable to attack until the next turn. If you successfully move into the town the turn it is being locked, the lock is broken. |
King’s health Panel
The King’s health bar
indicates the King’s current health. The
King’s health will start to deteriorate on turn 25. There is a 33% change of health degradation
each turn thereafter. The health bar is
split into five equal sections. When the
fourth section is colored red, the king is one “health degradation” away from
dying.
Reports
There are a variety of
reports available from the report combo box.
People / Last Action – List of all characters, where they are, whether they
have an artifact or not, and what they did last turn, sorted by player.
Town – List of all towns, by player, with raw
production values
Economic Detail – Production and costs for a player the previous
turn (the player displayed is selected with the Player Selector Combo Box)
Teleport
Distance – Shows current teleport
distance from the currently selected town to all other towns on the map for
cases where teleport rings are ambiguous. Note that the teleport
distance can be incorrect if someone throws a “teleport suppress” on the town
during the turn.
NPC orders – Last turn’s goals for any characters owned by
computer players.
Players – Shows players, whether they have submitted
orders for the turn, the number of artifacts they own, and their current gold, mana and influence production.
Starting Position – Modifies the map display to show a color band
around a town by closeness to a Prince’s starting position. This is an easy way to see the nominal
“areas” for each of the Princes. Towns
that are equidistant from two or more players have no border.
Winning
To win the game, you must
meet the following conditions when the King dies.
1)
The player
with the most victory points at the end of the game wins, where Victory Points
are scored as follows:
·
The minimum
characteristic for each locked town (i.e., a 0/0/0 town is worth 0, a
·
1 victory
point for each artifact
·
1 victory
point for every 100 resources of a single type; i.e. 99 gold = 0, 100 gold = 1,
199 gold = 1, 201
gold = 2, 99 gold and 99 mana and 99 influence = 0.
·
[Optional] 1
victory point for every death point (described below)
1)
If there is a
tie between two players in victory points, the player with the most combined
Gold, Mana, and Influence points wins.
Game Turn Sequence
Each game turn is done in
the following sequence:
Playing the game
You play the game by providing
orders to your characters (your Prince and his cronies). Each character can do a single action (combat
and retreat count as one action)
Characters have attributes
that affect how well they can do each of these things.
Character Attributes
Characters have the
following attributes:
Gathering Resources
Resources are gathered in
two ways, from towns, and, optionally, from a Prince and his cronies.
Towns that are owned
(locked) or occupied (have a Prince or Crony in them) or both produce for the
associated player. Town production is
affected by two things, as listed below.
(a) If a town is occupied by the King, or connected by
a path to a town occupied by the King, it produces nothing
(b) If a Prince or Crony chooses to enhance the town’s
productivity, it is affected as indicted below.
If, at the end of a turn,
your Price or Crony chooses to do personal productivity (that is, resource
gathering), they will produce their raw production for you.
A town that has a Prince
or Hero enhancing it’s productivity produces resources
for the player based on the town’s raw production and the character’s
attributes. If a player has more than
one character in a town that is enhancing productivity, it is the MAXIMUM
attribute that is used. For instance,
if a player has two characters in a town, his Prince and a hero, and they are
both enhancing the towns productivity, resources
gathered would be as follows:
Raw Town Production |
Prince Attributes |
Hero Attributes |
|
Production |
2 Gold |
2 Wis |
1 Wis |
2 x 2 |
4 Gold |
1 Mana |
2 Int |
3 Int |
1 x 3 |
3 Mana |
1 Inf |
2 Cha |
1 Cha |
1 x 2 |
2 Influence |
|
Prince Prod: 0 |
Hero Prod: 0 |
|
Town Prod: 9 |
If the Prince or Hero did
personal productivity, the result would be Price Prod: 6, Hero Prod: 5, Town
Prod: 4.
Towns that are locked by a
player (see “Lock Town” order below) produce resources for the owning player
each turn regardless of whether there is a hero in the town or not.
Combat
If, after teleportation
and movement, different player’s characters are in the same town, combat
occurs. Heroes in the town that have not
yet performed orders are forced to defend the town against the attackers,
unless the town has militia (is locked) or the hero is a Prince.
To determine the winner,
strength (STR) + 1 for each of the player’s characters in the town are added
together. Thus, a 0 Strength hero and a
3 Strength Prince would add up to (0 + 1) + (3 + 1) = 5. A random value generated on a standard
distribution curve is added (roughly 33.3% chance < 0, 33.3% chance = 0,
33.3% chance > 0; if it is less or more than zero there is a 50% chance of
it being a +/- 2 or greater instead, etc) and added to
one of the summed strengths. These are
compared, and the losing player’s characters are forced to leave. In the event of a tie, a player that began
the turn in the town (either had a hero there first, or locked the town, or was
locking the town) wins.
A locked town has
Militia. It adds the town’s highest
characteristic * 2 + 2 to the defending player, even if the town is unoccupied. This is divided in half if an artifact is
used in the attack. For instance, a hero
with a STR of 1 and an artifact with STR +1 teleports into an enemy locked town
that is
Characters that are forced
to leave may retreat to any neutral town, or town occupied by the owning
player, if the path is not blocked, by paying 2 gold. If there are no connected towns owned by the
player and no neutral towns, or the player doesn’t have the 2 gold, the hero is
eliminated from the game. Princes, if no
other option is available, will teleport to a randomly selected locked city but
will be injured and take damage (all characteristics are reduced by 1). Note that Prince retreats,
including teleports, are free. Note that
conflicted towns (those that were attacked the same turn as the retreat) are
not considered neutral towns unless they are locked and the lock is not broken
during the turn. Note that town occupied
at the beginning of the turn are considered to be biased towards the player
starting in the town until the beginning of next turn and thus are not neutral.
To summarize:
Killing heroes and
injuring or killing a Prince gives a player “Death Points” as follows:
Killing a hero: 1 point
Injuring a Prince: Prince’s
STR in points (that is, 3 the first time, then 2, then 1)
Killing a Prince: 4
points
[Optional] Death Points equals a victory point.
Death points are displayed in the Player Report by player.
Orders
Default Order
If you do not give an
explicit order to a Prince or Crony, they automatically default to personal
productivity as described below.
Special Orders
Occasionally (33% chance each
turn after turn 20 randomly assigned) a player “gets the King’s ear.” That turn, the player must move the King to
any town that is not within a single move of the King’s current location and
does not belong to the last player to be affected by the King. The King does the following in whatever
location he is in:
–
Any heroes in
the same town at the end of the turn with artifacts must give them to the king
–
If the town is
locked, the lock is broken and it reverts to a neutral town
–
The town, and
any connected town, no longer produces.
Prince Only:
Search – Find a hero in an unoccupied town. If you spend gold, chances improve you will
find someone better than your run-of-the-mill hero. The hero is only found, that is, he is unowned, but may be recruited next turn.
Recruit – Enlist a hero in your cause. Your chances of enlisting someone improve
with gold and are based on loyalty as indicated in the following chart. If a recruit attempt fails, the hero’s
loyalty is reduced by one (thus making him easier to recruit in the future)
Gold spent |
0 Loyalty |
1 Loyalty |
2 Loyalty |
0 |
33% |
16% |
8% |
5 |
66% |
33% |
16% |
10 |
84% |
66% |
33% |
Improve Hero – Improve one characteristic of a hero you
control. The hero must be co-located
with the Prince. Cost is:
To improve a
characteristic from 0 to 1: 6 Gold
To improve a
characteristic from 1 to 2: 8 Gold
To improve a
characteristic from
To improve a
characteristic from
Note that, unlike towns,
your Prince can improve heroes above his own level of 2.
Trade – Trade with another player. Note that trades are one way, that is, if you
agree to a trade and give the other player gold, mana,
or influence, and they do not submit a trade order in return, your “trade” (now
a gift) still goes through.
Hero Only:
For a town that produces 0
influence: 10 influence points
For a town that produces 1
influence: 20 influence points
For a town that produces 2
influence: 30 influence points
However, if you have a
connected town that is already locked down, the cost is reduced by 2 for each
raw influence production point for the connected town.
When the hero is
“promoted” to Governor, they are no longer a piece in the game. If they have an artifact, the artifact is
lost. It takes a full turn to lock the
town down. During this turn, if the town
is occupied by another player, the new hero is discredited and the town reverts
to neutral status.
When the hero is promoted
to Governor, any un-owned heroes in the town (recognizing which side the bread
is buttered on) automatically become owned by the locking player.
After a turn, when the
town becomes locked down, a teleport suppression is in
effect (see teleport suppression order) and a militia is formed that provides a
defense of 2 times the town’s maximum production characteristic + 2. If a hero with an artifact attacks, the
militia’s effectiveness is divided in half.
If the invading force wins, the lock is broken and the artifact is
destroyed. Your own Prince and Heroes
can enter your locked towns at any time. Your characters can still improve
locked towns and study at locked towns.
Study – Improve a character’s abilities. The town’s raw production must be higher than
the hero’s current capability. If the
hero is improving Strength, the town’s maximum single raw production is
used. This costs the cost of improvement
by a Prince + 1 gold, but only ties up the character, not the character and the
prince.
Teleport – Move a character between intervening towns
magically. Note that blocked paths do
not affect teleports. Teleport range is
based on actual town location; some towns that are connected may be in teleport
range, while others may not be. The
range is the distance from the teleporting person (not the caster) to the town;
the caster can be anywhere on the map.
You may teleport into a locked town but it will require a higher level
teleport due to the teleport suppression field around all locked towns.
Teleports have different
levels. A hero can only cast a teleport
level that is equal to or less than his intelligence. The higher the level, the most expensive it
is, but the wider the range of the teleport.
A teleport level of 5 can reach anywhere on the board. A teleport level of 4 can reach 2/3s of the
board. A teleport level of 3 can reach a
third of the board. A teleport level of
2 can reach a 6th, and a teleport level of 1 can reach 1/12th. In practice, the order panel shows you the
towns that you can reach at a given level or lower and clicking on a town will
display teleport “rings” to demonstrate what towns are in range. You should pick the lowest level that reaches
the town you want to reach.
Cost for a level 1
teleport: 5 mana
Cost for a level 2
teleport: 14 mana
Cost for a level 3
teleport: 30 mana
Cost for a level 4
teleport: 50 mana
Teleport Suppression – Makes a town more difficult to teleport to by
one level (that is, a town within a level 1 teleport would require a level 2
teleport instead). Costs 15, and may
only be cast on a town in range of the Magic User (within the appropriate
teleport circle for the MU’s intelligence). Note that the teleporting player may force
the teleport to a higher level than required to successfully teleport
anyway. Because the teleport suppression
cancels magical energy in the town, towns with Teleport Suppression cannot have
production magically improved during the turn.
Teleportal use is also suppressed for all
users, even the player casting the spell.
Alchemy – Convert mana to Gold
or Influence Points. The number
converted can be 1 to 12 mana points. The ratio for the conversion is dependent on
the MU’s intelligence.
1 Intel: Converts 3 mana
to 1 gold or influence
2 Intel: Converts 3 mana
to 2 gold or influence
3 Intel: Converts 3 mana
to 3 gold or influence
4 Intel: Converts 3 mana
to 4 gold or influence
5 Intel: Converts 3 mana
to 5 gold or influence
Block Path – Blocks a connection between two towns for that
turn. It also prevents retreats. Costs 5 mana.
Bid on Artifact – Occasionally an Artifact owned by a prior King
becomes available. The hero may bid any
combination of Gold, Mana, and Influence to become the
owner. The highest bid wins. You only pay if you win the bid. Each artifact counts as a victory point
(that is, is equivalent to a locked town) but also improves the bearer’s
abilities. A Hero may only have one
artifact. They can not trade, drop, or
switch artifacts. If the hero dies, or
is used to lock a city, the artifact is lost.
If the hero ends his turn in the same city as the King, he must give the
artifact to the King.
Improve Economy Spell – Improves a town’s raw production like the “Improve
Economy” action described below. It
takes 3 times the cost of a Improve Economy in Mana for the spell.
The MU may not improve a town characteristic any higher than his
INT. The town must be in range for the MU’s INT, that is, within the appropriate teleport circle.
All Characters
Move – Moves from one town to the next via a path or teleportal. Movement
along a path costs 2 gold, except for Princes, who
move free. You may not move on a blocked
path. Movement along a teleportal costs 2 mana,
except for Princes. You may not
move on a blocked teleportal. Teleportals can be
blocked with a teleport suppression spell or the automatically teleport
suppression produced by a locked town.
Unlike regular teleports, where the owner of the locked town is not
affected, the teleportal is unusable by anyone.
Improve Economy – Improves a town’s raw production. A character may not improve the economy in
any area more than his basic characteristic in the area, that is, may not
improve Gold production more than his wisdom, Mana
production more than his Intel, or Influence production more than his Charisma.
Note that you can improve a Hero to a level higher than your Prince's level of
2, then use the Hero to improve a town above a level
of 2.
To improve a characteristic
from 0 to 1: 6 Gold
To improve a
characteristic from 1 to 2: 8 Gold
To improve a
characteristic from
To improve a
characteristic from
Productivity – Enhance productivity. If the “personal” checkbox is checked, the
hero produces his base values in raw resources.
If it is not, the hero multiplies his base values against the town’s
base values. See “Production.”
The King
Each turn after turn 20 there
is a 33% chance that a randomly chosen player will have the King’s ear. The
player may move the King to any town that is not adjacent the King’s current
location and is not owned by the last player “hit” by the King. The player must move the King. The King breaks locks in any town he is
in. The King takes artifacts from any
hero in the same town he is in. The King
eliminates production from any town he is in and any town adjacent to that
town. The King cannot be recruited,
blocked, or teleported.
Cost Summary
Gold, Mana,
and Influence can all be used to bid on Artifacts.
Gold – For moving/retreating anyone, searching for
Heroes, recruiting Heroes, improving Heroes, and improving towns.
Moving/retreating costs 2 gold for a path or 2 mana for a teleportal.
Your prince can search for a Hero in a town for free, but can improve the
likelihood of the hero having better characteristics by spending increments of
10 gold. Recruiting attempts are also free, but the chances can be improved by
spending 5 or 10 gold. Hero improvement costs 6/8/10/12/14 gold, depending on
the level of improvement. Town improvement costs the same.
Mana – For teleporting anyone, blocking paths, and can
be converted to Gold or Influence. Teleports cost 5/14/30/50/77. Blocking a
path against movement (but not teleport) costs a Hero 5 mana. Teleport Suppression costs 20 Mana. Alchemy 1 to
12 mana (ratio is dependant on intelligence). Town improvement via a spell costs 3 times
gold cost in mana, that is, 18/24/30/36/42 mana.
Influence – For locking down towns, at a cost of
10/20/30/40/50, 2 gold less per locked town producing influence next to the
target town.
Notes on Strategy
Read the rules on locking
towns… this is the key to the game.
Remember that locking a town with an unowned
hero in it converts that hero to your side.
Recruiting “Zero Heroes” and using them to lock towns while converting a
hero with points to your cause is worthwhile.
Zero heroes still make
towns produce for you.
You may still improve a
town after it is locked. It may be
reasonable to lock a town with “0” influence for 10 points, then upgrade its
influence production to 1, rather than having to pay 20 to lock it down. You must get each of your towns to at least
Generally, enhancing town
productivity only makes sense if you have at least a “3” in raw production and
the hero doing the enhancing has a “3” in the associated characteristic;
otherwise personal productivity is more effective.
Intel is an important characteristic. It is usually worthwhile to get at least one
hero up to a 2 or 3 Intel as near the end game teleports may be the only way to
get to unowned towns, and you may not have the time
to move heros to upgrade a
town to a “1” in each category.
Remember that conflicted
towns, unless locked, cannot be used for a retreat. Make sure you have enough adjoining towns
that are empty or owned by you so that a “sacrifice” attack, attacking a town
at impossible odds just to force it to conflicted state, doesn’t leave you
without an escape route.
Remember that attacks can
cause your heroes to defend. Since moves
occur in initiative order, higher initiative teleports (magic user’s init) and
moves can disrupt your plans.
Teleportals are good ways to move to a distant area to capture
towns. Remember, however, that once
either end of the teleportal is locked, the teleportal becomes unusable.
You may want to play a
game where you just push the submit button and see what the NPRs
are doing via the NPR report and Person / Last Action report.
Tutorial – The first turn
Double click “Createdemo6,” then “Demo.” The game starts.
Close the message window.
Scroll the map until you can see the lower right corner of the map. Click on the “P Player0 [Player0]” line in the Player’s Characters list. Note that the town Belainot is highlighted in orange and surrounded with teleport range rings. Also note that Prince’s characteristics are displayed in the “Detailed Description” box and appears in the “Move Order” panel. Player 0 is now selected for orders.
Use the Order Combo Box and select “
Select the hero “Rabbit” in the player character list box. Click on the town Bagamaf to the left of Belainot. Note that the order panel shows “Hero Rabbit” and “Bagamaf” as the destination of a Move order. Click apply. Note that Rabbit moves to Bagamaf and gold goes down by 2.
Press submit. Note that the orders given above take affect, but remember that in turns where you interact with other players, your orders may be affected by other player’s actions and may not work. Note that the turn now says “0” instead of “-1” and your gold / mana / int now read 6 / 2 / 3. Use the report drop down box and select “Economic Detail.” Note that the details of the turn expenses and production are displayed. Use the report drop down box and select “NPR assignments.” Note that the NPRs are smarter than you. Use the report drop down box and select “People / Last Action.” See the orders and results for each player.
Click the “Message” button. Note the prior turns start, end, and (possibly) other game based information are displayed. Combat and results are displayed in the messages box, so it is important to review it after each turn.