Rules (Season 1)

General Rules and Glossary

  • Territory: A region of Everland that can be owned and controlled by a single House. Each territory can have up to 5 Improvements and up to 1 City
  • Province: A province is the total collection of all Territories belonging to a single House
  • City: Each house has a city in one of their two starting territories that is the seat of power for their house
    • Cities generate a bonus +1 Industry, Agriculture, Might and Civilization
    • When a city is occupied by anyone other than its original owner it does not generate any bonuses
    • If occupied for more than 1 month uncontested the city can be destroyed
    • If a city is destroyed a house can build a new city in a territory they own at a cost of 8 resources, provided the territory already has  1 of each territory improvement built. The new city replaces the four territory improvements.
  • Resources: used to buy territory improvements in one of 4 areas OR can be traded with other Houses. Resources are cumulative month to month.
  • Territory Improvements: there are four types of improvements, each costs 2 resources to build (improvements themselves cannot be traded, only the things they produce may be traded)
    • Industry: produce resources (1 resource per industry per month)
    • Agriculture: allows you to increases the size of your province (1 Agriculture required per territory). Once the current month’s orders are received and processed by the GMs (but before any battles/conflicts are resolved), if you have more territories than total agriculture (not including newly occupied territories) your House will lose control of Territories until the numbers are equal. Territories lost in this manner are considered to be in a state of Peasant Revolt. Excess Agriculture production can be traded to another House to boost their Agriculture for that month.
    • Might: Total Might score across entire province determines how far your armies can travel. Also when a conflict is being fought in a territory the House/alliance with the higher Might score receives a bonus. However for both attacker and defender Might is only calculated for the territory where the conflict is being fought.  (i.e. +1 Might from a city only gives a bonus in a conflict when a House is defending their own city, has no effect if they are attacking elsewhere)
    • Civilization: can be used to take a variety of Political actions (i.e. influence games, redirect attacks, effect alliances, send out spies, etc…), each with a required amount of Civilization. Civilization is NOT spent or consumed by using these actions, however you cannot take more Political actions than your total Civilization score.

House Orders

Border Wars events take place on the last friday of every month at Project 314. House orders contain the following four sets of actions taken by each House every month, and are submitted as an alliance at the conclusion of every War Council.  War councils take place at 6:45pm on the friday two weeks prior to every Border Wars event.

  1. Build Actions
  2. Trade Actions
  3. Political Actions
  4. Military Actions