Military Action

While all  territories have their own local defence forces, each house has a standing army that exists to take specific military actions. Each month Houses MUST select one of the following actions for your army this month. If a House neglects to send in their orders for Military Action, or if the order fails for some reason, they are assumed to do nothing.

The range of your army FOR ANY MILITARY ACTION is based on your total Might score across your entire province. This is often referred to as the “Might Range” of your army, and is how many territories away from your HOME CITY (aka Capital) that your armies can exert their power. (I.e. if your total Might is 4 then your house could occupy, raid, defend, or support any territory that is between 1 and 4 spaces away from your home city.) Any house that does not have a HOME CITY  can only target adjacent territories with their Military Action.

Occupy: An Occupy action means that an army has declared they are attempting to take over an ADJACENT territory (a territory that is next to one you already own). This could be a neutral territory, a territory under the effects of a peasant revolt, or a territory belong to another House. If at any point two or more Houses attempt to Occupy the same territory, a conflict must be resolved at the next Border Wars event. (more options may be added in the future as Border Wars unfolds).

  • Claim: a neutral territory for your House (no conflict required)
  • Pacify: a territory currently experiencing a peasant revolt and gain ownership of it (cannot Pacify a peasant revolt in the same month that it first occurred)
  • Invade: a territory controlled by another House (this is considered an act of war). THIS COSTS 1 RESOURCE! If the invaders win, 1 randomly selected territory improvement is immediately destroyed. The invaders take control of the territory and ALL remaining territory improvements. If successfully invading a Territory with a City you may choose to destroy the city or occupy it. An occupied city does not generate any of its bonuses but while occupied that House whom it originally belonged to cannot found another city (it is effectively held hostage). If destroyed the House whom the city originally belonged to may pay resources to found a new city (see Build Actions)
  • Retake City: Attempt to retake your capital city if another House has successfully invaded the territory and now occupies your capital. This action cannot be used if the enemy house has chosen to destroy the city. Retake City is treated the same as an Invade action, however it does NOT cost any resources.

Raid: A House may raid any territory within range of their total Might. If traveling through another province with closed borders prior to reaching their intended target, the raid is intercepted, effectively redirecting the raid into the first territory encountered. Any conflict due to a raid must be resolved at the next Border Wars event. If a Raid is successful (i.e. the raiders win and the defenders lose), the raiders carry out one of the following raid victory actions.

  • Sack: raiders select 1 existing territory improvement to destroy
  • Pillage: raiders steal the next month worth of Resources produced (by Industry) from that that territory (if raiding with support from an ally, pillaged resources can be split up)
  • Forage: raiders steal all Agriculture that would be produced next month for that territory (if raiding with support from an ally, foraged Agriculture can be split up)

Defend: Every territory in Everland has its own local defence forces, called a Garrison, however these forces don’t fight nearly as well as a standing army. When attacked without any other support or defence, the Garrison suffers a -50% penalty to their Victory Point score when any Conflict is being resolved. Using the Defend action represents using your army to bolster the local defence forces of that territory. That territory MUST be within the Might range of your army, even if it is one of your own territories. If your army must travel through a province with closed borders the defend action may fail.

  • Self Defense: When a House defends their OWN territory this grants a free +50% Victory Point modifier to the defence of that territory for the current month.
  • Allied Defense: If defending another House’s Territory, you will join forces with them, granting a +50% Victory Point modifier to the defender.
  • Fortify: When defending a territory you may boost the Might bonus for the defence of that territory by +1 Might per Resource spent. However if no one attacks that territory the resources are wasted.

Support: A support action means that an army will not take any offensive action of its own but rather support the actions of another Houses army in whatever action they take. A Support action will fail under three conditions:

1) You do not have enough Might to reach the same target as the House you were supporting

2) The support action requires your army to pass through a province with closed borders, preventing you from reaching the same target as the House you were supporting.

3) One of your own territories is attacked therefore forcing your army to instead move to defend your home territories (if more than one territory is attacked you must choose which territory to defend)

If you are successful in reaching your support target this adds a +50% Victory Point multiplier (as well as adding any other applicable Might Bonuses) in any ensuing conflict that arises. Any Might bonuses granted by political influences for the supporting House are NOT included in a support action. There are several options for support actions.

  • Allied Support: A House places their army under the command of another House within their alliance this month, supporting them in whatever action they choose to take. In any conflict that arises your army will fight together with the House you are supporting. If that action is a Raid, you share in the spoils. If that action is to occupy, only the Occupying House gains ownership NOT the supporting House.
  • Mercenary Support: Treated exactly the same as ‘Allied Support’, however the support comes from a House that is NOT within your alliance and will only go through if the Mercenary House is paid an agreed upon amount of Resources or Agriculture by the house they are supporting. The Mercenary House is NOT required to list this as a Trade Action,however the House buying the Mercenary Support should record the transaction as a Trade Action.
  • Peacekeeping: A house declares that they are working as peace keepers, GMs will decide what constitutes peacekeeping for that month; could be a variety of things such as defending neutral territories from would be conqueror’s, preventing a House from being wiped out, or defending against raiders or other such aggressors.

More Military Actions may be added as the Border Wars season progresses….