Content
Updated on October 24th 2003 by LordClide.
|
Units Management
The World of Akeran is in ages of trouble. Rivalry between the Mages of
Greystar have caused much warfare activity during the recent seasons. Every
city must now defends itself by training units, establishing garrisons to
protect the inhabitants. Also from times to times, a Mage would send armed
force to fight and conquer other territories.
There are a couple of unit category. The first category is the
Fighters and they constitute the main part of the unit roster. These
armed forces help to defend cities, protect non-fighting units, and attack
other armed forces. The second category regroup Support Units,
deprived of offensive abilities but being the lone that may enter the market
and benefit the protection it provides. Among them are Settlers, that can found
new cities and transfer population between existing ones, Caravans, able to
carry goods all over the world and trade with the Guild at the market or with
others players in their cities' marketplace, and Canteen, carrying supply on
the battleground and mandatory auxiliary unit to Fighters when in large number.
The third and last category is the Spellcasters. Those units can study
the magical arts and are able to learn and cast battle spells and
enchantments.
From the time of its creation to the one of its death or disband,
every unit belongs to an army. Each city has a garrison,
to which any in-progress unit will be transfered upon completion. Every move,
combat, scouting, or trade orders is to be send to either an army or to a list
of units. Most army-targeted orders can be queued, their acknowledgment being
added to your log after processing.
You can create and name new armies by transferring units from garrisons.
However, if you order one unit to leave a garrison without transferring it to
an army, an autoarmy is automatically created for you. Every unit in
an autoarmy is transfered to the garrison at the next new moon if this army is
located in one of your cities and doesn't have any orders queued. The units'
affectation of named armies is not changed.
Units move on roads using MP (as in Movement Points). Rookie units'
MP range from 17 (Dwarven units) to 66 (Nomad Giant Eagles) with an average
value of 22 for foot and 35 for cavalery. Moves are immediate providing each
unit in the army has enough MP to reach the destination. If not, every unit
recovering 10% of its MP every moon, the move order is queued until the army
reaches its destination.
Every unit has specific characterics
and abilities. The profile of support units does not ever change, whereas
fighters and spellcasters gain skills through experience and study. Low level
fighters gain very few experience or, in case of Milice not at all,
representing city conscripts and suffering a high turnover. Average fighters
can acquired some experience but the elite experience levels are only available
to skilled military units such as those requiring your top most level building
to train. Fighters gain some experience with age, but mostly during combat.
Spellcasters increase their skills by studying
the magical arts inside the religious building.
|