SAMPLE OF POSSIBLE ORDERS

 

MILITARY ORDERS

ORDER

RESULT

attack [ID]

Invades an adjacent nation, or orders the army to continue the conquest of a nation. This order will cause a battle to take place between the advancing army and the army of the nation attacked. If a player wishes to attack other forces in the nation, this must be stated.

hire [unit type/s]

The raise cost must be paid, and the specified troops or ships are immediately added to the army, under the command of, and in the same location as, the leader who issued the order. Militia cannot be hired. The leader must be in a controlled nation to issue this order. Units have the Tech Level restrictions and CF modifiers appropriate to the nation where they were raised. Special units can only be raised by a leader who is in the nation that can raise that unit type.

move force to [ID], [ID], etc.

Each nation and sea has a movement cost to enter. A force can move until the slowest unit has insufficient movement points to enter the next nation or sea, or it is about to move from an uncontrolled nation into another uncontrolled nation. This order is identical to Attack if it causes a force to enter an uncontrolled nation. Allies, tributary and conquered nations count as controlled. Nations with a treaty of friendship also allow movement of units through their controlled territory. A fleet must end its movement in a nation.

raid [ID]

Orders a force to launch a raid against the named nation.

NATION ORDERS

hire [leader type] [name] in [ID]

The player is told the new leader’s quality. The leader appears in [ID], which can be anywhere in the world.

improve defenses by +1

Cost in MU is:

(20 * New Level * New Level * Movement Cost) / PM

issue rumor

The player should write up the rumor as they wish it to appear in the VARNA TIMES, including headline. The GameMaster reserves the right to edit all entries.

loot [ID]

The number of slaves to raised must be given. They go to the player’s home nation unless another destination is specified.

loot and kill [ID]

As Loot, except that the captives are massacred instead of being enslaved.

send [goods] to [ID]

Money or slaves can be transported from anywhere to anywhere. They arrive the same turn.

sign treaty of friendship with [ID]

Illegal unless the target is a player nation. The order is only mutual if both sides issue it. It allows military units of the target nation to move peacefully into and through territory controlled by the issuing nation.

send message to [ID]

NPNs reply "NPN, no answer", unless the receiving nation is controlled, when the message will be passed on to the player controlling it.

 

DIPLOMATIC ORDERS

 News and Movement

NOTES

Discover relationship/s of [ID]

Includes status as NPN or player nation. The identity of the player (if any) is not revealed.

move to [ID]

The Ambassador’s location is irrelevant when this order is issued.

…and trade

This can be added to any Move order (military or diplomatic), and any goods being transported are transferred to the nation in which the move ends.

 

Leaders

NOTES

assassinate [named leader] in [ID]

Ambassadors do not assassinate leaders belonging to their own nation. The Ambassador must be in the same nation as the victim.

subvert [named leader]

The leader applies their modifier as a negative, but only on the turn the subversion succeeds. They also reveal the order they were executing.

 

Relationships and Money

NOTES

damage trade of [ID]

The target trading partner becomes independent. It is illegal to target player nations.

disrupt alliance of [ID]

The target ally becomes a trading partner. It is illegal to target player nations

negotiate alliance with [ID]

An independent nation becomes an ally.

negotiate alliance with [ID]

Trading partner becomes an ally.

negotiate trade agreement with [ID]

An independent nation becomes a trading partner.

 

Upheaval

NOTES

foment unrest in [ID]

The money is subtracted automatically from the target’s treasury.

provoke attack by location of leader on [neighbor's ID]

Conquered, liberated and player nations will not attack. No nation will launch more than one attack per turn.

provoke raid by location of leader on [neighbor's ID]

Conquered, liberated and player nations will not raid.

sponsor bandits

Sponsoring nation gains half the bandits’ income.

sponsor pirates in [named sea]

Current location must have a coastline on the named sea. The sponsor may be pirated, if in the affected sea. The sponsor gains half the pirates’ income.

 

 

Return to main page. Go to Introduction to the nations of Varna. Go to playing the Wargame. Go to unit types.