| There are 40 lands available in the
continent of Erathia. To capture new lands, you contact the
current landholder of the land you wish to conquer, and play a normal game of heroes on
the defender's land. Note that the lands that you may challenge must be
adjacent to your current borders. If the Invader (challenger) is the victor, he/she takes over the players' (defender) land. If the invader (challenger) loses, no land is lost or exchanged. A challenger or invader may try no more than 3 times to take a the same lords' land in a 3-month period. If that is the only piece of land that player had, or a new player wishes to enter the tournament when the lands are fully occupied, they may enter via INVASION, by challenging players with lands indicated with the red underline and marked invadable from outside Erathia. Players can refuse challenges, but if they are in vegeto mode for a long time or not playing at all, they will be removed to be replaced by a more active player. Remember that all games played here does get counted for TOH points - Report them via the main winloss program. A Lord in the process of an invasion or defence of a land cannot play another until completed current one. (unless player has the offence skill, can attempt several invasions). Wealth, Currency, Land Value, Bribery & Theft Income (Denarii - Erathian Currency) is
made in two ways: Lords can gain land by means of defeating a neighbour, or by forcible removal by purchasing their neigbours land. Purchasing a land by force is 12 times the land value, + current player wealth. Therefore the lord in whom is being bought out can make it more difficult for the purchaser by increased wealth to counter it. Even an invader without a land may purchase an invadable land if he/she has the wealth. Purchase can be improved with the Diplomacy or Offence skill, but together they are not cumulative. Lords can Bribe other neighbouring lords for alliances; a Bribe/alliance is 7 real days per total allied+lord land value. The lord then can challenge opponents on all allied borders. The Lord recieving the bribe cannot refuse, and cannot challenge that lord for that time period. This is a good method of keeping a challenger at bay and forming temporary alliances, as well as extending a players' control to lands beyond their own borders. A player may attempt to Steal a players' wealth; the Lord with thievery skill can attempt a theft once during any land offence. Setting up Game Defender plays as Red, challenger plays as Blue. Town and Hero selection at random unless Lords' attributes or the map itself allow differently. The Maps Note that the maps have unique names to them, not named after the land itself. Also these maps have been playtested, but if necessary they may be modified in the future. Red tends to have a slight to significant advantage, and on some rare maps, less advantage. Land value is higher for maps that are harder for red, and time it takes to finish. Counter-Attack Lord Attributes Each Player that enters the Lords Tournament must first choose a Hero from the lords list on the Lords Hero selection page. Each available Hero has 2 basic native attributes, and 10 Denarii. Player can also purchase one other basic attribute when starting. Once a Lord has been chosen, it cannot be changed or replaced. It is your permanent character. Lords can have improved skills, by applying 100 Denarii for an additional skill point to any skill advance.
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