Final Harbour, The Manual
The Military
It wouldn't be much of a game without troops marching through the lands to fight each other. The most basic kind of warfare where warriors try to kill each other to increase the wealth of the rich is even older than humankind itself. It's this part of fantasy games that is inspired by the sad reallity instead of the wierd dreams of some story writers.
Well, you need at least a basic defense. If you haven't enough you'll just loose land until it's enough. So even as mage or agent you have to have a regular army.

Hitting a target
After you have decided whom you want to visit, you have to lock him as target. As always, you can only hit someone in your own kingdom or someone you are officially at war with. Normally you have to break his troops as a whole to be successfull. You will face very high losses if you underestimate his defense and get driven back. If you attack someone that is smaller than you, your losses get increased, that can make the gains very expensive. That rule is set aside if the target has not enough defense at all and gets increased if the defense per hectare of the target is higher than the average.
The calculation of the gains or the result of an attack is only modified if the defense of the target is much higher or much lower than the average. That is somekind of protection, but it's a fair one. So if someone is hit several times in a short period of time and had a normal defense in the beginning, the losses of the attackers get increased and the gains get down. If the target gets punished after a suicide attack(used all or most of his defense) on the other hand, the gains get up and the losses get down. When attacking for land you should be able to get around 10% (min 10 hectare) on a normal target, up to 50% (min 50 hectare) from a suicider and at least 5% (min 5 hectare) if the target is already heavily beaten up.

Defending your land
Defending is automatic. All kind of soldiers that are able to fight will take part. There are several building types that can aid you in your defense and the generals you have at home will give you a bonus too. The mage and agent specialists have ways to protect their land in exchange for the ability to do their own ops. It's obvious that a big attacker will always be able to walk right over the defense of a much smaller province. But as the gains aren't very high and the losses of the enemy army are increased significantly if attacking a much smaller province there shouldn't be much of a problem if you don't provoke them and if your defense is at least up to standard. If you have a very small province in your Kingdom it's your own fault anyway! As both, the total size of your kingdom and the average province size are part of the target limitations for wars, the ideal thing for the size of the provinces within your kingdom is to level those out as far as possible while building one slightly bigger attacker.

Tip
While it might be a good idea to beef up your defense for a short period of time with mercenaries, these forces are highly vulnarable to basic thievery operations. Once the cash flow isn't high enough to pay them in total they'll just leave you all at once! So you shouldn't rely too heavily on their over priced services to defend your land. Use the townwatch and the militia for this kind of short termed defense increase.
While Zombies are quite cheap, they too suffer from a lack in their basic "fuel" as well as from their natural losses every round. So for them goes the same, just use them on a short term basis.


Your Army
There are several types of "warriors" you can choose from when building up your army. The most reliable types are those you train out of your own peasants. Of course the Elite Warrior is best, followed by the standart Soldier and then by the militia. That ranking is not only based on the fighting skills, but additionally on the survival rate and reliability of them under all circumstances. So if you can't pay your troops, or if certain magic spells or agent operations hit your province, the militia has the highest losses. The least that abbandon you will be always the Elite.
Your Generals are a special case. They don't take part in the real fighting, but they command the troops. So if you sent more than one General in an attack there is not only more wisdom concentrated in the command, but the troops can be split to form up more complex attack patterns too. So for every additional General after the first one, your troop gains a 4% attack bonus and will suffer 5% less causalties than normal. The same is true for the defending side of a conflict. Every General at home gives a defense bonus of 2% and 2% less losses. As you can see, a General at home isn't as effective as one that attacks. That's mainly because you don't need much wisdom to defend a fortified possition. There is just not much room to manouver. The max number of Generals you can have is limited. Everybody can have 2 Generals, but only if you are specialized in the military sector you can train up to 5 additional ones.
You can't train your Elite Warriors. You just have to wait until you find a very skilled normal warrior. So after every fight both, the attackers and the defenders warriors are tested and you have a certain chance to find a few worthy ones. To prevent abusing this by doing fake attacks on each other, the defenders are only testet when he lost or when the defense was barely holding. So in case of a faked attack the losses are either higher than the gain, or there won't be a gain at all.

TypeDescriptiontraining
cost
training
time
upkeep
cost
strength
off/def
MilitiaThese are only basic trained peasants with a lousy weaponry6 ou6 days0,3 ou1/2
WarriorThe normal Warrior is the core of your army12 ou12 days0,5 ou3/2
Elite WarriorThe best taken from your normal soldiers form up those18 ou(*)13 days(*)0,70 ou5/3
GeneralEvery attack needs a leader. More than one will give you a certain bonus40 ou20 days3 ou-/-

TypeDescriptioncostupkeep
cost
strength
off/def
MercenaryA warrior who fights for money. The maximum number of mercs you can have is limited by the strength of your regular troops as they might have to be holded down by force. For every 2 points of raw attack points you can have one merc. The size of your province is another limiting factor. A mercenary goes where he thinks a job might await him, so you'll see no more than one mercenary per two hectare you own.3 ou1 ou2/2
ZombieResurrected by your mages to continue their fight after death. They need 0.2c per turn as well as mages worth 1 point for every 10 zombies. SIGH, no, they don't eat the mages, those are just placed in the 1 day away list.specialspecial0/2
GuardThe Guards from the Townwatch-0.2 ou0/1

(*)As specialized warrior with an acedemy, you can additionally upgrade normal Warriors to Elite Warriors in the above shown time for the according cost.

The basic attack types
The possible attack types that are open to all are quite limited. Due to the lack of advanced strategy knowledge only available to those that invest in Highcommands. The away time is the number of days your troops need to get ready again after an attack. This value is halved when attacking inner kingdom targets.

TypeDescriptionaway timetroop lossesgoes for
Land March
(1G)
This attack tries to conquer land from the target by brute force. If successful the attacker gains some hectare. 16 daysnormalland
Plunder
(1G)
With this attack you can get a good part of the targets free resources. If you use mercenairies in this attack they will hold back their loot. It uses more time because the troop reorganization of the sidetracked soldiers will take a while. 17 daysnormalresources

Next (Being a Warrior)