04-05-2015, 02:51 PM
I wanted to clarify a couple Rules here:
1. A Sanctuary can now be built by using Order #455, a sole order for the Ruler. This replaces the previous idea of an encampment. A Sanctuary allows a kingdom to survive without controlling any PC's, but it must be built prior to losing the last PC, or before there is no PC that the capital can be relocated to due to a non-allied group blocking potential relocation of the capital.
2. In the past, any non-allied group with a single brigade or greater at a PC would block the relocation of a capital to that PC. Effective April 16, 2015, only a group capable of laying siege to the PC, i.e., the group has a value vs. PC > the PC defense, may block relocation of a capital to that PC, whether through order #355 Relocate Capital, or by the capital falling through combat.
3. Sea Power and drowning.
1. A Sanctuary can now be built by using Order #455, a sole order for the Ruler. This replaces the previous idea of an encampment. A Sanctuary allows a kingdom to survive without controlling any PC's, but it must be built prior to losing the last PC, or before there is no PC that the capital can be relocated to due to a non-allied group blocking potential relocation of the capital.
2. In the past, any non-allied group with a single brigade or greater at a PC would block the relocation of a capital to that PC. Effective April 16, 2015, only a group capable of laying siege to the PC, i.e., the group has a value vs. PC > the PC defense, may block relocation of a capital to that PC, whether through order #355 Relocate Capital, or by the capital falling through combat.
3. Sea Power and drowning.
- Up until late 2014, and possibly for some aspects into 2015, there was code in place that resulted in loss of brigades and characters if the number of fleets in a given sea was below the number of brigades in a group in that sea. For example, if the Ancient Ones had 3 fleets in the Sea of Mystery, and had a group at its capital at sea area PA with 3 brigades, it could not receive reinforcements, it could not recruit, and if a fleet was sabatoged, it would lose a brigade and potentially characters. These effects were collectively called "drowning". All of that has been eliminated at this point.
- Now, all of the above has been eliminated. The only consequence of not having sufficient fleets is that a group cannot move if it has insufficient fleets (fleets < brigades) to transport it. The group can receive reinforcements, recruit, and the sabotage of a fleet does not result in casualties to brigades or characters.
- Players are reminded that a battle at sea is decided by the navies. Specifically, the number of fleets, the quality of fleets, and leadership - but brigades have no effect on naval battles. Brigades are lost when fleets are destroyed in naval battles, and characters may be lost. So a kingdom with a capital at sea must be on guard against having a weak navy vs. a potential enemy. If a naval power learns of your capital, it could move there via order #710 or #715 and force a naval battle that could result in the destruction of all brigades and characters. Ouch. There are advantages of having a capital in a sea area, but there is a danger if groups remain there without a strong navy.


