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Land Types

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In a game, each player controls a Land. The objective of the game is to increase the size, richness and power of that Land, until it is the most powerful in the world. Each Land is made of territories (represented by hexes on the map).

There are several Land types in the game. For each scenario, some of these will be available depending on the scenario design. Each land is more suitable for some types of play than others, so the players should choose their Land carefully.

Contents

Historical Scenarios

For historical scenarios the land types available are:

Imperial

The Imperial Lands are based on the late Roman/Byzantine empire model. Imperial territories are usually rich and populous but part of the population will be constituted of slaves, who have reduced loyalty. A reduced draft ratio makes rapid mobilization difficult but Imperial armies are effective with a wide variety of troops available, including some elite well armored troops. This type of Land usually involves the player in intense diplomacy, due to the eventual existence of an emperor (or a would-be emperor). Imperial lands are suitable for all types of play.

Feudal (Christian)

The Feudal lands are less efficient at economic development than the Imperial ones, but have the advantage of a higher draft ratio. Troop possibilities are also varied, including elite well armored Knights and infantry armed with longbows. The feudal organization makes the command of large armies difficult. Feudal lands are suitable for all types of play.

Taifa (Muslim)

The Taifa Kingdoms are small more or less independent political entities, which existed in the Iberian peninsula when Muslim central power was weak. They are economically more efficient than the Feudal lands, but a little weaker militarily.

For historical scenarios the land types available are:

Fantasy Scenarios

For fantasy scenarios the land types available are:

Imperial

The Imperial Lands are based on the late Roman/Byzantine empire model. Imperial territories are usually rich and populous but part of the population will be constituted of slaves, who have reduced loyalty. A reduced draft ratio makes rapid mobilization difficult but Imperial armies are effective with a wide variety of troops available, including some elite well armored troops. This type of Land usually involves the player in intense diplomacy, due to the eventual existence of an emperor (or a would-be emperor). Imperial lands are suitable for all types of play.

Feudal

The Feudal lands are less efficient at economic development than the Imperial ones, but have the advantage of a higher draft ratio. Troop possibilities are also varied, including elite well armored Knights and infantry armed with longbows. The feudal organization makes the command of large armies difficult. Feudal lands are suitable for all types of play.

Barbarian

Barbarian Lands are suitable for aggressive play, since they have cheap infantry available in big quantities due to their high draft ratio, and a high reproduction rate to replenish the populations. Their economy and organizational skills are poor, limiting facility building and income, but their infantry is fast and capable of violent charges.

Orc

The most aggression ready Land type, Orcs are only limited by the poor territories where they start, usually swamps with little natural resources, and by their poor economy and limitations at building facilities. Orcs have the highest reproduction rate and a big draft ratio, increased by the encampments they can build, making them a constant danger to their neighbors. Their troops are cheap and usually appear in big numbers, which the Orcs have the command skills to manage. Suitable for aggressive, battle eager players.

Elvish

Elf Lands start with relatively small populations, and they have low reproduction rate. They can recruit very good troops, namely their world-renowned archers. Elves cannot stand an attrition war, but are well adapted to the forests where they live, where they become formidable opponents. They live in usually fertile forested territories. This Land type is suitable for economic/diplomatic play.

Dwarvish

Dwarf Lands start with relatively small populations, and they have low reproduction rate. They can recruit very good troops, mainly in shock combat and siege warfare. Dwarves cannot stand an attrition war, but their troops are well armored and thus hard to kill, and they are well adapted to the mountains where they live, where they seem almost inexpugnable. Their territories are very rich in mineral resources. Suitable for economic/diplomatic play.

For historical scenarios you will, of course, have only the human Land types, usually adapted from the first three mentioned before (Imperial, Feudal and Barbarian/Tribal), and there will be different cultures used to portrait different population according to each scenarios needs, such as the use of Christian vs Muslin cultures for a Crusade scenario.

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