GAME RULES
(updated 16 July 2020)
~SCENARIOS~
Last of the Mohicans (small), difficulty: 2
Quebec (medium), difficulty:3
Jamestown (small), difficulty: 3
Siege of Louisbourg (small), difficulty: 2
Beaver wars (medium), difficulty: 4
The French Indian War (medium), difficulty: 4
Discover the new world (grand), difficulty: 5
The French Indian War (grand), difficulty:4
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~ARMIES~
TYPES
Regulars - 6 Attack, 5 Firing, 85 Morale, 250 for $120
Militia - 5 Attack, 4 Firing, 70 Morale (250 for $90)
Indians(musket) - 5 Attack, 3 Firing, 65 Morale, (250 for $75)
Indians(bows) - 4 Attack, 2 Firing, 60 Morale, (250 for $60)
Cannon(mortars) 5 for $75
warships (2 for $120)
Armies have 3 moves and one attack (they can also force-march 1 extra move) Moving through terrain (not owned by you) will drain your morale, every move doubles the loss of morale in that army.
As soon as armies attack the movement is over.
Leaders with wilderness values reduce the morale loss when moving.
Regulars can only be bought in Europe with Crowns (in-app purchase).
Militia can only be bought in a European settlement/village/town/city.
Indians can only be bought in an Indian tribe/village/city.
Cannon/mortar can only be bought in a fortress.
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~COMBAT~
Forests give a 30% defence bonus to defenders.
Attacking across a river will cost 50% of the attacker strength.
Villages/towns/cities add a 50% bonus to the defender strength.
Forts add a 150% bonus to defender strength.
Fortress add a 200% bonus to defender strength.
Naval troop landings will cost 50% attack reduction to the attacker.
Defending garrisons are the only troops to receive structural defence bonuses.
Armies sitting on a Fort do not receive any defence bonus from the fort as they are considered outside the fort.
Defending garrisons that are defeated in battle will be lost as they all surrender.
Defending armies that are defeated in battle will retreat if possible, but they take extra losses.
Attacking armies that are defeated in battle will retreat if possible, but they take minor extra losses.
Losing armies that cannot retreat are lost (they cannot retreat into a structure).
It's possible for both the attacking and defending armies to be forced to retreat, this is because multiple armies can be on the one spot and the attacker may beat some but not all of them. Often the attacker will defeat the defending army but lose against the town & garrison.
In battle commanders add their charisma to the army’s total morale, this will make the army fight longer in battle, so hopefully the other army will break and run.
In battle commanders add their Leadership to the army’s overall attack strength this will cause more casualties to the defending army.
Commanders leadership (or performance level) can vary from battle to battle. A commander with a Leadership of 5 could perform as a 3 in battle if he is unlucky. But generally, he will perform close to their leadership values.
When armies meet in battle they will fight 10 rounds of combat, each round will lower the army’s morale and kill troops, when morale gets too low that army will routed and retreat.
Retreating will cost your army another 30-100% losses.
Only leaders defeated armies can die in battle.
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~FIRING ON THE ENEMY~
Armies can shoot at each other at one space away.
Armies that are firing upon do not return fire.
Forts/Towns that are fired upon do return fire.
Forts/Towns cannot fire upon adjacent armies/towns/forts.
Its generally not a good idea for an army to fire upon a fort or town unless you have cannons.
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~FLEETS~
Ships can fire into the next sea area or land.
Ships will do little harm to an army on the land but do a lot of damage against towns and forts.
In fleet battles, generally the biggest fleet will win.
Ship Commanders Naval skill add to the fleet hit rate.
In fleet combat the winning fleet will capture any critically damaged ships from the other fleet before they flee.
Ships can sail around in 3 levels of damage, Undamaged ships- 4guns, can absorb 3Hits.
Light damage ships- 3guns, can absorb 2Hits.
Heavily damaged ships- 2guns, can absorb 1Hits.
Critically damaged ships - 1gun, cannot absorb any more hits.
Ships heal one level each turn while garrisoned on a shipyard.
Ships can randomly heal if garrisoned on a shoreline.
Ships cannot be fired upon from a land army.
A fortress will automatically fire upon any enemy fleet that enters its waters.
Ships can only be built in shipyard.
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~COMMANDERS~
Leadership- commanders leadership values are compared during battle and the higher will cause more casualties to the enemy army.
Charisma- their charisma is added to the army’s total morale in battle making the army fight longer.
Wilderness- commanders with high wilderness values will reduce fatigue to armies moving through terrain.
Naval Skill - commanders naval skill values are compared during sea combat and the higher will cause more hits to the enemy ships.
Commanders can die in battle.
You start with 5 commanders and 5 captains (and 5 naval commanders if you are a European nation) When a Leader dies he is replaced with a captain.
Leaders can increase in level.
Special Leaders can be bought with Crowns (in-app purchase) The only difference between a commander and a captain is that captains don’t have an individual picture and are randomly generated and are of a lower rank.
Captains can become as high a level as commanders Leaders can be renamed.
It's a good tactic to hunt down and kill high level commanders, usually by cutting them off their escape path and destroying their army.
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~DIPLOMACY~
Diplomacy and trade work hand in hand. Diplomacy is the process of parleying/negotiating with other nations for cessation of war, making friendships, trade and alliances.
To initiate this process, tap one of the nation’s armies or towns than tap ‘Parley’
Nations mood changes as the game goes on so any friendship/alliance can be cancelled by either party.
Joining an alliance with another nation may draw you into a war with their enemies, and vice versa.
~MOOD~
Looking at the nations friendship state/mood page. The mood reflects each nations current mood towards you in relation to any land disputes. Most nations will be ‘ok’ but if you are at war and/or have take land off them, then their current mood could be as bad as ‘revenge!’. This mood can only be healed by ‘gifts’ or giving them land. Bad moods will also heal over time.
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~FINANCE & INCOME~
Managing your finances is in the early stage of the game is difficult and you find you are always short of money or have no colonists to needed to start settlements.
Trade is more important in the early part of the game because it is the easiest way to increase your income.
It takes time and money to build up your colony to a stage that they are lucrative.
Sometimes it's better to pay off a nation than go into a costly war.
To help reduce your overheads try garrisoning you armies as the upkeep is lower when troops are garrisoned than out on a campaign.
Money is earned from resources in owned lands, land improvements, trade, population centres.
Population centres earn money from town upgrade, resource and population.
Gold and Silver are great resources for improving income.
~TRADE~
Trade helps both nations financially, the nations will share their resources and earn higher income. Generally, the bigger nation with the most resources will get the biggest gain.
Trade can be cancelled and will cancel when you go to war or move too far away from the other nation.
When you start trading with someone your friendship improves.
Trade can be initiated via the Parley button (after you tap on that nations town of army). You have the option to make friends, trade, give a gift, and declare war. If the trade option button is invisible, then you cannot trade because your relationship with this nation is too low. If this is the case, then you first need to make friends.
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~FOOD, POPULATION & COLONISTS~
Population is a key aspect of the game as you will need to draw you recruits from your population centres. Each town & village will grow population each turn if they are well fed and these new numbers will add to the population already in the towns.
Food produced from the land is needed to feed your people and will keep them reproducing and happy.
Any excess food will be stored, and the surplus will then be used to create new colonists.
New colonists are used to start new settlements and are required when upgrading your settlements to villages and then to towns and cities.
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~EVENTS~
Major events can happen during the game, these generally upset the balance and stability of the game. The entire continent will be affected.
Small Pox Outbreak Event,
A smallpox outbreak will affect the entire continent, killing between 10-30% of the population, including armies and colonists. Indian populations are worse effected.
Severe Weather Event,
A severe weather event will destroy crops and damages buildings. And will also damage or sink ships sailing the seas.
Uprising/Dissension Event,
A dissension event will affect any occupied tribe/village/town that has a different race than that of the controlling nation and may uprise to win back control of the town from its occupiers. To combat this affect you will need to station a garrison of about 10% to that of the available recruits. So, if you playing as the English and in control of a Huron tribe with available recruits totalling 1200 then you will need to station over 120 troops to maintain control. The garrison can be drawn from the local town or tribe. Note that available recruits are considered part of the town’s population and so may rebel.
European Re-enforcements Event,
Europe will randomly send re-enforcements to their colonies, this will greatly aid in their conquest of the New World, but the new colony is left with the debt to pay back.
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~WINNING THE GAME~
Check the VICTORY METER regularly as it will give you an overall picture of how you are going compared to other nations. And it will also show you how far from victory you are.
To get there, tap the panel that shows you money and food, this will open the ‘Colony Summary’ screen, next is the ‘Colony’s cash flow’, next is the Victory meter.
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~THE INDIANS~
Indians work differently to Europeans as their economy and troops are cheaper, and their tribes don’t earn as much money.
One benefit is that the Indians can capture a tribe without a fight if they are of the same race. Indians will convert another Indian nation to their race when held long enough. Indians won’t convert to a European race so will need to always be garrisoned.
Indians have trouble capturing forts and fortified villages because they don’t have the use of cannons. For Indians to capture a fort they need have a numerical advantage of about 5:1 odds.
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~THE EUROPEANS~
The Europeans have many advantages over the Indians,
Their troops have better morale and better weapons, they have cannons/mortars to smash fortifications down, and their ships can transport armies from one location to the next.
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~PURCHASING TROOPS FROM EUROPE~
Troops and ships can be purchased from Europe only with ‘Crowns’, Crowns are purchased using in-app purchase.
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~Easy difficulty ~
Easy game sets up Ai opponents with half the forces, funds and population of the human player.
All Ai set at non-aggressive stance.
All Ai start Friendly or wary to you.
All Ai are set to forgive your hostility.
Occupied tribes don’t rebel.
~Normal difficulty ~
Normal game sets up Ai opponents with equal forces, funds, and population as human player.
AI will not turn on you then you get powerful.
All Ai start in a non-aggressive stance.
All Ai set at Friendly or wary to you.
Occupied tribes will rebel during an event if un-garrisoned.
~Hard difficulty ~
Hard game sets up Ai opponents with equal forces, funds, and population as human player.
Random aggressive stance.
Random friendship position.
All Ai are set to remember your hostility.
Occupied tribes can rebel against you if un-garrisoned.
All AI will turn on you if you get powerful!
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~MUSTER~
The muster option is a convenient way to transfer troops from other garrisons around your colony to your muster location without having to move armies. Handy for colonies that are widely spread out. If the muster button is selected then 10% of garrisoned troops in other locations will start to transfer to the muster location. Troop transfer will continue to happen each turn until cancelled. Troops in armies are not included in this transfer. Be careful as this may draw troops from other important locations so use with care.
~EUROPEAN TROOPS~
European Regular soldiers can only be purchased in Europe. Each European nation has a small land to the very east representing their home country. Home countries cannot be attacked. Each European country also has a shipyard where ships can be build.
MOVING TROOPS FROM EUROPE TO AMERICA.
1, Purchase regulars/cannons in your home country (Europe).
2, Create an army in Europe.
3, Move your army from Europe directly into a land in America that is along the shoreline. But you must have ship/s anchored or a navy stationed in the sea area adjacent to the land you want to go to.
4. The Army will then be seen moving from the ships onto that land.
5. You don’t have to own the land you are moving into.
~The End~