War in Britain, the Viking Age
RULES for War in Britain
INTRODUCTION
War in Britain is a turn-based war game pitting 18 different kingdoms from the British dark ages, including Britons, Celts, Anglo-Saxons, Normans, and Vikings. This easy-to-play game lets you play the different leaders of the past like King Arthur, King Harold, William the Conquer, Harald Hardrada, Ivar the Boneless, Alfred the Great, and many more. Use your combined forces to crush your enemy, and forge alliances to pave your way to victory.
DIPLOMACY
All Friendships between kingdoms in this game are measured on a scale of 1 to 10
less than 1: Kingdoms are at War!
When in a state of war, kingdoms will attempt to attack and conquer the lands of the kingdoms that they are at war with.
1-3: Hostile
When in a hostile state with another nation this means that both kingdoms do not like or trust each other. They cannot move into each other's land, and if they do so then this will cause a state of war to exist between the two kingdoms.
4-6: Wary
When in a Wary state with another nation this means that both kingdoms hold a neutral opinion of each other. They cannot move into each other's land, and if they do so then this will cause a state of war to exist between the two kingdoms.
7-9: Friendly.
When in a friendly state with another nation this means that both kingdoms like each other but they cannot move into each other's land, and if they do so then this will cause a state of war to exist between the two kingdoms.
10+: Alliance.
When two kingdoms agree to an alliance, this means that both kingdoms can move armies freely through each other land. Alliance does NOT expect the other nation to fight with them. Although, any ally will become more hostile to the enemy of your ally.
When kingdoms declare war they are locked in a war for at least 10 turn.
When kingdoms make peace they are locked at peace for at least 5 turn.
When kingdoms inter-marry they are locked in a alliance for at least 25 turn.
When you pay for an alliance, you will secure an alliance for at least 5 turns.
When you pay for peace, you will secure peace for at least 8 turns.
MOOD.
Mood is important as it can directly affect your friendship state with another nation. If their Mood is showing a positive or negative value then this will show the direction their friendship is taking. For example if a kingdom shows a Mood of -3 towards you the there is a good chance your friendship will drop one point next turn. Each negative/positive value has a 25% chance of causing a shift in your friendship. So its important to keep watch on which kingdoms growing more hostile.
What will effect other kingdoms'MOOD towards you?
If you are build up a large army of 10,000+ next to their land(which can have a negative effect).
Conquering a city from a kingdom (negative effect). this can affect all kingdoms.
Declaring war on a kingdom (negative effect). this can affect all kingdoms
Destroying lands anywhere (can have a negative effect).
Giving gifts (positive effect). this can affect all kingdoms.
Declaring war, or just attacking another kingdom will have a negative effect on all other kingdoms.
Getting too powerful. Being the top kingdom.
GIVING GIFTS
Giving Gifts to other kingdoms will increase their mood +1 and increase their friendship +1. Giving gifts can affect other kingdoms too.
SEA MOVEMENT
Fleets can move 2 spaces.
Fleets can move through any friendly sea zones.
Fleets can move into any of your coastal lands, these are considered ports.
Fleets will combat any enemy navy they encounter when moving into sea areas.
How to move armies across the sea,
To be able to move armies across the sea from one land/island to another land/island you need the following conditions,
At the starting location, the army needs to be located on coastal land that is adjacent to a sea area that is either owned by you or by a friendly nation.
The End location or the final landing location needs to be adjacent to a sea area, and that sea area must have at least one of your ships in it.
Also, you must be able to trace a path through friendly sea regions between the start and end locations. You don’t have to own these sea regions and you don’t need ships in them (apart from the final location) to be able to move across the sea.
LAND MOVEMENT
All armies can move 2 spaces through any friendly land area.
Armies cannot move into a sea area.
Armies will combat any enemy Army they encounter when moving into another land area. The army's movement always finishes after combat.
When an army moves into another land controlled by an enemy, combat will take place and the victor will own/control that land area.
Garrisons guard the land and cannot move. But an army can be created by drawing troops from a garrison.
Armies can move across the sea from one land or island to another land or island but you need ships parked outside or touching the land you wish to make a landing onto.
HOW TO CREATE AN ARMY
You can only create an army from troops in a garrison. Garrisoned troops are bought by tapping on one of the lands that you own and then tapping the Build button. A list of available military forces will be shown on the build page for you to purchase. Normally you will purchase 250 troops per tap. Once you have purchased your troops you can then create an army.
Tap EXIT to leave the build page. Tap CREATE AN ARMY, then your leaders will be displayed, keep tapping the ‘>’ button until you find a suitable leader. This will open the transfer page, and slide any troops you need from the right side(this is the garrison) to the left side(this is the army). Your selected leader will be displayed on the left side. Tap ACCEPT button and your army will appear on the map. You should always leave some men behind in the garrison to guard the land.
You can also see your new army shown in the box at the bottom of the screen. If you want to give this army orders just tap on the Army box at the bottom of the screen. If you tap on the army box at the bottom a detailed popup screen appears showing the leader data and army data, and more options.
COMBAT
Combat occurs when you move your army into a land with an enemy army of the garrison. Combat starts with your army attacking every enemy army in that land, and if it is successful then your army will battle the garrison. Only garrisons get the defense benefit of the forts. But forts can be knocked down during any battle and maybe be destroyed during your fight with the garrison.
Combat happens in rounds, in each round the two sides fight, casualties are taken, forts are destroyed, and morale is decreased. This keeps happening until one side's morale drops below 30% then they will be forced to retreat or surrender. If the Attacking army wins then he fights the next army or garrison.
Siege engines are primarily used to destroy forts.
SHIP COMBAT
Ship combat is similar to land combat, each ship has an attack strength depending on the development level. Generally, the larger fleet will win most battles. Remember, it’s always better to have one larger fleet than 2 smaller fleets. Note, one ship is needed to control a sea area.
COMBAT PENALTIES
Combat penalties would include terrain features, forts, rivers, and amphibious landings.
Combat penalties are accumulative.
So, if you attack across a river into land with 3 forts and it’s in the forest, you would have a combat penalty of 35% plus 50% for the forts. Forts work a little differently as they can be knocked down during the battle.
RIVER (-20%) Attacking across a river
AMPHIBIOUS (-25%)
FORTS (30-80%)
TECHNOLOGY
Technology in this game is a bit slower than my other games but still important because you have better ships to choose from and stronger troops but they are more expensive. You also can upgrade your forts and monasteries to produce more effective buildings. monasteries are extremely important for getting in ahead of your competitors. At the start of the game, you will see small Monasteries scattered around the map. Build monasteries to improve your development Level.
LEADERS
In War in Britain, leaders play a major part. They have a major influence in combat and diplomacy.
Leaders can be killed, captured, and married. New leaders can be bought with credits. You can buy heroes that will stay with you until killed or captured. You can buy an extra prince and/or princess, these are cheaper than heroes but will only stay with you for the current game.
Here is a list of their abilities.
LEADERSHIP:
Leadership adds to the army's combat performance. Adding to their damage.
MORALE:
Morale adds to the army's combat morale. This lets the army fight longer before retreating.
CHARISMA:
Charisma adds to the leader's desirability for a successful marriage arrangement. Charisma also attracts bodyguards. While the leader is leading an army a small percentage of the housecarls will be automatically promoted to bodyguards each turn.
COMBAT:
A leader's combat value is added during army battles. Combat is also a level of survivability for the leader during a battle, if his bodyguards have died or his army has surrendered.
HEALTH:
all leaders have 3 life points. each time they fail a survival roll during a battle they will lose a life point. Life points can be bought with credits. There is also a very small chance of healing when not leading an army.
MARRIAGES
During the game, princes and princesses can be married off to other kingdoms to seal an alliance with that kingdom. This alliance does not include military support but guaranteed peace for 25 turns. If you marry your daughter to another kingdom's prince your daughter will be permanently unavailable to you as she will be living at the rival kingdom. If by chance your son-in-law dies your daughter will return to you. When you marry off your son, you may have to pay a dowry.
SOLDIERS OF THE 500-1100s
BODYGUARDS
All kings and important leaders need bodyguards, bodyguards protect the leader in battle and are extremely loyal. Your leader will not die if he has bodyguards. Once your bodyguards all die your leader is on his own and is combat skill. They are expensive.
CAVALRY
Cavalry is the most expensive troop in the game. They are the shock troops and can inflict more damage on the enemy than your infantry. they can only be bought in lands with a workshop.
HOUSECARLS
Are your crack troops, they are resistant to arrow fire, and they are great all-round troops. housecarls use long axes and round shields, they also wear body armor and because of this, they can only be bought in lands with a workshop.
ARCHERS
Archers are very good at defending forts. as they get the first strike. They are cheap but have little defense.
FRYD
Fryd at peasant infantry and can be bought anywhere. They carry shields and spears.
SIEGE ENGINES
Siege engines can include all siege equipment, They attack with the army when you assault a fort. They also get the first strike. They do their damage to the fort before the rest of the army fights. Siege engines are expensive and should be saved for the larger forts.
INCOME
Land income is collected for land and seas.
TERRAIN TYPE
Rivers- When crossing a river to attack a land the is a 20% defense bonus
Beach landing - When attacking from the sea add another 25% defense bonus
SPECIAL BUILDINGS-
MONASTERIES
Monasteries are extremely important for getting ahead of your competitors, they give you development points. At the start of the game, you will see some Monasteries scattered around the map. Build monasteries to improve your development Level. Monasteries can be upgraded with your development Level.
FORTS
Forts and castles are a sanctuary for your troops. They can only be built on a town space, these can be identified as they are small land with houses. These townlands earn 5x more than regular lands. Lands with large forts can get extremely difficult to capture if they are adequately defended. As your development Level goes up so does your ability to upgrade your forts.
WORKSHOPS
Your capital starts with a workshop. Workshops are needed to build ships, cavalry, and housecarls. They can be built anywhere but they are expensive.
YOUR NATION’S INFO PANEL
To access your Nation’s detail pages you need to look for the kingdom's Info Panel. the kingdoms Info Panel is at the bottom of the screen and it shows you the Nation's name, income, credits, money, and development level.
The two flags to either side are buttons that access the Nation’s detail pages.
Nation’s detail pages show various information about your relationships with the other kingdoms. It also shows the leaderboard for development, most powerful, incomes, armies, etc.
You should look through these pages and get familiar with the information there.
FRIEND STATE :
This is the first page that pops up and there is a good reason for this. You should keep a watch on the other kingdoms' friendship level, and which friendship is dropping too low. You may need to negotiate or prepare for an attack. You may even want to try to arrange a marriage with your biggest rival.
This page also lets you know how many turns are left before you can make peace. If you are at war with a kingdom and there is no count-down number under the 'Turns' column then you can freely end the war. The same goes with peace and alliance, if there is a number there then you are locked in that state. This can be good for you or can be bad for you, but at least you have some control over what is happening.
FRIEND PAGE:
This page gives you some information on what wars are happening and what alliances are in place.
POWER PAGE:
Shows who is winning in the power game. This number is calculated from your income, total troops, and cash.
INCOME PAGE:
Shows the top 18 kingdoms' total income they receive each turn.
LADDER PAGE:
Shows who is winning in the power game.power page except shows ships and populations.
KIA PAGE:
Shows your losses and the number of troops your armies have destroyed.
ARMS PAGE:
Shows all kingdoms Troops and war losses.
TECH PAGE:
Shows the top 18 kingdoms and their technology level.
YOUR LEADERS PAGE:
Shows your leaders and their total troops and location.
YOUR NATION’S PAGES (center button)
To see your Nation’s Summary, Cash Flow, Victory Meter, and Market, you need to tap anywhere on the Nation Info Panel at the bottom.
KINGDOMS SUMMARY
The kingdoms Summary shows your Nation’s vital details - Cash on hand, Development Level, Population, Regions owned, Ships, Troops, Resources, Reputation, and your position on the leaderboard.
KINGDOMS CASH FLOW
This is a breakdown of all your income and costs.
VICTORY METER
This Bar chart shows gives you a visual indication of how you are going compared to the next top nation and what this game is looking for to achieve victory.
Types of victory can be 1) most income, 2) most powerful.
THE MARKET
The market is where you can trade your credits for money to spend in the game.