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Nation System Guide


  1. Introduction
  2. Nations
    1. Seeking Asylum
    2. Leaving a Nation
      1. Vagabond
      2. Mercenary Life
  3. Rebels
  4. Regions
    1. Population
    2. Agriculture
    3. Happiness
    4. Technology
    5. Ethics
    6. Security
    7. Trade
    8. Investing In Region Stats
    9. Terrain
  5. Regiment Types
    1. Special Units
    2. Regiment Death
  6. Politics & Waging Wars
    1. Politics Points
      1. How politics points are gained
      2. How politics points can be used
  7. Battle Phase
    1. Starting The Phase
      1. Declaration of Intent
      2. Intercept Turn
      3. Battle Roster
      4. Tactical Plans and Turns
      5. Forfeit
      6. Fortification & Ambushes
      7. Defending Bonus
    2. Regiment Tactics
    3. Raids
    4. Attacking by Sea
      1. Buying Ships
      2. Crew Members
      3. Lending, Borrowing, and Renting Ships
      4. Intercept
      5. Specials
    5. Duels
  8. Individual Stats
    1. Path and Race
    2. Regiment Stats
    3. Soldier Command Limit
    4. Regiment Experience
  9. International Treaties
    1. Military Alliance
    2. Ambassadors
    3. Non-Aggression Pact
    4. Trade Agreement
  10. Adventures


Every member is assigned to a nation and a regiment when they register to join the forum. Nations are assigned randomly, but your regiment type is determined by each member's answers to the registration questionnaire. This is the part of the "Nation System," where each member are units belonging to one of the nations to be used for whatever purpose within their nations. Members gain potch by making posts in the forum--the lengthier their posts, the more potch they gain. There are also many other ways a member can gain potch, such as participation in special threads.

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Nations are the core of the "Nation System" of
Each nation has many members, including one nation leader, a vice-leader, war helper, overseer, foreign minster and moderators depending on the nation's size. Each nation also have their own forums where nation-mates can communicate with each other. Different nations have different rules which each member must follow.
There are currently 20 nations within the Suikox Nation System, 6 of these are NPC nations that members can not join. All members will be allocated into one of the remaining 14 nations. The current nations are:

Each nation own a certain number of regions, and these can be gained or lost through warfare. A best nation isn't necessarily the nation who wins the most regions, because the larger a nation becomes, the more difficult it becomes to defend all of its fronts. When a nation loses all of it's regions, they will cease to exist. However, if they are members of an alliance, they can seek asylum within one of their allied nations. A nation taking asylum will be given one region out of the host ally, but will not gain any soldiers or potch from their residence region. Also, the nation seeking asylum will lose 1/10th soldiers and potch to nations that have conquered their original 10 regions.

Seeking Asylum -- Rules:

  1. Once a nation loses all regions, they must seek asylum within a week from the battle where they lost their final region.
  2. The host nation can not grant asylum at their capital region.
  3. The location of the asylum region must be within reason (they can't suddenly move across the world).
  4. All resources generated from an asylum region will go to the host nation.
  5. Defence of an asylum region is the responsibility of the host nation. However, the asylum nation may defend against attacks if they desire, but in such cases they will be treated as a separate nation; forces can not be mixed beyond what the alliance rule allow.
  6. A nation in asylum will gain 3PP/phase. Beyond that they must be given extra PP from their host nation.
  7. If an asylum nation has enough PP to attack another region, they can only use their own force beside what the alliance rule allows. If a region is claimed, the asylum nation will lose their asylum status and the claimed region will automatically become their new capital region.
  8. If an asylum region is conquered by enemy forces, the asylum nation may seek further asylum.
A member may also leave their nation if they wish. To leave your nation, simply click on "usergroups" at the top of the forum pages, choose your nation's list, and push a button to leave the usergroup.

Once you leave your nation, you will automatically become a "Vagabond". A vagabond belongs to no nation, and basically have very little options in terms of the nation system. The only thing they can possibly do is participate in adventures with mercenaries, or develop regions for whatever reason.

If you think being a vagabond is boring, but still don't want to join a nation, you can become a Mercenary. A mercenary can hire themselves out to other nations in exchange for potch. Thus, a mercenary can participate in wars if they are lucky enough to be hired. Either that or you may be hired to participate in explorations, or even simply as a farm hand or to help with improving a region's security. Basically, you can do as you wish, and there's plenty of opportunity to make extra cash.

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Every non-NPC nation has a rebel faction that is determined in stopping the advancement and bringing about the destruction of that specific nation. Using the donate function, members from any nation on the board can donate funds into the rebel banks and when the faction receives a certain amount of funds, they'll leap into action.

The rebels are completely controlled by the rebel-admin, Tethys.

Anyone, anywhere on the board can donate funds to any rebel faction. However, if your leaders discover that you're donating funds to your own rebel faction, well...

Once a rebel bank gains 1,000,000 potch, they will jump into action. For every 250,000 potch a rebel bank has they will gain 1 PP, which they can use in the same way nations can use PP (see below) sabotage routes, start a raid or launch a full blown assault against a region. The 250,000 potch won't be used up when the rebels use PP, instead the rebels can only use a maximum of 12 PPs a phase.

Rebels can perform a Coup d'etat and attempt to take over a region. For this, they will need a minimum of 10,000 soldiers and 10,000,000 potch. If the rebels manage to take the region, that region will automatically become their capital and they will begin to generate PP like a regular nation.

Rebels will be able to raid regions that have little to no security, happiness or ethics. This can be countered by having a high garrison stationed at the particular region, but even then it might not help completely. Regions with high levels of trade will likely suffer raids from rebels and will also require a lot of garrisoned soldiers.

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As stated previously, each nation owns a number of regions. Nations have an option to assign governors to each regions. At this point, governors have no real role beside gaining bonuses during battles. Each region has a number of stats that have an effect on each nation's performance:

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A Mercenary's Tale I
"When I was still a lad, I often dreamt of being a knight serving a lady. Yea, I was a spring chicken, but I had my dreams. I spoke of these lofty goals often, in taverns and the town square. After a while, I ended up having quite a bit of the townsmen dreamin' the same thing, and that's how I came to be leader of my own mercenary band!"

Regiment Types

When you register to this forum, you are asked three questions which determine your "default regiment type." Regiment type is the type of regiment you will be leading into battle. You won't be able to change your regiment type unless a certain amount of potch is paid for the exchange. Please look at "Regiment Type List" at the top of the page for descriptions of all regiment types.

Special Units

Leader's Unit
The Leader's unit has extremely high morale and thus deals double damage.

Royal Guards
Hand-picked soldiers with the best armor that can cut damage by 50%.

Naval Units
Units specially trained for naval combat. They wear lighter armor and do double damage when fighting on ships, but do 25% less damage when fighting on land. The number of naval units a nation can have is equal to the numbers of ports a nation possess. For example, a nation with one port can only have one naval unit, while a nation with four ports can have four naval units. The bonus from naval units will stack with other bonuses.

Governor's Unit
Units born and raised in a specific region who are assigned to the governor of that region. When defending their region, they show extra tenacity, making them 150% more effective in terms of defence.

Other units: It is rumored that other unit types exist in parts of the world, unknown to many.



Infantry wins and does 3x damage against archers. For example, if an infantry force of 2000 fights against 5000 archers, they will defeat 3000 archers, leaving 2000 archers.


Magicians and Infantry have equal attack power. For example, if an infantry force of 4500 fights against 4000 magicians, they will defeat 2250 magicians, while they themselves will lose 2000 soldiers, leaving 2500 infantry and 1750 magicians; thus, the infantry wins.


In this example, the first archer regiment is the leader's unit. If the leader's unit has 3000 archers, while the enemy has 5000 archers, the leader's unit will manage to defeat 3000 enemy archers (leaving 2000), while the enemy archers will manage to defeat 2500 archers, leaving 500 in the leader's unit. However, the leader's unit wins because they lost less soldiers.


25% of casualties of war will be permanently removed at the end of the phase. Thus, if you lose 1000 soldiers in one battle, you'll lose 250 permanently.

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A Mercenary's Tale II
"A long time ago I was hired by some king, not that I care who it was as long as they'd paid the gold. I was leading a cavalry back then, young and green; we were marchin' through a path that went through some bogs. Suddenly we were surrounded by mages! No matter how stout your horse is, magic strikes fear in their hearts--we were slaughtered by the lot of them. I leapt into the bog; and as hid in the green slime, I watched my regiment torn asunder..."

Politics & Waging Wars

Every so often, the board enters a "war phase," which is up to the admin's discretion. At the start of a war phase, each nation will be given "politics points" that allows each nation to perform various political objectives (including war). The number of points a nation gets depends on how many regions they have, or whether they have a capital region. Here is the breakdown.

Methods for gaining Politics Points:

  1. Existence of capital region = 5 points/phase
  2. Existence of Region with supply lines connected to the capital = 1 point/phase
  3. Successful defence of a region from foreign attacks = 1 point/region (you also gain 500 potch for every soldier you have defeated.
  4. Gaining certain treasures as a result of explorations = PP gain is case-by case

Thus, a nation with a capital region and 10 other regions will have 15 politics points each phase.

Nation Leaders must try to use all of their politics points every phase, and unused points can not be carried over to the next (this is because the points indicate what your nation is capable of doing within a given timeframe). Here are ways you can use your politics points.

Uses of Politics Points

Political ActionPolitics Point CostDescription
Waging War5 pointsLaunch an attack against an enemy region.
Attack enemy naval territory3 pointsLaunch an attack against a naval territory not owned by your nation.
Claim neutral naval territory2 pointsAttempt to take neutral naval territory. Attempts may be met by monsters or pirates.
Moving the Capital3 pointsAllows your nation to move the capital to another region. The move takes effect at the end of that phase.
Re/assignment of Royal Guard unit1 pointAllows your nation to assign or reassign the "royal guard" unit.
Re/assignment of Naval unit1 point/unitAllows your nation to assign or reassign their naval units. You can only have one naval unit/port.
Reassignment of Governors1 point/unitAllows your nation to assign or reassign governors to their regions.
Addition of sub-forum1 point/forumAllows your nation to have an extra sub-forum within their nation.
Construction of fort15 points + use of 2000 soldiers + 3 supervisors (can be spread over number of phases) Allows the nation to build a fortress within one of their region if the region doesn't already have one.
Construction of port20 points + use of 2000 soldiers + 3 supervisors (can be spread over number of phases, and can only be built on regions bordering the sea, or a wide river)Allows your nation to build a dockable port in a region that is close enough to a navigable body of water.
Construction of new roadspoints + soldiers + supervisors depends on lengthAllows your nation to build new roads to connect their own regions or regions owned by different nations as long as both leaders agree.
Removal of roadspoints + soldiers + supervisors depends on lengthAllows your nation to destroy a path that connects your own regions, or regions connecting with other nation's regions as long as both sides agree.
Destruction of fort2 pointsAllows your nation to destroy one of your forts.
Destruction of port4 pointsAllows your nation to destroy one of your ports.
Exploration6 points (Only once/phase)Allows your nation to send an exploration party into unknown land. Once per phase.
Research3 points (Only once/phase)This will allow a nation to research "something" of their choice. A nation needs to specify the object or theme of their research and assign up to 3 researchers and up to 1 million potch for the endeavour.
Raid3 points (Only once/phase)Allows your nation to send a raid party into enemy regions to pillage and plunder. Once per phase.
Sabotage2 pointsCreate traps on roads of your choice to damage invading enemy forces. The roads must be specified (between region A and B) but if the enemy attacks region A from region C, the sabotage is useless. If the enemy sends less than 25% of the troops that you do, their whole force will be destroyed.
Gather Intelligence3 pointsAllows your nation to send one member into an enemy nation for the purpose of collecting information. The member used for gathering intelligence is not usable in battle unless his nation is also attacking the region it is spying on. The spy can then participate in this attack.
Counter-Insurgent Measures2-5 pointsA nation can send up to three members on a counter-insurgency campaign. The amount of PP used along with the number of units/soldiers allocated will affect the outcome. The effect of this can range from no effect whatsoever up until a successful attack on a rebel base, which can disrupt rebel plans.
Supply Convoy2 pointsSending a supply convoy allows a nation to send an armed supply convoy to regions (including naval regions) that are cut-off. A nation can send a roster of three units that will fight when they are intercepted in enemy waters (if these units are mostly naval units, they have a good chance of evading enemy detection). A supply convoy roster will be composed of only one ship, and thus whichever vessel you assign as the "convoy protector" will be the only ship (and crew) that can be used in an intercept battle.
Joint Exercises5 pointsAllows allied nations to fight each other for practice. The location will be neutral, and sabotage / intelligence gathering won't be allowed along with duels. Can only be done once / phase, and allies must have connected supply lines. Two nations must each spend 5PP to conduct this activity. Because this isn't a real battle, regiments won't gain full Regiment EXP from these battles, and all participating regiments will simply gain REG exp for participation (25 REG exp currently).
Fund Raising500000 potch/pointAllows your nation to raise funds from rich merchants and aristocrats.

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Battle Phase

A battle phase starts when an admin declares the start of a phase, often accompanied with a list of changes for the phase. To see a list of all battles fought at Suikox, have a look at the Historic Battles of Suikox

Starting The Phase

An announcement will always posted within the "Budehuc Castle" forum, which should be checked regularly. Each phase is divided into different stages: Declaration of Intent, Turn 1 and Battle Roster submission, Turn 2, Turn 3, and Results.

Declaration of Intent (DOI)

Once a phase is declared, each nation's leader must decide how to use their politics points and make a Declaration of Intent to one of the admins through a PM (Private Message), specifying what they plan to do. A declaration of intent is basically a breakdown of how your nation intends to spend their PP.

Typically, it will look like this:

Cyan's Declaration of Intent

    Hi oh great admin, here is my DOI. My nation has a total of 15 PP.
  1. Attack Jowston Hill from Retto (5 PP)
  2. Attack Crystal Valley from Safir (5 PP)
  3. Explore south of Sol Falena (3 PP)
  4. Assign naval unit status to Joe and Bill (2PP)
Typically, DOIs must be submitted to an admin within a week from when a phase is declared to have started.

One thing each nation must consider when submitting their DOI is their supply lines. Supply lines translates to whether each region under your nation is connected to your capital through other regions or by sea. If supply lines are cut, a nation can not receive any recruitment/production bonuses from that region and cut-off regions do not add to the politics points total. Furthermore, naval supply lines will be cut off when maritime superiority is lost following a naval attack by an enemy nation. Thus, if you're connected to another cluster of regions through a port, losing maritime superiority can cripple your nation. This is also true if a hostile nation occupies waters between your regions.

Also a nation that has to fight from a cut-off region (launching an attack from the cut-off region or defending the region from attack) will face a 25% reduction in soldier counts until they can reconnect their region to their capital or use supply lines from allies (see below).

Because a nation can launch attacks from more than one region, there are a number of possible problems that can arise when nations declare their intent. Here are some examples--

In this case, Magenta is being attacked by both Orange and Cyan. Because battles can only be fought between two nations, Orange and Cyan must come to an agreement on who gets to attack. If an agreement is not reached, a full turn (3 rounds) of battle would be fought between the two, and the victor will gain the right to fight. If leaders agree, a duel may substitute for the skirmish.
In this case, Magenta is trying to attack both Orange and Cyan. However, because only one attack can be launched from a single region during a phase, Magenta can only attack one or the other.
In this example, Orange is attacking Magenta, and Magenta is attacking Cyan. In this case, Magenta must fight two battles; one to defend its own territory, and then to attack Cyan's territory.
In this example, Orange is attacking Magenta, and Magenta is attacking Orange. In this case, there will be only one battle that happens in between the two regions, and thus fortification is not an option.
In this example, Orange is launching an attack against Magenta's region, while Magenta is launching an attack from another region to attack the other region belonging to Orange. These battles will be fought separately.
In this example, Orange is attacking Magenta, and Magenta is attacking Orange; while Cyan is also attacking Magenta. In this case, Orange and Magenta will have one battle that takes place in between the two regions, while Magenta must defend themselves against attack from Cyan in a separate battle. If Magenta decided to stay on defensive, Orange and Cyan would have to fight for the "right of way."
In this example, Orange is attacking Magenta at two places, while Magenta is counter-attacking Orange at both places. In this case, there will be two battles.
A Mercenary's Tale III
"After losing my cavalry, I came to lead some infantry. I was hired by the Duke of Orange to fight against Empress Magenta. However, Duke of Orange's cousin, Count of Cyan, also raised an army to attack Magenta. Instead of cooperatin' the two fought each other for the right to attack Magenta. I'm sure Magenta watched gleefully as she saw her enemies killin' each other. We were paid to fight Magenta, so my men watched the cousins wackin' at each other. Both Orange and Cyan were slaughtered after that. Good thing I was paid beforehand!"
After a nation declares its intent, they typically have a few days to prepare for the actual battle. The actual battle is fought in three-four turns - an intercept turn (if necessary) and three battle turns. Each of the battle turns are divided into three rounds (refer to diagram to the left). Nation Leaders are given a deadline to submit their battle roster and tactical plans for their first turn, be it interception or a turn 1.

Intercept Turn
An "Intercept Turn" is a turn that will happen between DOI Submission and Turn 1. This turn will not always happen because it depends on whether there will be any possible naval intercepts. If these happen, intercept battles or negotiations will happen between nations. Nations will not send in battle orders or anything, because this must be submitted with the DOI.

Various factors play into whether an intercept is successful, but what is most important is the presence of naval units. However, besides that, having a full crew, the stats or your ship (such as range, speed, etc), political situation between the nations involved, rogue/monster activity in the area, and a few other factors will also influence an intercept. For example, nations will likely have more patrol ship sin waters that border their enemies instead of against those which whom the have non-aggression pacts arranged. Some nations may arrange deals with other forces (such as pirates) to distract other nations to increase their success rate.

Battle Roster
The battle roster is a list of 9 units the nation leader of his/her designee choose for use during the 9 rounds (you CAN have less than 9 units if you wish though, for whatever reason). The roster must be PMed to one of the admins with member name and soldier counts at the time of submission. The troop quantities will be "locked in" after this, and any gain/loss after submission will not affect the outcome. Unless all of these information is together, the battle admin will reject the roster (and if the battle admin doesn't get a proper roster on time, the nation will not be able to submit a declaration). It goes without saying that the same unit can not exist at two locations at the same time. A list should be included at the end of the battle roster which contains a list of all the units fighting for your nation for the particular phase (basically just a simple list of all the units). This list will not include units you've sent to fight for allies, but it will include units that you have borrowed from allies.

The Battle Roster should look like this:

Hello oh powerful admin, I bow before your mighty presence!
Here is my battle roster.

Battle at Arlus
Joe the butcher - 3000 soldiers
John the killer - 300 soldiers
Jason the mad- 500 soldiers
Sotherby the jailer - 1000 soldiers
Roderic the wise - 500 soldiers
Kemp - 2000 soldiers
Sandy the Small - 200 soldiers
Sandy the Large - 300 soldiers
Bog - 3 soldiers

Battle at Sun's Crest
Zangor - 3000 soldiers (Borrowed from Zexen)
Pythos - 200 soldiers (Naval Unit)
Logos - 400 soldiers
Vine - 2000 soldiers (Royal Guard)
Peppin - 4000 soldiers (Governor)
Manfried von Richthoffen - 3000 soldiers (Nation Leader)

Joe the butcher
John the killer
Jason the mad
Sotherby the jailer
Roderic the wise
Sandy the Small
Sandy the Large
Manfried von Richthoffen

*Note: as you can see above, you don't HAVE to have a full roster.

Tactical Plans and Turns

Tactical plans are specific orders in which the nation leader intends to use three units during the next round. Nation leaders will be submitting new tactical plans after each turn, adjusting their strategy in response to the outcome of the previous turn. These must be submitted to the battle admin by a deadline. If these are submitted late, the turn may end up in a forfeit or an ambush (an ambush allows enemies to have one easy round against the enemy by revealing one round of the enemy's tactical plans).

If a nation forfeits a battle (be it intentional or otherwise) there are certain benefits to the winning nation. If a forfeit happens in Turn 1 then the winning nation can transfer 3 units to another battle (the same applies if the nation wipes out an enemy force completely with a sabotage). If the enemy forfeits prior to Turn 2 then the winning nation can transfer 1 unit.

Note: The nation can only transfer units to a battle that has available roster slots.

Tactical Plans for Turn 1 is submitted together with the Battle Roster, while Turn 2 and 3 plans are sent separately. Typically, there will be a few days in between each event. Here's a sample tactical plan submission:

Turn 2 @ Sorrow's Peak
Sasasasarai - 1232 soldiers
Hedrich - 423 soldiers
Zajtalan - 2000 soldiers (Royal Guard)

Here's also an example of a Battle Roster that also includes tactical plans for Turn 1:

Hello oh powerful admin, I bow before your mighty presence!
Here is my battle roster.

Battle at Arlus
Joe the butcher - 3000 soldiers
John the killer - 300 soldiers
Jason the mad- 500 soldiers
Sotherby the jailer - 1000 soldiers
Roderic the wise - 500 soldiers
Kemp - 2000 soldiers
Sandy the Small - 200 soldiers
Sandy the Large - 300 soldiers
Bog - 3 soldiers

Turn 1
*Duel using Sotherby the Jailer for the whole turn
Sotherby the jailer - 1000 soldiers
Kemp - 2000 soldiers
Bog - 3 soldiers

Battle at Sun's Crest
Zangor - 3000 soldiers (Borrowed from Zexen)
Pythos - 200 soldiers (Naval Unit)
Logos - 400 soldiers
Vine - 2000 soldiers (Royal Gguard)
Peppin - 4000 soldiers (Governor)
Manfried von Richthoffen - 3000 soldiers (Nation Leader)

Turn 1
*accept duels with Peppin if it is for the whole turn.
Reject if it is for the entire battle
Manfried von Richthoffen - 300 soldiers (Nation Leader)
Vine - 2000 (Royal Guard)
Logos - 400

*Note: as you can see above, you can put conditions on duels (duels and their conditions are explained in detail later on).

*Note2: As seen in above examples, always make sure to indicate whether the unit is a naval unit, royal guard, nation leader, governor, etc. Otherwise, admins will treat them as a normal unit.

Once either side wins two rounds, a turn ends. This means that all three rounds may not necessarily pass if one nation successfully defeats opponents in the first two rounds. The same rule applies to turns; thus, if a nation manages to win the first two turns, there will be no third turn. For this reason, it is possible to win an entire battle in only 4 rounds!

Also, as long as a unit is not defeated, they can be reused during the same battle. This means, if an infantry of 2000 defeats an enemy infantry of 500, the nation leader can still use the infantry unit (which will now have 1750 soldiers) in the next turn. Same units can not be used in the same round. A unit that has been defeated can not be re-used, even if they have many soldiers left. Also, If you're re-using a victorious unit, their soldier count can't be re-allocated (unless you want to reduce them for some reason).

A Mercenary's Tale IV
"Once I was hired to help protect a walled city. 'Sir Dardamos, the enemy approaches!' the garrison leader warned me, and lo', my eyes spotted a massive army approach. Lined at the top of the walls, not only soldiers, but citizens also readied their bows and other engines of war to prepare for the onslaught. I knew from experience, a man who has something to protect can be fiercer than a seasoned mercenary. In my heart I knew the enemy was in for a tough battle."
Fortification & Ambushes

Some regions have forts, and when such regions are attacked, the defenders are able to choose whether to fortify themselves, or fight outside the walls. Fighting behind the walls give the defenders a significant defensive advantage--not only through walls, but also because they gain the help of citizens who live within the walls. However, if enemies still manage to defeat a fortified region, the defeated side will become prone to an ambush during the next phase, making it easier for enemy nations to pursue the defeated nation (specifically, you will be able to know one of the enemy regiments before attacking them). However, this advantage will dissipate if more than one phase passes after the defeat.

Defending Bonus

The victorious defending nation sells the armor and weapons of the dead soldiers and receives 500 x the total dead soldiers. So Magenta is defending against Cyan and between them they lose 100,000 soldiers meaning 25,000 soldiers permanently lay face down on the battle field. Magenta successfully defends its region from Cyan and therefore sells the armor and weapons of the dead and gains 1,250,000 potch. If an asylum nation is defending the region, they will recieve the potch.

For every region successfully defended against Cyan, Magenta receives 1 extra political point for the next phase due to the high morale of the populace, who work that much harder to triumph again. These cannot be carried over for further phases and can only be used in the subsequent phase. If an asylum nation is defending the region, they will recieve the PP.

If the same region of Magenta is invaded by either Cyan or Orange for three consecutive phases and Magenta successfully defends against the invaders, Magenta's enemies will admit defeat and accept the excellent strategy of Magenta giving them a free phase with not attacking the region. No nation can invade that region for the next phase.

Regiment Tactics

Each member has the option to choose one out of five different tactical formations for their regiments (within their "Nation System Profile"). Each formation has its benefits and drawbacks, and everyone is set to the "Dragon Coils Around a Pearl" formation by default, but this can be changed at any time--even during battle phases. Here is a brief explanation of each formation:

  • Back Against Open Water: This formation makes it very difficult for your regiment to retreat. This forces your soldiers to fight with greater ferocity, although making them more vulnerable. As a result, your regiment's attack power increases by 3.0, while defence becomes x0.5 of the original. Wins over "Fast Arrow That Pierces"
  • The Fast Arrow Pierces: This formation focuses your regiment to puncture through enemy formations, resulting in a powerful attack while exposing our flanks. As a result, your regiment's attack power increases by x2.0, while defence becomes x0.75 of the original. Wins over "A Crane Opens Its Wings"
  • A Dragon Coils Around A Pearl: The dafult formation that allows your regiment to react to most situations without any significant penalty. Neither attack or defence abilities of your regiment will gain bonuses or weaknesses when this formation is chosen. Wins over "Back Against Open Water"
  • A Crane Opens Its Wings: This formation is defensive by nature, and attempts to snare opponents into the formation. This results in less soldiers being exposed to enemy attacks while your regiment can maintain a certain amount of attack power. As a result, attack power will be x0.75 of the original, while defence gains a bonus of x1.25. Wins over "Hiding Within The Shell"
  • Hiding Within The Shell: The most defensive formation out of all others, this formation makes it very difficult for your enemies to attack you as long as you stay put. As a result, your attack power will be x0.5 of your original, while your defence gains a bonus of x1.5. Wins over "A Dragon Coils Around A Pearl"

  • Outside of that, each tactic is weak against another tactic so that if they meet in battle the superior formation will have x2.0 defence:


    A nation can opt to send a raiding party to an enemy region. A raiding party will be composed of three regiments, and can face opposition if the defending region sends soldiers. A successful raid can net potch, soldiers, and other things. When raiding, the nation has the choice of whether they will attack civilians. If they choose to attack civilians as well, the raid will also lower the region's population. This will net greater results, but will also lower the overall value of the region, and will likely be an unpopular act internationally.

    During raids, governors can be abducted depending on how horribly a raid is defended against. In such cases, a ransom must be paid to the raiders to get the governor back. Even if the ransom is paid in full in short order, the governor will be unable to be used in other battles if they were originally included in a roster for a battle happening at another region. The ransom for captured govenors is Member Level x 10,000

    Attacking By Sea

    Any nation that owns a port city may launch an attack on any other port city in the world. However, when passing through naval regions not owned by yourself, your ally, or a trade agreement partner (safe waters), your naval force can be intercepted (rules on interception is explained later) on non-safe waters. However, before a nation is able to attack the port directly, they must have a naval battle outside the port region and win maritime superiority over the port. After this is won, the nation can lay siege upon the port region in the following phase.

    For this reason, it takes 2 phases for a nation to possibly win a port region by way of sea. If a nation loses, forfeits, or discontinues a direct siege by sea, their maritime superiority over the port will also evaporate, and thus they will have to restart the entire conquest from scratch.

    When attacking naval regions owned by another nation, a full naval battle results (with three turns). The winner gains the naval region. In the case of attacking neutral naval regions (regions that are not owned by any nation), there is a chance that no battle will happen, but in the case you encounter pirates or monsters, the battle will take only one turn. If the attacking nation wins that turn, they will gain the naval region.

    Lastly, when a nation owns a naval region that is completely disconnected from their nation, and if there are no active military acts being performed in the area (such as an in-process naval campaign that has become cut-off due to other cicumstances), the nation will have no means to defend such a region when attacked. Under those circumstances, these naval regions will be treated as "neutral."

    Buying Ships

    To launch a naval attack, your nations needs to have at least one vessel in its possession (regarding the purchase of vessels, refer to Chiepoo & Co's Trading Store) with a minimum of a Captain. There is no limit to the amount of vessels a nation can have (unlike naval units) but if a nation was to lose all its port regions, all of the vessels would be in command of the invading nation.

    Crew Members

    Each ship must have a Captain, and they can also have Artillery and Marines regiments on board:

    The Captain, Artillery and Marines can be changed at the latest by the DOI of that particular phase (you can submit the changes with your DOI). You can change them before DOIs are due, but not after. You'll have to wait until the end of the phase then to change the crew.

    In your rosters/turn commands, all you would need to do is state what ship(s) you'll be sending to the battle at sea. You can only use the crew members currently on your available ships (that are fixed by the time of DOIs) to fight in the navy battle. Once Cyan has stated they'll be sending "The Fluff" against Magenta's port, then they cannot use the crew members anywhere else in the phase.

    If there are units assigned as crew members on a ship but you're not fighting a naval battle then they are free to be used anywhere else on land. If a naval battle is forfeited then you can reassign units in the same manner as you would do with a land battle.

    Lending, Borrowing, and Renting Ships

    Ships can be lent to allies, but with only one unit as the Captain. Mercenaries are free to hire their boats out to anyone. They don't have to be a member of the ship they're hiring out if they don't want to be - however, just like other ships, mercenary ships must be hired before before DOI submission to be usable for the phase. A nation cannot put additional units on borrowed ships, nor can they place borrowed regiments on their own ships.


    When you must pass through non-safe waters to arrive at your destination, a number of things can happen:

    The three units used in an intercept phase must be on the same ship.


    Some ships have special equipment or abilities which affect their effectiveness under certain circumstances. An example of some specials are detailed below, though there are other specials hidden away in various nations and lands:

    Defense Bonus for Marines - All of the specials listed below will give the same defense bonus (roughly 20%) to crew members assigned as "marines" on the ship:

    Attack Bonus for Artillery - All of the specials listed below will allow crew listed as artillery cause damage to enemy crew by roughly 10% of their total soldier count before engagement:
    Rune Weapons - These extremely powerful weapons mounted on ships can simply defeat one enemy regiment once / phase when used by the ship's artillery regiment (however, no regiment experience will be awarded in this case):
    Sanctified - Sacntified ships give all its crew members a 20% defensive bonus when fighting against undead and other "creatures of the night." They can also cancel out the effects of enemy ships that have "Haunted" as their special.

    Shallow Draft - Ships with shallow draft will gain a 20% defensive bonus for all its crews when fighting in inland seas, lakes, or rivers. Out in the open water they suffer significant defensive penalties (50%) for all its crews members due to these vessels not being sea-worthy.

    Submersible - Ships with this special can not be intercepted unless nations owning naval regions that these ships pass through have special items that can detect underwater movement.


    If nation leaders on both sides agree, decisions can be made based on a simple duel. Instead of using troops, leaders may substitute a round with a duel, or if they wish, they may even substitute the entire battle with one single duel Also, any time battles end up in a draw, or a decision can not be made by any other means, a duel will be used. Each nation leader can select whichever undefeated member from their battle-roster as the duellist. When duels are refused during war, soldiers serving the refusing nation will experience a drop in morale, and may run away temporarily. The effect would depend on what is at stake for the duel (The maximum being against all the regiments assigned for the entire turn). The intent for using the duel option must be declared at the beginning of battle along with the submission of the initial battle roster, and can only be executed during Turn 1.

    Be careful what conditions you place on a duel as the battle can made or broken by unclear details. For example:

    In the above example, the duel would be used for Round 1 only as Magenta did not specify they would not duel for anything lower. In this example either Bob (Cyan) or Andrew (Magenta) would not be available in their respective battle if they have lost the duel. This would be the same as a nation forfeiting the round.

    In this example, neither nation will accept the duel request of the other and so each nation will lost their respective soldiers. Magenta will see a 10% reduction in their Round 1 unit and Cyan will see a 10% reduction in their entire Turn 1 roster. This is due to Cyan only requesting a duel for Round 1 and Magenta requestion a duel for Turn 1.

    In this example, the duel would be for Turn 1 as it's the highest common agreement between the two nations. It's not necessary to specifiy you won't duel for anything higher but you should always try to add the conditions to your duel otherwise you might end up wasting your duelist on a smaller wager.

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    Individual Stats

    Each members have stats that affect their performance for various actions. These stats can be viewed under your avatar in each post you make, or you can read them within your profile. Here is a brief explanation of what each stat does.

    Path and Race

    Path: Jefferson's Training Grounds
    Once you gain a 100 points of regiment experience, you can enter Jefferson's Training Grounds. Here Jefferson will be able to train you tirelessly so you can change your class. Each class will alter how regiment exoerience affects your stats so you can customize which stats grow quicker than others. Each path has a primary stat which is affected the most, and then two secondary stats which are affected to a lesser extent.

    Currently, you can choose between the following paths. Take heed, though, as you can only change your path once!

    It has been rumored that other paths exist in the world unknown to most...

    Race: Crowley's Grotto
    Once your KAR (Karma) has reached 100, you can enter Crowley's Grotto. Here you will be able to reincarnate yourself into another race. Each race will effect how your stats grow slightly - some will affect strength whilst reducing magic or speed. Others will increase magic defense at the sacrifice of magic defense.

    Currently, you can choose between the following races. Take heed, though, as you can only change your race once!

    It has been rumored that other races exist in the world unknown to most...

    Regiment Stats

    Besides individual stats, each regiment also has their own stats that come into play during wars.

    Soldier Command Limit

    There will be a limit to how many soldiers a single leader can lead. The limit is pretty simple: Leadership x 100. Thus, if your leadership is 30, the max number of soldiers you can command would be 3000.

    A unit can have more than their max, but in such cases, the war calculator will simply ignore anything over the max amount. Even if you have more than the max, soldier don't get replenished from your "stock" after you lose some of them in battle, either.

    Each person's leadership value will fluctuate depending on what regiment they command. This basically reflects how effective you are at commanding certain regiments. A person with high MAG will obviously be better at commanding magicians rather than infantry and vice versa.

    Regiment Experience

    Regiment experience is a count of how succesful a certain unit has been in battle. They are awarded at the end of every phase with a total of 400 hundred points of experience available per unit per phase (through conventional mentods). Regiment experience effect how your stats grow depending on the path you choose (see above). Follow this link to see a list of the Most Victorious Unit

    Regiment experience is determined by the following factors.

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    International Treaties

    Two or more nations can form an treaties to bolster their political and military power. Treaties must be negotiated beforehand, and must be approved by an admin. Here are the types of treaties available:

    Military Alliance

    Military alliances are formed between two or more nations with the purpose of defeating one or more nations. A military alliance must thus have a target nation as a goal, and once this enemy is eliminated, the alliance will be disbanded automatically. Similarly, if one member nation pulls out of the alliance, the entire alliance will be disbanded.

    Once allied, supply lines of one nation can pass through an allied nation. This means if a nation has cut-off regions which can be connected via an ally, they can gain PP and defence bonuses. Furthermore, if a cut-off region has no way to connect to the capital, but can connect to an ally's capital, supplies can be bought for 200000 potch/region (minimum price). Also, an ally can send one regiment to another ally nation to be included in their battle roster for the phase. The max is one regiment sent once/nation. The nation receiving the ally army will be able to command them according to their plans, but can not reallocate their troops. Also, nations within a military alliance will have their own forum where they can discuss strategies together. Some examples:

    Nation A is in an alliance with nation B and C.
    Thus, Nation A can send one regiment to nation B and C if need be.
    Nations B and C can send one regiment each to nation A.

    N.B. Nations cannot lend out Tier 4 (Nation Specific) regiments to an ally. Tier 4 regiments will only fight for the home nation.


    Ambassadors are available for nations that are in a military alliance only. Nations within a military alliance can send two members, per nation, for the duration of the phase to an allied country.

    The members have no impact on the war and as such can only be used in their home nations' roster. They will still have access to their home nation during their trip to the allied nation.

    Ambassadors can be sent in with DOIs but it's better to get them in earlier (after the end of the previous phase) so that the ambassadors can make the most of their journey.

    Non-aggression Pact

    Non-aggression pacts can be signed between two nations so that both nations can not wage wars or conduct any other direct campaigns against each other. If nations that sign non-aggression pacts wish to attack each other, they must first inform an admin and a formal declaration will be made to the other nation concerning the end of the non-aggression pact.

    If you wish to cancel a non-aggression pact for whatever reason, you must cancel the pact before a new phase is announced. This is so the relevant nation(s) can be informed in case alterations need to be made to their DOIs.

    Note: You can have a Non-Aggression Pact with a nation whom is the target of your Military Alliance, but this will most likely result in your nation being viewed as having "bad politics".

    Trade Agreement

    Trade agreements are made between two nations so that both nations can pass through each other's nations to transport their supplies, allowing cut-off regions to send in their supplies for PP, and eliminate cut-off penalties. Nations that have trade agreements are also allowed to navigate through the trade partner's maritime territories without any penalties as long as all the nations passed through are friendly (if Nation A has a trade agreement with nations B and C, but B and C are at war, there will be no trade route). Trade agreements can be formed along with non-aggression pacts. If a nation attacks a trade partner, the trade agreement will be annulled.

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    Adventures (Mercenary-Only Rule)

    Mercenaries out of work (or non-merc wanderers) can seek their fortune by going on adventures. These are much like explorations done by nations, but at a much smaller scale. More than one mercenary/wanderer can team up (up to three members) when going on a journey. A journey costs some potch, however.

    Top Of The Page by: Vextor

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