Seasons And Turns

Turn Sequence

Each year in Faction Play is broken up into four seasons. Each season is broken up into twelve turns, each a week long.

Beginning of Season

Week 1

  1. Random Season Events
  2. Collect BP
  3. Pay Upkeep
  4. Declare Realm Actions
  5. Declare and execute Martial Actions

Weeks 2-12

  1. Declare and execute Martial actions
  2. Roleplay

Seasons

Spring:
Income: You may not collect BP from hexes cleared for farming. If a hex has improvement s not related to farming income (such as a mine or a fishing fleet), you collect 50% of the BP from the hex, with the relevant improvement modifiers added.
Military: You may not muster militia during this month. Any mustering done counts as over-mustering, with all the penalties associated with that action.

Summer
Income: You may not collect BP from hexes cleared for farming. If a hex has improvement s not related to farming income (such as a mine or a fishing fleet), you collect 50% of the BP from the hex, with the relevant improvement modifiers added.
Military: You may muster militia normally.

Autumn
Income: You may collect all BP normally.
Military: You may not muster militia during this month. Any mustering done counts as over-mustering, with all the penalties associated with that action. Any militia currently mustered must be disbanded, or they count as having been over-mustered.

Winter
Income: You may not collect BP from hexes cleared for farming. If a hex has improvement s not related to farming income (such as a mine or a fishing fleet), you collect 50% of the BP from the hex, with the relevant improvement modifiers added.
Military: You may not muster militia during this month. Any mustering done counts as over-mustering, with all the penalties associated with that action.
Special: All movement cost double the normal amount.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License