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
- Random Season Events
- Collect BP
- Pay Upkeep
- Declare Realm Actions
- Declare and execute Martial Actions
Weeks 2-12
- Declare and execute Martial actions
- 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.