NATION MACRO -

Nations get “two actions” per week, to spend on one of four actions. Which are below -

Blockade - Defend

(No resources. Places that do not have defences can be occupied, though riskier to leave ‘armies’ in said area)

Make Fortification - Upgrade Fortification

(Requires resources)

Build / Move Siege Equipment

(Requires resources to build)

Make Supply Lines

(No Resources)

‘Siege’

(No Resources - Must have an adjacent camp to attack into a region)

Nations get up to ‘three’ resources a week, which they must spend the said double chest on to acquire them. These can be used to fund certain actions.

MAP WUP

Nation Actions -

Every nation participating in the ‘event’ will get ‘two’ actions a week to perform and do in this event. With this, there are ‘four’ actions that can be taken by the said nations in this eventline while dedicating resources to the Infernal Event

Blockade/Defend -

With this action, a nation will occupy a certain area with either Naval or Landforce capabilities. This can be done ‘anywhere’, but do know that defending a place without proper fortifications will inevitably end up in disaster. If the ‘Incursion’ ends up moving to that area, the event will be limited to the nations dedicating their resource action there.

Fortify/Upgrade -

A nation is able to either create a new fortification or upgrade an existing fortification that lies at the end of a ‘supply chain’. With this, the fortification can be built in an area and occupied by the nations connected to the ‘supply line’. Fortifications go in ‘three’ tiers, which will ultimately cause more and more ‘dedication’ to enforce.

Wood - (One Action + One resource)

These fortifications will be made of palisades and basic equipment. Fortifications may only be made of wood and wood blocks, with basic steel gates. These fortifications will have a height limit of ‘20’.

Light - 3

Medium - 2

Heavy - 0

Stone - (Three  Actions + Three resources)

This fortification allows for itself to be built with stone and watchtowers. The durability of this fortress is increased compared to the first iteration.

Light - 5

Medium - 5

Heavy - 3

Fortress - (Eight ‘Fortify’ Actions + Eight resources)

This fortification is the ‘strongest’ of all of them. Two layers of walls, about 30 ballistaes and 10 trebuchets can be used in this area. Trenches and moats are allowed with these fortifications with the inclusion of ‘producing’ siege equipment weekly.

Light - ???

Medium -  ???

Heavy - ???

(All nation tiles are ‘Fortresses’ for logistic reasons. Each Fortress can produce ‘5’ pieces of siege equipment a week to distribute and allocate using their supply lines)

Set up Supply Lines -

Supply lines are essential to be able to move resources to vital areas and or chokepoints. This requires the two nations to agree to build a supply chain from one city to another. Once that supply chain is established, cities are able to transport goods along that ‘supply line’ to reach that destination.
These are required to verify ‘fortify/upgrade’ actions and must also be used to transport siege equipment from the main ‘Fortress’ production to another place.

Supply lines must be within 400 blocks of the location where they wish to build a fortification. Each fortification acts as a ‘city’ point to connect each part to it

‘Resources’

Players can choose to fund their fortifications once a ‘supply-line’ has been set up, and will give said faction up to 3 resources every week. For the sake of simplicity, all supplies will be equal no matter distance. Resources can be spent in the following ways:

1 Resource allows you to build 3 small siege /2 medium siege/ 1 large siege

Resources can also be used to upgrade the fortification. You need 1 resource to setup camp


You can not get more or less per supply action. In order to perform a supply-chain event, factions will have to pay for transportation costs as well as putting the actual supplies into the camp. A resource will cost:

10 hay bale stacks

10 barrels stacks (to rp as water)

10 stacks of bread

5 stacks of meat (any variety)

10 stacks of logs (any variety)

5 stacks of cobble

1 stack of iron (for repairs/fortification)

3 stacks of wool (for camp)

Build Siege Equipment  / Move Siege Equipment

With this, resources are vital to the creation of siege equipment to be used. Following the terminology above, spending a resource will have you be able to create 3 small siege/2 medium/ 1 Large piece of siege equipment.

Siege Classes (Small, Medium, Large)

Light -

Scorpions

Siege Ladders

Tar Barrels (5x)

Medium -

Ballistas

Catapults

Battering Rams

Heavy -

Cannons

Trebuchets

Siege Towers

Naval Supply Lines - (One Action)

Naval supply lines can be made if the said nation has a port, they can connect to a region and set up ‘camp’ at a specific place. This can be done for smaller groups involved that are funded by nations and can be broken if the camp is compromised and/or invaded.

Smaller groups can be incentivised to make small footholds within the Korvassa with the support of nations, those that wish to do so can contact me through DMs in discord to sort out a system where we can establish some ground rules and what you will need to set up in these areas.

(As a note, the camps made with these cannot ever be used as a proper ‘sieging’ point, instead used for scout operations/sabotage or the attacking of forces)

ANY QUESTIONS, DIRECT THEM TO SCREAMINGDINGO (joel#4235)


With each event region, players can decide how to combat these areas and what to do to try and limit the Inferi Incursion. The actions that players are able to do through scheduling events are below:

Scouting

These can be asked for from the ST, where a smaller party is able to look towards a group and try to gather information about their logistics, general and otherwise mentalities surrounding them. With this, players will know that these actions are high risk and that information will only be presented if the players ‘find’ it.

Sabotage

Sabotage actions can be taken by smaller groups where they are able to infiltrate zones and destroy ‘key areas’ found through scouting. With this, sabotage normally requires a group with decent equipment and planning. Failed Sabotages will ‘fortify’ the area further and cause the area to ‘overproduce’ to compensate for their almost potential losses.

If a sabotage is successful, then the area of control zone is weakened with however such an action was performed. A destroyed wall, a disrupted supply line or even the incitement of ‘infighting’ all last for a ‘week’ from when that action happened.

Coerce/Negotiate
Players are able to negotiate and speak with the said generals to learn of their motives, offer bargains and otherwise do the usual ‘communications’ to those in these zones. This action is for more nefarious purposes and can be performed by asking an ST.

‘Attack’

An attack action is a lower tier action that groups can undertake towards areas, big or small. The one limit with attacks is their equipment, they are able to use maybe one or two siege engines and that is it. All other equipment is permitted, but this action is used to attempt to thin the numbers of a camp either before an attack or to dissuade them from continuing onwards.

During attacks, players can be killed and/or captured by the Inferi forces. If such happens, the usual path of progress for Zar’kiel continues. Generals will continue to grow and upgrade their forces if multiple failed attacks happen, so do be weary of how much you schedule and abuse these

(Attacks can be scheduled a few days in advanced. If over 40 people, do give at least 4+ days notice to allow for the ST to organise and be able to contribute to the event)

‘Takeover’ (One Resource, One Action)

A ‘takeover’ action requires a fortification adjacent or near the ‘zone of control’. With this, an event will be scheduled in a siege format. Take-over actions are recommended to have large amounts of siege equipment, preparation and overall a plan to be able to dismantle the control on a zone.

If successful, the said ‘group’ gains control of that zone of control.

(Takeovers require a spent ‘action’ that week. All those who are connected to the siege line will be able to participate in a takeover /IF/ they are not defending another location or maintaining a blockade in an area. Sign up sheets will be used to demonstrate the forces able to come to the siege/takeover)