Military actions govern all actions relating to warfare and combat, particularly on the creation and management of standing armies.
Pay: 2 Influence 💠 2 Wealth 🪙
Upkeep: 1 Wealth 🪙 1 Materials 🪵
Benefit: Creates an Army from a Garrison
A Garrison at a Settlement becomes a standing army. This makes the forces mobile as an Agent of the Crown, and they now exist outside of the settlement, which no longer has a Garrison as a result.
Armies have Might ⚔️ equal to that of the Garrison it was mustered from, and Speed 1 👣.
Armies will automatically engage in combat following the rules for Warfare, and will automatically move to defend a friendly settlement in the same Region. Armies are considered able to move to any Location within the Region they currently reside.
If the Upkeep of an Army cannot be paid, then the army disbands at the end of the current turn. If an Army disbands the ⭕ Muster Army action cannot be used again until the New Year 🌄.
Pay: 1 Influence 💠 1 Materials 🪵
Benefit: Send commands to Armies
To give commands to a standing army, the Issue Orders action must be taken. Armies can be give any reasonable order an Army would be able to carry out, such as move, attack, defend, capture combine forces or patrol.
Each mustered Army must be given its own orders with a separate use of this action. Without orders, an Army will stay at its current position and defend itself during Warfare automatically.
Armies are considered to receive such orders instantly, regardless of their distance from their Realm, without the need of the Send Messenger action.
<aside> 📜
Armies in the same Region always support each other during the Warfare phase automatically.
</aside>
Pay: 1 Influence 💠
A disbanded army will disappear from the world map at the end of the turn.
The ⭕ Muster Army action cannot be used again until the New Year 🌄.