Smugglers cove
m (Matt moved page Smugglers Cove to Smugglers cove without leaving a redirect) |
No edit summary |
||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
==Overview== | ==Overview== | ||
The Empire uses | The Empire uses smugglers coves to spy on barbarian territories and armies, much like a [[spy network]] except that it must be built on the coast. There is a cost to build and upkeep a smugglers cove and to operate them requires [[fleet|fleets]] (rather than [[military unit|military units]] like a spy network) be assigned to support them, exactly as if the fleet were supporting an Imperial navy. The more fleets are assigned to a cove, the more information about the territory is produced. | ||
==Senate Commissions== | ==Senate Commissions== | ||
Line 6: | Line 6: | ||
===Costs=== | ===Costs=== | ||
* Materials: 10 [[ | * Materials: 10 [[white granite]] and 30 crowns | ||
* Time: 3 months to construct | * Time: 3 months to construct | ||
* Upkeep: 2 thrones per season | * Upkeep: 2 thrones per season | ||
===Limitations=== | ===Limitations=== | ||
A smugglers cove can only be constructed in a [[territory]] adjacent to a [[territory#region|region]] controlled by the Empire. For example, to construct a new cove in [[Hordalant]] the Empire would need to control one of [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|Westwood]] in [[Liathaven]] or [[Bregasland#North Fens|North Fens]] or [[Bregasland#Grey Fens|Grey Fens]] in [[Bregasland]]. | A smugglers cove can only be constructed in a [[territory]] adjacent to a [[territory#region|region]] controlled by the Empire. For example, to construct a new cove in [[Hordalant]] the Empire would need to control one of [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|Westwood]] in [[Liathaven]] or [[Bregasland#North Fens|North Fens]] or [[Bregasland#Grey Fens|Grey Fens]] in [[Bregasland]]. The territory must have an coastline that is accessible to Imperial fleets. | ||
It is not necessary to know the name of a territory to create a | It is not necessary to know the name of a territory to create a smugglers cove there; the civil service will do their best to ensure it goes in the right place if at all possible. | ||
==Fleets== | ==Fleets== | ||
Line 27: | Line 27: | ||
The results are cumulative, so if 1500 strength in total is assigned then the players receive all the benefits listed on the table. | The results are cumulative, so if 1500 strength in total is assigned then the players receive all the benefits listed on the table. | ||
A copy of the information gained is provided to every player who assigned a fleet to the smugglers cove in the form of an out of character report. In addition they receive any other resources that are made available (such as shares in the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]].) | A copy of the information gained is provided to every player who assigned a fleet to the smugglers cove in the form of an out of character report. In addition, they receive any other resources that are made available (such as shares in the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]].) | ||
Each upgrade a fleet has adds an additional 20 strength to the overall tally. | Each upgrade a fleet has adds an additional 20 strength to the overall tally. |
Latest revision as of 16:04, 22 July 2024
Overview
The Empire uses smugglers coves to spy on barbarian territories and armies, much like a spy network except that it must be built on the coast. There is a cost to build and upkeep a smugglers cove and to operate them requires fleets (rather than military units like a spy network) be assigned to support them, exactly as if the fleet were supporting an Imperial navy. The more fleets are assigned to a cove, the more information about the territory is produced.
Senate Commissions
The Imperial Senate can pass motions to create a new smugglers cove. There is no benefit to having two smugglers coves in a territory.
Costs
- Materials: 10 white granite and 30 crowns
- Time: 3 months to construct
- Upkeep: 2 thrones per season
Limitations
A smugglers cove can only be constructed in a territory adjacent to a region controlled by the Empire. For example, to construct a new cove in Hordalant the Empire would need to control one of West Ranging or Westwood in Liathaven or North Fens or Grey Fens in Bregasland. The territory must have an coastline that is accessible to Imperial fleets.
It is not necessary to know the name of a territory to create a smugglers cove there; the civil service will do their best to ensure it goes in the right place if at all possible.
Fleets
Once complete any Imperial citizen can assign a fleet they control to support the cove. The more fleets that are assigned to operate the smugglers cove, the more information is produced.
Strength | Outcome |
---|---|
500 | An overview of the territory including the names of major settlements and any armies present. |
1000 | Details of any fortifications in the area and the details of armies including their approximate fighting strength, the actions they are taking, and the names of any significant military commanders. More detail about the territory including an overview of trading links and connections to adjacent territories. |
1500 | A thorough overview of the territory, enough to produce a detailed strategic map showing the locations of fortifications and any bourse resources present. |
The results are cumulative, so if 1500 strength in total is assigned then the players receive all the benefits listed on the table.
A copy of the information gained is provided to every player who assigned a fleet to the smugglers cove in the form of an out of character report. In addition, they receive any other resources that are made available (such as shares in the Imperial Guerdon.)
Each upgrade a fleet has adds an additional 20 strength to the overall tally.
Decommissioning a Smugglers Cove
While the Senate could simply stop paying the upkeep on the smugglers cove, doing so reveals its location to the owners of that territory. Alternatively, the Imperial Senate can choose to pass a motion to decommission the cove. This costs 5 thrones and takes a season; during this time fleets cannot be assigned to the smugglers cove. At the end of the season, the smugglers cove is clandestinely rolled up without the owner of the territory being any the wiser.