In Defense of the Realm
In building a strong nation, several factors are important. Much has been written about the strength of armies, the costs to maintain them, the benefits of single and multi-skilled characters, the advantages and uses of various characters of each skill combination. But even though neither characters nor armies can exist without the common people in the population centers to support them, little has been written regarding the benefits and disadvantages of different population center combinations. While the position each nation finds itself in will alter the best balance of population center/fortification just as it alters the optimal mix of character skills (single and multi-skilled), it is my hope that the following discussion will give some insight into the situation you find yourself in. First, an analysis of the general population center position each alliance finds itself in: The Dark Servants tend to start with fortified major towns and a few camps. In terms of income, this leaves them with lower tax production than the Free Peoples. However, few Free Peoples' agents exist early in the game with the skill to steal gold from a fortified major town, so this income can be relied upon. The camps, on the other hand, produce no tax revenue, so they are not a likely target for a Free Peoples' agent. The Free Peoples' agents are more likely to be guarding their own characters and population centers from the Dark Servants' agents. The Neutral nations tend to have more towns and major towns, thereby producing more tax revenue. This also leaves that revenue more vulnerable to low level agents, unless the neutral nation spends all of its funds before the enemy agents can steal from them. The Free Peoples have more towns and villages then the Dark Servants, thus more income. But the towns and villages are also easier to steal from, and they make larger, more interesting military targets than the camps of the Dark Servants. Thus, like the neutral nations, the income they do have is more likely to be stolen. So, where should you place your new camps? What kind of defense, if any, should they be given? Below is a chart adapted from the rules:
Now that you know the costs of the population centers you will build, both initial and ongoing, you may clearly assess what level of population center you need. Most common is the need to provide income to avert a budget deficit. For a mere 30,000 you can use emissaries to create five villages on unclaimed hexes, increasing your income by 6250 with a tax rate of 50%, not to mention the products these villages bring to your nation. Sometimes there is a more specialized need, such as slowing sown enemy army movement along a certain road through a mountain. If you just want to delay your enemy for a turn, a camp with a tower is the least expensive. However, a large enough enemy army might not be stopped. A village with a tower or fort gives the added benefit of net income as well as the power to warn you that something untoward comes your way. Either will slow the enemy army for a turn to allow you time to react. The latest in Capital security is to ring you Capital with Villages defended by Forts. Recruiting power is excellent. It is a brave enemy who attacks this seven hex metropolis! But perhaps you are the paranoid one. You fear that one or several of your enemies has actually played your position before! You want a new backup capital that they will never know is there. For you, there can be but one choice. Find an out-of-the-way hex that you believe to be on no one's map. Create a camp, improve it regularly to a major town, if you are truly paranoid, place a keep there. Now, let your enemies try to run you from the game. They will not even know where to target you! In final analysis, what you choose to build up is up to you. You know your needs and plans. I have provided the accounting. Now that you know the cost, figure the benefit for you nation. Your emissaries await your orders. Legate Silvertongue
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