10.4.2 Ministry of War

The Ministry of War is responsible for all military matters within a city. It is up to the Minister and his aides, along with volunteers of the city militia, to defend their land outside the walls and protect their realm. Of course, a balance has to be struck between dominance and the cost of troops. No nation can afford to fight forever and a diplomatic course is often the strongest.

Each city has a War Room. Certain military commands must be executed from this room. Each city also has a Barracks, from which troops may be recruited.

Lastly, the Ministry of War is also responsible for the militia. See HELP MILITIA for more information.

The commands associated with the Ministry of War are as follows:

WARSTATUS <your city>
 - See a basic list of the military status of your city. Must be done
   from the War Room.

TERRITORY <any city>
 - Shows you all territory that has been claimed by a city. This must
   be done from the War Room.

TERRITORY <your city> LAND [area]
 - View the land that has been captured by your divisions. Must be done
   from the War Room.

CITY RELATIONS
 - View your relationship between other organizations. Anyone may do this.

CITY CONSCRIPT TYPES
 - View the type of conscript that the city can train. The G? column indicates
   guards, which can be deployed exclusively by the Ministry of Security. All
   other conscripts are by default soldiers, under the authority of the
   Ministry of War.

CITY CONSCRIPT PURCHASE [<howmany>] <conscript type>
 - Recruits a soldier (or division of soldiers), who will report immediately
   to the city barracks. A division must have at least 20 and no more than
   100 members.

CITY CONSCRIPT ASSIGN <conscript> TO <person>
 - Assign a commander to a division, who takes full authority over that
   division's orders. Only an aide to the War Ministry may do this.

CITY CONSCRIPT LIST
 - Shows you all conscripts employed by the city.

MILLOG or READMILLOG <city> <start> <weeks back>
 - Read the military log for your city. You may omit both the <start>
   field and <week> field if you wish to see the beginning of the current
   week's log. However, to see the beginning of yesterday's log, you must
   do READMILLOG ENORIAN 0 2, for instance, would read the beginning of
   the log from two weeks ago.

WRITELOG MILITIA <text>
 - Write to the city's militia logs.

FUNDS WAR
 - See how much money the Ministry of War has.
 
CITYDEPOSIT WAR <amount>
 - Adds gold from your hands to the War funds. This must be done from
   the Council Chambers.

CITY DECLARE WAR ON <organization>
 - Declare war on an organization. While at war, troop conscript costs
   are doubled and citizens of the opposing organization will be attacked
   on sight by guards. Only the War Minister or city leader may do this,
   and it must be done from the War Room.

CITY LIBERATE HERE
 - Liberate a location from your city's influence. Only the Minister
   of War or the city leader may do this. Doing so will cost you a small
   amount of career points in the militia.


The commands associated with soldiers are as follows:

ORDER <division> MARCH <direction>
 - Orders a division to march in a particular direction. Due to the time
   it takes to get a division moving, you will lose equilibrium for a
   few seconds depending on certain scenarios.

   SPEED BONUSES:
     * Division is marching upon a road.
     * Division is marching during the day.

   SPEED MALUSES:
     * Division is marching through a watery environment.
     * Division is marching during rain, snow, or a blizzard.

ORDER <division> ATTACK <enemy division>
 - Orders a division to attack another division. Once engaged in battle,
   they will no longer take orders until there is a victor.
 - Declaring your attack first has the natural bonus of first strike and
   lowering the enemy numbers before they can retaliate.
 - Each member of the division has a low chance to kill a single enemy in
   battle upon an attacking blow, making higher numbers better for victory.
 - There are certain advantages that can be gained that will boost the
   chance scoring a kill for each soldier, with bonuses being updated and
   applied upon each and every attack made by EITHER division during the
   battle.

   ATTACK BONUSES:
     * Attacking commander is present during battle.
     * Division is blessed by the Cardinal.

   DEFENCE BONUSES:
     * Defending commander is present AND division has fortified.
     * Division resides within claimed land (check via SURVEY).
     * Division resides within its home city.

ORDER <division> FORTIFY
 - Orders a division to entrench in their current position, granting
   them immunity to attacks from an adventurer and preventing an enemy
   division from marching past them. This takes the division roughly
   15 minutes to fully settle in. Once fortified, the division will
   not be able to move.
 - Multiple divisions may not be fortified in the same location, unless
   it is the city barracks.
 - If fortified on the route a caravan takes to reach a city, it will
   prevent any caravans from departing for that city on that route,
   unless that city has alliance or peace relations with yours.

ORDER <division> BLOCK <direction>
 - Have your division prevent adventurer's from moving past your troops,
   forming a blockade. Your division must be fortified first and you
   cannot perform this on claimed foreign land.
 - Officers of your militia and those that are following will be able
   to move past the division without issue.
 - In order to cease blocking a direction, you must have your division
   move out and give up their fortifications.

ORDER <division> MOVEOUT
 - Instructs a fortified division to strike fortifications and prepare
   to leave their position. This takes roughly 5 minutes.

ORDER <division> MERGE WITH <division>
 - Orders a division to merge with another division. If the new division
   would have more than 100 members, then the new division will have
   whatever is left over (minimum 20).

ORDER <division> SHED <number>
 - Orders a division to shed a specified number of members into a new
   division (minimum 20).

ORDER <division> CAPTURE HERE
 - Orders a division to begin capturing a location. It will take
   approximately ninety minutes to entrench and claim the spot.
 - Division size will affect the speed of the capture. Each unit
   in the division will decrease the capture time by thirty seconds.
   For a one-hundred strong division, this is a reduction of fifty
   minutes.
 - Only a location that is either inside your city or adjacent to a
   supply line may be captured. A supply line is defined as a series
   of locations you have captured that connect a direct path to your
   city's war room.
 - Capturing land from another city does not instigate a war. As such,
   land can be stolen if you are not vigilant, so keep an eye on your
   logs.

ORDER <division> BASH <direction>
 - Orders a division to bash upon a door in the specified direction.

ORDER <division> DISBAND
 - Disbands the division. Only the Minister of War may do this.


ECONOMICS OF WAR
----------------
It is important to ensure that there are always funds in the Ministry of War's account, as not only do soldiers cost money to recruit, but they are also paid wages each week. It is worth noting as well that all conscripts earn double wages when you are at war with another organization, for hazard pay.

Additionally, land that has been captured outside of the city walls will cost 200 gold each Aetolian week to upkeep, doubled during war. The loss of land due to insufficient funds could be the difference between a victory and loss, so make sure you are diligent in your funding!

See also: HELP MILITIA and HELP DIPLOMACY