LEADERS

An essential part for each race is the leader. Leaders make such important decisions as what to build, who to attack, and what their race needs. As you may have guessed, this job requires a lot of responsibility.

If a race is not happy with their leader, they have the right to revolt. This could be in the form of a civil war or simply a coup (or coup d'etat).

Leaders, for being so influential, get both an extra Weapon and an extra Non-Weapon skill point than the rest of their race. However, one of their profession points must be spent on becoming a leader.

Leaders have unlimited funds for purchasing items. This means that building a building, purchasing items, and paying those in the military can all be done with the unlimited resources. Taxes are not needed to get this money. However, there are many limits placed on these things, so read below.

All NPC soldiers are Level 1 with their skills. However, the Advanced Class may be at Level 2. All NPC workers are at Level 2. Because of these limitations, it is very helpful to have human soldiers/workers as well. NPC soldiers also have different standard issue than human soldiers. They get half of the skill points (rounding down) a normal person of their race would get, and this can be used to learn how to use things like shields or hookshots (note- they can only learn how to use 1 weapon, but this weapon does not require any skill points to be learned). All NPC soldiers in the same class must have the same skills. If 2 weapon and 2 non-weapon skill points are spent, normal Level 1 NPC soldiers may become Level 2 with their weapon, and normal Level 2 NPC elite soldiers may become Level 3 with their weapons. They do not get any additional skill points as time progresses. The only skills NPC characters may learn are those in the Items section (however, under special circumstances, they may be able to learn others. For example, if there is a horseback riders class, they may learn how to ride horse. Consult me to see if certain skills are allowed for certain classes). NPC soldiers cannot use fairies or other healing items. NPCs may wear only light armor or helmets.

To learn more about the military classes, read the Military description at the Professions section.


LEADER DECISIONS

Leaders at the start of the game will need to make several key decisions, which may affect the outcome of the war. As the game progresses, more decisions will be needed to be made.

  1. 30 Soldiers: The military starts out with 30 trained soldiers. 15 must be the lowest class, 10 the second lowest, and 5 distributed to whichever of the higher classes you want. After deciding what these soldiers classes are, the leader must choose where to place them. These soldiers can either go on top of a wall (either constructed or outside the palace/town/etc. of the race), on a patrol, serve as an escort, or be an attacking force. After each season (1 week real-time), 5 new soldiers are given to the army. 3 must be of the lowest class, and the other two may be distributed to whatever other classes you wish.
  2. 10 Attacking Soldiers: To promote more attacks on other races and an overall more "warrish" atmosphere, each race now starts out with 10 soldiers that must be used for attacking purposes only. They don't have to attack right away, but they can only attack. Every season (1 week real time), 2 more attacking soldiers are gained. Note: When not in use, these soldiers may be used as escorts for people. However, do not forget their purpose, use them to attack or they will be taken away from you.
  3. 3 Walls: The defenses of a kingdom come in the form of walls. Walls are usually what is sieged when a race attacks. In addition to a wall surrounding the base of each race (Clock Town, Deku Palace, Goron Shrine, etc.) where troops may be placed, three additional walls can be placed around a race's territory to protect against invaders. Walls are only effective if troops (best if archers) are placed on top. Walls do have a limit in size, but it is not directly psecified. For example, the Zora may place a wall at the entrance to the Great Bay from Termina Field. However, the Zora may not place a wall across the entire beach of the Great Bay. That is simply too large. Use your best judgement, but I will certainly let you know if it is too large. Stonebuilders can build additional walls.
  4. 3 Buildings: The third decision a leader must initially make is which buildings to build. These are deemed "already there before the game began", and thus do not require the construction of a carpenter. These buildings are the following sizes: Normal (1-Floor), Large (1-Floor), Normal (2-Floor), or can be any lower size. There must be room to place these buildings. Carpenters can build additional buildings.
  5. 10 Workers: The nextl decision of a leader is people to hire. The government does not pay them a salary, but they are there (and the leader can control their actions, so long as they are not unusual, like the worker giving all his money to the government). The workers fit into the following categories: 3 Constructors (Smithys, Bowyers, Armorers, etc.), 5 Non-Constructors (Shopkeepers, Storekeepers, Ranch Owners, Tailors, Reporters, etc.), and 2 Bonus (Any). If a human player wishes to take the spot of one of these characters, he can do so. No new workers are rewarded over time unless under special circumstances. All of the workers are at Level 2 in their professions (thus, it is handy to get humans to take the same jobs sometime so that they can advance to higher levels).
  6. Miscellaneous Characters: Each leader will also get 3 carpenters and 1 stoneworkers to build additional buildings and walls throughout the game. Also, 1 Royal Messenger is given to Leaders to send messages between the races. This messenger will not be harmed by other races, no matter how big of enemies they are.
  7. Home Wall: Every race has a wall surrounding its main base (for example, Clock Town, Deku Palace, Zora Hall, etc.).

RACE INTERACTION

A Leader's main duty is dealing with other races. Forming alliances, deciding who to attack, and policies on other races are key factors.

  1. Alliances: Alliances are very hard to come across and at least 2 seasons are needed before alliances can even be considered. Alliances can be very helpful, so being kind to certain races is advantageous. Do such generous acts as allow mapmakers in, send gifts, hold negotiations, and invite the other races to your festivals. Be careful, though, because backstabbing in a difficult time like this is very probable.
  2. Entrance Policies: Allowing those of other races to enter your race's territory rarely proves useful, and it is advised only to let those in that are of races that you wish to make alliances with. It is a good idea to make characters check at gates before entering.
  3. Exit Policies: For the safety of your people, it is sometimes beneficial to not allow those of your own race to travel outside of your territory. This limits interaction with other races, which makes it easier to keep valuable weapons and items exclusive to your race within.

OTHER DUTIES

There are several other duties that the leader has.

  1. Festivals: A very large event for each race is an annual festival. These are great gatherings where people forget about there worries and partake in games, watch music and dance performances, and eat in elegant feasts. It is recommended that festivals have certain themes, though a "general" festival with general activities is recommened as well. While there is no limit on the number of festivals you can have, keep in mind that the more you have the less special it is when you have one. I recommend 2-3 festivals a year.
  2. Rewards: Rewards may be given to military soldiers that perform very well, a businessman who crafts has aided the race greatly, for prizes at festivals, or other things. Rewards can be in the forms of medals, trophies, or rupees. I ask that races use their best judgement when giving these out, especially rupees. Don't overdo it.
  3. Standard Issue Weapons: Leaders must choose which weapons are standard issue in the military. Each class can have different standard issue weapons. For all but your highest class, these weapons must be of the lower levels (they can be, for example, a Terminian Sword, but not a Razor Sword, but can be a bomb or a powder keg). However, the more weapons you issue, the less the salary is of those in the military. The base monthly salary (real time)is 70 rupees, and for each extra standard issue weapon/item, 5 rupees are taken off. Therefore, it's best to minimize the number of weapons, as soldiers can always bring their own along.
  4. Military Classes: Each race needs different classes to be effective. Classes can be Swordsmen, Spearmen, Archers, or unique ones that you make up. You must choose which is the "lowest", which is the second lowest, etc. All of the lower classes can only use non-advanced weapons (for example, short bows instead of long bows). You can have as many normal classes as you'd like, but one class can be of the "advanced" rank. These people can be given a special title (for example, Terminians of the Knight of the Kingdom rank are called "Sir ___"), and one advanced standard issue weapon (for example, a Razor Sword) can be given. They also have a base seasonal salary of 110 rupees. It is advised to limit the number of these advanced class soldiers you have.
  5. Ranks: There can be up to five ranks for each of the classes, and the titles are decided by the Leader. For each higher rank, a 5-rupee raise is given to the soldier. NPCs are all at the lowest rank, and this does not matter as their pay is the same. Players must progress through the ranks, and promotions are only to be given for special deeds being done. There should be more soldiers of lower ranks than than higher.


New rules govern the land to ensure freedom and respect for each race. Listed below are guidelines to assist those who do not understand the ways of establishing multi-racial cooperation.




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