MILITARY

The world is a dangerous place. Econ Island is no different.

Each kingdom has three military categories: Military Defense, Military Offense, and Military Special Forces found on each kingdom's plot sheet.

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Players can improve their military by acquiring and equipping military cards on their kingdom’s plot sheet.


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MILITARY DEFENSE

Military Defense refers to your kingdom’s ability to defend itself from invasion. There are eight (8) defensive cards that can be added to a player’s kingdom plot sheet. Each card has a specific cost that must be paid before the card can be equipped to a player’s kingdom. Some of the more powerful defensive cards have Realm Rank requirements and special ingredients. Only one (1) defensive card can be played on a kingdom’s plot sheet at a time. 

For example:


The Wooden Fence adds +4 to the kingdom’s Military Defense. It also costs one (1) Realm Point to construct the Wooden Fence.

Another example:

The Stone Castle adds +350 to the kingdom’s Military Defense. It costs eight (8) Realm Points to construct. However, in addition to the initial cost, the player must pay seven (7) Realm Points each turn to maintain the defensive structure. This is called Military Readiness Cost. Failure to pay the Military Readiness Cost will lead to destruction of the Stone Castle. Military Readiness Cost must be paid before any combat takes place. Additionally, the player must have previously constructed a Stone Keep and be technologically advanced enough to have the Age of Steel equipped.

The eight (8) Military Defense cards are:
Wooden Fence
Earthen Barrier
Wooden Stockade
Stone Walls
Stone Keep
Stone Castle
Air Raid Shelter
Underground Bunker


MILITARY OFFENSE

Military Offense refers to your kingdom’s ability to attack other kingdoms. There are eight (8) offensive cards that can be added to a player’s kingdom plot sheet. Each card has a specific cost that must be paid before the card can be equipped to a player’s kingdom. Some of the more powerful offensive cards have Realm Rank requirements and special ingredients. Only one (1) offensive card can be played on a kingdom’s plot sheet at a time.



For example:

The Squad adds +3 to the kingdom’s Military Offense. It costs one (1) Realm Point to form the Squad. However, in addition to the initial cost, the player must pay one (1) Realm Point each turn to maintain the Squad’s military readiness. This is called Military Readiness Cost. Failure to pay the Military Readiness Cost will lead to disbandment of the unit.


Another example:


The Army adds +500 to the kingdom’s Military Offense. It costs ten (10) Realm Points to form. However, in addition to the initial cost, the player must pay ten (10) Realm Points each turn to maintain the Army. This is called Military Readiness Cost. Failure to pay the Military Readiness Cost will lead to disbandment of the Army. Military Readiness Cost must be paid before any combat takes place. Additionally, the player must be technologically advanced enough to have the Age of Industry equipped.

The eight (8) Military Offense cards are:
Squad
Platoon
Company
Regiment
Brigade
Division
Corps
Army


MILITARY SPECIAL FORCES

Military Special Forces refers to your kingdom’s ability to augment your military with new and technologically advanced tactics and weapons. There are 13 Special Forces cards that can be added to a player’s kingdom plot sheet. Each card has a specific cost that must be paid before the card can be equipped to a player’s kingdom. Some of the more powerful Special Forces cards have Realm Rank requirements and special ingredients. Only one (1) Special Forces card can be played on a kingdom’s plot sheet at a time.

For example:

Knights adds +10 to the kingdom’s Military Offense and +2 to the kingdom’s Military Defense. These two numbers are added together and added to the Total Military Special Forces area on the kingdom’s plot sheet. It costs one (1) Realm Point to create the Knights unit. However, in addition to the initial cost, the player must pay two (2) Realm Points each turn to maintain the Knight’s military readiness. This is called Military Readiness Cost. Failure to pay the Military Readiness Cost will lead to disbandment of the unit. Additionally, the player must be technologically advanced enough to have the Age of Bronze equipped.

The 13 Military Special Forces cards are:
Archers
Knights
Calvary
Catapults
Gunpowder
Machine Guns
Navy
Airplanes
Chemical Weapons
Armored Division
Nuclear Arms
Technological Warfare
Drones




Final Example:

The Kingdom of Brightmaple (Front, Back) has equipped a Wooden Fence (Military Defense), a Squad (Military Offense), and Knights (Military Special Forces).


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The Wooden Fence provides +4 Total Military Defense. This is added to the kingdom’s plot sheet as illustrated below in the Total Military Defense area. The Squad provides +3 Military Offense. This is added to the kingdom’s plot sheet as illustrated below in the Total Military Offense area. Knights add +10 Military Offense and +2 Military Defense. These two numbers are added together and added to the kingdom’s plot sheet as illustrated below in the Total Military Special Forces area. Total Military Defense, Total Military Offense, and Total Military Special Forces are added together to give the kingdom a Total Military rating of 19.

In addition, the Squad and Knight cards carry a Military Readiness cost of +1 and +2 respectively. Therefore, the player must pay 3 additional Realm Points per turn to maintain his/her military (illustrated below).

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