Weekly Spotlight: Boruvian Empire
Weekly Spotlight: Boruvian Empire
This week's spotlight is on the old decadent power, the Boruvian Empire...
The history of the Boruvian Empire is the History of Man: an inexorable rise to greatness, an age when entitlement replaces ambition, and the inevitable decline that follows. In its Golden Age, the Boruvian Empire covered the entire South, and stretched from the coasts of Calland to the great woodlands of Riesental. But today, the Empire is a shadow of its former glories. Four centuries of weak rule have decayed the Empire from within. Sensing inaction, separatist movements have relentlessly carved up the Old Empire, backing it into the corner it is in today. Now newer, hungrier realms like Hadrigel, Berany and Crivia view the Empire as the "soft underbelly" of the world.
Yet for all its woes, the Boruvian Empire still remains the largest of Realms. It is a place of great civilization and tradition, of old wealth, established families and trade. It is also the seat of the only Emperor on the continent, and the Great Hall of Light is still very much alive with the murmurs of far-flung ambassadors.
The sense of greatness in its twilight is very much a part of the Boruvian consciousness, an odd mix of fatalism in their Great Fall, and yet a thinly-concealed derision for the adolescent kingdoms around them. The Boruvian people will always consider themselves superior to their neighbors, a point all the more poignant to them, because they know how far they have fallen. Thus they see themselves as the keepers of civilization. If they fall, so too goes civilization, and so they must hold the line and guard hope for the coming of a great ruler who will once again restore their rightful place in the world.
The history of the Boruvian Empire is the History of Man: an inexorable rise to greatness, an age when entitlement replaces ambition, and the inevitable decline that follows. In its Golden Age, the Boruvian Empire covered the entire South, and stretched from the coasts of Calland to the great woodlands of Riesental. But today, the Empire is a shadow of its former glories. Four centuries of weak rule have decayed the Empire from within. Sensing inaction, separatist movements have relentlessly carved up the Old Empire, backing it into the corner it is in today. Now newer, hungrier realms like Hadrigel, Berany and Crivia view the Empire as the "soft underbelly" of the world.
Yet for all its woes, the Boruvian Empire still remains the largest of Realms. It is a place of great civilization and tradition, of old wealth, established families and trade. It is also the seat of the only Emperor on the continent, and the Great Hall of Light is still very much alive with the murmurs of far-flung ambassadors.
The sense of greatness in its twilight is very much a part of the Boruvian consciousness, an odd mix of fatalism in their Great Fall, and yet a thinly-concealed derision for the adolescent kingdoms around them. The Boruvian people will always consider themselves superior to their neighbors, a point all the more poignant to them, because they know how far they have fallen. Thus they see themselves as the keepers of civilization. If they fall, so too goes civilization, and so they must hold the line and guard hope for the coming of a great ruler who will once again restore their rightful place in the world.
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RE: Weekly Spotlight: Boruvian Empire
The Boruvian flag...
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RE: Weekly Spotlight: Boruvian Empire
The Boruvian Empire's armed forces...
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RE: Weekly Spotlight: Boruvian Empire
The Boruvian Empire's Spell Tree focuses on the grandeur of a bygone age:
Level 1
Teleport: Your Unit steps through a magic portal. Teleport to any province you own.
Level 2
Morning Glory: The sun shines in radiant glory. All Evil Units in your realm receive a -2 Morale.
Exotic Market: An exotic new market opens in your realm. Choose a Resource you own that is not currently being traded. It will transform into something new!
Provincial Coffers: Distant provinces generate Gold at full value.
Level 3
King's Call: Teleport any Stack you own to your Capitol. You must have room for your incoming Stack. That Stack gains +2 Morale for the remainder of your turn.
Alchemy: A mountain or wasteland province you own gains +2 Economy for 6 turns.
Level 4
Flight: A unit in your realm gains Flying permanently.
Level 5
Majesty: Your realm exudes majestic presence. Gain +5 Diplomacy with all realms for 25 Turns.
Fading Age: The Age of Magic is dying. The Age of Man is at hand. All Spells cast by any realm have a +1 Recharge Time. All Human Units have a -10% Purchase Cost and a -10% Upkeep.
Destiny's Reign Instantly annex all enemy provinces that you currently occupy.
Level 1
Teleport: Your Unit steps through a magic portal. Teleport to any province you own.
Level 2
Morning Glory: The sun shines in radiant glory. All Evil Units in your realm receive a -2 Morale.
Exotic Market: An exotic new market opens in your realm. Choose a Resource you own that is not currently being traded. It will transform into something new!
Provincial Coffers: Distant provinces generate Gold at full value.
Level 3
King's Call: Teleport any Stack you own to your Capitol. You must have room for your incoming Stack. That Stack gains +2 Morale for the remainder of your turn.
Alchemy: A mountain or wasteland province you own gains +2 Economy for 6 turns.
Level 4
Flight: A unit in your realm gains Flying permanently.
Level 5
Majesty: Your realm exudes majestic presence. Gain +5 Diplomacy with all realms for 25 Turns.
Fading Age: The Age of Magic is dying. The Age of Man is at hand. All Spells cast by any realm have a +1 Recharge Time. All Human Units have a -10% Purchase Cost and a -10% Upkeep.
Destiny's Reign Instantly annex all enemy provinces that you currently occupy.
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RE: Weekly Spotlight: Boruvian Empire
Boruvia's Merchant Prince...
When a Merchant Prince serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Caravaneer: For the remainder of your turn, all Units you control may travel over Road at 1/2 movement cost. For every Road hex thus traveled, that unit heals 5 Life.
Shrewd Negotiator: Skip your next turn. Choose one Human Unit your enemy controls. That Unit retreats from this battle.
Only one card may be played per turn.
When a Merchant Prince serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Caravaneer: For the remainder of your turn, all Units you control may travel over Road at 1/2 movement cost. For every Road hex thus traveled, that unit heals 5 Life.
Shrewd Negotiator: Skip your next turn. Choose one Human Unit your enemy controls. That Unit retreats from this battle.
Only one card may be played per turn.
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RE: Weekly Spotlight: Boruvian Empire
Boruvia's Mercenary Captain...
When a Mercenary Captain serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:
Sea Dog: Target one enemy Naval Unit. Gain control of that unit for the remainder of your turn.
Campaigner: All Units you control heal 10 Life for every Objective you currently control.
Only one card may be played per turn.
When a Mercenary Captain serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:
Sea Dog: Target one enemy Naval Unit. Gain control of that unit for the remainder of your turn.
Campaigner: All Units you control heal 10 Life for every Objective you currently control.
Only one card may be played per turn.
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RE: Weekly Spotlight: Boruvian Empire
Boruvia's Admiral...
When an Admiral serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Concentrated Fire: All Naval Units you control reset their attack.
Superior Seamanship: All Naval Units you control reset their movement.
Only one card may be played per turn.
When an Admiral serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Concentrated Fire: All Naval Units you control reset their attack.
Superior Seamanship: All Naval Units you control reset their movement.
Only one card may be played per turn.
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RE: Weekly Spotlight: Boruvian Empire
Hello Breca,
what a nice stuff, I'm very curious with the role of surveyors in battles and aslo with the background of the Zaruk auxiliaries, do they come from the relam that have the province of Zaruk Hel?.
I have another question; what is the meaning of the icons of the units that have one dagger (mercenary crossbows), the shield (brundorfer auxiliaries), the simbo of the royal pikes and the flag with one star (king's retinue).
Thank you in advance.
Salutes.
what a nice stuff, I'm very curious with the role of surveyors in battles and aslo with the background of the Zaruk auxiliaries, do they come from the relam that have the province of Zaruk Hel?.
I have another question; what is the meaning of the icons of the units that have one dagger (mercenary crossbows), the shield (brundorfer auxiliaries), the simbo of the royal pikes and the flag with one star (king's retinue).
Thank you in advance.
Salutes.
RE: Weekly Spotlight: Boruvian Empire
Auxiliaries
Auxiliaries are often fielded by wealthy realms who are less fond of raising units from their own population. The Boruvian Empire is a prime example. In this case you are correct, Zaruk Auxiliaries originate from the province of Zaruk Hel in the fierce orcish realm of Khazoth. And the Brundorfer Auxiliaries hail from militant Hadrigel. The rather jaded Boruvian Empire employs them both, though both Hadrigel and Khazoth are perennial foes.
In the game, Auxiliaries are good, low-cost units on loan by their parent realm. The serve well in small numbers but they have one major drawback. If they find themselves in battle against their parent realm, that unit will automatically retreat from battle. It is best to deploy Auxiliaries far from their parent realms.
Unit Icons
In the game, unit icons denote different attributes. From left to right...
1) The first icon indicates the Unit Class: Infantry, Archer, Cavalry, Siege or Naval.
2) The second icon indicates the Unit's Race: Human, Elf, Dwarf, Orc, Undead, Monster, Giant or Dragon.
3) The third icon indicates the Unit's type: Standard, Elite, Unique or Mercenary. The "dagger and coin" indicates Mercenary.
4) The fourth icon indicates whether the unit is a Group or a Single Entity.
Now what does all that mean?
Let's have a closer look...
Auxiliaries are often fielded by wealthy realms who are less fond of raising units from their own population. The Boruvian Empire is a prime example. In this case you are correct, Zaruk Auxiliaries originate from the province of Zaruk Hel in the fierce orcish realm of Khazoth. And the Brundorfer Auxiliaries hail from militant Hadrigel. The rather jaded Boruvian Empire employs them both, though both Hadrigel and Khazoth are perennial foes.
In the game, Auxiliaries are good, low-cost units on loan by their parent realm. The serve well in small numbers but they have one major drawback. If they find themselves in battle against their parent realm, that unit will automatically retreat from battle. It is best to deploy Auxiliaries far from their parent realms.
Unit Icons
In the game, unit icons denote different attributes. From left to right...
1) The first icon indicates the Unit Class: Infantry, Archer, Cavalry, Siege or Naval.
2) The second icon indicates the Unit's Race: Human, Elf, Dwarf, Orc, Undead, Monster, Giant or Dragon.
3) The third icon indicates the Unit's type: Standard, Elite, Unique or Mercenary. The "dagger and coin" indicates Mercenary.
4) The fourth icon indicates whether the unit is a Group or a Single Entity.
Now what does all that mean?
Let's have a closer look...
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RE: Weekly Spotlight: Boruvian Empire
As would be expected, Elves tend to be best in Forests, Dwarves in Mountains, Humans in Plains, Orcs in Wasteland and Undead in Swamp. There are no "Dragon realms" or "Monster realms," though such special units may supplement some of the above realms.
Now on to Unit Types...
Ring Icon: Unique units are one-of-a-kind...like those Zaruk Auxiliaries. A realm may have but one of each Unique unit at any one time. If that unit is slain, the realm may raise another such unit. Unique Units tend to be special, and always have 0 Upkeep. This makes very desirable and rare.
Banner Icon: Elite units are a small step down from Unique. A realm may have a max of 4 of Elite unit type. The Boruvian Empire has 3 Elite Units, so it can rase 4 King's Retinue, 4 Hussars and 4 Man 'o War. They are the most loyal and strongest of your troops. They have very low upkeep. Unique and Elite Units should be seen as the core of your army. Raise them first!
Badge Icon: While Elite units comprise your core, Standard units are your mass army. Standard Units tend to be less able, more expensive (relative to power), and less reliable than your Elite Units. Nevertheless, no empire can do without them. They make up the bulk of your army, especially as realms expand.
Dagger and Coins: Unlike more permanent standing armies, Mercenaries are quick and cheap to raise, but expensive to maintain. They can serve excellent shock troops, or expendable rabble. A wealthy realm with a small standing army is well capable of rapidly hiring an invasion force. However, maintaining a large mercenary force can rapidly drain your treasury. Mercenaries are best employed in short-term engagements or stop-gaps, and then disbanded when not needed.
Good Hunting!
Breca
Now on to Unit Types...
Ring Icon: Unique units are one-of-a-kind...like those Zaruk Auxiliaries. A realm may have but one of each Unique unit at any one time. If that unit is slain, the realm may raise another such unit. Unique Units tend to be special, and always have 0 Upkeep. This makes very desirable and rare.
Banner Icon: Elite units are a small step down from Unique. A realm may have a max of 4 of Elite unit type. The Boruvian Empire has 3 Elite Units, so it can rase 4 King's Retinue, 4 Hussars and 4 Man 'o War. They are the most loyal and strongest of your troops. They have very low upkeep. Unique and Elite Units should be seen as the core of your army. Raise them first!
Badge Icon: While Elite units comprise your core, Standard units are your mass army. Standard Units tend to be less able, more expensive (relative to power), and less reliable than your Elite Units. Nevertheless, no empire can do without them. They make up the bulk of your army, especially as realms expand.
Dagger and Coins: Unlike more permanent standing armies, Mercenaries are quick and cheap to raise, but expensive to maintain. They can serve excellent shock troops, or expendable rabble. A wealthy realm with a small standing army is well capable of rapidly hiring an invasion force. However, maintaining a large mercenary force can rapidly drain your treasury. Mercenaries are best employed in short-term engagements or stop-gaps, and then disbanded when not needed.
Good Hunting!
Breca
RE: Weekly Spotlight: Boruvian Empire
I am really loving the art of these cards. The map looks wonderful.
RE: Weekly Spotlight: Boruvian Empire
The Boruvian Empire holds a Landmark that it won long ago from the dwarves. Both Brogen Hur and Cor Vilaad would dearly see it returned to dwarven hands.
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RE: Weekly Spotlight: Boruvian Empire
The Boruvian Empire's Unit spotlight: Hussars
The Hussars are the pride of the Imperial army. Unlike many Boruvian troops suffering from corruption and declining morale, the Hussars remain as disciplined, elite cavalry. They are best used when rolling up enemy units already engaged in battle.
When Hussars receive their first combat Medal, they may gain one additional ability of your choice:
Fearsome: A Unit facing this Unit suffers a -1 Morale.
Brave: Unit's Morale cannot be reduced below its base value.
When Hussars receive their second combat Medal, they may gain a final ability of your choice:
Attack +1
Orcslayer: +2 Attack and +2 Morale and +1 Initiative vs. Orcs
The Hussars are the pride of the Imperial army. Unlike many Boruvian troops suffering from corruption and declining morale, the Hussars remain as disciplined, elite cavalry. They are best used when rolling up enemy units already engaged in battle.
When Hussars receive their first combat Medal, they may gain one additional ability of your choice:
Fearsome: A Unit facing this Unit suffers a -1 Morale.
Brave: Unit's Morale cannot be reduced below its base value.
When Hussars receive their second combat Medal, they may gain a final ability of your choice:
Attack +1
Orcslayer: +2 Attack and +2 Morale and +1 Initiative vs. Orcs
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RE: Weekly Spotlight: Boruvian Empire
the maps very tolkinish, feels like a good mod or 2 could add some lord of the rings into the game, but then again copyright and everything else taken into consideration, forget this, leave it as it is
the map tbh as i looked at all the empires now, seems to be very big, is there a limit to army size to make up for this? as i see stacks mentioned, so am guessing there will be some kind of rule so not too many stacks can be in the same hex or something?
quote" Each Stack may have up to 20 units. This means that each province can hold up to 20 land units, and each naval stack can also hold up to 20 naval units. Combined arms work best. " end quote
seen you had posted this, so my question above gets amended slightly, if there's a limit, how does one empire get stronger than another? apart from the difference of unit ability etc? does some empires have better strengths than others and weaknesses to match? as if each empire has the same amount of units in overall strength / numbers, it will be who get them where first that will matter so goes into a resource type game with a mad rush to gather, then an all out assault, thats the question i'm asking?
World Conquest: seems a good way to play, well suits me anyway, thanks for the updates, hope i haven't hogged/spammed the forum and your time too much[&o]
the map tbh as i looked at all the empires now, seems to be very big, is there a limit to army size to make up for this? as i see stacks mentioned, so am guessing there will be some kind of rule so not too many stacks can be in the same hex or something?
quote" Each Stack may have up to 20 units. This means that each province can hold up to 20 land units, and each naval stack can also hold up to 20 naval units. Combined arms work best. " end quote
seen you had posted this, so my question above gets amended slightly, if there's a limit, how does one empire get stronger than another? apart from the difference of unit ability etc? does some empires have better strengths than others and weaknesses to match? as if each empire has the same amount of units in overall strength / numbers, it will be who get them where first that will matter so goes into a resource type game with a mad rush to gather, then an all out assault, thats the question i'm asking?
World Conquest: seems a good way to play, well suits me anyway, thanks for the updates, hope i haven't hogged/spammed the forum and your time too much[&o]
Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250)
RE: Weekly Spotlight: Boruvian Empire
Each province can hold 1 Stack. So that means each province can hold up to 20 units. In the map above, Braverock represents 1 province within the Boruvian Empire.
The Economy is such that it can be difficult to build 20 unit stacks (unless they're comprised of cheap units), and still defend your other provinces effectively. These are the difficult choices one must make.
Good Hunting!
Breca
The Economy is such that it can be difficult to build 20 unit stacks (unless they're comprised of cheap units), and still defend your other provinces effectively. These are the difficult choices one must make.
Good Hunting!
Breca