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21.2 The concept of legions and command-set thereof.
SECTION I: OVERVIEW OF LEGIONS, CREATING AND MAKING UNIQUE A LEGION or LEGION INSCRIBE <legion> <semi-public inscription>.One would use the NOTE command to add a private, legionnaires only note to the ongoing permanent recorded history of the specified legion or the INSCRIBE option for those with rather broader 'right of access' to pen a semi-public inscripion. Note, along with any entry in the closed-history of the legion, will only be viewable by those of high enough rank or close long-term connections with said legion (e.g. its creator or its captain). Inscriptions are always viewable by those of broadly high enough rank/stature and are often displayed publicly if the legion's records are ever inspected or placed out openly for all to see. SECTION II: CLASSIFYING YOUR LEGION BY SIZE-TYPE AND DETERMINING LEADERSHIP Syntax: LEGION SIZES. Reviews the various legion sizes and the number of individuals required to maintain a legion with the advantages of certain size statuses: from party and company as the smallest, to corps and army as the largest. Syntax: LEGION DISBAND <legion>. Disbands an existing legion (providing it lies under your banner), removing its name, title and very existence from the land. The legion must not have any individuals sworn to its standard. You will lose all specialist-skills attached to a legion banner when it disbands, although if you have successfully deployed the trained individuals elsewhere you will not be concerned by this since the disbanding will occur with no training to lose. Syntax: LEGION EXPAND <legion>. Assuming you have sufficient numbers sworn loyal to the specified legion you may order its expansion, thereby commanding it to assume a more efficient hierarchy appropriate to its size. Consider the distinction between hundreds of ill-organised folk in a crowd contrasted with the same hundreds structured into a well-defined structure. It becomes more potent, faster to execute commands, more effective in every way. See LEGION SIZES for information on the structures available to you and remember that a legion must have attained a sufficient number to reform into the superior-size hierarchy. Syntax: LEGION CONTRACT <legion>. As the numbers sworn loyal to the specified legion fall below certain thresholds you will need to contract the structure accordingly. See LEGION SIZES for info on the specific numbers for the various hierarchies most appropriate. Ensuring the correct hierarchy structure for your legion size maximises its efficiency, impacts positively on each and every one of its actions (both potency and pace of operation). Contraction requires the legion to be sitting at the low number boundary of its current structure. Syntax: LEGION LIEUTENANT <legion> <new lieutenant>/<guild or city>. Designates an individual as lieutenant of the specified legion. This can be done by the legion's overall commander/creator (or others, depending on ASSIGNed hierarchy paradigm as described below) or by its existing lieutenant (passing the baton of leadership). If you specify a guild or city to take over lieutenantship you leave the post open for suitably qualified folks to assume control whenever appropriate. Lieutenant rank is suitable for legions of size company or party; those of greater numbers must be under the command of individuals of superior rank. Lieutenants may only command larger groups if the group has grown from smaller size under his/her stewardship - and thus remains singularly loyal. Lieutenants have access to the commandset as documented in HELP COMMANDER. Syntax: LEGION ASSIGN <legion> <hierarchy paradigm>. The hierarchy paradigm simply refers to the structure expected by the legion into which it will settle for the purposes of taking commands. Thus one may have a regiment solely loyal to its founder and scornful of orders from any other, whatever their rank; or an open-minded company happy to receive orders from any not definitively a declared enemy. See HELP DISPATCHES for the comprehensive order scripts available for dispatches, effectiveness and suitability to be dictated by a combination of your personal stature and the legion's assigned hierarchy paradigm as listed below: "military" fits neatly into a guild or city military structure, with commanders appropriate to the legion size and denomination. "fieldworkers" is structured, for conveience and efficiency, along military lines but without the oft necessity of combat readiness/experience to command. "independent" turns aside from formal military structures or traditional authority figures, trusting instead legion founder and inner circle only. "personal" allows the group to be part of a structure but determines it to place personal allegience (such as to its founder) above all and disallow many more fundamental orders save from its founder. "open" declares the group open to commands from all non-enemies. "authority" establishes the importance of authority figures (e.g. Prince, High Constable, Guildmaster) giving equal measure of command to such figures as founders or designated commander. "mercenary" allows for a full military structure and command hierarchy but without fixed loyalty and thus, depending on circumstances, said loyalty can become fluid - self-preserving - more robust than blind adherence to orders. SECTION III: TRAINING SPECIALIST SKILLS, EQUIPPING LEGIONS - THE ROAD TO VICTORY Syntax: LEGION POTENTIAL <legion>/<city>/<guild> Depending on your legion type (city or guild specialist) they will have access to a wide range of abilities useful in the field of battle or other circumstances about the land. This command allows you to view the potentialities of the specified legion or, if you specify a guild or city, the base potential of those denominations of legions (not taking into account any factors that are specific to an individual legion). All have access to this command, fighters, pacifists and duellists alike. Syntax: LEGION TRAIN <legion> <specialist skill> <target potency> Commands the commencement of a training period for the specified legion. You will need the correct tools for the training and the legion must be in safely in-barracks to be unmolested while the training is carried out. See HELP TRAINING for comprehensive details of the skills a legion-type can gain; these skills will depend on whether it is a city or guildspecialist legion. See your LEGION POTENTIAL command above to see the extent of training possible. It is slightly faster for a legion to learn less skills concurrently and they enjoy more rest periods in between the marginally lower number of sessions required to advance potency in a specific skill. Legions gain potency more slowly as the higher eschelons of a skill are reached; thus a legion will take more time to learn the challenging rigours of 70% to 75% in a specialist-skill than it would the relatively simple lessons required to move from 5% to 10% in the same. Legions train one specialist-skill at a time, in real terms, despite having the capacity to carry out training orders to progress numerous skills concurrently. They will progress each skill at a similar pace but focus, at any given instance, on just one. Each percent of potency (and you will find certain types of guildsmen or cityfolk are delimited by maximums in this or that specialist-skill) is advanced via successful completion of a number of sessions; the number of sessions per potency advance increases as explained earlier. Some skills affect session requirements (e.g. alacrity reduces sessions required to advance potency). Do bear in mind that timings here are approximate and where a legion states a certain number of minutes to completion of a session, this is a rough figure and can vary by a certain percentage, as can session numbers required and impact of circumstances/brethren-skills on the training. Nothing is so exact to be precisely formulaic and the most successful military minds factor such unpredictabilities into their tactics and/or scenarios. Syntax: LEGION FINISH <legion> <specialist skill>. Declares the training of the specified legion complete, thereby freeing the legion to be employed at other tasks. Training, while it is going on, is completely occupying of a legion's attentions. You will need to finish all of its training sessions to regain quick responsive control of the legion for future commands. (Syntax: LEGION TEACH <legion> and LEGION CONCLUDE <legion>.) The top pair of commands is used for you, the individual specialist (doubtless a fine example of whichever guild or city in which you ply your trade) to augment the designated training of a specific legion by dint of your personal expertise and experience. A top-ranked guildsman can convey information faster and thus reduce training times and/or allow the legion to reach higher potency than would otherwise have been possible. (Syntax: LEGION BERATE <legion> and LEGION ENCOURAGE <legion>.) There are two demeanour one may take with a legion and its effectiveness will depend entirely on the circumstances, environment and recent history. Berating a legion is generally considered a kick-up-the-rear, shaking lethargy from lazy pampered bones, waking a group to the urgency of impending training, deployment or battle. Encouragement, on the other hand, works less well in comfortable surrounds (it tends to stupify) and instead has its best impact in hostile, difficult, sometimes tragic circumstances; the voice of a kindly fellow sufferer or the boom of a leader undaunted at the head of his or her troop. Although morale effects are temporary, one should never underestimate their role in melee, in speedy marching to and from the field, in carrying out orders unshirking, etc. Syntax: LEGION PROGRESS <legion>. Reviews the current training schedule of your specified legion, details of the specialist skills being learned and, most usefully, the extent of its progress towards the stated goals. Any can issue this command, be they pacifist, duellist or figher status. You will be informed how many sessions (if any) remain before the next advance of potency percentage in all those specialist-skills being trained and, in summary, which skill (if any) is presently the group's focus alongside an approximation of how long before the session is complete. Legions work through each specialist-skill they are told to train up, one by one, in no particular order until they have completed a session for each one. Once all have had a session the cycle begins again, progress duly updated. Syntax: LEGION PROGRESS <legion> <specialist-skill>. Those with sufficient rank over the specified legion can go a step further than the broad summary gained by the LEGION PROGESS use above. If you specify a skill by name, e.g. LEGION PROGESS GUARDIANS4 ALACRITY you will be given far more detailed information its specific purpose, usages and the extent to which your legion's potency affords you access to new commands/abilities. Many specialist-skills are background and simply affect legion performance without the need for commands to be dispatched but others do require special orders - particularly the more esoteric, higher-end specialities. LEGION PROGRESS is, therefore, somewhat akin to an amalgamation of doing a HELP and AB on one of your character's personal skills: gains a broad but skill-specific info document and ability by ability list dependant on potency level attained. See HELP TRAINING for a specialist-skills list and do not ignore LEGION POTENTIAL when determining training and judging progression - it is very easy to set a legion training beyond its maximum capacity in a certain skill; doing so wastes the advanced (and therefore more time-consuming) lessons on a group incapable of reaping any practical benefit. Syntax: LEGION EQUIP <legion> <equipment>. Bestows an item of equipment on the specified legion. There are various reasons for loading up a legion with items of inventory. Firsly many of the specialist skills require equipment to carry out or enjoy improved effectiveness when used with a specific item (legions automatically attempt to employ their inventories to best possible result unless otherwise instructed). Secondly powerful legions may be used to transport valuables across the land more safely than a troop of vulnerable individuals, particularly large-size commodities that would be otherwise too cumbersome for easy maneuver. Thirdly, legions benefit in other ways from certain important components whose use is not covered by a specialist skill: food, shelter/bedding, healing herbs or potions, etc. Syntax: LEGION UNEQUIP <legion> <equipment>. Removes an item of equipment from the specified legion. Use this with care as you risk removing from a dutiful legion an item pivotal to it carrying out its orders or utilising its specialist skills to their maximum effect (e.g. take all the quivers from a legion skilled at archery and you will find your archers suddenly little or no use on the battlefield). Morale is also adversely affected if important items (such as food, bedding, et al) are taken back once given over. There are, however, many situations where relieving a legion of its equipment is the best course of action: while they are in barracks and others in the field have greater need, for instance, or, more ambivalently, when one legion is deemed to be on the verge of utter defeat and risks losing valuable artifacts that might make the difference between another group's survival or route. One may doom the first legion to certain vanquish but if, in doing so, the second has twice the chance of prevailing; who can argue the military logical? Such decisions are not for the faint-hearted and it is well-worth experimenting with balances of apposite equipment versus overequipping, overencumbering or overpampering (all of which sap morale) and fighting spirit. SECTION IV: ASSEMBLING AND DEPLOYING INDIVIDUALS IN AND OUT OF LEGIONS Syntax: LEGION ASSEMBLE <legion> FILL/<number> [<guild name/city name>]. Syntax: PV <legion> FILL/<number> as a shortcut for the above. Commands freshly enlisted untrained individuals into the specified privates-only legion. This assumes there exists in the locale both a source of privates and a group in existence under the legion's banner. If you have no-one under the legion's banner in the land it must be begun, on just the first occasion, by specifying a guild or city-name as per syntax above. This way the privates are taken from the correct guildsfolk or citizens. Note: you may use the FILL directive on pre-existing legions to bring in the maximum possible privates to swell its numbers to the edge of the next size-type up; ready for possible expansion. Syntax: LEGION DISMISS <legion> <number> [<locale direction/CENTRE>]. Ejects privates from the specified legion thereby increasing remaining legionnaires' equipment, rations and speed of operations (as is always the case with a smaller group). You will, however, risk losing some of your trained talent since in dismissing anyone from a regimented, orderly environment to off-duty status takes its toll on their abilities. Thus you will lose a portion of the legion's specialist skill prowess, despte those you retain gaining, on average, as individuals. If you were to go so far as to dismiss each and every last member of the legion you will effecively be disbanding it as an active presence, returning all its equipment to the decommissioned group. Be warned, though: doing this also abandons all the specialist skills accumulated over the legion's active lifespan. Syntax: LEGION SPLIT <master legion> <destination empty legion banner>. Use this command should you wish to reduce the size of an individual legion while retaining all the expertise and experience/training picked up by those sworn to follow its banner. You begin with your large first legion and then find a second legion banner, preferably newly created or two or less individiuals within. The splitting will then halve the size of the master legion, shifting the oath of fealty for the other half to serve under the new banner. Although both legions will be of equal size and thus, in theory, weaker in any weight of numbers clash, they will share without loss the specialist skills, training and battlefield experience garnered during the unmolested existence of the original. Note, however, that splitting legions is not always a settling experience and there are sometimes occasional individuals who get lost in the process; fortunately these tend to be the ones with the least specialist skills. Syntax: LEGION MERGE <master legion> <secondary legion>. This command is a simple one. Providing you are addressing two legions of the same guild or city and neither are constituted entirely of unskilled privates (those without having ANY specialist skill knowledge) you can issue the order for them to merge. You will need to have authority sufficient for this command over both legions but, if successful, quickly rearranges the previously smaller legions into a larger single legion, merging (where possible) the skill prowess and exchanging (as much as can be conveyed) the advantages of past experiences/morale. Merging a less skilled legion into a more skilled master will result, as you would doubtles have surmised, in a larger resultant legion with skills proportionally lower as a result of the merge. Note, however, that merging itself is not an experience all remain unaffected by and there is a net loss (albeit only minor if the merge circumstances are carefully set-up) of specialist skill percentiles across the newly enlarged group. Syntax: LEGION DEPLOY <master legion> <destination legion> <number>. Deploys individuals from the master legion (which must be larger than a 'party' in size) to shift allegience to the new banner of the destination legion. The <number> specified will attempt to move across, swelling the numbers of the destination and altering its average specialist-skill potencies accordingly. Keep in mind it is unwise to water down hard won specialist-skills of higher rank with poorly trained neophytes else you will find the distractions cause an overall lose of skill and thus precious training time. Do bear in mind, however, that there are optimum sizes for legions - regiment/brigade by default - optimums affected by leader prowess, history, circumstances, terrain, legion recent engagements, etc. Take all of the archers from even an enormous group on the front-line (and engaged in combat) and you run the risk of ensuring its defeat, despite its numbers and otherwise high specialist skills; simply as a consequent of poor timing and removing crucial individuals from a situation of great need into one of less. Such choices often make or break a military campaign. It is not for naught that an individual's military history is so respectfully perused, their successes lauded, their failures lamented and feared... It is never possible to have a mixed single legion of guild specialists and city soldiers/fieldworkers, nor can you shortcut training or the invaluable boost of real engagement experience - but you can try to tread a line between having a single crack regiment with enormous skills and experience (and an army of uneducated ill-equipped novices) and spreading the regiment's relatively small numbers in and around your entire military/society to gain the most possible training, for the maximum number of people, in the shortest time. Every military's conundrum. See next HELP COMMANDER and HELP VANGUARD to discover more about taking command of a legion directly, and the all-important HELP DISPATCH to begin to delve into the world of mission/goal order dispatches, the foundation of largescale military command. |
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