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Crowns of the March

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Manual · Strongholds

Occupation and Securing

A taken castle pays nothing until it is secured: presence across owning turns earns control, absence resets it, and the benefits resume only after.

Original painting: a castle courtyard in warm late-day light, stacked spears and shields at left, covered supply wagons and a well at center, and a stone stair rising to an arched keep doorway flanked by two plain crimson banners.
The lord's seat — a courtyard held and provisioned. — atmosphere, not a rule diagram.

How it works

Taking a castle

Move onto an undefended castle and it is yours at once; a defended one must be won in battle first. Either way, the flag changing is the beginning of the story, not the end: a captured castle begins unsecured.

Unsecured means dormant. No income, no reserve recovery, no musters, no paid development — the walls stand and the domain waits to see who will actually hold it.

Earning control

Securing is presence, counted at your owning-turn starts: any friendly company standing at the castle earns a control point, and with the required points the castle becomes secured. An owning turn that begins with nobody there resets the progress to zero — the countryside has watched armies pass before.

Garrison duty does not accelerate the count; a visiting company secures exactly as fast as an assigned garrison. What a garrison adds is that someone is guaranteed to be there — and supply, and the defence of the place once it is yours.

What securing unlocks

A secured castle pays its income, recovers its reserves, runs its musters and its paid development — all resuming from the owning turn after the securing one. The war economy and the recruitment map both run on secured ground only.

A secured castle stays stable without a garrison, however far your armies march — until it is taken. What tips a holding into unrest is falling to no company at all: a castle abandoned by its captors before the country settles goes back to waiting, dormant as the day it fell.

The rhythm of conquest

This is the tempo of the war: take, stand, secure, spend. An army that outruns its securing leaves a trail of dormant stone that pays nothing and can be retaken by any rival who pauses to stand there; an army that stops to secure everything arrives nowhere.

The craft is choosing which conquests deserve the owning turns. Rich domains and specialist terrain deserve them; a poor crossroads castle on your supply line deserves presence for other reasons entirely.

Rules, exactly

Exact values from the current build — not advice, not flavour.

Control to secure
2 points — any friendly company present at each owning-turn start earns one; garrison duty does not accelerate the count
Absence
resets progress to zero — an owning turn begun with no friendly company present
Benefits resume
the owning turn after securing — income, reserve recovery, musters, and paid development

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