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@@ -164,7 +164,7 @@ Look for growth or attack opportunities. The vassal first tries to march into ne
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<b>Available when:</b> the acting province has movable heroes, battalions, gold, or food and at least one valid destination.
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<b>Effect:</b> Move heroes, battalions, gold, and food from one province to another. March is inter-province movement and always has a destination; [Travel](#travel) is only a local visit within the current province. The selected units and supplies leave the origin province immediately, each marching hero spends vigor and gains wisdom XP, and the destination receives an [incoming army](/provinces/#incoming-armies) scheduled for the next round.
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<b>Effect:</b> Move heroes, battalions, gold, and food from one province to another. March is inter-province movement and always has a destination; [Visit Town](#visit-town) is only a local visit within the current province. The selected units and supplies leave the origin province immediately, each marching hero spends vigor and gains wisdom XP, and the destination receives an [incoming army](/provinces/#incoming-armies) scheduled for the next round.
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If the destination is already ruled by your faction when the army arrives, the heroes, battalions, gold, and food enter the province during the next round's Province Move Resolution phase, before riots, vassal commands, and player commands.
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@@ -279,23 +279,23 @@ Shipments arrive during the next round's Province Move Resolution phase, before
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<b>Selection:</b> choose the acting hero.
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### Travel
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### Visit Town
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<b>Hero requirements:</b> None. The acting province's ruling hero makes the visit.
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<b>Vigor cost:</b> 15.
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<b>Available when:</b> the acting province's ruling hero has at least 40 vigor, the province is not already in the traveling command state, and there is no blizzard.
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<b>Available when:</b> the acting province's ruling hero has at least 40 vigor, the hero is not already visiting town, and there is no blizzard.
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<b>Effect:</b> Have the ruling hero leave camp to visit the town inside the acting province. Travel does not move any hero, battalion, or supplies to another province, so it has no destination; use [March](#march) for inter-province movement.
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<b>Effect:</b> Have the ruling hero leave camp to visit the town inside the acting province. Visit Town does not move any hero, battalion, or supplies to another province, so it has no destination; use [March](#march) for inter-province movement.
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Travel spends the ruling hero's vigor and switches the province into its local traveling command state, unlocking whichever town commands below are currently eligible. You can use as many eligible traveling commands as you want in the same round before using Return to go back to camp. If no town activity currently qualifies, Return may be the only command available.
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Visit Town spends the ruling hero's vigor and unlocks whichever town commands below are currently eligible. You can use as many eligible town commands as you want in the same round before using Return to go back to camp. If no town activity currently qualifies, Return may be the only command available.
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<b>Selection:</b> no additional choices. Travel always visits the current province's town and never asks you to select a destination.
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<b>Selection:</b> no additional choices. Visit Town always uses the current province and never asks you to select a destination.
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## Traveling Commands
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## Town Commands
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You must use Travel before these local town commands appear. Travel keeps the ruling hero in the current province; it only changes the available command set from camp duties to town activities. Once traveling, you can use as many eligible traveling commands as you want in one round before using Return to come back to camp.
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You must use Visit Town before these local commands appear. The ruling hero remains in the current province; only the available command set changes from camp duties to town activities. While visiting town, you can use as many eligible town commands as you want in one round before using Return to come back to camp.
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### Arm Troops
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@@ -303,7 +303,7 @@ You must use Travel before these local town commands appear. Travel keeps the ru
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling, the province has gold, and at least one battalion can raise ARM without exceeding effective infrastructure.
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<b>Available when:</b> the ruling hero is visiting town, the province has gold, and at least one battalion can raise ARM without exceeding effective infrastructure.
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<b>Effect:</b> Spend gold to raise armament on existing battalions. New armament must be higher than the battalion's current armament and cannot exceed the province's effective infrastructure. The province spends gold, the price index may change, and each armed battalion records a backstory event.
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@@ -315,7 +315,7 @@ You must use Travel before these local town commands appear. Travel keeps the ru
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling and an [unaffiliated hero](/heroes/#unaffiliated-heroes) quest is available in the province.
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<b>Available when:</b> the ruling hero is visiting town and an [unaffiliated hero](/heroes/#unaffiliated-heroes) quest is available in the province.
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<b>Effect:</b> Decline one of the unaffiliated hero quests available in the acting province.
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@@ -329,7 +329,7 @@ You must use Travel before these local town commands appear. Travel keeps the ru
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<b>Gold cost:</b> 100 gold per selected hero, multiplied by the province [price index](/provinces/#price-index) and rounded to the nearest whole gold for each hero. The total cost is that per-hero cost multiplied by the number of selected heroes. For example, divining 3 heroes at a 1.25 price index costs 375 gold.
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<b>Available when:</b> you are traveling, the province can pay the cost for at least one hero, and there are free heroes who are not yet ready to join your faction but might be won over.
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<b>Available when:</b> the ruling hero is visiting town, the province can pay the cost for at least one hero, and there are free heroes who are not yet ready to join your faction but might be won over.
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<b>Effect:</b> Spend gold to divine one or more [free heroes](/factions/#free-heroes). For each divined hero, you receive details about what could impress them enough to become recruitable. Fulfill that ask, and the hero can later appear under Recruit Heroes. The province spends gold, and the price index may change.
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@@ -341,7 +341,7 @@ You must use Travel before these local town commands appear. Travel keeps the ru
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling and the province has prisoner heroes with available management options.
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<b>Available when:</b> the ruling hero is visiting town and the province has prisoner heroes with available management options.
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<b>Effect:</b> Choose what happens to ordinary prisoners in the province. These are heroes who are already in the prisoner state, not newly captured heroes still waiting for a battle aftermath decision.
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@@ -385,7 +385,7 @@ Ordinary prisoners cannot be returned this way. Faction leader prisoners cannot
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling and unaffiliated heroes in the province are willing to join.
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<b>Available when:</b> the ruling hero is visiting town and unaffiliated heroes in the province are willing to join.
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<b>Effect:</b> Recruit available unaffiliated heroes in the acting province. Recruited heroes join the faction at starting loyalty, move from the province's unaffiliated hero list into its ruling faction heroes, and receive a recruitment backstory event.
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@@ -397,9 +397,9 @@ Ordinary prisoners cannot be returned this way. Faction leader prisoners cannot
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling.
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<b>Available when:</b> the ruling hero is visiting town.
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<b>Effect:</b> Return the ruling hero from the current province's town to camp, leave the traveling command state, and end that province's turn.
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<b>Effect:</b> Return the ruling hero from the current province's town to camp and end that province's turn.
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<b>Selection:</b> no additional choices.
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@@ -409,7 +409,7 @@ Ordinary prisoners cannot be returned this way. Faction leader prisoners cannot
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling and the province has enough gold or food for at least one trade.
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<b>Available when:</b> the ruling hero is visiting town and the province has enough gold or food for at least one trade.
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<b>Effect:</b> Buy or sell food using the acting province's gold and food stores. Food buy and sell prices are based on the province price index. Buying spends gold and adds food; selling removes food and adds gold. The price index may change after the trade.
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