Act 4 - Banner Network
Act 4 is the network act. Valenar stops feeling like one growing settlement with some nearby support sites and starts feeling like a defended banner network of settlements, outposts, roads, ward lines, and governors.
Role
- Make multiple settlements and dependent sites the default strategic shape.
- Turn roads, caravans, patrols, and governor-style delegation into core play.
- Force the player to think about link security, supply continuity, and route value under pressure.
- Introduce the first real question of how different holdings specialize inside one banner network.
What Changes From Act 3
- Additional settlements matter as peers, not just as resource satellites.
- Outposts become route, ward, watch, extraction, or relay tools in a wider network.
- Travel safety and corridor control become as important as local output.
- Demonic pressure can sever links between holdings instead of only threatening one map cell at a time.
Required Outcomes
- The player runs more than one meaningful settlement.
- Routes, caravans, or patrols are part of ordinary planning.
- Different holdings have distinct roles inside the same network.
- Frontier defense becomes a line-and-node problem rather than a single-center problem.
Boundary Into Act 5
Act 4 ends when the player is ready to formalize that network under a Province structure.
- The banner network is large enough that one-settlement governance is no longer sufficient.
- Administrative identity starts to matter alongside local output.
- The next step is Province rule, not just another isolated foothold.