1.3 |
Payment And Credit |
For now checks are the only method. |
2.2.4.11 |
Theocracy |
Theocracies can only have Allied leaders if the leader is
the prince from another Nation (usually transferred as the son
of the ruling family to a Primate). Regions are not allowed at
FA or A status for Theocracies. |
2.2.8 |
Military Strength Index |
The ISI table shows the rankings, but not the actual ISI
values. Rather, the rankings are divided by the mean of all
ISI's and the standard deviations (given at the bottom of the
ISI list in the back of each fax). Note that your OWN ISI is
listed on your stat sheet, which is not a rank, but the actual
MSI. MSI and ISI are used interchangeably. |
2.3.1 |
Economic Strength Index |
ESI is ranked similar to MSI, except that the ranks are
not divided into standard deviations. |
2.3.9.1 |
Maximum International Trade |
The maximum International Trade an Open Nation may receive
is twice their Base Revenue, which is defined as Regional +
City + Intercity + Public Works Bonus. Merchant Houses are
imune to this maximum and should use the trade figure found at
the bottom of their Trade Routes section. |
2.4.1 |
Bureaucracy |
7.2.4.30 also lists Heir and Regent, not just King (or
Queen) |
2.4.5 |
Tax Status |
In the case of a Famine, it is possible to offset the
effects if and only if you are able to bring in (purchase,
transport, etc) enough agro. Note that this doesn't stop it
from happening on the following turn again, nor does it
increase the ammount of NFP you have to spend. |
2.10.4 |
Project Support |
Add Merchant House to the list in the Note. |
2.16 |
Merchant Shipping Allocations |
Number and type of Units is not listed, except for warship
escorts. MSP from routes which are Over Capacity will be
turned into Unused fleets in the port. |
2.17.4 |
Trade Route Status |
For all Land by ... trade routes, regions must be at
Tributary status or better to carry trade (can't trade through
C, NT, of FA - but you can trade through P or PT). Having a
port city in an NT region does not allow you to trade through
that port, although it can be used as an anchor city. See rule
6.1.5 regarding Royal Roads and trade. |
2.17.10 |
Free Capacity |
Here it says that "If the value is negative, the extra
merchant shipping is not earning you any money." Also, MSP
will automatically be removed from the route, just like MSP is
automatically added to a route if it's positive. |
3.4 |
Turn and Map set Pricing |
Hey! Maps are free for the download. Cost is assumed to be
included in your turn fees. |
4.1.3 |
Ports |
Yes, there may only be one Port Area or City per region,
except in a case were the region is your homeland and you have
two separate coasts. If there is a port city built, the port
area will be removed. If there is a port city, a port area
cannot be built. |
4.1.4 |
Holy Cities |
The fact that a cross is used, does not limit Holy cities
to religions normally associated with a cross as the symbol of
their faith. |
4.1.5 |
Roads |
Lords 4: Roads are denoted on the maps by double lines.
Postal Roads are single lines. |
4.3.2 |
The Silk Route |
The actual Silk Route dots may be covered by a road - in
which case the silk route still exists as always running from
central China to Baghdad in Mesopotamia. |
4.4.2.1 |
Rivers |
Navigable rivers are either river deltas or clear rivers
(no dashes on the river). Sections of the rivers, dividing
them into separate "sea zones" for movement up/down river are
shown with a line crossing the river - and seeing the
differences in the names of the river, such as Upper Ganges
and Lower Ganges. |
4.4.2.2 |
Rivers |
Un-navigable rivers are located at the upper portions of
the river and are located on the map to denote the movement
penalty and the need for bridging if Roads are built across
the border. Some of these rivers may be dredged to MAKE them
navigable. |
4.4.2.3 |
Rivers |
River Deltas are denoted at the mouths of larger rivers to
indicate the need for +2 on Bridge construction (level 3 for a
Royal Road in most cases) and +2 on movement, rather than +1.
For example, at some points on the Mississippi the river
reaches 1 mile from bank to bank. |
4.7 |
Ferry Arrows |
Ferry Arrows can be used to extend a Royal Road. See 4.7.1
& 4.7.2 |
4.7.1 |
Ferry Arrows |
If the Ferry Arrow is used for trade between nations, the
Ferry points must equal or exceed the TTV of the route for
each nation connected in this manner. |
5.2 |
Trade and Mercantile Activities |
It is assumed that nations wish to open trade with anyone
who initiates, unless otherwise noted. |
5.2.1 |
Trading With Nations Overland |
All the land regions forming the Trade Route must be
controlled (at Tributary or better status) by one or the other
of the two trade partners. See 6.1.5 for Royal Road
exceptions. See 4.7 for Ferry Arrow usage. |
5.2.3 |
Creating Merchant Shipping |
Note: see 5.2.5, nix Transports, use Heavy
Transports. |
5.2.4 |
Merchant Fleet Assignments |
Please be aware of the overland verbiage here. |
5.2.4.3 |
New Sea Trade Routes |
In addition to the Port of origin, if you wish the MSP to
be harboured elsewhere, you must indicate it in the notes for
this new route. All conditions for trade to happen between two
nations must exist at the beginning of the turn, or the
attempt will fail. |
5.2.5 |
Conversion To Wartime Duty |
MSP converted to Heavy Transports cannot then be converted
to another troop type until the following turn. You can use
them as Heavy Transports as soon as you convert them
though. |
5.3.2 |
Building Public Works |
You can't build over the maximum PWB for the region.
Clarification: If you're increasing the maximum in some way,
you have to wait till the increase takes effect and you see it
on your stat sheet. |
5.4.3 |
Training Levels |
Used. |
5.4.4 |
Equipment Classes |
Used. |
5.4.5 |
Demobilizing Units |
Lists that MSP can be converted into ship units. Those
ship units can only be Heavy Transports. Once converted, they
can be demobilized on the following turn. |
5.6.3 |
Colonizing Populated Regions |
Placing a colony into a populated region requires a leader
action [7.2.4.9]. The people already there might not like
it... |
5.6.4 |
Colonizing Populated Cities |
Placing a colony into a populated city requires a leader
action [7.2.4.9]. The people already there might not like
it... |
5.7 |
CONSTRUCTION: BUILDING CITIES |
If it's not connected to your HBZ by land that you
control, you'd better ship the NFP there, even if you own
it. |
5.7.5 |
Building Port Areas |
Port Areas cannot be built in a region with a Port City.
And if a Port City is built in a region that has a Port Area,
the Port Area is removed with no demobilizing returns (watch
that port fortress...). |
6.0 |
NATIONAL PROJECTS |
If it's not connected to your HBZ by land that you
control, you'd better ship the NFP there, even if you own
it. |
6.1.3 |
Canals |
Canals count as Navigable Rivers for RIVER movement, not
army movement crossing the border. The border terrain
(previously no canal) remains the same. Canal construction
assumes bridges are included. All fleets may use the canal,
unless the owner of EITHER border region forbids it. |
6.1.4 6.1.5 |
Postal and Royal Roads |
(clarification) Canals are not considered rivers when
building a road across them. Royal Roads in regions held
at less than Tributary status (C, NT, FA) allow the passage of
trade goods. |
6.1.7 |
Regional Cultivation |
• Regions do not automatically convert to
cultivated. Use this MC. The cost to cultivate
Wilderness/Steppe/Jungle is 50nfp/100gp, unless you're Pre-Col
then it's 25nfp/50gp for Wilderness and Jungle, or if you're
Seafaring Steppe will cost you 75nfp/150gp - have someone else
do it for you. For regions that have already had some
automatic conversion, you may reduce the costs of the MC by
the percentage converted. • As soon as all costs
have been paid (including the 5 years per level), the region
will be changed on the map and stats. |
6.1.8 |
Intense Cultivation |
Lists regions eligible for Intensive Agriculture in
Medieval Era and beyond. Level 3 MCs are noted with (3). All
regions must be converted to Cultivated before upgrading to
IC. Here are additional regions: The Yellow River Plain
of China Composed of all those regions adjacent to the
Huang Ho and the Grand Canal. Japan The island of
Kyushu and the regions of Oda and Hojo - all (3).
Ganges River Valley The regions of Udyana, Uttar
Pradesh (Sursuti), Bihar, Magahda, Kamarupa, Pavaka, and
Samatata. Mekong Uplands The region of Khemer and
all cultivated regions adjacent to it. Also the regions of
Annam and Pegu. All (3) Indonesia Both Pajajaran
and Kediri on Java. The Middle East The regions of
Mosul (Raqqah), Circis (Dulaym), Mesopotamia (Iraq), Abadan,
and Egypt. The Trans-Oxus The region of
Khwarzim(3). The Volga Basin The regions of Volga
Bulgar, Saksiny (Yayik), Khazar, and Torki (Donets).
Africa Songhai, Kanem-Bornu, Ife, Benin, and
Kwararafa. North America Miami, Erie, Illinois,
Michigamea, Wenro, Potawatomi, Iowa, all regions except Quapaw
around the Missouri River. North America Gosiute,
Paiute, Yokuts (Nydania), Patwin (Asgard), Salinin, and Ipai
(Aesir). All (3) Central America Texcoco, Totonac,
Oaxaca, Popoluca, Maya, Yucatec, Chiapas, and Tarascan.
South America Ayachucho, Pucara, Guanacane, Uru,
Querrandi, Chechete, Chana, and Minuane. |
6.2.1 |
Changing Government Types |
If your government collapses (DF for instance) you may
have the opportunity to change your government type the
following turn without a problem. For example, you are playing
the surviving faction of a civil war that happened in a
Democracy. If your new government type is Feudal Monarchy. You
COULD indicate to the GM that you wish to be an Oligarchy
instead on that turn only. |
6.2.3 |
Changing Economic Type |
Conversion to a Slave economy is not automatic if you use
the Enslave action. See Conditional Note 1 for the various
conditions. |
6.2.4 |
Changing Culture Type |
Nations wishing to convert to Seafaring must indicate this
to the GM for the 60 year count down to begin and then it will
be a project. Each turn, the conditions must still apply or
the project will be canceled. |
7.1.3 |
Imperial Heirs and Princes |
• Heirs appear the turn AFTER they turn 15 (unless
they turn 15 at the beginning of the turn, or technically the
turn AFTER they turn 14). • Daughters may become
Princesses. Daughters do not automatically become heirs,
though. You can intermarry princesses with other leaders or
other nations, and this is encouraged by the GM. Note that the
HC (Have Children) rule can lead to the death of female
leaders. • It is possible to appoint any leader as
your Heir. Note that this new Heir is not of the Royal
bloodline. |
7.1.4 |
Full Allies |
Primate nations may not have regions at Allied status at
all. For a Primate to have an Allied leader, they must receive
a prince from an influenced nations, specifically a son from
the ruling family. Horde nations might have Allies due to
Horde Diplomacy (rumbling through the next steppe region
shouting, I'm bigger than you are!). These are considered
"bonus" leaders, not really allies. |
7.1.11 |
Leader Death: Causes & Effects |
• You may list a line of descent if your king dies
and your heir is dead or not of age. In the case that your
Heir is not of age, this line would lead to a regent. •
Kings replaced by heir, should one exist... Without a
clear line of descent there is only a +5 or +10% chance of DF,
so I wouldn't say quite possible. • If a
lieutenant dies a new leader will be
generated (promotion in the field). Unless
stated otherwise, the new leader will continue the old
leader's orders. Of course, the results may not be as you
anticipated if, for example, a Caesar or Bismarck is followed by
a boorish drunkard who got the rank by purchase or noble birth
rather than any skill...
• You may
not garrison Allied or Feudal Allied troops - if an Ally or
Feudal Ally dies and if the region remains allied, the new
leader will have been promoted in the field with his troops.
• Primates: For Theocracy Government types, when a
Primate dies all L's & P's (Princes for Primates defined
as children of client states who've been given jobs in the
church) roll vs their charisma rating to see who the new
Primate will be, assuming there isn't a DF. |
7.2.4.1 7.2.4.3 |
Active Siege & Assault City |
If a city has no walls and there are units in the city
these actions will be turned into Attack to Pacify 7.2.4.5,
with a +1 bonus to the defenders due to house-to-house
action. |
7.2.4.2 |
Administer |
Note who can and who cannot use this rule. [B] Bishop
leaders ARE allowed. Heirs, kings, queens, etc., are
not. |
7.2.4.4 |
Attack to Make Tributary |
This only works on regions that are not at friendly or
homeland status to an enemy nation, in which case the order
turns into Attack to Pacify. |
7.2.4.9 |
Colonize Region |
This action is REQUIRED for any populated region or city,
even if it's adjacent to a region controlled by you. |
7.2.4.11 |
Diplomacy |
• Additional AP spend are only counted in 5AP
increments for bonus purposes. • See 10.13.1 for DP
on P and PT regions, but make a note for the GM that you are
trying to get the YfC increased and not expecting the region
to actually change status - which it won't do from the DP
action. • For DP on regions, building cities only
helps on subsequent turns - not on the turn the city is
built. |
7.2.4.12 |
Religious Conversion (Preach) |
This replaces the previous Diplomatic Conversion
order. |
7.2.4.13 |
Enslave Population |
This order does not automatically turn your nations
economy to Slave. |
7.2.4.14 |
Espionage |
• Be sure to list exactly what the leader is trying
to do. If you spend AP on this action, it will only help the
leader conduct the Espionage action, it won't be a bonus to
the intel action. Also, any gold spent in support of the
action will be applied to the success of the Espionage action,
not as a bonus to the intel action, unless you specify it as
such. Also see 7.2.4.20 notes. • Alternatively, a
leader may act as a bonus point toward an intel action without
spending any additional AP just by being within AR of the
operation (and putting it in his orders) and passing a
Charisma check - no modifiers. The lucky bastard generates 2
bonus points if his Charisma is rolled exactly. Make a note
that this is what you are attempting because this is an
unusual order (it'll confuse the GM without the
explanation). |
7.2.4.16 |
Evacuate City |
Great care must be given if the city is under siege, they
might see you D'oh! |
7.2.4.17 |
Explore |
Exploring long (multiple) Open Ocean Arrows, it's a really
good idea to send LOTS of ships. You might not gain the rutter
or navigational map fully, but if your leader survives you'll
get some map points (percentage) toward the goal. |
7.2.4.18 |
Have Children |
• If the King or Heir attempting this action
doesn't have a wife, a local girl will be taken (wed or added
to a harem or whatever). During the time allotted for this
action, a roll will be made twice per year. The results may be
that the mother dies, in which case the HC action dies with
her. Multiple attempts (conditional HCs if mother dies) may
end up with illegitimate children (Mmmmmm, intrigue). •
In the case of an unwed Queen, her new husband would now
be considered King and will be generated as a leader type. If
she dies in childbirth, the same DF rolls will apply, except
that her husband the King is the designated heir. |
7.2.4.18 |
Have Children |
Kings, Queens, Regents and Heirs do not Administrate -
they Rule. See 7.2.4.2 & 7.2.4.30 |
7.2.4.20 |
Investigate Location |
This optional rule not used. The leader should conduct
Espionage with Reveal Fact as the Intel Op. As with the RF
action, you must specify what he is looking for. Since IL
isn't used in my campaign, if you use it, it will
automatically fail and you will be ridiculed. |
7.2.4.22 |
Loot Region |
Concerning the last paragraph regarding distribution of
the loot, it is possible to take twice as much from a loot if
you specify it. You will then run the risk of mutiny - are you
charismatic enough to risk it? |
7.2.4.24 |
Movement |
• Fleets will not move out of a port they can be based at
if they do not have enough AP to get to their destination
port. • Leaders from Religious Primacies include not only
regions in which the Primacy has a control status (as CH or
better) by also those regions which are of the same Religion
as the Primacy, as "controlled." • For all movement (and
implied movement: CCR, Control-web, etc) an army/fleet/leader
is allowed into the region they were trying to reach at the
end of the turn if all they had was the partial cost. Can't
conduct any actions there, but they make it. If they are in
enemy territory and had just crossed a mountain or river, if
there's a battle next turn, it'll be with the same negative
modifiers they would have had this turn for crossing that
border terrain.[Example 1: Say it costs an army 4 AP to
cross into an uncontrolled wilderness region and they've only
got 1 AP left in the turn. They make it.] [Example 2: A
Primate with an action range of 2 has a cathedral in Hindu
Maghada and there is a Hindu wilderness region just north of a
level 2 mountain range. The Church they build in that region
IS in their control web and will not degrade.] • An
army may attempt "Forced March". This utilizes the combat stat
of the commander to try to get more APs out of a turn than
normal. The Success of the commander determines whether the
army gains double or possibly even triple their normal APs.
Modifiers include how long the army is forced to march, elite
forces don't complain, while heavy, inexperienced, and
seige/artillery forces do. Note that an army is less effective
if it has to fight after a forced march. A failed Force March
usually ends up as a percentage of the army deserting. Forced
marching is a great way to escape a pursuing army, as a
conditional order, too. You cannot use the Forced March rules
to extend your CCR or Control Web or trade range, since it
requires a leader to actually MOVE to receive the "free" AP.
The AP gained by Forced Marching is used immediately if at all
and can't be banked for later in the turn. |
7.2.4.25 |
Passive Siege |
Yes, even if a city doesn't have walls, if you're using an
army to take it, it must be besieged in some form (Active,
Assault, or Passive). See 7.2.4.1. |
7.2.4.27 |
Raid |
Concerning the last paragraph regarding distribution of
the spoils, it is possible to take twice as much from a raid
if you specify it. You will then run the risk of mutiny - are
you charismatic enough to risk it? |
7.2.4.30 |
Rule |
• You cannot Rule and react (or defend) at the same
time. A King ruling has a -1 modifier if the region he is in
is attacked as he mobilizes his forces. • HC action
can (ought to) be used in conjunction with Rule. |
7.2.4.27 |
Sack City |
Concerning the last paragraph regarding distribution of
the spoils, it is possible to take twice as much from a sack
if you specify it. You will then run the risk of mutiny. |
7.2.4.33 |
Secret Diplomacy |
Sneaky, sneaky. |
7.2.4.35 |
Conduct Census |
Using it. |
7.2.4.36 |
Re-Equip Troops |
Using it. |
7.2.4.37 |
Upgrade Troops |
Using it. |
7.3 |
How To Fill Out Leader Action Order |
That Via line in the example is messy. Separate each
region you are going to a little better - squishing all your
orders into one line is a good way of getting the GM confused.
You don't want that to happen. |
7.4 |
Special Orders and Conditionals |
DON'T write it out as a letter. I hate to read lengthy
prose (unless you want me to cut and paste it into the
newsfax). I'd rather see brief, concise orders. |
8.3.1 |
Assault Organization |
This knocks out investment monies before actually damaging
the government stats. You'd better have an infiltration in
their Government if you expect this op to work. |
8.3.2 |
Battle Assistance |
One BA op affects one ARMY also, no matter how many
nations are in that army (for multi-nation battles). |
8.3.4 |
Counter Intelligence |
If you don't specify the specific type of hostile Intel
you are blocking, this Op will be considered a General CI. The
change of success for a General CI is low. |
8.3.5 |
Conceal Fact |
YES! Attempt CF's to mislead and create false occurences.
Very cool (GMs love this) Boring CF (with no back story) are
lame (GMs hate them). |
8.3.9 8.3.10 |
Destroy Assassin/Intel Base |
First destroys any investments before actually damaging
stats. You'd better have an infiltration in their Intel
service if you expect either of these ops to work. |
8.3.11 |
Infiltrate Enemy |
University - a new one! Mmmm, tech, tasty. You don't
have to maintain an Infiltraton if the Infiltration is less
than their RS-Your Infiltration level. This means that nations
with low RS are pretty easy to infiltrate to a point. Ah, but
how high is their RS? And High RS nations DO get tipped off,
but their tech gain is lower - trade off, eh? |
8.3.18 |
Rearrange Expenditures |
Using it. MUST have Influence Level 10+. |
8.3.19 |
Revise Orders |
Using it. MUST have Influence Level 10+. |
8.3.20 |
Reveal Fact |
You know, if you fail at this op, how are you going to
know? I mean, do you trust the information you're getting?
Better double check, huh.... |
8.3.23 |
Steal Object |
Depending upon how creative the player is, objects to
"steal" could be located with the RF action (with a detailed
description of what you're looking for and what it'll do for
you if you find it). |
8.3.24 |
Steal Technology |
Bonus given if the nation you're using this on actively
"looks the other way" |
9.3 |
Religious Operations |
Please READ Table 9-5 if you're gonna use any of
these. |
9.3.6 |
Maintain Influence |
You don't have to Maintain Influence if the influence is
less than or equal to the RS of the Open Nation you are
influencing. |
9.3.8 |
Missionaries |
Only one per region/leader per turn. The higher your RS
the better - otherwise, you're probably reinforcing the RS of
the target. |
9.4.1 |
Colonial Conversion |
See 5.6.3 |
9.4.3 |
Diplomatic Conversion |
See 7.2.4.12 Preach (Religious Conversion - PR)
action. |
9.6.1 |
Economic Aspects of the Primacy |
• Yes, Primacies can trade. And they need to trade
to be able to transfer agro to anyone besides their host
nation. • Primacies can be effected by famine even
if they don't control a region/city with a regular control
status, for instance if they have a lot of troops. Best to
store up some agro. |
9.6.5 |
Religious Control Status Increase Limits |
As a Primate's Action Range increases, this is the method
of degrading those un-needed Cathedrals. There is no nfp or gp
gained with a degradation though, and sites cannot be moved
(unlike 11.1.6.8 & 11.1.6.9). |
9.6.8.3 |
Exact Tithe |
You can tithe freely up to the RS of the Open Nation -
anything over that cuts into their Tax rate. The most you can
possibly tithe is your Influence over that nation. If the
Influence drops below the amount of the tithe, the tithe will
go away, not drop with the influence. |
9.6.8.9 |
Preach |
Similar to Espionage 7.2.4.14, if you spend AP on this
action, it will only help the leader conduct the Preach
action, it won't be a bonus to the Religious Op you are
attempting. Also, any gold spent in support of the action will
be applied to the success of the Preach action, not as a bonus
to the Religious Op, unless you specify it as such. |
9.6.9 |
Bishopric Support |
In order to grant BL or Infra to a co-religionist nation,
the Primate must have a holy control status of some kind in
the capital (or homeland if no capital exists) of said
nation. |
10.1.6 |
The Census |
Yes indeedy. |
10.2.1.1 |
Changing the Imperial Size Divisor |
Central Asia is all the contiguous land EAST of the Red
Sea, The Gulf of Cyprus, The Agean Sea, The Black Sea, and The
Volga River. Controlled means Tributary or better, this means
that Non-Paying Tributary and Claimed statuses do not count.
Also, Oasis regions do not count. |
10.4 |
Inter-Nation Transference of Gold |
Primacies may also transfer money to/from any nation they
have holy sites in and are within the control web. |
10.5 |
Inter-Nation Transference of NFP |
See 6.2.3. You need not be Slave Economy to transfer NFP,
but the NFP so transferred DOES become slave NFP (sNFP). |
10.6 |
Inter-Nation Transference of Units |
Exception to this rule is MSP transferred to a Merchant
House via routes they run for the transferree/transferer. It
does not suffer the 50% penalty. This even applies when
transfering an existing route to a Merchant House. |
10.7.1 |
Dynastic Failures |
Some government types don't have Heir's, so this is not a
penalty in those situations. In the case of an over-throw, and
your "position" is destroyed, you LOSE. Maybe there's
another position in the game for you, or you could ask your GM
if you can set up an SE in the nation you just lost. |
10.7.1.1 |
Successor State Regional Allegiance |
Capturing the Capital or University will transfer
government/university points to the controlling faction, port
cities capture trade routes based there. Usually there is only
one turn for the Factions in the war to conclude it. For the
Faction that DOESN'T own the Homeland - if they get it, the
war is over. If not, there is a 20% chance that the war will
continue - meaning 80% of the time the rebels will be forced
to choose one of their friendly regions as a their homeland on
the following turn. |
10.11.3 |
The Transfer of Technology |
Nations may transfer their higher technology to a nation
with a lower tech rating. In order to transfer Tech Points the
two nations must be trading. Primates can only accept or
donate to nations of their own religion. The recipient must
note the transfer in their orders, just like any other
transfer. |
10.12 |
"Natural" Cultivation |
There is no natural cultivation in my games. |
10.13.1 |
The Natural Assimilation of Conquered
Peoples |
As it says in 7.2.4.11, Diplomacy has no effect on
Pacified regions, except for increasing the YfC, and then only
if you mention that's what you're doing. |
10.13.3 |
Other, Less Savory Means |
Yes! YES!! |
10.14 |
Controlling Provinces Containing Hostile
Fortifications |
The opposite is true as well. If a region rebels and
you've got a city there, the rebels will take the city, no
questions asked. Thank you. |
10.16 |
Sharing A Province |
No formal treaty needs to be given to me (God, what a
hassle) unless you want it for newsfax fodder. Just let me
know what you're doing. |
10.16 |
Sharing A Province |
you may grant NT status to regions you control at a higher
status to any number of players. This has the same effect as
10.15, but on a more permanent basis. Example, The Eastern
Roman Empire demands that the Azerbajiani Emirate become a
Vassal. Besides a yearly tithe of some gp transferred every
turn, the Emperor demands NT status through all Emirate
regions, so that he may ride his armies through unopposed to
defend his Vassal (and thus the reason for the tithe,
silly). |
11.1 |
Secret Empires |
In use (except for 11.1.6.5) Secret Empires CAN be
effected by Agro Point Shortages, say, if they have a large
army or if part of the Empire is seen as an Open
Nation/Primacy/Merchant House, all effected by agro shortages.
Best to acquire and store some agro. |
11.1.6.5 |
Investigate Location |
NOT USED - See 7.2.4.20 |
11.1.7 |
The War of Shadows |
If this GM sees any OPEN cooperation between an SEs and
Open Nations, Primacies, MCs or another SE, that SE will
surely be exposed, and probably wind up with a listing in the
newsfax, like an Open Nation. Of course, no one would know
exactly where the SE is located, just that it exists, or is it
some CF/RF intel actions manipulating the newsfax?
Hmmmm.... |
14-8 |
Religious Interaction Table |
Please see Lords
4 specific Religious Interactions
Table |