Greetings!
I hope all is well with the
players. I have lots of important information to go out to all of
you this turn so LISTEN UP! (spoken of course in my
best drill sergeant tones).
NO FRACTIONAL NFP!
I had said the above in the
rules update, but I guess some of you aren’t paying attention to it. Since all the previous turn letters (and the
rules update) are still posted to the web page I would highly suggest that you
peruse their contents. This may stop
you from making embarrassing mistakes like this in the future. It wouldn’t be so bad, but this has happened
with 5 different players over the last 3 turns. This in turn forces the GM to correct gold and NFP expenditures. Please try to read the rules so as not to
frazzle your already frazzled GM. And
his wife would like to see her husband on occasion. If incidents like these continue to happen, I may be forced to
not process parts of turns connected with the action.
The next is a suggestion to
players of my game and for those especially who play in multiple games. Don’t use “spotcheck” diplomacy or
exploration to get the job done. What I
mean is hitting several regions in a turn for either action severely reduces
the overall effectiveness. Without
going into too much detail, when an explorer checks out a region for a year or
less his base chance to succeed is about 5%, for each value that needs to be
explored. When staying in a single
region his chances go up to about 50% (in a 5 year turn). And that’s not all. When the explorer stays in the region the
next turn, the chance to succeed goes higher yet (as all time spent goes into
the formula) to a roughly 90% chance.
Diplomacy works somewhat differently, but more of the same applies. If a player goes all out for 1 region,
multiple diplomats, gold, diplomatic marriages etc. you can normally get a
region to friendly in two turns. A
number of different factors go into the diplomacy rolls: resistence value, leaders diplomacy stat,
religion, terrain, presence of a city in the region (if you’re used to
diplomicizing cities separately, as it normally is supposed to work, I’ve
decided that for my campaign it adds a level of complexity that I don’t want to
deal with), and time. Time is one major
thing that players can control. By
spending more time on a single region, you may make as much as a 2 level jump
more than you would have otherwise.
While you may get control of several regions at once, 3 regions at
feudal ally level yield NO GOLD OR NFP to your empire. Even worse, you will then “pick up the tab”
on supporting regionally generated troops; and you won’t get full control of
those troops, not until full allied status or greater is achieved. You could have gained a region up to full
allied status in one turn, gaining full agro, gold and NFP for the region. Not to mention making it easier for the GM
to do his job. BTW, spotcheck diplomacy
is what caused the first two wars in this game.
Since this was turn 6 you
all know what that means...turn costs have gone up to $2 a turn. Probably still the lowest charge per turn in
any campaign. If you have a zero
account balance (at the top of your turn sheet) then you will need to send
money.
MERC POOLS Inf Cav Sge Wrs/Ts
Brittania: 11 - - 13/9
West Europe: 7 2, 2Li 5 5/1
Central Europe: 8 6 - 2/3
East Europe: 11 15 - 6/6
Middle East: 12 1 8
3/3
North Africa: 5 3 - 7/8
Central Asia: 10 10 5 5/5
The turn is due as
always, the last day of the month, in this case 30 April. CYA!