Game Payments: Thomas
Harlan is responsible for accepting payments.
Please contact him about ordering turn credit orders if paying by
Game Balances: This is elementary.
Please keep your balance up to date.
The GMs’ reserve the right to drop you if balance
reaches -10.00 or more. Thank
you.
Tax
Rate, Admin Ratings, Harvests, and Censuses: Be aware that a bad harvest may reduce your tax
rate, even if you have a census in effect (in fact, a Famine may eliminate an
existing Census status, entailing the player to conduct another one. Furthermore, I may shut down an existing
Census if I feel that it has been in place too long and requires a new one to
be conducted. Also, if a leader with a
poor Admin rating is on Administrate, his incompetence will drive the tax rate
down, again regardless of whether or not a Census is in place. However, it would not eliminate an existing
Census.
Bombards: This rule has been dropped. All existing bombards will be converted to
Heavy artillery.
Banks:
All banks are
CLOSED and may only be used for internal loans only, however.
Changes
to Hands-Off Trade (NEW): HOT is not as restrictive as it
used to be. If the King (only!) conducts
an Intervene in Merchant Affairs (IMA) for 6AP he may rearrange MSP between
existing merchant fleets (and any routes he opens that turn). CLARIFICATION: This applies to all
merchant fleets, regardless of type.
Inter-nation
Trade Fleet: May be
freely initiated, starting MSPs determined by computer. To add or move MSPs requires an IMA action.
Internal
Trade/Fishing Fleets: May be
freely initiated, starting MSPs are added by the player. Additional new MSPs may be added to an
existing fleet. To move MSPs between
existing fleets requires an IMA action.
Merchant
Conduits: For
all of you Seafaring types out there, remember that the conduit limit per trade
route is one. Also, please,
please write out your routes that use conduits when you fill in your orders
Claimed
Regions and Cities:
These regions and cities will be noted by a dot in your color, not a full color
shading of the region..
Map Change: Jungles and Deserts will no longer appear as different
colors on the map unless controlled by a nation.
Religion:
Primates
and Open Empires: From
this point onward, ANY construction (city, colony, project, etc) that one
player desires to erect, raise or settle in the
regions controlled by the other requires the written permission of that player
(i.e. in their orders). “Controlled” in
this case refers to non-Primate statuses.
So, if the Omnetian Order decides to build a road link in Dai Viet
territory, he’d better have the Viet player’s permission to do so. Conversely, if the Indonesians wish to add a
city level to an Omnetian city, they’d better have the Grand Dragon’s
permission. Again, the first time this
is not done, gold and NFP will be put in saved.
After that, they will be lost.
Primate
Influence: Primate
players should be aware that Influence in a country
must be maintained (similar to an Intel infiltration) by use of the Maintain
Influence Religious Operation.
Failure to do so leads to a loss of levels of Influence.
Exact
Tithe: A Primate needs to have an
Influence in the country where the EXT operation is taking place. If you do, you can exact a tithe % equal to
or less than the influence value. So if
a primate had a two influence in a nation, the primate player could attempt to
exact a one or two percent tithe. This
makes establishing and maintaining influence extremely important. The maximum influence a primate can have in a
given country cannot exceed the latter’s RS.
Religions: Two Christian faiths, Nestorian and Arian are now
identical for all purposes (they both use the Arian symbol on the map).
Afro-pagan, Euro-pagan and Asia-pagan all have organized religions that have
branched off from their original roots.
These are the Aeseri (OD), the
Religious
Monoliths: A
nation’s RS may not be increased above 5 through the construction of religious
megaliths. The rate of 2 levels per
point of RS is the same, however, the levels need not
be all in one site, you can distribute them among various sites as you wish.
Leader Actions:
Action Points: Please make a note of the
action points expended when writing leader actions. While most of you do this, some don’t.
Diplomacy on Pacified & Pacified Tributary: Diplomacy can be conducted on
these regions with the success number being added to the Years from Conquest
(YfC) number on your stat sheet. It is
still a long process.
Rule & Admin Actions: Only
the King, Regent or Heir may conduct a Rule action. Only an Heir, Prince or Lieutenant may
conduct an Admin action.
Having Children (HC): A leader conducting
either Rule, Defend (not React), or Admin in the Capital or Homeland region may
also perform Have Children actions at the same time. Please indicate how many actions your King,
Queen, Heir, etc, is using for Have Children.
Unless, it’s not specified, we will assume the HC action is being done
for the entire turn. Finally, if the
individual doing the HC is female, there is a chance that they may die in
childbirth, which can throw a really a crimp into your plans.
Aging: Any male Royal personages
attempting to Have children (HC) after the age of 50
has a severely reduced chance of siring any new bundles of joy due to general
age and decrepitude.
Leaders as Espionage Points: If
you’re using a leader for an espionage operation or bonus point, they must be
located in the region or city where the operation is occurring. If the op is a spectacular failure, there is
a chance that any leader assigned to the operation may be caught or killed,
which can be embarrassing.
Female Leaders: Primates and Military
Orders may never have female leaders of any kind. Other countries may get a female leader only
in exceptional times determined by GMs’.
Order
Sheet Reminders:
Mercenaries:
Remember that
you MUST specify a city where you are hiring the Mercs. Failure to do this will result in no Mercs and the money being lost. Also, mercenaries may not
be hired for more than one turn at a time.
This may change when the Years per Turn reduces sufficiently enough for
a contract to carry over to multiple turns. PLEASE put where you are hiring any
mercenaries AND how many you are trying to hire AND how much you are willing to
pay per point of troops in your builds section on the order form. PLEASE DO NOT put this information in the
notes section at the end of your orders or within the orders section of a given
leader. If it persists, you will not get
the mercenaries and the GPs bid on them will be lost.
Agro
Transfers Reminder: Remember, even if you are giving
surplus agro away, it must be put into reserves (at a cost of 1GP per agro)
before it can be transferred (See rule 2.11.5.2 in the Medieval Rulebook).
Transferring
Gold, NFP and Agro: To
transfer these commodities between non-trading Empires requires a leader to
move them with all the risks this entails.
FURTHERMORE: Regardless of how they’re transported BOTH parties to the
exchange MUST note the exchange in their orders. The first time this is not done will result
in the items being returned to the sending player. Subsequent failure to follow this rule will
result in the loss of the commodities in question.
Transfers: Matt Holy’s
new order sheet is pretty clear where transfers go. Please be equally clear who and where your
transfers are going. Also, both incoming
and outgoing transfers should be noted.
Please
note,
no transfer may be used by the recipient until the following turn. Whatever amount is sent will be put in your
respective saved GPs, saved NFP, or agro reserves. Note: this may not be the amount you are
expecting as the prospective donor may have sent less (or more), may have
forgotten entirely, or some of the transfer may have been lost or stolen. For GM ease of record keeping, both Nations
should record incoming or outgoing transfers.
Megalithic
Projects: the
costs on various projects imposed by border terrain are in addition to the
regular cost and are not effected by the cost multiple. For example:
A postal road between a cultivated and wilderness region for civilized
cultures costs 37.5 GPs and 19 NFP (.5 base x 1.5 for the wilderness
multiple). If there’s a type one
mountain range between the regions, which will add one
level to the project for a cost of 87.5 GPs and 44 NFP.
Cultivation
Projects: There
is no terrain multiple for cultivating wilderness and steppe regions to
cultivated. It will be assessed for
Intensive cultivation and Jungle cultivation project terrain costs however.
NEW: Cultivating a wilderness or
steppe region is now a level one Megalith with no modifier for terrain. Intensive cultivation costs and modifiers are
unchanged.
AP
reminder: please remember that it is the
slowest unit of a given force that determines which unit modifiers apply to
determining APs/year. So if your army of
light, elite cavalry includes even one heavy infantry unit, the footsloggers
are slowing everyone down. Also if a
leader has a combat rating of four or less, he has a –1 AP per year modifier
regardless of what he’s doing.
Building
in Neutral and Claimed Areas and Cities: If an area or city begins the turn uncontrolled
or claimed you may not build cities, city levels, projects, or invest in PWB
points in those locations.
INTEL
STUFF: When
performing Infiltration and Counter Infiltration Intel Operations, it is always
best to specify which sector of your nation you are trying to protect or
subvert. The sectors are listed in rule
8.3.11 in the basic rulebook but I will repeat them here: Espionage Service, Government, Royal
Family, Military, Populace, University and Religion. Players who order an op against an
unspecified target will have a SEVERELY reduced chance of success.
Yard Capacity: Although the new rules allow for
Yard Capacity for sanity reasons of the new GMs, we are choosing not to implement this
set of rules. However, the GMs’ do
reserve the right to reject such order requests as building 100 HEW in a level
1 port city.