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Lords Four Notes
[ General Notes | 5.8.2 | 2.1.2 | Troop Conversions ]

Lords 4 campaign uses the Middle Ages 5.8.2 and The Renaissance 2.1.2 rule books. This page attempts to point out differences from the those rules and rules SPECIFIC to this game. What I have changed from previous GM Dave's "Notes & Changes" is emphasized in RED. Mostly my changes involve the removal of references to Dave's Lords10 campaign. I won't be messing with the unique Lords4 rules until I get a feel for this campaign.

Some general notes and rules changes:

  • Balloons:Tech 10 nations that acquire an Aircraft AQR of 1 can build Balloons. At a cost of 5gp & 1nfp. This can be built anywhere a seige unit can be built. Essentially it is a balloon crew and balloon that is carted around on the ground until it's needed for Scouting purposes mostly. Hot air tethered to the ground. At Tech 11, the Industrial Rules will go into effect and REAL Airships can be built.
  • Religious Orders are not used.
  • Building Cities – please provide me with the NAMES of the cities that you are building. If you do not, earthquakes, fires or the plague will consume them.
  • Leader Names – any leader that you have not named suffers a -1 modifier in any actions they undertake. Just name those leaders, huh?
  • Renumbering leaders – Don't renumber your leaders - use the leader number given on the stat sheet. If you do it'll confuse your GM, and that's a baaaad thing.
  • Investing in other people's stats – Knowledge and Manpower based investing apply. You'll have to experiment with this to figure out which is which I suppose.
  • Gold Bonus – My campaigns use a system similar to Lords 1.
  • Open Positions – If you're dropping, let me know ASAP. Most open positions are available First Come/First Served - except for truely juicy ones.
  • Grudge Positions – I try not to allow players to play positions directly next to positions they just lost, except in the case of an SE set up in the nation they just lost. Grudge and Bloc play is discouraged.
  • Temp Positions – Some positions are available to play for free, on a temporary basis. If someone wants to pay to play them though, they'll get it from the temp player. No "right of first refusal" deals either - if you REALLY want to play it, pay up. Also, only simple orders will be accepted. If you're not paying, you don't get to confuse me or complain too much.
  • Multiple Actions – I'll have you know that, like the diplomacy action, I don't know of any action that will succeed if you try it a second (or more) times in the same turn. Multiple ST actions against the same treasury will fail.
  • Counter Intel – requires a target, not just Any. If you DO say ANY it will act as a GENERAL counter intel with a negative modifier. Just like defending a region, a directed defense works much better than just huddling paranoid. But even if you're paranoid, that doesn't mean they aren't out all out to get you.
  • MapsI will be tinkering with the Lords 4 map. Many changes will be cosmetic - matters of personal preference in colors and icons - but expect some regions to be renamed and/or reshaped. Some new regions may be added beyond the borders of existing nations.
  • It's An Email Campaign. IF you send orders by snail mail, I'll accept them, but I only email results. Snail mail orders don't get email confirmation of receipt...
  • Submitting Turns – please try and make sure that the orders you submit are readable. Print them for yourself to be sure. Delete unused sections. For Text files, it's best if you use a mono spaced font (ie. Courier) and use spaces, not tabs. Pasting your orders into your email program is a bad thing (unless it's TEXT email with mono spaced font, even then...) because email programs and web remailers tend to reformat the text - then I can't tell if you're spending nfp for that BL or what. Non-text formats I can read are .PDF, .DOC, or .RTF. Also .XLS and .WKS spreadsheets if at a level compatible with MSWorks in Win95/98.

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    Basic Rulebook Changes

    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
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    Renaissance Rule Changes

    3.2.2 Reserve Units
    In use
    3.3.2 Improving Colonized Areas
    Tech 8+ nations may improve Pre-Columbian, Sub-Saharan Africa and Australian cultivated regions with GPv of 1 or 2 by 1 GPv by the expenditure of 15gp & 15nfp. This area is further defined as everything south of Bojador and the Canary Islands, starting with Arguin on southward), and in East Africa this means everything other than the Nile Valley regions of Thebes, Faras, Napata, and Nubia that is south of Aswan (starting with Saukin on southward).
    ALL Intensively Cultivated regions can be colonized up to 4 GPv (in increments of 1gpv/turn) by any Tech 8+ nation by the expenditure of 15gp & 15nfp.
    3.4 Recruits
    To simulate the viability of small rich kingdoms with limited manpower, but extensive wealth: Merchant Houses at Tech 8 and all other Tech 11 nations are able to spend 25gp per year on projects (projects defined in section 6.0 of Basic rules) to gain a variable additional 0-5 nfp for that project.
    6. THE MERCHANT HOUSE
    Section 2.10.4 of the basic rules should also include the Merchant House along with Religious Primates and Secret Empires as positions which do not pay project support, except on regions they own DIRECTLY.
    6.1.1 ...Controlling Monopolies
    The Merchant House must have at least an agent in the Nation in question.
    6.1.3 ...Cartel Trade
    Only one Merchant House can be on a Cartel Trade route. That means that only one nation can benefit from Cartel trade on a route.
    A Merchant House must have at least a Branch Office in a port of the Client Nation to open (or accept) a Cartel Trade route. It is not necessary to have any status in the receiving port.
    When a Merchant House takes over another Nation's trade route(s) for the purpose of Cartel Trade, the MSP for the route must be harbored at a port city where the Merchant House has sufficient free capacity.
    6.1.4 ...Mercenary Brokerage
    The House must have at least a Cartel City (ci) in the Mercenary area.
    6.2 Merchant House Control Statuses
    The code for Cartel City is [ci]. The code for Colony is [mc].
    6.4.3 Open Branch Office
    The cost is 10 gp and 1 nfp.
    6.4.4 Found Cartel City
    The cost is 25 gp and 3 nfp.

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    Troop Conversions

    • Cavalry or Infantry (100 men = 1 point)
    • Siege (50 sappers = 1 point)
    • 5 siege towers, or catapults
    • All Ships (2 ships & 100 men = 1 point)
    • Cargo = MSP
    • NOTE: 4 MSP + 4GP = 1 HT
    • Field Forts (1 tower/trench with 50 men each)
    • Wall point (10 feet of wall ramparts and 50 men)
    • Artillery (2 guns and assorted men)
    • Siege Artillery (1 mortar piece and men)