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Lords X House Rules
[ General Notes | 5.9.1 | 3.1.2 | Troops | Builds | RI Chart ]

My campaigns use the Middle Ages 5.9.1 and The Modern Era 3.1.2 rule books. They can be purchased on the main Lords web site. This page attempts to point out differences from the those rules and rules SPECIFIC to this game.

Some general notes:

  • Balloons:Tech 10 nations 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.
  • 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.
  • NFP Across the Sea – NFP must be transported by a leader if it's not connected by controlled land regions to your HBZ for anything requiring it as a resource. This will probably require transports. This doesn't apply to MC/PRA/SE nations for site creation. Gold is assumed to be able to travel freely anywhere within your nation, but I wouldn't suggest using a region or city that isn't connected by controlled land regions to your HBZ for an internation transfer - use a trade route for that, or send a leader with the gold.
  • Investing in other people's stats – If you've got better stats than a trade partner, you can invest in their stats, to help them improve, assuming their religion is tolerant, and their language the same...
  • Gold Bonus – My campaigns use a stepped system for bonuses. The actual number of dice thrown to figure out the bonus that will be applied to the Op or Action is [RoundUp((SquareRoot(Gold))/2)]. The first five steps are 1, 5, 17, 37, and 65. At each step a die (d10) is thrown. On a 1-7 the bonus is +1, on a 0 all positive bonuses are nullified, all subsequent 0's add -1 to the bonus. Example: Russia spends 101gp for a bribe in his diplomacy on Muscovy. That will give him 6 dice to figure the bonus. 3(+1) 6(+1) 4(+1) 9(+0) 7(+1) 3(+1) for a total of +5. If a 0 showed up, the total would have been 0. If two 0's showed up, the total would have been -1.
  • +1 Bonus? – If you provide a Flag (100 pixel wide), an image of your King or best leader (for the fax), and a web site for your nation (must include very obvious link to Lords 10), I'll give you a +1 bonus for your actions rolls.
  • Open Positions – If you're dropping, let me know ASAP. Most open positions are available First Come/First Served - except for truly 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.
  • 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.
  • 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. I LOVE short and even numbered pages of PDF files. Excel files are nice, too. Word files are good - but I don't like imbedded excel spread sheets in them (like Tom's standard order form with it's multiple pages of unused space) if you're not experienced enough to use it. For Text files, use a monospaced 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. Here are some good Order Forms:
  • - - - Dave's Text Template
  • - - - Leslie's Text Template
  • - - - Dave's Excel Spreadsheet
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Clarify
1.3 Payment And Credit
PayPal is the preferred method.
This is a hobby for me, so if you don't have a PayPal account, or your account is outside the US PayPal charges a fee, which I pass on to you. Use L4X_credit@throneworld.com
If you have a PayPal account, use L4X_nofee@throneworld.com
2.2.4.11 Theocracy
Theocracies can have Prince (P) leaders only if the leader is the prince from another Nation (usually transferred as the son of the ruling family to a Primate). See 7.1.3.
2.2.8 Military Strength Index
The ISI table shows the rankings, but not the actual MSI values. Rather, the rankings are divided by the mean of all MSI's and the standard deviations (given at the bottom of the ISI list in the back of each fax). Note that your OWN MSI is listed on your stat sheet, which is not a rank, but the actual MSI.
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 immune 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)
2.10.4 Project Support
Add Merchant House to the list of positions that don't pay in the Note.
2.14.6.9 Feudal Allied
Tributary is a higher status - don't be confused by the fact that it's listed this way. [See 10.2.1.1]
2.14.11.1 Regional Garrisons
An unled garrison will fight with a combat leadership between zero and five (1d10 - 5). [See 7.1.10]
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.
LTS - Land Trade across the Sahara. You don't actually have to own the Oasis regions, but they must not be controlled by an enemy.
LTD - Cannot contain Hostile or Unsettled Regions
2.17.6 Merchant Shipping Points
Undefined fleets could be created due to negative Free Capacity or if a Port is Over Capacity.
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 10: Some roads are denoted on the maps by single lines. Postal Roads are thinner than Royal Roads.
4.4.2.1 Rivers - Navigation
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 - Dashed
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 - Deltas
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.
4.5.12 Colonizable Regions
These may show up as ( 0 / 0 ) on your stat sheet, but without a resistance value, the region is colonizable.
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.
Except for Silk Route or Sahara Trade - See 2.17.4.
See 4.7 for Ferry Arrow usage.
See 6.1.5 for Royal Road exceptions.
5.2.2 Sea Trade
The harbor must not be seperated by land from the trade route it's servicing.
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. This harbour must be somewhere along the route itself.
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. They can appear at the harbor or base port.
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
Only Regular and Elite forces are allowed (no inexperienced)
5.4.4 Equipment Classes
Only Heavy and Light forces are allowed (no medium)
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. See Notes 5.2.5 - Conversion to Wartime Duty.
5.6.1 Colonizing Unsettled Regions
If the CR is not adjacent to controlled lands contiguous to your HBZ, a leader action [7.2.4.9] is required.
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 at NT or better, you'd better ship the NFP there, even if you own it.
• BACKSLIDE If a project is overdue (time requirement paid, but gold/nfp not) it will backslide by 10-25% per turn down to nothing. 1gp and 1nfp will stop the backslide.
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.
6.1.5 Royal Roads
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 (Saga and Kagoshima) and the regions of Yamamoto and Kwanto - 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 L4: Bolgar, Kazar, Patzinak, Torki. LX: Rezh, Khazar, Don, 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.
6.2.4 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.
6.2.5 Changing Regional and City Language
Note that colonizations and upgrades could initiate this project. For instance, if you upgrade a city that is not your language
7.1.3 Imperial Heirs and Princes
Heirs appear the turn AFTER they turn 14 (the turn they turn 15).
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 NOT possible to appoint any leader as your Heir.
7.1.4 Full Allies
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.
7.1.5 Lieutenants
That's right. Needs to be a Prince or an Ally married to a King's daughter or you lose the BL.
7.1.11 The Effect Of Marriages
Princes could be married to women from Allied regions. In this case, the daughter of the Allied leader, or a member of his family is the woman he is wed to - not a female Allied leader. This promotes the Ally to a Prince - Brother in Law.
Case by case situation when you marry off a Prince to a foreign Queen or Leader.
7.1.12 Leader Death: Causes & Effects
You may list a line of descent in conditional orders, in case 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 and he is leading troops, a new leader will be generated (promotion in the field). Most likely the new leader will not continue the old leaders orders.
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 or 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. This action is also required if the region is not adjacent to the HBZ via contiguous controlled regions.
7.2.4.11 Diplomacy
Additional AP spent are only counted in 5AP increments for bonus purposes.
DP + ALL does nothing. If you want the bonus, you'll need to calculate how much time you are spending there. It's not too hard.
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.
7.2.4.12 Diplomatic Conversion
Code is DC
Please remember that this is a CHARISMA stat action.
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).
The effects of the Espionage action will only be felt when all of the action points have been used. So, if you're wanting to use a leader for ES (BA) and the attack happens before the leader is done with the action, no bonus.
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.
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
• Insufficient Action Points movement IS allowed.
• Forced March IS allowed.
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 - but the cost is 2gp, since there are no Medium class troops.
7.2.4.37 Upgrade Troops
Using it - but note that there are no inexperienced forces in Lords 4/X.
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.
8.3.1 Assault Organization
This knocks out investment monies before actually damaging the government stats. Specify Government or Religious base. You'd better have an infiltration in their Government if you expect this op to work.
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.
Counter Intel is NOT Counter Assassination.
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.
8.3.18 Rearrange Expenditures
Using it - you must have the sector Subverted. See 8.3.11 notes.
8.3.19 Revise Orders
Using it - you must have the sector Subverted. See 8.3.11 notes.
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
If the nation you are stealing from is Sharing Tech to you, this action does nothing.
9.3 Religious Operations
Please READ Table 9-5 if you're gonna use any of these.
Secret Empires can't use Religious Ops to assist. They use Intel Ops.
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 or leader per turn. The higher your RS the better - otherwise, you're probably reinforcing the religion of the target.
Please note the presence of nearby Monasteries or Cathedrals for a bonus.
9.4.1 Colonial Conversion
See 5.6.3
9.4.3 Diplomatic Conversion
See 7.2.4.12 Religious Conversion - Preach 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.
9.6.9.3 Bishops
While Lieutenants are not created, the Bishop (B) leader is not a real Bishop. Instead it is a loyal leader to your kingdom, freed up by the BL grant. They are not loyal to the Primacy in any way. Once a BL is granted, you may choose which of your leaders either becomes the new Bishop (B) or switches leader positions with him, in case the Primacy withdraws the BL grant.
9.7 Religious Orders
Not used in Lords 4 or X.
10.1.1.1 Tracing the Command Control Radius
Insufficient Action Points rules (as in moving) are in use.
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 transferee/transferor. It does not suffer the 50% penalty. This even applies when transferring 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. There is a 20% chance that the war will continue - meaning 80% of the time the faction 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. Only small amounts of, if any, technology are actually transferred, so don't expect miracles. 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.
A P region can be granted PT status if and only if it was P on your stat sheet at the beginning of the turn. Any garrison in such a region MUST be removed at some point during the turn, or it will revolt.
10.13.3 Other, Less Savory Means
Yes! YES!!
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. I MAY be adopting Lords 42 Political rules at some point in the future, but I need to see how it plays out and what people think of it after 10 or so turns.
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 Azerbaijani 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 where noted)
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
11.1.6.10 Attempt Ceremony
NOT USED Secret Empires have just as much contact with super-natural forces as Open Nations.
11.1.7 The War of Shadows
If this GM sees 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....
12-3 Control Status Modifiers
For Primacies FA, T, EA, A, and F are double.
14-8 Religious Interaction Table
Please see Lords X or Lords 4 specific Religious Interactions Table

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1.3 The New Map
A new map will be phased in prior to the use of Air and Steamships.
2.9 Hands-Off-Trade
Used. Insert the word Harbor were you see Base.
3.2.1.1 Artillery
Artillery AQR is designated with the letter G (G for Guns).
Medium equipment class is not used.
3.2.1.2.1 Types of Steamships
See the build chart for the proper names for these units. Steam Battleships are not available.
3.2.1.3 Airships
See the build chart for the proper names for these units. "Standard" Airships are not available.
3.2.1.3.2 Aerial Bombardment
Artillery units described here are the EG unit and the HEG. AA Guns=Light Elite Guns and Rocket Artillery=Heavy Elite Guns.
3.2.1.4 Submarines
See the build chart for the proper names for these units.
3.2.2 Reserve Units
In use.
3.3 Construction: Colonies and Cities
These rules are correct, and a map of regions able to be improved will be produced soon.
3.3.5 City Co-Builds
These rules are not used. Alternately, you may get a bonus if you are attempting to build or increase a site in the city you are upgrading. Mention the possible bonus in your leader's attempt.
4.2.4 Steam Battleship
This unit is not used.
4.2.5 Steam Dreadnaught
This unit requires a completed Steam Cruiser R&D project.
4.2.6 Steam Airship Carrier
This unit requires a completed Steam Cruiser R&D project.
4.2.8 Standard Airships
This unit is not used.
4.2.9 Heavy Airships
This unit requires a completed Airships R&D project.
4.2.10 Transport Airships
This unit requires a completed Airships R&D project.
5.2.1 Retraining Units
Already in Medieval Rules. [7.2.4.37]
5.2.2 Explore
Already in Medieval Rules. [7.2.4.17]
6.1.1 Table 6-1 CCR Costs Supplements
Ignore Unsettled and tsetse Fly zone in this table.
7 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.
7.1.1 Controlling Monopolies
The Merchant House must have at least an agent in the Nation in question.
7.1.3 Cartel Trade
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.
7.1.4 Mercenary Brokerage
The House must have at least a Cartel City (ci) in the Mercenary area.
If at some time after the Mercenaries are brokered the Merchant House does not have a Cartel City in the area, they will lose their Broker's rights.
7.2 Merchant House Control Statuses
The code for Colony is [mc].
7.4.3 Open Branch Office
The cost is 10 gp and 1 nfp.
7.4.4 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)

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Unit Build Charts