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Lords of the Earth
Campaign Twenty-Eight

Campaign Rules

Basic Rules version 5.10.1  
2.14.6.6 Claimed (c) Claimed Control Level will not show up on the map. They will be listed in the Newsfax.
2.14.13 Fortresses

Fortress will be marked in the stats by a number followed by a string of letters. The number represents the amount of wall points while the letters represent the type of fortress.

Fortress Types:
C = City
R = Regional
B = Border
P = Port

So a Regional Port fortress with twelve wall points would be marked as [ 12rp ]

2.15 Banking System See National Banks special rules set.
2.18 Monopolies, Tithes, and Trade Cartels

Each Trade Center controlled grants the owning nation a number of National Monopolies based on Control Level:

T, PT = 1 monopoly
P, EA, A = 2 Monopolies
F, HM = 3 Monopolies

These monopolies may be traded, bribed, or extorted to other nations.

5.2 Trade and Mercantile Activities Hands-Off-Trade is being used.
Also see the special Merchant Rules page.
5.3.1 Gold Carried by a Leader Leaders moving overland may carry an unlimited number of GP, Agro or NFP.
Carried by sea: 100 GP = 1 Cargo, 1 Agro = 1 Cargo, 1 NFP = 1 Cargo
5.4.4 Training Levels Optional Rule in use.
5.4.5 Equipment Classes Optional Rule in use.
5.4.15 Building Cities Cities may only be constructed in regions that you have Surveyed, or appear on the general maps. Cities built in uncontrolled regions have a chance of being destroyed by native uprisings.
5.6 Construction: Establishing Colonies Colonizeable regions will be marked on the map with bullets under the GPV / Resistance Value. The number of bullets indicate the number of additional GP the region can be colonized. Regions with no number (rather than a 0) must first be colonized to 0 GPV. When a Region is Cultivated, it may be colonized an additional GPV. When a Region is intensely cultivated, it may be colonized again. Regions which lose their (intensely) cultivated status will drop an appropriate amount of GP.
6.0 National Projects See National Projects special rules set.
6.2.5 Changing Regional and City Language Replaced by R&D Project: Misc Level 3: Structured Linguistic Teaching
See Research and Development rules set.
7.1 National Leaders and their stats Leader Religion will be indicated for all Leaders and Royal Family members of age.
See Religious Rules rules set.
7.2.4.14 Espionage Leaders may only attempt one Espionage action per turn.
PRA leaders may perform Religious Operations or Religious Bonus espionage. (This includes Open Nation Bishops received from loaned BL).
7.2.4.17 Exploration See Exploration Rules rules set.
7.2.4.18 Have Children Leaders under 50 who are married and in the Capital of the nation will perform this action for free.
7.2.4.20 Investigate Location In use.
7.2.4.30 Piracy Piracy is performed against specific Cities, not specific Seazones. Any Warships placed in the City Garrison act as a direct negative modifier. These can be led by a Defending Leader also at the Port City. National Fleets of the target Nation may React to intercept your Piracy Fleet, forcing them into battle. Piracy on a City will affect any Trade Routes which use the City as a From City, To City, or Conduit City.
7.2.4.35 Conduct Census No longer a leader action. Replaced by a National Project.
See National Projects special rules set.
7.2.4.36 Re-Equip Troops In use.
7.2.4.37 Retrain Troops In use.
7.3 How to fill out Leader Forms Embedded Word document preferred.
Download my version here.
Zipped version here.
8.1 Use of Intel Capacities and Bonuses

All Operations (Intel, Assassin, and Religious) must be Based out of a location. This location must either be:
A) Controlled at NT status or better
B) Contain one of your National Leaders

Leader performing Espionage Actions to add additional Operations base that Operation in the location the Espionage Action is performed in.

Leaders performing Espionage Actions for Bonus Points must perform the Espionage Action in the location the Operation is based in.

8.3.18 Rearrange Expenditure In use.
8.3.19 Revise Orders In use.
9.0 Religion See Religious Rules rules set.
10.1.8 Reducing Control Status Only one reduction in status per location per turn. This includes transferring a region to another nation. (You cannot downgrade a region and trade it away in the same turn. It will take two cycles to do so.)
10.4 International Transfers You do not receive the transfer until the end of the turn. If you attempt to spend resources received from a transfer, you will instead take out an internal loan to pay for your expenditures.
11.1 Secret Empires In use.

 

Modern Rules version 3.3.5  
2.1 The Merchant House Not in use. Though Open Nations have some of their powers. ( See Below )
2.2.1 Tech Level Bonus to Tax Rate Not in use.
2.7 Year Length Change Currently in 3 years per Turn. Income set at 100%.
3.3.5 City Co-Builds Not in use.
4.0 Research and Development See Research and Development rules set.
7.3 Merchant House Control Levels Open Nations may construct these sites in any Nations listed as NPN Trading Nations on the MSI / ESI list. Four levels of Merchant Sites may coexist in each city, two levels in each region. See the Merchant rules set.
7.5.1 Acquire Agent May be performed.
7.5.2 Establish Factory May be performed.
7.5.3 Open Branch Office May be performed.
7.5.4 Found Cartel City May be performed.
7.5.5 Establish Mercantile Colony Not in use.
7.5.6 Acquire Monopoly May be performed.
7.5.7 Gain Preferential Treatment May be performed.
7.5.8 Discredit Competitor May be performed.
7.5.9 Seize Location May be performed.
7.5.10 Destroy Location May be performed.
7.5.11 Establish / Break Mercenary Brokerage Not in use.