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Lords of the Earth
Campaign Twenty-Eight

Colonial Rules

 

In this age of exploration and discovery, there becomes a point when the foundation and creation of colonial holdings aid in the projections of profit and power for the Renaissance nations of the Old World. In LOTE 28 nations are able to found three different grades of colonies as they encounter new lands and new trading partners at the edges of the known world.

Inclusive Colonies

Inclusive Colonies are almost a complete part of the nation which founds them. The nation retains direct control of all operations within the colonial lands dictating everything from investments to warfare. In game terms, the founding nation receives the complete stat sheet for the colonial position. The national player turns in orders for both his own position, and that of any inclusive colonies his nation posesses. The price for this, however, is that one leader slot is taken up by the Colonial Governor. For each Inclusive Colony, the parent nation loses the use of one of its Lieutenants. This means a nation can never have more Inclusive Colonies then it has BL.

Independent Colonies

Independant Colonies are generally left to run their own affairs and are open to general play ( Generally the Parent Nation should recruit a player ). A Military or Economic ( Or Both ) Tithe is granted to the founding nation. Economic Tithes are straight transfers of GP to the parent nation. Military tithes are paid by granting a percentage of national troops to the Parent Nation to control under a Military Governor. This Governor acts in all ways as a Full Ally under the Parent Nation.

Mercantile Colonies

There are no Merchant Houses in LOTE 28 as seperate entities. Instead, Renaissance Nations are granted many of the powers associated with Merchant Houses. The abilities to build Mercantile Sites and Control Monopolies in Non-Renaissance nations.

Inclusive Colonies
 
Requirements:
Capital City ( At least 1 GPV )
  3 GPV worth of Friendly Regions
  Capitol must be within Trade Range of Parent Nation
  Parent Nation must have an available BL Leader Slot

Independent Colonies
 
Requirements:
Capital City ( At least 1 GPV )
  3 GPV worth of Friendly Regions
  Capitol must be within Trade Range of Parent Nation
  Parent Nation must have an available Allied Leader Slot ( Military Tithe Only )

Mercantile Colonies
 
Requirements:
Must follow normal Merchant Site Rules
  Sites only allowed in Non-Renaissance Nations ( Tech Level 7 or Below )

Benefits

All Colonial Lands - Whether Inclusive, Independent, or Mercantile - count as controlled by the Parent Nation. This allows the Parent Nation to ignore movement penalties through colonial lands. To base Intel, Assassin and Religious Operations out of Colonial Holdings. To use Colonial Cities to extend the national trade range.

Governors

The first Governer of an Inclusive Colony must be appointed out of the Parent Nation's current Leader Roster or Royal Family. Once appointed, the nation loses one Lieutenant they would normally receive from their current BL. Lieutenants 'dismissed' in this fashion will not need to make a revolt check. Each time the Governor dies, he must be replaced anew. Either by another Parental leader, or by a local colonial 'Heir.'

Replacement Governors appointed directly by the Parent Nation mus again come from the current Leader Roster or Royal Family of the Parent Nation. Leaders from the roster sent away in this fashion are not replaced until the end of the turn. ( If you send your Prince Leader to be the Governor, you cannot appoint another Royal Family member to that Prince slot until the end of the turn. ) Leaders which are appointed as Governors in this fashion decrease the chance of Colonial Revolt. Note that Bishop leaders may not be used in this manner - so Primacy loaned BL will not allow a nation to control more Inclusive Colonies.

Nations may wish to avoid the one-turn lag of leader replacement spelled out above by letting the Colony itself appoint its own Governors. Leaders generated in this way come about through normal Imperial or Democratic methods, depending on the Government type of the colony. Local ruling in this fashion, however, tends to slightly increase the risk of a colony revolting.

Colonial Government

Inclusive and Independent may choose from four types of starting goverments: Monarchy, Democracy, Oligarcy, or Dictatorship. These governments may change during the normal course of play, through stat increases, and national projects. Additionally, at the colonial foundation, the Parent Nation may transfer BL and INFRA to the colony on a 1 for 1 basis.

Colonial Statistics

Tech Level: Parent Nations may choose what Tech Level to make their colonies with a minimum of Tech Level 008 and a Maximum of the Parent Nation's own Tech Level.

Operations: Parent Nations may transfer INTEL, Assassin and Religious Operations and Bonus Points to the Colony on a 1 for 1 basis during the initial foundation.

Quality Ratings: Parent Nations may limit Colonial AQR's by up to 5 points off of the Parental AQRs. So a Nation with Warship AQR of 10 could assign a maximum of 10 and a minimum of 5 Warship AQR to the Colony.

University Rating: Parent Nations may Transfer GP and Years from their own University to the Colony at a 1 for 1 basis.

Colonial Troops: May be transferred on a 1 for 1 basis.

Colonial Lands: A minimum of 1 City and 3 GPV of friendly regions must be transferred on the foundation. Any other regions and cities may be transferred with no degredation in status.