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Lords of the Earth
Campaign Twenty-Eight

National Projects

 

Laying Royal and Postal Roads

I am having roads constructed from from Region Center (Or City) to Region Border. This allows me greater ability to track Megalith Locations and Levels for upkeep.

 
Royal Road
Postal Road
Terrain
Level
GP
NFP
Years
Level
GP
NFP
Years
C2, C, I
0.5
25
13
3
0.3
13
7
2
Type-1 M
1.0
50
25
5
0.5
25
13
3
Type-2 M
1.5
75
38
8
0.8
38
19
4
W
0.8
38
19
4
0.4
19
10
2
Type-1 M
1.3 68 34 7 0.7 32 16 4
Type-2 M
1.8
88
44
9
0.9
44
22
5
M, S, D, J
1.0
50
25
5
0.5
25
13
3
Type-1 M
1.5
75
38
8
0.8
38
19
4
Type-2 M
2.0
100
50
10
1.0
50
25
5
T
1.5
75
38
8
0.8
38
19
4
Type-1 M
2.0
100
50
10
1.0
50
25
5
Type-2 M
2.5
125
63
13
1.3
63
32
7

I've rounded fractions up for ease of processing.

 

City Construction

To encourage the foundation of new cities, all nations may pay a reduced cost for any cities founded within their Geozone. Cities outside a nation's Geozone still cost the full amount. Cities may not be built in regions you have not suveyed. Cities built in uncontrolled regions trigger a revolt check by the region. If the region revolts, they attack the new settlers.

 
C2 / C / I
W / M / J
S / D / T
Result
Initial - Geozone
15 GP | 10 NFP
20 GP | 15 NFP
25 GP | 20 NFP
[ 1 / 0 ]
Initial
20 GP | 20 NFP
30 GP | 25 NFP
40 GP | 30 NFP
[ 1 / 0 ]
Increase
15 GP | 10 NFP
20 GP | 15 NFP
25 GP | 20 NFP
[ +1 / 0 ]

 

Regional Cultivation

Terrain modifiers do apply to the base Level 1 Cost. If the region has already been partially cultivated due to City Presence, this acts as a percentage reduction of the total cost of the project. Note that this only applies ONCE at the start of the project. If the project spans multiple turns before completion, the additional (increased) City Cultivation has no effect. Though if the City Cultivation reaches 100% before the project is completed, the region becomes cultivated.

 

Intensive Cultivation

All regions eligible for Intensive Cultivation in the Base Books apply. Though ALL projects have been set at Level 2. Newly discovered regions may also be eligible for Intensive Cultivation. Also, a random event may allow an existing region to become eligible for intensive cultivation.

 

Colonization of Cultivated and Intensively Cultivated Regions

Regions which are cultivated during the course of play may be colonized an additional GPV at a cost of 15 GP and 15 NFP.
Regions which are intensively cultivated during the course of play may be colonized another additional GPV at a cost of 15 GP and 15 NFP.
Should a region lose its (intensively) cultivated status during the course of play, the GPV (maximum) will decrease accordingly.

 

Constructing Fortresses

Fortresses may be built directly within a city if desired by the player. There is no need to build the fortress outside the city, then expand the city to encompass the fortress. All fortresses should be named appropriately. Fortresses may only be built by Religious Primacies in their Holy City, and then only if the Open Nation has not already built one in the location.

 

The National Census

The National Census is no longer a Leader Action. Rather, it is a National Project with a Base Cost of 10 GP and 2 NFP. Multiply this cost by your Imperial Size to determine the Total Cost.

 

Digging Canals

All Canals include terrain modifiers, there is no need to add additional multipliers. Canals in BOLD count as separate seazones unto themselves. Canals may be renamed by their builders. All canal projects automatically include bridge construction between provinces.

Level
Canal Description
1
Kiel Canal Skaggerak to North Sea
1
Logoda Passage Lake Lagoda to Gulf of Finland
2
Smolensk Canal Dnepr River to Dvina River
2
Volkhov Canal Lake Lagoda to Lake Ilmen
2
Don Canal Eastern Black Sea to Lower Volga
5
Suez Canal Gulf of Cyprus to the Red Sea
6
Volga Extension Volga River to Lake Lagoda

 

Dredging Navigable Rivers

I am allowing players to dredge more rivers into the base maps through the use of Megalithic Construction. Dave Adams' LOTE 10 maps show what rivers are viable here:

http://www.throneworld.com/lords/lote10/maps/eur-n.gif
http://www.throneworld.com/lords/lote10/maps/eur-s.gif

Level
Example Rivers
1
Seine
2
Garonne, Main
3
Elba, Tisza
4
Nieman, Ubange
5
Tigris, Don
6
Euphrates, White Nile

Any existing cities located in regions with a new River dredged may be converted to Port Cities by paying the cost of an Expansion. This represents building the new port and docking facilities. River Dredging does not include Bridge Construction as Canals do. Thus, Roads will be 'broken' by new rivers until Bridge projects can be built. To Dredge a River you must control a region at the mouth of the river. If the river enters another nation or nations, they must give permission for the dredging.

 

Anchoring Ferry Arrows

For the cost of a level 1 project, new ferry arrows with a capacity of 20 MSP my be created linking any two regions whose shoreline border touches another shoreline border (The black dots along the coast). If in doubt, ask. Additional Ferry Points may be added to an existing Arrow at a cost of 5 GP and 1 NFP per 5 Ferry Points.

 

Erecting Great Walls

Since border length between regions can vary greatly in length, I'm altering the normal cost for Great Walls. Instead of 1 Level per Border, each Great Wall 'Link' costs 10 GP, 5 NFP and 1 year ( Each link requires 0.2 Levels of Support ).

 

Religious and Wondrous Monuments

Nations may construct Megalithic Monuments. Each Level built will confer a bonus to the controlling nation. The full details can be found on the Monuments Rules page.

 

Maritime Rutters

All Rutters known to the Nation will be listed in the National Projects section of the Stats sheet. There are also 'Group' packages of Rutters that will be listed rather than individual ones to save database space.

Grouping Name Rutters Included
European Group Norwegian Sea, Freya Bank, Faeroes Arrow, The Minch, Viking Bank, Irish Sea, North Sea, Skaggerak, Baltic Sea, Gulf of Finland, Gulf of Bothnia, Dvina River, Celtic Sea, English Channel, Bay of Biscay, Sea of Portugal, Gates of Hercules, Gades, Gulf of Lyons, Bay of Tunis, Tyrhennian Sea, Sea of Lybia, Ionian Sea, Adriatic Sea, Gulf of Cyprus, Lower Nile, Upper Nile, Agean Sea, Mare Negri, Black Sea, Lower Danube, Upper Danube, Dnepr River