Lords of the Earth

Frequently Asked Questions

Latest Update 02-13-2002

Introduction

This is the general FAQ for Lords of the Earth the play by mail game. This is a brief introduction and covers many of the Frequently asked Questions by players who are either developing a deeper understanding into the game or learning how to play the game from scratch. A single game of Lords of the Earth, played to completion, has been determined to take some twenty-five years. But, despite this daunting length, Lords of the Earth offers great play value, as the players' actions directly affect the future. Indeed, it could be said that even as a player fights for the present he is also fighting to rewrite the annals of history, which will affect the future of an alternative time line.

Many of the questions that are attempted to be answered in this document are dependent on someone other than myself for the actual answers to the questions. Some of the sources that are used for the answers are the 5th edition rules book, Thomas Harlan (the man), the E-mail list that we who have web access and play the game are a part of.

Web site: http://www.throneworld.com/lords

There are many different Lords of the Earth games running (currently about 20). These games all of have slight variations of the rules. Where the game-master for a specific games opinion of a rules is different than Thomas Harlans that particular game master’s name and campaign number will appear next to his/her comments on the specific question. Note: an upcoming edition of this FAQ will have feed back on most of the questions from all active campaigns.

How to subscribe and un-subscribe to the E-mail lists

Go to: http://www.yahoogroups.com/group/LOTE-L

Table of Contents

Quick-Index

General Questions

  1. Is there a difference between steppe and wilderness regions ?
  2. What are the costs to convert undefined MSP into the various transports?
  3. What happens to a trade route when It is closed? (Perhaps due to war or some other reason.)
  4. Does NFP production depend on the harvest?
  5. Tribe points? sNFP?
  6. What do you consider a Forced March?
  7. Extended Forced March?
  8. Are the distance (from homeland) and isolation modifiers cumulative?
  9. When an army attacks a territory (to pacify or make tributary) which contains a defending friendly army, does the territory generate defenders as normal, or not?
  10. If my homeland port city is being sieged, can i still build troops? How about wall points?
  11. If my homeland city is being sieged, can the enemy loot the region that it is in?
  12. If my homeland city is being sieged, can the enemy loot the region that it is in?
  13. If my homeland region falls, what status is it to the enemy (for me it becomes oc it think)
  14. If my city falls, does it become the property of the enemy (assuming he doesn't loot or burn it)?
  15. How about mercenaries, if i am being seiged can i hire them? How many are there? Do they come to my island automatically, or do i have to transport them? I believe that there is open bidding for them, what is a reasonable bid?
  16. If I want to attack/seige a port city on an island that is also the capital: (1) must I first take over the region its in? (2) if the region its in has no troops i automatically take it, just a matter of garrisoning it. What if the region has troops?
  17. To blockade a port city i need how many warships? Can I use transports?
  18. Can I use the warships in an attack of a port city? How about transports?
  19. If I attack and my leader dies, what happens to my troops? Can they carry on the seige and blockade?
  20. If I capture the city and region, they become mine as pacified, do I collect the PW and city related income? How about if its also a trade center?
  21. If the previous question is true, I assume you would loot/burn/sack if you don't plan on holding on to the region your in...is this true?
  22. If I seige a city with no troops in it (cause i don't know) will I automatically capture it?
  23. How is a nations msi computed? I notice mine is close to the sum of my regions rv's plus my military. Is this it?
  24. Is the monthly stat sheet always accurate regarding msi or can it be distorted with conceal facts?
  25. How useful is University Research [funding a university beyond the obvious 1 GP to get the clock started]? I can do the math, but have no idea what is a significant investment? I am playing a Pre-Colombian nation with no early trade partners likely. My starting TL is 1, so I guess the initial learning curve won't be too steep. Is an investment of 10-20 GP's likely to yield results within a few turns? How much would be required?
  26. A question regarding how CCR is traced and distance measured. The situation. The capital is a port on a river. The province to be judged is not adjacent to the homeland, but borders the same river segment. What is the distance for purposes of CCR? a.) Two [2] - 1 out from the capital to the river, 1 from the river to the province. One [1] - 1 from the capital to the province via the river.
  27. What are the advantages and disadvantages if you compare an organized religion with an unorganized one ?
  28. A question about Feudal Allies. Do you get Feudal Allies when your BL is below 2?
  29. How do you determine the size of a Feudal Ally's army?
  30. How are losses replaced?
  31. What are the advantages/disadvantages for allowing a mercantile combine into your country?
  32. Why are roads from city to city and not region to region? Has any one tried to do a road system similar to "Civilization" where you build the road in the region and the roads automatically connect to adjoining regions if the region(s) have roads? If so/not, why/why not?
  33. What's the REAL difference between the orders RULE (kings and heirs) and ADMINISTER (princes and a lieutenants) ?
  34. Production - 2.11.1 states that a port city adds +1 to the regional agro production, before the regional terrain modifier. I have been told that the program does not do this. My Turn Lords 15 1 stat sheet supports this. My only friendly/allied/ea area has a GPv of 2 and a port city. My stat sheet shows production of 2, not the 3 expected from the rules.
  35. Consumption - 2.11.3 states that consumption is based on the sum of the city GPv,s multiplied by regional terrain modifiers, + army maintenance. I have been told that the program bases its calculation on city LEVEL, ie a 1-3 GPv city consumes only 1 * regional terrain multiplier. My lords 15 turn 0 stat sheet showed consumption of 1 which supports this. My turn 1 stat sheet show a consumption of 2, which tracks to neither method as I have three friendly level 1 cities, a 3GPv city in cultivated terrain, a 1GPv city in steppes, and a 1 GPv city in wilderness. By the printed rules that would consume 3 + 2 +1.5 => 6.5. By the city level method it would consume 1 + 2 + 1.5 = 4.5.
  36. Can I use NFP to invest in my nations stats?
  37. Under what conditions / forms of government may an eldest daughter be named as an heir?
  38. Which region status has the highest value in connection with diplomacy matters: Feudal allied or tributary ?
  39. What about jungle regions? Can they be cultivated too?

Renaissance Questions

  1. Preferential Treatment is +50? how do the MZ have a trade duration of over a 100 years on a couple of their routes?
  2. I can use loaned Bishops from the RPA to setup statuses right?
  3. Does the stat-sheet at least show what each country's section of the route is making?
  4. A inland Home Office, if say I move my home office to an inland city on the mainland how would sea trade be traced from it?
  5. Can a combine handle a nation's land trade?
  6. Cartel trade. Can a combine be a member of the cartel?
  7. Does a combine have to have a present in the nation for it (the nation) to be a member of the cartel?
  8. Can the transports & undefined MSP be gotten from nations of different religions? Or are they like military units restricted to co-religionists?
  9. If I turn over a trade route to a merchant combine - do I still see the route and the income generated on my stat sheet?
  10. how do I know how much revenue the MC is pulling in from the route?
  11. Can a Mercantile Combine purchase undefined msp from an open nation?
  12. What about transports? Do they decrease by halve (i.e. I need to buy 2 to get 1)?
  13. If I setup a cartel to trade with the New World in the Far East (i.e. Japan & Ming China), can I also setup a cartel to trade with the Far East in the New World (i.e. Nisei and Aztec)?
  14. Can a combine handle both sides of two nation's international trade with each other?
  15. I know that a MerCom has to have a branch office in a nation to gain a monopoly via economic means, but what about monopolies being granted by the nation - is a present required in the nation for those?
  16. Do Mercantile Combines cost NFP to support?
  17. Is a Mercantile Combine automatically a Bank?

1.00

My stat sheet info looks all mixed around.  It's impossible to see what goes where.

Basic stat sheet information:

The stat sheet is in plain text format.  To look nice, you need to see it in fixed-width font (like Courier New) and without allowing the text to wrap to the next line.

How to print out a nice stat sheet:

* AoL users see below.
1.  Open the stat sheet in a text editor, like MS WordPad.
2.  Select all.  Change the font size to 7.  Font must be Courier New (or other fixed-width).
3.  Change the left and right margins to 0.5 inches.
4.  Print the stat sheet.  Everything is lined up nice.  Cool, huh?

* AoL users:  If you received your stat sheet within the body of an email, it's not really in plain text.  It's HTML.  Ask your GM to send it to you as an email attachment so you can avoid this "feature".  Otherwise, you will have to open it with an HTML editor, like the free AoL Press, save it as a text file, and THEN open it in WordPad.

1.01

IS THERE A DIFFERENCE BETWEEN STEPPE AND WILDERNESS REGIONS ?

Steppe regions cultivate at twice the rate of wilderness regions.

The code for the cultivation rate is:

nIncrease := ROUND( (CITIES->gpv / 3) *;

(nYearsPerTurn / nBaseYears),0 )

nIncrease *= IF( REGIONS->terrain = "S ",2,1 )

REGIONS->pcnt_cult += IF( nIncrease > 0,nIncrease,1 )

...which means that each wilderness region with a city will cultivate at GPV/3 percentage points per turn, with a minimum of one percentage point per turn. Steppe converts at GPV/3 * 2 percentage points per turn, with a minimum of 1% per turn.

1.02

WHAT ARE THE COSTS TO CONVERT UNDEFINED MSP INTO THE VARIOUS TRANSPORTS?

2gp and 2msp equals 1lt

3gp and 3msp equals 1t

4gp and 4msp equals 1ht

Could we assume that 2gp and 2msp equals 1nfp? Yep.

For a bit. One of the changes in the 5.5 rulebook is that SHIPS cannot be demobilized.

 

1.03

WHAT HAPPENS TO A TRADE ROUTE WHEN IT IS CLOSED? (PERHAPS DUE TO WAR OR SOME OTHER REASON.)

When a route is Closed, its Duration degrades at half the rate that it was established. So if turns are 2 years long, the duration would degrade 1 year per turn.

 

1.04

DOES NFP PRODUCTION DEPEND ON THE HARVEST?

NFP production is affected by the -tax rate-. If their tax rate is at only 75%, then they only get 75% of the usual NFP

 

1.05

TRIBE POINTS? SNFP?

 

1.06

WHAT DO YOU CONSIDER A FORCED MARCH?

Forced March = +1 BAC

 

1.07

EXTENDED FORCED MARCH?

Extended Forced March = +2 BAC

 

1.08

ARE THE DISTANCE (FROM HOMELAND) AND ISOLATION MODIFIERS CUMULATIVE?

Yes.

 

1.09

WHEN AN ARMY ATTACKS A TERRITORY (TO PACIFY OR MAKE TRIBUTARY) WHICH CONTAINS A DEFENDING FRIENDLY ARMY, DOES THE TERRITORY GENERATE DEFENDERS AS NORMAL, OR NOT?

The territory has whatever troops are in it. If it is pacified, the native army was already defeated and disbanded. If Non-Paying Tributary, Tributary or Economic Allied it has its usual army. If Friendly, the region already produced troops for the nation, so there are no more in the region. Allied and Feudal Allied regions armies are with their leader.

 

1.10

IF MY HOMELAND PORT CITY IS BEING SIEGED, CAN I STILL BUILD TROOPS? HOW ABOUT WALL POINTS?

If your port city is not being Blockaded by an enemy fleet, yes. If you're besieged and blockaded, no.

 

1.11

IF MY HOMELAND CITY IS BEING SIEGED, CAN THE ENEMY LOOT THE REGION THAT IT IS IN?

Yes.

 

1.12

IF MY ISLAND CAPITAL CITY IS SIEGED AND THE ISLAND BLOCKADED DOES MY INCOME FROM OFF ISLAND REGIONS DISAPPEAR TILL I RECONNECT TO THEM?

No. You can still collect money from the other islands, and spend it on things for them - field forts, wall points - but not on mobile troops - like warships, transports, infantry and cavalry.

 

1.13

IF MY HOMELAND REGION FALLS, WHAT STATUS IS IT TO THE ENEMY (FOR ME IT BECOMES OC IT THINK)

It becomes Pacified to the other player, and Occupied to you.

 

1.14

IF MY CITY FALLS, DOES IT BECOME THE PROPERTY OF THE ENEMY (ASSUMING HE DOESN'T LOOT OR BURN IT)?

Yes. Assuming that he garrisons it with mobile troops. If he does not, then it reverts to your control when his army leaves.

 

1.15

HOW ABOUT MERCENARIES, IF I AM BEING SEIGED CAN I HIRE THEM? HOW MANY ARE THERE? DO THEY COME TO MY ISLAND AUTOMATICALLY, OR DO I HAVE TO TRANSPORT THEM? I BELIEVE THAT THERE IS OPEN BIDDING FOR THEM, WHAT IS A REASONABLE BID?

If there are mercenaries, the GM will tell you so. Mercs must be hired at a controlled, unbesieged, city in your country. They show up automatically at that location at the beginning of the turn. The minimum bid is 0.5gp, a reasonable bid depends on how much GP the bidders have.

 

1.16

IF I WANT TO ATTACK/SEIGE A PORT CITY ON AN ISLAND THAT IS ALSO THE CAPITAL: (1) MUST I FIRST TAKE OVER THE REGION ITS IN? (2) IF THE REGION ITS IN HAS NO TROOPS I AUTOMATICALLY TAKE IT, JUST A MATTER OF GARRISONING IT. WHAT IF THE REGION HAS TROOPS?

Yes, you must take the region first, before you can besiege the capital. If the region is defended by troops, then you must defeat them. If there are no troops in the region, then you can just occupy the province.

 

1.17

TO BLOCKADE A PORT CITY I NEED HOW MANY WARSHIPS? CAN I USE TRANSPORTS?

A city must be blockaded with at least as many warship units as its size ( GPv ). So, if Edo is a size 15 city, you would need at least 15 warship units on blockade to seal it off.

 

1.18

CAN I USE THE WARSHIPS IN AN ATTACK OF A PORT CITY? HOW ABOUT TRANSPORTS?

Yes, you can attack, or besiege, a port city with warships. Transports may be used to move infantry, cavalry or siege into a region, then they attack the city with siege or assault.

 

1.19

IF I ATTACK AND MY LEADER DIES, WHAT HAPPENS TO MY TROOPS? CAN THEY CARRY ON THE SEIGE AND BLOCKADE?

Yes, though un-led troops fight as if they had a Zero ( 0 ) value leader with them, which is a bad scene if there is an enemy leader in the area.

 

1.20

IF I CAPTURE THE CITY AND REGION, THEY BECOME MINE AS PACIFIED, DO I COLLECT THE PW AND CITY RELATED INCOME? HOW ABOUT IF ITS ALSO A TRADE CENTER?

The taxation multiple for a pacified city or region is 1.0, so you get full GP from both GPv and PWB. The trade value of the city or trade center is also added to your totals.

 

1.21

IF THE PREVIOUS QUESTION IS TRUE, I ASSUME YOU WOULD LOOT/BURN/SACK IF YOU DON'T PLAN ON HOLDING ON TO THE REGION YOUR IN...IS THIS TRUE?

Sure, if you want. Doing that kind of thing tends to make your enemies quite upset, however, and wars that involve that kind of activity wind up becoming quite brutal.

 

1.22

IF I SEIGE A CITY WITH NO TROOPS IN IT (CAUSE I DON'T KNOW) WILL I AUTOMATICALLY CAPTURE IT?

If there are no wall points on the city, then yes, you would capture it. Otherwise, you'll have to defeat the wall points.

 

1.23

HOW IS A NATIONS MSI COMPUTED? I NOTICE MINE IS CLOSE TO THE SUM OF MY REGIONS RV'S PLUS MY MILITARY. IS THIS IT?

The MSI calculation is pretty complicated; in short each unit type has an MSI value, which is totalled up for all of your troop units. Leaders are worth a varying number of MSI points, depending on their ratings. You also get MSI points for the amount of NFP you replace each turn.

 

1.24

IS THE MONTHLY STAT SHEET ALWAYS ACCURATE REGARDING MSI OR CAN IT BE DISTORTED WITH CONCEAL FACTS?

Haw! No, it is not always accurate. Yes, it can be manipulated with a Conceal Fact operation. This is not a new idea, by the way, and in common use in some campaigns.

 

1.25

HOW USEFUL IS UNIVERSITY RESEARCH [FUNDING A UNIVERSITY BEYOND THE OBVIOUS 1 GP TO GET THE CLOCK STARTED]? I CAN DO THE MATH, BUT HAVE NO IDEA WHAT IS A SIGNIFICANT INVESTMENT? I AM PLAYING A PRE-COLOMBIAN NATION WITH NO EARLY TRADE PARTNERS LIKELY. MY STARTING TL IS 1, SO I GUESS THE INITIAL LEARNING CURVE WON'T BE TOO STEEP. IS AN INVESTMENT OF 10-20 GP'S LIKELY TO YIELD RESULTS WITHIN A FEW TURNS? HOW MUCH WOULD BE REQUIRED?

Universities produce Tech Points. In many cases, your University may be the ONLY thing that is producing Tech Points for you. Increasing your Tech Level is a good thing.

 

1.26

A QUESTION REGARDING HOW CCR IS TRACED AND DISTANCE MEASURED. THE SITUATION. THE CAPITAL IS A PORT ON A RIVER. THE PROVINCE TO BE JUDGED IS NOT ADJACENT TO THE HOMELAND, BUT BORDERS THE SAME RIVER SEGMENT. WHAT IS THE DISTANCE FOR PURPOSES OF CCR? A.) TWO [2] - 1 OUT FROM THE CAPITAL TO THE RIVER, 1 FROM THE RIVER TO THE PROVINCE. ONE [1] - 1 FROM THE CAPITAL TO THE PROVINCE VIA THE RIVER.

A river counts as a long, thin, sea zone. If you have to enter the 'river zone' you have to pay an Action Point to do so, so it costs one CCR. An option for the GM: allow players to build Bridges as Megalithic Constructs (1 MC in most cases) that obviate the extra Action Point cost for the River, both for movement and for CCR.

 

1.27

WHAT ARE THE ADVANTAGES AND DISADVANTAGES IF YOU COMPARE AN ORGANIZED RELIGION WITH AN UNORGANIZED ONE ?

Organized religions tend to be stronger to resist conversion by other religions. Organized religions can have Primates, which further strengthen them. Organized religions provide more "glue" to stabilize societies.

 

1.28

A QUESTION ABOUT FEUDAL ALLIES. DO YOU GET FEUDAL ALLIES WHEN YOUR BL IS BELOW 2?

You bet!

 

1.29

HOW DO YOU DETERMINE THE SIZE OF A FEUDAL ALLY'S ARMY?

Like any independent region, though the 'mobile' component of that army is only half of the total force.

 

1.30

HOW ARE THE LOSSES OF FEUDAL ALLIES REPLACED?

At the end of each turn, like dragon's teeth.

 

1.31

WHAT ARE THE ADVANTAGES/DISADVANTAGES FOR ALLOWING A MERCANTILE COMBINE INTO YOUR COUNTRY?

A cogent point. This is an issue that gets worked out between the nation and the combine. I can think of a number of advantages and disadvantages, but in the interests of interesting game-play in One, I'm not going to list them here. In some cases, it would negate a competitive advantage by Combines in operation in One.

 

1.32

WHY ARE ROADS FROM CITY TO CITY AND NOT REGION TO REGION? HAS ANY ONE TRIED TO DO A ROAD SYSTEM SIMILAR TO "CIVILIZATION" WHERE YOU BUILD THE ROAD IN THE REGION AND THE ROADS AUTOMATICALLY CONNECT TO ADJOINING REGIONS IF THE REGION(S) HAVE ROADS? IF SO/NOT, WHY/WHY NOT?

Mainly because you're not paying NEARLY enough money, time and men for a road-level regional transportation net. In the Industrial rules model there is a "regional transport level" which starts at zero and goes up from there. A Middle Ages postal road in a province increases that RTL by one (1). A Royal Road increases that RTL by two(2). Modern Europe is about a 300 per province.

Colin Dunnigan, in Lords Three, -is- using province level roads, however. SO, you want'em, play in Three! He has some nice openings!

 

1.33

WHAT'S THE REAL DIFFERENCE BETWEEN THE ORDERS RULE (KINGS AND HEIRS) AND ADMINISTER (PRINCES AND A LIEUTENANTS) ?

When a King or Heir RULEs, they add their Admin rating to your national BL to increase the CCR (Command Control Radius). They also add their Admin rating to your national INFRA to cover your Imperial Size.

Only one leader per nation can be RULING at a time.

When a prince or lieutenant ADMINISTERs, they -may- add 1 to your INFRA to cover your Imperial Size. If they are particularly disloyal, they will subtract 1 from your INFRA.

 

1.34

PRODUCTION - 2.11.1 STATES THAT A PORT CITY ADDS +1 TO THE REGIONAL AGRO PRODUCTION, BEFORE THE REGIONAL TERRAIN MODIFIER. I HAVE BEEN TOLD THAT THE PROGRAM DOES NOT DO THIS. MY TURN LORDS 15 1 STAT SHEET SUPPORTS THIS. MY ONLY FRIENDLY/ALLIED/EA AREA HAS A GPV OF 2 AND A PORT CITY. MY STAT SHEET SHOWS PRODUCTION OF 2, NOT THE 3 EXPECTED FROM THE RULES

This is (was) a program bug, which I have fixed in the 3.1s version of the system. The rulebook is correct.

 

1.35

AGRO CONSUMPTION - 2.11.3 STATES THAT CONSUMPTION IS BASED ON THE SUM OF THE CITY GPV,S MULTIPLIED BY REGIONAL TERRAIN MODIFIERS, + ARMY MAINTENANCE. I HAVE BEEN TOLD THAT THE PROGRAM BASES ITS CALCULATION ON CITY LEVEL, IE A 1-3 GPV CITY CONSUMES ONLY 1 * REGIONAL TERRAIN MULTIPLIER. MY LORDS 15 TURN 0 STAT SHEET SHOWED CONSUMPTION OF 1 WHICH SUPPORTS THIS. MY TURN 1 STAT SHEET SHOW A CONSUMPTION OF 2, WHICH TRACKS TO NEITHER METHOD AS I HAVE THREE FRIENDLY LEVEL 1 CITIES, A 3GPV CITY IN CULTIVATED TERRAIN, A 1GPV CITY IN STEPPES, AND A 1 GPV CITY IN WILDERNESS. BY THE PRINTED RULES THAT WOULD CONSUME 3 + 2 +1.5 => 6.5. BY THE CITY LEVEL METHOD IT WOULD CONSUME 1 + 2 + 1.5 = 4.5.

Agro consumption, as per the LOTE ME 5.5 rulebook and the 3.1r version of the stats program, is generated like so:

(( CityGP / 3 ) + ( CityPWB / 10 )) x TCM x CTCM x CSCM

Where: TCM is the Terrain Consumption Multiple

CTCM is the City Type Consumption Multiple

CSCM is the City Status Consumption Multiple

 

1.36

CAN I USE NFP TO INVEST IN MY NATIONS STATS?

NFP can be used for investments - BL, Infra, etc. When this is done, 1 NFP invested becomes 2 GP invested in the rating.

NFP cannot be used for Support costs, save for Project Support, which can be paid in NFP, at 1 NFP = 1 GP.

 

1.37

UNDER WHAT CONDITIONS / FORMS OF GOVERNMENT MAY AN ELDEST DAUGHTER BE NAMED AS AN HEIR?

That's a case-by-case call for your GM to make.

 

1.38

WHICH REGION STATUS HAS THE HIGHEST VALUE IN CONNECTION WITH DIPLOMACY MATTERS: FEUDAL ALLIED OR TRIBUTARY ?

Tributary.

 

1.39

WHAT ABOUT JUNGLE REGIONS? CAN THEY BE CULTIVATED TOO?

Only by a Megalithic Construct effort. See section [5.7.7].

2.01

PREFERENTIAL TREATMENT IS +50? HOW DO THE MZ HAVE A TRADE DURATION OF OVER A 100 YEARS ON A COUPLE OF THEIR ROUTES?

A Merchant Combine can be granted Preferential Treatment more than once, to a total of +100 years to the Trade Route Duration.

 

2.02

I CAN USE LOANED BISHOPS FROM THE RPA TO SETUP STATUSES RIGHT?

Yes, a loaned Bishop acts just like one of your regular leaders. A mercenary leader, however, is a battle commander.

 

2.03

DOES THE STAT-SHEET AT LEAST SHOW WHAT EACH COUNTRY'S SECTION OF THE MERCANTILE COMBINE CONTROLLED ROUTE IS MAKING?

Nope, you get to figure out who gets what. This is mainly because the Combine player could cut a different deal with each regular nation, so they have to be in control of the distribution.

 

2.04

A INLAND HOME OFFICE, IF SAY I MOVE MY HOME OFFICE TO AN INLAND CITY ON THE MAINLAND HOW WOULD SEA TRADE BE TRACED FROM IT?

Overland, your Action Radius counts like the CCR (Command Control Range), which means that most Merchant Houses are only going to be able to go 4-5 regions deep on land, unless there is a Royal Road.

 

2.05

CAN A COMBINE HANDLE A NATION'S LAND TRADE?

No, too many avenues for non Cartel trade.

 

2.06

CARTEL TRADE. CAN A COMBINE BE A MEMBER OF THE CARTEL?

No, only Open Nations and Primates.

 

2.07

DOES A COMBINE HAVE TO HAVE A PRESENCE IN THE NATION FOR IT (THE NATION) TO BE A MEMBER OF THE CARTEL?

Yes, at least a Branch Office in each PORT that the Cartel is handling trade out of, plus the Capital.

 

2.08

CAN THE TRANSPORTS & UNDEFINED MSP BE GOTTEN FROM NATIONS OF DIFFERENT RELIGIONS? OR ARE THEY LIKE MILITARY UNITS RESTRICTED TO CO-RELIGIONISTS?

It's better if you get them from co-religionists.

 

2.09

IF I TURN OVER A TRADE ROUTE TO A MERCHANT COMBINE - DO I STILL SEE THE ROUTE AND THE INCOME GENERATED ON MY STAT SHEET?

You get the revenue that the Cartel pays out to you, the turn after you make it. And no, you don't get to see the particulars of the Route on your sheet. You just have to trust the Cartel to pay you your share...

 

2.10

HOW DO I KNOW HOW MUCH REVENUE THE MC IS PULLING IN FROM THE ROUTE?

You don't.The Cartel controls the route, so they have to tell you. And yes, they could decieve you.

 

2.11

CAN A MERCANTILE COMBINE PURCHASE UNDEFINED MSP FROM AN OPEN NATION?

Yep.

 

2.12

WHAT ABOUT TRANSPORTS? DO THEY DECREASE BY HALF (I.E. I NEED TO BUY 2 TO GET 1)?

Each transport unit is worth MSP equal to its cargo. The number of Units will halve. The Cargo = MSP of those UNITS will go away

 

2.13

IF I SETUP A CARTEL TO TRADE WITH THE NEW WORLD IN THE FAR EAST (I.E. JAPAN & MING CHINA), CAN I ALSO SETUP A CARTEL TO TRADE WITH THE FAR EAST IN THE NEW WORLD (I.E. NISEI AND AZTEC)?

Yes.

 

2.14

CAN A COMBINE HANDLE BOTH SIDES OF TWO NATION'S INTERNATIONAL TRADE WITH EACH OTHER?

Yes.

 

2.15

I KNOW THAT A MERCOM HAS TO HAVE A BRANCH OFFICE IN A NATION TO GAIN A MONOPOLY VIA ECONOMIC MEANS, BUT WHAT ABOUT MONOPOLIES BEING GRANTED BY THE NATION - IS A PRESENT REQUIRED IN THE NATION FOR THOSE?

Yes. Someone has to do the work.

 

2.16

DO MERCANTILE COMBINES COST NFP TO SUPPORT?

No.

 

2.17

IS A MERCANTILE COMBINE AUTOMATICALLY A BANK?

A Merchant House can BE a Bank, but it does not get one attached to it. An attached bank generates its own funds, etc. A Merchant House, however, can be a bank by loaning its own money out.

(end)