Basic Rules Charts and Tables

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Contents

Languages

Language Code
Afro-Asiatic A/A
Aboriginal (Australian) ABO
Akkadian AKK
Albanian ALB
Anasazi ANA
Anglo-Saxon ANG
Appalachian APP
Arabic ARA
Aramaic ARH
Armenian ARM
Ashante ASH
Assamese (Gurkha) ASM
Athapascan ATH
Azeri AZE
Baltic BAL
Bantu BAN
Basque BAS
Bengali BEN
Berber BER
Bihari BIH
Bulgar BUL
Burmese BUR
Caddoan CAD
Carib CAR
Celtic CEL
Chumash CHU
Czech CZE
Danish DAN
Ethiopian ETH
Finnish FIN
Flemish (Dutch) FLE
Frankish (French) FRA
Georgian GEO
Hebraic HEB
Hellenic HEL
Hindi HIN
Iberian IBE
Iroquois IRO
Italic ITA
Japanese JAP
Javanese JAV
Kannadi / Malayalam KAN
Kashmiri KAS
Khemer KHE
Khosian KHO
Kurdish KUR
Lybo-Phonecian L/P
Langue d’Oc LDO
Magyar MAG
Malaysian MAL
Maratha MAR
Maasai MAS
Maori MAO
Mississippian MIS
Mongol MON
Nilo-Saharan N/S
Nahuatl NAH
North Chinese NCH
Norse NOR
Old High German OHG
Oriya (East Indian) ORI
Pathan (Neo-Kushan) PAT
Persian (Farsi) PER
Polynesian PLY
Polish POL
Pushtu-Urdic PSH
Punjabi PUN
Pygmy Dialects PYG
Quecha QUE
Rajahsthani RAJ
Russian RUS
Serbo-Croation S/C
South Chinese SCH
Scythian SCY
Sindhi SIN
Slavonic SLA
Slovak SLO
Tamil TAM
Tangut TAN
Taureg TAU
Telugu (East Indian) TEL
Thai THA
Tolteca TOL
Turkic TUR
Viet VIE
Vlach VLA
West African/Trans-Chad WAF
Xhosa-Bushman XHO
Yaqui (Yoeme) YAQ
Zulu ZUL

Terrain Class Summary

Culture Type
Terrain
Type
Civilized / Seafaring Barbarian/ Pre-Columbian Nomadic
ACM TM GR ACM TM GR ACM TM GR
c2 +0 1.0 ×1 +0 1.5 / 1.0 ×2 / x1 +0 2.0 ×2
c +0 1.0 ×1 +0 1.0 ×2 / x1 +0 1.5 ×1
w +1 0.5 ×2 +0 1.0 ×1 +1 0.3 ×2
m +1 0.3 / 0.2 ×2 +1 0.5 ×1 +2 0.2 ×2
s +1 0.3 / 0.0 ×2c +1 0.2 ×2c +0 1.0 ×1c
d +1 0.2 / 0.0 ×2c +2 0.2 ×2c +0 0.5 ×1c
t +1 0.2 / 0.0 ×2 +1 0.3 / 0.2 ×2 +1 0.0 ×2
i +0 1.0 / 1.5 ×1 +0 1.0 ×1 +0 1.0 ×1
j +1 0.3 / 1.0 ×2 +1 0.5 / 1.0 ×1 +2 0.2 ×2
o +1 0.0 ×1 +1 0.0 ×2 / x1 +0 0.0 ×1

Notes

  • ACM is the Action Cost Modifier of a Movement action going into a region.
  • TM is the Taxation Multiple due to Culture/Terrain interaction.
  • GR is the Garrison Requirement of each region. Regions requiring a cavalry garrison can be garrisoned with infantry or field forts twice the cavalry amount. All listed numbers are factors that are multiplied by the Region Resistance Value.

Regional Status Effects Summary

Region
Status
Agro
Mult
Tax
Mult
Build? NFP Troops? ACM Control Cost
Units Meg. City
N 0.0 0.0 no no no no no +1 None
OC 0.0 0.0 no no no no no +1 None
C 0.0 0.0 no no no no defense +1 None
NT 0.0 0.0 no no no no defense +0 None
FA 0.0 0.0 (yes) no yes no allied +0 Minimum
T 1.0 0.5 no yes yes no defense +0 Minimum
PT 1.0 0.5 no yes yes no limited +0 None
EA 1.0 1.0 no yes yes no defense +0 Minimum
A 1.0 1.0 (yes) yes yes (yes) allied +0 Medium
P 1.0 1.0 no yes yes no garrison +0 High
F 1.0 1.0 yes yes yes yes nation +0 High
HM 1.0 1.0 yes yes yes yes nation +0 High


Notes

  • Tax Mult is the Tax Multiple used to derive the gold received from taxation of the region by the Nation.
  • Agro Mult is the Agricultural Multiple used for deriving the agricultural production of the region that becomes available to the Nation.
  • Build? Units Indicates whether the Nation can build mobile troops there. A (yes) indicator indicates that only Allied units can be built in the region.
  • Build? Meg. Indicates whether the Nation can build Megalithic Construction there.
  • Build? City Indicates whether the Nation can build a city there.
  • NFP? Indicates whether the Nation receives National Force Points from the region. Note: Allied regions produce some NFP for the construction of allied units, cities and PWB only. See Building Troops for Allied Regions.
  • Troops? Indicates whether the Nation receives use of the native forces in the region.
    • The defense note indicates that the regional troops will defend their region, in concert with any National troops if they are present.
    • The allied note indicates that the troops provided become National troops upon achievement of the Friendly status.
    • The nation note indicates that any native troops in the area are now under the control of the nation and may no longer be present in the region.
    • The garrison note indicates that the only troops present are the garrison put in place by the nation.
    • The limited note indicates that regional troops may not fight invaders unless they are attempting to Pacify or Pacify to Tributary the region.
  • ACM indicates the additional cost to your Leaders to enter the region due to its status vis-à-vis your Nation.
  • Control Cost Factor indicates the relative amount of Infrastructure required to control the region.

Unit Construction Chart

Common Units

Unit Name Code GPc NFPc Actions Cargo Build
Ferry Point FP 1.0 0.2 -- (1) Ferry Arrow

Pre-Columbian Nations

Unit Name Code GPc NFPc Indust C AP Cargo Support Combat Siege Build At…
Infantry
Infantry I 2.0 1 5 2 0.2 1.0 1 5 Hm,Fc
Inexperienced Infantry II 1.0 1 4 2 0.1 0.5 0.8 Hm,Fc,Crh
Light Infantry XI 1.0 1 6 1 0.1 0.5 0.8 Hm,Fc
Forts and Engineers
Field Fort F 4.0 1 -- -- 0.4 5.0 5.0 Cr
Siege Engineers S 5.0 1 1 5 2 0.5 0.5 4.0 Fc
Wall Point WP 4.0 1 -- -- 0.4 -- 10.0 Cc
Warships
Light Transport XT 3.0 0.1 0.5 12 (1) 0.3 (0.0) (0.0) Pa
Light Warship XW 4.0 0.2 0.5 10 -- 0.4 0.5 0.5 Pc

Nomadic Nations

Unit Name Code GPc NFPc Indust C AP Cargo Support Combat Siege Build At…
Cavalry
Cavalry C 2.0 1 9 3 0.2 1.5 0.5 Hm,Fc
Heavy Elite Cavalry HEC 5.0 2 2 9 4 0.5 3.4 1.1 Fc
Inexperienced Cavalry IC 1.0 1 8 3 0.1 0.8 0.3 Hm,Fc,Csr
Light Cavalry XC 1.0 1 10 2 0.1 0.8 0.3 Hm,Fc,Csr
Light Elite Cavalry XEC 3.0 2 11 2 0.3 1.1 0.4 Fc
Infantry
Infantry I 2.0 1 8 2 0.2 1.0 1.5 Hm,Fc
Inexperienced Infantry II 1.0 1 7 2 0.1 0.5 0.8 Hm,Fc,Crh
Light Elite Infantry XEI 3.0 2 10 1 0.3 0.8 1.1 Fc
Light Infantry XI 1.0 1 9 1 0.1 0.5 0.8 Hm,Fc
Forts and Engineers
Field Fort F 5.0 1 -- -- 0.5 5.. 5.0 Cr
Siege Engineers S 5.0 1 1 8 2 0.5 0.5 4.0 Fc
Wall Point WP 7.0 1 -- -- 0.7 0.0 10.0 Cc
Warships
Light Transport XT 4.0 0.1 0.5 18 (1) 0.4 (0.0) (0.0) Pa
Light Warship XW 5.0 0.2 0.5 14 -- 0.5 0.5 0.5 Pc

Barbarian Nations

Unit Name Code GPc NFPc Indust C AP Cargo Support Combat Siege Build At…
Cavalry
Cavalry C 3.0 1 9 3 0.3 1 5 0.5 Hm,Fc
Inexperienced Cavalry IC 1 5 1 8 3 0.15 0.8 0.3 Hm,Fc,Csr
Light Cavalry XC 2.0 1 10 2 0.2 0.8 0.3 Hm,Fc,Csr
Light Elite Cavalry XEC 5.0 2 11 2 0.5 1.1 0.4 Fc
Infantry
Heavy Elite Infantry HEI 5.0 2 2 8 3 0.5 2.3 3.4 Fc
Infantry I 2.0 1 8 2 0.2 1.0 1.5 Hm,Fc
Inexperienced Infantry II 1.0 1 7 2 0.1 0.5 0.8 Hm,Fc,Crh
Light Elite Infantry XEI 3.0 2 10 1 0.3 0.8 1.1 Fc
Light Infantry XI 1.0 1 9 1 0.1 0.5 0.8 Hm,Fc
Forts and Engineers
Field Fort F 4.0 1 -- -- 0.4 5.0 5.0 Cr
Siege Engineers S 5.0 1 1 8 2 0.5 0.5 4.0 Fc
Wall Point WP 6.0 1 -- -- 0.6 0.0 10.0 Cc
Warships
Light Transport XT 3.0 0.1 0.5 18 (1) 0.3 (0.0) (0.0) Pa
Light Warship XW 5.0 0.2 0.5 14 -- 0.5 0.5 0.5 Pc
Cog CT 4 0.1 1 12 (3) 0.4 (0.0) (0.0) HBZ Pa

Seafaring Nations

Unit Name Code GPc NFPc Indust C AP Cargo Support Combat Siege Build At…
Cavalry
Cavalry C 5.0 1 8 3 0.5 1.5 0.5 Hm,Fc
Inexperienced Cavalry IC 2.5 1 7 3 0.25 0.8 0.3 Hm,Fc,Csr
Light Cavalry XC 4.0 1 9 2 0.4 0.8 0.3 Hm,Fc,Csr
Infantry
Heavy Elite Infantry HEI 7.0 2 2 7 3 0.7 2.3 3.4 Fc
Infantry I 3.0 1 7 2 0.3 1.0 1.5 Hm,Fc
Inexperienced Infantry II 1.5 1 6 2 0.15 0.5 0.8 Hm,Fc,Crh
Light Elite Infantry XEI 5.0 2 9 1 0.5 0.8 1.1 Fc
Light Infantry XI 2.0 1 8 1 0.2 0.5 0.8 Hm,Fc
Forts and Engineers
Field Fort F 3.0 1 -- -- 0.3 5.0 5.0 Cr
Siege Engineers S 4.0 1 1 7 2 0.4 0.5 4.0 Fc
Wall Point WP 5.0 1 -- -- 0.5 0.0 10.0 Cc
Warships
Pre TL6 Ships
Light Transport XT 2.0 0.1 0.5 18 (1) 0.2 (0.0) (0.0) Pa
Light Warship XW 3.0 0.2 0.5 14 -- 0.3 0.5 0.5 Pc
Cog CT 4 0.1 1 12 (3) 0.4 (0.0) (0.0) HBZ Pa
TL6 Ships
Caravel W 6 0.5 3 14 (1) 0.6 2.0 1.0 HBZ Pc
TL7 Ships
Carrack CW 7 1 4 16 (2) 0.7 4.0 3.0 HBZ Pc

Civilised Nations

Unit Name Code GPc NFPc Indust C AP Cargo Support Combat Siege Build At…
Cavalry
Cavalry C 4.0 1 7 3 0.4 1.5 0.5 Hm,Fc
Heavy Elite Cavalry HEC 9.0 2 2 7 4 0.9 3.4 1 1 Fc
Inexperienced Cavalry IC 2.0 1 6 3 0.2 0.8 0.3 Hm,Fc,Csr
Light Cavalry XC 3.0 1 8 2 0.3 0.8 0.3 Hm,Fc,Csr
Infantry
Heavy Elite Infantry HEI 7.0 2 2 6 3 0.7 2.3 3.4 Fc
Infantry I 3.0 1 6 2 0.3 1.0 1.5 Hm,Fc
Inexperienced Infantry II 1.5 1 5 2 0.15 0.5 0.8 Hm,Fc,Crh
Light Elite Infantry XEI 5.0 2 8 1 0.5 0.8 1 1 Fc
Light Infantry XI 2.0 1 7 1 0.2 0.5 0.8 Hm,Fc
Forts and Engineers
Field Fort F 3.0 1 -- -- 0.3 5.0 5.0 Cr
Siege Engineers S 4.0 1 1 6 2 0.4 0.5 4.0 Fc
Wall Point WP 5.0 1 -- -- 0.5 0.0 10.0 Cc
Warships
Pre TL6 Ships
Light Transport XT 2.0 0.1 0.5 18 (1) 0.2 (0.0) (0.0) Pa
Light Warship XW 3.0 0.2 0.5 14 -- 0.3 0.5 0.5 Pc
Cog CT 4 0.1 1 12 (3) 0.4 (0.0) (0.0) HBZ Pa
TL6 Ships
Caravel W 6 0.5 3 14 (1) 0.6 2.0 1.0 HBZ Pc
TL7 Ships
Carrack CW 7 1 4 15 (2) 0.7 4.0 3.0 HBZ Pc

Notes

  • HM : Unit can be built in the Homeland of the Nation, regardless of wether there is a city there or not.
  • FC : Unit can be built at a Friendly city within the Homeland Build Zone of the nation.
  • CSR : Unit type can be built at a Friendly Steppe region within the nation. This region does not have to be within the Homeland Build Zone of the nation.
  • « None » : Unit cannot be built by normal means, but appear as a result of Holy Wars and Crusades.
  • CC: Unit can be built in a controlled city with the exception of Non-Paying Tributary.
  • CR: Unit can be built in a controlled region with the exception of Non-Paying Tributary.
  • CRH : Unit can be built in a controlled region within the Homeland Build Zone of the nation.
  • PA : Unit type can be built in a Port Area within the Homeland Build Zone of the nation.
  • PC : Unit type can be built at a Port City within the Homeland Build Zone of the nation.
  • FA : Unit type can be built at a controlled Ferry Arrow.
  • (Cargo): Carrying capacity of a ship unit.
  • Cargo: Cost of the unit to be carried by a ship unit.
  • Marines: Infantry carried on a warship (but not on transports) fight in any boarding actions and close combat as marines. Note however, that boarding actions and other naval combat are tough on marines. No other unit type can fight aboard a ship.

Optional Unit Construction Chart

Unit Name Code GPc NFPc Indust C AP Cargo Support Combat Siege Build At…
Elephants EL 5.0 1 - 8 4 0.5 1.5 0.5 Hm,Fc
Elephant Archers ELM 6.0 1 - 8 4 0.5 1.5 1.0 Hm,Fc
Prerequisite - TL 5
Heavy Chariot HCH 10.0 1 1 8 4 1.1 2.0 - Fc
Nordic Longship NRW 15 0.1 1 18 (1) 1.5 1.0 0 HBZ Pa
Roman Roundship RRT 20 0.1 3 15 (4) 2.0 (0.0) (0.0) HBZPc
Trireme RW 12 1.0 2 12 (0) 1.2 1.0 0 HBZ Pc
Bireme XRW 10 0.2 1 12 (0) 1.0 0.5 0 HBZ Pa
Catapults CAT 5 1 1 5 6 0.8 - 1.0 Fc
Siege Tower STO 6 2 1 5 8 1.0 - 5.0 Fc
Prerequisite - TL6
Galleass HRW 14 0.3 2 12 0 1.4 1.5 1.0 HBZ Pc
Dhow DW 13 0.2 3 14 (1) 1.3 0.5 0.5 HBZ Pc
  • Elephant units are particularly effective against cavalry.
  • The bireme, trireme and galleass are not open-ocean vessels and will be lost with all hands if they attempt to cross an open ocean arrow or a hostile sea zone.

Ship Unit Classes and Effects

Unit Name Code Weight
Cog CT M
Light Transports XT XX
Light Warship XW XX
Nordic Longship NRW X
Roman Roundship RRT M
Trireme RW M
Bireme XRW X
Caravel W M
Galleass HRW M
Dhow DW M
Carrack CW M

Weight Classification

Weight Classification Code
Super-Light XX
Light X
Medium M
Heavy H
Super-Heavy HH

Notes:

  • Riverine Traffic: Only “XX” and “X” class ships can move up Rivers. This includes Transports assigned to inter-nation or inter-city trade.
  • Canals: Only “XX”, “X” and “M” class ships may pass through the Lower Nile/Nile Canal sea zone between Gulf of Cyprus and Red Sea and the Panama Canal in Guayami between Gulf of Venezuela and Sea of Panama. Only “XX” and “X” class ships may pass through the Kiel, Lagoda and Niagara Canals.

Unit Scouting Capabilities

Unit Name Code Scouting
Factor
Cavalry
Light Cavalry XC 1
Light Elite Cavalry XEC 1.5
Ships
Cog CT -1
Light Transports XT -1
Light Warship XW -1
Nordic Longship NRW -1
Roman Roundship RRT -3
Trireme RW -2
Bireme XRW -1
Caravel W -2
Galleass HRW -2
Dhow DW -3
Carrack CW -2

Religious Interactions

Them…
You.. RC EO CP NC HC JD SH SN HI BH TB LB HN OP EP AP AFP NA MA SA ST DA ZO
RC - T T T H H H H H T T T T T H H T T H T H H H
EO T - T T H H H H H T T T T T H H T T H T T H T
CP T T - T H T H H H T T T T T H H T T H T T T T
NC H H T - T H H H H T T T T T T T T T H T T H T
HC H H H H - H H H H T T T T H H H T H H H H T H
JD H H T T H - T T H T T T T T T T T H H H T T T
SH H H H H H T - H H H H H H T H H T T H T H H T
SN H H H H H T H - H H H H H T H H T T H T H H T
HI H H H H H H H H - H H H H H H H H H H H H H H
BH H T T T H T H H H - T H H T T H T T H T T H T
TB H T T T H T H H H T - T T T T H T T H T T T T
LB H T T T H T H H H T T - T T T T T T H T T T T
HN H H H T H H H H H H T H - T T T T T H T T H T
OP H H H T H H H H H T T T T - H H T T H T T T T
EP H H H H H T H H H T T T T T - H T T H T T H H
AP H H H T H H H H H T T T T T H - T T H T T H H
AF H H H T H H H H H H H H T T T H - T H T H H H
NA H H T T H T H H H T T T T T T T T - H H T T T
MA H H H H H H H H H H H H H H H H H H - T H H H
SA H H T T H H H H H T T T T T T T T H H - T T T
ST H T T H H H H H H T T T T T T T T T H T - H T
DA H H H H H T H H H H T T H T T H T T H T H - T
ZO H T T T T T H T H T T T T T T T T T H T T T -

Notes

  • T A "T" indicates that the religions are tolerant of one another.
  • H An "H" indicates that the two religions are hostile towards one another.
LOTE Symbol Small.JPG


Lords of the Earth 6th Edition
© 2016 Thomas Harlan
All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher.

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