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Rules Version

Lords 24 is run using the Lords of the Earth, Base Rulebook version 6.3.5

Communicating with the GM

Please send any and all Lords24 correspondence to lords24@throneworld.com

DP Assistance

If you want to use leaders to assist another leader in a DP attempt there is no problem, in fact it is a good way to get some bonus points. However, I want to make sure that all are aware of my personal requirements on this issue--in order to gain the bonus of 50% of the assisting leader's diplomacy skill, that assisting leader MUST be present and using APs for at least half the full attempt!! In other words, if your King does a DP+20 (24 APs) and you wish to get an additional bonus from having your Heir help, the Heir must do at least a DP+8 (12 APs) to get a bonus! If you assign fewer APs, then you will get no bonus from the assisting leader.

CCR Clarified!!

A quick comment on how I am handling the CCR, just to make sure everyone is clear (just to avoid the early possibility of a Civil War). For those nations with Tribal or Feudal Monarchy as your governments, your CCR traces from your King himself for all purposes.

For those of you with a Centralized Monarchy, your CCR for regions traces from your Capital City (or King if you have no city in your Homeland region), but traces from the King himself for purposes of Leader loyalty checks!! Keep this in mind when moving everyone about!! Your regions might be quite safe from revolt, but if your King goes one way and a Lieutenant goes another then problems could result!! For those of you with other government types (currently Oligarchy and Imperial are the only other ones in play), then your CCR traces from your Capital City for all purposes.

More Clarifications!

All Trade Routes will be considered to be initiated ONLY AT THE BEGINNING OF THE TURN!! This means that any routes that are contingent on something happening during the turn will automatically fail. So if you are planning to use a region that you are counting on DPing to NT that turn, the Trade Route will fail no matter what the DP result. The same applies to your partner DPing a city or region, or construction of a city...

On another note, it is not really a good idea to DP a Feudal Ally that you are making use of that turn if you are counting on the leader from the region in question. Since a Feudal Ally can only be used for offensive military operations, it could prove to be quite inconvenient if the DP succeeded and the leader went home in the middle of an attack... Also, keep in mind that in order to DP a region that is Full Allied, that region's Leader HAS to be present in the region for the duration of the DP . Since an Ally cannot DP his own region, this means that 2 Leaders will be tied up for the duration of the action--both the leader doing the DP as well as the Allied Leader in question.

A note on the Have Children order. I thought I would explain a bit how it works . If you are in your Capital and not doing anything terribly strenuous (i.e. if your other orders are Rule, Conduct Census, or other simple stuff) then you have a base 20% chance. I will roll as many times as you have APs in the order (an HC+5 would result in 6 rolls). If you are not in your Capital, or if you are being very active (moving around alot, doing heavy DP, or military actions) then your base chance goes down to 10% per roll.

Mapping Sea Zones

According to the rules, "Each Sea Zone that is not adjacent to a controlled port or region, or within the nation's trade range of the same, is unknown." Furthermore, each Open Ocean Arrow, Hostile Sea Zone, and Inter-Island Arrow, even if within the trade range of your nation, is also unknown. This means that they must be explored (mapped) in order to be traversed or for trade to be conducted across them. However, in Lords24 there are some exceptions and clarifications:

  • All Islamic nations automatically have knowledge of the shortest sea route to Mecca from their capital provided it is shorter than the land route to Mecca. I.e.: If the land route to Mecca is shorter than the sea route, an Islamic nation doesn't get any automatic knowledge of the sea path to Mecca. However, if the sea route is shorter (in AP cost to get to Mecca) then the sea route will automatically be mapped. For example, the Emirate of Sa'na automatically has maps of the Red Sea even though they don't have a city or region adjacent to it.
  • All nations in Europe and those bordering on the Mediterranean have maps to all the European sea zones that border the Atlantic (i.e.: from the Norwegian Sea to the Gates of Hercules) as well as to all Med sea zones. Otherwise, normal strictures apply (see above).

Once you explore a sea zone successfully, you will gain "rutters" (maps) for it. Your stat sheet will list the sea zones you have rutters for under "player notes." Exploring is usually a multi-turn endeavour, and can often result in the death or disappearance of leaders and units - so be prepared.

New World/Australia Tribal Rules

The New World and Australia, although sparsely populated, are not uninhabited. Most of the regions listed as (-/-) are, in fact, the ancient and hereditary lands of various wandering agrarian and hunter/gathering tribes. From the vast plains of North America where the Cree and Blackfoot hunt, to the deep Amazon where the elusive Nambicuara hide, there are ancient and powerful tribes.

These tribes all have distinct and often very large geographic tribal lands in which they wander, trade, and hunt. If players can find them, and successfully DP them, they may join the players empire. If they do, they will have a few tribal points and a small number of troops.

Note: These are not horde positions! They will not explode out to wreak havoc. The new world is generally underpopulated, and tribes will generally avoid contact with others. There are always new grasslands to graze and game to hunt elsewhere.

However, you should be forewarned: tribes do protect their lands. Colonies in unpopulated regions may infringe upon ancient tribal lands, prompting the tribes to retaliate against such a colony. This is more likely if a tribe feels it is being squeezed onto smaller and smaller extents.

As players, you have two ways to activate tribes: successfully conducting diplomacy on to Full Allied or Friendly status (other statuses have no effect), or having a player take one on as a position.

To conduct diplomacy on tribes, however, a player must first find them. To do so, they must send one or more leaders (with troops if desired) into the uninhabited regions on an EXplore action. If this action is successful, they will learn of the existence of other tribes, their lands, and their languages. They can also, then, conduct diplomacy on them. Such diplomacy is not easy, however, but if successful will gain the player the tribe as allies or friendly (and their tribal points and troops). These tribal points maybe used to colonize regions within those tribes ancient lands. Since the new world is divided up into different tribal lands, if a tribe is taken on as a player position, there are some special considerations. They assume the position, essentially, of a tribe on it's tribal lands that is "settling." Thus, they begin with a number of tribal points, and they basic starting position 100 GP and 25 NFP. They must use those tribal points to settle areas or found cities within their tribal lands (which will be made known to the player). After using their tribal points in this way, the remaining tribal land regions of their tribe remain unpopulated (ie: (-/-) regions) and are assumed to be inhabited by the remainder of their tribal members. That is, the members of their tribe that didn't want to become "settled." The player can try later to gain them as allied or friendly, just like they would with any other tribe. (ie: they must EXplore to find them and then conduct DP them.) A player tribe position does not have to pay troop support until after they settle their tribal points (they are similar to hordes in this way).

Note: As per rule 9.10.3, to build tribal points costs 20 GP and 20 NFP for pre-columbian tribal empires.

Note: these rules are in playtest mode, and if there are game-balance problems with them, they may be withdrawn. I appreciate any and all feedback, critiques, etc...

Religious Primacy Rules Changes & Clarifications

New Religious Primacy status: The new first status that a Primate gains in an area or city is a Church (ch), acquired through the Establish Church (ec) action.

Religious Authority Control Statuses

Control Status Control Code Taxation Multiple Count Control? NFP?
Church ch 0.10 No No
Abbey ab 0.25 No No
Monastery mn 0.50 Yes No
Cathedral ca 0.75 Yes Yes
Holy City hc 1.00 Yes Yes

Primacy Leaders acting as Cathedrals

A Primacy Lieutenant or Primate conducting an Administrate action (not a Rule), acts as a Cathedral for the sole purpose of tracing the Primacy control web.

Holy Wars

In the recent update to the GM’s Handbook, we changed how religious troops (Crusaders) are generated. Basically, if a Holy War is successfully called, then a target number of Crusaders is calculated (based on your nations’ religious strength and city/regional GP production). The nation afflicted with supporting a Crusade then has to produce that number of national troop points to go on the crusade. If the nation does produce that number of troops, then some additional “religious” troops join them from the common population. If the nation does not send that number of troops to fight, then the religious army appears anyway, but its strength is ripped right out of national NFP production, which (frankly) will put it into negatives for 2-3 turns.

Control Webs

The basic control web rules (rule 8.6.3) are in use, with the following addition: a CAthedral site automatically extends the religious authority control web into all adjacent regions, irregardless of the AP cost to do so and the intervening terrain.

Bishopric Support

  • Rather than a Primate being able to loan his own leaders, nations of his religion may borrow BL points from him which will generate new national leaders to be called Bishops (B-type).
  • Primates may freely loan BL and Infra points to any nation of their own religion. Both the loaning Primate and borrowing nation must pay Support Costs for any loaned points (this is the same as in the current rules).
  • If a nation wants to borrow a leader from a Primate, i.e. get Bishopric support, that nation MUST borrow a point of BL. A Primate cannot lend out his own Bishops (Lieutenants). Instead, the loaned BL point will generate a random leader (to be called a Bishop) for the borrowing nation. The nation may then use this leader as they see fit, although the said leader will still be subject to the strictures of the Church that he represents. When the BL point is returned/recalled, the generated leader will go away.
  • This system is subject to some abuse. In other words, nations and Primates may work out a deal to continually borrow and return BL points until they get a fantastic leader. To prevent this the following safeguards are in effect:

The first loan of BL is without danger, however every subsequent loan of BL to a nation is subject to a potential schism roll. Upon the second loan of a BL there is a 10% chance that the loaned BL/Bishop will go into Schism, taking the nation in question with him. That means that BOTH the Primate and the nation lose the BL point, and a new heresy is set up....note that the borrowing nation DOES go through a religious change with the schism, with all the potential revolts and DFs that go along with that. The third loan raises the risk to 20%, and each subsequent loan raises the risk by 10%. Also, if a Primate loans a large number of points, and then recalls all but one or two of them, this counts as one loan (no penalty)....the recipient nation will be allowed to choose which Bishops remain (i.e. if you loan 5 then the next turn you recall 4, the player gets to pick the 1 to stay...BUT both of you will have to pay support for the 5 BLs for at least one turn). If a large number is loaned, and then recalled, without the player having time to pick who stays, then I pick--and the one who stays WILL be the lowest rated Bishop. Any subsequent loan on following turns, though, will incur the normal risks described in #3 above. The Schism chance will reduce by 10% (until zero is reached) for each turn that no new Bishop is allocated or the Nation is without a Bishop.

  • Each loaned BL/Bishop will be subject to the borrower's CCR...if the borrowed leader goes out of the CCR and fails a Loyalty Check, then both the leader and BL point revert to the Primate. That returned point can be re-loaned at no penalty from section #3 above, but the second time this happens the penalty will go to the normal risk for a 3rd loan (20% chance of schism).
  • If a loaned BL/Bishop dies during the period of the loan, a random new one will be generated for the borrower at no penalty to anyone.
  • In order for a loan of Infra or BL to occur, BOTH the Primate and the borrowing nation must have a note to that effect on their turns...if one forgets to put it down, then the loan fails (otherwise you can get the "offensive" loaning of Infra and BL in order to jack a nation's Government Support Costs up).

New Primate Leader Action

Seize Site
Code SS
Cost 5 or more Primacy leader actions.
Results: This action can be directed against a Religious Site (either one controlled by a Primacy or a Religious Order) of the same religion as the Primacy attempting the seizure. It is generally used as a weapon during a schismatic conflict, or in reining in an out-of-control religious order. If successful, the site is transferred to control of the seizing Primacy, while possibly being reduced one or more levels of control. The chances of success are improved by spending more time, or gold, in support of the seizure, and are resisted by the level of the site (a Cathedral would be very hard to seize, for example) and the presence of any ‘defending’ leader.

The Papacy In Dispute

So long as there are two Catholic Papacies, the following rules are in effect:

  • Each Catholic Nation may declare their support for either Papacy (Rome or Paris), or neither at the beginning of each turn. If a Nation supports a given Papacy, then that Primate's activities in their domains are conducted normally (regular movement, site establishment, etc.) The disfavored Primate, however, must pay extra (for moving through hostile or non-controlled areas), gets a minus on establishing sites or conducting activities. If a nation is neutral, then both sides get free rein. A Nation is free to vacillate back and forth between the two Papacies on a turn-by-turn basis. A Nation may be Influenced by both Papacies (though they will operate on a sliding scale of 0 to 10, summing to 10).
  • While there are two Papacies, the chances of the Catholic nations successfully calling for a Holy War are greatly reduced.
  • While there are two Papacies, all Roman Catholic nations may occupy RC regions normally. There are NOT two religions.
  • While there are two Papacies, a Nation may seize properties (i.e. loot Religious Sites) of a Papacy it has declared against, without providing the offended Papacy with the usual grist for Excommunication.
  • While one of the Papacies can attempt to call Excommunication / Interdict against supporters of the opposing Papacy, the chances of success are very low. If, however, they succeed, then the chance of an actual split between the two Churches increases.
  • Even while there are two papacies, Catholic nations may still attempt to resolve the matter of the “True Church” by calling a Synod of (Your Town Here) (or Church Council) in attempt to resolve doctrinal issues and anoint a “true” Pope. In this case, a vote is taken at the END of the turn in which the Synod is called, wherein votes are allocated as follows:
    • Each Pope: 1 vote
    • Each Catholic Nation: 1 vote
    • Each Catholic Religious Order: 1 vote
    • Whoever controls the city of Rome: 3 votes
    • Whoever controls the city of Constantinople: 1 vote (since the patriarchate of Const. is now part of the Roman Church)
    • Whoever controls the city of Thessaloniki (since the patriarchate of Thessaly is now part of the Roman Church)
    • For each Primacy, each Cathedral status: 1/2 (one-half) a vote
    • Whoever is crowned Holy Roman Emperor: 1 vote (in addition to the national vote)
    • If the Pope's Charisma is > 7: 1 vote
Each turn, each Nation must include on their orders how they will cast their vote if there is a successful Synod.
Nations or Orders may abstain from voting (and will, if they do not indicate their vote).
Either Pope may call a Synod, or any group of three Catholic nations.
If more than one Synod is called in a given turn, none of them have any effect.
A majority of 2/3rds the total vote is required to anoint a “true Pope.”
The first time this occurs, the opposing Primacy is demoted to a Religious Order, but retains all of their religious sites (and all above conditions continue to apply). The second time this occurs (at least one turn later), the opposing Religious Order is forced to acknowledge the "true" Papacy, and one Church remains (though the Religious Order is still around, but is now under the authority of the victorious Papacy).
  • After a period of 50 years (10 turns), I will begin making a check to see if the political divisions between Rome and Paris have grown so great as to cause an actual religious split between the two Papacies, and the creation of actually different religions. As I count it, there has been an open split since 1125. Thus, if there remain two papacies, there will be a small chance that the Papacies will split by 1170, an increased chance they will split by 1175, and an increasing chance after that. Note that, as yet, there is still one single Catholic religion. The differences between the two Papacies remain political more than anything else. And, a side note for comparison: it did take over 300 years for the Roman Catholic and Eastern Orthodox churches to split, and they had major differences between them. Just food for thought. Note, also, that the Synod rules remain in effect. So, make sure to indicate who your Synod representatives - if any - are voting for. Just in case.

Merchant Shipping Clarifications

Merchant Shipping Conversions

When bringing MSP out of a route into ships, you must convert it in groups of 4 MSP, which become 1 HT, while paying 4 GP.

Warships as MSP

If you allocate Warship units to be MSP on a trade route (as opposed to they're being on anti-piracy patrols), they become MSP in number equal to the warships Cargo and can only be withdrawn from the route as Heavy Transports (see above).

Opening Trade Routes

If you do not provide me with all of the trade route information (your base port, the other nation’s name and base port, the distance, the MSP assigned) I will not open the route.

MSP Basing

The STATS program now crosschecks MSP basing in ports. In addition, the MSP Basing Formula has been changed a little:

MSP Capacity = City GPv × 20 × TaxMultiple

This is the big change. Please note that this means that T and PT cities only give you half of their capacity, and NT not at all. Please adjust your ports this turn as the program will do it for you at the end of Turn 22. Over-capacity cities will have MSP removed, and transformed into HT (which will go to Garrison), until they are under capacity.

Map Notes

Official Map Changes

  • The region of Carmania (southern Iran) is Hostile Desert, not Wilderness.
  • The southern edge of the Celtic Sea is moved up to the tip of Cornwall, making the English Channel and the Bay of Biscay adjacent.
  • The Asiatic province of Kur, on the Amur river, is Kurshin instead.
  • The Burmese-area province of Shan is now Wuliang, instead.
  • The sea zone border between the Tyrhennian Sea and Gulf of Lyons should not line up with the mountains between Liguria and Provence, instead it should be in Liguria province, which makes Genoa on both the Tyrhennian Sea and the Gulf of Lyons.
  • The sea zone border between Aegean Sea and Mare Negri should be at Constantinople, which is on both zones.

The Moon Cult

The Moon Cult is a pagan religion hostile to Southern Amerind, but otherwise identical to it.


  • Turns are currently five (5) years long.
  • Infantry (200 men = 1 point), Cavalry (200 men = 1 point), Siege Engineers (200 men = 1 point), Warships (2 ships = 1 point), Transports (2 ships = 1 point).

Intel reports

Beginning turn 26, I am including intel reports in the Player Notes section of each person's stat sheet. Generally, these will be a listing of each intel or assassin op that was undertaken that turn, and a note saying whether each op succeeded or failed. However, for some ops there may be a "NA" result: this means that success or failure wasn't applicable. Most likely because the situation that operation required did not obtain during the turn. For example, if you run a CA op to protect your King, but no one tries to assassinate him or her then the result for this op would be "NA." Furthermore, some operations will give you a brief report (but whether it is true or not remains hard to know for sure). Thus, RF operations may reveal some fact you were trying to find out, rather than simply "success" or "failure" results. Also, some operations do not give a success or failure result simply because you won't know whether they succeeded or failed. CI ops usually fall into this category. For example, if you run a CI op to prevent infiltrations of your nation, then you won't know for sure if you've stopped any infiltrations or not, or whether anyone tried to infiltrate you or not. All you'll know is that you undertook the CI op.

Horde Rules

In the horde rules there are a few things that are awkward. To rectify the most egregious issues, I am instituting a simple change to the way Horde DP is recorded and maintained.

Previously, when horde diplomacy was performed, the horde armies themselves might join the active horde and the regions became NT to them for one turn (provided their horde DP worked). However, the region was not recorded as such on their stat sheet. This will now change. There will be, functionally, little change to the rules (as described on 9.10.1 of the Basic Rules) but now, when a horde block joins an active block through Horde Diplomacy, their region will be listed on their stat sheet. It can, after one turn, be affected once again by horde diplomacy. Previously, the region went independent after one turn which allowed a few strange situations to develop.

Of course, if "regular diplomacy" is done on a horde block region, then the region could become a status greater than NT (such as A, F, EA, etc...) just like any other region (although regular DP on horde blocks is notoriously more difficult than one regular regions). If a horde block region is integrated through regular DP into someone's empire it will cease to act like a normal horde block region (i.e.: they wouldn't ever increase or decrease in horde population as long as they are a part of a formal empire).

Horde Block Information

The horde block populations and regions will be posted on the website - please take a gander at them, especially if you're going to be doing any traipsing around the steppes! Nasty surprises might await otherwise...

Requests from the GM

That would make his life much easier...

Orders Submission

If you have later revisions to your orders, after you've submitted them, please put them into your orders and resubmit the whole thing once again. I find I am bad and keeping track of lots of different emails or note but I am good with keeping track of orders (since I just put all orders in one big pile until I start processing the turn). Thanks!

Troop builds

When you build troops PLEASE indicate what leader they are for and please indicate clearly when you are transferring troops among different leaders. It's tough having to try and figure out where people are getting their troop totals from. And it really slows down the processing of the turn. Thanks!

Army Numbering

Please remember that your army numbers are the same as your leaders numbers. Thus, army 1 is led by leader 1, army 2 by leader 2, etc...if you mix up different army numbers with different leader numbers it is a sure recipe to cause me serious headaches and confusion. Thanks!

Order Formats

Please use one of the standard forms if at all possible. If plain text (or email) is used, please summarize all expenditures in the builds and investments sections. A variety of acceptable order formats can be found at forms.

Intel Operations

Please specify the target clearly on intelligence operations: for example, CI can be used to defend vs. a specific area of your nation (Government, Intel, Religious, Army, etc.) Many operations failed this turn for lack of specific targets. If you place a “floating” CR operation to cover “any possible leader revolt”, there’s a moderate negative modifier for non-specific target, if he’s then outside your CCR, there’s more negative modifier.

Retirement Ratings

You should have on your stat sheet (listed in the player notes section) a phrase like retire at x% This indicates the amount of damage at which you want your armies to call off any attacks. The default is 50%, but you can change it to whatever you want. You can even set it at different levels for different armies if you do so explicitly and clearly in your orders. If it isn't given in your player notes section on your stats, it just means I forgot to put it on there.

Cultivation Costs

If a region is partially converted to cultivation (say, from having a city in it for many years) then doesn't it make sense that if you did a "cultivate" megalithic construction that you would only have to pay the difference? Well, I think so, and apparently so do many other GMs. So that's how it is. Cool, huh? (note, however, that the level of any given cultivation MC does not change - you simply get a percentage discount on the cost of them).

General Reminders

Troop disbands

Troops can only be disbanded for their NFP for specific purposes (such as building cities or MCs in the region they are disbanded, and so forth. See Rule 5.4.5). Some of you disbanded troops and used their NFP in totally different regions for purposes that the rules prohibit. Not a big deal, and I didn't enforce the rule this turn, but in the future I probably will.

AP Cost of Actions

I will not count out the AP expenditure of each and every leader you have unless there is a war going on or it looks strange. Thus, if you don't put down what extra AP you're spending on an action, you won't get them. For example, if you move a leader all over and then end up in region and list the leader's action as "DP" then you will be doing a regular DP action. If however, you list the action as "DP+10" or "DP+10 extra AP spent on it" or something like that, then you'll get the benefit of the extra AP. In other words, I can't afford to take the time to calculate everyone's AP expenditures. Sorry, it just takes too long and I want to keep these turns coming out quickly.


Any GP that you receive from a tithe (either because you are a primate, or because you have a tributary ally), is automatically included in your Saved Gold each turn. So don’t be adding it in again…

Operating Bases

Action range is traced in Action points from a “controlled region”. For open nation purposes, a “controlled region” has a status of pt, p, or t or higher. For Primacies, this is a region with an Abbey religious site or higher.

Leader Experience

Leader stats are no longer static. Stats may fluctuate during the course of a leader’s lifetime, and can be affected by the success or failure of leader actions. Dramatic success on the battlefield or during diplomacy can increase the combat or diplomacy stat. This is far less common than Charisma changes.

The Mailing List

If you are playing, please join the Lords24 mailing list. If you go there, and search for "Lords24" you will be given information on how to subscribe to the Lords24 mailing list. This list will be the main method of communication between the GM’s team and yourselves. So don’t miss out!

Leader Death During a Turn

I treat it as standard that if one of your leaders dies during the turn, you get a new one (usually at your capital) who then goes on to perform the actions that the one who just died would have. You don't have to write special reminders in your orders for this to happen.

Wall Points

The number of Wall points around a city cannot be higher than the Siege QR of your nation. The only exception is if you captured, intact, a city that had higher wall points than you can have. I am probably going to start taking away excess wall points, so I suggest everybody start demobilizing their extra ones...

Princely Promotion

I automatically promote eligible family members to open Prince (type "P" leaders) slots. If you don't want this to happen, let me know in your orders. Remember, you can have up to BL/2 in Prince leaders. Freebie leaders! Let me know if you want me to stop auto-promoting.

Leader Names

Unnamed leaders are boring, and you risk the GM giving them a name you don't like. So name your leaders, eh? A very useful website for historical names of various flavours can be found here.

Diplomacy on Pacified Regions

A number of players do diplomacy on pacified regions. If successful, the effect of such diplomacy is not to elevate the status of the region but to increase the "years from conquest" of that region more than would occur normally.

Upgrading and Re-Equipping Troops

We are using the following Base Rulebook optional rules - [] Re-equip Troops and [] Up-grade Troops.

Build Charts

At the bottom of your stat sheet is a build chart - this is the correct, up-to-date chart for this campaign and replaces the Build Chart in the rulebook.

Homeland taxes

Homeland region taxes are doubled. This is pretty standard now.

Port Areas

The construction of a Port Area no longer applies to every sea zone a province occupies. Each Port Area must correspond to one particular sea zone. However, Port Areas can be built in the same province as a Port, as long as they do not serve the same sea zone.

Feudal Allies

Your Feudal Allies are no longer listed in your armies section, though they still exist. You can call them up at the beginning of the turn (whereupon they will receive a randomly generated leader, and the standard allotment of troops), use them during the turn to smack on things, then they will go away again at the end of the turn.

The only actions that may be normally undertaken by a Feudal-Allied Leader are: A, AS, AT, B, BC, D, E, LS, US, PS, PR, RG, S, and SE. EP, EVC, IR, LR, R, RD, SC, and SR may also be performed, but only relative to the Leader's country (e.g. the Feudal Ally keeps the slaves or loot from EP, LR, RD, SC, or SR; the FA Leader may only react within the borders of his own country).

Please remember that any troops given to the command of a Feudal Ally become his and if he doesn't return to his own country at the end of his turn he will automatically revolt.

Re-equip Troops Action

Code RT-C
BAC 8 Leader Actions
This action can now be used to re-equip Infantry units as Cavalry. The cost is the amount of Gold difference between the Cavalry and Infantry units.

Paying for Turns

I’ll sort this out when I start charging!

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