Lords28: Deus Vult

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Free Start

Deus Vult! is a free-start game based on the time period just before the first crusade (~1000AD). As such, starting positions do not have the variety and depth associated with more historical starts. Instead, players are allowed to customize their positions. Initial Positions come in three types: Catholic Nations (CN), Non-Catholic Nations (NCN), African Pagan Nations (APN) and Secret Orders (SO). Leaders:

  • CN Positions begin the game with a King Leader (Married), an Heir
  • Leader (Unmarried) and [BL] Lieutenants.
  • NCN Positions begin the game with a King Leader (Married), an Heir* Leader
  • (Unmarried), [BL] Lieutenants, and [BL] Feudal Allies.
  • APN Positions begin the game with a King Leader (Married), an Heir Leader (Unmarried) and [BL] Lieutenants.
  • SO Positions begin the game with a King Leader and [BL] Lieutenants.
  • Venice and Novgorod instead receive a Prince Leader due to their Oligarchy Government Types.


  • CN Positions begin with 2 BL, 2 Infra, 2 AQRs, 1 Intel Operation and Bonus, 1 Assassin Operation and Bonus, 1 Religious Operation and Bonus, and 6 Religious Strength.
  • NCN Positions begin with 2* BL, 2* Infra, 2 AQRs, 1 Intel Operation and Bonus, 1 Assassin Operation and Bonus, 1 Religious Operation and Bonus, and 6 Religious Strength.
  • APN Positions begin with 2 BL, 2 Infra, 2 AQRs, 1 Intel Operation and Bonus, 1 Assassin Operation and Bonus, 1 Religious Operation and Bonus, and 6 Religious Strength.
  • SO Positions begin with 2 BL, 2 Infra, 2 AQRs, 1 Intel Operation and Bonus, 1 Assassin Operation and Bonus, 1 Religious Operation and Bonus, and 8 Religious Strength.
  • This is a minimum value. These ratings, and the King's Admin Score, may be increased to compensate for increased territories.


  • CN Positions begin with Three Regions and Three Cities.
  • NCN Positions begin with more Regions and Cities than CN.
  • APN Positions begin with Three Regions and Three Cities.
  • SO Positions begin with one Cultic Stronghold and Two Cultic Temples.


All Positions Receive 100 GP and 25 NFP.

Mobile Troops

CN, NCN and APN Positions begin with 10c, 10i, and 5s.

Defensive Troops

CN, NCN, and APN Positions begin with all regions fortified with maximum field forts and all cities fortified with maximum wall points (Both based on the starting 2 Siege QR).

Tech Level and Culture

  • CN, NCN, and SO Positions begin as Tech Level 004 Civilized Nations.
  • APN Positions begin as Tech Level 003 Barbarian Nations.


CN, NCN, and APN Positions may take five customization bonuses from the following list:

Name Effect Notes
Efficient Bureaucracy The Nation gains an additional Bureaucratic Level. May not exceed government type limitations.
Robust Infrastructure The Nation gains an additional Infrastructure. May not exceed government type limitations.
Superior Cavalry The Nation gains an increase in Cavalry Quality Rating. May not exceed Tech Level limitations.
Superior Infantry The Nation gains an increase in Infantry Quality Rating. May not exceed Tech Level limitations.
Superior Warships The Nation gains an increase in Warship Quality Rating. May not exceed Tech Level limitations.
Superior Engineers The Nation gains an increase in Siege Quality Rating. May not exceed Tech Level limitations.
Improved Intelligence The Nation gains an additional Intel Capacity and Intel Bonus. May not exceed Tech Level limitations.
Improved Assassins The Nation gains an additional Assassin Capacity and Assassin Bonus. May not exceed Tech Level limitations.
National Piety The Nation gains two Religious Strength, an additional Religious Capacity, and two additional Religious bonus points. May not exceed Tech Level limitations.
Established University The Nations gains a University Investment of 100 GP, along with a Years in Operation value of 50. None.
Conscripted Navy The Nation receives 20 Light Warships and 10 Cogs. Nation must control a port city.
Enhanced Communication The Nation receives Six construction slots to add to its realm. Postal and Royal Roads, Ferry and Bridge Anchors can all be constructed. Remember that a Road goes from Region Center to Region Border - Two Roads are necessary to extend from one region into a second region. Postal Road = 1 Slot
Bridge Anchor = 1 Slot
Ferry Anchor = 1 Slot
Royal Road = 2 Slots
Direct Papal Relations The nation begins with four levels of Papal Influence. Nation must be Roman Catholic.
Diverse Royal Family The nation's King receives five additional royal children (Two Sons and Three Daughters) of ages ranging between six and fourteen. May only be taken once.
Extensive Trade Network The nation receives a 50 year bonus to the duration of all trade routes. Only applies to Trade routes initiated at game start.
Regional Cultivation The nation converts one Wilderness, Jungle, Steppe, or Island Region to Cultivated. Target region also gains Five public works. Must have a Wilderness, Steppe, or Island region to cultivate.
Impressive Capital City The Nation's Capital received 3 City Levels, 15 Public Works, and 1 additional Wall Point. GPV levels which exceed terrain limitations are lost. Wall Points may Exceed Siege Limitations.
Improved City One City in the nation receives 2 City Levels, 10 Public Works, and 1 additional Wall Point GPV levels which exceed terrain limitations are lost. Wall Points may Exceed Siege Limitations.
Settled Culture The Nation becomes Civilized. Only Available to African Pagan Nations.

SO Positions may take five customization bonuses from the following list:

Name Effect Notes
Efficient Bureaucracy The Order gains an additional Bureaucratic Level. May not exceed government type limitations.
Robust Infrastructure The Order gains an additional Infrastructure. May not exceed government type limitations.
Superior Cavalry The Order gains an increase in Cavalry Quality Rating. May not exceed Tech Level limitations.
Superior Infantry The Order gains an increase in Infantry Quality Rating. May not exceed Tech Level limitations.
Superior Warships The Order gains an increase in Warship Quality Rating. May not exceed Tech Level limitations.
Superior Engineers The Order gains an increase in Siege Quality Rating. May not exceed Tech Level limitations.
Improved Intelligence The Order gains an additional Intel Capacity and Intel Bonus. May not exceed Tech Level limitations.
Improved Assassins The Order gains an additional Assassin Capacity and Assassin Bonus. May not exceed Tech Level limitations.
National Piety The Order gains two Religious Strength, an additional Religious Capacity, and two additional Religious bonus points. May not exceed Tech Level limitations.
Established University The Order gains a University Investment of 100 GP, along with a Years in Operation value of 50. None.
Great Prince The Order chooses a statistic: Combat, Diplomacy or Charisma. The Order then receives a Prince Leader with a score of at least 7 in that statistic. May not exceed BL limitations.
Cultic Cells The Order receives two Cultic Cells. May not exceed CCR restrictions.
Cultic Lodge The Order receives a Cultic Lodge. May not exceed CCR restrictions.
Increased Status The Order gains 2 status in a Nation of their choice. None.

The Cause for War

Casus Belli translates as: 'The Cause for War.' In many LOTE games, players are free to pick their alliances and enemies at their whim with no tie to actual historical or game events. Deus Vult! seeks to attach more importance on actual game events for conflicts arising during play. At its base, the Casus Belli House Rule imposes a penalty on taking direct military actions against nations with which you have no history of conflict.

Nations will naturally come to conflict with each other. As borders expand, as trade networks grow, as intelligence and assassin groups are cultivated national tensions will rise. Each time another nation aggresses against you in some way (Raiding, Spying, Diplomatic and Military Conflicts over Uncontrolled regions, direct Military Actions) they accrue points. When they accrue enough, you may use a leader action to declare Casus Belli. As long as Casus Belli remains in effect, you do not suffer penalties for taking direct action against your enemy.

Without an official declaration of War, all Leaders attempting Combat Actions in locations fully controlled by other Nations act as if they are Wounded. Wounded effects are twofold:

  1. Leader Combat Value is halved.
  2. Any leader fate result of wounded instead counts as killed. This means that not only are your leaders far less effective, but they are also far likelier to be killed in action.

Ending the War

Once you have successfully declared Casus Belli against an opponent, there are three ways it can be resolved:

  1. The enemy nation is destroyed, its Royal Line wiped out.
  2. The enemy nation may appease you with reparations.
  3. The calling nation revokes the Casus Belli.

Reparations come in the form of appeasement accompanied by a leader action. Gold, Slaves, Monopolies, Hostages, Rutters, Regions, Cities - all these may be paid to buy off your Casus Belli. The better the Diplomat taking the action, the more effective the bribes will be. The more points the nation has accrued against you, the more effective the appeasement action must be to end the conflict.

Tenuous vs. Full Control

It is not enough to simply control a location to force Casus Penalties on your aggressors. When you first gain a region, through Diplomacy or Combat, you only retain a Tenuous Control over the region. Until you assert Full Control over the location, your enemies will not suffer Casus Penalties to conflicts therein. Locations under Tenuous Control are noted in your stats, and are shown on the map differently:

The Duchy of Thuringia only retains Tenuous Control over the region of Westphalia.

Every full turn that you retain Tenuous Control over a location, a check is made against the Resistance Value on a D10. If the number rolled is over the Resistance Value, then the location reverts to Full Control. Note that there are many modifiers to the die roll itself.

  • Positive Modifiers:
    • Location is Friendly to the Nation.
    • Successful Crush Revolt operation targeting the Location.
  • Negative Modifiers:
    • Location is a Different Language.
    • Location is a Different Religion.
    • Location is Pacified Tributary.
    • Location is outside the CCR.
    • Unsuccessful Crush Revolt operation targeting the Location.
    • Region Contains an Uncontrolled City or Fortress
    • Region is of a Hostile Terrain
    • City is in an Uncontrolled Region.
  • Special Modifiers:
    • Pacified Locations are always Tenuous.
    • Secretly Controlled Locations are always Tenuous.
    • Friendly Regions are always Fully Controlled.

New Actions

Declare Casus Belli

Type: Leader Action
Stat: Diplomacy
Code: WAR
Cost: 5 APs
Requirement: At least 1 Casus Belli point accrued by target nation against your own. Must be taken in the capital. (Or with K leader, if no capital.) The leader attempts to generate a case for war against one of the nations who has currently accrued Casus Belli points. The more points accrued against your nation, the easier the action is to undertake. Only an impressive diplomat would be able to make the case for a full-scale war with only a point or two of accrual. If successful, the nation has a full Casus Belli against the target starting on the following turn.

When War is declared, this locks the current Casus Points accrued by the target of the War action. If these points are reduced to zero through appeasement, the war status is lost. This means that not only is declaring war with a small number of Casus Points harder to do, but also that such wars are much easier to buy off and end through appeasement.

Revoke Casus Belli

Type: Leader Action
Stat: Diplomacy
Code: REV
Cost: 5 APs
Requirement: Must have an active Casus Belli. Must be taken in the capital. (Or with K leader, if no capital.)

Sometimes war is not the best option. A Nation which finds itself on the losing end of a war, or a war they no longer wish to continue, may wish to revoke the Casus Belli themselves without receiving appeasement. This damages the King's reputation, however, and subjects do not like to follow those who call wars but cannot win or complete them. As such, when this action is successfully used, there is an increased chance of Dynastic Failure when the King dies. Other Royal Lines and Powermongers sense the weakness of the King and their efforts to gain power are emboldened. The better the success level of this action actually, the less strife is increased.

Pay Appeasement

Type: Leader Action
Stat: Diplomacy
Code: PAY
Cost: 5 APs
Requirement: You must have accrued at least one Casus Belli point against another nation through aggressive actions (Or being blamed for such actions.) or be at war.

The leader attempts to undo any national damage your nation has done to another. Included with this action must be some amount of Bribery in the form of the following:

  • Gold
  • Agro
  • Slave NFP
  • Royal Children as Hostages
  • Royal Children for Marriage
  • Control of a City
  • Control of a Region
  • Trade Route MSP
  • Seazone Maps (Ruttiers)
  • Relics
  • Troops

The more that is offered and the better the diplomat, the more the reduction in Casus Belli points against the target nation. If the nation is not actively at war with you, any success will reduce the number of Casus Belli points by some number. If the nation has actively declared Casus Belli via the WAR action on your nation you must reduce the Casus Points to zero before the War status will be removed. A bribe in time saves nine. Note that your actions will be recorded, and appeasement effects will be based on the effect of your original action. Don't expect Seazone Maps to appease an enemy whose capital you sacked and burned.

New Operations

Enhance Casus Belli

Code: ECB
Target: Another Nation
Type: Intelligence
Odds: Medium
Results: This action is used to enhance Casus Points received from another nation. If successful, any actions which produce Casus Points during the turn are likely to produce more than normal, as your agents are quick to condemn, slander and generally run the rumor mill against the offender. A critical failure on the operation actually has a chance of lessening the Casus Points, as people are more likely to believe you made the entire confrontation out of nothing.

Forge Casus Belli

Code: FCB
Target: Another Nation
Type: Intelligence
Odds: Low
Results: This action is used to create a conflict where none existed. You should include some sort of appropriate lie that makes your opponent look bad. Success will indicate your lies are believed, and it will be as if the target undertook nefarious action against you, generating Casus Points that can later be used to declare War. A critical failure may have the opposite affect, as your lies are revealed and your nation ends up generating Casus Points toward the target instead.

Accruing Casus Points

Casus Points can be accrued in a target nation for undertaking the following actions:

  • Minor:
    • Assassination of Lieutenant, Ally and Bishop leaders
    • Kidnapping of Lieutenant, Ally and Bishop leaders
    • Diplomacy actions in the same AP against the same uncontrolled location
    • Stolen Technology
    • Stolen Gold
    • Unwanted Missionary work
    • Trade Embargos
  • Average:
    • Raiding controlled regions and cities
    • Slave Raiding controlled regions and cities
    • Piracy against controlled cities
    • Stolen Relics
    • Combat actions in the same AP against the same uncontrolled location
    • Assassination of Prince and Heir leaders and Royal Family members
    • Kidnapping of Prince and Heir leaders and Royal Family members
    • Military Conversion of occupied regions and cities
  • Major:
    • Military Pacification of controlled regions or cities.
    • Looting occupied regions or cities.
    • Sacking occupied cities
    • Burning occupied cities
    • Regional Genocide against occupied regions or cities
    • Population Enslavement against occupied regions or cities
    • Assassination of King or Queen leaders
    • Kidnapping of King or Queen leaders

Note: A successful CF action that conceals your responsibility will also avoid generating Casus Points unless the Fact is later Revealed. A very successful CF action that blames someone else for the action will accrue the points against the scapegoat instead (Again, until a Reveal Fact proves otherwise).

Vatican Rules

Primate Religious Authorities

Religious Primacies in Deus Vult! will not be available for play. There will be one model available for interaction, however: The Roman Catholic Papacy. This NPC position is available to grant aid, expend resources, and help to the Christian Nations of the game through a new Influence-Based system. Influence may be accrued with the Pope by various actions, and then may be bid to gain access to the various aids available.

Gaining Influence

The primary way to gain influence with the Roman Papacy is through the Increase Influence (II) Religious Operation. The difficulty of this operation is increased, but players have ways to augment their chances on the attempt by undertaking actions on behalf of the Primacy or by granting the Vatican its traditional Religious dues. The list is as follows:

  • Tithes: Catholic Players may set a 1% tithe to the Roman Papacy. That percentage of their income is then redirected from them to the Papacy's coffers. That turn they receive a significant bonus to the II operation. Players may do this again on subsequent turns, increasing the percentage of tithe by 1% each time. However, once the Tithe is set, it can only be lowered by a Secret Order.
  • Sites: Traditionally, Primacies are able to construct religious sites within flock nations to increase the Primacy's income. In Deus Vult! players may do this on the Pope's behalf by using the standard Site Construction Rules. Churches, Abbeys, Monasteries, and Cathedrals may all be constructed. Each site successfully constructed adds a bonus to the next II action undertaken by the nation. Keep in mind that sites require leader actions and resources to construct. However, they will produce additional income for the Papacy which in turn is available as aid. These sites do not need to follow normal CCR restrictions. They may simply be built in any Catholic region or city. Players are encouraged to name the sites after historical cathedrals or monastic orders when performing the construction actions.
  • Leaders: Nations may also grant their Royal Sons to the Papacy as leaders. These leaders are then transferred to the Papacy to use internally. Each living leader the nation has granted the Papacy grants a bonus to II actions undertaken during his tenure. This bonus is increased if the leader can secure a higher position within the Vatican. The positions are as follows:

Title Position
Father Royal Family Section
Bishop Lieutenant Leader
Cardinal Prince Leader
Pope Ruler
When a slot opens up, all leaders below that slot perform a modified Charisma Skill Check to attempt to win the position. The leader with the highest level of success gains the slot and the new title. If no one passes the skill check, then a new leader is randomly generated.
  • Gold: Of course, gold spent on the Operation is always effective. In this case, it represents indulgences bought from the Papacy itself. This money must be linked to a specific II Operation when it is undertaken, just like any normal operation.

Maximum Influence

The maximum Influence a Nation can retain, or bank, is the sum of the National Religious Strength, plus the total levels of Religious Sites within the Nation. A little known fact is that a high Religious Strength negatively impacts your Tech Point accrual. The more religious fervor in your nation, the more new discoveries and advances are distrusted. In return for taking a hit in the Tech Race, Religious Nations have more maximum pull with the Vatican. This allows those nations to be very competitive for the more lucrative Vatican gifts, such as Relics. Nations that wish to concentrate on Tech Accrual by lowering their Religious Strength, and still be competitive in the Influence game must build Religious Sites, which of course cut into their Regional and City Incomes. Note that there are certain population restrictions on where certain sites can be built:

Site Population Requirements Level
Church None 1
Abbey GPV + PWB = 5 2
Monastery GPV + PWB = 25 3
Cathedral GPV + PWB = 50 4
Holy City May not be built by Players 5

Of course, sites may only be constructed in Roman Catholic locations. Should a location lose its Roman Catholic status, any sites are lost as well.

Bidding Influence

Players who accrue influence with the Papacy may spend it to gain access to the forms of aid available. Gifts of money and food, grants of government assistance, use of Papal Religious Operations, and access to Relics are major ways to do so. Players include in their orders what 'slot' of aid they wish to bid for and list how many Influence Points they wish to use. If they dedicate the highest number of Influence Points to the slot they cash in their points and gain access to the aid on the following turn. Players who lost the bid on the aid slot do not expend their bid points, and are free to use them on following turns on other bids.

If there is a tie in bid amounts, and there are not enough slots to go to each of the tied bidders, then none of the tied bidders are successful. Instead, the minimum bid for the category increases by 1. If, in a given turn, there is more supply then demand (More available slots then there were bidders) then the minimum bid will decrease by one. Bid limits can reach a minimum of one, but have no theoretical maximum.

Category Name Effect Min.
Previous Bidders Current
One Gold
The nation gains 10% of the Papacy's Gold in aid. Five slots are available. 3 BAVAR
68.9 GP
The nation gains 20% of the Papacy's NFP in aid. This pNFP may not be used to recruit troops. Five slots are available. 1 CROAT
7.2 pNFP
Three Agro
The nation receives 100% of the Papacy's Agro in aid. One slot is available. 2 SCOTL 12.3 Agro
Four Infrastructure The nation is granted one Infrastructure from the Church for ten turns. This Infrastructure may go beyond the normal maximums for Tech Level. Four slots are currently available. 1 SWEDE
Turn 026
Turn 026
Turn 026
Turn 026
Five Bureaucracy The nation is granted one Bureaucratic Level and a Bishop from the Church. This bid lasts for the lifetime of the granted Bishop. This BL may go beyond the normal maximums for Tech Level. No slots are currently available. 2 CROAT
Six Religious
The Papacy undertakes a Religious Action on behalf of the nation. The nation must specify what Operation is to be used in the notes section of the bid. If offensive, then this Operation may not target another Roman Catholic Nation. Five slots are available. 1 CROAT
1 Bonus
1 Bonus
1 Bonus
1 Bonus
1 Bonus
Seven Intelligence
The Vatican undertakes an Intelligence Operation on behalf of the Nation. The nation must specify what Operation is to be used in the notes section of the bid. The Operation must be launched from a specific Vatican Site. If offensive, then this Operation may not target another Roman Catholic Nation. Two slots are available. 1 ---
1 Bonus
1 Bonus
Eight Assassin
The Vatican undertakes an Assassin Operation on behalf of the Nation. The nation must specify what Operation is to be used in the notes section of the bid. The Operation must be launched from a specific Vatican Site. If offensive, then this Operation may not target another Roman Catholic Nation. Three slots are available. 1 CROAT
1 Bonus
1 Bonus
0 Bonus
Nine Imperial
The Nation gains influence over the Archbishop of Mainz or the Archbishop of Cologne. The Nation gains a Vote for the Imperial Election or Edict of the following turn. Two slots are available. 1 CROAT
Ten Relic None. --- --- ---

Note that a given nation may only bid once per category. This means that while a nation my place bids on five different categories, they could not place separate bids for each slot within the Gold Share category in a given turn

When bidding on Religious, Intelligence, or Assassin Operations, players must indicate what Operation is to be run in the notes section of the Bid. Players may expend their own Gold on the Operation to increase the odds of success, though may not assign any national bonus points.

Vatican Resources

Half of any remaining GP are used to increase the Papacy's internal statistics, eventually resulting in increased operations and government stats made available. Those slots will be added to the above list as they increase. The other half of the remaining resources are saved and stored, to be added to the following turn's available amounts.


Relics granted by the Vatican are permanent gifts. The possessor is free to do with them as they please. Sell them, give them as gifts, etc. Relics must be assigned to a leader when gained and will be noted in the leader's special troops list. He may transfer the relic to another leader as he does with normal troops. Relics taken into combat are subject to Leader Fate rolls as well. The effects are slightly different however:

Name Effect
Killed The Relic is Lost. On subsequent turns, any leader may undertake a directed Investigate Location action in the location the Relic was lost in. The leader with the highest success effect recovers the relic. (The Leader Orders should indicate they are looking for the Relic with the IL Action.)
Wounded The Relic is damaged and stops granting its special bonus. It may be restored to service by taking it back to the Holy City to be blessed.
Captured The Relic is captured by the enemy or opposing force. It transfers to their stat sheet.
The leader possessing the Relic makes a loyalty check. If he fails the check, he immediately returns the Relic back to the Vatican. It is then made available to the auction list on following turns.

A Relic whose leader dies due to Leader Fate, or to which there is no opposing force to be captured by are treated as Killed (Lost.)

Papal Relics only grant their bonus to Christian nations. Muslim nations who gain control of a Papal Relic may only use them as currency in normal negotiations. Additional relics will be made available as play progresses and may even be found through random events. In this case, the Relic will be appropriate to the Religion of the discoverer (Muslim or Christian.) Wounded Relics must be taken to the appropriate Holy City. Non-Christian Leaders which fail the Loyalty Check Effect are instead counted as Killed (Lost.)

The Papal States

Latium and Rome are controlled by the Vatican Directly. Diplomacy actions against both locations will fail. If either location is conquered or destroyed by force, and automatic Holy War will be issued by the Pope with the goal of rescuing the city and region from their attackers.

Investiture of Cardinals

An historical point of conflict between the Vatican and European Kingdoms was the appointment, or investiture, of Cardinals. These Cardinals had a direct say on many of the matters of the church, not to mention the fact that they were in the direct line for the Papacy itself. In Deus Vult! players may attempt to invest one of their royal males in any new Cathedral they build. If they are successful, the appointment is accepted. If they are unsuccessful, then the Papacy appoints a Cardinal instead. Either way, this appointment lasts for the life of the of the given Cardinal. Once that Cardinal dies, the player again has the opportunity to Invest one of his own family members. A timely assassination might open that window early, but be warned that if caught, the Pope may respond.

Invest Cardinal

Type: Leader Action
Stat: Special
Code: INV
Cost: 10 APs
Requirement: Must be undertaken at a Cathedral by the National Ruler [K, Q or E]. Must choose an unmarried male for the Investiture. Roman Catholic Nations only.

The Ruler attempts to appoint one of his leaders or royal family members as a Cardinal in one of the Cathedrals within the Nation. The Skill Check is actually performed using the Average of the King's and the Appointee's Charisma Ratings. Extra Time and Bribery may be spent to increase the odds of success. Note that this leader is not removed from the National Stats sheet, unlike leaders sent directly to the Vatican. Also note this may only be undertaken when there is not a sitting Cardinal in the Cathedral. A Cardinal Leader is no longer eligible for Heir-Apparent status.

Invested Cardinals
Cathedral Cardinal Owning Nation Invested Nation
Archdiocese of Edinburgh Duncan Scotland Scotland
Archdiocese of Warsaw Ludwik Poland Vatican
Archdiocese of Osijek Bernat Croatia Vatican

Papal Bulls

Occasionally, the Vatican may issue a Bull - some sort of edict or announcement that the Pope wishes to enforce throughout the Catholic world. Sometimes these Bulls may be triggered by actions from the players (Such as a call for a Holy War or Reconciliation), sometimes they will be triggered by Random Event, sometimes they could be triggered by a Schism within the church. In any case, every Cathedral weighs in on the potential Bull and argues for or against the issue. If a player controls an Invested Cardinal, they may choose which way to go. Each uncontrolled Cardinal, or Invested Cardinal not issued a direct order by the Player, makes a loyalty check. If they pass the check, they argue for, if they fail, they argue against. The numbers are tallied and the Bull is either issued or not depending on the majority stance. On a tie, the Bull is postponed and the argument is taken up again on the following turn.

Secret Order Rules

In Deus Vult! Secret Orders are a combination of two traditional LOTE positions: The Secret Empire and the Religious Fighting Order. Each Secret Order begins the game with a specific religious enemy. Their ultimate goal is the destruction of that enemy. Four Secret Orders begin in play: Three Catholic and one Muslim. Like Fighting Orders, these positions deal with status in their host nations in a give-and-take relationship. Like Secret Empires, their income is drawn from underneath Open Nations and their movements shrouded in an air of mystery.

Available Actions

The following actions are available to Secret Orders:

Religious Fighting Order Actions
IOS Increase Order Status
DOS Decrease Order Status
EQ Embark on Quest
Secret Empire Actions
FCC Form Cultic Cell
CCL Create Cultic Lodge
CCT Consecrate Cultic Temple
RCS Raise Cultic Stronghold
IL Investigate Location
SCC Subvert Cultic Cell
ML Move Cultic Location (Cell or Lodge)
New and Modified Actions
DL Destroy Location
EXT Exact Tithe
RT Renegotiate Tithe
SOA Summon Order Aid

Destroy Location

Type: Leader Action
Stat: Charisma
Code: DL
Cost: 2APs
Allows a national or mercenary Leader, accompanied by at least one point of troops (infantry or cavalry) to destroy a designated Location – a site belonging to a Secret Order or Religious Primacy. This is, of course, assuming that the location is not defended by troops or fortifications. Attacking a religious site belonging to the same religion may have dire consequences. When performed by one Secret Order upon a site belonging to another; Secret Cells, Lodges, Temples and Strongholds in the same region or city add a bonus to the attack. Note: Since this is not a Combat Action, Casus Belli is not needed for it. Casus Points will be generated.

Attacking an Order Location requires you to have found it previously with the IL Action or by learning of a second player's IL Action. Players who share this information need to do so through their turn orders. And, like all transfers, it does not occur until the end of the turn. When sending another position location information, please reference on what turn you original performed the IL investigation.

Exact Tithe

Type: Leader Action
Stat: Diplomacy
Code: EXT
Cost: 5 APs
One of the powers of the Order is the ability to levy a tithe upon the nations of its Religion to further finance the operations of the Order. The tithe can be as high as (Status)% of the nation’s revenue. Exacting a Tithe is not always successful and depends on the Leader’s Diplomacy, the Order's Status, the Target Nation’s Religion Strength and of course, the percentage of tithe desired. Each successful use of this action increases the Tithe by 1%. At whatever level of tithe the Secret Order has successfully exacted on any or all nations at any particular turn, that amount is then deducted from the target nation or nation’s National Revenue the following turn. The national tax rate is reduced 1% for every percentage point tithed to the Order.

Note, however, that the abuse of this power is a good way of turning the nobility, and, through them, the local clergy of the nation, against the Order. A critical failure can even cause the loss of Status within the nation. The Tithe is set and then automatically collected on a per turn basis. Once a Tithe has been set and successfully exacted, it will continue for following turns until a successful Renegotiate Tithe action is performed. The GP from Tithing appears in the Order’s Saved Gold each turn. The action must be undertaken in the capital of the target nation.

Renegotiate Tithe

Type: Leader Action
Stat: Diplomacy
Code: RNT
Cost: 5 APs
Open Nations: This action may be undertaken in an attempt to lower a tithe placed upon the nation by a Secret Order. If successful, the tithe is lowered by 1% per use of this action. Higher tithes are easier to renegotiate than lower. A nation with a low Religious Strength has an easier time renegotiating than one with a High Religious Strength. The action must be undertaken in the capital.

Secret Orders: Secret Orders may also use this to lower a tithe levied on a host nation. When undertaken by the Order directly, there are no negative modifiers for level of the tithe or the target's Religious Strength. Each successful use lowers the Tithe by 1%. This version of the action must be undertaken in the nation's capital.

Additionally, however, this action can be used to actually lower the Tithe a target nation has toward the Vatican. The Order speaks to the Pope on behalf of the Nation, and if successful, the Papal Tithe is lowered by 1%. What the Order receives from the nation for speaking on its behalf is left to the players. Only Tithes which have been in effect for at least four turns with the Papacy are eligible to be renegotiated. This use of the action must be undertaken in Rome itself.

Summon Order Aid

Type: Leader Action
Stat: Diplomacy
Code: SOA
Cost: 5 APs
This ability is used by the Secret Order to levy troops from Open Nations directly. NFP can be difficult to get for Secret Orders, so this action may be utilized to offset that disadvantage. The acting leader targets a specific region or city. If successful, some number of troops are drawn into service from the local population. This number is determined by the level of success, but may not exceed the GP Value of the region or city in question for the turn. The Secret Order must specify what type of troops are being recruited with each action: Infantry, Cavalry or Engineers. These troops weigh in above and beyond the normal heavy, elite versions that can be built. The number of troops summoned is deducted from the target nation's NFP income for the following turn. In addition to the GPV limit, a per turn cap equal to the Order Status held in the nation also exists.

Order Enemies

Each Secret Order begins play with a distinct religious enemy. The Order's purpose and goal is the destruction of that enemy. As such, they have automatic Casus Belli and are in a perpetual state of war with their enemy. Secret Orders accrue and receive all other Casus Points as normal. The Order Enemy must still use an action to Declare war against a Secret Order, but as only land holdings (Not Site Status) suffer the Casus Penalty, it usually isn't an issue.

Orders which do not progress toward conflict with their Order Enemy will begin to see disadvantages crop up. These disadvantages will start lightly, but will increase the longer the position goes without successful conflict. This process is tracked in the stats sheet by a 'Conflict Timer' which ranges from 1 to 10.

Timer Disadvantage
1 None.
2 Penalty to Site Construction.
3 Penalty to Intel and Assassin Operations.
4 Penalty to Religious Operations
5 Penalty to Leader Loyalty Checks.
6 Penalty to Leader Actions.
7 Penalty to New Leader Statistics.
8 Status Loss in Host Nations.
9 Random Site Degradation
10 Immediate Roll for Dynastic Failure.

The Order begins play with the Timer set to one. Each turn, the timer changes according to the following list:

  • Increase by One
    The Secret Order undertakes no successful conflict against the Order Enemy.
  • Hold at Current Level
    The Secret Order undertakes a successful Intel, Assassin or Religious Operation against the Order Enemy.
    The Secret Order undertakes an unsuccessful Combat Action against the Order Enemy.
  • Decrease by One
    The Secret Order undertakes a successful Combat Action against the Order Enemy.
  • Reset to One
    The Secret Order conquers (P or PT) an Order Enemy Location.
    The Secret Order suffers a Dynastic Failure due to the Level 10 Disadvantage.

Disadvantages are cumulative and persistent. So, a Secret Order with a Conflict Timer set to 10 suffers all the disadvantages on the list. The Order also makes the Dynastic Failure roll, loses Status, and sees a Random Site degrade every turn until the Timer decreases or is reset.

Destruction of the Enemy

When an Order Enemy is destroyed (Has no remaining land holdings), the player of the order has three choices on the direction of his position.

  • Colonization: In this case, the Order becomes a Crusader State over the remains of the fallen Enemy. The Temples of the Order are disbanded, turning into some number of tribal points. The Stronghold of the Order may be disbanded to revert one region of the fallen enemy into a new homeland region for the Crusader State. Play then continues with the Order becoming an Open Nation in all respects.
  • Redirection: In this case, the Order chooses not to colonize over the fallen enemy. Instead, they appeal to the Leaders of their Religion to determine a new enemy. The single nation with the mast Casus Points accrued towards the Order's Co-Religionists is chosen as the new target. However, each site in the order must undergo a Revolt Check. A failure causing the site in question to degrade one level as the Knights and Soldiers in service retire with the original goal being met. Status in each nation for the Order is also halved.
  • Disbandment: The Order retires from service. The Orders Sites and troops are completely disbanded, and that total is distributed proportionally to the nations holding Order Status.

Other Powers

  • Government Loans: Orders may loan Bureaucracy Levels and Infrastructure to Nations as per Religious Fighting Order Rules.
  • Trade: Secret Orders may not conduct Trade. Though they may assign Internal Trade and Fishing Fleets to their Port Cities.
  • Marriage: Secret Orders are not eligible for Royal Marriage bonuses.
  • Prince Leaders: Open Nations may send male Royal Children to join the service of a specific Secret Order. These leaders are transferred to the Order's Royal Family list and may be appointed as P Leaders by the Order once they reach the age of 15. Orders may also gain starting Princes with a Free-Start Bonus.

Creating New Secret Orders

Certain events and triggers can allow a religion the opportunity to create a new Secret Order. The first requirement is that there must be three founding nations, each with a Religious Strength of 8 or more, to undertake the foundation. In addition, a player must have been recruited by the founding nations to take up the new Secret Order. A successful Found Religious Order (FRO) action must be completed by one of the Kings of the founding nations. And finally, a Male Royal of age must be chosen from one of the founding nations to be the new Order Leader.

Once successful, the region or city chosen in the FRO action becomes the new Stronghold for the order. The Order receives an Enemy based on whichever nation has the highest Casus Points accrued toward members of the Order's Religion. The order starts with no government statistics, but does receive Quality Ratings equal to the average of the founding nations. The Order Receives One Status in Each Founding Nation, and an additional Status in the Nation from which the new Order Leader comes from. Then, the Order may choose five bonuses from the Free Start Customization List to augment the position.

These new Secret Orders are precarious, and if left without a player for three turns in a row will be automatically disbanded.

Possible Secret Order Foundations
Religion Order Enemy Goal
Eastern Orthodox Rum Seljuk Sultanate Expansion into Asia Minor
Roman Catholic Kingdom of Leon Destruction of the Pozo de la Sangre
Sunni Islam The Emirate of Yemen Reclaimation of Mecca and Madina

Supporting Cultic Sites

When constructing new sites or expanding existing ones, a leader, in addition to paying the normal foundation costs, must indicate from what existing site the new site will be drawing its support from. Remember, all Cells must be within Action Range [AR] of a Lodge, Temple or Stronghold; all Lodges and Temples must be within AR of a Temple or Stronghold. Locations which lose their Support (Due to a site being destroyed or moved) have one turn to reassert support. The Nation need only list a new eligible site within AR to be the new support. Nations may also change existing sites to different support sites by noting the change in the orders. If an orphaned Site is unable to connect to a new support site, it will degrade one level per turn until it disappears or finds eligible support.

Open Nations vs. Secret Orders

Open Nations who start on the Enemy List, or become the enemy of a Secret Order through play have to be careful when striking back. Launching a full-scale invasion of another nation can be costly, even more so if you don't have Casus Belli against your neighbor. Investigate Location is the method used to find Order Sites. Leaders may sneak into opposing territories and try to ferret out the location of Order Sites. Gratuitous use of Secret Movement, or Conceal Fact actions is recommended so your searching leader doesn't wind up a captive of the nation you are searching. Once an Order Location is found, the Destroy Location action is used to destroy it. Destroy Location is not affected by the Casus Belli penalty. Troops are needed for this action, unless the Order happens to have no garrison present, so there is a danger that an excursion will trigger a Reactionary force of the nation it is sneaking through.

Crusade and Jihad Rules

Deus Vult! is focusing directly on the times of the first crusades. Normal LOTE rules don't quite do justice to the system of Kings and Princes uniting in an effort to crush religious adversaries and free their Holy Cities from the yoke of their enemies. Deus Vult! seeks to simulate this effect by instituting the following new action:

Undertake Crusade or Jihad

Type: Leader Action
Stat: Special
Code: CRU
Cost: 20 APs
Requirement: Must be undertaken in the capital. Must be directed toward a Secret Order which holds at least 1 Status in your nation.

The leader in question returns to the capital, where he takes supply and embarks on a journey to fight the enemy of the Secret Order. This action succeeds automatically if all APs are spent. The following turn, the leader undertaking the action is available for use by the Secret Order as a special Battle Assistance Operation. These Crusading Leaders may be assigned to assist any one of the Secret Order Leaders. If assigned, the Crusading Leader makes a special Combat check If successful, the Leader adds to the outcome of any actions the Secret Order leader undertakes, just as if benefiting from a Battle Assistance INTEL Operation. If unsuccessful in the special Combat check, the Secret Order Leader instead suffers a penalty, as from a failed Battle Assistance INTEL Operation.

While on Crusade, the Leader is no longer under the control of the original player. However, the leader is also not subject to the normal CCR restrictions. The Crusading Leader will follow the Secret Order Leader he is assigned to, becoming part of an entourage. The only orders that the player may issue the Crusading Leader is whether to Stay on Crusade or Return to the Nation. Crusaders which stay are again available to the Secret Order on the following turn. Leaders which are ordered to Return spend the following turn on Movement back to the nation's capital and are then free for normal orders.

King Leaders who return from Crusade and who's Secret Order Leader succeeds at least once in combat against a Declared Enemy are eligible for an Oath or Vow.

Any Leader who succeeds in a Major Victory against the Secret Order's Declared Enemy may increase one of their statistics one point -or- may increase one of that leader's son's statistics by one point.

Major Victories include:

  • Raiding Five or more locations of the Enemy's Faith
  • Defeating Three or more small Enemy Armies
  • Capturing Two or More locations from the Enemy
  • Defeating Two or more Medium Enemy Armies
  • Defeating a Large Enemy Army
  • Capturing Jerusalem

The Secret Order will have a listing of all Crusading Leaders available to him in the turn. As specific Leaders spend more time on Crusade, the Secret Order will receive more information on the Leader's Statistics. Of course, leaders which fail their Special Combat Checks will be written up as making mistakes in the newsfax, while leaders who succeed will be written up as helping.

Royal Family

The Heir-Apparent

Royal Families in Deus Vult! are handled slightly differently than standard LOTE games. First and foremost, players are traditionally allowed to choose the successors to the King by designating an 'Heir' leader. However, this leader slot cannot be activated until the potential heir reaches age 15. There are also no hard and fast rules to deciding what happens when a King passes over one Heir for another. In Deus Vult! a new term is being added: The Heir-Apparent. The Heir-Apparent is automatically determined in the following order:

  • The King's Oldest Son
  • The King's Oldest Brother
  • The King's Oldest Uncle

Higher on the list replaces lower, so once a King has a Male Child, he becomes the Heir-Apparent in the place of the brother or uncle. As long as their is An Heir-Apparent in place, the nation does not suffer the hefty penalty to Dynastic Failure, though an underage Heir still carries a minor penalty. Heir-Apparents who are at least 15 years of age may be appointed as H leaders. H leaders who lose the Heir-Apparent status (Either automatically or through the King's Appointment) revert to the Royal Family section.

Prince vs. Heir Leaders

Normally some nation types are allowed an Heir [H] Leader. In Deus Vult! these nation types are instead granted an extra Prince [P] Leader slot. The line of succession is instead traced by the Heir-Apparent moniker. If the Heir-Apparent is appointed to a Prince slot, only then do they become an [H] type leader. This is to avoid cases where a Nation appoints the King's three brothers to Leader Slots (Two Princes and an Heir) and later has a Royal son. His brother appointed to the H slot is no longer eligible for that slot, and would be forced back into the Royal Family. Now, the ex-Heir-Apparent would merely revert to a P leader.

Underage Heirs

When an Heir-Apparent successfully becomes King while still below the age of fifteen, instead of becoming a 'K' leader and given a slot, a Regent leader will be appointed from amongst the court. Each Leader and Family Member eligible for the Regent position will make a modified Charisma Check. The one with the Highest Success Effect becomes Regent. If no leader successfully makes the Charisma check, a new Regent is randomly generated.

Leader Type Charisma Adjustment
Prince Leaders Standard Check
Male Royals of Age -1 To Charisma
Lieutenants -2 To Charisma
Female Royals of Age -5 to Charisma

When the King reaches 15 years of age, the Regent immediately performs a Loyalty Check. If the Regent Passes the Check, he steps down and the young King is appointed to the 'K' slot. The Regent then returns to his role before becoming Regent, or returns to the Royal Family. If the Regent fails the Loyalty Check, however, they attempt to remain in power. Every turn thereafter, an opposed Charisma check between the regent and the King is performed. Until the King can defeat the Regent in the check, the Regent remains on the throne while the 'true' King finds himself isolated from the court. Once this happens, players may desire to appoint one of the Regent's sons as Heir-Apparent. They may simply wish to wait out the struggle. They may wish to assassinate the disloyal regent and speed things along.

Death Without an Heir

In the rare case that there is no Heir-Apparent when a King dies, the court immediately undergoes Charisma Checks per the above chart. The Leader or Royal with the highest successful Charisma check becomes the official Heir-Apparent. While this will save the nation from the drastic penalty of No Heir in the Dynastic Failure Check, it can still receive the penalty for an Heir not related by blood or of the wrong sex. If there is simply no Heir-Apparent, and the nation passes the Dynastic Failure Check, a new randomly generated Dynasty comes into power. A married King with one unmarried Male son fifteen years the junior. If the nation does not pass the Dynastic Failure Check, then the chips will fall where they may.

Appointing a New Heir-Apparent

A player may wish to circumvent the automatic appointment of the Heir-Apparent and choose their own successor. In this case, the King may undertake a Leader Action to do so:

Appoint Heir-Apparent

Type: Leader Action
Stat: Charisma
Code: AHA
Cost: 5 APs
Requirement: Must be undertaken in the capital.

The leader attempts to negotiate a different successor to his Empire than tradition dictates. If successful, the target becomes the new Heir-Apparent to the Kingdom. Keep in mind that an Heir-Apparent outside of the bloodline, of the female sex, or of a different religion carries penalties to the Dynastic Failure Check. If the King is taking away the Heir-Apparent title from an existing leader, that leader's loyalty decreases by one, even if the check fails. If the check does fail, the King is not able to sway the court to accept his successor, and must abandon the effort, or try again on following turns.

Female Leaders

Females may not normally be appointed to leader positions by the player. Deus Vult! is an age where chauvinism is strong. Only when a female manages to become Heir-Apparent, Regent, or Ruler of a Nation will they be appointed to a Leadership position. Keep in mind that to become these, they must pass the above mentioned Charisma checks with the hefty penalty. So the occurrence will likely be rare. A second exception is that of Legendary Beauties. These women have enough Charisma and Guile to forge their own way. Instead of arranging a Legendary Marriage with the woman, they may be appointed as a Leader.

Whenever a male leader dies, all of his unmarried daughters must immediately perform a Charisma check. If they fail the check, then they are removed from the stat sheet. The girl fades into obscurity. Women who pass the Charisma check are allowed to remain on the sheet, and are eligible for royal marriages as normal. The same check must be made by women whose husbands perish. If they can pass the Charisma/Guile check, then they retain political clout and return to their original nation, eligible for another marriage.

Having Children

Every turn between the ages of 20 and 40, a free Have Children Action is performed by the King. If at any point, the King is in the capital during the turn, and the King is married, the Have Children action is undertaken with the Royal Spouse. The union of the action is considered a legitimate Heir. If, on the other hand, the King is not married, or the King does not spend any APs within the capital, the Have Children action is undertaken without a Royal Spouse, and any children produced are illegitimate and not eligible for the Heir-Apparent title unless the King undertakes the AHA action directly. These children may be appointed to leader slots and married off as normal.

The only Leader Types allowed to run the Have Children action at will are the King/Queen, Heir, and Prince leaders.

Oligarchies and Democracies

These two Government types do not traditionally have Heir leaders. As such, they will not have access to the Heir-Apparent rules. Instead, when a King dies, each eligible leader undertakes a Charisma check. The person with the highest success rate becomes the new K Leader. Note: As long as there is a successful Charisma Check made, these Nation Types do not suffer the traditional penalties for not having an Heir Leader ascending the throne. However, if no leader succeeds in the Charisma Check to become the next Ruler, the leader with the smallest margin of failure becomes the new Ruler, and the nation does suffer a penalty to the Dynastic Failure Check. These Government types may marry their Kings and Princes and Royals as normal to gain a benefit to Diplomacy or a Special Marriage Effect. However, when a Leader dies, all Royal Offspring of that leader who are unmarried are deleted from the stat sheet. Leaders who are married remain on the sheet until the marriage ends.

New Dynasties

While more common for Oligarchy and Democracies, it is also possible for new King leaders to appear out of the background to assume the role of leadership in a nation. Whenever a new K/Q leader does so, they will automatically come with a spouse, as well as a son 15 years the junior of the King. Depending on the age of the new King, more children may be available as well.

Dynastic Failure

One of the most dreaded aspects of the game, Dynastic Failure inevitably hits every nation sooner or later. That being said, there are direct modifiers to the chances that it hits one nation over another. Here is the list of relevant modifiers to Deus Vult!

  • More Likely
    • Imperial Government
    • Feudal Society
    • Free Society
    • Muslim Religion
    • The Infrastructure of the Nation is less than Imperial Size
    • The Heir-Apparent is Female.
    • The Heir-Apparent is not of the previous Royal bloodline.
    • The Heir-Apparent is not of age.
    • There is no Heir-Apparent
    • Strongman Army (A leader holds more than double the amount of troops than the Heir-Apparent)
  • Less Likely
    • Higher BL
    • Caste Society

Deus Vult! is not using the traditional Strongman's Overthrow rules. Normally, any leader given more than double the troops of the King has a chance of rebelling and trying to seize the crown by force. This process is waived in this campaign. However, should the condition exist at the time of a dynastic transition (The King dies) then it increases the chance of Dynastic Turmoil. Also note that any garrison in the capital/homeland counts as being part of the new King's forces for this purpose.

Royal Marriage Rules

Marriage Effects

Royal Marriages in LOTE traditionally only help two things: Diplomacy Rolls and Increasing the Royal Family. Royal Marriages between Nations have little purpose beyond Roleplay value. In Deus Vult! this changes. Nations now gain a direct benefit when marrying between each other. Each Royal Marriage between two played nations comes with a direct benefit chosen by the players themselves. Of course, players must agree on which type of marriage bonus will be gained.

There are two general types of Marriage: Double- and Single-Sided. Double-Sided Marriages offer an equal bonus to both partners. Single-Sided marriages, on the other hand, only benefit one Partner, and are generally used as currency in other types of negotiations (Border Disputes, Peace Treaties, etc).

The Effect of Marriages end, naturally enough, when one partner of the Union dies. Nations have a grace period of one turn to re-marry between themselves to keep the Effect going. Wise rulers will quickly do so rather than face losing a bonus in military campaigns or the loss of trade with a lucrative partner.

To enact a Marriage, both royal family members must be in the same location and simply note it in both sets of orders. Once a marriage is enacted, the Wife is moved to the Husband's capital and remains there for the duration of the Union. If the Husband dies, the Widow is moved back to the original nation's capital.

Remember, marriage bonuses last for the duration of the marriage. This could get tricky if, for example, a Casus Belli is issued against you by a nation you share an Open Borders marriage with. In that case, to eliminate the bonus one must murder one of the spouses.

Type Effect
Favored Trade Partner Trade Route between Partner Nations receives +100 years to the duration.
Must currently possess a trade route.
Extended Trade Pact Allows two nations to trade together beyond normal trade ranges.

Both nations must still have eligible trading cities. Only distance factors are excused.

Military Alliance You do not suffer penalties with your partner when combining forces during foreign excursions. You may use your partners city as supply points during offensive actions.
Can still suffer Casus Belli penalties. Does not effect actions within your or the partner's controlled territories.
Defensive Pact You do not suffer penalties with your partner when combining forces when defending either nation. You may use your partners city as supply points during defensive actions.
Can still suffer Casus Belli penalties. Only affects actions within your and your partner's controlled territories.
Open Ports* Partners may treat each other's port cities as 'Friendly' for End of Turn Docking Purposes.
Fleets must still meet normal CCR limitations for Revolt Checks.
Open Borders* Partners receive guides within each other's nations for movement and CCR purposes.
Players without this marriage bonus must send leaders to guide foreign forces within their lands.
Mercantile Travel* Partners may ship NFP and Royal Family Members along their trade route without a leader.
Players without this marriage bonus may only ship gold and Agro without a leader.
Spy Network* Nations may assign their Intelligence Bonus Points to their Partner's Operations with an SO Operation.
The SO Operation used must be an Intel OB.
Assassin Network* Nations may assign their Intelligence and Assassin Bonus Points to their Partner's Operations with an SO Operation.
The SO Operation used must be an Assassin Operation.
Clerical Network* Nations may assign their Religious Bonus Points to their Partner's Religions Operations with an SO Operation.
Nations must be of the same Religion.
Good Relations* Casus points toward each other in both nations are reduced by Five.
One Shot.
Mercenary Brokerage* Nations may hire mercenaries in cities controlled by their partner.
  • These Marriages may also be Single-Sided. In that case, only one of the Partners receives the advantage.
Type Effect
Casus Belli Allows one partner to adopt a Casus Belli of the other.
Must choose one existing Casus Belli to share. One Shot.
Exiled Court One Partner may move it's Royal Family and Government to the other's Capital.
Allows a Position to survive with no capital or land holdings. Turn costs for exiled positions are reduced.
Imperial Eligibility Children of the Union are eligible for election as Holy Roman Emperor.
Only available to children of the current Holy Roman Emperor.
Religious Union Converts a Leader. Missionary Actions and Raise/Lower Religious Strength Actions undertaken by the primary nation receive a bonus in the secondary.
Nations must be of Tolerant Religions.
Granted Estates Allows a nation to Transfer a Region or City without the normal loss of Control Status.
Control Status can still be lowered due to Terrain, Culture, and Religious Limits. One shot.
Granted Men Allows a nation to Transfer Troops to the second with a lesser penalty.
Troops Transfers between Players without this marriage bonus are normally Halved. Halved again if differing Religions. One Shot.
Tithe Allows one nation to give up a percentage of its income every turn to the other.
Tithe percentage must be written in the Marriage Notes.
Papal Relations Allows one nation to transfer Papal Influence to a second nation.
Both Nations must be Roman Catholic. One Shot.
Legendary Marriages

There occasionally arise certain women in history who are so beautiful or beguiling that they are able to shape events despite the sexual repression of the times. When determining stats for female leaders there is a small modifier applied, giving them a bonus to Charisma/Guile. This can result in the woman ending up with a 'C' (Or 12) Rating of Charisma. When these woman are used in a political marriage, their status allows the marriage partners to pick an additional marriage bonus from the following list. Note that some effects require specific marriages to have been chosen from the above lists.

Type Effect
Trade Union Trade Route between Partner Nations receives another +100 years to the duration.
Must have chosen Favored Trade Partner or Extended Trade Pact.
Secret Trade Maps Merchants use shortcuts and hidden waterways to halve the distance of a trade route between the nations.
Fractions are rounded down, so a distance of three becomes a distance of one.
Enhanced Alliance Armies of both nations acting in tandem receive a special Battle Assistance effect.
Must have chosen Military Alliance (For Offensive actions) or Defensive Pact (For Defensive actions).
Military Support The husband receives +1 to his Combat stat for the duration of the marriage.
Diplomatic Support The husband receives +2 to his Diplomacy stat for the duration of the marriage.
Charismatic Support The husband receives +3 to his Charisma stat for the duration of the marriage.
Educated Midwives All HC actions between the husband and wife receive a bonus, making it more likely children will result, and less likely the wife will die during childbirth.
Educated Physicians The husband and wife can receive three wounds in a turn before being killed. An initial 'Killed' result counts as two wounds.
Hired Bodyguard The husband and wife each receive a free Counter-Assassination operation each turn.
Entwined Interests Whenever one partner receives or generates Casus Points, the other receives or generates half that many points as well.
Fractions are rounded off.
Family Union Casus points toward each other in both nations are completely reduced.

Must have chosen Good Relations. One shot.

Muslim Wives

As a slight advantage over their Christian counterparts, Muslim Rulers are not limited by the concepts of monogamy. As such, Kings of the Muslim religion may take up to four wives at any one time. Each wife may carry an advantage as above or be used for a diplomacy bonus.

Hostage and Prisoner Rules

The value of leaders taken prisoner or hostage in LOTE tends to be understated. Players can often or easily simply replace the held leaders, and move on with their orders with little thought. The following rules attempt to up the ante on the effect of gaining (and being taken) a prisoner. Capturing an enemy leader now means more than simply denying your opponent a leader slot until a new appointment is made. Now, enemy nations must either ransom back their leaders or you can execute the prisoner to cause a direct damage to the nation in some manner. The more high-profile the prisoner, the more the ransom will be worth, and the more damage that will be done via the execution. These rules are utilized with the following two new actions:

Ransom Prisoner

Type: Leader Action
Stat: Diplomacy
Code: RPR
Cost: 5 APs
Requirement: One of your leaders or royal family held prisoner. Must be taken in the capital of one of the involved nations.

The leader attempts to negotiate the release of a prisoner from an enemy by offering a one turn tithe to the captors. The action automatically succeeds. However, the level of the success determines the level of the tithe. Higher-Profile Prisoners add to the difficulty of the action, in essence making them more expensive to ransom. Each Leader Type has a maximum percentage that can be paid in ransom, so players at least have an idea on the most they could possibly pay during a turn:

2% Feudal Allies
3% Full Allies, Female Royals
5% Lieutenants, Bishops, Male Royals
10% Princes, Heir-Apparant
25% King Leaders

Of course, if multiple leaders are ransomed during the same turn, then the tithing will stack. Prisoners which remain captive for at least one entire turn are eligible to be executed by their captors.

Execute Prisoner

Type: Leader Action
Stat: Charisma
Code: EPR
Cost: 5 APs
Requirement: A Captive held for at least one full turn. Must be taken in the location of the Prisoner.

The Leader organizes an execution of a captive. The execution will cause turmoil and strife in the target nation as the family and those loyal to the now-deceased vent their frustration against the King who refused to Ransom the Prisoner. Alongside the Execution Order, the acting player may select a specific area to negatively affect: The success effect of the action determines how much the area is affected. High-Profile executions subtract from the difficulty of the action.

Investment Pick an Investment. That investment loses some number of GP. If the loss would drop the investment below zero, a 'negative' advancement roll is made to see if a level of advancement is lost.
Project Pick a National Project. That project loses some number of GP, NFP, or Years already invested. Only works on projects in progress, or physical projects (Bridges, Megaliths, etc). Cannot undo social/economic changes or regional cultivations once they have been completed.
Works Pick a location. That location loses some number of Public Works.
Control Pick a location. The nation loses some number of control levels over the location.
Stability The nation gains a higher chance of Dynastic Failure.
Technology The nation loses some number of Tech Points.

Executing a Prisoner accrues Casus Points against your nation, even if the execution fails to generate an effect.

Holy Roman Empire Rules

General Elections

The Holy Roman Empire evolved over time into a limited elective monarchy, and at the same time a state composed of many states. At its head stood an elected Emperor, who was the sole sovereign and monarch of Germany. The exercise of his power was considerably limited, however, by a body representing the member states, the Imperial Diet. Although the various princes and lords of the Empire were all his vassals and subjects, they possessed a number of privileges that brought them close to de facto sovereignty; in particular, the emperor could not intervene in their particular affairs as long as they ruled according to the law.

In Deus Vult! this limited election is represented by certain regions containing Electors - represented by the symbol on the maps. Each Elector counts as a single vote for the nation that controls it.

Game Startup
Elector Region Controlling Nation
Bavaria Duchy of Bavaria
Bohemia Kingdom of Bohemia
Lorraine Duchy of Swabia and Lorraine
Saxony Duchy of Saxony
Swabia Contested
Franconia Duchy of Thuringia
Tuscany Margravate of Tuscany
Archbishop of Cologne Papal Control
Archbishop of Mainz Papal Control

At game start there are seven electors split up amongst seven different positions. Each turn after the Emperor dies (And at game start) each player must vote for an eligible candidate to be crowned Emperor and King of the Germans. If a player controls more than one Elector, they need not use them for the same candidate. Uncontrolled and unissued Electors vote for the Candidate with the highest Charisma and Diplomacy totals.

Elections are handled on a special yahoogroup dedicated to the Holy Roman Empire. All nations which control an Elector or an Imperial Candidate gain access to the list. During the downtime of the turn, players may discuss, debate and give speeches on the list. Players with Electors then issue' votes on their next set of orders. The new Emperor is then crowned. In the case of a tie, the actual winner is determined by the following factors:

  1. The oldest existing son of the previous Emperor trumps all.
  2. Permanent Candidates trump others.
  3. The Leader with the highest successful Charisma Check.
Example: The votes are in and it is a three way tie between the Duke of Thuringia, the Duke of Saxony, and the Byzantine Emperor (Who is a Marriage Candidate). The Byzantine Emperor is trumped automatically by the two Permanent Candidates. The two Dukes then each make Charisma Checks - The Duke of Saxony gets a Success Effect of 3 while the Duke of Thuringia gets a Success Effect of 1. The Duke of Saxony is the new Holy Roman Emperor. Had one of the three tied candidates been the son of the previous Emperor, they would have won automatically.

Papal Electors

Two Electors, the Archbishops of Mainz and Cologne, are controlled by the Vatican. Any Roman Catholic Nation may try and gain control of one of these Electors for a turn by bidding Papal Influence.

Imperial Candidates

At game start there are five permanent Ducal candidates for Emperor, the King of Bohemia and Margrave of Tuscany controlling Electors but not being eligible for the crown. The King leaders of each of these five nations are the only eligible candidates for the first vote. These positions will always be eligible for Candidacy as long as the nation remains in the game.

Turn 015
Permanent Candidates Controlling Nation
Duke Conrad I Duchy of Bavaria
No Eligible Candidate Duchy of Saxony
Johann, Crown Prince of Swabia and Lorraine Duchy of Swabia and Lorraine
Duke Sieghard I Duchy of Thuringia

In addition, the oldest male child produced as a result of each special Imperial Eligibility royal marriage is eligible as a candidate. None exist at game start. New candidates will be posted as the game progresses.

Turn 015
Marriage Candidates Controlling Nation

Holy Roman Emperors

Winner Crowned Died
Gerhardt I of Swabia and Lorraine 1169 AD  ????
Heinrich I of Thuringia 1149 AD 1169 AD
Stephen I of Bohemia 1124 AD 1149 AD
Welf I of Bavaria 1118 AD 1124 AD
Magnus I of Saxony 1099 AD 1118 AD

Benefits of the Emperor

Being crowned Emperor in Deus Vult! comes with two distinct game benefits:

  1. The nation may use the Imperial Eligibility royal marriage for any of the Emperor's female offspring.
  2. The Emperor may propose or revoke one Imperial Law per turn on the special Holy Roman Empire yahoogroup.

When proposing a Law, the Emperor issues his proposal on the Holy Roman yahoogroup. Players on the list may then debate and discuss as usual. On the next set of orders, they must include how each of their Electors vote on the current Edict. If there are more 'yea' than 'nay' votes, the Law is passed and goes into effect the following turn. Electors which are not issued votes (Either because they are uncontrolled, or because the player did not include a vote in his orders) will vote determined by a Charisma check made by the Emperor. If he passes the check, the Elector votes 'yea,' if the Emperor fails, the Elector votes 'nay.' Separate tests are done for each Elector.

When revoking an existing Law, the Emperor again issues his revocation on the yahoogroup for discussion and debate. This time, if there is a two-thirds majority of 'yea' votes for the revocation, the Law is repealed. Non-voting Electors are handled the same way as above with a Charisma Check made by the Emperor.

Imperial Laws

Laws come with two areas, the Target of the Law - who the Law affects, and the Effect - what the Law actually stipulates.

Targets are chosen from the following list:

Holy Roman Emperor The Nation which controls the Holy Roman Emperor.
Elector States All nations which control at least one Regional Imperial Elector.
Permanent Imperial Candidate All nations which permanently possess Permanent Imperial Candidacy.

There is one exception to the above: If the Effect of the Law grants a nation a Permanent Candidacy in Imperial Elections, a single nation must be declared as the Target. Effects are much more freeform. In general, they come in the form of some sort of right or restriction. For example, perhaps the Emperor argues for the Elector States to owe a tithe to the Emperor or the Catholic Papacy. Perhaps he issues a Law that requires all Permanent Imperial Candidates to be Roman Catholic. Maybe after returning from Crusading, he declares that all further Emperors should spend the season after their election campaigning in the Holy Land. The only real limit is that the Law has to be something the Player(s) of the Target can reasonably adhere to.

When a Law is publicly broken or not adhered to by a Target they accrue Casus Points in all nations of the three Target types. Note that some Laws will not really be enforceable without directed Reveal Fact actions on someone's part. A Law with the Effect that all Elector States must invest 10 GP in Siege QR every turn, for example, will not trigger Casus Points as QR investments aren't reported publicly.

Following are the laws which have been successfully proposed and enacted by the Diet.

Turn Name Target Quick Effect
Startup Bavarian Candidacy Duchy of Bavaria The Duchy of Bavaria is a Permanent Candidate for elections of the Holy Roman Empire.
Startup Lorrainian Candidacy Duchy of Lorraine The Duchy of Lorraine is a Permanent Candidate for elections of the Holy Roman Empire.
Startup Saxonian Candidacy Duchy of Saxony The Duchy of Saxony is a Permanent Candidate for elections of the Holy Roman Empire.
Startup Swabian Candidacy Duchy of Swabia The Duchy of Swabia is a Permanent Candidate for elections of the Holy Roman Empire.
Startup Thuringian Candidacy Duchy of Thuringia The Duchy of Thuringia is a Permanent Candidate for elections of the Holy Roman Empire.
001 The Pilgrim Knights of the Temple of Jerusalem Elector States Each Ruler of an Elector State must provide The Popular Crusade with:
1) One Leader (Either granted as a Prince, or granted permanently 'On Crusade.')
2) A Gift of 10 mobile Units along with the leader.
3) A Gift of GP per turn equal to the support cost of the Gifted Units for as long as the Gifted Leader remains alive.
007 The Censure of Duke Thierry II of Lorraine Holy Roman Emperor The Emperor decrees that "Duke Thierry, God rest his soul, did in the opinion of the Diet behave in an unchristian manner in regards to Flanders."
008 The Great Western Wall Elector States Each Elector State must donate 10% of after-tax revenue to the creation of a Great Wall on the western border of the Empire.
009 Great Western Wall Revision Elector States Each turn, all Elector States are required to donate 10% of their NET gold (i.e., after deductions for government, military, etc.) to the purpose of BUILDING and MAINTAINING defensive works within provinces of the Empire which BORDER THE FRANKISH KINGDOMS.
010 Imperial Councils Elector States The Emperor may call a Council which lasts for 20 years. Each Council mimics one Marriage Bonus that applies to each Elector State which supplies an unmarried leader as a Councilor.

Conditional voting on Laws is absolutely allowed. Electors are encouraged to sell and rent their votes to the Emperor or his Opponants, voting a certain way only if the desired payment is received.

Holy Roman Empire Grouplist

The grouplist is publicly viewable, but only members may post. To be a member, you must either:

  1. Control the Holy Roman Emperor
  2. Control an Imperial Elector (Either Regional or Papal)
  3. Have permanent Imperial Candidacy for your Nation

The group can be found here: Holy Roman DV

Miscellaneous Rules Notes

Name Rules Note
Player Data All players must supply a valid email to receive turns and to be placed on the MSI. All players must supply their real name to the GM, though may use a moniker for the MSI list.
Nation Type Open Nations are allowed. Secret Orders are allowed (Combining Religious Orders and Secret Empires.) Religious Primacies are non-playable (See Vatican Rules.) Hordes have become a Random Event.
Culture Type Most nations begin as Civilized. African Nations begin as Barbarian. They may use a Free Start Build to move to Civilized.
Societal Base Note the new Tech Level limitations for Transformation Costs.
Economic Base Note the new Tech Level limitations for Transformation Costs.
Slave Economy Any non-Slave Economic type who uses sNFP directly (Other than selling to other Nations) has a chance of becoming a Slave Type Economy automatically. The percent chance is proportionate to the amount of Slave NFP used in the turn, to the amount of regular NFP produced during the turn.
Geographic Zone Five Geozones are currently in play: Western Europe [WEU], Central Europe [CEU], Eastern Europe [EEU], Middle-East and Persia [MID], and Africa [AFR].
Levels of Technology Most begin at Tech Level 004. African Nations begin at Tech Level 003. Tech Restrictions due to Religious Type have been eliminated for the Free-Start Rules.
Regional Income Max Tax is set at 1.0
City Income Max Tax is set at 1.0
Tax Status Open Nations do not begin with a Census. Secret Orders have an automatic Census. This Census is lost if the Secret Order controls any territory at standard (Non-Cultic) Control Levels.
Military Ratings All Nations begin with a base 2 aQR in Cavalry, Infantry, Siege and Warship. These may be increased with Free Start Bonuses and through normal investments.
Force Point Troop Support Not Used.
Pacified (p) If there is a hostile city or fortress in the region it must be under an effective siege for the region to be Pacified or Pacified Tributary.
Pacified Tributary (pt) Regions which are Allied, Friendly, or Homeland of another Nation may not become Pacified Tributary to attacking forces. Attacking forces instead must force full pacification on the location.
Claimed (c) Claimed Status is not being used. It is instead treated as an empty space, just like the space between Allied and Friendly. This means the initial Diplomacy action must result in two levels of control gained to have any effect.
Friendly (f) Friendly Regions are highly resistant to Diplomacy attempts. They must Fail a revolt check to even listen to another Diplomat, otherwise any bribery and arranged marriages are accepted to no effect. Also, the Diplomat must gain at least two levels of control in the Diplomacy success to lower the region the next step to Allied Status. A single level of success will likewise have no effect.
Homeland (hm) The double-income (x2.0) modifier for Homeland is being used, however with MaxTax no additional Revenue will actually be seen. Homeland offers a better defensive bonus for your troops, and is immune to revolt checks during Dynastic Failure. If the region your capital is in is Friendly (f) it automatically becomes your Homeland. If you ever move your capital, the Homeland Status is lost unless or until the region your capital is now located in becomes Friendly. At that point, it automatically becomes Homeland. Homeland regions are immune to enemy Diplomacy attempts.
Region Religion Cities are automatically the same religion as the region they are located in. New cities automatically adopt the Religion of the region they are constructed in.
Fortresses You must control the Region to construct a fortress. Only one Fortress may exist in any region at one time. Three types of fortresses may be constructed: Regional (r), Border (b) and City (c). Regional and City Fortresses add to the difficulty of any hostile military actions targeting that location. Border fortresses must be built along a specific border; Military Actions which target the region across that border suffer an increased difficulty. Military Actions across other borders suffer no penalty. cFortresses constructed within Port Cities and bFortresses constructed along Coastline borders are automatically considered Port Fortresses.
Trade Route Durations Trade Duration will be increased with the Turn 000 Free Start builds. This means all base Trade Routes will begin the game with a 5 Year duration. This number may be increased by the Free Start Bonus and through the Royal Marriage Effect: Favored Trade Partner.
Sea Zone Distance Nations may surpass the normal Three Distance limitation for Civilized cultures through the Royal Marriage Bonus: Extended Trading Partner.
Monopolies, Tithes, and Trade Cartels Monopolies and Trade Cartels are not in use. Secret Order Status and Papal Influence will be listed in this section. Government Loans and Tithes will also be listed here.
Unit Build Chart The Chart will be listed in your stat sheet. No optional units are being currently used. They may be added at a later date.
Ferry Arrows New Ferry Arrows may be constructed in any two regions in which the black coastal dots touch. Both regions must complete a 0.5 Level Megalith (Ferry Anchor). Once both sides are complete, a new [20 MSP] Ferry Arrow will be available. Nations which control at least one side of a Ferry Arrow may add MSP to the Arrow, increasing its Capacity. Ferry Arrows may be Blockaded by ships in the Seazone the arrow crosses, or by troops stationed in the region either anchor is in.
Trading with Nations Overland Land Trade always takes precedence over Sea Trade. MSP on routes converted to Land Trade will be converted to Internal Trade MSP.
Hands-Off-Trade HOT is in effect.
Mass Conscription Extra NFP from Mass Conscription must be used on Troop Builds. However, these mNFP may not be used to build Elite Units.
Training Levels In use.
Equipment Levels In use.
Hiring Mercenaries Mercenaries do not show up for service until the turn after you bid on them. You may only bid on a group of Mercenaries if you control a city in their Geozone. The Mercenaries must be hired from a city in their Geozone and will appear in the Garrison of that city on the following turn. Mercenaries may not be hired for extended campaigns. They must always be hired from a city in their Geozone. Mercenary aQRs will be two higher than the average QR in their Geozone. Mercenary bids must be written out fully: Hire WEU 20mi @ 1 GP Each - Location: Madrid - Total Cost: 20 GP. Mercenary bids must be made in increments of full GP.
Establishing Colonies Note the new higher costs.
Building Cities Note the new higher costs. Port Cities must be built adjacent to a specific Seazone or Island Zone. They may not straddle more than one zone.
Royal Roads Royal Roads are constructed from Region to Border as a Level 0.5 project, modified by terrain and border multiples.
Postal Roads Postal Roads are constructed from Region to Border as a Level 0.3 project, modified by terrain and border multiples.
Bridges Bridges must now be built in two sections, one in each of the regions to be connected. Project Level for each section is 0.5, modified by terrain.
Changing Government Types Note the new Tech Level requirements.
Families and Heirs See Royal Family Rules.
Feudal Allies Feudal Allies lead a full contingent of the Native Army value of their Region. As long as the Feudal Ally returns to his Region at the end of the turn, these troops regenerate freely. Feudal Allies who do not return to their Region do not regenerate troops. The number of Feudal Allies you may control is no longer limited by your BL Level. Instead, only capped by the general ([Tech Level] + [6]) Maximum Leaders.
Education of Royalty In use.
Espionage Open Nation Leaders may act as Intel or Assassin Operations and Bonus Points. Secret Order Leaders may also act as Religious Operations and Bonus Points. Bishop Leaders lent to Open nations by Secret Orders or the Vatican may also act as Religious Operations and Bonus Points.
Explore All nations begin the game with Rutters for all seazones within [Trade Range] of their controlled Port Cities. In addition to Exploring for additional Rutters yourself, you may trade Rutters with other Nations. To trade Rutters with another Empire, you must pen and ink enough Maps to spread throughout a Kingdom. This is done by constructing the 'Seazone Rutter' at a cost of 10 GP and 1 NFP. Once given or sold to another nation, these Seazone Rutters may be disbanded to add the Rutter to the receivers sheet. Rutters may be transferred along a Trade Route. Transferred Rutters are automatically disbanded in the same turn unless noted otherwise by the receiving player.
Found Religious Primacy Not allowed.
Have Children See Royal Family Rules regarding automatic HC actions by the King. Leaders running RULE or ADMIN actions may run HC actions concurrently if noted in the Player's orders.
Incite Rebellion Only useful against locations under the Pacified or Pacified Tributary Control Status.
Intervene in Mercantile Affairs In Use.
Piracy Must target a Port City instead of a Seazone. Will affect all trade routes that use that city as a From Port, a To Port, a Base Port for MSP, or as a Conduit.
Re-Equip Troops In Use.
Upgrade Troops In Use.
Assault Organization Causes damage to the GP Investment of the sector targeted. If the damage brings the Investment to a negative number, a negative investment check will be made, possibly resulting in a loss in the sector. This action may target any government statistic: BL, Infra, Quality Ratings; Intel, Assassin and Religious Operations and Bonuses, and the University.
Destroy Assassin Base Replaced with new Assault Organization rules.
Destroy Intel Base Replaced with new Assault Organization rules.
Rearrange Expenditures In Use.
Revise Orders In Use.
Formation of a Religious Primacy No new Primacies can be formed by player action. New Primacies might be formed by Random Event.
The Primate Religious Authority See the Vatican Rules.
Religious Orders Replaced by the Secret Order Rules.
Heresy and Schisms Heresies can be brought about by Random Event. They have a chance of spreading every turn, and if not crushed will eventually form a new version of the Religion. The Crush Heresy action, if successful, eliminates the Heretical Version of the Religion from a location completely. Missionary Work against a Heretical Region will convert a percentage back to the standard form.
The Capital and its Effects All Government, Espionage and Religious Statistics are based in the Capital. These can be lost if the capital is lost. Nations which lose their capital will have a new one created as long as they have a city of Friendly Status still under their control. If no friendly cities remain, the nation reverts to a Feudal Monarchy, and the King becomes the center of the Nation. Government Statistics in excess of the Feudal Monarchy limits may not be used. They may still be supported and kept, and will be restored once a capital is regained, but the extra leaders or infrastructure will not be in effect. A nation may disband its capital and seek harbor at an Ally's capital through use of the Exiled Court marriage bonus.
The Census In Use.
The Imperial Size Rating and its Effect All nations begin with an Imperial Size Divisor of Three.
Changing the Imperial Size Divisor You must indicate in your orders when you qualify for the increase. Some Nations qualify at game start, and this information should be included in the Turn 000 builds. Once you qualify, you may no longer hold regions at FA or PT status. FA regions automatically downgrade to NT. +ISD Nations must always use Attack to Pacify over Attack to make Tributary. Nations may voluntarily downgrade their Increased ISD status at the end of any turn.
Usury Restrictions Due to Muslim and Christian restrictions on Usury, Banks do not exist at this time. Jewish Banking Rules may be added at a later date.
Nomadic Societies Hordes are not playable. Instead, they are Random Events.
Migration Not in Use.
Natural Cultivation Not in Use.
Guiding Foreign Armies You must guide an army with a National Leader, not by simply noting permission in your orders. The exception is the Open Borders marriage bonus.
Sharing a Province Not in Use.
Ceding Regions The degradation amount may be nullified using a marriage bonus.
Secret Empires Replaced by Secret Orders.

Religious Interaction

Religious Interaction Chart

You REL CRC.gif REL CEO.gif RELsym CCO.gif REL CCA.gif REL ISU.gif REL ISH.gif REL PEU.gif REL PAF.gif REL PAS.gif
REL CRC.gif x T T T H H H T H
REL CEO.gif T x T T H H H T H
RELsym CCO.gif T T x T H H H T H
REL CCA.gif H T T x H H H T H
REL ISU.gif H H H T x H H H H
REL ISH.gif H H H T H x H H H

Maximum Region Status by Religion

Regional Religion is...
Your RS Same Tolerant Hostile
1 HM F A
2-3 HM F EA
4-5 HM A EA
6-7 HM EA T
8-9 HM EA NT
10 HM T P

Maximum Order Site by Religion

Regional Religion is...
Your RS Same Tolerant Hostile
2-3 CS CT CL
4-5 CS CT CL
6-7 CS CL CL
8-9 CS CL CC

Holy Cities

City Holy To
Rome REL CRC.gif
Jerusalem REL CCA.gifRELsym CCO.gifREL CEO.gifREL CRC.gifREL ISH.gifREL ISU.gif
Mecca REL ISH.gifREL ISU.gif

New Random Events

Deus Vult! has a few new Random Events specifically for the Time Period.

Name Effect
Spontaneous Exploration Merchants seeking favor with the King gift him with new Maps and a Sea Rutter.
Relic Rumors Word of a lost Relic is heard in a random region within the nation. The first leader to successfully perform a directed IL action to look for it gains the Relic.
Trade Route Takeover Merchants in the Nation successfully complete a lucrative arrangement on a random seaborne trade route. Half of the trade partner's MSP on the route is converted to MSP on your side. If this pushes you past capacity in the base port, your partner simply loses the MSP to the aggressive route trade tactics. If the partner has no MSP on the route, you instead gain 5 MSP to the route directly.
Papal Influence Wanes The nation earns the ire of the Pope for some slight, real or perceived. All accrued Papal Influence is lost. Only effects Catholic nations.
Papal Influence Waxes The nation earns the gratitude of the Pope for some accomplishment, real or perceived. The nation earns Papal influence to the maximum allowed. Only effects Catholic nations.
Minor Horde Attacks A horde is generated from the nearest likely source. (Steppe Nomads, Viking Raiders, Pagan Irishmen, etc.) The horde has 1D6x10 Units of the appropriate type and attacks a random cultivated region in the nation. If the attack is successful, they loot the region. They then demand a pay-off from the nation in the form of a 5% Tithe for three turns. The horde keeps attacking and looting a province in the nation each turn until they receive the three turns of Tithing or are defeated.
Horde Attacks A horde is generated from the nearest likely source. (Steppe Nomads, Viking Raiders, Pagan Irishmen, etc.) The horde has 2D6x10 Units of the appropriate type and attacks a random cultivated region in the nation. If the attack is successful, they loot the region. They then demand a pay-off from the nation in the form of a 10% Tithe for three turns. The horde keeps attacking and looting a province in the nation each turn until they receive the three turns of Tithing or are defeated.
Major Horde Attacks A horde is generated from the nearest likely source. (Steppe Nomads, Viking Raiders, Pagan Irishmen, etc.) The horde has 3D6x10 Units of the appropriate type and attacks a random cultivated region in the nation. If the attack is successful, they loot the region. They then demand a pay-off from the nation in the form of a 20% Tithe for three turns. The horde keeps attacking and looting a province in the nation each turn until they receive the three turns of Tithing or are defeated.
Surprise Proposal A Royal Person of age who is unmarried approaches their father with news they are betrothed to another. The Father has the choice of granting his blessing (In which case a Random Spouse is generated for the Royal), or refusing. In the latter case, the snubbed Royal must make a loyalty check. If they fail, they run off to marry their beloved anyway and are deleted from the stat sheet.
Marriage Troubles A random Royal Marriage between the nation and another is chosen. A Loyalty Check is made by both spouses. If either Spouse fails the check, they are doing something unbecoming: Affairs, Abuse, Scandals, etc. The aggrieved spouse expresses their displeasure to their Nation's King in hopes of having the marriage broken. If the King(s) ignore the request, the aggrieved spouse may take it upon themselves to solve the problem on their own.
Major Heresy A random region in the nation switches to a Heretical Version. All regions directly adjacent to the Heresy must make a Revolt check. If the check fails, that region embraces the Heresy as well. Each region converting to the Heresy downgrades one control level. If a region's Heresy is Crushed on the following turn, the control level is restored.
Mercenary Service A noble or higher up in the Nation hires a mercenary force and offers the service to the King. 2D6 random mercenary troops become available for use by the Nation for three turns. They appear in the capital of the nation.
Casus Belli Increase Some sort of dispute erupts between your nation and another. 1D4 Casus Points are gained by both of you.
Casus Belli Decrease A Diplomatic breakthrough is made between your nation and another. 1D4 Casus Points are appeased between both of you.
Crusader or Jihadist Leanings A random leader in the nation decides to go on Crusade or Jihad. The Secret Order with the Highest Status in the nation is chosen. If no Order has Status in the nation, the leader instead goes on a pilgrimage to Jerusalem or Mecca.
Tenuous Ties Abandoned A random non-Pacified location in the nation held by only Tenuous ties spontaneously loses them.
Tenuous Ties Declared The location in the nation with the lowest (non-Friendly or Homeland) status declares Tenuous ties.
Blossoming Beauty An underage girl in the Royal Family comes into her own as a Legendary Beauty.

Frequently Asked Questions

Free Start

Casus Belli
How hard is it to successfully declare war on another nation?
A: An Average Diplomat, Spending an Average amount of AP's on the action, has an Averge chance of success when Accrued Casus Points reach 10. Also, it is easier to Declare War on nations of differeing Languages or Religions.

Vatican Rules
Where in the rules does it explain how a leader/Bishop is chosen for Cardinal?
A: It doesn't. Bishops are leaders generated by the Vatican's BL. When a new Bishop Slot becomes available, through an Increase of a BL or the death of an existing Bishop, any Royal Family Members sent in by Open Nations make a CHA Check. The one with the Highest Success is appointed as a Bishop. If no Royal Family Members succeed in the check, a new Bishop is randomly generated as Normal. Cardinals are additional leaders allowed to the Vatican just like Prince Leaders. The Vatican may have 1 Cardinal Slot per 2 BL (rounded up). Each Bishop performs a CHA check when a Cardinal Slot becomes availabe. The highest success becomes the new Cardinal. If no Bishop succeeds, a new Cardinal is randomly Generated. Finally, this process continues for selecting the Pope. Any Cardinals make the CHA, the highest success gaining the Papal See. If no Cardinal succeeds, a new Pope is randomly generated.

Q: Can a son who is a bishop come back to the realm in case their is no heir?
A: No. Children sent to the Vatican are removed from Player Control and enter a life of service to God. This may change when and if more dedicated Alliance and Internationan Heir rules are added.

Secret Orders
Do you still get the free 4% Tithe on Open Nations before it begins to cut into National Revenue?
A: No. All tithes directly affect the Nation. This, combined with MaxTax set at 1.0, seek to make things much more competitive between Open Nations, Secret Orders and the Vatican.

Crusade Rules

Royal Family

Royal Marriages

Can Hostages be killed outright if I do not wish to allow a ransom?
A: Not outright. However, assassin operations targetting the captured leader will have a hefty bonus since you know exactly where they are. While this strays from realism, it is meant to add to the feel of the times.

Oaths and Vows

Holy Roman Empire

Can the Piracy action be deliberately targeted against the ships of a single nation only?
A: You may limit the action to one side only, but you suffer a penalty to the action, since the Merchant Ships would simply stop flying the flag of the target. However, it keeps you from racking up Casus Points against anyone but the Target. Keep in mind that House Rules for Piracy state the action affects a single Port City, rather than a single Seazone.

Q: How many Field Forts can you build in a region?
A: That depends on two things: Your Siege Quality Rating and the GPV of the Region itself:

The maximum number of Field Forts that can be built by a position in a region is limited to:

(GPv of the region +1) x (Siege QR/2) x Control Status Tax Multiple

Fractional forts round up to 1. Zero forts remain zero.

Control Status Tax Multiple
HM 2.0
F/A/EA/P 1.0
PT/T 0.5
NT/FA 0.0

Example: Kanem-Bornu has a Siege AQR of 2. Their Homeland is a GPV of 4. Thus, they can build [ (4 + 1) * (2 / 2) * (2.0) ] = 10 Field Forts. They hold a small 1 GPV region at Tributary status. They can build [ (1 + 1) * (2 / 2) * (0.5) ] = 1 Field Fort to protect the region.
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