Lords46: Rules: National Projects

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National Projects cover a wide range of efforts a nation may undertake beyond the simple construction of cities, armies and ships. They are divided into two main types – megalithic constructs, which tend to be large architectural efforts like roads, pyramids or canals – and national transformation projects, like abolishing slavery, or breaking down (or setting up) a caste system.

All Projects are defined in terms of an objective (building a pyramid), costs (GP, NFP and Time – which is counted in years), and supplementary requirements.

A Project is not complete until all costs are paid and the supplementary requirements satisfied. As a result, a project may take more time than initially required. To ease the burden on your poor, over-worked GM, payments of GP and NFP are not mandated in equal portions per turn of construction.

You may pay some, none or all of a project cost on a given turn – but the project as a whole is not complete until you have satisfied all of the requirements.

To start a Project you must pay at least 1 GP and 1 NFP.

Megalithic Constructs

The concept of Megalithic Construction covers a wide range of engineering feats. Basically, anything that is really big and impressive is a Megalithic Construction (MC). The Pyramids, the Great Wall of China, the Colossus of Rhodes, and so on, are all MC’s. For game purposes, all MC’s are graded in Levels.

Generally, an MC is a very large construction separate from other locations (cities or fortresses) in the same province. As such, it must be defended separately unless, when you are building it, you state that it will be within a city or a fortress will be built to protect the edifice.

Each Level costs fifty (50) GP, twenty-five (25) NFP and five (5) years to construct. Half-levels (costing 25 GP, 13 NFP and 3 years) are also allowed in certain cases.

If the region that a MC is being built in is taken by an enemy before it is completed, the Gold and NFP will be lost. Megalithic Constructions may be built in any controlled region of Non-Paying Tributary status or better.

Table 6-1. Summary of Megalithic Constructs

Construct Base Level
Canal 1-6
Intense Cultivation 2-3
Regional Cultivation 1
Royal Road 1
Great Walls 1
Postal Road 0.5
Monoliths Varies (min 1)
Bridge 1

Requirements for Megalithic Constructs

A Nation cannot build a Megalithic Construct whose base level is more than their Tech Level. So a Tech Level 1 nation can only build roads, great walls, postal roads, bridges and some canals.

Megalithic Construction Cost Modifiers

The Base Level cost of a given Megalithic Construction Project is modified by the terrain and the building nation’s Culture. If a Project straddles two regions, they take the cost of the more expensive terrain. If a Project straddles two regions, they take the cost of the more expensive terrain.

Table 6-2. Megalithic Construct Cost Multiples for Terrain

Culture Terrain Interaction Modifier
Easy 1.0
Rough 1.5
Difficult 2.0

Table 6-3. Megalithic Construct Level Modifiers for Border Type

Border Type Modifier
Type-1 Mountain +1
Type-2 Mountain +2
River or Canal +1


Base Level This varies as per the following chart.

There are many opportunities to build canals in the World. These vary in length for convenience and clarity. Once complete, certain Canals count as a Sea Zone for movement purposes and for tracing Trade Routes. Canals counting as a Sea Zone are marked with boldface in the table below. Some do not. They also count as Navigable rivers for movement purposes.

With the level costs posted before them, only the following canal zones may be built:

Table 6-4. Canal Construction Levels

Level Description
1 Kiel Canal (Skaggerak to the North Sea).
1 Lagoda Passage (Lake Lagoda to Gulf of Finland).
2 Volkhov Canal (Lake Lagoda to Lake Ilmen)
2 Necho’s Canal (Red Sea to Lower Nile to Med.).
3 Erie Canal (Lake Erie to Chesapeake Sea Zone via the Hudson River, which passes through the regions of Cayuga, Iroquois and Mohawk).
3 The Grand Canal of China (Huang Ho to Yangtze).
3 Duluth Canal (Great Snake to Lake Superior).
4 Queta Canal (across present day Nicaragua).
6 Panama Canal (across Cuna, Pacific to Caribbean).
6 Chicago Canal (Middle Snake to Lake Michigan).
2 Niagara Canal (Lake Erie to Lake Ontario)

Royal Roads

Base Level One

A Royal Road is built between the centers of two adjacent regions, or from adjacent city to adjacent city, if they are available. The primary effect of the Road is to halve the usual movement cost for moving from the first region to the second. This helps in extending the King’s Command Control Radius. Also, a nation’s ITV rating will increase when inland cities are connected by a royal road to the Capital.

If a Royal Road is built over a Mountain Range, then its level of cost is increased by one for each rating of the mountain. If a Royal Road is built across a navigable river (but not a Canal) then the cost is increased by one level.

Postal Roads

Base Level One-Half the equivalent Royal Road

The Postal Road is the poor cousin of the Royal Road, costing one-half that of a Royal Road in the same location. A Postal Road does not grant any benefit to army movement or revenue gathering, but does aid in extending the national Command Control Radius (CCR) by halving the AP costs of regions the Postal Road runs through for the sole purpose of CCR checks.

A Postal Road may be upgraded to a Royal Road by spending the other one-half of the Royal Road construction cost.

Regional Cultivation

Base Level One

In order to convert a steppe, wilderness or jungle region to cultivated, a Level 1 Megalithic Construct must be built. There is no need to support this project. Note! The Terrain Modifier of the province affects the cost.

Example: The Russians have built a city in Murom, which has had its inevitable effect and 30% of the province is cultivated as a result. The Tsar, however, has grown bored and decides to cultivate Murom now. Russia is Civilized, so a level 1 project in a wilderness region would be adjust to a level (1 × 1.5 = 1.5). The base cost would be 75gp, 37.5nfp and 7.5 years.

Intense Cultivation

Base Level Two or Three

To convert a region from a cultivated to intensely cultivated requires 2 or 3 levels of Megalithic Construction. The differentiation between 2 and 3 level MC’s are noted by the cost in parentheses. Conversion to this new terrain type is instantaneous upon completion of the project. There is no need to support this project. During the Medieval Era only certain regions are eligible to become Intensely Cultivated. Listed below is a list of these regions grouped together by Geographic Zone.

Table 6-5. Regions Eligible for Intensive Agriculture

Geographic Zone Eligible Regions
Central Asia Khwarzim (3)
China Honan, Anhui, Szechwan, Hupei (2)
Central America Valley of Mexico (2)
India Uttar Pradesh, Rajput, Jaunpur, Maghada, Gaur, Palas (2)
Japan Kwanto, Yamato (3)
Middle East Mesopotamia, Mosul, Hahmar, Abadan (2)
North Africa Mansura, Egypt, Faiyum (2)
South East Asia Khemer, Annam, Pegu (3)
Western North America Patwin, Yokuts, Serrano (3)

Monoliths and Religious Monuments

Base Level Varies

These are all the other structures you can build as Megalithic Construction. These are the huge religious shrines, triumphal arches and gravestones to be built at the whim of the ruler. A Religious Monument adds one to the Religious Strength of the nation that builds it for each two Levels in size that it is. The maximum boost to Religious Strength is +1 per turn.

If you can keep these Monoliths preserved over the centuries, your nation can begin to make money off the tourists who will come by to see your amazing megalith. If the Monolith is of a religious nature then any city that may be in the same province may become a Sacred City as a result.

Each Monolith that is built will be placed on the map with its own unique symbol.


Base Level One

A bridge can be constructed over any Navigable River, connecting two adjacent regions. If the border of one or more of the two adjacent regions that the bridge is being built between is also a Mountain border, then the cost is multiplied by 1.5.

Each Base Level of a bridge requires the expenditure of one point of Industrial Capacity.

Once a Bridge is completed, it obviates the extra cost of moving across a Navigable River.

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