Lords51: The Order Form

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Contents

Introduction

(Current L51 section, undergoing mass revision)

The Order Form is how the player communicates to the GM what they wish their nation to do each turn. It will indicate where the nation has earned its gold, how it is spending it, what it is building, and where its troops and Leaders are to be.

The form itself is divided into six sections: Player data, Trade and Mercantile Activities, Espionage Activities and Notes, Construction of Units, Expenditures and the Movement section.

An example of a filled-out order form can be found at the end of the Charts & Tables section. Blank order forms (in a variety of formats) can be downloaded from [1].

  • NOTE As of 2007 nearly every LOTE campaign is going with an Excel only order form. In Lords 51 I will accept Excel only and recommend printing them out. If I cannot read it I may not process it the exact way you wish. Remember, an unhappy GM is a cruel and merciless GM.

Player Data

At the top of the order form are spaces provided for player information. The name of the nation, and the name of the player, the campaign number and turn, the player’s phone number and e-mail address. All this information is for the GM only. In the My Lords section all of the nations which you can establish trade with will show the email address of the player.

Expenses

Your status report shows the various sources of Income available to you in the Economic Information section. The sum of Regional Income, City Income, Inter-City Income (including extra income from Royal Roads), Public Works Income and Inter-Nation Trade Income is your Base Revenue. Multiply this figure by your current Tax Rate and you get your Net Revenue for the current turn. This number when combined with Saved Gold will produce Total GP available for this turn.

Total NFP is taken from the stat sheet as well. These numbers are your revenue for this turn.

Once it has been determined how much you have to spend, you must indicate how you are going to spend it. Below the revenue section are the support costs that a nation must pay for upkeep. These are Troop Support, Government Support, Intel Support, and Project Support and Religion Support. (Change Religion to Magic later)

Following the Support Costs are opportunities to invest in government, education, espionage ratings and each of the Army QRs. Some blank lines are provided in case you decide to spend your money on things like diplomacy, Leader pensions, sending gold to other nations, donations to the poor, and throwing wild parties and the like. The line labeled “So Far” is used to subtotal the previous expenses. The space labeled “Builds” is for the total GP and NFP spent in the Construction section. “Total Spent” is the sum of “So Far” and “Builds”.

The final line labeled “Saved” indicates the amount of GP and NFP left after this turn to be available for the next turn. The Saved amounts are simply the Total GP and NFP available (“Total”) minus any GP and NFP expenses for the turn (“Total Spent”).

Gold Carried by a Leader

On some occasions, national GP may be in the hands of a specific Leader (and so noted on the stat sheet). In this case, only that Leader may spend the GP (usually for bribes) at his current location; unless the Leader returns to the Capital and returns the GP to the treasury, in which case it goes into your Saved GP.

Investments

All QRs, Espionage ratings, the Bureaucratic Level and Infrastructure can be increased by the investment of Gold, NFP or sNFP. Whether or not a QR, BL or Infrastructure goes up is based on the luck of the bones. Of course, the more invested, the more likely it is that the rating will go up. And the higher your QR, BL or Infrastructure, the harder it is to make it go even higher. In the special case of BL, your Imperial Size can also hinder promotion.

Each NFP invested in a statistic counts as 2 GP. Slave economy nations may use slave NFP for investment purposes.

Investment into a particular rating will accumulate until the investment is good enough to bump the rating to the next level. All investment into the rating is thus expended and the investment will drop back down to zero.

Monies, once invested in a rating, cannot be recovered or withdrawn from the Investment.

Also a nation’s Education Level also regulates the maximum Quality Rating for each of the military types.

Table 5-2. Max. QRs per Race and Education Level

Ed. Level
Dwarf
Elf
Goblin
Orc
1 6 5 4 4 6 5 6 4 5 5 5 4 6 4 5 5 5 5 5 5
2 7 6 5 5 7 6 7 5 6 6 6 5 7 5 6 6 6 6 6 6
3 8 7 6 6 8 7 8 6 7 7 7 6 8 6 7 7 7 7 7 7
4 9 9 7 7 10 8 10 7 9 8 8 7 10 7 8 8 8 8 8 9
5 10 10 8 8 11 9 11 8 10 9 9 8 11 8 9 9 9 9 9 10
6 11 11 9 9 12 10 12 9 11 10 10 9 12 9 10 10 10 10 10 11
Type I A C W S I A C W S I A C W S I A C W S


Ed. Level
Nu'jree
Halfling
Human
Lizardman
1 - - - - - 5 6 4 5 4 5 5 5 6 5 6 4 4 6 5
2 6 6 6 6 7 6 7 5 6 5 6 6 6 7 6 7 5 5 7 6
3 7 7 7 7 8 7 8 6 7 6 7 7 7 8 7 8 6 6 8 7
4 8 9 8 8 10 8 10 7 8 8 8 9 9 10 9 10 8 7 10 8
5 9 10 9 9 11 9 11 8 9 9 9 10 10 11 10 11 9 8 11 9
6 10 11 10 10 12 10 12 9 10 10 10 11 11 12 10 12 10 9 12 10
Type I A C W S I A C W S I A C W S I A C W S


Notes of Table 5-2

The Types listed on the bottom are:

(I) Infantry (A) Missile (C) Mounted (W) Vessel (S) Siege

Seafaring Nations have -2 Cavalry, +2 Warship

Failure to Pay Support Costs

Failure to pay your Support Costs is likely to have a severe detrimental effect on your nation: troops are likely to mutiny, disperse or turn mercenary, clerks, and officers will seek alternative employment, and Leaders may end their allegiance. Your nation will start to fall apart at the beginning of the turn.

If you cannot pay your Support Costs then there are a number of options available to you:

  • Order your armies to immediately loot and your fleets to conduct piracy wherever they are, hoping they do not disperse or mutiny before then.
  • You might have salted away enough in Saved to pay the Support Costs...

Construction

Before a nation can build an item (public works, cities, projects, units, etc.) they must meet four criteria:

  • They have the GP to pay for the item.
  • They have the NFP (if needed) to pay for the item.
  • They have a valid Build Location for the item.
  • The item is on their build chart.

Valid Build Locations fall into two main categories:

  • Non-mobile-unit items – cities, public works, projects, fortifications – can be built at any Controlled region or city to which a valid Line of Communication can be traced.
  • Mobile units – infantry, cavalry, warships and so on – must be built within the confines of the Homeland Build Zone.

Different types of construction appear at the start or end of the turn. For example, it is not possible to build PWB above the maximum GPv of a city on the same turn that the city itself is being expanded. Cities are built/expanded at the end of the turn; PWB is built at the beginning.

Table 5-3. Build Completion

Build Type When Complete
City End of the Turn
Colony End of the Turn
Ferry Point Start of the Turn
Fortress End of the Turn
Monolithic Construction End of the Turn
Port Area End of the Turn
PWB Start of the Turn
Region End of the Turn
Trade Route Start of the Turn
Units (excepting Wallpoints) Start of the Turn
Wallpoints End of the Turn

Lines of Communication

Lines of Communication are traced from the Capital of the nation (or the Homeland, if there is no capital) via a contiguous series of controlled (at Tributary or better) regions and/or unblockaded Sea Zones or Ferry Points to the designated region or city.

To trace by sea, the LOC must run through a controlled Port City into the first Sea Zone, and must exit through a controlled Port City as well, when returning to land.

Example: Japan wishes to build some field forts in Parhae (just north of Korea proper). The Japanese capital is at Heian in Yamato province. The shortest possible LOC would run from Yamato, by land through Shimane province to the port town of Himeji on the Dozen Wan, through that sea zone, through Choson Mon and into the port city of Adak in Anshan province. Then the LOC could continue overland to Parhae. However, if the Japanese did not actually control a port city on the mainland, they could not build cities, fortifications or projects there – even if they controlled the provinces of Korea and Manchuria.

For Orders, Secret Empires and Merchant Houses the Control Web is used to trace the Line of Communication over land. If the Control Web has to jump across a sea zone or ocean, then NFP has to be shipped (by a Leader) from a controlled site connected by a land-based control web to their capital, unless they control a port at both ends at Tributary or better.

Note that if the Order Fortress/ Stronghold / Home Office is based in a port city then it acts in this instance as a control status ‘at Tributary or better.’

Homeland Build Zone Restrictions

Mobile national units can only be built in the Homeland, Friendly Cities, or Fortresses within the Homeland Build Zone (HBZ). The HBZ is defined those friendly regions within (HBZ) Action Points of Movement from the Capital, or the Homeland province if there is no Capital.

The HBZ does not cross a Sea Zone or Sea Arrow, but may cross a controlled Ferry Point.

If there is no Port City within the HBZ then the nearest Port City (in Action points) to the Homeland can be used to build ships.

Allied regions and Cities may only be used for the construction of units of the appropriate ‘owning’ Ally. An Allied region or City counts as a Homeland for the specific Ally only.

Field Fort units may be built in any controlled region. Field Forts built in Allied, Economic Allied, Feudal Allied, Tributary or Non-Paying Tributary region belong to the region, not to the ‘national’ government (but can be used as ‘national’ garrisons and still require support costs to be paid, where applicable).

Orders, Secret Empires, and Merchant Houses trace their Homeland Build Zone from their, Order Fortress, Stronghold and Home Office.

Building Public Works

A player’s investment in Public Works represents resources spent on better housing, roads, public sanitation, smithies and the like. The immediate result of such investment is a return of GP as noted by the Public Works Bonus on the player’s Status report.

Public Works may be built in any controlled Region or City up to the maximum allowable for each kind of location (see Table 5-5 Maximum Public Works Bonuses).

The cost of building a Public Works point varies by the terrain of the region it is being built in. City Public Works, in contrast, have a fixed cost. In the following table of costs, 1 NFP or sNFP can be substituted for 2 GP.

Table 5-4. Public Works Point Costs

Terrain
Type
Racial Type
D E F G H L N O
A 15 GP 20 GP 20 GP 15 GP 20 GP 20 GP 20 GP 15 GP
B 20 GP 10 GP 15 GP 15 GP 15 GP 10 GP 20 GP 15 GP
B1 N/A N/A N/A N/A N/A 10 GP N/A N/A
B2 N/A N/A N/A N/A N/A 10 GP N/A N/A
D 20 GP 20 GP 20 GP 20 GP 20 GP 20 GP 10 GP 15 GP
D1 N/A N/A N/A N/A N/A N/A 10 GP N/A
D2 N/A N/A N/A N/A N/A N/A 10 GP N/A
F 10 GP 10 GP 10 GP 10 GP 15 GP 15 GP 15 GP 10 GP
F1 10 GP 10 GP 10 GP 10 GP 10 GP N/A N/A 10 GP
F2 10 GP 10 GP 10 GP 10 GP 10 GP N/A N/A 10 GP
G 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP
G1 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP
G2 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP
H 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP
H1 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP
H2 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP 10 GP
M 10 GP 15 GP 15 GP 10 GP 15 GP 15 GP 15 GP 15 GP
M1 10 GP N/A N/A 10 GP N/A N/A N/A 10 GP
M2 10 GP N/A N/A 10 GP N/A N/A N/A 10 GP
S 15 GP 20 GP 20 GP 15 GP 20 GP 20 GP 10 GP 15 GP
S1 10 GP N/A N/A 10 GP N/A N/A 10 GP 10 GP
S2 10 GP N/A N/A N/A N/A N/A 10 GP N/A
W 15 GP 10 GP 10 GP 15 GP 15 GP 15 GP 15 GP 10 GP
W1 N/A 10 GP 10 GP N/A 10 GP 10 GP N/A 10 GP
W2 N/A 10 GP 10 GP N/A 10 GP N/A N/A 10 GP

Each region and city also has a maximum number of Public Works points that can be built in it. This limit is based on the terrain and GPv of the region, and the GPv of the city, as shown in the following table:

Table 5-5. Maximum Public Works Bonuses

Terrain
Type
Racial Type
D E F G H L N O
A GPv x 5 GPv x 2 GPv x 2 GPv x 2 GPv x 2 GPv x 2 GPv x 2 GPv x 2
B GPv x 2 GPv x 5 GPv x 5 GPv x 2 GPv x 5 GPv x 15 GPv x 2 GPv x 5
B1 N/A N/A N/A N/A N/A GPv x 15 N/A N/A
B2 N/A N/A N/A N/A N/A GPv x 20 N/A N/A
D GPv x 2 GPv x 2 GPv x 2 GPv x 2 GPv x 2 GPv x 2 GPv x 15 GPv x 5
D1 N/A N/A N/A N/A N/A N/A GPv x 15 N/A
D2 N/A N/A N/A N/A N/A N/A GPv x 20 N/A
F GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 10 GPv x 5 GPv x 5 GPv x 15
F1 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 10 N/A N/A GPv x 15
F2 GPv x 20 GPv x 20 GPv x 20 GPv x 20 GPv x 15 N/A N/A GPv x 20
G GPv x 15 GPv x 10 GPv x 15 GPv x 10 GPv x 15 GPv x 10 GPv x 10 GPv x 10
G1 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 15
G2 GPv x 20 GPv x 15 GPv x 15 GPv x 15 GPv x 20 GPv x 15 GPv x 15 GPv x 15
H GPv x 15 GPv x 10 GPv x 15 GPv x 15 GPv x 15 GPv x 10 GPv x 10 GPv x 15
H1 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 15 GPv x 15
H2 GPv x 20 GPv x 15 GPv x 20 GPv x 20 GPv x 20 GPv x 15 GPv x 15 GPv x 20
M GPv x 15 GPv x 5 GPv x 2 GPv x 15 GPv x 2 GPv x 2 GPv x 2 GPv x 10
M1 GPv x 15 N/A N/A GPv x 15 N/A N/A N/A GPv x 10
M2 GPv x 20 N/A N/A GPv x 20 N/A N/A N/A GPv x 15
S GPv x 5 GPv x 2 GPv x 2 GPv x 5 GPv x 2 GPv x 2 GPv x 15 GPv x 15
S1 GPv x 10 N/A N/A GPv x 10 N/A N/A GPv x 15 GPv x 5
S2 GPv x 15 N/A N/A N/A N/A N/A GPv x 20 N/A
W GPv x 5 GPv x 15 GPv x 15 GPv x 5 GPv x 10 GPv x 5 GPv x 5 GPv x 15
W1 N/A GPv x 15 GPv x 15 N/A GPv x 10 GPv x 10 N/A GPv x 15
W2 N/A GPv x 20 GPv x 20 N/A GPv x 15 N/A N/A GPv x 20


Example: The Venetian Republic, a Human Nation, wants to build some Public Works in the province of Verona. Verona is a 4 GPv HG2 Human Grassland 2 province, so it can have a maximum of (4 × 20 = 80) Public Works points in it. Currently it has 61 Public Works points. They could build up to 19 more points. Since Verona is a HG2 region, each Public Works point would cost them 10 GP (or, alternatively, 5 NFP).

Public Works revenue is affected by the Region Status Taxation multiple. Thus, tributary regions will produce only one-half of their Public Works value in revenue, while Public Works in Non-Paying Tributary regions produce no revenue.

When a player decides to invest in Public Works they purchase the Public Works Bonus points at the cost listed above and then designates the region or city in which they will be expended. Thereafter, the PWB points are fixed and cannot be moved. Additional points may, of course, be expended, but only up to some multiple of the Region’s GPv as described in the previous table. If the region or city containing the PWB points is lost, the Public Works points are lost as well.

Public Works points in a location (region or city) may be destroyed by the following circumstances, depending on the severity of the event:

  • Battle between armies in the region.
  • Siege of the city.
  • Raids against the region.
  • Civil unrest.
  • Random Natural Disasters.

Public Works points in a region or city will be destroyed by the following circumstances:

  • Sacking or Burning the city.
  • Genocide of the region or city.
  • Scorched Earth action in the region.
  • Looting the region.

Public Works points that are destroyed by any of these means must be rebuilt from scratch.

Mass Conscription

In times of dire need a nation may call up extra manpower from the young and the old; those who would not normally bear arms. By declaring ‘mass conscription’ a nation may expend up to twice (×2) the usual amount of NFP they receive each turn. This overspending is deducted from the replacement NFP that a nation would normally receive on the following turn.

These extra NFP, however, can only be used to build troop units - not for investments, megalithic constructions or any other purpose than troops.

At a maximum a nation can only mass conscript every other turn. In addition, you cannot mass conscript if you have negative NFP in the Pool. (This may happen during a war where the mass-conscripting nation loses some friendly regions or cities during the turn, and they find themselves at a negative on the following turn).

Mass conscription is only an option for open nations. Orders and Secret Empires cannot mobilize their population in this manner.

Example: The French are in a tight spot, being attacked by the Germans and the Spanish simultaneously. They are getting 23 NFP per turn usually and they declare mass conscription. As a result they can spend up to 46 NFP in the current turn. The next turn, assuming that they spent all 46 NFP, they will get no NFP at all.

Building Armies

To construct units, such as infantry, you must note how many you wish to build, and where you wish to build them, and which army (if any) they are being assigned to first. With any form of construction you must note the GP, NFP and Industry expense in the appropriate columns. Once you’ve noted all the construction you will do in the turn, total the GP and NFP columns and place the totals on the Expense Section line labeled “Builds”.

Unit build costs are listed in the Unit Build Chart, and are indexed by the Race Type of the building nation. Unless otherwise specified, all units are mustered at the beginning of the new turn.

There have always been restrictions upon where the units could be built. With Lords 51 the various places each is allowed to be mustered at are listed on the Build Chart itself. Village, Town, and City are all terms used to define the size of a 'city'.

Mobile units can move the same turn that they are mustered. Troop Support is calculated at the end of the turn, so units do not have to be supported the turn that they are built, but rather the turn following. Coastal Homelands are considered to be Port Areas for the purposes of ship construction.

Industry Limits per City

Many kinds of units require the use of City Industry to build, in addition to GP and NFP. As a result, the City Industry rating of the build location will limit the total number of units which can be constructed in a single turn.

The Industry capacity of a City is noted as an iXX value in each City description line on your stat sheet.

The Industry cost of a unit is given in the Build Charts, under the IndCost column.

Basic Unit Types

There are a few kinds of units available for play in Lords of the Earth.

MOUNTED (C): Various races use different mounts depending on their native terrain and what they have been able to domesticate. Horses, Wargs, and Giant Lizards to name just a few. Some mounts may obly be able to be used for one specific purpose. A mammoth would never be XC.

  • XC - Light Mounted: The mount is left basically free of encumbrances to maneuver and increase the speed at which the unit can travel. The rider wears light armor such as leather and padded varieties and uses smaller, lighter weapons such as a short sword, light lance, etc. The fastest unit on the battlefield offers quick strikes and good scouting capabilities.
    • Example: Goblin Wolf Rider
  • C - Normal Mounted: The mount has some minimal protection, but the rider wears a heavier armor such as chain mail. In addition his weapons are of a heavier variety to inflict more damage. Likely to be the main unit of any mounted force this type of unit creates the groundwork which the mounted army is built around. Against infantry they gain several advantages some of them being speed and impact.
    • Example: Orc Horseman
  • HC - Heavy Mounted: Rider and Mount are even more heavily armored. The soldier has on heavy metal armor, uses a shield and has a large helm as well. The mounts have on some sort of barding to protect it as well. A longsword, lance, and a crushing weapon typically adorn the saddle of a soldier outfitted thus. Somewhat slowed due to the weight that the creature must carry the shock of the Heavy Unit hitting any normal line is devastating.
    • Example: Human Heavy Cavalry

INFANTRY (I): The grunts of some armies and the bulk of others. These units are of widely varying strengths and abilities. Race also plays a factor in the composition of the unit type. The sheer size of a Lizardman Infantry soldier for example against that of a Goblin is no debate.

  • XI - Light Infantry: The skirmishers, scouts, and in naval situations marines of the conflict. Their equipment is lighter to reduce the amount each person must carry. This is either by design or because of a lack of funds. A sword and dagger may be all they use.
    • Orcish Scouts
  • I - Infantry: Shield, Light metal armor, a primary blade and a secondary weapon usually equip the standard infantry unit. Certain races have advantages simply due to size or better initial skill in crafting the weapons and armor which protect the foot soldiers.
    • Lizardman Warrior
  • HI - Heavy Infantry: Survivability is favored over maneuverability. Siege warfare and holding against mounted charges are all part of the job for the typical heavy infantrymen.
    • Dwarven Heavy Footmen

Missile (A): A great combined arms unit. Slings, Bows, Javelins, and Crossbows make up the bulk of the items seen throughout the lands. Their uses vary from being used aboard ship, behind high walls, or in combination with other units granting them the ability to often strike down some of the opposing force prior to actual combat making them valuable in both defensive and offensive capabilities.

  • XM - Light Missile: Lightly armored in leathers and padded type of protection. The missile is typically something of a lighter variety to not be bulky for speed. A shortbow, sling and javelin would be a typical weapon along with a small hand to hand weapon in case they would need to defend themselves.
    • Halfling Slinger
  • M - Missile: The average missile troop in most armies. Some additional protection against return fire or in case of attack against themselves they have better training and at least one somewhat decent weapon for hand to hand combat. A larger more powerful missile is fired from the device used. Broad headed arrows, Bolts, or sling bullets would typically be seen.
    • Elven Archer
  • HM - Heavy Missile: Close to the equivalent of a normal infantry soldier with a heavy missile weapon included. The longbow and the heavy crossbow would by a oft used weapon in these units.
    • Dwarven Heavy Crossbowman

(S) Siege Engineers, (F) Field Forts, and (WP) Wall Points all similar to typical LOTE. A variety of racial tendencies and abilities makes each races unit quite different.

SIEGE ENGINEERS (S): A very specialized unit, the Siege unit is formed of a cadre of professional engineers, sappers, miners and demolition experts. Carrying little save their skills and certain useful tools (pulleys, saws, drills, winches and, of course, shovels), the Siege unit also has a large number of laborers attached. On site, these units will build ballista, catapults and siege platforms for use in siege situations.

Engineers may also assist an army undertaking a Defend action by building fieldworks and fortified camps.

FIELD FORTS (F): The Field Fort in Lords 51 is not considered a Castle in and of itself. It could be a small keep or a hill fort surrounded by wooden palisade. Regardless additional defending troops would not man the walls in great numbers (as they could with a Fortress or Walled City) nor would they have comfortable housing inside. Two key advantages of these Strongpoints is their location and ability to allow defenders a rallying point. Usually built on higher ground with means to signal those nearby of approaching enemies and such. Field Forts in large numbers have been known to turn away armies. Intrinsic infantry units man Field Forts but these troops are attached to the fort they are in and therefore cannot move. Thus a Field Fort makes an ideal garrison.

Armies defending in regions containing friendly field forts get a bonus in combat, in addition to the strength of the forts themselves. There is no secret multiplier of 5, every field fort helps in some small way. The presence of 5 or more Field Forts will also cause an attack action to take more AP to complete, slowing down your enemies.

If Field Forts are built for an Ally at the one-half NFP rate, then the Forts belong to the Ally.

Field Forts fight using the Siege QR of the nation.

Forumula used for Lords 51 Campaign:

  • GPv+1 x Siege QR = allowed number of Strongpoint builds
  • Allowed per region no matter GPv, Siege QR, Race, etc = 5
  • Maximum per GPv = 15


Example: Britain has a 1 GPv desert region. Their Siege QR is 2. Normally they could only build 4 Field Forts but there is an allowance of 5 no matter the ratings, race, etc. If Britain had a Siege QR of 4 then the formula would be 1 GPv + 1 (2) x Siege QR (4) or 8.

Fractional forts round up to 1. Zero forts remain zero. To state once again the presence of 5 or more Strongpoints in a region adds an additional +1 Movement Modifier to any enemy moving through the region.

WALL POINTS (WP): Also known as “City Forts”, these units are added directly to the defenses of Cities or Fortresses. Each covers a wide range of possible defenses, including such items as: the city garrison itself, thicker walls, added bastions, escape tunnels, blind walls, and hot boiling tar. Though quite capable of defending a city by themselves, they can be aided by Siege units and Infantry.

WARSHIPS (W): These formations are composed of ships outfitted for war and raiding at sea. Although they possess a nominal ability to carry cargo, they are more suited to the swift shock of combat and the sudden dawn raid. Like all units, they vary in composition and form; from the sleek longships of the Northmen, to the archaic galleys of the Mediterranean, to the formidable junks of the Asians.

TRANSPORTS (T): While the Warships may deign to carry men and material, the Transport is a ship built for the task. Characterized by a lack of maneuvering speed and combat capability, the Transport excels at moving large amounts of cargo long distances. In general, these ships, when put to war, are confiscated or rented from the merchant classes.

Demobilizing Units

While units will disappear if maintenance costs are not paid for them, there may arise situations where the player desires to demobilize units to use the NFP they represent for other things. Units may only be voluntarily demobilized to:

  • build, expand, or rebuild cities in the region where they are demobilized,
  • participate in Megalithic construction projects in the region where they are demobilized,
  • be converted to another unit type at a valid build location within the region in which the units were demobilized,
  • settle a colonizable region in or adjacent to the region in which they are demobilized,
  • build Public Works in the region in which they are demobilized.

When units are demobilized, they produce the NFP used to build them. The NFP from demobilized units can provide all or part of the NFP of a project.

The following kinds of units may not be demobilized directly into NFP: Ferry Points and Merchant Shipping Points. MSP may, however, be converted into ship units (with the appropriate cost) and those ship units may be demobilized.

Allied troops can only be demobilized to build Public Works, build or expand a city, create a colony (see Colonize Region and Colonize Inhabited Region), or convert to another unit type; in each case the resulting Public Works, city, region, or unit belong to the Allied Leader. If demobilized as a colony, the resulting colony is Friendly to the Allied Leader, and would appear on the Nation stat sheet as an Economic Ally - with a note indicating they are actually part of the Ally’s fief.

Units that are demobilized by a lack of Troop Support do not reenter the NFP pool; they are lost. Units can be voluntarily dismissed to reduce the Troop Support, but such NFP are also lost and do not reenter the NFP pool.

Building Fortresses

The Fortress is built and designed for military purposes only. These massive constructions are capable of holding out in long sieges, training new forces, and providing a safe haven for armies. A Fortress is built by spending 10 NFP and 10 GP. This will create a foundation, bring in the proper manpower and structures needed, along with providing 1 Wall Point. Additional Wall Points can be built to increase the ramparts of a fortress. If a fortress is built next to a sea zone, a port can be declared, creating a Port Fortress. A City may be built around a Fortress, but not vice-versa. If a Fortress is built in an area that already has a city, then the Fortress will be built outside that city.

A player may elect, however, to build a Fortress adjacent to an existing city. If the city then expands, it may encompass the Fortress.

Building Troops for Allied Regions

In addition to building national troops, the nation may also raise and equip levies for its various Full Allied Leaders and their regions. Such troops become the property of the Full Allied Leader and only that Full Allied Leader may command them henceforth. Existing national troops may also be given to a Full Allied Leader, whereupon they too become Allied troops and can only be commanded by that Full Allied Leader.

Such troops, however, cost one-half of the NFP that an equivalent national unit would cost. There is a limit, however, to the number of allied units that an Allied region can build in a turn. This limit is equal to:

Build Limit = 5 × Region GPv

If the Full Ally is from a city instead of a region, then the limit is:

Build Limit = City GPv

This limit is applied against the full NFP cost of the units. Cities, Megalithic Constructs and Public Works are not covered by this rule and cost the full amount in National NFP.

Example: The Kingdom of France has acquired the region of Switzerland as a Full Ally. The French desire to expand the Swiss army so that they can invade Italy. Switzerland as a GPv of 2, which gives them a build limit of (2 × 5 = 10). they can build up to 10 NFP worth of units each turn, at a cost (in National NFP) of 5 NFP. This same example holds true for Lords 51.

Hiring Mercenaries & Specialists

Throughout the world, as defined by your Game Master, there will be bands or “pools” of landless, masterless men who serve as mercenaries in the armies of the princes of the age. In general, these mercenary pools are arranged by geographic region. Additionally Specialists will often make themselves available for hire in a given area too. Once hired they will be removed from the "Pool"

Each pool has number of mercenary units, which may be of any or all unit types. New units appear in the pools when independent regions are conquered, nations die or other cataclysms occur. Mercenary units are killed in battle or siege, just like regular units.

Hiring Mercenary Condotierri

To employ Mercs from an available pool they must be hired. Once hired, Mercs can perform a wide range of actions, just like normal units. Hired units “appear” at the beginning of the turn in which they are hired.

Hiring Mercs is resolved in the following manner: A hiring player makes a set bid for a certain number of Mercs. If no one has outbid him, and if there are enough Mercs to go around, then they are able to use the Mercs for the rest of the turn of hire.

When a bid is made, the player allots a sum of GP and informs the GM of the price per unit they will pay for Mercs. The minimum bid is ½ GP per unit.

Example: The German player wishes to hire some Mercenary Infantry at Aachen. To this end he makes a bid of 0.5 GP per Merc Infantry unit and allots a sum of 10 GP to the endeavor. As a result, he will receive the services of 20 Mercenary Infantry for the rest of the turn of hire if he is not outbid.

When hiring, the number and type of mercenary units must be specified, as must the Merc Pool out of which they are being hired, and the location where they are to appear.

If the mercenaries do not take a bid, the gold will be put back into the Treasury as Saved Gold.

If two or more players bid the same amount, then they split the number of mercenaries between them, each paying the bid rate for them.

Mercenary Starting Position

Mercenaries can only be hired at a controlled City or a player’s Homeland (if there is no controlled City) that is within their “region”. There is no exception to this in the Age of Awakenings.

Bribing And Counter-Bribing Mercenaries

If a player wishes to deprive another player of his Mercenaries, they need only Bribe them. To be able to bribe a Mercenary condotta the bribing player must have a Leader in the same region and expend GP equal to the hire cost of the Mercs in question. The mercenaries are then nullified, vanishing from the region where they were at the time of the bribery and returning to the proper Mercenary Pool. If a player pays double the Mercs’ hire cost, then they switch to his side for the remainder of the turn.

When bidding for mercenaries, you should submit separate bids for units and Leaders. The nation that originally hired the mercenaries can counter this bribery with its own gold, needing to equal or exceed the bribe to retain its mercenaries.

Establishing Colonies

Creating colonies is a methed to place your own folk into a given area. An adventerous group willing to establish new homes and make use of the land available. Every region in Lords 51 has some native population. If a region is found without inhabitants for whatever reason they are capable of colonization. Colonies can also be established with loyal populations in regions that are Pacified so as to cause them to become Friendly to the nation.

Colonizing Unsettled or Depopulated Regions

Colonization has been narrowed down to a smaller number of actions. This is specific to Lords 51. Expect any other campaign's colonzation costs to be much greater. There are some key rules that make higher GPv possible, but they will be pricey.

The settle a Colonizable Region (CR) this can be accomplished by the expenditure of 15 GP and 15 NFP for each one GPv increase, starting at a base value of minus one (-1). In other words, the first installment of 15 GP and 15 NFP installment will make the area a (0/?) region, and the second installment will make it a (1/?) region.

The GP and NFP may be expended over a period of time with each GPv increase coming when the requisite GP and NFP have been expended. Each kind of region has a maximum GP value that it can be colonized to. As the region becomes Cultivated for your specific race, it is possible to colonize the region to a higher GPv.

A region may be Colonized up to 2 GPv if allowed by Table 5-6 It can go no further however until the proper Megolthic Construction costs are paid to cultivate the region to the specific racial tastes.

The only time this does not apply is if the region previously held the same race. A HG2 for example will still be a HG2 for another Human Realm. The people may have moved due to natural disaster or forced migration, but another realm of Men could move in easily. After 2 GPv the regional public works need to still be maxxed out as with a Cultivation effort, but the cost of doing so is nullified.

Colonizable Regions are noted on the map by a set of parentheses around a slash, like so: (-/-).

If the CR to be colonized is adjacent to a controlled land region, then the player may expend the requisite GP and NFP directly. If, however, the CR is not adjacent to a controlled land region, then the GP and NFP must be moved to the CR by a Leader and deposited. This requires the use of the Colonize Action.

2 Examples:
  • Goblins destroy a neighboring plain / grassland region of whomever. Looking at Table 5-6 Goblins can colonize a GG (Goblin Grassland) region up to 2 GPv before various Cultivation projects could take place. This would require 15 gp / 15 nfp x 3 or 45 gp and 45 nfp to complete the colonization effort.
  • The above said Goblins stumble upon a Foothill previously held by a huge number of goblins. There appears to be no one, but the fact remains it is an empty (GF2 - Goblin Foothills 2 region) 45gp and 45nfp would bring the region up to a 2 GPv. At that point as is mentioned above and in the Cultivation rules the region requires maximization of public works. Once done no cost will be associated with Megolithic Constructs, but the necessity of bringing in additional colonists to go from 2 GPv to 3 GPv is necessary.

The Resistance value of a newly colonized CR will range from 1 to 10 and is randomly generated by the GM.

Table 5-6. Maximum GPv for Colonizable Regions

Terrain
Type
Racial Type
D E F G H L N O
A 1 GPv 1 GPv 1 GPv 1 GPv 1 GPv 1 GPv 1 GPv 1 GPv
B 1 GPv 2 GPv 1 GPv 1 GPv 1 GPv 2 GPv 1 GPv 2 GPv
B1 N/A N/A N/A N/A N/A 3 GPv N/A N/A
B2 N/A N/A N/A N/A N/A 4 GPv N/A N/A
D 1 GPv 1 GPv 1 GPv 1 GPv 1 GPv 1 GPv 2 GPv 1 GPv
D1 N/A N/A N/A N/A N/A N/A 3 GPv N/A
D2 N/A N/A N/A N/A N/A N/A 4 GPv N/A
F 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv
F1 3 GPv 3 GPv 3 GPv 3 GPv 2 GPv N/A N/A 3 GPv
F2 4 GPv 4 GPv 4 GPv 4 GPv 3 GPv N/A N/A 4 GPv
G 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv
G1 2 GPv 2 GPv 2 GPv 2 GPv 3 GPv 2 GPv 2 GPv 2 GPv
G2 3 GPv 3 GPv 3 GPv 3 GPv 4 GPv 3 GPv 3 GPv 3 GPv
H 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv 2 GPv
H1 3 GPv 2 GPv 3 GPv 3 GPv 3 GPv 2 GPv 2 GPv 2 GPv
H2 4 GPv 3 GPv 4 GPv 4 GPv 4 GPv 3 GPv 3 GPv 3 GPv
M 2 GPv 1 GPv 1 GPv 2 GPv 1 GPv 1 GPv 1 GPv 1 GPv
M1 3 GPv N/A N/A 3 GPv N/A N/A N/A 2 GPv
M2 4 GPv N/A N/A 4 GPv N/A N/A N/A 3 GPv
S 2 GPv 1 GPv 1 GPv 1 GPv 1 GPv 1 GPv 2 GPv 1 GPv
S1 3 GPv N/A N/A 2 GPv N/A N/A 3 GPv 2 GPv
S2 3 GPv N/A N/A N/A N/A N/A 4 GPv N/A
W 1 GPv 2 GPv 2 GPv 1 GPv 1 GPv 1 GPv 1 GPv 2 GPv
W1 N/A 3 GPv 2 GPv N/A 2 GPv 2 GPv N/A 3 GPv
W2 N/A 4 GPv 3 GPv N/A 2 GPv N/A N/A 4 GPv

Regions With an Initial 0-GPv

Some regions on the map begin with a 0 GPv and a Resistance value. These are very marginal provinces, not suited to having more than a minimal population. These provinces may not be Colonized to a higher GPv.


Colonizing Populated Regions

Regions that are already populated may also be colonized or settled.

Colonization represents the immigration of friendly populations replacing the native nobility amongst an existing hostile milieu. The intent is to convert a Pacified region to a Friendly one.

The cost of such colonization is (15 × GPv of the Region) in GP and (10 x GPv of the Region) in NFP. Until all of the cost has been paid, the region remains Pacified. Once the cost is paid, the province may revolt against the interlopers, or it may not. If a province successfully revolts the colony investment is lost.

The region becomes a Friendly Colony (FC) code with the ruling race in the Regional notes field

If a nation colonizes more than one or two populated regions in this manner, their Society type will change to Caste, due to the development of social stratification. A generally hostile race such as Goblins or Orcs with their Slave based Society will also have no problems crushing local uprisings and moving their own people in to replace others.


Example: The Greek city state of Athens decides to colonize the inhabited province of Sicily. Sicily is a 2 GPv province, so it will cost the Athenians (2 × 15 = 30 GP and 20 NFP) to convert the province to Friendly.

Colonizing Populated Cities

Cities that are already populated may also be colonized or settled.

Colonization represents the immigration of friendly populations amongst an existing hostile milieu. The intent is to convert a Pacified city to a Friendly one.

If a nation colonizes more than one or two populated cities in this manner, their Society type will change to Caste, due to the development of social stratification. A generally hostile race such as Goblins or Orcs with their Slave based Society will also have no problems crushing local uprisings and moving their own people in to replace others.

The cost of such colonization is (5 × GPv of the City) in GP and (5 x GPv of the City) in NFP. Until all of the cost has been paid, the city remains Pacified. Once the cost is paid, the province may revolt against the interlopers, or it may not. If a province successfully revolts the colony investment is lost.

Example: The Greek city state of Athens decides to colonize the inhabited city of Corcyra. Corcyra is a 4 GPv city, so it will cost the Athenians (4 × 5 = 20 GP and 20 NFP) to attempt and convert the city to Friendly.

Building Cities

A new city may be built in any controlled region that can be reached by a Line of Communication from the nation’s Capital or Homeland (if there is no capital).

To build a colonial city (one that is not in Line of Communication from the nation's capital or homeland) or outside controlled territory requires a Leader Action.

Sooner or later a player will desire to build cities so that they may increase his economic base and the general strength of the nation. A newly built city is Friendly to the nation that built it, thus providing its full value in GP and NFP.

When a city is built in a coastal region, it must be noted whether the city will be a Port City or whether it will be built inland. If no notation is made, then the city will be built inland. When building a port city in a region that borders more than one sea zone, indicate which sea zone or sea zones the city borders.

Since a city’s construction takes an entire turn, it will appear at the end of a turn. If the region a city is being built in is attacked in the first half of a turn, the city GP and NFP will return to the Saved GP and NFP pools, and the city will not be built. City construction costs are noted in the following table along with the cost to increase the size of an existing city.

Slave NFP can be used to build or expand a city if your national economic type is Slave. However, if more than 50% of the NFP cost of expansion or creation of the city comes from Slave NFP, then the city will be Pacified in status.

Table 5-7. City Construction & Expansion Costs

Each Race has its own table based upon the following.

simple region rough region hostile region result
Initial 20gp/20nfp 30gp/25nfp 40gp/30nfp [1]
Increase of 1 15gp/10nfp 20gp/15nfp 25gp/20nfp [+2 to +3]
Increase of 1 20gp/15nfp 25gp/20nfp 30gp/25nfp [+4 to +10]
Increase of 1 30gp/25nfp N/A N/A [+16 to +20]
Increase of 1 35gp/30nfp N/A N/A [+21 to +25]

Cities in Lords 51 are broken down as such:

  • Village, Size 1
  • Town, Size 2 or 3
  • City, Size 4 to 10
  • City Type II, Size 11 to 15
  • City Type III, Size 16 to 20
  • City Type IV, Size 21 to 25

Each city type can hold only so many defenders, and provide only so much of a defensive bonus. That said a garrison of the required amount to gain full benefit of a Type III City for example will provide a significant boost for the defenders and require the attacking force to be of a certain size to be able to lay siege in any fashion. A force could launch an assault even if it does not meet the requirement for a passive siege.

Population figures cannot currently be adjusted yet. A Village is supposed to represent 500 individuals vs 12,000 in a standard LOTE campaign. If a way can be modified it will be used or a note written in on population figures.

Rebuilding Sacked Cities

If a city gets sacked without being Burnt, then part of the city can be rebuilt later at a cost cheaper than raising a new one from scratch. The first GPv of a sacked city can be rebuilt for the cost of 7 NFP and 10 GP. After that, all levels must be rebuilt at normal costs. You may build a fortress inside a sacked city before restoring its first GPv.

Expanding Cities

When a city is expanded, the Wall Points around the old city are torn down. If the city Control Status is Ally or above it is a good idea to demobilize the NFP of the old wall points to either rebuild new wall points around the expanded city or build something else. A city can only expand one GPv per turn. The entire cost to increase a city must be paid the turn of the increase.

Example: The Azuchi Shogunate decides to expand the city of Taska from 4 GPv to 5 GPv. The city already has 10 wall points. To retain the NFP represented by the wall points, they first demobilize the wall points, yielding 10 NFP, then expand the city, costing 30 GP and 20 NFP, then rebuild the walls, using the demobilized NFP for a cost of 50 GP and 0 NFP. Total cost of expanding the city equals 30+50 = 80 GP and 20 NFP.

If the city has a Control Status of Economic Ally or below the imposition of the new immigrant population may spark riots and revolts. If the populace does not revolt then the city gains one GPv but loses its Wall Points which must be rebuilt from scratch using both the NFP and GP of the builder.

Maximum City Size By Terrain

A limit on city GPv is imposed by the Regional terrain itself. This is reflected here in the maximum allowed size of a city due to Regional terrain.

Table 5-8. Maximum City Size by Terrain

Terrain
Type
Racial Type
D E F G H L N O
A 5 GPv 5 GPv 5 GPv 5 GPv 5 GPv 5 GPv 5 GPv 5 GPv
B 5 GPv 8 GPv 5 GPv 5 GPv 5 GPv 15 GPv 5 GPv 5 GPv
B1 N/A N/A N/A N/A N/A 20 GPv N/A N/A
B2 N/A N/A N/A N/A N/A 25 GPv N/A N/A
D 5 GPv 5 GPv 5 GPv 5 GPv 5 GPv 5 GPv 15 GPv 5 GPv
D1 N/A N/A N/A N/A N/A N/A 20 GPv N/A
D2 N/A N/A N/A N/A N/A N/A 25 GPv N/A
F 15 GPv 15 GPv 15 GPv 10 GPv 5 GPv 5 GPv 5 GPv 15 GPv
F1 20 GPv 20 GPv 20 GPv 15 GPv 8 GPv N/A N/A 20 GPv
F2 25 GPv 25 GPv 25 GPv 20 GPv 10 GPv N/A N/A 25 GPv
G 10 GPv 10 GPv 10 GPv 10 GPv 15 GPv 10 GPv 10 GPv 10 GPv
G1 10 GPv 10 GPv 10 GPv 10 GPv 20 GPv 10 GPv 10 GPv 10 GPv
G2 15 GPv 15 GPv 15 GPv 15 GPv 25 GPv 15 GPv 15 GPv 15 GPv
H 15 GPv 10 GPv 15 GPv 15 GPv 15 GPv 10 GPv 10 GPv 10 GPv
H1 15 GPv 10 GPv 20 GPv 15 GPv 20 GPv 10 GPv 10 GPv 10 GPv
H2 20 GPv 15 GPv 25 GPv 20 GPv 25 GPv 15 GPv 15 GPv 15 GPv
M 15 GPv 5 GPv 5 GPv 10 GPv 5 GPv 5 GPv 5 GPv 10 GPv
M1 20 GPv N/A N/A 15 GPv N/A N/A N/A 10 GPv
M2 25 GPv N/A N/A 20 GPv N/A N/A N/A 15 GPv
S 5 GPv 5 GPv 5 GPv 5 GPv 5 GPv 5 GPv 15 GPv 5 GPv
S1 8 GPv N/A N/A 8 GPv N/A N/A 15 GPv 8 GPv
S2 10 GPv N/A N/A N/A N/A N/A 20 GPv N/A
W 5 GPv 15 GPv 10 GPv 5 GPv 5 GPv 5 GPv 5 GPv 10 GPv
W1 N/A 20 GPv 10 GPv N/A 8 GPv 8 GPv N/A 15 GPv
W2 N/A 25 GPv 15 GPv N/A 10 GPv N/A N/A 20 GPv

Maximum City Wall Points

The maximum number of total wall points (WP) that can be built on a city or fortress is limited to the siege QR of the nation constructing the wall points. If a nation captures a city with more wall points than they could build themselves, they can keep the excess. If siege or assault subsequently destroys those excess points, they can not be rebuilt.

Example: The Romans fortify the city of Constantinople to their maximum (Siege Qr = 10, so 10 wall points). After many horrible events, the city is lost to the Pechnegs, who have Siege Qr of 4. Constantinople having been taken by treachery, it retains the 10 wall points. Later, the Arabs besiege the city and destroy three wall points, bringing it down to 7 wall points total. Since 7 is greater than 4 (the Pechneg Siege Qr), they cannot rebuild the lost wall points.

Building Port Areas

Port Areas are coastlines that support a high level of decentralized port capacity and shipbuilding capability. A Port Area can be identified on a map by an anchor symbol near the coastline of the region that either does not contain a city, or contains a city clearly located inland. These areas are more limited than a Port City in that they can only build (1 GPv) Industrial Capacity per turn, as opposed to a Port City, which can build more depending on the city size.

On the other hand, Port Areas aid in the unloading and loading of ships by cutting the Action Cost. In addition, an inland city and a Port Area could prove to be a more secure arrangement for the city when facing persistent coastal raids.

Port Areas can be constructed for the cost of 10 GP and 10 NFP. A Port Area applies to the whole province that it is built in, regardless of how many sea zones the province borders.

LOTE Symbol Small.JPG


LORDS OF THE EARTH
Campaign: 51 Siri - Age of Awakenings
Alternative Campaign Setting


Lords of the Earth 5th Edition, version 5.5 © 1997 Thomas Harlan (Original)
© 2005 JJ Martell (Modified for Lords51)


All rights reserved. Permission was given to modify the content for Lords51. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher.
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