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Additional Rules


Lords of the Earth

Campaign Three


If you want to submit material for the Newsfax, either as "Mouthing's of the Emperor" or as background material to help me write things up, by all means do so. However, I reserve the right to make necessary changes.

Cultivated Improvement: I will allow a Tech level 4 and higher nations to improve a 1 gpv cultivated region to be increased to 2 gpv for a cost of 15 GP and 15 NFP.

Homeland colonization: any tech 6 nation can colonize their homeland to level 3 GPV, assuming its cultivated (and already 2 GPV) for a cost of 20 NFP and 20 GP. Any tech 9 nation can colonize their homeland to level 4 GPV, assuming its cultivated (and already 3 GPV) for a cost of 25 NFP and 25 GP.
I will allow a single player to play two nations, provided the two nations have no direct contact, or contact through a third party.
In the name of simplicity, heavy seafaring vessels can navigate rivers. This will change in the future as seagoing vessels get larger.
HOT - Hands off trade is in effect.
Auto-Rule and FreeInfra (1 point) is turned on. FreeInfra will be turned off after turn 6 is processed. Auto-Rule will be subject to player polling.
The Upper and Lower Danube do not connect. A canal must be built.

I wll not be using the inexperienced troop types. A fix to the validation talbe coming shortly. You can convert any inexperienced troop types left to light at no cost to you.



Additional Secret Empire Rules

Claiming the Assumption is not used.

Nations may publicly support a Secret Empire. Once they do so, they can receive certain bonuses. Open nations will receive bonuses regardless, but if nations do not openly declare for an SE, do not be suprised to see hints in the newsfax. You may not have your cake and eat it too.

If you choose to openly declare, the SE in question will also receive a bonus to construct sites in the open nation, getting you to the honeypot that much sooner.

Special Units types may be summoned using the Attempt Ceremony action.
Secret Empire Sites in Nations who have Declared for them, receive a Double Defense against Attack Location operations vs. Sites in that nation. They may also treat all locations in the nation as 'Controlled' for movement purposes.
Intel and Site location are all still dependant on inter-player interaction. You guys will have to trust (Or not trust) each other on your own merits.



Infantry (200 men = 1 point)
Cavalry (200 men and 200 horse = 1 point)
Siege Engineers (200 men = 1 point)
Warships (2 ships = 1 point)
Transports (2 ships = 1 point)