1.0           Trade rules

 

1.1           Hands-Off Trade

       Lords Seven now uses a new “Hands-Off Trade” to make life for the GM and the players easier.

 

       Open Nations, Religious Primacies, Religious Orders and Secret Empires do not have to build transports to convert into MSP. Instead, when they open a new trade route, the system calculates a starting set of MSP for the route, based on the nation’s NMV, the size (Total Trade Value) of the route, and the free capacity at the port basing the route.

 

       The trade partners on a given route are also now noted as to whether they can provide MSP for the route (a “Yes” or a “No” in the proper column of the trade route display). You can provide MSP for a route if you are able to Open the route with your current trade range and conduit setup.

 

       Open trade routes which are based at a port with free MSP basing capacity, which are under-capacity for the whole route (a non-negative “FreeCap” number) will automatically accrue new MSP to “fill up” the route at the rate of: NMV × FreeCap.

 

       Nations using the HOT system cannot manipulate the MSP on a route directly. (So you don’t have to shuffle MSP about). MSP are added and removed by the program, depending on whether the route is under- or over-capacity and whether the base port is under- or over-capacity.

 

       You may change the Base Port of the route, or Close the route, or open new routes. Note that changing the base port of a route may mean the route can accumulate more MSP and gain you more money. You are also free to attack the shipping of your trade partner (secretly, of course) to reduce their MSP allocation, thus allowing yours to grow and make you more money.

 

1.2           MSPs

       Merchant Shipping Points are no longer be allocated to inter-nation trade, transports may be built and assigned to internal trade and fishing fleets, once this is done, the referee converts them to MSPs and puts them where the player’s orders indicate.  Transports are no longer recorded.  Players wishing to convert MSPs on internal or fishing duty back to transports may do so rate of 4MSPs + 4gps = 1ht.  MSPs assigned by the computer to inter-nation trade may not be converted to transports.

 

1.3           Opening Trade Routes

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

 

1.4           MSP Basing

Each controlled port city provides:

 

MSP Capacity = City GPv × 20 × TaxMultiple

 

This means that T and PT cities only give you HALF of their capacity, and NT and C not at all.

 

1.6           River Traffic

Only “light” class ships can move up Rivers, not medium or heavy.  This includes Transports assigned to inter-nation or inter-city trade.

 

2.0           Regions, & Terrain        

 

2.1           Regional Cultivation

  

Terrain modifiers do not apply to Regional Cultivation.

 

If a region is already partially cultivated, you may pay less to finish the job. 

 

Percent of Cost to finish = 100% - current cultivation%

 

So the Kingdom of Sith has a wilderness region of Darth, which is 33% cultivated due to a city.  They can pay 67% of the 50 gold and 67% of the 25 NFP to finish cultivating Darth.

 

2.2                Colonization of Cultivated and Intensively Cultivated Regions

 

1GPV cultivated regions may be colonized an additional GPV at a cost of 15 GP and 15 NFP.   This is a one-time colonization.  Regions that are 2 or more GPV regions can not be colonized, until TL 11.

 

2.3                 New Island’s

  

Any new islands in L7 will show up on the map, and usually a reference in the newsfax. To get there you will have to send a leader with ships and EX – Explore Sea zones and he will have to be successful to get maps to get there.

 

2.4                 Sea Zone Changes

 

Due to unknown reason’s the following sea zones, arrows, or island areas (only the water ways around the islands) are now hostile. In the Pacific: Island of Attu, Island of Kiska, Island of Adak, the sea arrows from Attu to Kiska, the sea arrows from Kiska to Adak, The Aleutian Sea.

 

3.0           Non-Open Empires

 

3.1                Religious Primates/Orders & Inter-Nation Trade

Primates may only engage in inter-nation trade under the following circumstances:

 

1)       The trade partner controls the region containing the primate’s Holy City/Order Fortress.

2)       The trade partner(s) control regions adjacent to the region containing the Holy City/Order Fortress.

3)       The Holy City//Order Fortress is a port, in which case the primate may trade with any partner in range of the Holy City.  Inter-nation trade may only be conducted through the Holy City.

       

3.2                Religious Primates/Orders & Heirs

Christian, Muslim, Zoroastrian and Buddhist primates/orders may not have heirs.  When the Pontiff/Imam/Lama, etc. die, a new Primate leader is either generated randomly or the lieutenant with the highest charisma is selected to be new pontiff, etc.  Daoist/Confucian, Hindi and Pagan primates/orders may have heirs.

 

3.3                      Religious Primates/Orders PWB.

Unless you already have at least a CH or OH status in a region or city, you cannot build PWB/projects/etc. directly.

 

4.0           Intel Operations

 

4.1                 Operation Targets

 

Please specify the target clearly on intel operations: for example, CI can be used to defend vs. IE or AO. If you place a “floating” CR operation to cover “any possible leader revolt”, there’s a moderate negative modifier for non-specific target, if he’s then outside your CCR, there’s more negative modifier. Finding secret empires is inherently difficult, even if you suspect who and where they are. Combining this with modifiers for non-specific target makes chances go rapidly downhill. For example…

 

RF/ Locate Secret Empire X cultic site in specific region or city Y has a fair chance of success.

RF/ Locate any Secret Empire cultic site in region or city Y has a poor chance of success

RF/ Locate “any secret empire” presence in my nation has about no chance of success

 

 Counter-Intel: When you issue a CI operation, you can differentiate it in three ways:

 

(1) As a general CI, which will apply to every hostile operation directed against your nation, but the initial operation will be at a -2 modifier. [Ex. CI+0 : Whole nation ]

(2) As a CI directed against a designated type of hostile operation, which is the default. [Ex. CI+1: vs. Infiltrate Enemy]

(3) As a CI directed against a specific hostile op, which gets you a +2 bonus to your CI. [Ex. CI+1: vs. IE-Intel Service]

 

 Combined Intel/Assassin operations: If you attempt to get something done with more than one Intel or Assassin op, they the results of all those ops combine to a final Success Effect number. So if you tried, for example, six Terrorist Attack ops and got some successes and some failures, all those plusses and minuses would be totaled to get your final effect number. Which might be less than if you just pitched in one Op with lots of bonus points behind it. Focus is a good thing.

 

4.2                Operating Bases

       Action range is traced in Action points from a “controlled region”. For open nation purposes, a “controlled region” has a status of pt, p, or t or higher.

 

       For secret empires, this is a region or city with a Lodge or better. For Primacies, an Abbey religious site or higher.

 

       A Leader attempting an ES (Espionage) action may also serve as an operating base, regardless of location.

 

5.0           Leader Experience

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

 

Brilliant Commanders: Leaders with a Combat value of “C” (12) add +2 to the AP allotment of armies or fleets they command.

 

Leaders: Please do not renumber your leaders on your turn sheets. For the easiest read for the GM refer to the leader as either 01 KACA, or 01 King Boris. This saves me a few minutes of figuring out who does what

 

Leader names: Leaders with no name will receive a –1 AP per year penalty. Name ‘em will ya. If I give a name to a NPC there is a reason, and I have found a few nice web sights where I try to pull authentic names for the region this person is in.

 

6.0      Holy Wars

 

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

 

 7.0      Agro Production and Consumption

 

 A recent revision (well, a complete rewrite) of the agro module in the GM’s programs has changed how agro is produced and consumed for non-Open Empires.  Where before they did not consume agro and sometimes produced some, they will now produce and consume agro points like everyone else. Consumption, however, will be limited to troops (who consume at the full rate) and a greatly reduced rate for cities.

 

8.0           Maxtax

 

The system MAXTAX setting is in effect for Lords Seven, which caps the maximum amount of gold which can be gotten out of a region or city by those entities sharing the location. The current setting is 2.0

 

In some games RO's have caused an imbalance in the game, so as I implement them I will also be implementing the MAXTAX rule. What MAXTAX does is limit the amount of gold you can squeeze out of the local population. I will set the MAXTAX limit at 2.0, so the most ALL combined nations (excluding SE's) can pull from a region/city will be it's (GPV x 2) + (PBW x 2).

 

Example: The city of Cow, a level 10 city with 100 PBW. The nation of Cowboy has it at F, his Primate <United Church of the Bovine> has declared that Cow is the holy city. Since both nations are receiving 100% of the income (110 GP's) they are at the 2.0 MAXTAX limit. If the new RO <Holy Order of the Charging Bull's> tried to build it's Fortress there (the Fortress is the main holding of an Order, and would net the order 50% tax rate of the region/city) the combined total of the 3 nations would be at 250%, over the MAXTAX limit of 2.0 (200%) the net result is all three of them would drop their income in Cow

 

9.0                 Actions

 

9.1                University Support for Research Operations

 

Certain kinds of Leader actions and Intel operations (specifically those involving scientific research – botany, historical investigations, chemistry, and so on) can gain extra bonuses from the use of your University. For this purpose, your University Level acts as a set of Bonus Points which can be allocated to the appropriate Leader or Intel actions.

 

9.2                 Action AP Bonuses

 

You get bonuses for spending extra AP in groups of 5 AP at a time. So spending 4 AP extra does not get you a bonus. You must explicitly note how many AP your leader is spending as a bonus to an action.

 

10.0              Monolithic Construct’s

 

10.1                Wonders of the World

 

Massive projects ( Pyramids, Lighthouses, etc.) may be constructed in any region. Every two level grants the constructing nation a generic 'monopolies' which will add to the Trade Value of the Nation. 

 

10.2                Religious Monuments

 

Massive Projects ( Cathedrals, Effigies, etc. ) may be constructed in any region. Each Level increases the builder's Religious Strength by One.  If built by a Primacy or Order it will also increase it’s influence in the nations where the MC is built by two.

 

11.0         Orders Sheets

 

Players are strongly encouraged to use the downloadable order form available on the LORDs website to write their orders.  Players are also reminded to put who they are and what country they are playing on their orders and to keep track of action points expended by leaders.  It is extremely difficult to process orders that don’t have this information.

 

Also please name the stat sheet.  I personally use a format like this:  L7_Yodasville_T69.  You don’t have to use this naming convention, but as long as your nation name is in the files name, I can live with that.

 

12.0         Troop notes

 

Infantry (200 men = 1 point), Cavalry (200 men = 1 point), Siege Engineers (200 men = 1 point), Warships (2 ships = 1 point), Transports (2 ships = 1 point).

 

12.1         Elite troops

 

They are available to be built/trained when you achieve tech level 5 or greater, this represents how well your troops are versed in combat

 

12.2         Rough Military Organization:

 

An infantry battalion is 800 men (4 points)

A regiment is three battalions, or 2,400 men (12 points)

A division is three regiments, or 7,600 men (38 points)

A full-strength corps is three divisions, or 23,000 men (115 points).

 

13.0         City notes

 

13.1         Yard Capacity Costs for Units

 

If you look at cities they now have three numbers as opposed to two, the number after the i is the intrinsic yard capacity.  This yard capacity is used and required to build Ships.

 

13.2         City Spacer Codes

 

Following Thomas’s lead in L1 I am trying to get the city spacer codes normalized.   He has expanded that field to three (3) characters, and instituted a new set of standard codes. The codes are formatted along the following pattern:

 

<Capital?><Transport?><Special?>

 

Type Base

Code

Notes

Capital

C

 

Road

R

Must be connected to the capital by Royal Road.

Railroad

T

Must be connected to the capital by Railroad.

Port City

P

 

Silk Route

S

Silk Route must be “working”. Overriden by Road or Railroad.

University

U

Only if the University is not in the Capital.

Holy City

H

 

 

Meta-Type

Code

Road and Port

%

Road and Railroad

=

Road, Railroad and Port

#

Silk-Route and Holy City

!

Holy City and University

*

 

Description

Code

Agro

ITV

Road?

Port?

+RV

Normal

/

1.0

0.5

No

No

+0

Capital

C

1.0

1.25

No

No

+1

Road

R

1.0

1.0

Yes

No

+0

Railroad

T

1.0

1.5

Yes

No

+0

Port City

P

0.8

1.5

No

Yes

+1

Silk Route

S

1.0

1.0

No

No

+0

University

U

1.0

0.75

No

No

+1

Holy City

H

1.2

0.75

No

No

+1

Road, Port

%

0.8

1.5

Yes

Yes

+1

Road, Railroad

=

0.8

1.5

Yes

No

+0

Road, Railroad, Port

#

0.8

1.5

Yes

Yes

+1

Railroad, Port

+

0.8

1.5

Yes

Yes

+1

Silk-Route, Holy City

!

1.2

1.0

No

No

+1

Holy City, University

*

1.2

0.75

No

No

+2

Capital, Road

CR

1.0

1.25

Yes

No

+1

Capital, Port

CP

0.8

1.5

No

Yes

+2

Capital, Railroad

CT

0.8

1.5

Yes

No

+1

Capital, Road, Port

C%

0.8

1.5

Yes

Yes

+2

Capital, Road, Railroad

C=

0.8

1.5

Yes

No

+1

Capital, Road, Railroad, Port

C#

0.8

1.5

Yes

Yes

+2

Capital, Railroad, Port

C+

0.8

1.5

Yes

Yes

+2

Capital, Silk-Route, Holy City

C!

1.0

1.25

No

No

+2

Capital, Holy City

CH

1.2

1.25

No

No

+2

Holy City, Road

RH

1.2

1.0

Yes

No

+1

Holy City, Railroad

TH

1.0

1.5

Yes

No

+1

Holy City, Port

PH

1.0

1.5

No

Yes

+1

Holy City, Road, Port

%H

1.2

1.5

Yes

Yes

+2

Holy City, Road, Railroad

=H

1.0

1.5

Yes

No

+1

Holy City, Road, Railroad, Port

#H

1.0

1.5

Yes

Yes

+2

Holy City, University, Road, Port

+H

1.0

1.5

Yes

Yes

+3

Holy City, University, Road, Railroad

=*

1.0

1.5

Yes

No

+2

Holy City, University, Road, Railroad, Port

#*

1.0

1.5

Yes

Yes

+3

Holy City, University, Railroad, Port

+*

1.0

1.5

Yes

Yes

+3

Capital, Holy City, Road, Port

C%H

1.0

1.5

Yes

Yes

+2

Capital, Holy City, Road, Railroad

C=H

1.0

1.5

Yes

No

+2

Capital, Holy City, Road, Railroad, Port

C#H

1.0

1.5

Yes

Yes

+3

Road, University

RU

1.0

1.0

Yes

No

+1

Railroad, University

TU

0.8

1.5

Yes

No

+1

Port City, University

PU

0.8

1.5

No

Yes

+1

Silk Route, University

SU

1.0

1.0

No

No

+1

Capital, Silk Route

CS

1.0

1.25

No

No

+1

Port City, Silk Route

PS

0.8

1.5

No

Yes

+1

 

Note:

No I do not expect Rail lines to come into play in L7 for many, many years, however I am striving to keep L7 somewhat mainstreamed to prevent GM headaches in the future.

 

14.0         Treaties / Alliances:

 

As many old time players remember I used to have some rules about these, and I am re-implementing them with some new rules and guidelines.

 

Making them: All it takes is a note in all parties turn saying you sign them. Private or secret ones do not need a conceal fact to keep them secret, but it will help keep it that way.

 

Supporting them: If you have a mutual defense pact and the other member is attacked you really should honor your treaties. If you don’t, bad things can happen to you. Your minor noble’s and peasants will try to hold you accountable for your actions, and inaction. There are modifiers of course (like if a massive horde is attacking your ally you will get a modifier to stay out, or if there have been rumors that your ally has been doing bad things against you you’ll catch a break)

 

Breaking them: Like I said above, your minor lords and peasants will try to pressure you to keep your word, or rise up against you should you dishonor it. If the other nation has taken actions against your nation you can break the treaty with minimal issues.

 

14.1         Types of Treaties

 

There are many types, here is a list of the three most common, and what benefit you can receive from them:

 

Non-Aggression Act – Nations agree to not attack each other, this may, or may not include intel acts

Mutual defense – Nations agree to send troops and leaders to support each other in the time of need

Alliance – Nations agree to be best friends working together for the betterment of each other (ie Tree hugging hippie crap)

There are others of course, things as simple as Sphere of Influence agreements where both nations agree to leave each other alone in the spheres. I am sure you can draw up more should you want to.

 

Breaking Alliances

Code

Every 5AP spent in support of breaking it

+1

Every 10 turns treaty has been active

-1

No ‘Soild Proof’

-5

Rumors of other naton’s indiscrestions

+2

Charisma of king

+ Charisma

 

Example:

 

The Mighty Swedish Empire has had an Alliance with the lowly Danes for 50 years. King Grunt K884 of the Swedes decided it was time to expand and attacked the Danes. He spends 10 AP’s to bolster his reason. So we have 2 (for 10 AP’s) – 5 (for 50 years) – 5 (no solid proof) + 4 (for his Charisma) = -4 roll, looks like there will some uprising against King Grunt’s war.

 

15.0                Contacting the GM

 

Eddie Hartwell

3945 Perry Ave

Robbinsdale, MN 55422

alliebeared@yahoo.com

 

 

16.0         Fees per Turns

        $3.00 per turn.

 

17.0                Religious Interaction Table

 

 

Them…

You..

RC

EO

CP

NC

NEC

HC

JD

SH

SN

HI

BH

DR

HN

OP

EP

AP

AFP

NA

MA

SA

ST

Cth

ZO

RC

-

H

T

T

T

H

H

H

T

H

T

H

T

T

H

H

T

T

H

T

H

H

H

EO

H

-

T

H

T

H

H

H

H

H

T

H

T

T

H

H

T

 T

H

T

T

H

T

CP

T

T

-

T

T

H

T

H

H

H

T

T

T

T

H

H

T

 T

H

T

T

H

T

NC

T

H

T

-

T

T

T

H

T

H

T

T

T

T

T

H

H

T

H

T

T

H

T

NEC

H

H

T

T

-

T

H

H

H

H

T

T

T

T

T

H

T

 T

H

T

T

H

T

HC

H

H

H

T

H

-

H

H

H

H

T

T

T

H

H

H

T

 H

H

H

H

H

H

JD

H

H

T

T

T

H

-

T

T

H

T

H

T

T

T

T

T

 H

H

H

T

H

T

SH

H

H

H

T

H

H

T

-

H

H

H

H

H

T

H

H

T

 T

H

T

H

H

T

SN

H

H

H

H

H

H

T

H

-

H

H

H

H

T

H

H

T

 T

H

T

H

H

T

HI

H

H

H

H

H

H

H

H

H

-

H

H

H

H

H

H

H

H

H

H

H

H

H

BH

H

T

T

T

T

H

T

H

H

H

-

T

H

T

T

H

T

 T

H

T

T

H

T

DR

H

H

T

T

T

T

T

H

H

H

T

-

T

T

T

T

H

T

H

T

T

H

T

HN

H

H

H

H

T

H

H

H

H

H

H

T

-

T

T

T

T

 T

H

T

T

H

T

OP

H

H

H

H

T

H

H

H

H

H

T

T

T

-

H

H

T

 T

H

T

T

T

T

EP

H

H

H

T

H

H

T

H

H

H

T

T

T

T

-

H

T

 T

H

T

T

T

H

AP

H

H

H

T

T

H

H

H

H

H

T

T

T

T

H

-

T

 T

H

T

T

T

H

AFP

H

H

H

H

T

H

H

H

H

H

H

H

T

T

T

H

-

 T

H

T

H

T

H

NA

H

H

T

T

T

H

T

H

H

H

T

H

T

T

T

T

T

 -

H

H

T

H

T

MA

H

H

H

H

H

H

H

H

H

H

H

H

H

H

H

H

H

 H

-

T

H

T

H

SA

H

H

T

T

T

H

H

H

H

H

T

T

T

T

T

T

T

 H

H

-

T

H

T

ST

H

T

T

T

H

H

H

H

H

H

T

T

T

T

T

T

T

 T

H

T

-

H

T

CTH

H

H

H

H

H

H

H

H

H

H

H

H

H

T

T

T

T

H

T

H

H

-

H

ZO

H

T

T

T

T

T

T

H

T

H

T

T

T

T

T

T

T

T

H

T

T

H

-

 

Notes    

T             A "T" indicates that the religions are tolerant of one another.

H             An "H" indicates that the two religions are hostile towards one another.

NC          Norse Christian

DR          Druidic

ZO                Zoasterian

NEC                Nestorian Christian