Lords of the Earth Campaign XXIII Rules Addenda et Errata

This site contains all addenda and errata for Lords of the Earth, Campaign 23.. The base rules for Campaign 23 is the Middle Ages Rulebook v5.8.1; any deviations not noted here will be announced in the newsfax(s).

Latest Changes:
2.3.12 Maximum NFP Surplus
2.14.6 Maximum Status for a Region
2.16 Establishing Trade/Routes
4.5.1 Intensely Cultivated Areas
5.4.2 Basic Unit Types
5.4.3 Training Levels
5.4.7 Hiring Mercenary Condotierri
5.5.3 Colonizing Populated Regions
6.2.3.9 Defend order
6.2.34 Re-equip/Retrain Troops order
6.2.35 Upgrade Troops order
7.1.3 Imperial Heir and Princes
8.1.1.1 Religious Orders
8.3.3. Maintain (Religious) Influence
9.17 Sharing a Province
9.5.1 Building Ecclesiastical Structures in Pagan Lands
9.9 Native Armies
9.15 Honours of War
9.15 Ceding Regions
10.1 Secret Nations
10.1.6 The Census
11.1 Trade Cartels

Middle Ages Rulebook
1. Introduction:

2.3.12: (Modification) Maximum NFP surpluses are limited to 2 times the present NFP production of the nation. Example: If England has a 30 NFP per turn production, then any one turn England could carry over 60 NFP and their present turn production of 30 NFP for a total of 90 NFP available.


2.10.2 Force Point Troop Support (Optional Rule) Not used.

2.14.6 Maximum Status for a Region (Clarification) The maximum status by religion table also applies to Cities. Also, the maximum status by terrain may be overridden by Colonization (making the Region Friendly). If the Culture Type of a State changes, regions now in violation of the maximum do not automatically degrade; however, if they revolt, they may not be raised higher than the new maximum by Diplomacy. If the Religious Strength of a State raises such that Regions or Cities are now in violation of the maximum control status, revolts may occur.

2.16. Establishing Trade (Change): is completed by agreement of the two trading Nations. However, there is an intial set up fee of 2 GP and 1 NFP. This is cost is incurred by both Nations. This is a one time cost, ever. Even if trade is suspended by Royal Decree, War, Conquest or any other reason. While there is likely at least some delay with shipments, the managers of the route come back to continue the trading. Length of interuption is determined by the cause. Furthermore, in making the trade route declaration, each nation must submit to the GM the route (or return route) that is being used. That means each zone in which the route travels needs to be clearly stated in your orders. If not, your Merchants will have a tendancy to get lost. (example:)
The Italian player in Rome intiates trade with the Nation of Granada. The Italian player pays a 2 GP - 1 NFP cost and then records: New Route w/ Granada. They then list each Sea zone that the Route will be in. Will the Italian player wish to keep his route closer to France? Or will he brave the Morrocian player's disposition to the south?

4.5.1 Intensely Cultivated (Modification) The condition of the Medieval Era limiting Intense Cultivation is removed. All Homelands are eligible for IC.

5. The Order Form 5 The Order Form: (Change) To be announced in the very near future.

5.4.2 Basic Unit Types (Change) Each unit represents one of the following: 100 men, 1 castle or field fortification, 1 ships,1 artillery pieces.
Cavalry. There are two basic types of Cavalry: Heavy Cav(hc) and Light Cav(lc). Pre-Columbian Societies may never build Cavalry units. Heavy Cavalry can not be built until a nation is Tech Level 5. At Tech Level 2, nations may build Light Cavalry.
Infantry. There are two basic types of Infantry, Heavy Infantry (hi) and Light (li). Both Infantry and Cavalry may be built as Elite, Regular, or Inexperienced by all Nations except those nations that have a society base of: Clan or Fuedal. Artillery: (Art) units may only be built by societies of TL 8 or higher.
Warships: There are three basic types of Warships, Heavy (HW), Medium (W, usually simply called Warships), and Light (LW). Each may be built as Elite, Regular, or Inexperienced. The standard w generally represents galleys (e.g. triremes) with crews of approximately 100 men each, with the hw being about twice that size (including tetraremes). Light Warships are small raiders, with crews of approximately 50 men each. Pre-Renaissance warships may land their crews to participate in Raids only and only in those Raids in a Coastal Region that has a Port City. These crews are treated as Light Infantry of the appropriate Training Level. The crew of a Heavy Warship unit counts as two Light Infantry units and that of a Warship as one li. Every 2 LW crews count as one li. LW may not convey any troops, but can carry a Leader on missions. Barbarian and Nomadic societies may not build Heavy Warships, and Pre-Columbian may only build Light Warships. Civilized, Seafaring, and Renaissance societies may build any size of Warships. Furthermore, Nomadic societies may not build Elite Warships of any size.
Transports: There are three basic types of Transports, Heavy (HT), Medium (T, simply called Transports), and Light (LT). They may only be built as Regular, not Elite or Inexperienced. The standard "T" generally represents sailing ships with a capacity of about 100 men each, with the HT being approximately twice that as a Transport. Light Transports are small, swift ships carrying about 50 men each, used for raids or high-value, low-volume cargoes. Barbarian and Nomadic societies may not build Heavy Transports, and Pre-Columbian may only build Light Transports. Civilized, Seafaring, and Renaissance societies may build any size of Transports. Transports assigned to Trade Routes are equivalent to MSP equal to their cargo capacity.

Additional unit type(s)
: Slave Infantry (si): is available to States with a Slave Economic Base. Slave Infantry are built with sNFP instead of regular NFP and fight as particularly poor-quality Inexperienced Light Infantry. For obvious reasons, arming slaves is a dangerous (and desperate) decision. Slave Infantry are liable to revolt at the slightest opportunity. They must be accompanied by at least 2:1 in non-slave units. If they are not, they will revolt and fight as fanatical fighters and attempt to join the opposing side. If Slave Infantry troops are present (and not revolting) losses will be applied to the slave units first, even before Inexperienced troop losses.
Archers: Cost are the same as that of Heavy Infantry. The provide significant bonus to Defense, but have limited offensive capabilities. Ideal units to support Seige operations.
MSP: The unglamorous Civilian Merchant Marines. There cost is 2 GP and 1 NFP per 5 MSP. MSP constructed as MSP may never be converted to wartime Transports. MSP may be assigned individually to trade routes.

5.4.7 Hiring Mercenary Condotierri (Change) The minimum bid for each mercenary unit is: 1 GP. Mercs not paid in full tend to have very long memories. There is a strong probability that this rule will be changed completey.

5.5.3 Colonizing Populated Regions (Clarification) The cost for colonizing a populated zero-GPv region is 10 GP and 10 NFP.

Defend (Addition) A variety of riders may be attached to a Defend order, modifying its implementation. These riders may be conditional. In order to reduce casualties, a Defend order may be given with Delay or Withdraw riders. Delay will slow the enemy's advance while attempting to preserve the force. Withdraw will attempt to avoid combat (usually as a conditional order in the event that the attacker has overwhelming force). Note that a poor leader may be unable to extricate his force, despite being given such a rider. If the Cavalry in a force should defend dismounted, this should be indicated in their orders with the Dismount rider. Example: The Sioux, while confident of their qualitative superiority over their enemies, are concerned more with force preservation than with losing land. Consequently, they issue their commander a Defend order with the rider that if faced with numerical odds of 3:1 to 5:1, he should Delay the enemy, and with odds worse than 5:1, he should Withdraw. If the odds are 3:1 against the Sioux or better, an unmodified Defend order will be implemented

6.2.34 Re-equip/Retrain Troops (Change) This order is used to change the troop type of units. Troops may only be changed from Heavy to Light. The cost is that of a puchase of which ever Light unit being constructed. One does not lose the Elite or Regular Status though. Also, Navy units may never Re-equip.

7.1.3 Imperial Heirs and Princes: (Change) When a child comes of age, he can, at the players discretion be promoted to Prince or Heir. If a player does not indicate that the child is to be promoted in the up coming turn, he will not be automatically promoted.

8.1.1.1 Formation of Primate Religious Authority Change): There are no Religious/Monastic/Fighting Orders in this LOTE.

8.3.3 (Change) The Maintain Influence requirement is discontinued.

9.17 Sharing a Province (Modification) The maximum status for a Shared Territory is NT, regardless of how many nations share it. All shared territories need to be bound with a formal signed treaty that is published in the Newsfax.

9.5.1 Religions may build churches in Pagan lands and begin converting heathens. Once a region is converted over 51%, the religion may then build any structure in that region. However, another organized religion will need to first convert the people to a 51% level to build even a church.

9.9 Native Armies (Change) All regions have Native Armies (including Homeland and Friendly). The Active forces are those provided by Full and Feudal Allied Regions; these are also those which become Nationalized when the region becomes Friendly. The Regional forces are always present in the region, but do not appear on the Stat Sheet. Regional forces do not include Leaders and will thus fight at a significant penalty. Regional forces of Homeland and Friendly regions will generally be composed of poorly-equipped troops (primarily Light Infantry). In Feudal Europe, they may include Field Fortifications (i.e. castles), but this is rare elsewhere. In Nomadic (or ex-Nomadic Civilized) Cultures, they are often primarily Cavalry; this is rare otherwise. These troops will not take part in a Civil War. Native Armies may not fight if subjected to Attack to make Tributary at overwhelming odds. They will always fight to prevent Enslavement, Genocide, or Military Conversion.

9.15 Honours of War (New Rule) An Army Attacking or Beseiging a City or Fortress may offer Honours of War. If the defender accepts (based on a Loyalty check, modified by the precariousness of his situation and the trustworthiness of the opponent), the (intact) City becomes Pacified to the attacker and the defending forces (if any) are retreated from the region. Sacking or otherwise molesting a City which has accepted Honours of War has serious repercussions. If a City which was not offered Honours of War (or, particularly, one which declined to accept) is taken by Assault or Siege (Passive or Active), it will be difficult to keep the men from Sacking the City. This will depend on the Loyalty and/or Charisma of the Leader commanding the men and the quality of the troops. Attackers must note on their orders if they will offer Honours of War to a City or Fortress. Defenders may, at their option, note that a City or Fortress will accept any offer of Honours of War. The default for a defender is to accept only on a failed Loyalty check.

9.18 Ceding Regions (Change) If the ceding nation and the receiving nation are the same relegion there is no change in status. If the two nations are of different faiths, all territories will become Pacified and resolve a revolt check. The cost of the transfer is 1/2 the numbers of PBW and population. This is meant to illustrate that not every one is happy with the decision. This cost is applied prior to the transfer. The population and PBW are then lost until reconstructed. Indicate what land is to be ceded, and the country to which it is to be ceded, on the order form. ner to maintain control, particularly if he is of a different religion. Note also that if the new status violates the maximum control status of the new owner (due to religion or terrain), further downgrading or revolt may occur.

10.1 Secret Empires (Optional Rule) Option of future use (without further notice) reserved.

10.1.6 The Census: is in effect.


11.1 Trade Cartels (Optional Rule) There are no Trade Cartel positions in this LOTE.



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