Non-Player Nations are nations which can be influenced by player nations. The primary method of doing this is through conducting DP (Diplomacy) actions on them or by conquering the NPN and obtaining PT or P status. However, certain levels of status are not applicable to NPNs when Diplomacy is used as NPNs cannot have the status of Tributary or Friendly unless gained through the standard Years From conquest count. Also, the status of NT can only be achieved if the NPN has its status reduced from Tributary or Friendly.
All NPNs have their RV is listed in the MSI. For specific rules on NPN Primacies and Orders please go here.
Just like standard Regions and Cities, NPNs provide gold and NFP through their GPV and PWB ratings. In most respects they are treated as you would a standard Region, with the same levels of taxation etc. Feudal Allied and Allied NPN’s under your control provide leaders and armies to do your bidding; all others do not. Also, when an NPN king dies, a roll will be made to see if the level of control degrades (unless the NPN is at Friendly). NPN nations are denoted by the prefix NAT NationName on your statsheet
1. Building troops for allied NPNs. You can supply gold and NFP for any units that you want to be built by the NPN at the normal half cost. However, the NPN will only provide as much gold/NFP as it has available and this may fall short of the amount requested. Any unused gold/NFP will be returned. You can always gift the ally troops as per the normal rules concerning allies.
2. Building cities and other constructs in Friendly NPNs. You can built/expand cities within a NPNs land if you control it at Friendly. These cities will be Friendly to you and uncontrolled by the NPN. Other constructs can be controlled by you or by the NPN as required.
3. Building cities and other constructs in NPNs with status other than Friendly. If you do not control the NPN at Friendly than any city or construct built will be controlled by the NPN.
If you control a NPN as friendly then you will have access to their statsheet. For reference purposes unless you want to use the NPN as a Free State.
If you control a NPN as an ally or as a feudal ally then you will have access to a leader and units. These will operate out of the NPNs lands and can be based anywhere within those lands.
Note: It is hard to increase the status of NPN nations. Don't be surprised if your diplomacy attempts don't succeed rapidly. It is recommended that you spend lots of gold, time, and intel (Support Diplomacy operations) when doing Diplomacy on NPNs.
Diplomacy with a NPN can be conducted in conjunction with a Royal Marriage. Each Royal Marriage will give you an Diplomatic Bonus for future Diplomacy attempts. This Diplomatic Bonus increases by 1 for a standard marriage, 2 for marriage to a Prince and 3 if the Heir or Ruler is married. Also, a Royal Marriage conducted for the Heir or Ruler , it gives you an automatic increment in the Diplomatic Status from UN to N to FA to EA to A.
NPN that is Friendly to your nation can be used as a
1. Allocate a H or P leader to spend the entire turn in the NPNs Capital undertaking the Administer Free State action.
2. Pay the turn cost as though the NPN is a player nation.
When a non-player nation becomes active, either through player activity or fate then it will undergo its own agenda. This usually means expanding its borders by the best means at its disposal, be it diplomacy or conquest.
Active NPNs will not attack or attempt to lure away regions of a nation with a greater MSI without good reason. They will attempt to gain regions of the same language and religion first before looking further a field. If there are no candidate regions or their imperial size is such that they are inflicted with taxation penalties, they will concentrate on improving their internal affairs.
A list of NPNs will be included in the MSI table as well as a listing as to who has any influence in them.