Rule for interaction with Non-Player Nations using Influence

 

In Lords 24 we will not always have a player for every nation (called non-player nations or NPNs) and the following rules are used to determine how the resources of these NPNs can be used. NPNs in Lords can provide extra resources for Player Nations. These NPN positions are available to grant aid, expend resources, and help to the nations of the same religion through a new Influence-Based system. Influence may be accrued with the NPNs by various actions, and then may be bid to gain access to the various aids available.

Lords 24 uses an influence based system, however, you do not have to spend the influence to gain the benefits. Also, once an Operation capability has been taken, it cannot be assigned to another Influencer unless they are successful in taking the benefit. 

Gaining Influence

The primary way to gain influence with NPN Primacies or Orders is through the Increase Influence (II) Religious Operation and with Open Empire through Diplomacy. The difficulty of this operation is increased, but players have ways to augment their chances on the attempt by undertaking actions on behalf of the NPN or by granting the NPN its traditional Religious dues. The list is as follows:

Tithes: Players may set a 1% tithe to the NPN. That percentage of their income is then redirected from them to the NPN's coffers. That turn they receive a significant bonus to the II/DP operation. Players may do this again on subsequent turns, increasing the percentage of tithe by 1% each time. However, once the Tithe is set, it can only be lowered by the NPN (although Nations can request that the NPN reduce the tithe).

Sites: (Non-Open Empire only) Traditionally, the NPN would able to construct religious sites within flock nations to increase the NPN's income. In Lords 24 players may do this on the NPN's behalf by using the standard Site Construction Rules. Churches and Abbeys may be constructed as well as Houses and Preceptory sites for Religious Orders. Each site successfully constructed adds a bonus to the next II action undertaken by the nation. Keep in mind that sites require leader actions and resources to construct. However, they will produce additional income for the NPN which in turn is available as aid. These sites do need to follow normal CCR restrictions. Players are encouraged to name the sites after historical cathedrals or monastic orders when performing the construction actions.

Leaders: (Orders and Primates only) Nations may also grant their Royal Sons to the NPN as leaders. These leaders are then transferred to the NPN to use internally. Each living leader the nation has granted the Papacy grants a bonus to II actions undertaken during his tenure. This bonus is increased if the leader can secure a higher position within the NPN. The positions are as follows:

 

Primacy Title

Order Title

Position

Father

Brother

Royal Family Section

Bishop

Master

Lieutenant Leader

Cardinal

Commander

Prince Leader

Pope

Grand Master/Prelate

Ruler

 

(Obviously, these have a Roman Catholic bias and if a Primacy/Order of another religion becomes available I will add those titles in as well)

 

When a slot opens up, all leaders below that slot perform a modified Charisma Skill Check to attempt to win the open position. The leader with the highest level of success gains the slot and the new title. If no one passes the skill check, then a new leader is randomly generated.

Gold: Of course, gold spent on the Operation is always effective. In this case, it represents indulgences bought from the NPN itself. This money must be linked to a specific II Operation when it is undertaken, just like any normal operation.

Marriage: (Open Empire or Noble House only) A Royal Marriage provides a significant bonus to any II or DP action.

 

Maximum Influence with Orders and Primacies

The maximum Influence a Nation can obtain is the lower of it national Religious Strength or 10 modified by the following:

·       Current Primate/Grandmaster is from the nation’s family +3

·       Current Cardinal/Commander is from the nation’s family +1 each

·       For each Cathedral/Estate in the nation +1

·       For each Holy City/Fortress in the nation +1

 

A little known fact is that a high Religious Strength negatively impacts your Tech Point accrual; the more religious fervour in your nation, the more new discoveries and advances are distrusted. In return for taking a hit in the Tech Race, Religious Nations have more maximum pull with their Primate or Orders. This allows those nations to be very competitive for the more lucrative NPN gifts, such as Relics. Of course, sites may only be constructed in locations of the correct religion. Should a location change its religion, any sites of that religion are lost as well.

 

Maximum Influence with Open Empires and Noble Houses

The maximum Influence possible in a Open Empire or Noble House NPN is 10. This is shared amongst all possible influencers.

 

Decreasing Influence

Instead of gaining influence, an Influencing Nation can opt to decrease the Influence another nation has in the NPN. If the nation losing Influence does not have enough Influence to maintain its benefits they will be removed, paving the way for their competitors.

 

The Benefits of Influence

Influence in an NPN gains the Influencing Nation two things. Firstly, the Influencing Nation can Request Aid from the NPN using the RAFN. The rules for these actions are given below in “Using Influence to Gain Aid”. Secondly, the Influencing Nation can use their influence to propose Edicts (Papal Bulls) from Primacies

 

Using Influence to Gain Aid

Players who accrue influence with the NPN will have the opportunity to gain benefits from the NPN in a similar way to NPN nations. Gifts of money and food, grants of government assistance, use of the NPN Operations etc are all available.

 

Benefits are gained in the form of aid. To obtain this aid a player must assign a leader to a “Request Aid” action. This action can be carried out at either the player’s homeland/capital or the NPNs main site. A bonus is applied is the leader travels to the NPN’s location. All benefits/aid are available the turn AFTER they have been granted. Each benefit has a “Difficulty” level. This shows the minimum influence expected to gain the benefit as a guideline. However, it is possible to gain these benefits at lower levels of influence if the requesting leader has a high level of Charisma and large amounts of gold are expended.

 

The benefits are listed below:

 

Name

Effect

Difficulty

Gold
Share

The nation gains 10% of the NPN's Gold in aid as a tithe. Maximum of 50%

 

3

NFP
Share

The nation gains 10% of NFP in aid as a tithe. This NFP may not be used to recruit troops. Maximum of 50%

 

3

Agro
Share

The nation receives 10% of the NPN's Agro in aid as a tithe. Maximum of 50%

 

3

Infrastructure

For Primacies and Orders: The nation is granted one Infrastructure from the NPN. This Infrastructure may go beyond the normal maximums for Tech Level. The Infrastructure point may be lost if another player uses his influence to pry the clerks away.

For Open Empires and Noble Houses: The nation is granted one Infrastructure from the NPN. This is removed from the NPN and added to the influencing nation. If there are differences in Religion and Language, it is reduced to 100 gold investment before the modifiers are applied. A note is added to the Tithes section and if this is lost, the investment returns to the NPN.

 

3

Bureaucracy

For Primacies and Orders:  The nation is granted one Bureaucratic Level and a Bishop from the Church. This bid lasts for the lifetime of the granted Bishop. This BL may go beyond the normal maximums for Tech Level. The BL point may be lost if another player uses his influence to pry the clerks away.

For Open Empires and Noble Houses: The nation is granted one Bureaucratic Level from the NPN. This is removed from the NPN and added to the influencing nation. If there are differences in Religion and Language, it is reduced to 100 gold investment before the modifiers are applied. A note is added to the Tithes section and if this is lost, the investment returns to the NPN.

 

3

Religious
Operation

The nation is granted one Religious Operation or Bonus point from the NPN. This is removed from the NPN and added to the influencing nation. The NPN MUST be of the same religion.

A note is added to the Tithes section and if this is lost, the investment returns to the NPN

 

5

Intelligence
Operation

The nation is granted one Intelligence Operation or Bonus point from the NPN. This is removed from the NPN and added to the influencing nation.

If there are differences in Religion and Language, it is reduced to 100 gold investment before the modifiers are applied. A note is added to the Tithes section and if this is lost, the investment returns to the NPN.

 

5

Assassin
Operation

The nation is granted one Assassin Operation or Bonus point from the NPN. This is removed from the NPN and added to the influencing nation.

If there are differences in Religion and Language, it is reduced to 100 gold investment before the modifiers are applied. A note is added to the Tithes section and if this is lost, the investment returns to the NPN.

 

5

Relic

The nation gets to use a Relic and a leader to hold it. Obviously, the NPN must have a Relic.

7

Military Support

The player gets an Allied Leader and a number of units equal to 50% of the NPNs mobile force.

7

Alliance

The player gets the NPNs statsheet and the ability to direct all its leaders. Does not control its Economic/Intel/Religious actions. Half turn costs but does not require H or P leader on Admin

Replaces any Military Support benefit already taken.

10

Free State

The player gets the NPNs statsheet and the ability to run the position as if it is a Player Position including Economic/Intel/Religious actions. Must have an Alliance in place and replaces the Alliance. Full turn cost and requires a H or P leader to be in the NPNs Capital/Homeland on Admin.

10

 

Loss of Benefits

 

Benefits are lost if either influencer or the NPN suffers a DF or if they are taken by another influencer.

 

Request Aid from NPN

Charisma, 6AP, Can be conducted by any K, H or P leader either at leaders homeland/capital or NPN’s Homeland/Capital/Holy City/Fortress/Seat.

The success chance of the "Request Aid" action is modified by the current influence the player has in the NPN.

 

Using Influence to Propose an Edict

Influence can also be used to propose an Edict for a Primacy. Orders do not have the power to enforce Edicts. All Edicts are enforced through the use of the Excommunication Religious action and should therefore be adhered to whenever possible. It is possible to get the Primate to declare Edicts outside of the list given below and there is also a chance that Edicts will appear during the course of play. The Edicts currently in force are given in the Primates specific pages. If an Edict directly affects another nation or is unacceptable, then it can be opposed. Also, if the proposer can gain the support of other nations, then its chance of success can be increased by their actions. Each Edict has a minimum Influence cost listed on the table. Obviously, some of these Edicts will require more than one nation to propose.

 

Propose Primate Edict (PPE)

Charisma, 6AP, Can be conducted by any K, H or P leader either at leader’s homeland/capital or NPN’s Holy City.

The success chance of the "Propose Edict" action is modified by the current influence the player has in the NPN.

 

Oppose Primate Edict (OPE)

Charisma, 6AP, Can be conducted by any K, H or P leader either at leader’s homeland/capital or NPN’s Holy City.

The “Oppose Edict” action reduces the chance of a proposed Edicts success.

 

Support Primate Edict (SPE)

Charisma, 6AP, Can be conducted by any K, H or P leader either at leader’s homeland/capital or NPN’s Holy City.

The “Support Edict” action increases the chance of a proposed Edicts success.

 

The list of Standard Edicts is given below:

 

Minor Edicts

Minimum Influence

Type

Target

Effects

5

Marriage
Annulment

Single Marriage

A specific marriage undertaken by a Nation of the same religion is targeted by the Edict. The marriage in question must be considered scandalous. That includes: Marriages to spouses of a different religion, Marriages which have produced no Children, Scandals caused by Random Events, Illegitimate Children or Conceal Fact (Spread Rumour) actions. If the Edict is successful, the marriage is annulled. The marriage effect is cancelled, the spouses return to their separate countries, and any children of the union are considered illegitimate. The spouse may not remarry into the old partner's family. May be blocked by the Marriage Partners.

5

Penance
Tithe

Nation of same Religion

If the Edict is successful, the targeted Nation must pay a one-turn 10% tithe to a second Nation against whom it has wronged. May be blocked by the Target Nation.

5

Alms
Tithe

Nation of same Religion

If the Edict is successful, the targeted Nation must pay a one-turn 10% tithe to the Nation with the highest (worst) ESI rating. May be blocked by the Target Nation.

5

Arms
Tithe

Nation of same Religion

If the Edict is successful, the targeted Nation must pay a one-turn 10% tithe to the Nation with the lowest (worst) MSI rating. May be Blocked by the Target Nation.

5

Order
Tithe

Nation and Order of same Religion

If the Edict is successful, the targeted Nation must pay a one-turn 10% tithe to the designated Order. May be Blocked by the Target Nation.

5

Consecration

Location sharing same Religion

If the Edict is successful, the targeted location receives a free Papal Site Construction, either generating a new Church, or upgrading any existing site. The nation calling for the Bull receives the credit for their next II Bonus. The nation hosting the site receives the credit for the increased Papal Influence Maximum. The location must be able to support the new site as per the population requirements. May be Blocked by the Location's Owner.

10

Noble
Investiture

Location sharing same Religion

Used on a Location which is Pacified and is Occupied to another Nation of the same religion, a successful Edict removes the Occupied status and allows the Location to convert to Feudal Ally if a leader is supplied.

10

Disputed
Border

Location sharing same Religion

Used on a Location which is Pacified and is Occupied to another Nation of the same religion, a successful Edict removes the Occupied status and allows the Location to convert to Friendly.

15

Bestow Title

Nation of same Religion (Monarchy)

The Primate grants a secular title upon a deserving nation. To be eligible for a new title, the nation in question must possess a minimum number of friendly or pacified territories. In addition to the title, the Primate will gift the nation with some sort of national construction (PWB, City Expansions, Projects, etc). The higher the title, the better the construction.
Prince = None
Grand Duke, Grand Prince, Grand Count = Minimum of three Regions and one City
King = Minimum of five Regions and three Cities
Emperor = Control of more than one Kingdom (NPN)  as well as own Kingdom

15

Revoke Title

Nation of same Religion

(Monarchy)

The Primate rescinds a title from a nation which no longer qualifies (as per the Bestow Title requirements) for the honour. If the Primate had granted a gift to the nation during the bestowment of the title, that gift might be rescinded. May be blocked by the Target Nation.

Major Edicts

Cost

Type

Target

Effects

15

Cardinal
Investiture

Leader of same Religion

The Edict must target a non-active, unmarried leader of the same religion from the nation’s royal family. If the Edict is successful, the leader will become a Cardinal of the religion.

 

15

Excommunicate Leader

Leader of same Religion

If the Edict is successful, the targeted leader is ousted from the Church. He is eliminated from the owning nation's stat sheet. The leader must have undertaken an aggressive action against another Nation’s of the same religion, or at least been framed of one through Conceal Fact actions. May not be used against H or K/Q leaders. May be blocked by the Leader's Owner.

15

Beautification

Deceased Leader of same Religion

If the Edict is successful, the targeted leader is declared a Saint by the Primate. A Relic is created for the new saint and put up for Bid. The more influence spent on the Edict, the more potent the Relic. The leader in question must have accomplished something for the greater good.

20

Trade
Embargo

Nation

If the Edict is successful, all Trade Routes between the target and any Nations of the same religion as the Primate are shut down for a period of three turns (15 years). If the target is a nation of the same religion, they must have a history of aggression against other nations of that religion. May be blocked by the Target Nation.

25

Excommunicate
Ruler

Ruler of same Religion

If successful, the Edict ejects the targeted Ruler from the Church. All non-friendly/homeland Locations held by the nation immediately check for revolt and remain as such for the duration of the Excommunication. When the Ruler Dies, there is an increased probability of Dynastic Failure. The Ruler must show a history of aggression against other nations of the same religion.  May be blocked by the Target Nation.

25

Noble
Reconciliation

Excommunicated
Ruler of same Religion

If successful, the Edict revokes the excommunication of the Ruler.  Revolt checks are no longer carried out each turn.

25

Religious Reconciliation

Nation of same Religion

If the Edict is successful, the targeted Nation will have an easier time of converting to the Primates religion. If the nation converts on the following turn, the Homeland and Capital will automatically convert, and other locations will receive a bonus conversion check. The targeted Nation is under no obligation to make the conversion whatsoever.

40

Interdiction

Nation of same Religion

A severe form of Excommunication, success of this Edict condemns every citizen in the targeted nation. The effects listed under Excommunicate Ruler and Trade Embargo both apply to the realm for the duration. In addition, every location but the capital must pass a revolt check each turn or degrade one level. The Nation must show a significant history of aggression against other nations of the same religion. May be blocked by the Target Nation.

40

National
Reconciliation

Interdicted Nation

If successful, the Edict revokes the Interdiction of  a Nation.

 

 

Order Status

If a player run Order has a level of status in a NPN it can "Request Aid" in much the same way as a player run nation can request aid. In this case the level of Status the player run order has in the NPN effects the chance of success. Only Military aid can be requested in this way unless the Order has a Status of 6 or greater in the NPN.

 

Request Aid by Order (RABO)

Charisma, 6AP, Can be conducted by any K, H or P leader either at leaders Fortress or NPN’s homeland/capital.

The success chance of the "Request Aid" action is modified by the current status the player has in the NPN.

 

 

Requesting Royal Sons

A player run Primacy or Order can request that NPN nations send them a royal son to swell their ranks. This is done using the "Request Royal Son" action

 

Request Royal Son (RRS)

Charisma, 6AP, Conducted by a K leader only. This can be carried out at the Primate's or Order's court. If successful a Royal Son is added the Primate's leaders or family lists