House Rules

Lords 27 uses Rules 5.10.0 and this game uses HOT - Hands Off Trade. Exceptions to the Basic Rules specific to this game) are detailed below.

* Diplomacy on Pacified & Pacified Tributary: Diplomacy can be conducted on these regions with the success number being added to the Years from Conquest (YfC) number on your stat sheet. It is still a long process...

* Mercenary Commanders & Mercenary Leaders: If you hire any of the mercenaries available in an area, a Merc Commander comes with them for free (a place holder for the program) and the troops must stay with the Merc commander at all times as a separate army. Also a Merc leader since he is named, he outranks a Merc commander and may be hired as an extra (Please state if he is main or backup) leader.

* Attacking a Field Fort defended province costs +1 AP extra.

* MAX TAX: is at 2.0, and trade income will be caped at 1.0 on T42 and beyond.

 

TRANSFERS: A lot of orders don't state if the transfer was spent, or saved, or even received, so starting in T39, all gold transfers will go into gold savings and all agro transfers will into reserves and the receiving nation will not be able to spend or convert them until next turn after (the agro will still help against famine). BTW gold or agro transfers will not be refused by receiving nation unless you state in your orders that you do not accept gifts from so and so, or from anybody.

Keep track of action points & total action points for your leaders, & if you build troops for leaders please state in the builds section for which leader (A#01, etc).

From now on, leaders by their self do not need to have ships to travel across water (unless they are exploring)…

Rule & Admin Actions: Only the King, Regent, Heir, Primate, Archbishop, Grandmaster, or Master may conduct a Rule action. Only an Heir, Prince, Master, Archbishop, Bishop or Lieutenant may conduct an Admin action.

Only Kings & Queens, and Heirs can have children (HC). Having Children: A leader (Kings & Queens, and Heirs) conducting either Rule, Defend (not React), or Admin in the Capital or Homeland region may also perform Have Children actions at the same time. I’m assuming he’s not working 24 hours a day on Administrating! Also, please let me know for how many actions your King, Queen, Heir, etc, is having. Unless, it’s not specified, I’ll assume the HC action is being done for the entire turn. Finally, if the individual doing the HC is female, there is a chance that they may die in childbirth...

Leader assistance: If a leader is assisting another, please make a note of this in the assisted leader's orders, and a tip for you: large armies with only one leader are hard for them to handle and if the single leader is killed, they will fall apart.

Keep track of action points & total action points for your leaders, (& if you build troops for leaders please state in the builds section for which leader A#01, etc), otherwise your leader might end up doing nothing.

AP reminder:  please remember that it is the slowest unit of a given force that determines which unit modifiers apply towards determining APs/year. So if your army of light, elite cavalry includes even one heavy infantry unit, the footsloggers are slowing everyone down. Also if a leader has a combat rating of four or less, he has a -1 AP per year modifier when he is with any type of troops.

Unnamed leaders: suffer a –1 to their action points per year and Kings without names will be named by me if you don’t, also unnamed cities do not get built, also leaders need to keep track of their AP expenditure in their orders or run an excellent chance that they will do nothing the entire turn, and need to have the leader number along with the name, i.e. L01 for King, L02 for Heir, etc (same as the stat sheet)...

Allied Leaders: the following are the rules concerning allied leaders. Any troops attached to an allied leader may not be detached for any purpose. They stay with the allied leader at all times. Allied leader units may not be demobilized, although they will go away if the player decides to reduce the control level of the allied region or if the allied leader dies and is not replaced. Players may build or assign additional units to the allied army but such units become part of the allied army and may not be taken back.

Loaning troops: Loaned troops must be accompanied by one of their own leaders and the troops stay with that leader, if you give troops away then they are divided by two so the receiving nation only gets half of what you send them (and no you can not give away leaders.)

 Leaders as Espionage Points: If you're using a leader for an espionage operation or bonus point, they must be located in the region or city where the operation is occurring. If the op is a spectacular failure, there is a chance that any leader assigned to the operation may be caught or killed, which can be embarrassing.

Horde Ruling: Hordes are to be played by a single player (or maybe played by an Americans player if no other can be found).

Certain builds take an entire turn to perform (although for clerical reasons are usually done at the same time as the rest of the builds). These are: City Construction (both new and additional levels), all Megalithic Construction Projects, Colonies, and Fortresses. (What this means is that you may not take advantage of a given build of this type on the turn that it is constructed. For example: you may not base MSPs or build PWBs at the increased city capacities until the turn after the construction is done. Similarly, PWBs may not be built in excess of a region’s old terrain type the turn it becomes cultivated or colonized to a higher GPv. Please plan accordingly.)

Demobilizing Units: you cannot demobilize units and rebuild them elsewhere on the same turn. This is not allowed as per rule 5.4.6 indicates. However, unlike the rules, I will allow demobilized units to be rebuilt elsewhere on the turn following their demobilization or later. The NFP simply go into your saved NFP slot.

Regional Cultivation is now a base level one project, but I will be using the megalithic construct cost multiples on table 6-2.

Empty ( / ) regions need at least one troop to garrison them if you want to claim them and you can’t DP them as there is nobody home.

Colonization: Any region that is cultivated or has been cultivated and is less than 2 GPV can be increased in value up to 2 GPV for the cost of 15 GP and 15 NFP per GPV of increase. Any named island can be colonized to 1 GPV.

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 it’s cultivated (and already 3 GPV) for a cost of 25 NFP and 25 GP.

Exploration: With the following exceptions, all nations have knowledge of sea zones only within trade range of them, unless they have the rudders listed on their stat sheet, and all European nations have knowledge of all sea zones that border Europe (Mediterranean and Atlantic).

Rudders cannot be sold or shared the same turn that they are explored and discovered; word of and maps of the rudders need to make it back home.

In L27 Mercs are listed by religion, and they prefer to be hired by their own religion (and will chose theirs over yours if different), so if your a tolerant religion (See chart on L27 site) then you can hire them, but if you're a hostile religion then forget about hiring them...

Exact Tithe: A Primate needs to have an Influence in the country where the EXT operation is taking place. If you do, you can exact a tithe % equal to or less than the influence value. So if a primate had a two influence in a nation, the primate player could attempt to exact a one or two percent tithe. This makes establishing influence extremely important. The maximum influence a primate can have in a given country cannot exceed the latter's RS.

Loot Religious Site: It is the same as a loot region action, were half of the loot must be given to the troops, or if you don't give half, it might cause mutiny.

NOTE: Sea zones marked on the map with an "H" are hostile, and you will lose ships and maybe leaders if you try to pass through them, regions with "HS" are hostile to you DPing them.


Optional Rules

Rule SectionActive?Description
2.10.2NoForce Point Troop Support
5.4.3YesTraining Levels
5.4.4YesEquipment Classes
7.2.4.20YesInvestigate Location
7.2.4.35YesConduct Census
7.2.4.36YesRe-equip Troops
7.2.4.37YesUpgrade Troops
8.3.3.18YesRearrange Expeditures
8.3.3.19YesRevise Orders
10.1.6YesThe Census
11.1YesSecret Empires

Religious leaders:

Two new leader types:
C -  ArchBiship  (for Primates)
X- Master of the Order  (for Religious orders)

Due to the rule change with version 5.6, which don't allow Heirs or princes to PRA's, Ive decided to add these new leader types. The new rules drastically undercut PRA's by short changing them valuable church leaders. They still will not have as many leaders as before but it will help.

Primates now have the following leader types:
K= The pope, patriarch, etc
C= Archbishop (or religion specific equivelent)
L= Lower level Bishops and priest

Religious Orders have the following leader types
K= Grandmaster of the Order
X= Master of the Order
L= Brothers and other aids to the Order

Leader Type# of leaders
K1
C or XBL -1
LBL

Order of succession:

When the Primate (or Grandmaster) dies, the Archbishops (or Masters of the order) have competing Charisma contests to see who will be promoted to the vacant leadership position.

L's will likewise compete to replace the vacant Archbishop (or master) position.

Vacant L positions will generate a new leader randomly.

Incite Holy War

When a Holy War is called the nations that are effected (that the Primate is able to influence) will be told in the note section of the turns how many RT's (religious troops) they must send. These troops must be sent the following turn. If these troops arnt sent by the king from the nations national armies, then the common people will take matters into their own hands, and an army of religious troops will be raised. The break down of troop types will be determined by the native army types for the regions in the nation in question. If this occurs the number of troops generated will be deducted from the NFP of the nation.

When a crusade is called the Pope/Patriarch must specify a target (city/other nation/etc) of the crusade. Crusader armies must attempt to move toward that goal. If not given orders to do so, or ordred to do something else the crusader army will not obey and will be moved as the GM determines.

7.2.4.7  Blockade Port

To maintain an effective blockade, the blockading navy must have a minimum of one ship unit per city level.

Religious Orders

Control Status Control Code Taxation Multiple Count Control? NFP?
Order Houseoh0.05NoNo
Order Preceptoryop0.12NoNo
Order Oratoryoo0.25YesYes
Order Estateoe0.37YesYes
Order Fortressof0.5YesYes

Seize Site : Code SS

Cost 5 or more Primacy leader actions.

Results This action can be directed against a Religious Site (either one controlled by a Primacy or a Religious Order) of the same religion as the Primacy attempting the seizure. It is generally used as a weapon during a schismatic conflict, or in reining in an out-of-control religious order. If successful, the site is transferred to control of the seizing Primacy, while possibly being reduced one or more levels of control. The chances of success are improved by spending more time, or gold, in support of the seizure, and are resisted by the level of the site (a Cathedral would be very hard to seize, for example) and the presence of any 'defending' leader.

Copyright © 2004, Lords 27
Version: $Revision: 1.11 $
Last modified: $Date: 2005/01/05 23:04:41 $