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Deus Vult! - Free Start Rules

Free Start

Deus Vult! is a free-start game based on the time period just before the first crusade (~1000AD). As such, starting positions do not have the variety and depth associated with more historical starts. Instead, players are allowed to customize their positions.

Next World Section

The next world section to open will be the Indian Subcontinent. An ETA of around turn 30-40 is expected for the Indian Realm to open for play.

Pagan Free Start Zones

In addition to waiting for India, there currently exist two 'Pagan Zones' in which new nations may arise. One zone is is far northern Europe, the other is in deep central Africa. New nations must pick one of the regions located in the zone to act as the new nation's homeland. The nation is then built from the ground up as follows:

Leaders:
Positions begin the game with a King Leader (Married), an Heir Leader (Unmarried) and [BL] Lieutenants.

Statistics:
Positions begin with 2 BL, 2 Infra, 2 AQRs, 1 Intel Operation and Bonus, 1 Assassin Operation and Bonus, 1 Religious Operation and Bonus, and 6 Religious Strength.
Positions whose capital is below the Tsetse Fly Line receive -1 Cavalry aQR and +1 Infantry aQR.

Holdings:
The chosen homeland is increased to 2 GPV and cultivated.
Two regions adjacent to the homeland of the GM's choice become controlled.
If either region is under 1 GPV in value, it is increased to to 1 GPV.
One of the secondary regions is cultivated, if eligible. If not, one is instead converted to steppe.
A 4 GPV capital city is placed in the homeland.
A 2 GPV city is placed in the secondary cultivated/steppe region.
A 1 GPV city is placed in the final region.

Resources:
Positions Receive 100 GP and 25 NFP.

Mobile Troops:
Positions begin with 10i, 10xei, and 5s.

Defensive Troops:
Positions begin with all regions fortified with maximum field forts and all cities fortified with maximum wall points (Both based on the starting 2 Siege QR).

Tech Level and Culture:
Euro- and Afro-Pagan Positions begin as Tech Level 003 Barbarian Nations.

Customization:
Positions may take five customization bonuses from the following list:

Name Effect Notes
Efficient Bureaucracy The Nation gains an additional Bureaucratic Level. May not exceed government type limitations.
Robust Infrastructure The Nation gains an additional Infrastructure. May not exceed government type limitations.
Superior Cavalry The Nation gains an increase in Cavalry Quality Rating. May not exceed Tech Level limitations.
Superior Infantry The Nation gains an increase in Infantry Quality Rating. May not exceed Tech Level limitations.
Superior Warships The Nation gains an increase in Warship Quality Rating. May not exceed Tech Level limitations.
Superior Engineers The Nation gains an increase in Siege Quality Rating. May not exceed Tech Level limitations.
Improved Intelligence The Nation gains an additional Intel Capacity and Intel Bonus. May not exceed Tech Level limitations.
Improved Assassins The Nation gains an additional Assassin Capacity and Assassin Bonus. May not exceed Tech Level limitations.
National Piety The Nation gains two Religious Strength, an additional Religious Capacity, and two additional Religious bonus points. May not exceed Tech Level limitations.
Established University The Nations gains a University Investment of 100 GP, along with a Years in Operation value of 50. None.
Conscripted Navy The Nation receives 20 Light Warships and 10 Cogs. Nation must control a port city.
Enhanced Communication The Nation receives Six construction slots to add to its realm. Postal and Royal Roads, Ferry and Bridge Anchors can all be constructed. Remember that a Road goes from Region Center to Region Border - Two Roads are necessary to extend from one region into a second region.

Postal Road = 1 Slot
Bridge Anchor = 1 Slot
Ferry Anchor = 1 Slot
Royal Road = 2 Slots

Diverse Royal Family The nation's King receives five additional royal children (Two Sons and Three Daughters) of ages ranging between six and fourteen. May only be taken once.
Extensive Trade Network The nation receives a 50 year bonus to the duration of all trade routes. Only applies to Trade routes initiated at game start.
Regional Cultivation The nation converts one Wilderness, Jungle, Steppe, or Island Region to Cultivated. Target region also gains Five public works. Must have a Wilderness, Steppe, or Island region to cultivate.
Natural Erosion The nation converts one Mountain or Tundra region to Steppe terrain. Must control a Mountain or Tundra region.
Improved City One City in the nation receives 2 City Levels, 10 Public Works, and 1 additional Wall Point GPV levels which exceed terrain limitations are lost. Wall Points may Exceed Siege Limitations.
Settled Culture The Nation becomes Civilized. May only be taken by Barbarian or Nomadic positions.
No Tech Level is actually gained, though new Rutters will be made available based upon the new three Trade Range.
Neighboring Tribes Two nearby unsettled, depopulated or 0 GPV regions are colonized by a tribe sharing your language and religion. Region values increase to 1 GPV. May only be taken by Barbarian or Nomadic positions.
No actual control level is gained over the tribal regions.
Religious Monolith The Nation gains a religious monolith. Religious Strength increases by one and the region gains a Religious Trade Center. Only one per region.
Tribal Relic The Nation gains a Tribal Relic. Must choose an effect from the following list:
Fertility Talisman: Bonus to bearer's HC actions.
Weapon: +1 to bearer's COM rating.
Sacred Mask: +2 to bearer's DIP or CHA rating.
Crown: +1 to bearer's ADM rating.
Mat only be taken by Pagan nations.
Similar Relic effects are not cumulative upon one leader.