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New Leader Actions

 

New and Modified Leader Actions

 

Name:  
The Full Name of the Leader Action
Nation Type:   The nation type (Open Nation, Secret Order) that may perform the action.
Code:  
The 1-3 letter Code for the action to be used on the orders sheet.
BAC:  
The base number of APs for the action.
Stat:  
The statistic used for the action (and any bonus types a leader can receive: S = Supporting Leader, B = GP Bribery, T = Additional 5 APs)
Requirement:   Any requirements that mst be in place for the action to be taken.
Results:  
The long description of the action.

 

 

Name:  
Appoint Heir-Apparent
Nation Type:   Open Nation
Code:  
AHA
BAC:  
5 APs
Stat:  
Charisma (S, B, T)
Requirement:   Must be undertaken in the Capital by the current King.
Results:  
The King attempts to negotiate a different successor to his Empire than tradition dictates. If successful, the target becomes the new Heir-Apparent to the Kingdom. Keep in mind that an Heir-Apparent outside of the bloodline, of the female sex, or of a different religion carries penalties to the Dynastic Failure Check. If the King is taking away the Heir-Apparent title from an existing leader, that leader's loyalty decreases by one, even if the check fails. If the check does fail, the King is not able to sway the court to accept his successor, and must abandon the effort, or try again on following turns.

 

Name:  
Declare Casus Belli
Nation Type:   Both
Code:  
WAR
BAC:  
5 APs
Stat:  
Diplomacy (S, B, T)
Requirement:   At least 1 received Casus Point from the target nation. Must be taken in the capital. (Or with K leader, if no capital.)
Results:  

The leader attempts to generate a case for war against one of the nations who has currently accrued Casus Belli points. The more points accrued against your nation, the easier the action is to undertake. Only an impressive diplomat would be able to make the case for a full-scale war with only a point or two of accrual. If successful, the nation has a full Casus Belli against the target starting on the following turn.

When War is declared, this locks the current Casus Points accrued by the target of the War action. If these points are reduced to zero through appeasement, the war status is lost. This means that not only is declaring war with a small number of Casus Points harder to do, but also that such wars are much easier to buy off and end through appeasement.

 

Name:  
Destroy Location (Modified)
Nation Type:   Both
Code:  
DL
BAC:  
2 APs
Stat:  
Combat
Requirement:   None
Results:  

Allows a national or mercenary Leader, accompanied by at least one point of troops (infantry or cavalry) to destroy a designated Location – a site belonging to a Secret Order or Religious Primacy. This is, of course, assuming that the location is not defended by troops or fortifications. Attacking a religious site belonging to the same religion may have dire consequences. When performed by one Secret Order upon a site belonging to another; Secret Cells, Lodges, Temples and Strongholds in the same region or city add a bonus to the attack. Note: Since this is not a Combat Action, Casus Belli is not needed for it. Casus Points will be generated.

Attacking a Secret Order Location requires you to have found it previously with the IL Action or by learning of a second player's IL Action. Players who share this information need to do so through their turn orders. And, like all transfers, it does not occur until the end of the turn. When sending another position location information, please reference on what turn you originally performed the IL investigation.

 

Name:  
Exact Tithe (Modified)
Nation Type:   Secret Order
Code:  
EXT
BAC:  
5 APs
Stat:  
Diplomacy (S, B, T)
Requirement:   Must be undertaken in the capital of the target nation.
Results:  

One of the powers of the Order is the ability to levy a tithe upon the nations of its Religion to further finance the operations of the Order. The tithe can be as high as (Status)% of the nation’s revenue. Exacting a Tithe is not always successful and depends on the Leader’s Diplomacy, the Order's Status, the Target Nation’s Religion Strength and of course, the percentage of tithe desired. Each successful use of this action increases the Tithe by 1%.

At whatever level of tithe the Secret Order has successfully exacted on any or all nations at any particular turn, that amount is then deducted from the target nation or nation’s National Revenue the following turn. The national tax rate is reduced 1% for every percentage point tithed to the Order.

Note, however, that the abuse of this power is a good way of turning the nobility, and, through them, the local clergy of the nation, against the Order. A critical failure can even cause the loss of Status within the nation. The Tithe is set and then automatically collected on a per turn basis. Once a Tithe has been set and successfully exacted, it will continue for following turns until a successful Renegotiate Tithe action is performed. The GP from Tithing appears in the Order’s Saved Gold each turn.

 

Name:  
Execute Prisoner
Nation Type:   Both
Code:  
EPR
BAC:  
5 APs
Stat:  
Charisma (S, B, T)
Requirement:   A Captive held for at least one full turn. Must be taken in the location of the Prisoner.
Results:  

The Leader organizes an execution of a captive. The execution will cause turmoil and strife in the target nation as the family and those loyal to the now-deceased vent their frustration against the King who refused to Ransom the Prisoner. Alongside the Execution Order, the acting player may select a specific area to negatively affect: The success effect of the action determines how much the area is affected. High-Profile executions subtract from the difficulty of the action.

Investment Pick an Investment. That investment loses some number of GP. If the loss would drop the investment below zero, a 'negative' advancement roll is made to see if a level of advancement is lost.
Project Pick a National Project. That project loses some number of GP, NFP, or Years already invested. Only works on projects in progress, or physical projects (Bridges, Megaliths, etc). Cannot undo social/economic changes or regional cultivation once they have been completed.
Works Pick a location. That location loses some number of Public Works.
Control Pick a location. The nation loses some number of control levels over the location.
Stability The nation gains a higher chance of Dynastic Failure.
Technology The nation loses some number of Tech Points.

Executing a Prisoner accrues Casus Points against your nation, even if the execution fails to generate an effect.

 

Name:  
Found Protestant Religion
Nation Type:   Open Nation
Code:  
FPR
BAC:  
75%
Stat:  
Charisma [Contested] (G)
Requirement:   25 GP; May only be performed by the national Ruler; Nation must currently be Interdicted by the Vatican
Results:  

The Ruler attempts a contested Charisma check against the current Pope. If the King wins the test, a new religion is created with a [Hostile] status toward Roman Catholicism, but otherwise adopting all the same Religious Interactions of Roman Catholicism. The homeland and Capital of the nation convert to the new religion. Interdiction effects are then broken - the nation may resume trade with CRC nations, and the controlled regions of the nation no longer suffer degradation effects. However, all controlled locations must now conform to the Maximum Status by Religion. In addition, all religious statistics (RS, ROC, ROB) are halved , rounded down.

If the Pope wins the contested Charisma check, the nation immediately checks for Dynastic Failure.

On a tie, or if both the Pope and Ruler fail the Charisma check, nothing happens and the interdiction affects continue to apply.

 

Name:  
Intervene in Agricultural Affairs
Nation Type:   Both
Code:  
IAA
BAC:  
6 APs
Stat:  
Automatic
Requirement:   None
Results:  

This action allows a nation to modify how its stored agro is allocated in the case of a Siege on one of its cities. There are three basic city types which are covered: The Capital City, HBZ Cities (Cities within the Homeland Build Zone) and Extended Cities (Cities outside the Homeland Build Zone). Running this action in the capital allows the player to set the percentage points of those three basic types to the desired amount. Alternately, a leader may run this action in a specific city to place that city directly on the list at a specific percentage.

When a city is placed under siege, it will gain its current percentage rating in Agro points from the national stores in an effort to withstand the siege. If the siege is lifted, any unused agro will return to the national stores. The total percentage points between all city types cannot exceed 100%, though may be lower. Nations start at the default setting of 100% in the capital.

 

Name:  
Invest Cardinal
Nation Type:   Open Nation
Code:  
INV
BAC:  
10 APs
Stat:  
Special (B, T)
Requirement:   Must be undertaken at a Cathedral by the National Ruler [K, Q or E]. Must choose a non-active, unmarried Roman Catholic male for the Investiture.
Results:  

The Ruler attempts to appoint one of his royal family members as a Cardinal in one of the Cathedrals within the Nation. The Skill Check is actually performed using the Average of the King's and the Appointee's Charisma Ratings. Note that this leader is not removed from the Royal Family list, unlike leaders sent directly to the Vatican. Also note this may only be undertaken when there is not a sitting Cardinal in the Cathedral. A Cardinal Leader is no longer eligible for Heir-Apparent status or for Royal Marriages.

 

Name:  
Organize Pagan Religion
Nation Type:   Open Nation (Pagan Only)
Code:  
OPR
BAC:  
75%
Stat:  
Charisma (S, B)
Requirement:   100 GP, 25 NFP; May only be performed by the national Ruler; Nation must have at least 1 ROC and 1 ROB
Results:  

The King creates a foundation for religious thought and study throughout the nation. Oral traditions are written down and a priestly class is literized and charged with the upkeep of religious duty. Success creates a new religion that no longer suffers the negative effects of Paganism. Upon completion, all national national leaders switch to the newly organized religion. All locations immediately undergo a revolt check: locations which pass the check convert to the new religion. Locations which fail, do not convert, and immediately attempt to revolt from the nation - even if the revolt fails, the location does not convert. If the Ruler fails the Charisma check outright, the nation immediately checks for Dynastic Failure, and as a second bite in the nether regions, the resources spent on the action are lost.

There is a hefty penalty to the Charisma check, so do not undertake this action lightly. In addition to Supporting Leaders and GP Bribery, there are a few other ways to increase your odds of succeess with the action:

Nation has been exposed to other Organized Religions.
Nation has been actively Missionized by other Organized Religions.
Nation controls multiple Type-2 Cities.
Nation's University Level.
Controlled Religious Megaliths.
Controlled and active Relics.

 

Name:  
Pay Appeasement
Nation Type:   Both
Code:  
PAY
BAC:  
5 APs
Stat:  
Diplomacy (S, B, T)
Requirement:   At least 1 caused Casus Point against the target nation. Must be taken in the capital. (Or with K leader, if no capital.)
Results:  

The leader attempts to undo any national damage your nation has done to another. Included with this action must be some amount of Bribery in the form of the following:

Gold
Agro
Slave NFP
Royal Children as Hostages
Royal Children for Marriage
Control of a City
Control of a Region
Trade Route MSP
Maritime Maps (Rutters)
Relics
Troops

The more that is offered and the better the diplomat, the more the reduction in Casus Belli points against the target nation. If the nation is not actively at war with you, any success will reduce the number of Casus Belli points by some number. If the nation has actively declared Casus Belli via the WAR action on your nation you must reduce the Casus Points to zero before the War status will be removed. A bribe in time saves nine. Note that your actions will be recorded, and appeasement effects will be based on the effect of your original action. Don't expect Maritime Maps to appease an enemy whose capital you sacked and burned.

 

Name:  
Ransom Prisoner
Nation Type:   Both
Code:  
RPR
BAC:  
5 APs
Stat:  
Diplomacy (S, B, T)
Requirement:   One of your leaders or royal family held prisoner. Must be taken in the capital of one of the involved nations.
Results:  

The leader attempts to negotiate the release of a prisoner from an enemy by offering a one turn tithe to the captors. The action automatically succeeds. However, the level of the success determines the level of the tithe. Higher-Profile Prisoners add to the difficulty of the action, in essence making them more expensive to ransom. Each Leader Type has a maximum percentage that can be paid in ransom, so players at least have an idea on the most they could possibly pay during a turn:

2% Feudal Allies
3% Full Allies, Female Royals
5% Lieutenants, Bishops, Male Royals
10% Princes, Heir-Apparant
25% King Leaders

Of course, if multiple leaders are ransomed during the same turn, then the tithing will stack. Prisoners which remain captive for at least one entire turn are eligible to be executed by their captors.

 

Name:  
Renegotiate Tithe
Nation Type:   Both
Code:  
RNT
BAC:  
5 APs
Stat:  
Diplomacy (S, B, T)
Requirement:   See Below
Results:  

Open Nations: This action may be undertaken in an attempt to lower a tithe placed upon the nation by a Secret Order. If successful, the tithe is lowered by 1% per use of this action. Higher tithes are easier to renegotiate than lower. A nation with a low Religious Strength has an easier time renegotiating than one with a High Religious Strength. The action must be undertaken in the capital.

Secret Orders: Secret Orders may also use this to lower a tithe levied on a host nation. When undertaken by the Order directly, there are no negative modifiers for level of the tithe or the target's Religious Strength. Each successful use lowers the Tithe by 1%. This version of the action must be undertaken in the nation's capital.

Additionally, however, this action can be used to actually lower the Tithe a target nation has toward the Vatican. The Order speaks to the Pope on behalf of the Nation, and if successful, the Papal Tithe is lowered by 1%. What the Order receives from the nation for speaking on its behalf is left to the players. Only Tithes which have been in effect for at least four turns with the Papacy are eligible to be renegotiated. This use of the action must be undertaken in Rome itself.

 

Name:  
Replenish Feudal Pool
Nation Type:   Both
Code:  
RFP
BAC:  
5 APs
Stat:  
Charisma (B, T)
Requirement:   May only be undertaken by an Allied or Feudal Allied leader. Must be undertaken in the Allied or Feudal Allied location.
Results:  
All Allied and Feudal Allied leaders will have a note indicating their Allied/Feudal Troop Pool. When the leader sees combat, and actual troops are lost, the leader may attempt to rebuild his forces by taking this action in his location. The greater the success of this action, the more units are replenished. Note that if a player has built troops for his allied leader, these troops count against his pool total. In other words, the King grants his ally five cavalry units. The Ally later sees combat, losing five infantry units. He cannot benefit from this action, as his troop numbers are still at maximum because of the gifted units by the King.

 

Name:  
Revoke Casus Belli
Nation Type:   Both
Code:  
REV
BAC:  
5 APs
Stat:  
Diplomacy (S, B, T)
Requirement:   Must have an active Casus Belli. Must be taken in the capital. (Or with K leader, if no capital.)
Results:  
Sometimes war is not the best option. A Nation which finds itself on the losing end of a war, or a war they no longer wish to continue, may wish to revoke the Casus Belli themselves without receiving appeasement. This damages the King's reputation, however, and subjects do not like to follow those who call wars but cannot win or complete them. As such, when this action is successfully used, there is an increased chance of Dynastic Failure when the King dies. Other Royal Lines and Powermongers sense the weakness of the King and their efforts to gain power are emboldened. The better the success level of this action actually, the less strife is increased.

 

Name:  
Summon Order Aid (Modified)
Nation Type:   Secret Order
Code:  
SOA
BAC:  
5 APs
Stat:  
Diplomacy (S, B, T)
Requirement:   None
Results:  
This ability is used by the Secret Order to levy troops from Open Nations directly. NFP can be difficult to get for Secret Orders, so this action may be utilized to offset that disadvantage. The acting leader targets a specific region or city. If successful, some number of troops are drawn into service from the local population. This number is determined by the level of success, but may not exceed the GP Value of the region or city in question for the turn. The Secret Order must specify what type of troops are being recruited with each action: Infantry, Cavalry or Engineers. These troops weigh in above and beyond the normal heavy, elite versions that can be built. The number of troops summoned is deducted from the target nation's NFP income for the following turn. In addition to the GPV limit, a per turn cap equal to the Order Status held in the nation also exists.

 

Name:  
Undertake Crusade or Jihad
Nation Type:   Open Nation
Code:  
CRU
BAC:  
20 APs
Stat:  
Special
Requirement:   Must be undertaken in the capital. Must be directed toward a Secret Order which holds at least 1 Status in your nation.
Results:  

The leader in question returns to the capital, where he takes supply and embarks on a journey to fight the enemy of the Secret Order. This action succeeds automatically if all APs are spent. The following turn, the leader undertaking the action is available for use by the Secret Order as a special Battle Assistance Operation. These Crusading Leaders may be assigned to assist any one of the Secret Order Leaders. If assigned, the Crusading Leader makes a special Combat check If successful, the Leader adds to the outcome of any actions the Secret Order leader undertakes, just as if benefiting from a Battle Assistance INTEL Operation. If unsuccessful in the special Combat check, the Secret Order Leader instead suffers a penalty, as from a failed Battle Assistance INTEL Operation.

While on Crusade, the Leader is no longer under the control of the original player. However, the leader is also not subject to the normal CCR restrictions. The Crusading Leader will follow the Secret Order Leader he is assigned to, becoming part of an entourage. The only orders that the player may issue the Crusading Leader is whether to Stay on Crusade or Return to the Nation. Crusaders which stay are again available to the Secret Order on the following turn. Leaders which are ordered to Return spend the following turn on Movement back to the nation's capital and are then free for normal orders.