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Deus Vult! - Miscellaneous Rules Notes

Section Name Rules Note
2.1.2 Player Data All players must supply a valid email to receive turns and to be placed on the MSI. All players must supply their real name to the GM, though may use a moniker for the MSI list.
2.1.3 Nation Type Open Nations are allowed. Secret Orders are allowed (Combining Religious Orders and Secret Empires.) Religious Primacies are non-playable (See Vatican Rules.) Hordes have become a Random Event.
2.2.1 Culture Type Most nations begin as Civilized. African Nations begin as Barbarian. They may use a Free Start Build to move to Civilized, or will convert automatically upon attaining Tech Level 004.
2.2.3.1 Slave Economy Any non-Slave Economic type who uses sNFP directly (Other than selling to other Nations) has a chance of becoming a Slave Type Economy automatically. The percent chance is proportionate to the amount of Slave NFP used in the turn, to the amount of regular NFP produced during the turn.
2.2.5 Geographic Zone Geozones are listed alphanumericly. Current sections are [E]uope, [A]frica, and the [N]ear-East, with each section having two or more distinct Geozones. Maps of the Geozones may be found here.
2.2.6 Levels of Technology Most begin at Tech Level 004. African Nations begin at Tech Level 003. Tech Restrictions due to Religious Type have been eliminated for the Free-Start Rules.
2.3.4 Regional Income Max Tax is set at 1.0
2.3.5 City Income Max Tax is set at 1.0
2.4.5 Tax Status Open Nations do not begin with a Census. Secret Orders have an automatic Census. This Census is lost if the Secret Order controls any territory at standard (Non-Cultic) Control Levels. Open Nations which suffer a Depression or Dynastic Failure lose their Census.
2.4.14 Region Spacer Code

Region Spacer Codes are now three characters long. The first character signifies the region type:

/
Normal
D
Depopulated
U
Unsettled
F
Fur Line
!
Depopulated, Fur Line
%
Unsettled, Fur Line
S
Silk Road
#
Depopulated, Silk Road
*
Unsettled, Silk Road
T
Tsetse Fly Line
$
Depopulated, Tsetse Fly Line
?
Unsettled, Tsetse Fly Line

The next two characters signify the Geozone the region is located in:

E1
Western Europe
A1
North/East Africa
N1
Middle-East and Persia
E2
Central Europe
A2
West/South Africa
N2
Indian Subcontinent
E3
Eastern Europe        

Examples:

/E1
Normal region in Western Europe
TA2
Tsetse Fly Line region in West/South Africa
#N1
Depopulated region along the Silk Road in the Middle-East and Persia

 

2.10.2 Force Point Troop Support Not Used.
2.14.6.4 Pacified (p) If there is a hostile city or fortress in the region it must be under an effective siege for the region to be Pacified or Pacified Tributary. Until then, it may only be garrisoned by the conquerors. Pacified regions which are of the same religion as the conqueror have a small chance each turn of accepting the rulership of the invaders and becoming Friendly.
2.14.6.5 Pacified Tributary (pt) Locations which are Allied, Friendly, or Homeland of another Nation may not become Pacified Tributary to attacking forces. Attacking forces instead must force full pacification on the location. Pacified Tributary regions which are of the same religion as the conqueror have a small chance each turn of accepting the rulership of the invaders and becoming Tributary.
2.14.6.6 Claimed (c) Claimed Status is not being used. It is instead treated as an empty space, just like the space between Allied and Friendly. This means the initial Diplomacy action must result in two levels of control gained to have any effect.
2.14.6.12 Friendly (f) Friendly Regions are highly resistant to Diplomacy attempts. They must Fail a revolt check to even listen to another Diplomat, otherwise any bribery and arranged marriages are accepted to no effect. Also, the Diplomat must gain at least two levels of control in the Diplomacy success to lower the region the next step to Allied Status. A single level of success will likewise have no effect.
2.14.6.14 Homeland (hm) The double-income (x2.0) modifier for Homeland is being used, however with MaxTax no additional Revenue will actually be seen. Homeland offers a better defensive bonus for your troops, and is immune to revolt checks during Dynastic Failure. If the region your capital is in is Friendly (f) it automatically becomes your Homeland. If you ever move your capital, the Homeland Status is lost unless or until the region your capital is now located in becomes Friendly. At that point, it automatically becomes Homeland. Homeland regions are completely immune to enemy Diplomacy attempts.
2.14.7 Region Religion Cities are automatically the same religion as the region they are located in. New cities automatically adopt the Religion of the region they are constructed in. Note that cities are not limited in Control by Religion in the same way that regions are. Any religion can control any city up to Friendly status.
2.14.13 Fortresses You must control the Region to construct a fortress. Only one Fortress may exist in any region at one time. Three types of fortresses may be constructed: Regional (r), Border (b) and City (c). Regional and City Fortresses add to the difficulty of any hostile military actions targeting that location. Border fortresses must be built along a specific border; Military Actions which target the region across that border suffer an increased difficulty. Military Actions across other borders suffer no penalty. cFortresses constructed within Port Cities and bFortresses constructed along Coastline borders are automatically considered Port Fortresses.
2.17.7 Sea Zone Distance Nations may surpass the normal Three Distance limitation for Civilized cultures through the Royal Marriage Bonus: Extended Trade Pact.
2.18 Monopolies, Tithes, and Trade Cartels Monopolies and Trade Cartels are not in use. Secret Order Status and Vatican Influence will be listed in this section. Government Loans and Tithes will also be listed here.
2.20 Unit Build Chart The Chart will be listed in your stat sheet. No optional units are being currently used. They may be added at a later date.
4.7 Ferry Arrows

New Ferry Arrows may be constructed in any two regions in which the black coastal dots touch. Both regions must complete a Megalith (Ferry Anchor) Project. Once both sides are complete, a new [20 MSP] Ferry Arrow will be available. Nations which control at least one side of a Ferry Arrow may add MSP to the Arrow, increasing its Capacity. Ferry Arrows may be Blockaded by ships in the Seazone the arrow crosses, or by troops stationed in the region either anchor is in. Ferry Anchors may be Pirated.

A list of eligible Ferry Arrows and their Project Base Cost may be found here.

5.2.1 Trading with Nations Overland Nations may change Land Routes to Sea and vice versa as long as both partners submit orders doing so, and both partners run an IMA action.
5.2.6 Hands-Off-Trade HOT is in effect.
5.4.4 Mass Conscription You may Mass Conscript additional NFP up to your current NFP production. The NFP gained from Mass Conscription must be used on Troop Builds. However, these mNFP may not be used to build Elite Units. NFP is subtracted from the following turn's NFP replacement figure.
5.4.8 Training Levels In use.
5.4.9 Equipment Levels In use.
5.4.13 Hiring Mercenaries See the expanded Mercenary Rules.
5.4.15 Building Cities Port Cities must be built adjacent to a specific Seazone, Island Zone, or River Segment. They may not straddle more than one zone.
5.4.16 Building Port Areas Port Areas may be constructed in any coastal reagion. In addition to the normal rules, Port Areas will convert a landlocked city to Port City status (Allowing it to house MSP). Port Areas must be built along a specific seazone, and once built allow any city in the region to trace trade to the adjacant seazone. One port area may be constructed per seazone adjacent to the region. Example. Port Areas may be sacked as if they were minor cities, and are automatically captured if the region is conquered.
6.1.4 Royal Roads Royal Roads are constructed from Region to Border as a Level 0.5 project, modified by terrain and border multiples.
6.1.5 Postal Roads Postal Roads are constructed from Region to Border as a Level 0.3 project, modified by terrain and border multiples.
6.1.10 Bridges Bridges must now be built in two sections, one in each of the regions to be connected. Project Level for each section is 0.5, modified by terrain.
7.1.1 Families and Heirs See Royal Family Rules.
7.1.7 Feudal Allies Feudal Allies are not required to end their turn in their Feudal Region (Though they still suffer normal CCR restrictions). The number of Feudal Allies you may control is no longer limited by your BL Level. Instead, only capped by the general ([Tech Level] + [6]) Maximum Leaders. Feudal Allies may regain lost units by running the 'Replenish Feudal Pool' action in their controlled location.
7.2.4.19 Education of Royalty In use. Children who have succesfully been educated will be marked with 'Roy EDU.'
7.2.4.21 Espionage

Open Nation Leaders may act as Intel or Assassin Operations and Bonus Points. Secret Order Leaders may also act as Religious Operations and Bonus Points. Bishop Leaders lent to Open nations by the Vatican, and Crusader Leaders lent by Secret Orders, may also act as Religious Operations and Bonus Points.

Operations which are generated or supported by a Leader Espionage action are automatically delayed until the ES action is completed. Keep this in mind when generating or supporting CI and CA operations, as until the ES action is completed, your nation/leader is still vulnerable to hostile operations. Don't nullify your CA+3 op by delaying it for 20 APs just so your leader can ES another +1 Bonus to the attempt.

7.2.4.25 Explore All nations begin the game with Rutters for all seazones within [Trade Range] of their controlled Port Cities. In addition to Exploring for additional Rutters yourself, you may trade Rutters with other Nations. To trade Rutters with another Empire, you must pen and ink enough Maps to spread throughout a Kingdom. This is done by constructing the 'Seazone Rutter' at a cost of 10 GP and 1 NFP. Once given or sold to another nation, these Seazone Rutters are disbanded and added to the receivers sheet. Rutters may be transferred along a Trade Route.
7.2.4.26 Found Religious Primacy Not allowed.
7.2.4.27 Have Children See Royal Family Rules regarding automatic HC actions by the King. Leaders running RULE or ADMIN actions may run HC actions concurrently if noted in the Player's orders. Have Children may only be performed in the capital.
7.2.4.28 Incite Rebellion Only useful against locations under the Pacified or Pacified Tributary Control Status.
7.2.4.29 Intervene in Mercantile Affairs In Use.
  Forced March Not Used.
7.2.4.36 Piracy Must target a Port City instead of a Seazone. Will affect all trade routes that use that city as a From Port, a To Port, a Base Port for MSP, or as a Conduit. Piracy is an all or nothing action, you my not target one nation's MSP over another. Nations have one turn to harbor any captured Merchant Shipping.
8.3.1 Assault Organization Causes damage to the GP Investment of the sector targeted. If the damage brings the Investment to a negative number, a negative investment check will be made, possibly resulting in a loss in the sector. This action may target any government statistic: BL, Infra, Quality Ratings; Intel, Assassin and Religious Operations and Bonuses, and the University.
8.3.9 Destroy Assassin Base Replaced with new Assault Organization rules.
8.3.10 Destroy Intel Base Replaced with new Assault Organization rules.
8.3.18 Rearrange Expenditures In Use.
8.3.19 Revise Orders In Use.
9.1.1.1 Formation of a Religious Primacy No new Primacies can be formed by player action. New Primacies might be formed by Random Event.
9.6 The Primate Religious Authority See the Vatican Rules.
9.7 Religious Orders Replaced by the Secret Order Rules.
9.9 Heresy and Schisms

Heresies can be brought about by Random Event. They have a chance of spreading every turn, and if not crushed will eventually form a new version of the Religion. The Crush Heresy action, if successful, eliminates the Heretical Version of the Religion from a location completely. Missionary Work against a Heretical Region will convert a percentage back to the standard form. A successful Reform Religion operation will eliminate all Heresies from a nation's borders.

10.1.2 The Capital and its Effects All Government, Espionage and Religious Statistics are based in the Capital. These can be lost if the capital is lost. Nations which lose their capital will have a new one created as long as they have a city of Friendly Status still under their control. If no friendly cities remain, the nation reverts to a Feudal Monarchy, and the King becomes the center of the Nation. Government Statistics in excess of the Feudal Monarchy limits may not be used. They may still be supported and kept, and will be restored once a capital is regained, but the extra leaders or infrastructure will not be in effect. A nation may disband its capital and seek harbor at an Ally's capital through use of the Exiled Court marriage bonus.
10.1.7 The Census In Use.
10.2 The Imperial Size Rating and its Effect All nations begin with an Imperial Size Divisor of Three.
10.2.1.1 Changing the Imperial Size Divisor You must indicate in your orders when you qualify for the increase. Some Nations qualify at game start, and this information should be included in the Turn 000 builds. Once you qualify, you may no longer hold regions at FA or PT status. FA regions automatically downgrade to NT. +ISD Nations must always use Attack to Pacify over Attack to make Tributary. Nations may voluntarily downgrade their Increased ISD status at the end of any turn.
10.3.1 Usury Restrictions Due to Muslim and Christian restrictions on Usury, Banks do not exist at this time. Jewish Banking Rules may be added at a later date.
10.7 Nomadic Societies Hordes are not playable. Instead, they are Random Events. They can usually be bribed to leave you alone.
10.7.4 Migration Not in Use.
10.10 Natural Cultivation Not in Use.
10.12.2 The Granting of Fiefs Diplomacy may not be run against the new fief until the appointed lieutenant (the new Ally or Feudal Ally) perishes. In other words, you cannot immediately run diplomatic actions upon the location.
10.13 Guiding Foreign Armies You must guide an army with a National Leader, not by simply noting permission in your orders. The exception is the Open Borders marriage bonus.
10.14 Sharing a Province Not in Use.
10.15 Ceding Regions The degradation amount may be nullified using a marriage bonus.
11.1 Secret Empires Replaced by Secret Orders.