†††† FYI:† I have a new email address as GM for this campaign:
†††† Please check the rules supplement if you havenít recently - there are several changes to it that are important.† Players have continued to send me orders that donít work according to those rules and I have been forced to cancel part of their orders.
†††† Turn costs are currently $2 a turn.† Probably still the lowest charge per turn in any campaign.† If you have a zero account balance (at the top of your turn sheet) then you will need to send money.† Be aware, that at any time after turn 10, I may raise rates - But if you have already sent in money OR send it in before turn 10, then you will have locked in the current rate, up until turn 20, which will be the latest that the turn rate will go to $3.
†††† Iíve had a couple of people over the last few turns use turn sheet formats put out by other GMs. In these, invariably they have an investible rating that is not part of the middle ages. Be sure that when you calculate your turns, that you do not try to do something that comes out of the renaissance rules, as it will be a colossal waste of your time and mine.
†††† FYI: Excess Agro is meant to be converted to gold or NFP. Table 2-17, p. 18, in the book shows you how. The following is a playtest rule that will likely show up in my rules supplement, some time in the future.
†††† In LOTE 30, I use fractional accounting of agro. That is if you had 30.6 excess agro, and a base rev. of 100+, you would get either 15.3 gp (for a rating) or 6 nfp (for an MC) and .3 gp (for a rating). Agro that is either left unsold or not given away will rot in the fields and possibly cause a blight (my rule). Further, if you give away agro to the peasants it can have a potentially good side effect; it can cause a region to have a population explosion, but the chance is rather minute. But if you do this for too long (trying to get that small chance to improve a region this way) eventually you may wreck your economy - and the Nobles will tend to get upset if the King is too nice to the peasants for too long.
- If anyone has any objections or suggestions for how to write this rule up, feel free to let me know.
†††† CURRENT CHANGES
†††† One player recognized the fact that I donít use the exact same calculation for ITV that most campaigns use. The formula I use is very close, but is a bit more simplified. While I donít want to give away all my secrets, this formula is about 80% the same as the standard formula. But itís much easier for a GM with very little time, to calculate it. Itís also a work in progress, and may change in the future.† Letís just say itís affecting everyone equally.† But when I get comfortable using a system that Iíll stay with, then Iíll take the time to list it here, or add it to the rules supplement.
†††† MERC POOLS††††††††††† Inf††††††††† Cav†††††††† Sge†††††††† Wrs/Ts††
Brittania:†††††††††††††††††††††††††††† 11 ††††††††† 2†††††††††††† -††††††††††††† 13/6
West Europe:††††††††††††††††††††† 7††††††††††† 2, 2li††††† 6†††††††††††† 6/4
Central Europe:†† 9 †††††††††† 8 ††††††††††† - †††††††††††† 2/3
East Europe:†††††††††††††††††††††† 9 †††††††††† 9 ††††††††††† 2†††††††††††† 6/6
Middle East:†††††††††††††††††††††† 14†††††††††† 9†††††††††††† 5†††††††††††† 2/1
North Africa:††††††††††††††††††††† 5 †††††††††† 3†††††††††††† -††††††††††††† 6/6
Central Asia:†††††††††††††††††††††† 9††††††††††† 9†††††††††††† 3†††††††††††† 4/5
†††† The turn is due as always, the last day of the month, in this case 31 July.† CYA!
††† FYI: for all you Arizona gamers, July 14-16 will be Hexacon 10 (a gaming convention), at the Sunspree Holiday Inn, in Scottsdale, AZ. I will be there running several Dawn Patrol events. Dawn Patrol is a WWI aerial combat game, designed by Mike Carr.