LORDS OF THE EARTH 38 - THE DAWN OF CIVILIZATION | |
Rule Changes | |
2.2.4 Government
2.2.6 Technology & Metallurgy 2.2.7 Language & Literacy <--- Iberian languages clarified and     Basque added 2/17/18 2.14.14 Trade Route Status & Trade Centers 4.0 The Map (has its own page) 4.3.2 Silk & other Routes 5.2.2 Sea Trade 5.4.5 Building Armies 5.4.7 Unit Types: Battle Carts & Chariots 5.4.7 Unit Types: Field Forts 5.4.7 Unit Types: Galleys |
5.4.8.1 Combat Experience
5.4.14.5 Colonizing Half-Populated Places 6.1 Megalithic Constructs & Cultivation 7.2.4.19 How Diplomacy Works 7.2.5 0AP Actions 9.0 Religion (has its own page) 10.8 Nomads & Settling Half-Populated Places 10.9.1 Horse Count & Cav Count |
TL | Tech Level Title | Metallurgy QR Increases Possible |
Notes |
-02 | Stone Working Late Paleolithic |
stone axe heads, spear points, knives & tools; bone-tipped spears,
rafts, animal fat lamps, cave paintings, ritual burial |
|
-01 | Stone Working Mesolithic |
steadily improving stone axe heads, spear points, knives & tools;
use of canoes, fishing, bow & arrow |
|
000 | Stone Working Neolithic |
monoliths, pottery, cloth, beginnings of agriculture & herding,
domestication of draft animals (if such exist) then wheel and carts |
|
001 | Metal Working 1 (used to be Stone Working) |
0 - basic metalworking 5
1 - bronze working |
copper, silver & gold working; copper axe heads 6, maces, tools
bronze casting; bronze axe heads, spear points, swords, armor, tools |
002 | Iron Working 2 | 2 - iron working
3 - improved iron (steel) |
iron casting; iron axe heads, spear points, swords, armor, tools;
as copper implements but iron
various hammered/folded composite (pattern welding), laminated, or fire-quenched; as iron implements but steel |
003 | Iron Working 3(Steel) | 3 - improved iron (steel)
4 - improved steel |
various hammered/folded
composite (pattern welding), laminated, or fire-quenched; as iron implements but steel
homogeneous steel aka Wootz or Damascus steel; as steel implements but better quality |
004 | Early Medieval 4 | 4 - improved steel | homogeneous steel aka Wootz or Damascus steel; as steel implements but better quality |
    1reaching TL1 sets the metallurgy QR to 0. Investment can raise it to 1.
    2reaching TL2 sets the metallurgy QR to 2. It is possible to skip having a
"Bronze Age" and go from metalworking to iron working; sub-Sarahan Africa did just that.
Investment can raise it to 3.
    3reaching TL3 sets the metallurgy QR to 3. Investment can raise it to 4
in the India, Persia and Middle East geozones only.
    4reaching TL4 sets the metallurgy QR to 4. This is the current limit.
    5starting with copper, in battle the nation with the higher metallurgy QR
receives a combat bonus. The bonus is calculated as the higher QR minus the lower QR. TL0 and below are
considered a QR "-1" for this purpose.
    6 Copper holds a sharper edge than stone but dulls faster, so it
was used mostly in axes and maces, not spears or swords.
Language | Abbr | Notes |
Lusitanian1 | LUS | western Iberian penninsula (marked " L " on map) |
Tartessian1 | TAR | southwestern Iberian penninsula (marked
" T " on map)
historically replaced by Turdetanian then Carthaginian then Latin |
Iberian1, 2 and Celtiberian1 |
IBE | Iberian penninsula except Lusitanian & Tartessian regions (marked " IB " on map) |
Basque3 (Proto- form) |
BAS | north and south of Pyrenees on Atlantic side - (marked " Basque " on map) |
Celto-Italic (Proto- form) |
CEL | western & central Europe, north Italy. (Nearby regions not Celtic Pagan but whose
population are Celto-Italic speakers are marked " C " on western
Europe map)
later split into Celto-Ligurian and Italic |
Germanic | GER | Denmark & Scandinavia - (marked " G " on map) |
Etruscan1, 2, 3 (Proto- or Archaic form) |
ETR | Italy south of the Po, plus Sicily - (marked " E "
on map)
historically replaced by Italic languages (Latin, Samnite, etc) |
Illyrian | ILL | northwest Balkans (marked " I " on map) |
Thracian | THR | from eastern Balkans east to Volga River (marked " T " on Europe map) |
Balto-Slavic | BAL | northern Europe east to Dvina River & Upper Dnepr River
(marked " B " on Europe map)
later split into Baltic and Slavic |
Aryan4 | ARY | Volga River east to above Aral Sea (marked " A " on map) |
Minoan2, 3 | MIN | Crete & adjacent Aegean Sea coasts |
Luwian (aka Luvian) | LUW | western Anatolia - spread by invading Hittites. Nearby regions not Hittite but whose population are Luwian-speakers are marked " L " on map) |
Caucasian (incl Hurrian & Urartian) |
CAU | Caucasus Mountains area & eastern Anatolia (marked " C " on that area of map) |
Berber | BER | North Africa except Egypt (marked " B " on map) |
Egyptian | EGP | Egypt & adjacent territory |
Chadic | CHA | from Lake Chad west to Niger River
(marked " CH " on Africa map)
linguistic drift from Cushite root after separated by Nilo-Saharan expansion |
Nilo-Saharan | NLS | from joining of Blue & White Nile west across Sahel grasslands past Lake Chad
(marked " NS " on Africa map) |
Cushite | CSH | Land of Punt & nearby territory (marked " C " on Africa map) |
Khosian click-languages (includes Khoe, Kx'a & Tuu) |
KHO | eastern & southern Africa populated by San peoples (marked " K " on Africa map) |
Semitic | SEM | Arabian penninsula north to Mesopotamia (marked " S " on map) |
Akkadian | AKK | Mesopotamia & adjacent territory - offshoot of Semitic; became common tongue during the Akkadian Empire. (Nearby regions of different religion but whose language is similar to are marked " AK " on Mideast map) |
Gutian2 | GUT | Gutium & adjacent territory (marked " G " on Mideast map) |
Elamo-Dravidian | EDR | spoken where Elamo-Dravidian religion practiced: Iranian plateau east to north/central India. (Nearby regions of different religion are marked " ED " on map) |
Oxus Valley2 | OXV | Oxus Valley & adjacent territory (marked " O " on map) |
Harappan2 | HAR | Indus Valley & adjacent territory
offshoot from Elamo-Dravidian |
Tamil | TAM | southern India, Ceylon & Andaman Is (marked " T " on south Asia map) |
Himalayan | HIM | western Tibetan plateau
(marked " H " on Asia map)
linguistic drift from archaic Sino-Tibetan root |
Tibeto-Burmese | TIB | eastern Tibetan Plateau & adjacent territory; migration spread it down Irrawaddy valley
(marked " TB " on Asia map) migration brought forward in time |
Mon-Khemer (Proto- or Archaic form) |
MKH | Brahmaputra River east to Gulf of Tonkin and south to middle of Malay penninsula
(marked " M " on Asia map) original SE Asian language |
Austronesian (Proto- form) |
AUS | spoken where Oceanic Pagan religion practiced: southern Malay penninsula, East Indies
& misc Pacific Islands. (Nearby regions of different religion are marked " A " on southeast Asia map) |
North (or Old) Chinese (Archaic form) |
NCH | spoken where Daoist religion practiced: north and central China (Nearby regions of different religion are marked " N " on Asia map) linguistic drift from archaic Sino-Tibetan root (ultimately became Mandarin) |
Thai- (or Tai-)Kadai (Proto- or Archaic form) |
THK | southwestern China (marked " TK " on Asia map)
historically migrated south due to Chinese expansion |
Viet (includes Archaic Sino-Vietic form) |
VIE | southern China (marked " V " on Asia map)
historically migrated south due to Chinese expansion |
South Chinese (Proto-Yue form) |
SCH | southeast China (marked " S "
on Asia map)
linguistic drift from archaic Old Chinese root (ultimately became Cantonese) |
    1extinct since Roman times; replaced by Latin.
   
2language not deciphered.
   
3non Indo-European language surrounded by Indo-European. Basque still exists. Etruscan is
only proven to have existed in & around Tuscany; south of there the
pre-Italic tongue is unknown. Some Etruscan variant is as good a guess as any.
   
4nowadays referred to as Proto (or Archaic) Indo-Iranian, but that's because historically
around 1500BC the Aryan-speakers migrated to NW India and the Iranian plateau. As of 2130BC that
has yet to happen.
Code | Type |
A | Silver mines |
F | Ferrous ore (Iron) source1 |
G | Gold mines |
I | Ivory source2 |
M | Merchant faire/trading post |
P | Precious items3 |
R | Religious site4 |
S | Salt |
   
1sites will be added once any nation has achieved ironworking capability
   
2 elephants can co-exist with a human population in a region that is no higher
than 1GPv and/or no more than half-cultivated. Population > 1GPv or full cultivation will
reduce their habitat
to less than what is required to sustain a herd large enough to be culled for ivory and
still be viable and the icon will be removed.
Regions that began with ivory Trade Centers and
violate this limitation will be adjusted later.
   
3sPice trade (as known in Medieval/Renaissance times) does not exist
yet. "P" instead means misc Precious items: amber, bitumen (used for making
bricks), cedar wood, copper (used for making bronze), ebony wood, jade, lapis, obsidian,
resin (used for incense), rubies, teak wood,
tin (used for making bronze), turquoise. This list continually expands.
The items are all equally valuable - the variety is for realism and campaign color.
   
4such as temple complexes and ziggaurats built during the campaign
Nation Culture Type | TL1 | TL2+ |
Nomadic | 1 | 1 |
Pre-Columbian | 1 | 2 |
Barbarian | 2 | 2 |
Civilized | 2 | 3 |
Seafaring* | 3 & 2 | 4 & 3 |
    *home port to conduit city & conduit city to destination port.
TL | Tech Level Title | Notes |
-02 | Stone Working Late Paleolithic |
hunter-gatherer population density too low for land units
rafts - able to cross narrow straits or (with greater risk) between close islands |
-01 | Stone Working Mesolithic |
xii - tribe with hunting weapons, wooden clubs, rocks, etc
xxr - dugout canoe. Can safely operate in rivers or in sea zones marked calm waters within sight of land (along coastlines or to a visible offshore island such as Cyprus) |
000 | Stone Working Neolithic |
ii - emergency peasant levy armed with stone-tipped or -bladed weapons or
wooden clubs
xi - skirmishers armed with throwing weapons (sling, javelin), maybe leather helmet xei Inf=1- archers armed with short-range bow, leather helmet i Inf=1 - infantry armed with stone-tipped or -bladed weapons, wooden shield, maybe leather helmet f - mud brick field fort in Mesopotamia & Indus; stone block elsewhere wp Seige=1 - mud brick walls & towers in Mesopotamia & Indus; stone block elsewhere xrt Warship=1 - light trade galleys with 1 cargo space. They (and MSP from them) can safely operate in rivers, anywhere in calm waters, and in other sea zones within sight of land (along coastlines or to a visible offshore island such as Seylan). Click for details of galleys |
001 | Metal Working (any Metal QR) |
bc - "battle cart" drawn by onagers (Mesopotamia only). Click
for details of battle carts
existing & future i - now armed with mix of stone-tipped spears, copper-bladed axes & maces, wooden shield (maybe copper-reinforced), leather helmet s Seige=2 - engineers to dig tunnels, fill in moats & build ramps onsite, an improvement over only having scaling ladders xt Warship=2 - medium trade galleys with 2 cargo spaces. They (and MSP from them) can safely operate in same waters as light trade galleys (exception: not past cataracts or waterfalls) xrw Warship=2 - "pentaconter" light war galleys with a single bank of oars. They can safely operate in same waters as medium trade galleys |
001 | when Horse Count     Complete (any Metal QR) |
xch - light 2-man chariot drawn by horses
ch - armored 2-man chariot drawn by horses     Click for details of Horse Count or chariots |
001 | Metal Working (Metal QR = 1) |
existing & future ii, xi - now armed with bronze-tipped or
-bladed weapons
existing & future xei - now wearing coat of bronze scale armor, bronze helmet existing & future i - now armed with bronze-tipped spear and secondary -bladed weapons, -reinforced shield, bronze helmet hi Inf=2 - heavy infantry armed with both bronze-tipped spear and secondary -bladed weapons, -reinforced shield, bronze armor (helmet, cuirass & shin greaves) brw Warship=3 - "bireme" war galleys with a double bank of oars & bronze-sheathed1 ram. They can safely operate in rivers and anywhere in calm waters |
001 | when Cav Count     Complete (Metal QR = 1) |
ic - emergency levy of those who can ride, armed with bronze-tipped
or -bladed weapons or tools
xc - light cavalry armed with bronze-tipped javelins or spears, maybe leather helmet xec Cav=1 - horse archers armed with short-range bow, maybe wooden shield (on back when using both hands for bow), bronze or leather helmet c Cav=2 - cavalry armed with bronze-tipped lance and secondary -bladed weapons, -reinforced shield, bronze helmet |
002 | Iron Working     (automatic Metal QR = 2) |
existing & future ii, xi - now armed with iron-tipped or -bladed weapons
existing & future xei - now armed with medium-range2 bow, and wearing coat of iron scale armor, iron helmet existing & future i - now armed with iron-tipped spear and secondary -bladed weapons, -reinforced shield, iron helmet existing & future hi - now armed with iron-tipped spear and secondary -bladed weapons, -reinforced shield, iron armor (helmet, cuirass & shin greaves) sto Seige=3 - seige tower, taking 2AP to build onsite; cannot be moved after battle trw Warship=3 - "trireme" war galleys with a triple bank of oars & bronze-sheathed1 ram. Too heavy (deep draft) for river use but they can safely operate anywhere in calm waters. Note: at least 1 bireme must exist before any triremes can be built |
002 | when Horse Count     Complete |
xch - light 2-man chariot drawn by horses
ch - armored 2-man chariot drawn by horses hch - armored 4-man chariot drawn by horses     Click for details of Horse Count or chariots |
002 | when Cav Count     Complete |
existing & future ic - now armed with iron-tipped or
-bladed weapons
existing & future xc - now armed with iron-tipped javelins or spears, maybe iron, bronze or leather helmet existing & future xec - now armed with medium-range2 bow, maybe -reinforced shield (on back when using both hands for bow), iron, bronze or leather helmet c Cav=2 - cavalry armed with iron-tipped lance and secondary -bladed weapons, -reinforced shield, iron helmet |
    1kept after ironworking capability because an iron-sheathed ram would rust
    2approx 1.5x short range. Yes, keeping it vague.
Area | Effect | Result |
2.3.2 International Trade Value | Region Terrain Type Modifier (Table 2-5) increases to almost halfway between original terrain and cultivated |
higher ITV |
2.3.4 Regional Income | Terrain Type Tax Multiple (Table 2-8) increases to almost halfway between the original terrain and cultivated 3 |
more gp & nfp |
2.10.1 Troop Support | Terrain Troop Support Modifier (Table 2-10) Civilized, Nomadic and Seafaring cost decreases to almost halfway between the original terrain and cultivated; Barbarian and Pre-Columbian unchanged - cost already low |
C, N, S less support cost |
2.11.1 Agro Production | Agro Point Production Multiple (Table 2-12) increases to almost halfway between the original terrain and cultivated |
more agro |
2.11.2 Agro Consumption | Terrain Consumption Multiple (Table 2-14) decreases to almost halfway between the original terrain and cultivated |
less agro eaten |
5.4.3 Building Public Works | Maximum Public Works Bonuses (Table 5-6) increases to almost halfway between original terrain and cultivated; Jungle or Wilderness ½-cultivated 9 PWBs; Steppe ½-cultivated 5 PWBs |
more PWBs possible |
5.4.15.3 Maximum City Size | Maximum City Size by Terrain (Table 5-9) increases to almost halfway between original terrain and cultivated; Jungle or Wilderness ½-cultivated 7 GPv; Steppe ½-cultivated 6 GPv |
larger cities possible |
12.2 Calculating Imperial Size | Region Terrain Modifier (Table 12-1) decreases to almost halfway between the original terrain and cultivated |
lower IS |
2 the "almost halfway" Effects are because 2 half-cultivated regions are not quite as
good as 1 cultivated region.
3 note Table 2-8 is also used when calculating the maximum field forts in a region. This
can be increased - see 5.4.7 FIELD FORTS.
Value | Circumstances |
+5 | offer of marriage to leader's King (or Queen if she's ruling) or Heir |
+3 | offer of marriage to leader's Prince or Princess |
+2 | offer for leader's King to adopt a son (15 or older) of location's ruler's family as Heir
Roman emperors did this when not having an eligible child of their own. |
+1 | offer of betrothal to a minor royal child of leader's nation
Marriage to follow when the betrothed child comes of age. |
+1 | ruling family of leader's nation and location's ruler are already related due to a
previous turn's successful diplomacy (player should remind GM)
This turn the leader continues/resumes continues talks with location's ruler who at this point is a something-in-law (brother, uncle, nephew, cousin, etc) of the leader's King and in theory more favorably inclined to listen |
+1 | leader's wife (if noblewoman) is from location and is accompanying leader*
While leader conducts formal negotiations, spouse uses familial relationship (sister, daughter, niece, etc) with location's ruler to influence him behind the scenes |
+1 | location is a city and the leader's nation already has a control status of at least T in the region containing the city (player should remind GM) |
+1 | location is a region and the leader's nation already has a control status of at least T
in a city within the region (player should remind GM) |
+1 | each additional 5AP leader spends in that location (no bonus for less than 5AP)
No credit for partial multiples. 9AP is worth a +1; 10AP is worth a +2. |
+n | ½ the diplomacy stat (rounded down) of each additional leader
assisting
The assisting leader(s) must spend as many APs as the main leader - they are assisting for the duration of the negotiations. |
+1 | charisma of King, Queen, Heir, Prince or Princess offered for marriage is 9 or higher |
+1 | charisma of leader (main leader if more than one) is 11
Human nature: location's ruler is delighted and more favorably inclined to listen |
+n/-n | success (+n), no effect or failure (-n) of offered bribe |
+n/-n | success (+n), no effect or failure (-n) of Intel SD operation |
-1 | charisma of leader (main leader if more than one) is 2 or lower
Human nature: location's ruler is disgusted and less favorably inclined to listen |
-1 | charisma of King, Queen, Heir, Prince or Princess offered for marriage is 4 or lower |
-1 | location's terrain is unfamiliar and considered hostile by leader's nation
For Civilized and Seafaring this means steppe, desert, oasis, mountain or tundra For Barbarian this means steppe, desert, oasis or tundra |
-1 | location's language is different than leader's language |
-1 | location is Hostile to leader's nation due to a previous turn's failed diplomacy |
-1 | location's religion is different but Tolerant of leader's religion |
-2 | location's religion is different and Hostile to leader's religion |
-2 | location is At War to leader's nation due to a previous turn's failed diplomacy |
*of course if there's a big failure she's at risk along with her husband