Lords 39 - Another Earth
GENERAL CUSTOM RULES
Mutiplaying is allowed
on 2 conditions:
1) You must be on
opposite sides of Eurasia (No contact or contacting any nation in
2) You must use an alias for the second
AFTER THE LOTTERY / RESTARTS
Players will be allowed
to enter the game after the first turn as new players, or as restarts. However
there will be restrictions and possibly penalties, to keep the game in balance
for the existing players, and to discourage players from acting recklessly in
the begining because they think they can just start over if their gambit fails.
The specifics will be discussed in the near future.
Players who name all
their leaders, family members, and cities with roleplay names with get a bonus 1
NFP and 2 gold on the next turn, for every turn they meet this criteria.
Hereditary Genetics: All leaders with above or
below average ratings will influence the rating of their children. Any rating of
a leader will give the following modifiers to that rating of his/her children:
Parent Rating 1 2 3 4 5 6 7 8
9 A B | C* D*
Heir modifier -3 -2 -1 0 0 0 0 +1 +1 +2 +3 | +3
*for Hanser or Jenner leaders only
(for example: if King with the ratings K27B has a child,
then his child will get a -2 to his combat rating, +0 to his diplomacy, and +3
to his charisma).
This system allows superior leaders a chance to pass some
of their good genes to their offspring, while still offering the chance that a
"lame duck" will be born.Hereditary bonuses also apply ALL leaders,
even Hansers and Jeners who bought the Hanser gene. However, the bonuses
cannot be combined. The higher one will be added to the specific
(for example: 20 BPs are spent on Elder to buy a
+1 Hanser bonus to CHA but no BPs are spent on the Adept and Prejen. Elder
rolls a 7 so his CHA is 10(A). This means that his first born son,
Adept, could inherit a normal heriditary bonus of +2 (for the
Elders 10 stat) or the inherit the +1 Jener Bonus (NOT a
combined +3)to his roll to determine CHA. Of course he takes the +2. If
Player had spent 100 BPs to buy a +3 CHA for Elder, then the Hanser +3
would be added to Adepts CHA roll, since it is higher than the inherited
ARTIFACTS AND RUINS
There is a chance that ruins or artifacts exists in any
region in the game. Some of these finds will be useful to a nation in the
present, some in the future, some never. The chance of ruins or artifacts is
small, and the chance per turn of finding it is even smaller (but can be
assisted if a leader is actively searching and has clues).
There will not be any
non-player nations. If a player quits, then his nation will break up into
In Another Earth, Independent tribes and regions are
fiercely independent. Thus Conquering or
Diplomacizing independent regions
will be much more difficult in
Expect to find larger
and tougher militias defending independent regions than in most games. A rare
few might even have the aid of ruins or artifacts. Furthermore,
Alliance agreements for mutal defense between independent states are
not unheard of.
regions will have pubic works or even cities in them. This is randomly
generated, and more likely in abundant areas.
Diplomacy will be twice as
difficult (slow) as in most games with some other caveats:
Diplomats can only spend an
extra 10 aps on diplomacy(approximately 1 year). After that
they are no longer welcome by the host nation (unless an extra 1 gold is spent
for each additional AP used in diplomacizing, to cover the diplomats
The relative military
strength of the players nation will have an effect on his
if sucessfull allows a leader to guestimate a
potential princes abilites before they become leader. A number will not be
given, but rather a description "he is an excellent diplomat"..."He
couldnt fight his way out of a straw house" etc...
STAT: COM or
DIP or CHA,
Leader spends most of
turn mentoring and teaching the young leader in hopes of refining his/her
188.8.131.52 Geographic Zones will not
affect accumulation of tech points.
2.5.2 Military Ratings.
Nations with armies on campaign* will benefit from the experience being gained
by the operations. Five free gold will automatically invested into the AQR of
each unit type that is on campaign for a current turn. (Thus a nation at war
using cavalry, infantry and siege units will have 5 free gp invested those AQR’s
for each turn that these units fight.
(*enslaving, raids,and other wussy actions don't count. Fight real
men, not farmers & peasants!)
2.10.4 Public Works do not
5.7.2 When a city is expanded,
the existing walls protect the pre-expansion portion of the city until the walls
are disbanded or until new walls are built.
184.108.40.206 Rivers not on the maps may
be dredged if you can find an article showing that, historically, some trade has
been conducted through them. The cost to dredge the river system (making it
navigable) is at the discretion of the GM.
.8.4.1 The cost
to build Royal and Postal roads is averaged by the terrain of the two regions connected.
Cost = (Region 1 * terrain type multiple) + (Region 2 * terrain type multiple) /
may build Postal Road Networks or Royal Road Networks. The networks function similarly to
normal roads except it is a network of roads that span throughout a region and
connects to all borders. Thus a region with a network in it will connect to any and all road(s)in any adjacent
region(s). A Postal Road Network costs 25nfp and 50gp and a Royal Road Network
220.127.116.11 The cost Regional Cultivation is reduced by
the percent already cultivated.
Cost = (level 2 MC * terrain type modifier) * (100% - %already cultivated)
18.104.22.168 Public works helps cultivation of a
22.214.171.124 **STILL CONSIDERING THIS RULE** Nations may purchase technology. Buying technology(costs To Be Determined). A Nation must also must find
a sponsor nation at least two tech levels higher than it to give the nation access
to the new technology. Each turn, you will receive about (To Be Determined)tech points,
modified by culture, economy, government, etc.
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