Lords 47 Game Policy

Alliance rules

Payment Rules: If you owe $10 or more dollars and do not at least speak to me about what’s going on I will not process your turn and I will open up the nation if someone else wants it. This is not meant to be mean and it is not targeted at any specific person.

Troop Count:

Infantry (500 men = 1 point)

Cavalry (500 men = 1 point)

Siege Engineers (500 men = 1 point)

Warships (2 ships = 1 point)

Transports (2 ships = 1 point)

HOT TRADE: Hands Off Trade is in effect.

Changes to Base Rules

2.2 Societal Information: Some of the listed Societies are Tech level based. Such conceptions of freedom are unheard of at this time in history and will not be allowed in the game until you have reached the prerequesite Tech Level.

2.10.2 NFP Troop Support: Not in Effect Allied Leaders: To perform a Diplomacy action on  an Allied region requires the Allied leader present in the Allied region the Diplomacy action is occurring in. The Allied leader can not take hostile action or diplomatic actions against his own region.

2.15 Banks: There are no Banks at this time

3.6 Mercenaries: Mercenaries are generated areas with high casualties due to war .

4.3.2 Silk Route: The Silk Route is active.

4.4.2 Rivers:    At this time Heavy Warships and transports be used on navigable rivers. When the ships built to cross oceans begin to be built I will revisit this rule.

5.3.1 Leaders Carrying Gold: If for some reason a leader has gold with him it can only be spent at his location unless he returns to your Capital or Homeland at which point it can be put in the treasury and spent elsewhere.

5.3.4 Mass Conscription:     In effect but only in times of dire emergency for a nation. (I.E. War)

5.4.4 Training Levels:       In Effect.

5.4.5 Equipment Classes:     In Effect.

6.0 Megalithic Constructions:     To build any Megalithic Construction requires a Tech level 2 higher then the level of the Megalithic Construction.

6.1.7 Regional Cultivation:  This action requires the nation attempting it to have a Tech level of 4+.

6.1.8 Intense Cultivation: This requires a region capable of become intensely cultivated and the MC operation to do it.

It can only be attempted by a Tech 6+ nation.

7.1.4 Allied Leaders:   Allied Leaders can perform diplomacy on any region other then the one they come from. The region can reach up to Allied status and the status will go towards the nation which the Allied leader is allied with and not to the allied leader.

An Allied leader can only lead his regional troops. Troops given to an allied leader will be counted as allied troops and not as national troops. They will remain if the region becomes friendly.

9.7 Religious Orders:   There are no religious orders now.

10.1.6 Census:          This rule is in effect.

10.7.4 Migration:       During this time period many nations migrated due to famine, pressure from other people or just due to their nomadic nature. A nation which migrates will have certain bonuses to doing so for at least the beginning of the trip to show the peoples desire to take better land. Beware though, people grow tired of walking after a while and if you try running around for too many years you risk trouble..

10.10 Natural Cultivation:This is is in effect starting turn 15 and onwards.

11.1 Secret Empires:    This optional rule is open. Whether or not any such nations will happen…who can know?

Alliances and their Effects

There are four levels of Alliances. There is Non-Aggression, Mutual Defense, Partner State, and Full Alliance. Alliances will benefit nations in several ways. The first is that the Alliance will have in game effects. Things done without GM knowledge will not be enforced so if you are doing that and you expect the others to do as they agreed then it is your fault if, or more likely when, you get burned. Alliances will also aid nations in times of war by giving bonuses or negating minuses that exist for two armies fighting together.  The levels of alliances act as follows:

Non-Aggression: Both nations agree to respect national borders. At the beginning of the treaty both partners must agree to honor existing borders, borders until the treaty ends, or eternally. Depending on the duration of the treaty nations will be penalized more greatly for moving against their fellow treaty state.

Mutual Defense: Both nations agree to respect each others borders for the duration of the treaty. This can be eternal or a set number of turns. Also both promise to go to each others aid if the treaty state is in danger of invasion that is not brought on through the actions of the treaty state.  (IE. If Sweden invades Estonia and loses badly, Denmark does not have to intervene when Estonia retaliates).

Partner State: This is when one more powerful nation has brought smaller or lesser nations to heel and promised some level of protection for them. The benefits and penalties for this type of alliance are slightly different.

            For the Lord State you are expected to protect lesser states. Your populace enjoys the knowledge that you have gained an empire beyond the regular realm and will grow dissatisfied if this empire is lost. Reprisals or conquest of lesser states will not anger your populace.

            Protectorate States do not have to come to the aid of their Lord State but face reprisals if they opt to not aid and the Lord State grows angry. If they attempt to break away or fight the Lord State they risk civil war as their peoples fear of the Lord State will make them most angry at this turn in policy.

Full Alliance: This represents a union or block Alliance. In this union nations are expected to respect all boundaries of allied nations. If any nation in the block is attacked the others in the alliance should assist, but may not have to depending on the wording of the Alliance which is formed. This form of Alliance will require an official document that each player must agree to. Such documents will be made public knowledge.

Alliance Type Odds of Civil War
Non-Aggression Low
Mutual Defense  Medium
PS (Lord)  Medium
PS(Protectorate) High
Full Alliance High

Modifiers Effect on Chance of Civil War
Existing Duration of Treaty(Per 100 years)   Increases
Caste/Fanatical Society     Decreases
Clan/Feudal Society  No Effect
Open Society Increases
Slave/Agrarian Economy  Decreases
Guild/Free Economy   Increases
Imperial Size-Infrastructure Increases or Decreases
Shared Borders    Increases
Tribal/Anarchy   No Effect
Centralized Monarchy/Feudal Monarchy Decreases
Dictator/Imperial/Theocracy Decreases
Oligarchy/Democracy  Increases
Federalized Democracy/Constitutional Monarchy Increases