Homelands will be indicated on the map so you will know who your neighbors are and where they are located. Everyone's homeland region will be a 4 GV Cultivated region with 20 PWB in it.
You will have 2000 Build Points to allocate in the categories shown below. Any extras will not be saved. This is a one turn use it or lose it.
Please send in a brief description of your nation in order for me to get a feel for where you plan to take your nation over time. I want to just get to know what your hopes and dreams are sothat I can better interpret your orders and intentions. Include in this the name of the nation and the name of you king.
You may purchase regions up to 2 regions/SZ from your homeland. This means if you can get to the region by going through 2 or less regions or sea zones to get there, it may be purchased. For example. If you have a coastal homeland you may purchase any region that touches that homeland and any region that touches those regions. You amy also purchase any region that borders the sea zone your homeland borders on. If your homeland borders on 2 sea zones then you can purchase any region that borders BOTH sea zones!
In the event that 2 nations try to purchase the same region, the nation who is closer to the region to be purchased gets the region. If they are both the same distance away, then the nation that spends the most build points on the region will get the region. If they both spend the same amount and it is the same distance, then a roll of the dice determines who gets the region. There are no refunds of build points if you do not get a region because of this.
Since there is no terain, GV, or RV associated with regions yet, you may set those values by the amount of points you chose to spend on those regions. The build charts are shown below. All regions you purchase will be of your national religion. All regions on the map have the same language.
All regions in Tarsha will have a chance of having some PWB in them. The ones built this turn are no exception.
Use the following formula to get an estimate of the number of PWB in the region:
Terain | Gold Value | |||
---|---|---|---|---|
1 GV | 2 GV | 3 GV | 4 GV | |
Intensive Cultivated | 0 - 10 PWB | 0 - 20 PWB | 0 - 30 PWB | 0 - 40 PWB |
Cultivated | 0 - 7 PWB | 0 - 15 PWB | 0 - 22 PWB | 0 - 30 PWB |
Wilderness | 0 - 2 PWB | 0 - 5 PWB | 0 - 7 PWB | 0 - 10 PWB |
Jungle | 0 - 2 PWB | 0 - 5 PWB | 0 - 7 PWB | 0 - 10 PWB |
Steppe | 0 - 1 PWB | 0 - 2 PWB | 0 - 3 PWB | 0 - 4 PWB |
Desert | 0 - 1 PWB | 0 - 2 PWB | 0 - 3 PWB | 0 - 4 PWB |
Tundra | 0 - 1 PWB | 0 - 2 PWB | 0 - 3 PWB | 0 - 4 PWB |
Mountain | 0 - 1 PWB | 0 - 2 PWB | 0 - 3 PWB | 0 - 4 PWB |
Discovered City (Built Cities will have 0) | 0 - 5 PWB | 0 - 10 PWB | 0 - 15 PWB | 0 - 20 PWB |
1 GV Region | Control Status | |||||||
---|---|---|---|---|---|---|---|---|
C | NT | T | FA | EA | A | F | ||
Terain | Wilderness | 2 | 5 | 10 | 15 | 20 | 30 | 35 |
Cultivated | -- | -- | 20 | 30 | 40 | 60 | 70 |
2 GV Region | Control Status | |||||||
---|---|---|---|---|---|---|---|---|
C | NT | T | FA | EA | A | F | ||
Terain | Wilderness | 4 | 10 | 20 | 30 | 40 | 60 | 70 |
Cultivated | -- | -- | 40 | 60 | 80 | 120 | 140 |
3 GV Region | Control Status | |||||||
---|---|---|---|---|---|---|---|---|
C | NT | T | FA | EA | A | F | ||
Terain | Wilderness | 6 | 15 | 30 | 45 | 60 | 90 | 105 |
Cultivated | -- | -- | 60 | 90 | 120 | 180 | 210 |
4 GV Region | Control Status | |||||||
---|---|---|---|---|---|---|---|---|
C | NT | T | FA | EA | A | F | ||
Terain | Wilderness | 8 | 20 | 40 | 60 | 80 | 120 | 140 |
Cultivated | -- | -- | 80 | 120 | 160 | 240 | 280 |
Cities cost 75 Build Points per level. Cities will be inland unless otherwise specified. You must also give a name for the city or it will not be built. How can they deliver the materials unless they know where to go?
Fortresses cost 75 Build Points. Please specify if they are in a city or region and if they are port or inland. They will only have the 1 Wall Point that comes standard.
Bear in mind that you must have a Siege QR of 1 to accomodate a fortress since you can not have walls greater than your Siege QR.
You will start with 1 BL and 1and 1 Infra, you will have a Feudal Monarchy. If you increase either of your stats you will move to a Centralized Monarchy.
You will be capped at 3/3 untill you go to Imperial or Constitutional Monarchy. To go Imperial or Constitutional Monarchy, you must be tech level 4 and have a BL of 3 and Infra of 4+. Just tell me which you want to be. Be careful as the BL and Infra caps change when you go to Imperial or Constitutional Monarchy and are Tech level based.
BL and Infra cost 100 BP each
All nations start at Tech Level 3 and Barbarian.
You may purchase Tech Level 4 for 300 BP.
You will have a random number of tech points added, but it will still fall into the tech level purchased.
You may purchase Seafaring Culture for 125 BP. Bear in mind that you must meet the other requirements of being seafaring including having all coastal regions (on a sea, river or lake), having all cities as port cities, and having a Warship QR higher than any other QR. You will also receive a conduit limit of 1 as a seafaring nation.
You may purchase Civilized Culture for 50 BP.
Culture and Tech level are independent. If you want to be TL 4 and Civilized it will cost 350 BP
Every nation starts with a Society type of Caste
To go to a Society type of Clan will cost 50 BP
To go to a Society type of Feudal will cost 100 BP
To go to a Society type of Open will cost 200 BP
Every nation starts with an Economy type of Slave
To go to an Economy type of Agrarian will cost 50 BP
To go to an Economy type of Guild will cost 100 BP
To go to an Economy type of Free will cost 200 BP
Everyone is considered to have Cavalry. Everyone starts with QRs of 0 across the board.
You may purchase a level of QR for 50 BP per level per category. Remember not to exceed the max for your Tech Level.
QRs available for purchase are:
There will be an additional QR, Wizard QR, which will be in the notes of your stat sheet. You may NOT purchase this QR at this time.
Each nation has been assigned a religion. See the rules supplement for more info on the religions and their interactions.
Each nation has a Religious Strength of 6.
Since there has been no interst in Primacies, there will be no Primacies at the start. If 2 nations have a RS of 10 each, they can jointly support a new primacy. They will need to find a player for the primacy and pay the costs to start up the new Holy City, much like the rules for starting an order.
You will have no Religous Ops or Religous Bonus to start with.
You may purchase Religous Ops and Religous Bonus for 75 BP each.
You will have no Intel or Assassin Ops and no Intel or Assassin Bonus to start with.
You may purchase Intel or Assassin Ops and Intel or Assassin Bonus for 75 BP each.