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Rules
Section 1
The
Lords of Terre is character based, this being a person in a position of
authority; you write your orders as that person, using his or her authority
in the game world.
The
turn is processed in the following order:
| 1. |
Population
growth for cities, sectors and tribes |
| 2. |
Tax applied |
| 3. |
Province production |
| 4. |
Growth in herds |
| 5. |
Creation of facilities |
| 6. |
Hiring or firing
of employees |
| 7. |
Adjustment of
Craftsmen numbers |
| 8. |
Buying |
| 9. |
Transfers (Creation
of Army Name, Supply Unit etc as required) |
| 10. |
Facility &
Employee production |
| 11. |
Selling |
| 12. |
Construction |
| 13. |
Raising of units,
training, allocation to armies, ships, fleets etc. |
| 14. |
Movement |
| 15. |
Extraction for
battle |
| 16. |
Adjustments for
battle including disruption factors |
| 17. |
Appliance of balance to
characters possession of crowns |
If
moving to attack another character, the player should create an army and
assign units to that army. The player can then do the following:
Option
1 - Employ a good general. Assign him to an army in words; say what units
are in the army. Define the Leader Stats, such as Aggression rating /
Confidence rating / Risk rating. Then tell him to get on with it.
Option
2 - Use a General, but give him some written guidelines in addition to
the Leader Stats.
Option
3 - Run the battle orders down to the finest detail.
There
are some examples of battles in the Examples section.
Conquering
a city province or sector requires you to actually take time to control
it, change the people in charge, apply your laws assign troops etc. Initially
there may be some resistance, but if you play carefully then you should
be able to do it. Some areas may however retain passionate loyalists so
it might be more difficult to exert control.
Movement
is via a points based system, the points being used up at different rates
based on the terrain type. Infantry get 12 points, Cavalry 20. Ships work
slightly differently in that the ship type gets a defined number of movement
points and it takes 1 movement point per sea sector. You may not make
all of your movement; if an enemy army bars your passage then you will
use up some time in fighting them.
Supply,
each soldier requires 1 food unit per month, more is better.
The
production side of things can be left to itself, however more advantages
game play in producing items etc can be achieved by employing people or
creating facilities to produce your needs, its up to you to decide on
the level of detail you want to go into.
There
are religions and it is possible to be the head of a church or diocese,
which means that the character may gain additional revenues.
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Section 2
Possessions
are owned by the character or by other entities. Possessions can be transferred
to other characters or these other entities using a spreadsheet or simple
table.
You
will also need to physically move the items to where you want to sell
them or transfer them. There is a system of cargo points, but the GM will
do all of the hard work for you. There are no automated trade runs as
such, however should a player define a trading network then I will automate
that network to take the work out of it for both the player and myself.
A
new unit will require that you transfer the relevant equipment to it for
example, once you have done so those items are detailed as belonging to
the unit and not to the character, this is true of all items with the
exception of Ships, as they are such major items they are still detailed
as character possessions even though they are assigned to a unit for example.
Units
need to be trained to reach a certain level, for higher level units such
as Guard Infantry and Elite units etc., not all soldiers have the necessary
ability, you will need to check the soldiers before attempting to train
them up. You can train them up by training with other soldiers/units,
but the most efficient way is by training them with Veterans.
Craftsmen
manufacturing items will need to have the raw material to do that production,
if not then they will not produce. You can employ craftsmen directly as
a character
You
can buy items from a city market, a sector market or a trading post. Players
can also trade between themselves; in this case the player should do a
special action and detail all transactions as transfers. The production
is placed in the city market each month; it is possible to negotiate as
a special action with the city market to buy excess stock at a cheaper
price. The character running the trading post sets the trading post prices,
while city and sector markets are affected directly by the cost of producing
those items in the province or sector.
You
can change taxation rates at a city and sector level, the tax rates are
progressive, changing to a regressive system may cause problems.
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Section 3
Spying,
you can set up spy networks; these people will carry out information gathering
as per your written orders. You should note that it is a network and should
include operatives, messengers and administrators. The Spy network will
also influence the time that it takes for regional events (events in another
province) to reach your home province, lets say that you allocate 10 messenger
boats and a system of fast riders then the time it takes could be cut
in half.
Building
cities, forts, improving walls etc. will require you to get into the production
and purchasing of the raw materials etc. If you build a major building,
such as a training facility or Arch de Triumph for example you can employ
an architect who will look after all of that, he will just ask for crowns.
You
need to employ people, you can employ people at the city or sector rates
of pay, or you can pay them slightly more. Generals, Admirals and other
NPC characters require higher wages, Generals can cost between 5,000 to
20,000 crowns a month.
Ships
are assigned to units, ships can move independently, so a unit could be
spread out over many sectors. A land-based unit can only be in one place.
Herds
grow at a set percentage, 10% for herd animals and 5% for horses and the
like.
Food
is produced within the sectors by farmers, based on the terrain and tech
levels, some of this food is consumed by the people in the sector, the
reminder is then taken to the city where the city consumption is taken
from the total, the rest can be purchased in the city market. Any negative
food supply is taken care of in the balancing aspect of this calculation.
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