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RULES

I - Stats (what are they)

NAME: the name of your state.
COLOUR: its colour.
POPULATION: your current population. Roughly 5% of your population is your manpower limit above which bads things will start happening. Nomads and hunters have this number at 30%. Usually, you have 10k population per province you own. If you are of the Centralised culture type, you have 15k population per province. Events might increase your population. You can recruit mercenaries, they don't affect forcelimit but cost double.
CULTURE: your culture type and perhaps name. The culture type gives you bonuses, which will be described in these rules at various locations.
GOVERNMENT: your type and focus of government. The type of government gives you various modifiers, listed in this document; your focus determines the technology points you gain. Republics will have elections every 5th turn, during which they can change their government focus - it'll show up as an event and be explained to you. Non-republics will only change focus when their ruler dies, which is a rare occurrence.
RELIGION: your state religion. You can spread it around with missionaries, and use it do annex provinces easier or declare Holy Wars. More on that later.
BUDGET: here it details every aspect that affects your monthly balance - NOT YOUR TREASURY. Provinces, trade, technology level, special events and else might increase your available reservoires, whilst you need them to pay troops, ships and other things. Agrarian Cultures gain more income from provinces. Not all provinces have the the same value. The unit is Gold, G.
INFLUENCE POINTS: These are points that assess the ability of your state. You gain 3 of each in turn, an extra two in your government focus area, and one more in your focused area if you are Monarchy, Absolute Monarchy or Dictatorship. Absolute Monarchies also lose a point per turn in an area - if you are militaristic, your foreign relation suffer, if you focuse on bulding the state, you will not have time for military, and being too outwards means you will leave your own state vulnerable.
MILITARY INFLUENCE goes to expansion; expanding to a free province costs 2 MI. Technologies bought by military influence are advances in military technologies, such as weapons or buildings.
STATE INFLUENCE is used for taking provinces as a part of a peace treaty after war, costing 2 per province taken. The technologies related to it include advances in the building of your state, such as agriculture, infrastructure or laws.
FOREIGN INFLUENCE is essential on diplomatic activities, such as war declarations or creating alliances, costing 1 FI per such activity. If you declare a war without any Casus Belli, it will take 4 FI! Technologies that concern Foreign Influence are often related to maritime advancements or relations to other countries.
TECH LEVELS: indicate how advanced your state is in that tech group, later I will detail all the bonuses tech can give. In addition, if your total tech level is at least 5, the Iron Age it will be for you - very sweet bonuses. You will know the effects of 3 Tech Levels ahead.
MORALE AND EVENTS: morale details how high is both the level of content with your reign and the morale of your militaries. The less morale, the more bad events and less capable military. Any monarchies lose 5% morale per turn, dictatorships 10%, but they will gain events for positive morale to make up for that. Also, RP is welcome on my side - I will give you events for it, and they will generally be positive!
DIPLOMATIC RELATION: alliances, Casus Bellis, royal marriages - it will all be listed here!

II - Actions (what can you do in a turn)

EXPAND at the cost of MI. You can expand to one province in a turn as any culture except nomads - nomads can expand to 3 provinces in a turn. If you are an Imperial or Absolute Monarchy, you can also expand more, +1 province per turn. Only land expansion is available at the beginning - if you don't count the many gulfs and straits that allow for expansion over them and islands counted as a part of another province.
UPGRADE TECHNOLOGY to unlock new troops and bonuses, if you have enough Influence Points - cost lists down below. Unfortunately, Nomads and Hunters can not upgrade technology.
HIRE troops, ships, missionaries and other - cost lists down below.
REACT TO EVENTS AND MAKE OTHER RP to create beneficial situations for you.
MAKE DIPLOMACY - create alliances, issue embargoes, declare or end wars, make royal marriages (only for nations with nobles), at the cost of 1 FI per action.
DO OTHER ACTIONS: Nomads have access to two special actions - Migration and Razing. Razing will cost at least 4 Influence Points of Foreign or State Influence, but per every 4 points lost you gain 1 MI. Migration means you give up a province for another free province, and gain a short boost of income in accordance. Hunter cultures can also migrate. Other special actions include military advances and changing main trade nodes.

III - Costs of things

TROOPS(cost per a hundred men, except for Chariots):
Light Spearman: 1G
Light Swordsman: 2G
Slinger: 1G
Archer: 2G
AGRARIAN OR CENTRALISED CULTURE ONLY
War Charioteer: 10G
HUNTER CULTURE ONLY
Tribal Hunter: 0.5G
Tribal Warrior: 1G
NOMAD CULTURE ONLY
Horse Archer: 6G
MILITARY TECH 1+
Heavy Infantryman: 2G
MILITARY TECH 3+
Mounted Spearman: 8G
Mounted Swordsman: 8G
*****
SHIPS and ARTILLERY:
FOREIGN TECH 1+
Early Warship: 5G
Early Trade Ship: 2G - increases Trade Income.
MILITARY TECH 2+
Fort: 10G
MILITARY TECH 4+
Catapult: 4G
*****
BUILDINGS:
STATE TECH 6+
Clay Mine: 2SI
Salt Mine: 2SI
Tin Mine: 2SI
Copper Mine: 2SI
Iron Mine: 2SI - REQUIRES IRON AGE
Silver Mine: 2SI
Gold Mine: 2SI
Gemstone Mine: 2SI
*****
OTHER:
Missionary: 4G - Attempts to convert random provinces.
FOREIGN TECH 2+
Colonist: 4G - Can make overseas provinces colonies for 2 SI.
FOREIGN TECH 4+
Spy: 4G - Can be used to sabotage enemies or scout battlegrounds.
STATE TECH 5+
Advisor: 10G - Gives you +1 Influence Point per turn in chosen Affairs. Only one Advisor may improve one type of Influence Income at a time.
Great Advisor: 50G - Gives you +2 Influence Point per turn in chosen Affairs. Only one Advisor may improve one type of Influence Income at a time.
Superb Advisor: 250G - Gives you +3 Influence Point per turn in chosen Affairs. Only one Advisor may improve one type of Influence Income at a time.
*****
TECHNOLOGIES(must be researched in order):
STATE TECHNOLOGY:
Tech 1(10SI)- The Script- Unlocks trade income and boosts stability
Tech 2(10SI)- The Plough- Increases income from any farmable province by 5G
Tech 3(10SI)- Written Laws- Boosts stability
Tech 4(15SI)- Watering Systems- Increases income of 1-income provinces to 5 and 10-income provinces to 15
Tech 5(15SI) - Advisors- You can now recruit advisors. Advisors give you extra influence points per turn. Only one advisor for one type of Affairs can be active at a time. 10G - 1 point 50G - 2 points 250G - 3 points
Tech 6(15SI) - Mines. - You can build mines in provinces if they have deposits. One mine costs 4 SI to build. Clay - 2G, Salt - 10G, Tin - 5G, Copper - 10G, Iron (IRON AGE) - 20G, Silver - 50G, Gold - 100G, Gems, 250 G.
MILITARY TECHNOLOGY
Tech 1(10MI)- Armour- Allows to train Heavy Infantry for 2G
Tech 2(10MI)- Fort Engineering- Allows you to build forts for 10G
Tech 3(10MI)- Cavalry- Allows you to recruit Mounted Swordsmen and Mounted Spearmen for 8G.
Tech 4(15MI)- Early Siegecraft- Allows you to build Catapults for 4G
Tech 5(15MI) - Civil Armies - Increases manpower limit by 5 percentage points during war.
Tech 6 - Crossbow - Allows you to build Ballistae for 5G and recruit Crossbowmen for 2G.
FOREIGN TECHNOLOGY
Tech 1(10FI)- Early Maritime Technologies- Allows you to build Early Warship for 5G and Early Trade Ship for 2G
Tech 2(10FI)- Early Colonialism- Allows you to recruit Colonists for 4G, who can create colonies remote from your main territories for State Influence
Tech 3(10FI)- Early Financial Tools- Allows you to take loans from the bank
Tech 4(15FI)- Spy Networks- Allows you to employ spies for sabotaging enemies and scouting battle areas at the cost of 4G
Tech 5(15FI) - Embargoes- You can now issue embargoes to reduce enemy income.
Tech 6(15FI) - Naval Innovation - Allows you to build War Galley for 6G and Pirate Catcher for 3G.
     
 
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