Olesens
02-15-1999, 03:11 PM
The Rule action on provinces is probably the action that is most uhhh,
wierd. The theories behind it seem obscure and it is frequently
modified. I have made up the following modifiers to add more realism to
the Rule action when used on provinces. These modifiers can be used
with the standard Rule action or with the separated Rule Province action
(where the target level is a modifier to the success roll).
Modifiers to the Rule Action in Human Realms
Situation Modifier
Regent controls all law None
Regent controls ½ but less than all law +1
Regent controls less than ½ law None
Regent controls no law -2
Hostile regent controls ½ or more law -2
Hostile regent controls less than ½ law -1
All temple slots filled +1
Temples to different gods +1
One or more temples to a culturally opposed god (Benelik in Anuire;
Haelyn in Vosgaard) -1
All guild slots filled +1
More than one guild +1
No guilds -1
No temples -1
Province is the terminus of a trade route from another province type +1
Province is the terminus of a trade route from another culture +1
A castle of higher level than the province level (before the Rule)
exists +1
Province is connected to others by road +1
Province is home to a number of military units greater than ½ its level.
- -1
Province borders a hostile realm -1
Is the capital province and home to a 1-8 GB court* +1
Is the capital province and home to a 9+ GB court* +2
*The court must be maintained at that level for two turns prior to the
Rule action.
Modifiers to the Rule Action in Elven Realms
Situation Modifier
Regent controls all law None
Regent controls ½ but less than all law +1
Regent controls less than ½ law None
Regent controls no law -2
Hostile regent controls ½ or more law -2
Hostile regent controls less than ½ law -1
Elven wizard controls all source +2
Elven wizard controls some but not all source +1
All temple slots filled -2
Temple slots partially filled -1
Guild slots partially filled -1
All guild slots filled -2
No guilds None
No temples None
Province is home to a number of military units greater than ½ its level.
- -1
Province borders a hostile realm -1
Is the capital province and home to a 1-8 GB court* +1
Is the capital province and home to a 9+ GB court* +2
*The court must be maintained at that level for two turns prior to the
Rule action.
Modifiers to the Rule Action in Dwarven Realms
Situation Modifier
Regent controls all law +1
Regent controls ½ but less than all law None
Regent controls less than ½ law -1
Regent controls no law -2
Hostile regent controls ½ or more law -2
Hostile regent controls less than ½ law -1
All temple slots filled +1
Temples to different gods +1
One or more temples to a culturally opposed god (Benelik in Anuire;
Haelyn in Vosgaard) -1
All guild slots filled +1
More than one guild +1
No guilds -1
No temples -1
Province is the terminus of a trade route from another province type +1
Province is the terminus of a trade route from another culture +1
A castle of higher level than the province level (before the Rule)
exists +1
Province is connected to others by road +1
Province borders a hostile realm -1
Is the capital province and home to a 1-8 GB court* +1
Is the capital province and home to a 9+ GB court* +2
*The court must be maintained at that level for two turns prior to the
Rule action.
wierd. The theories behind it seem obscure and it is frequently
modified. I have made up the following modifiers to add more realism to
the Rule action when used on provinces. These modifiers can be used
with the standard Rule action or with the separated Rule Province action
(where the target level is a modifier to the success roll).
Modifiers to the Rule Action in Human Realms
Situation Modifier
Regent controls all law None
Regent controls ½ but less than all law +1
Regent controls less than ½ law None
Regent controls no law -2
Hostile regent controls ½ or more law -2
Hostile regent controls less than ½ law -1
All temple slots filled +1
Temples to different gods +1
One or more temples to a culturally opposed god (Benelik in Anuire;
Haelyn in Vosgaard) -1
All guild slots filled +1
More than one guild +1
No guilds -1
No temples -1
Province is the terminus of a trade route from another province type +1
Province is the terminus of a trade route from another culture +1
A castle of higher level than the province level (before the Rule)
exists +1
Province is connected to others by road +1
Province is home to a number of military units greater than ½ its level.
- -1
Province borders a hostile realm -1
Is the capital province and home to a 1-8 GB court* +1
Is the capital province and home to a 9+ GB court* +2
*The court must be maintained at that level for two turns prior to the
Rule action.
Modifiers to the Rule Action in Elven Realms
Situation Modifier
Regent controls all law None
Regent controls ½ but less than all law +1
Regent controls less than ½ law None
Regent controls no law -2
Hostile regent controls ½ or more law -2
Hostile regent controls less than ½ law -1
Elven wizard controls all source +2
Elven wizard controls some but not all source +1
All temple slots filled -2
Temple slots partially filled -1
Guild slots partially filled -1
All guild slots filled -2
No guilds None
No temples None
Province is home to a number of military units greater than ½ its level.
- -1
Province borders a hostile realm -1
Is the capital province and home to a 1-8 GB court* +1
Is the capital province and home to a 9+ GB court* +2
*The court must be maintained at that level for two turns prior to the
Rule action.
Modifiers to the Rule Action in Dwarven Realms
Situation Modifier
Regent controls all law +1
Regent controls ½ but less than all law None
Regent controls less than ½ law -1
Regent controls no law -2
Hostile regent controls ½ or more law -2
Hostile regent controls less than ½ law -1
All temple slots filled +1
Temples to different gods +1
One or more temples to a culturally opposed god (Benelik in Anuire;
Haelyn in Vosgaard) -1
All guild slots filled +1
More than one guild +1
No guilds -1
No temples -1
Province is the terminus of a trade route from another province type +1
Province is the terminus of a trade route from another culture +1
A castle of higher level than the province level (before the Rule)
exists +1
Province is connected to others by road +1
Province borders a hostile realm -1
Is the capital province and home to a 1-8 GB court* +1
Is the capital province and home to a 9+ GB court* +2
*The court must be maintained at that level for two turns prior to the
Rule action.