From: markg@engrg.uwo.ca (Mark Gagnon)
Subject: MIGHTY EMPIRES - more rules
Organization: University of Western Ontario, London
Date: Fri, 28 Aug 1992 23:30:17 GMT


These rules are modifications on the rules set published separately
by WHITE DWARF in issues 130, 131, 133 (I think?) and 135 
(or thereabout...) If you do not have copies of those rules these
modifications will be of little help. 

Thanks to Dan Corrin for typing these (I'd never can read his writing
anyways... ;->)

Revised rules for Mighty Empires:
[Playtesting comments are in square brackets]

As described in the white dwarf, searching of the empty hexes can result
in Wizard's Towers, etc. However only the Wizard's Tower and the
Necropolis were described in the Magazine. The following are our house
rules for these features:

Ruined City: A Ravaged city is placed on the map, with a bandit banner
of 2d6 x 100 troops. The Bandits move randomly, when they are destroyed
the city can make normal recovery rolls. [Troop strength seems low, we
are considering doubling it]

Mine: Gain D6 crowns when initially discovered, then 1 crown per turn
thereafter. [We have unplaytested rules expanding this]

Temple: Force may vist the Holy Zealots. See table below. The Disruption
is done using the same idea as a dragonrage, except that the pilgrams
prevent movement into the hex (perhaps causing some units to have to make
a winter retreat), and no unit that is in the hex can get support.
	1 - Religious Conversion (Roll losses as Sustinence Shortfall)
	2 - Holy Pilgrams Disrupt region (D6+1 Hexes)
	3 - Holy Services Disrupt the Temple Hex.
	4 - Ignored
	5 - Bonus Scouting Roll
	6 - Tithe D3 Crowns to kingdom.

[The Necromancers tomb (10 on Necropolis) seems unbalanced, and we 
have unplaytested rules to change Necropoli.]

House Rules:

Settlements:
	Rather than having only the independant settlements have
intrinsic garrisons, we allow all settlements to have essentailly
milita forces. Each empire has a DM of -5 on the roll at the
start of the game. For every 5 Crowns spent the DM is increased by 1
up to a maximum of +5, however at the start of every winter the
modifier is lowered by 1 (to max -5), otherwise it carries over from
turn to turn. [This value might need some modifying, but it helps
prevent the ememy from rampaging across the coutryside, and gives
experience to the troops]
	Assassinations can be made against settlements as well. At the
time of assassination the strength of the settlement is determined, for
every 20% Casualties that they suffer, the settlement gets a DM of
-1 (Max -5) to the next strength roll. This modifier is reduced by
1 after each campaign turn.

Experience:
	Troops are considered 0 modifier when purchased. They will
become +1 after one victory, +2 after 2 more victories, +3 after
3 more victries, and +4 (maximum) after 4 more vicotries, for a total
of 10 victories to make +4 troops. [Next play we are considering making
all troops -1, and then advancing them similarily up to +4]

Construction Requirements:
	To build things requires raw materials, Forests for wood, and
mountains for stone. The following table shows the construction requirements
(Note that fractions round up, so a ship could be built with 1-5 forests,
but 2 ships require 6-10 forests).

	Ship : 5 Forest
	Fort : 5 Mountain
	City : 5 Forest + 5 Mountain
	Bridge: 1 Forest + 1 Mountain

	Bridges can be built over rivers, 1 Crown if the bridge is within
3 hexes of the farthest source, 2 otherwise.
	[Considering mountain passes (like the ones automaticcaly gained
by having a city in the moutain) for purchase]

Note: these have been play-tested, however other groups may want to 
considered further modifications to reflect their playing styles...

(Hey, Michael! How's that!?!)



-- 
Mark Gagnon                         University of Western Ontario
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"My path through life is strewn with cowpats from the Devil's own
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