Old Rules

These rules were in effect until 23rd November 2016 (or the game date 28th December 1787).
== Movement ==
Troop Type	1st Class Road	2nd Class Road	Open Country	Desert or Mountain
Infantry 	4 	3 	2 	1
Cavalry 	6 	5 	4 	1
Artillery 	4 	3 	1 	1
Messengers 	6 	5 	4 	1
1/2 turn penalty to cross a minor or medium river
Full turn penalty to cross a major river
All ships move 12sq2 a week
All ships move 1/3 speed against the current of a major river
1st tier ships can carry :
* 2 infantry regiments, or
* 2 cavalry regiments, or
* 2 artillery batteries, or
* 4 siege engines
1st tier ships can be hired from ports at the cost of 100gcs per ship per 4 months
It takes one turn to disembark on an open beach
== Battles ==
If an army wishes to withdraw from a battle it must roll an average dice as follows:
Factors:
* +2 Army withdrawing in good order
* +1 Reasonable cavalry force to cover withdrawal
* +1 Organised rearguard
* +1 Suitable defensive terrain
* +1 Exceptional C in C
*  -1 Foolish C in C
* -1 Army withdrawing in some disorder
* -2 Army withdrawing in panicked rout
* -2 Fresh cavalry pursuing
* -1 Reasonable cavalry force pursuing
* -1 Open terrain
Score:
Modified Score	Effect
No damage 	
5% damage 	
10% damage 	
25% damage 	
0 	30% damage
50% damage 	
75% damage 	
All lost 	
An army must dice (D6) to see if it will withdraw if it has suffered 1/3 casualties or the C in C is killed, etc. Dice every turn until a new C in C arrives or victory is gained
5 or 6 Fight on
3 or 4 Retire in good order for one turn
1 or 2 Retire in disorder, units in hand to hand or cut of from retreat surrender. Retire for two full turns or until a fortress is reached.
After a battle 50% of winner casualties are lost
After a battle 75% of loser casualties are lost
Units should be amalgamated to form whole units
The loser loses 20% of his equipment and horses to the winner and 10% of horses are killed
A Fort need not be breached to be assaulted.
Fortresses may only be taken by assault when a breach is formed:
Time to form a breach
Ratio of siege engines
where attackers has advantage	3rd Class Fortress	2nd Class Fortress	1st Class Fortress
3:2 	4 Weeks 	6 Weeks 	8 Weeks
2:1 	3 Weeks 	4 Weeks 	7 Weeks
5:2 	2 Weeks 	3 Weeks 	6 Weeks
3:1 	1 Week 	2 Weeks 	5 Weeks
More	1 Week 	1 week 	4 Weeks
Once a breach is formed the fortress is summoned to surrender:
3rd Class and other
1 or 2 - Surrenders unconditionally
3 or 4 - Surrender garrison given safe conduct
5 or 6 - Refuses surrender
2nd Class
1 - Surrender unconditionally
2 or 3 - Surrender garrison given safe conduct
4, 5 or 6 - Refuses surrender
1st Class
1 or 2 - Retires to inner defences
3, 4, 5 or 6 - Fights on outer defences
If a garrison retires to inner defences then the breach procedure is repeated.
A garrison may choose to retire to inner defences.
A garrison may choose to surrender
For storming a fortification:
One D6 is rolled by the attacker
If garrison commander is exceptional double garrison strength
If garrison commander is Foolish halve garrison strength
Odds	1 	2 	3 	4 	5 	6
3:2 	Attacker loses 50% casualties	Attacker loses 50% casualties 	Both lose 50% casualties 	Both lose 50% casualties 	Both lose 25% casualties 	Attackers wins casualties equal garrison
2:1 	Attacker loses 50% casualties	Both lose 50% casualties 	Both lose 25% casualties 	Both lose 25% casualties 	Attackers wins casualties equal garrison 	Attackers wins casualties equal garrison
3:1 	Both lose 25% casualties 	Both lose 25% casualties 	Both lose 25% casualties 	Attackers wins casualties equal garrison 	Attackers wins casualties equal garrison 	Attackers wins casualties equivilent to 20% garrison
4:1 	Both lose 25% casualties 	Both lose 25% casualties 	Attackers wins casualties equal garrison	Attackers wins casualties equal garrison 	Attackers wins casualties equivilent to 20% garrison	Attackers wins casualties equivilent to 20% garrison
5:1 	Attacker wins 25% casualties 	Attackers wins casualties equal garrison	Attackers wins casualties equal garrison	Attackers wins casualties equivilent to 20% garrison	Attackers wins casualties equivilent to 20% garrison	Attackers wins casualties equivilent to 20% garrison
A breach should be repair one a siege is over if it is not then there is a breach next time a siege occurs
Generals may send for support from any and all units within 1sq2 range.
== Supply ==
Land produces per sq2:
Villages 	2000gcs
River banks	2400gcs
Coast lines	1200gcs
Plains 	1600gcs
Forest 	1000gcs
Hills 	1200gcs
Mountains 	800gcs
1/4 of this goes to the noble lord, etc.
10% of feudal income must be spent on general expenses
10% should be donated to the national religion
The state may take the following taxes which are flexible :
Feudal tax - from noble lords, etc
Population tax - on all the population
Settlement tax - on population of towns and cities
Tax the religion - on the temples income
port tax - on ports
entrance tax - on all land entrances
Mines:
Type 	Revenue
Iron 	100gcs
Tin 	150gcs
Copper 	200gcs
Silver 	400gcs
Gold 	600gcs
Diamond	1000gcs
The military must be paid the following, except militia
Infantry Regiment	400gcs
Cavalry Regiment 	600gcs
Artillery Battery	100gcs
Fodder and supplies
Infantry Regiment Food 	400gcs
Cavalry Regiment Food 	200gcs
Cavalry Regiment Fodder 	200gcs
Artillery Battery Food 	100gcs
Artillery Battery Fodder	200gcs
Guards are always paid double.
In peace time 1/2 of troop PAY is refunded at the end of the year.
�Equipment per 100 men :
Cuirasses 	100gcs
Swords 	50gcs
Lances 	30gcs
Fusils 	6gcs
Muskets 	80gcs
Rifles 	100gcs
Heavy Horses 	300gcs
Horses 	200gcs
Ponies 	100gcs
Light Cannon 	100gcs
Heavy Cannon 	150gcs
Rocket Launchers 	75gcs
Light Siege Engine	100gcs
Heavy Siege Engine	150gcs
Maintenance, pay and supply of ships, time to construct and cost to build.
Type 	Pay 	Time to Build	Cost to Build
1st tier	200gcs 	7 days 	300gcs
2nd tier	400gcs 	10 days 	400gcs
3rd tier	600gcs 	14 days 	500gcs
4th tier	800gcs 	21 days 	600gcs
5th tier	1000gcs	28 days 	700gcs
6th tier	1200gcs	35 days 	800gcs
7th tier	1400gcs	42 days 	900gcs
8th tier	1600gcs	56 days 	1000gcs
Ship repair :
Tier 	Minor Damage	Minor Damage	Medium Damage	Medium Damage	Severe Damage	Severe Damage
Tier 	Cost 	Tme 	Cost 	Time 	Cost 	Time
1st tier	50gcs 	1 day 	75gcs 	2 days 	150gcs 	3 days
2nd tier	60gcs 	1 day 	100gcs 	2 days 	200gcs 	5 days
3rd tier	80gcs 	1 day 	120gcs 	3 days 	250gcs 	7 days
4th tier	100gcs 	1 day 	150gcs 	3 days 	300gcs 	10 days
5th tier	120gcs 	2 days 	175gcs 	4 days 	350gcs 	14 days
6th tier	130gcs 	2 days 	200gcs 	4 days 	400gcs 	17 days
7th tier	150gcs 	2 days 	250gcs 	7 days 	450gcs 	21 days
8th tier	180gcs 	2 days 	300gcs 	7 days 	500gcs 	24 days
See 1st tier hire under movement
1st class road	50gcs
2nd class road	25gcs
Minor bridge 	50gcs
Medium bridge 	100gcs
Major bridge 	400gcs
�Fortifications:
Type 	Cost to build	Time to build	Cost to strengthen	Time to Strengthen
Weak Fort 	200gcs 	1 week 	200gcs 	2 weeks
Strong Fort 	400gcs 	3 weeks 	N/A 	N/A
Walled Town 	1500gcs 	12 weeks 	1000gcs 	4 weeks
3rd Class Fortress	3000gcs 	18 weeks 	1000gcs 	6 weeks
2nd Class Fortress	3500gcs 	22 weeks 	1500gcs 	10 weeks
1st Class Fortress	4500gcs 	28 weeks 	N/A 	N/A
Repairs :
Small Breach (1) 	200gcs	1 week
Medium Breach (2)	400gcs	2 weeks
Large Breach (3) 	600gcs	4 weeks
20% of the population may be called upon for military training
New recruits spend 6 months training
Governments may exact fees upon the population of occupied territory to 15scs
A government must have these officials:
* State finance executive
* State revenue officer
* Advisor or body of advisors to the head of state
* Commander in Chief Army
* Commander in Chief Navy
* Head of the Judiciary
* Chancellor of Foreign Affairs
* Head of Intelligence services
== Characterisation ==
Military Competency levels :
* A - Exceptional
* B - Reasonable
* C - Cautious or Slow
* D - Foolish
These can be improved by one grade per year spent in intensive military study.
Administration Competency levels :
* A - Exceptional
* B - Above Average
* C - Average
* D - Below Average
Deaths:
Age 	First Roll D6 	Result Roll D6
Under 20 	1 	1 or 2 dead, 3 or 4 serious illness, 5 or 6 minor illness
21 to 40 	1 	1, 2 or 3 dead, 4, 5 or 5 serious illness
41 to 50 	1 or 2 	1, 2 or 3 dead, 4, 5 or 5 serious illness
51 to 60 	1, 2 or 3 	1, 2 or 3 dead, 4, 5 or 5 serious illness
61 to 100	1, 2, 3 or 4 	1, 2 or 3 dead, 4, 5 or 5 serious illness
over 100 	1, 2, 3, 4 or 5	dead
Causes of death :
1, 2 or 3	Natural
4 	Accident
5 	Suicide (or Child Birth if approriate)
6 	Murder
Births:
Women between 16 and 40 can have children:
4 5 6 - 1 child
4 5 6 another 6 - twins
4 5 6another 2 6's -triples
4 5 6 another 3 6's - quadruplets
etc
12 on a D12 will produce a child of illegitimate birth from an unmarried woman.
== Investments ==
A country with 100000+ population may have a Royal palace and a gold crown.
The following may be bought as well as other things :
Royal Palace 5000gcs
Government Offices 2500gcs
Country House 1000gcs
Large Nobles Home and Castle 800gcs
Town House 750gcs
Offices 600gcs
Nobles Home and Castle 600gcs
Diamond and Gold Crown1000gcs
Jewels and gold 750gcs
Gold Crown 400gcs
Diamond and Silver Crown 750gcs
Jewels and Silver Crown 500gcs
Gold Tiara 250gcs
Silver Tiara 150gcs
Diamond and Gold Sceptre 400gcs
Gold Sceptre 250gcs
Silver Sceptre 100gcs
Gold Sword with Diamond Hilt 900gcs
Gold Sword with Jewelled Hilt 700gcs
Gold Sword 500gcs
Silver Sword with Diamond Hilt 700gcs
Silver Sword with Jewelled Hilt 500gcs
Silver Sword 250gcs
Diamond Jewellery 750gcs
Jewellery 600gcs
Gold Jewellery 500gcs
Silver Jewellery 300gcs
Diamond Ring 500gcs
Jewelled Ring 300gcs
Gold Ring 200gcs
Gold Statue 1000gcs
Silver Statue 700gcs
Bronze Statue 250gcs
Stone Statue 100gcs
Diamond and Gold Chain 750gcs
Jewels and Gold Chain 500gcs
Gold Chain 300gcs
Diamond and Silver Chain 600gcs
Jewels and Silver Chain 400gcs
Silver Chain 200gcs
Bronze Chain 100gcs
Investments may not be bought for a previous year.  Gold Bullion may be bought.
== Cost of Temples ==
Temple for 10000 4500gcs
Temple for 5000 2500gcs
Temple for 1000 500gcs
Temple for 100 100gcs
Missionary 500gcs
Monastery or Convent 750gcs
Religious Hospital 1000gcs
Palace 3000gcs
People will donate 10scs to the temple per year.
== Money and Coinage ==
There is a universal currency and it is the Crown.  There is an unlimited amount of money.
1 gold crown = 100 silver crowns = 10000 bronze crowns
1 silver crown = 100 bronze crowns
Interest may be charged at a rate acceptable to the two parties.
A financial institution may issue paper money so long as it has a reserve of at least 10% of the value.  The paper money may not exceed 500% of the annual income.
== Technological Developments ==
Technological developments cost 50000gcs for that county to develop.
Other countries will have to pay the same price to develop that technology.
There can not be any great leaps in technology.
Rules must be worked out for the technological development so that all players know how the new technology works.
Secret agents may steal a technological development however the country who gains the technology will still have to pay 50% of the purchase price.
== Civil Disorder ==
2 D12's are rolled they must get above there modified number to prevent civil disorder.
-1 every 5scs tax
 -1 every 10 aristocrats
 -1 every 10000gcs owed by the state
+1 every 10000gcs owed to the state
+1 every 2500gcs made from criminal fines
+1 each 5% GSP spent on the military
+1 for each nationalised service
 -1 for each monopolised industry
 -1 lack of full public voting system
+5 full public voting system
 -2 each palace above 2
+5 head of state is a god
 -2 no national religion
 -5 Expansionist without colonies (& visa versa)
+3 Colonies
+1 each temple for 10000
 -3 if lost last battle
 -10 if lost last war & territory
+2 if won last battle
+10 if won last war & territory
+1 each nationally supported or royally supported arts organisation in the state
 -2 if no art organisations are supported
 -5 if head of state committed suicide last year
+3 if monarch died in combat or was assassinated by a foreign agent
+1 for each technological development which no other country has
== The Year and its divisions ==
The year is 336 days long and had 48 weeks in it each of 7 days long. There are twelve months in the year each 4 weeks long or 28 days long.
1 week = 7 days
1 month = 4 weeks or 28 days
1 year = 12 months or 48 weeks or 336 days
The 12 months are:
* January
* February
* March
* April
* May
* June
* July
* August
* September
* October
* November
* December
* The months take names for the gods and goddesses of the Temple of Pyrus.
== Irrigation ==
Each square of land will cost 1000gcs to irrigate.
Once irrigated each piece of land will produce 200gcs extra revenues to the state, or whoever controls the irrigation.
Irrigation is a non-expenses revenue.
== Colleges ==
Each college costs 5000gcs to purchase and will increase in value just like an investment.
Colleges cost 500gcs to run each year and this must be paid or there will be no learning that year.
Colleges can be used for military training where a student will move one step up the ability level for each year he spends in study.
Colleges can also be used for training people for governmental positions;
i.e. a person could learn better administrative, numerical or literary skills.  This would benefit the country by (10xd6)gcs per year.
Separate colleges must be opened for military and administrative training.
== Watch Towers ==
Watch towers cost 1000gcs to buy and may be sold for 500gcs.
Watch towers cost 50gcs to man each year, unless a special garrison regiment is raised.
Watch towers may ‘see’ into any neighbouring province in any direction.
== Trawlers ==
Trawlers may only fish in sea zones with allied coasts.
Trawlers can make 500gcs from each square of waters but it costs 100gcs in expenses so only 400gcs are made per square.
== Telegraph ==
Telegraph stations cost 1000gcs to purchase and may only be sold for 500gcs.
Telegraph stations cost 50gcs to maintain and run each year.
Telegraph stations must be connected by telegraph wires for them to operate properly.
Telegraph wires cost 100gcs per square to purchase and may not be sold.
Telegraph wires may be cut by enemy intelligence agents and cost 10gcs to repair.
Telegraph messages may be intercepted by enemy spies.
Telegraph messages travel almost instantaneously.
== Global Trade ==
This technology is needed to profit from certain exotic produces.
The following list shows the various produces and the units produced per square square:
Sugar 800 Sugar Islands
Tobacco 800 Sugar Islands (>3)
Slaves 200 Any Triangle
Cocoa 600 Cellandine Forests
Coffee 600 Cellandine & Essat (N. Tea) Forests
Tea 800 Tea Plantations (Cellandine and Essat)
Rubber 400 N. & S. North Essat Dessert
Spice 800 N. & S. North Essat Dessert
Timber 400 Central South Essat Forest
Grain 400 Central South Essat
Furs 800 Southern South Essat
== Militia ==
Militia allows a nation to raise a further 10% of its population for military duty.
The militia may not be used to attack enemy territory but to defend home provinces.
The militia do not need to be paid or fed as they are part time.
The militia do need arming.
Militia from Cellandine count as ordinary troops.
== Germ Theory ==
Germ Theory is a step on the ladder to better health care.
Germ theory allows Medical units to be deployed which reduce casualties
== Zeppelins ==
Type 	Pay 	Time to Build	Cost to Build	Maintenance
Bomber/Transport	200gcs	21 days 	400gcs 	100gcs
Fighter 	50gcs 	7 days 	200gcs 	25gcs
A Bomber Zeppelin has 100 personal.
They can carry 1 infantry regiment which can be deployed when the bomber is 40ft (8") above the battlefield, it takes one turn to form up on the battlefield and the zeppelin becomes vulnerable to infantry fire during this time.
Above 40ft (8") the zeppelin is impervious to Rifle/Musket fire.
A Zeppelin may also land to deploy troops.
If a Bomber Zeppelin is not carrying a regiment of foot then it may be used as a bomber if it started the week as such.
The bombs may be dropped onto the battle field and a D10 must be rolled if a 10 is rolled then the bomb has hit the target, the defender must roll anything but a 6 on a D6 to be unscathed by the attack.  If he rolls a 6 then he loses one stand and is disordered.
NB.  Targets must be within 1" of the Zeppelin to be hit.
Zeppelins are destroyed by infantry and artillery fire when a `stand is lost'.
Artillery batteries get a +1 when firing at a Zeppelin.
Infantry regiments get a +2 when firing at a Zeppelin.
A Fighter Zeppelin has 25 personal.
They have the equivalent of one stand of artillery and can fire only within 45 degrees of the front of the base.  There weapon may not be used when landed.  Use of the weapon incurs a backward force, sending the Zeppelin back 4".
All zeppelins have:
45 degrees maximum turn.
8" movement.
One Zeppelin requires 20 ground personnel in a neighbouring province to support it.  There also needs to be air strips, fuel refineries and fuel storage vessels.
Tpye 	Pay 	Time to Build	Cost to Build	Maintenance
Air Strip 	800gcs	6 weeks 	1000gcs 	400gcs
Fuel Refinery 	600gcs	12 weeks 	5000gcs 	1000gcs
Fuel Storage Vessels	400gcs	2 weeks 	700gcs 	150gcs
One air strip is required for every 25 zeppelins.
One fuel refinery is required for zeppelins to operate.
One fuel storage vessel is required for every air strip. 
== Espionage ==
A spy has the chance of accomplishing anything.
There must be orders for a spy to take action.
General orders may be sent but the spy may not take action if an action may cause an international incident.
Chance of success :
1:1 Simple - Questions, Documents, etc
1:6 Minor - Subversion, Electoral Malpractice, Research, etc
1:36 Major - Subversion, Assassination, Destruction, Theft, etc
If a spy fails :
1, 2 or 3 - Escapes
4 or 5 - Captured
6 - Killed
Types of spy :
Intelligence agents 25gcs attempt 1 12 times
Spies 50gcs attempt 1 & 2 12 times
Secret Agents 100gcs attempt 1, 2 & 318 times
Category:Rules