Actions
Actions
Full Actions
Adventure Action: See Adventure Rules
Cast Realm Spell
As per Priest or Wizard Rules Page
> Lieutenants with bloodlines can cast realm spells as lieutenant actions, though they may NOT bid extra RP on spells.
Contest
Normal Contests: Each success transfers 1 holding level [so long as of the same type as contesting holding, ie law v non law only destroy, do not replace]
Contest - Law v Law, Temple v Temple, Guild v Guild, Source v Source:
DC 10+Target_holding level; Law may support or oppose any contest action (except Source)
Base Cost: NewLevel RP
Contest - Law v NonLaw (except Sources)
Base Cost: 1RP
DC: 10+Level of Holding-Law Level
Law may target any holding (except Sources) and the province itself if it is in rebellion. NB: You then need to use an investiture action with support of a Temple 1 to divest the province. All other holdings may only target holding of same type. Add 2x fortification level of holding to the DC. Provincial fortification prevents a province from being contested through a contest action.
Contesting a Holding 0
DC 10-Your Holding Level
Cost: 1RP
Contesting a holding 0 destroys it.
Modifiers: Law or Holding of same type can support or oppose. You can bid RP to increase or decrease success chances.
* A Regent can realm contest: Contest all of the same type of a holding (as allowed by their own holding), or all holdings in a province (if via Law).
* A Lieutenant cannot realm contest
Create Holding:
Base Cost: 1GB (2GB for secret)
DC: 10+ (15+ for secret)
Modifiers: Law or Holding of same type can support or oppose. You can bid RP to increase or decrease success chances. Law does not impact the creation of Sources.
NB: You can generically oppose all attempts to create a Secret Holding with holding levels.
Declare War: (Target)
Base Cost: 1GB
Result: You can move armies into and through Target enemy territory for the remainder of the turn.
Diplomacy: (Target)
Base Cost: 1 GB.
Further costs based on Negotiation.
- Alliance (npc/player)
- Loan (npc/player)
- Realm Spell (NPC)
- Flag holding or unit as belonging to another party. Requires both parties participate by spending a diplomacy action each.
- Exchange Explored Maps [this is a free action!]
- NB: You may conduct Court+1 diplomatic actions per turn free, minus 1 per permanent treaty you have (Alliances).
Forge Ley Line
Cost: 1GB/province crossed, 1RP/province crossed
DC: 10+
Modifiers: DC is modified by sources in the start/last point. May be bid against by any wizard with a source along the route traveled. Provinces in between the start/finish of the leyline do not count has having a ley line unless another Forge Ley Line action is taken to add a hook-up. You may not forge a leyline to a province where you do not have a source.
Maintenance Cost: None
Investiture
Base Cost: 1GB
DC: 10+Level of Province
Modifiers: The owner of the province may bid against the action, as may any holder of law holdings in the province in question. You can bid RP to increase success chances. This action requires a Priest with a temple 1 in the province to perform. You may only invest 1 province per action. You may NOT use military occupation to divest a holding. The only thing that can be divested via occupation is the province itself, as long as you have an allied temple 1 in the province who conducts the investiture. You must also have occupied the province for a whole turn. You CANNOT divest holdings via occupation.
If a willing transfer, this action requires both parties to spend a domain action to be successful and a Priest to conduct as a free action.
Investiture - Transfer RP
Base Cost: RP being transferred
Requirements: Priest must conduct (free action for priest). Both parties involved must spend a domain action on the RP transfer, unless one is a vassal of the other.
Research
Base Cost: 1GB
Can be used to research Realm spells (DC 10+Caster Level of spell), or used for more mundane research. You may also use it to research normal personal spells (5 spell levels, or 5x(Library_Level+1) spell levels).
Rule Holding
Base Cost: 1GB (2GB for secret), NewLevel RP (2x NewLevel RP for secret) (Except ruling to 1: costs 0)
DC: 10+NewLevel (15+ New Level for secret)
Modifiers: Law or Holding of same type can support or oppose. Your OWN holding being ruled, does not support the action. Law does not effect Source Ruling You, or anyone with a law or same type of holding, can bid RP to increase or decrease success chances.
* A Regent can realm rule holdings: They can rule all of the same holding type, or all their holdings in one province.
* A Lieutenant cannot realm rule.
Rule Province
Base Cost: NewLevel GB & RP (Except ruling to 1: costs 0 RP)
DC: 5 + (2x Current Province Level) + (2x Movement Cost)
Modifiers: Source levels can oppose. Source holders may also bid RP against it. You may only rule provinces during the Summer Season (Turn).
Restriction: May only be used during the Summer seaon. You may not bid to increase success. See "Population Growth Spell" for methods to increase success chance. You need a Granary I to rule a province to 4, and a Granary II to rule a province to 5, and a Granary III for a province 6 (assuming the province is capable of reaching these levels, see terrain modifiers).
Seek Lieutenant
Cost: 1GB
Effect: Gain a random unblooded lieutenant of level 1. Class will be determined randomly unless recruited from an Academy. Stats will always be determined randomly.
Train Military Units
Effect: Gain 1 train-point per WP, plus 2 per level of Training Grounds YOU control. Training Points are spent to upgrade military units (see Military Rules). NB: You CANNOT train units belonging to someone else, nor can you use someone else's Training Grounds.
Cast Realm Spell
As per Priest or Wizard Rules Page
> Lieutenants with bloodlines can cast realm spells as lieutenant actions, though they may NOT bid extra RP on spells.
Contest
Normal Contests: Each success transfers 1 holding level [so long as of the same type as contesting holding, ie law v non law only destroy, do not replace]
Contest - Law v Law, Temple v Temple, Guild v Guild, Source v Source:
DC 10+Target_holding level; Law may support or oppose any contest action (except Source)
Base Cost: NewLevel RP
Contest - Law v NonLaw (except Sources)
Base Cost: 1RP
DC: 10+Level of Holding-Law Level
Law may target any holding (except Sources) and the province itself if it is in rebellion. NB: You then need to use an investiture action with support of a Temple 1 to divest the province. All other holdings may only target holding of same type. Add 2x fortification level of holding to the DC. Provincial fortification prevents a province from being contested through a contest action.
Contesting a Holding 0
DC 10-Your Holding Level
Cost: 1RP
Contesting a holding 0 destroys it.
Modifiers: Law or Holding of same type can support or oppose. You can bid RP to increase or decrease success chances.
* A Regent can realm contest: Contest all of the same type of a holding (as allowed by their own holding), or all holdings in a province (if via Law).
* A Lieutenant cannot realm contest
Create Holding:
Base Cost: 1GB (2GB for secret)
DC: 10+ (15+ for secret)
Modifiers: Law or Holding of same type can support or oppose. You can bid RP to increase or decrease success chances. Law does not impact the creation of Sources.
NB: You can generically oppose all attempts to create a Secret Holding with holding levels.
Declare War: (Target)
Base Cost: 1GB
Result: You can move armies into and through Target enemy territory for the remainder of the turn.
Diplomacy: (Target)
Base Cost: 1 GB.
Further costs based on Negotiation.
- Alliance (npc/player)
- Loan (npc/player)
- Realm Spell (NPC)
- Flag holding or unit as belonging to another party. Requires both parties participate by spending a diplomacy action each.
- Exchange Explored Maps [this is a free action!]
- NB: You may conduct Court+1 diplomatic actions per turn free, minus 1 per permanent treaty you have (Alliances).
Forge Ley Line
Cost: 1GB/province crossed, 1RP/province crossed
DC: 10+
Modifiers: DC is modified by sources in the start/last point. May be bid against by any wizard with a source along the route traveled. Provinces in between the start/finish of the leyline do not count has having a ley line unless another Forge Ley Line action is taken to add a hook-up. You may not forge a leyline to a province where you do not have a source.
Maintenance Cost: None
Investiture
Base Cost: 1GB
DC: 10+Level of Province
Modifiers: The owner of the province may bid against the action, as may any holder of law holdings in the province in question. You can bid RP to increase success chances. This action requires a Priest with a temple 1 in the province to perform. You may only invest 1 province per action. You may NOT use military occupation to divest a holding. The only thing that can be divested via occupation is the province itself, as long as you have an allied temple 1 in the province who conducts the investiture. You must also have occupied the province for a whole turn. You CANNOT divest holdings via occupation.
If a willing transfer, this action requires both parties to spend a domain action to be successful and a Priest to conduct as a free action.
Investiture - Transfer RP
Base Cost: RP being transferred
Requirements: Priest must conduct (free action for priest). Both parties involved must spend a domain action on the RP transfer, unless one is a vassal of the other.
Research
Base Cost: 1GB
Can be used to research Realm spells (DC 10+Caster Level of spell), or used for more mundane research. You may also use it to research normal personal spells (5 spell levels, or 5x(Library_Level+1) spell levels).
Rule Holding
Base Cost: 1GB (2GB for secret), NewLevel RP (2x NewLevel RP for secret) (Except ruling to 1: costs 0)
DC: 10+NewLevel (15+ New Level for secret)
Modifiers: Law or Holding of same type can support or oppose. Your OWN holding being ruled, does not support the action. Law does not effect Source Ruling You, or anyone with a law or same type of holding, can bid RP to increase or decrease success chances.
* A Regent can realm rule holdings: They can rule all of the same holding type, or all their holdings in one province.
* A Lieutenant cannot realm rule.
Rule Province
Base Cost: NewLevel GB & RP (Except ruling to 1: costs 0 RP)
DC: 5 + (2x Current Province Level) + (2x Movement Cost)
Modifiers: Source levels can oppose. Source holders may also bid RP against it. You may only rule provinces during the Summer Season (Turn).
Restriction: May only be used during the Summer seaon. You may not bid to increase success. See "Population Growth Spell" for methods to increase success chance. You need a Granary I to rule a province to 4, and a Granary II to rule a province to 5, and a Granary III for a province 6 (assuming the province is capable of reaching these levels, see terrain modifiers).
Seek Lieutenant
Cost: 1GB
Effect: Gain a random unblooded lieutenant of level 1. Class will be determined randomly unless recruited from an Academy. Stats will always be determined randomly.
Train Military Units
Effect: Gain 1 train-point per WP, plus 2 per level of Training Grounds YOU control. Training Points are spent to upgrade military units (see Military Rules). NB: You CANNOT train units belonging to someone else, nor can you use someone else's Training Grounds.
Re: Actions
Critical Success: On a roll of a natural 20, the action automatically succeeds (for rule/create/contest actions - this is not true for Espionage Actions, where 20 is simply a value that determines the outcome). Any RP bid on the action will be disregarded.
Note: This does not apply on Rule Province in relation to Population Growth - that cost is still spent.
Divesting Provinces
1. Occupy province for a full turn. Local priest (temple 1+) supports you, you are able to use divestiture action [priest casts]
2. Province level 0 - occupy for a full turn, you take it over
3A. Agitate to rebellion, contest with law, province becomes uncontrolled. You are able to use divestiture action [priest required]
3B. Agitate to rebellion, contest with law, province becomes uncontrolled. Occupy the province for 1 turn. You are able to use divestiture action [no priest required]
4. A Contested province may be invested to the contesting party by a local priest (temple 1+). If the Province is level 0, no Priest is required.
5. Occupy a province for Province_Level+1 Turns, can divest with no temple support.
6. You occupy territory, the ruler of said territory signs a treaty and recognises your right to rule / cedes you the province. Any priest assists.
Note: This does not apply on Rule Province in relation to Population Growth - that cost is still spent.
Divesting Provinces
1. Occupy province for a full turn. Local priest (temple 1+) supports you, you are able to use divestiture action [priest casts]
2. Province level 0 - occupy for a full turn, you take it over
3A. Agitate to rebellion, contest with law, province becomes uncontrolled. You are able to use divestiture action [priest required]
3B. Agitate to rebellion, contest with law, province becomes uncontrolled. Occupy the province for 1 turn. You are able to use divestiture action [no priest required]
4. A Contested province may be invested to the contesting party by a local priest (temple 1+). If the Province is level 0, no Priest is required.
5. Occupy a province for Province_Level+1 Turns, can divest with no temple support.
6. You occupy territory, the ruler of said territory signs a treaty and recognises your right to rule / cedes you the province. Any priest assists.
Re: Actions
Trade
Max #
Province: 1 Land, 1 Sea
City: 2 Land, 2 Sea
Single Province Island: 2 Sea routes (no Land)
"Chain Routes"
Rogue Class characters can 'Chain' Trade routes. They can Chain up to length 1+ Level / 3 (rounded UP). Eg, Level 4-6 = Chain of 3, Level 7-9 = Chain of 4.
So, Chain Length 2 means:
A -> B -> C
D -> E -> C
A&B: Resources from A/B/C
D&E: Resources from C/D/E
C: Resources from A/B/C/D/E
Chain Length 3 means:
A->B, B->C, C->D (A -> B -> C -> D)
All 4 have resources available from any of those provinces.
Max #
Province: 1 Land, 1 Sea
City: 2 Land, 2 Sea
Single Province Island: 2 Sea routes (no Land)
"Chain Routes"
Rogue Class characters can 'Chain' Trade routes. They can Chain up to length 1+ Level / 3 (rounded UP). Eg, Level 4-6 = Chain of 3, Level 7-9 = Chain of 4.
So, Chain Length 2 means:
A -> B -> C
D -> E -> C
A&B: Resources from A/B/C
D&E: Resources from C/D/E
C: Resources from A/B/C/D/E
Chain Length 3 means:
A->B, B->C, C->D (A -> B -> C -> D)
All 4 have resources available from any of those provinces.
Re: Actions
Lieutenants on Adventures:
Just reiterating a rule that got lax - you CANNOT send Lieutenants on someone else's adventure, without spending an action yourself to send them. This will re-take effect starting next turn.
Just reiterating a rule that got lax - you CANNOT send Lieutenants on someone else's adventure, without spending an action yourself to send them. This will re-take effect starting next turn.
Re: Actions
Levy vs Muster, and order of Priority:
Levy: Only Province owners may Levy a province (Subversion could be used to force a province levy).
Muster Order of Priority: Law, Province, State Faith, State Guild, Temple, Guild.
Levy: Only Province owners may Levy a province (Subversion could be used to force a province levy).
Muster Order of Priority: Law, Province, State Faith, State Guild, Temple, Guild.
Re: Actions
Transferring Settlers
Requires the use of an investiture action
Requires the use of an investiture action
Re: Actions
Any non-designated heir investiture (via death of regent), will have a 1RP per holding level or province level, cost.
The costs default to the receiving party, though negotiations regarding the transfer can move the cost to any participating party.
--
General Guide on Action Modifiers:
While I understand the rationale for why certain spells should, or could, modify the DC of actions, for ease of managing - we should stick to a consistent approach.
Personal Spell Abilities do not modify the DC; ie Comprehend Language/Tongues, Know Culture, etc
If you need to rejig some NWP because you relied on spells being able to overcome DCs, you can opt to pick up Language NWPs.
(I am aware this contradicts prior rulings re Tongues/Comprehend)
The costs default to the receiving party, though negotiations regarding the transfer can move the cost to any participating party.
--
General Guide on Action Modifiers:
While I understand the rationale for why certain spells should, or could, modify the DC of actions, for ease of managing - we should stick to a consistent approach.
Personal Spell Abilities do not modify the DC; ie Comprehend Language/Tongues, Know Culture, etc
If you need to rejig some NWP because you relied on spells being able to overcome DCs, you can opt to pick up Language NWPs.
(I am aware this contradicts prior rulings re Tongues/Comprehend)
Re: Actions
Province 4+: All require grain to be maintained. They can go Granary Level Turns without grain, before they will drop back down a level.
Re: Actions
Court Range/Court Rules (Diaspora V):
There is a court
Your Action Range is 1+Court Level provinces from your Capital.
Build Limit is 1+Court Level buildings can be ongoing at a time.
Note: Palace does not take up a Build Slot
There is a court
Your Action Range is 1+Court Level provinces from your Capital.
Build Limit is 1+Court Level buildings can be ongoing at a time.
Note: Palace does not take up a Build Slot
Re: Actions
Non-Domain Characters:
Do not need a Court, can take actions anywhere on the map (they are "itinerant wanderers")
Do not need a Court, can take actions anywhere on the map (they are "itinerant wanderers")