QUESTIONS
>
Extending core>1. I have a question about core extension. It says you can't extend core inland from an overseas core city, but it doesn't say anything about going overseas again. For example, if I conquer Madeira and do all the requirements to make it core, can I use Madeira to further extend my core?<
Overseas cities can propogate core inland 2 territories, though those new territories themselves can not propagate core themselves. But no, an overseas location can not serve to propagate core further overseas.
> Upgrade to core
>
Does the territory about to be upgraded need to meet the requirements before upgrading begins, or can you upgrade if it meets the requirements at the end?Before upgrade begins. So you cannot upgrade to core a territory if another territory should be upgraded previously to meet the requirements.
> Admirals
>1. How much costs an admiral, or is it one type of special general?
12 RPs. No, you must specifically buy it. In fact I will reroll if you get an admiral through standard General Special Abilities.
>1. If I gift away all my ports what happens with my sea trades?
If you lose or gift away all your ports then your sea trades are lost and go into a general sea trade fund that are able to be stolen by any nation with a port.The number of pirate ships in the world is the basis against which attempts to steal the trades are figured.
>2. As an example (assuming 10 seat trade in the general sea trade fund). If France makes 1 attempt, Korea makes 1 attempt, England makes 3 attempts, Songhoy makes 2 attempts and China makes 4, (a total of 11 attempts) it should break down as follows: Random roll for who gets first attempt, etc,. until an order of attempts is established. Then each nation in its order makes one attempt: 1) China, England, Korea, Songhoy, France. 2) China, England, Songhoy. 3) China, England. 4) China**but last attempt would not happen unless there were leftover trade afterthe first 10 attempts
You are right, and this method would also be used in case several nations would attempt to steal from any particular nation.
>
Finance a war> 1. Can more than one nation be part of a bid to finance a war?<
No. One nation must be the front for this. There is nothing to say that your allies couldn't be gifting you money to help pay for the finiancing of that war.
> 2. When financing a war, are the payments made automatically, or must the sponsoring player(s) construct caravans each turn?<
The payments will be deducted automatically.
>
Tribal Placement:>
> 1. Are TNs allowed to place themselves on occupied islands (such as Madagascar in Africa)?.<
Yes. Tribal placement may be in any "white" territory. Weather there are native troops there or a question mark, it doesn't matter.
> 2. Are the cities already on the NA maps (Nooksak and Potawatomi) treated as standard cities (for rebellion purposes, or "settling down")?<
Like standard cities.
> 3. I've got an objection to the tribal rules. I simply do not agree with the tribal being spread from east coast to west coast is simply unreasonable. The only possible way I could see it if each of the individual sections collects individual income. There is no way there would be any communication from Siberia to eastern side of the Hudson Bay.<
You are right. During initial placement, tribal territories will need to form a continuos line.
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Greenland and Iceland>
> 1. The Europeans can travel here, and the Tribals should be able to place here. Is it therefore possible to trade here before the Discovery?<
Hmm. I will have to treat Iceland and Greenland as if they are actually part of the old world for this purpose. I would let a tribal nation begin there, but not there and also in the new world. One or the other. Any tribe in Iceland or Greenland would have access to the old world and NOT be subject to the new world penelty when dealing with old world nations.
>
Trade and Economy>
> 1. Is trade transferred on Action 2 or Action 11? Can the cost of this be charged to either nation?<
It is actually transfered in phase 11. There is no cost for trade.
> 2. How do I develop sea trade?
It's missed on standard rules.
At action 2 of your orders you can decide to develop sea trades (any>
Caravans, convoys and Other Units>
> 1. Can caravans be carried on ship belonging to a nation you are not publically allied to?<
Yes. On the same terms as any other of your units under the same circumstance. Both players need to clearly state that intent to cooperate in that manner in their turn orders.
> 2. Action2: Trade Caravans: states the following: "... those ressources are subtracted from the nation's saved resources and the caravan is placed on the map within a 'core' city of(?) port territory owned by tyhe nation". Is this supposed to say OR instead of "OF" ? If so, does this mean that Tribal Nations can place caravans at any port or city (regardless of whether the port has a city)?<
Trade caravans can begin in any core territory with either a city or a port. It doesn't have to be both. For Tribal nations, only Tribal cities are core, so any port not on a tribal city or a regular city upgraded to core (by dismantling a tribal city) can't be used to place a trade caravan
> 3. Is it only the amount of the caravan that has to be decided when creating it, or must you specify the recipient as well at that time?<
Only the amount. Where you opt to move it in future turns is completely up to you when you place those turn orders.
> 4. Can Caravans be converted back to saved rps by the nation which built them? If so, what Action would that occur on?<
They may convert back only if they are at a territory belonging to the nation that would qualify to recieve trade caravans from other nations. They would official convert in action 11.
> 5. Could you explain convoys a little better? We get 1 per port we have automatically each turn right?
No. 1 per nation (only) if nation owned a port at turn 8. These would be starting CONV. Other CONV should be bought.
> 6. Could we use them to ship resources to allies instead of caravans as we can ship resources to ourselves?
Yes. Allies can cooperate to convoy resources.
> 7. Can we buy convoys?
Yes. They cost as a MM (10 RPs). You can also convert a MM on map in a CONV.
>
Land Movement>
> 1. Can units capable of more than 1 move (cav, knights and caravans) cross 2 or more Straits in one turn? Can units retreat across Straits?<
Yes. Yes.
> 2. Are you allowing retreat into allied territory when that destination would have exceeded the normal movement allowance of the retreating unit?<
No, not exactly. Units attacking a territory can only retreat into one or more territories from which 1 or more of the troops making the attack originated from. So, if one of your troops originated from that allied territory, then all of your troops could retreat into it.
>
Land Combat>
> 1. Do troops unloaded from ships to a territory under attack arrive at the same time as attackers? What rolls would they use?<
Land movement is broken down into 2 parts. In part one units that can only move 1 space move or can wait for the second part of land movement. Units that can move 2 spaces can move 1 space or can wait to move untill the first part of the land movement is completed but if they wait they can only move 1 space. Any troops moving into a land are considered attackers. Any units already in a land are considered defenders. If units move into a land on the first part of land movement and then enemy forces move into the same land in the second part of land movement then the troops that moved into the land on the first part of land movement are considered defenders and the troops moving in on the second part of land movement are considered defenders. Sea invasions can occur on either the first part of land movement or the second. By default they invade on the first part of land movement and are considered attackers. If someone moves forces into the same land onthe same part of land movement then both forces are considered attackers.
> 2. Does the knights shock ability last beyond the first round? This is true in Game 5, and it is likely to cause some game balance issues.<
First round only.
>3. Can land units retreat to any territory after combat?
A territory may be selected for retreat after any round of combat if it is controlled prior to the current movement phase, but only if the unit retreating to that territory could have reached that location using its normal movement allowance, ignoring the presence of enemy units.
>4. There are 3 territories A, B and C. A next to B, and B next to C. Players P1, P2 and P3 in situated P1 in A,
>7. In Game 5 (the game I am mostly used to), John did not allow retreat to be ordered if there was no battle. You had to have something to "bounce" off of. Am I correct in assuming that you do allow retreats when no troops are encountered?
Yes, if they are able to do it after combat, it's reasonable to assume they can also do it without combat. This is specially important when fighting on desert.
>2. In Game 5, John also did not allow incorporation of a territory after a battle, when all troops retreated from said battle. This was a "technical defeat", and the territory would remain in the hands of its original owner. Are you allowing incorporations after full retreats?
Yes. Forces attack, clean up territory of enemies and then send bureaucrats to take command of territory. It's like when CAVs conquer territories while moving, but don't stay around
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Naval Movement>
> 1. How are same phase ship movements figured out?
#1) Ships in normal movement that meet enemy fleets will fight and if victorious continue on to their destination.
#2) Ships in deep sea movement that run into enemy fleets will fight and continue on no further. They will also fight the fleet they run into at a combat penalty of -1 for Merchantmen (effectively 0 ) and Sotl and Frigates will fight at a -2 penalty.
#3) Ships in deep sea movement can't move into enemy controlled sea zones. You can set up as destinations locations where same phase enemy ships are located but if the enemy ships don't move out of the sea zone you are trying to go to your ships will stop in the previous sea zone. Additionally, you can not send ships into deep sea movement into a sea zone with instructions to attack. Ships in deep sea movement do not ever attack; they may only enter a battle if they are unexpectedly drawn into one due to movement of an enemy fleet or if another nation happens to declare war on you, or if a neutral nation has simply left instructions to attack you ships should they pass through their sea zone.
#4) Deep sea movement ships for purposes of interception with same phase enemy fleets move 4 spaces for every 1 space normal movement ships move.
> 2. Can damaged SOTLs: a) DSM? b) initiate an attack in normal movement? c)bombard? d)search the Americas?<
Yes. Yes. No. No.
> 3. If Naval Combat is handled after movement, do ships coming out of combat arrive later than ships that travelled the same distance and didn't fight?<
No. They still arrive at the same time. You have to figure that each turn is a 2 year period. They may have spent 1 to 2 of those days engaged in pitched combat with their enemy.
> 4. Is it possible to close the straits of Gibraulter or Skagerrat?. I have heard that people are able to do so in some of the games (if not all of them) To sotl's only or to all ships?
Not in all games. Not in this so far. It will be allowed when ART range increases enough (at TL5 I guess, I still need to research about it).
>
Naval Combat>
> 1. Do ships receive repairs at the beginning or end of their normal movement?<
Repairs would occur during the buy new units phase, when you would spend the money to repair a ship of the line. That is the only ship and only time a repair may happen.
> 2. Can the nation owning the port at which the repairs are done pay the cost of? ¿At wat point of action does repairing take place? ¿Is an SoTL allowed to move in the same round that it is going to be repaired?<
The nation owning the port that is doing the repairs is the *only* nation that can pay for the repair unless another nation (perhaps the one owning the ship) happens to have a trade caravan at that port with enoufh resources in it to pay for the repair, in which case the resources may be deducted from trade caravan.
Repairs would occur during the buy new units phase, when you would spend the money to repair a ship of the line. That is the only ship and only time a repair may happen.
No.
> 3.2 nations(not allied) have ships/sheeps in a sea zone, they dont attack themselves but they attack any other one. They are able to capture a merchantmen, who captures the MM?
After any battle winner will capture 50% of enemy MMs, 20% of enemy Frigates and 10% of SoTL. If both nations manage to hit and capture same MM I will roll a dice and winner will take it.
>4. I am wondering when ships are in the same sea zone, and land troops in a hostile manner, does the naval battle occur after the troops are landed?
Good question. I would say that, even when nations are not at war, if a navy closes enough for a hostile landing, patrolling ships would attempt to prevent it (with some previous warning), so naval combat would occur before landing.
>5. Also, can SOTLs bombard after DSM?
No, bombardment is really limited on game rules (once per turn, no previous fights, no picked or landed units...) even in normal move.
6. Would the vessels intercepting my fleet (i.e the nation I am attacking) be considered attackers or defenders?
7. Also, can Admirals use their ability to allow allied ships in same sea zone to bombard?
Admirals act as generals, so yes, they allow bombard from allied ships.
>
Rebellions, Civil Wars and Independence Wars>
> 1 a). Will all territories of a Tribal Nation be considered a conquered colony, and subject to a rebellion of liberation? Or only those that it does not begin play with?<
All tribal territories are non core except for the 2 territories the tribal cities are in. They will all be considered created colony. In this game, there is no difference between conquered and created colonies and both are subject to liberation movements.
> 1 b). If each conquered colony of a Tribal Nation is considered separate, what will be the goals of the rebellion once it has liberated the territory?<
If it was a nation prior to its conquest, then it will strive for the liberation of the rest of that nation. If it was a independant tribal territory, then it will remain at war with the tribal nation and try to conquer it. This is akin to a new tribe trying to rise to dominance over the lands under the tribes dominion.
> 2. Do Tribal cities count as 0, 1 or 2 units for the purpose of these rebellions?<
Rebellions can not occur in a territory containing a tribal city. That territory is considered core.
> 3. Can two nations, sharing the expense of sponsoring a rebellion, still get a positive modifier if only ONE of the two is friendly or allied?<
Nations can not share the expense of sponsoring a rebellion. They must either try separately or one can give the other nation funds so that other nation may pay for a higher level of rebellion sponsorship.
> 4. Please explain how you handle colonial rebellions with respect to normal nations. For example, if Cahokia built cities at Iowa and Qapaw, these would become colonies, but would it ONE or TWO colonies?<
In this game, colonial rebellions rules won’t be in effect. All rebellions will be treated as Rebellions of Liberation. The only reason to know if it would be one or two colonies is because colonies can be negatively influenced (action 1-diplomatic influence) and we need to determine size of colony.
Once this said, not looking at the map, go back and read the definitions of a colony. If it belonged to a nation previously, all territories of that nation would become one colony (yep, even China could be one gigantic colony), or at least one colony for each nation containing a portion of the nation. For territories which did not start of belonging to a nation, then if two cities are within 2 territories of each other (that's 1 space in between
them), then they are both cities belonging to the same colony. Another city within 2 spaces of 1 or both of those cities would also belong to the same colony. Cities further than 2 spaces apart would belong to different colonies.
> 5. In the Rules, it states that "multiple accumulative chances for Colonial Rebellions) may be purchased in one turn". Please explain how this works.
If colony entity income is 7, if you spend 49 RPs (7 times 7), you have purchased 7 in 10 chances, if 35 - 5. Remember that, per additional rules, maximum chance you can purchase will be 7.
> 6. Here is a scenario. Assume that a nation (Spain for this example) is displaced from its original core, and settles in a few white territories... can these ever become core?<
If Spain has no core territories, then it is impossible to pay to make other core, as colonial territories may only be upgraded to core if they are within the specified distances from a core territory owned by the nation. In such a scenario, Spain would have had to turn those territories into core prior to the lose of its original core territories
or Spain will have to retake one or more of its core territories, seeking assistance in doing so if neccessary. If Spain has lost all of its core territories it may carry on the fight from its colonial lands or sponsor rebellions in its original core territories, but only if still owns at least a colonial city (so she's able to build units). If she does not own neither a core territory nor a colonial city, spanish units would become pirate or bandits (see additional rules) and Spain would be out of game until anyone would sponsor rebellions of liberation on spanish behalf against its original core territories, recovering control over remaining troops on map. If all original core territories are upgrade to core by other nations, Spain would be out of game forever.
> 7. Now, assume the new Core is attacked. If an ally sponsors a rebellion in one of these new Core terrritories, then do the troops go to the friendly nation, or are they commanded by a new faction?<
The rebellious faction would default to the control of the Spanish player. Even in the event that Spain were to have no colonies and was 100% whipped out from the game, should a rebellion of liberation form in a core Spanish territory, Spain gets to control those rebel forces. In this manner conquered players may stick around and use diplomacy to try and seek their own liberation. Their own potential rebel armies become a coin they may bargain with.
> 8. Is there any chance that I can negotiate a temporary ceasefire with my civil war enemy faction?
If enemy faction were player conducted it could be done by arrengement between players. Being moderator ruled I cannot make any kind of agreement with players, but you can use NPN tips (on files section of group) to offer enemy faction a cease fire (this is an official peace agreement per additional rule 9). If rebelds accept, war will be over, but neither her territories will be core for free for you anymore (that's to say, you will have to pay for it), nor your territories will be core for her. In fact, she would be a new independent nation. Rebelds will behave as any other NPN from that point ahead, so it would be roll determined (per additional rules) who will attack in the future (if any).
> 9. When working out where the rebellions will start, do you try to keep the territories together. For example, if the nation has islands which are Core, would these be part of the rebellion because they are furthest away?
It's not easy to answer. Rebellions can have different sizes, so situations vary widely. Remember that now a civil war can have any from 5-40 % of core. As a guideline (although I will fix it to each situation), what I do is (by priority):
1) Find out territories (and trades) that could be in % range. I intend to keep rebeld territories together, although that is not always possible. On an independence war territories would be more isolated (islands, straits, alpine, made people feel they belong to a different community) than in a civil war
2) Look for historical precedents. I use to concentrate on historical events that happened 100-200 years before or later the year we are in (more or less). So if several possibilities are at hand, I would choose that with a similarity to history.
3) Give rebelds no more % of cities than % of territories (if possible).
>
Special Rules: New World>
> 1. Does searching for the Americas count as deep sea movement for combat >penalties?<
Maybe. You may sail to sea zone off the American coast by going the northern Atlantic route by Iceland/Greenland or via the berring straits by Alaska. If you sale your ships to a sea zone adjacent to a north american territory (remember, I am considering Iceland and Greenland to be old world), then you may seek out the new world. So its possible not ot have to deep sea voyage.
If you will note the North American map has a big black zone representing the deep Atlantic and another one representing the deep Pacific. Any nation may enter into that zone for 6 movement points when travelling from the old and new worlds. If you do not know that the new world exists yet, you may enter the deep ocean zones, but may not exit into a new world sea zone. But you may still use the deep atlantic to travel to and from old world sea zones.
Lastly, while you may sail to the new world via the northern routes, if you have not discovered the new world yet, you may have zero interaction with those nations, no matter how far in that direction your fleet sails, including no interaction with fleets in the water belonging to such nations. The reverse is also true, should a North or South American nation discover either the Atlantic or Pacific routes first.
> 2. What specific sea zones can Europeans enter without looking for the route?<
You can literarly travel around the world without "looking for the route", it'll just take your fleet a while. Just the rare chance of a ship or fleet going waaaay of course without realizing it and maybe even ending up in the Pacific when starting in Europe. But that would be a "fluke" and if the nation did not roll to find the new world and succeed, they could still have zero interaction with new world nations or lands.
> 3. What specific sea zones can Asians enter without looking for the route?<
The same applies to the Asians.
> 4. How far is naval movement permitted in the St. Lawrence?<
All the way into the Great Lakes sea zone. (Space for these ships has been made at the northern end of the N American map where there is a Great lakes blow up box).
> 5. Is Kamchatka available for Tribal Nation placement?<
Yes. And to cover a scenario that happened in Game 5. A tribal nation or other nation may even cross the straits into Alaska. Old world nations may encounter new world nation in this manner IF they come to own a territory adjacent to a territory owned by a new world nation. If that happens the old world nation may trade with that new world nation and *only* that new world nation, or any additional new world nations they come into direct contact with. Old world ships may travel as far into the new world *and* interact with new world territories as far inland (on the coast) as the old world nation owns territories, plus the next adjacent territory to such owned territories. The reverse process holds true to new world tribes moving across the straits into Asia.
> Technology
1. Can a player do investment and also receive reward? Seems yes because of other ways to get IP, but I thought I might as well ask.
Yes. IP can be received simultaneausly from all five options.
2. Are the IP costs cumulative or separate? That is, the IP cost for TL1 is 50 and TL2 is 100. Does this mean that the cost of TL2 is 50+100=150 or just the extra 50? The rules are not clear on this.
TL0 cost is 50. Once you gather them (if you owned TLPre tech) those 50 IP will be substracted from your saved and your nation will be TL0. Then, you will need 100 more IP to achieve TL1. Once this achieved, you will need 200 more IP to TL2 and so on.
3. Do sea areas count as borders? How many?
No. When I talk about borders I'm exclusively thinking on land borders (like when you try to steal land trades). But territories connected through straits does share a land border.
4. Is there a limit to how many times you can invest RP per turn?
No, you can try it as many times as you want, but you will get up to a maximum of 4 IP (from turns 1-8), 7 IP (from turns 9-58) and so on. You can order to stop investments as soon as you reach those IP.
5. When a empire gives independence to some territories, do this new nation has the same TL than that empire?
Yes. And same saved IP. New factions in a civil war, rebellions or Independence War will also start with same TL and IP than empire.
6. And if those territories were an old nation that had marriaged with this empire? In this case the new nation has a new class according to his income or has the old one?
It depends on the situation. It will be assigned a level according to income, TL, strategic situation and dificulty to be played. It will vary a lot. If rising nation was dead it can start with a completely different class and starting income.
7. In a marriage, are the TL points combined as assets of the new nation?
No, it prevails IP and TL of most advanced nation. If one nation owns 60 IP for new TL1 and the other 40, most of them will be shared knowledge.
>
New terrains:Desert
1. The wording on the desert rules is a little difficult for me to understand. Could you possibly clarify the desert rules some, and hopefully, provide an example?
I can. Let's see Songhoy situation. Almost all your territories above Niger river are desert. It means that, at action 10, I will check all desert territories to see if any exceed supply limit. If these limits are exceeded, several units will disband or rout because of lack of supplies. Supply limits are:
1) As many units are kept supplied as desert territory value x 2. For example, 4 units in Nouakchott; 2-Dakhla, Quadane and Timbedra.
2) If your territory contains a city you have unlimited supply. Any number of units can survive near a city even in desert. Supply problems on desert depends mainly on water and I assume that if a city exists, water is abundant. No city would survive for long without it. Timbuktu could retain 16 units even without a city. With a city any number of units will be safe there.
3) Generals can retain a number of units, who would otherwise disband, equal to his skill value.If you had a general "7" at Dakhla, as much as 9 units (2 because of territory value and 7 because of general) would survive.
4) If you achieve TL4 you can keep alive 4 more units on each desert territory. 8 in Nouakchott, 6 in Dakhla and so on. When nations advance in TL, a whole stuff of improvements which made life easier are open for troops: channels from rivers, trails from oasis, deeper wells, etc.
5) Generals and TL influences are accumulative. If you are TL4 and have a general "7" at Dakhla as much as 13 units could survive (2-territory, 7-general, 4-TL).
As a side point, tribal nations adapted to desert (it's not Songhoy case) won't be limited by supply. They know how and where to look for water, shelter and food. But if they settle down into a city or own any non-desert territory they lose this skill and supply limits will apply to ALL tribal units at any desert territory. This can be reverted at any time they only own desert territories and tribal cities again.
> Random Events: calamities
1. In random events:"STORM AT SEA. Ships within one SZ (even chances between SZ with ships) will suffer 2d10 hits." Does it happens in coastal zones or not?
It affects one Sea Zone (coastal or not as storms can arise at any) that has ships (storms arise almost everyday at some place of the world but it is only noticeable if it cause some disaster). So I will check any SZ with ships and assign a number to each and then roll a dice to choose. Fortunately, it will only happen (as an average) once every 90 turns.
2. From the nation or all?
From ANY nation which ships on that SZ.
3. All of them or only one? Aren´t ports supposed to be a secure zone for ships?
Ports are safer than open sea but ships on ports could be affected, but as turn last 2 RL years I suppose they spend most of time voyaging or patrolling and storm hit them while at open sea.
4. It can disappear because of drought(is this considered famine?) like the mayan civilization.
Famine can be caused by several reasons, being a drought the most common although not the only one: plagues, climatic change (that caused High Egypt Empire to vanish), ice storms and all you can think that could affect harvest. It's reasonable to assume that famine in desert will be always caused by drought.
It affects. If, at XXIth century, you have achieved (assuming you keep historical pace) TL9, you will lose (as in any random event) 9 less units at any territory you owns. Typhus is still endemic of many places of the world, but you could change name to whatever (AIDS?).