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Rules
Apr 26, 2014 9:30:11 GMT -8
Post by Jobu on Apr 26, 2014 9:30:11 GMT -8
These are the rules. I've had them looked over by two players and one non-player, but I'm sure I've missed things. If anyone has anything to add, any clarifications to be made or new stuff they would like included let me know. Attachments:RULES - Lote Lite.doc (455.5 KB)
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Rules
May 10, 2014 10:23:39 GMT -8
Post by Jobu on May 10, 2014 10:23:39 GMT -8
There was a change to 5.5.7 Cultivation Projects adding c2 regions.
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Rules
Jun 8, 2014 8:46:39 GMT -8
Post by Jobu on Jun 8, 2014 8:46:39 GMT -8
There was an error in agro production. Regional agro production is modified by terrain type (table 2.3.1.1). Also you'll note (2.3.3.3) you can sell Agro to your own people for 2gp each.
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Rules
Jun 9, 2014 7:33:36 GMT -8
Post by Jobu on Jun 9, 2014 7:33:36 GMT -8
Added 5.5.8 Ports
Ports are level 1 megalithic projects.
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Rules
Jun 10, 2014 18:12:02 GMT -8
Post by Jobu on Jun 10, 2014 18:12:02 GMT -8
Changed 5.3.1 Town maximum wall points to 5 (to fall in line with below). Also corrected 5.1.4.2 to reflect this.
Corrected builds table. 5.3.2 - Costs to upgrade a city are 10nfp and 20gp. Added clause that a town or city may only be upgrade every other turn. Changed maximum wall points to city level +4 (from +1).
Changed base cost to build fortress 5.4 from 10nfp and 30gp to 10nfp and 15gp (you still have to add/build wall points).
Updated 5.5.1 roads with further effects of a road.
Changed 5.1.5 to 5.1.6 because of guard units add
Added new 5.1.5 for the creation of guard units.
Edited 2.3.1.4 to include the maximum allowable public works for towns and cities (gp value x 20 regardless of regional terrain).
Added to 2.3.2.2 Slave units can be used to build light troops at BL 6.
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Rules
Jun 10, 2014 19:38:35 GMT -8
Post by Jobu on Jun 10, 2014 19:38:35 GMT -8
2.3.2.1 Added movement rate for NFP (8).
Changed 2.4.5 to 2.4.6 and added NFP support as 2.4.5
2.5.1 changed the rule for MSP assigned to fishing from 20 to 15 to generate 0 - 2 agro.
Added Leader Action 6.2.24 Investigate action.
Added NFP production to cities in 2.3.2.1 (cities produce 1/5 their size in NFP).
Modified troops support to cost 0.1 gold per unit and 0.05 nfp per unit (not rounded).
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raven
New Member
Posts: 29
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Rules
Jun 11, 2014 10:49:56 GMT -8
Post by raven on Jun 11, 2014 10:49:56 GMT -8
2.3.1.5 says: "International trade conducted through trade fleets must be based at a port town or city."
Does this mean either a "town with a port" or a city, or does it mean a "town with a port" or "a city with a port"?
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Rules
Jun 11, 2014 21:52:00 GMT -8
Post by Jobu on Jun 11, 2014 21:52:00 GMT -8
It means a town with a port or a city with a port.
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Rules
Jun 14, 2014 23:25:18 GMT -8
Post by Jobu on Jun 14, 2014 23:25:18 GMT -8
Updated 2.3.1.3 Intercity Trade income to be the sum of your city sizes - 1 (was previously sum of city sizes minus the smallest city size).
Removed "and cannot produce more than 10 times their potential cargo size in GP income" from 2.3.1.5
ITV is calculated by adding your city sizes - 1.
Removed the reference to NFP in AQR investments. You can only invest gold to increase your AQR's.
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raven
New Member
Posts: 29
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Rules
Jun 28, 2014 9:02:21 GMT -8
Post by raven on Jun 28, 2014 9:02:21 GMT -8
For those who missed the edit (like me). Scouts CANNOT be converted for internal trade. light or heavy cavalry only.
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Rules
Jun 28, 2014 9:37:23 GMT -8
Post by Jobu on Jun 28, 2014 9:37:23 GMT -8
Thank ya sir, was just going to add that...
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Rules
Jul 12, 2014 10:50:28 GMT -8
Post by Jobu on Jul 12, 2014 10:50:28 GMT -8
Updated (almost all of the) Terrain Types 2.8.2.1.1 through 2.8.2.1.8 to include the symbol for the terrain type on the map.
Updated 2.8.2 and 5.3.1 and 5.3.2 to include symbols for towns and cities on the map.
Updated 2.8.3 and 5.4 with the map symbol for a fortress.
Please note: Cities with a fortress as part of them have the two symbols merged (partially overlapping).
Updated 5.5.8 to include a symbol for ports.
Please note in the builds table there is a "time" column. This is the amount of time it takes for the unit to be built. You do not have immediate (instant) access to anything you build. Also note the Move rate. This is the number of actions it gets per turn (not per year). The turn has 30 movement phases, so the only thing that will ever move that fast is a leader on a road.
Added 5.1.7 Demobilizing Units and 5.1.8 Upgrading Units
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Rules
Jul 20, 2014 14:37:51 GMT -8
Post by Jobu on Jul 20, 2014 14:37:51 GMT -8
Updated 5.4 (the cost to build a fortress is for the supporting structure)
Updated 5.5 (megalithic projects take 1 full turn to complete regardless of size)
Updated 5.5.1 Roads with examples and slightly changed the wording.
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raven
New Member
Posts: 29
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Rules
Jan 30, 2015 16:19:32 GMT -8
Post by raven on Jan 30, 2015 16:19:32 GMT -8
Do cultivation megaliths require upkeep? I would think not, but wanted to check.
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Rules
Jan 30, 2015 18:28:48 GMT -8
Post by Jobu on Jan 30, 2015 18:28:48 GMT -8
Only the ones that create c2 regions.
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