Research is a way to advance your neolithic civilization and Cro-Magnon men to something a little
more formidable. It is a reflection of all you know from history and will try to explain to your people
well enough so that they can make it. Time passes whilst they try to copy your ideas and mass
produce the finished product. Most of this is done by the old and young.. none are spared from
uncivil war.
The sheer damage a missile weapon can do makes it very favourable to have.
Any building that your people have the necesary research for, can be built any time you require. It
will be in use the month after you commission it to be built.
SCHOOL: A building of 5 Structural points for higer learning gatherings. Adds a total of one extra research slot to your total
NOTE: If you lose the building..or the country containing the building, you lose allbonuses from that research until a new building is completed.
Spiked fences (stationary pike) : No missile cover, no assistance in any form of attack, only defense which others must smash through. No necessary delaying tactics unless the commander wants to employ a specific strategy calling for such. Construction time..1 month, Construction cost 0.2gp per "man to be contained" To be used as stationary pike.
Fortifications Level 1 : Basic ramparts/ moats and delaying tactics�no defense, only slowing tactics. Can be used in conjunction with spikes�Cost dependent on size (how many troops to contain) Construction time..1 month� Cost of construction 2.5gp per man to be contained
Fortifications Level 2 : Ramparts, walls, moats and turrets �slight defensive capabilities for those troops inside, slowing tactics, they are built on top of fortifications 1 so are not used in conjunction. Additionally spikes no longer help those inside the walls� Cost dependent on size of foundation ?(ie fort 1) (must be the same size) Construction time..1 month. Construction cost, 5gp per man to be contained
Castles : Full bloodied castles built upon the walls of the fortifications level 2. Maximum defensive-offensive capabilities. Expensive (rush job to build anything decent in a month or two�hey, fantasy). Uses lots of iron and wood. No other construction of buildings or wooden objects possible for the month as all your people are pulled in to finish off the "castle" Construction time..1 month. Construction cost, 7.5gp per man to be contained
Note�the construction time from a bare land to a castle is therefore three months. (If all disciplines are already known)
ENGINEERING: Needed for fine or heavy work.
See Naval rules for actual ships and yards.
THIEF: Costs the same as a hero. One can be found for each country you own, per month. Can be
given instructions to steal cash from the treasury or details of a specific research. If successful. He
can carry 5000gp away from the treasury or the complete way to utilize the resource, without paying
or waiting for the research to be completed. Certain other areas may have to be completed first
(Like a Jugeyard for a Liburne...etc... but the woodworking and Quinquereme will not be necessary
as he learns from the enemies mistakes.)
HARBOURS AND GLOBAL TRADE:
Once you have a harbour you suddenly are able to join a world resource center. Here you can sell excess iron for gold, buy wood, or horses�whatever. The problem being that the market is price driven. If there is little demand, then the price goes up�if not, well then it drops. Basically you must remember that the Neutrals here are not polite people. They too are fighting for their lives. They too are building armies, and invading and carrying on�They too use their goods, or sell what they dont use to the common market. Prices are high�but if you really really want wood�well then, that is the place to go. (Remember, however, that you will be buying the wood at $X, then buying the archjers at $Y�making them very, very expensive troops�.As the neutrals diminish, so the center for trade will too. Ultimately I can imagine only a few people owning the whole world�in such a case�what you sell goes there�what you buy gets deducted. Do not expect good prices� you sell cheap, and buy high. This just means that if you are left with only a wasteland, then you have tons of cash, but no horses�if someone has sold some�then you can buy, then who cares what the cost?
RESEARCH
Discipline research topic Requirement1 Requirement2 Requirement3 Cost WEAPONRY CATAPULTS Advanced engineering 10000 WEAPONRY ARCHERS Basic Woodworking 10000 WEAPONRY LONGBOW-MEN Advanced Woodworking 10000 WEAPONRY CHARIOTS Basic Engineering 10000 WEAPONRY ELEPHANTS Advanced Hunting 10000
BUILDING Meterological station Advanced Masonry Meterology 10000 BUILDING School Basic Woodworking 3000 BUILDING Collage Basic Masonry 7500 BUILDING University Advanced Masonry 10000 BUILDING Boatyard Basic Woodworking 5000 BUILDING Shipyard Basic Woodworking Basic masonry 7500 BUILDING Jugeyard Basic Woodworking Advanced Masonry 10000 BUILDING HARBOUR Advanced Masonry Trade 10000 BUILDING SPIKED FENCE 2500 BUILDING FORTIFICATIONS LEVEL 1 Basic Engineering Basic Mining 5000 BUILDING FORTIFICATIONS LEVEL 2 Advanced engineering Basic Masonry Fortifications Level 1 7500 BUILDING CASTLE Fortifications level 2 Advanced masonry 10000
Academic Basic Woodworking 1000 Academic Advanced Woodworking Basic Woodworking School 2000 Academic Basic Mining 3500 Academic Deep Mining Basic Mining Advanced Engineering 13500 Academic Hunting 1000 Academic Advanced Hunting Hunting 1500 Academic Basic Engineering 3000 Academic Advanced Engineering Basic Engineering University 4500 Academic Basic masonry 7000 Academic Advanced Masonry Basic masonry Collage 10000 Academic Improved Spying 2500 Academic Advanced Spying Collage 3000 Academic Forestry 2500 Academic Advanced Forestry Forestry Collage 3500 Academic Trade University 1000 Academic Meterology University 5000
Shipping Fishing boat NONE 500 Shipping Pentaconter Fishing boats Basic Woodworking 1000 Shipping Bireme Pentaconter Boatyard 1500 Shipping Trireme Bireme 4500 Shipping Quadrireme Advanced Woodworking Shipyard 7000 Shipping Quinquereme Quadrireme 10000 Shipping Liburne Quinquereme Jugeyard Basic Engineering 15000 Shipping Horse Barge Quinquereme Jugeyard Basic Engineering 15000 Shipping Coastal Spikes 500 Shipping Trebuchet Advanced Engineering Advanced woodworking 5000
Government Thief Improved spying 7500 Government Carrier Pigeon Advanced Hunting 1500 Government Saboteurs Advanced Spying Collage 10000 Government Assassins Saboteurs University 20000 Government Laboratory Advanced Masonry 7500 Government Disease Advanced Engineering Laboratory 20000 Government Advanced Disease Advanced Hunting Disease 30000 WEAPONRY DESCRIPTIONS
ARCHERS: A 3 range firing foot soldier. The bows are finely crafted.
LONGBOW MEN: A 4 range firing foot soldier. The bows are exquisitly crafted.
CATAPULTS: A death machine on wheels. A 4 range firing platform of hell.
BUILDING DESCRIPTIONS
Buildings are needed in order to build or use certain things or knowledge.
COLLAGE:A building of 10 Structural points for higer learning gatherings. Adds a total of one extra research slot to your total (Therefore two with a school..)
UNIVERSITY:A building of 15 Structural points for higer learning gatherings. Adds a total of one extra research slot to your total (Anbd three in total with a collage and school.)
METEOROLOGICAL STATION: A building of 10 Structural points. Allows for weather reports
on the island it is placed and the trait weather is used. Additionally around the coastal waters of that
island are also covered. However, deep sea exploration is always hazardous.
HARBOUR: Opens up trade to Global Trading. Reduces all loading and unloading to 0. So a
Liburne can now Load, move one country and unload. If the enemy coast has no Harbour, unloading
takes the amount as prescribed in the NAVAL RULES. Cost 15000
each
LABORATORY: A Building with 20 structoral points used for creating antidotes and diseases.
FORTIFICATION DESCRIPTIONS
Uses:
Firstly it is a delaying tactic. Nobody may blitzkrieg through any country that has a castle. ( the others are easily overrun in winning the battle).
They increase the damage a force can give whilst reducing the damage they take
A castle can remain untaken. A warring party may chose to strip the land around the castle bare of people etc..and ignore the castle and its high rate of loss for assaulting it. Or they can lay siege to the castle. What the hell did I just say??? Thus:
Mr X. owns a castle in the country Polyannah The castle can hold 5000men, and is full. A further 5000 men are encamped around it. Eric invades Polyannah. He can now attack until all of the external troops are dead, then retreat to outside bow-range, or he can attack. Attacking a castle will require at least 1000 catapults which will (for simplicities sake) be an indication of an armies total siege weapons (so they will have ladders and rams etc�as long as they have 1000cats). Lose too many catapults (�) and you must retreat again.
No catapults can be drawn into a castle. All missile troops firing from a castle gain one extra distance slot (ie an archer fires as far as a catapult etc�)
Now, scenario one: leaving the castle: You may decide that the castle is too strong to invade�so you leave it. The conquering army gains income from the realm as if they already owned it. However, at any time, the inhabitants of the castle may ride fourth, conquering the land, and, if possible, the next country as well (with a blitzkrieg). So, those leaving a castle for fear of serious losses, may find themselves with a bogged down army, doing guard duty around a Please note! The castle will be watched like a hawk, and no spying, assassinations, theft or sabotage may take place from a surrounded castle. (additionally after three months the grain stores have disappeared and you must leave the castle.)
Scenario 2 calls for a full frontal invasion in which�losses will be high.
A minimum number of men is needed to hold the fortifications, 10% of the number to be contained is neccessary.
ACADEMIC DESCRIPTIONS
WOODWORKING: The ability to cut and shape planks.
MINING: Opens up the Iron and Gold resources.
DEEP MINING: Adds 10% to gold and 20% to iron production
HUNTING: Adds 10% to number of horses caught
ADVANCED HUNTING: Adds another 10% to horses caught (20% of original)
MASONRY: Needed for all stone structures. No fortified buildings can be built.
IMPROVED SPYING: Chance increased to catch (If CIA) or decreased (If spies) by 10% for
every 10 spies.
ADVANCED SPYING: Chance increased to catch (If CIA) or decreased (If spies) by additional
10% for every 10 spies.
FORESTRY: Increases lumbar take-off by 10%
ADVANCED FORESTRY: Increases lumbar take-off by additional 10%
TRADE: Improves trade capabilities with 'Neutrals'. Opens up possibility to trade with World Trade
as soon as Harbour built.
METEOROLOGY: Allows for weather reports on the island a station is placed and around the
coastal waters of that island.
COASTAL SPIKES: Ensures that any landing ships will be destroyed. Unless a Harbour is present.
Yours included. They cost 2500 per coastline
TREBUCHETS: Each Unit acts the same as a 10 Attack factor ship for defending Coastline. Costs
5000 per unit/costline
GOVERNMENT DESCRIPTIONS
Chance for success is as for spies as if 20 spies were spying. CIA and Academic studies in Spying
can reduce or increase the chance.
SABATEUR: Can be given instructions to sabotage shipping, or any structure. A Sabateur has 6
moves and can do 20 structural points of damage. That will sink any ship, destroy a Laboratory or
Boatyard and damage any other yard. He can do this only once per turn and then must return to an
owned country to rearm. Its cost is as a hero. One can be found for each two countries you own,
per month.
Move Sabateur 16-17-10-17-16
SABOTAGE laboratory in 10, 10
Chance for success is as for spies as if 20 spies were spying. CIA and Academic studies in Spying
can reduce or increase the chance.
ASSASSIN: Assassins are dangerous. Once heroes are dead an army acts far worse. The cost of a
hero to purchase and the monthly cost is the same as a hero. An assasin has 6 movements
availiable..in which assasination is one...however...for each extra time spent trying..the chance
improves. One can be found for each three countries you own, per month.
Move assasin 16-17-10-17-16
ASSASINATE Hero in 10, 10
Above the example shows...(move to 17 then to 10 then try once, then try a second time, then return
to 17 then 16)) Total 6 moves...he may try two different heroes...as base chance each.. Each
attempt also costs 2500gp as bribes and special costs and the assasins danger pay must be paid.
However, an army without a hero cannot follow the orders and heads straight in to the
attack...unless alternative rules are levied...
Assasins can be bribed..the minimum bribe is 2500gp...and if successful they get a chance to kill a
hero of their previous nation with only a 10% chance for error. Note...an assasin can be caught
before he kills, after he kills, or he can abort due to dangers...their risks are high but their advantages
higher...
Chance for success is as for spies as if 20 spies were spying. CIA and Academic studies in Spying
can reduce or increase the chance.
DISEASE: Gastroenteritus. For a cost of 0.25gp per man you can attempt to affect an enemy
country. The chance per unit is 25% and yet if affected they cannot move due to the illness...and if
attacked they suffer a drop in movement and training. Additionally for 10000 you can install an
immunization program and immunize your entire army forever against this dreaded disease. You may
not target specific individuals but must add enough disease into their supply as to inflict everyone.
Disease cannot be made if your Laboratory is destroyed.
ADVANCED DISEASE: Typhoid costs 1 gp per man in the country and cannot be scalled down
to specific units. Only those in the country at the beginning of the turn can be infected. The disease
either kills or dibilitates the suseptable portion. There is a 20% chance per thousand troops that
something happens.
Additionally for 15000 you can install an immunization program and immunize your entire army
forever. Disease cannot be made if your Laboratory is destroyed.