1483 costs & characteristics: ready reference chart

Compiled for tech game 2002-12-31: other games may differ somewhat

Option

Cost

Move

Attack

Defend

Artillery

10

1

5 + reduce 1 fortification pt per hit??

0

Bombard

Requires an Admiral [= a type of special general, acquired at random]

Capital transfer

15, both must be connected by core territories

Caravan

0

2

0

0

Cavalry

8

2

6

3

City

15

+ 1,2 or 3 on infantry to hit dependent upon fortification value of city

Convoy

The sea equivalent of a land caravan. Up to 15 rps can be shipped in or out of a territory with no port; no limit for port territories. Move as per merchantmen. Rps can also be transported on merchantment as a caravan.

Core upgrade

To upgrade a city territory the player must pay 10 times the resource value of the territory. To upgrade a non city territory cost 5 times the resource value of the territory. The territory must have been incorporated on a previous turn. The upgrade is made in the incorporation phase. Permits unlimited builds, automatic reincorporation, etc. restricts possibility of rebellion.

Desert

Lose [#units present - tech level - skill level of general present - income level of territory x 25%] units at the end of each turn due to the effects of heat.

Diplomacy initiative

20% chance per 5 rps spent: there are 2 steps from neutral to allied.

Economic growth

5rps for 50% chance of developing a one resource territory to a two. Variable rules for developing richer provinces further.

Economic re-organisation

Transfer 1rp per turn, costing 3 rps each, between [core?] cities

Fortify

The player must pay an amount of money equal to the current fortification value to attempt to increase the value further. A D10 is roll. On a 1-7 the value will be increased 1. On an 8-9 nothing happens. On a roll of 10, the value will actually be decreased by 1.

Frigate

20

4

4

3

General, first class

12

2

Skill level 10, + Special ability as per table.

General, ordinary

8

2

0

0

Gift land trade

Can be done at any distance

Gift territory

Free and Can be done at any distance

Infantry

5

1

3

6

Jungle/Forest

 

Reduces all moves to 1. Defending infantry +1. Attacking horsed troops -1. No shock attacks.

Knight

11

2

7 but 4 against TL1 or higher. Initial Shock attack, negating defensive fire, against TL0 or lower

6

Marriage

3Z

Z = income of target nation, whether or not it has a player; must be adjacent or within 4 sea zones; 10rp/turn penalty for unsuccessful attempts.

Meet trade demand

2

Merchant-man

10

3

1

1

Mountain/

Alpine

Reduces all moves to 1. Integral mountain defense forces which defends on a 1 and is removed as first casualty.

Port

10

Repair Ship of the Line

20

River

attacking a territory while crossing river: -1 to attack for infantry and -2 to attack for horsed troops

Ship of the line

45

3

6

7

Steal land trade

5

50% chance of success: must be stolen from an adjacent territory

Steal sea trade

It costs 5 resources to try this. The base chance of success is 1-5 on a D10. If the nation making the attempt has more total naval vessels that the target nation, then add 1 to the chance of success for the total number of ships greater than the target nation. The maximum chance for success is a 9, a 10 is always failure. If the nation attempting to capture the resource has less total ships than the target nation, then subtract 1 from the chance of success for each ship less the nation has. The minimum chance of success is a 1. Thieving nation must own a port on an incorporated city territory within 4 sea zones distance (port to port) of a port owned by the nation with the sea trade.

Strait

attacking a territory while crossing straits: -1 to attack for infantry and -2 to attack for cavalry

Support rebellion

Variable

Technical level

Can be obtained through 1. Espionage - see elsewhere 2. Natural seepage from neighbouring states 3. Losing a battle to a technically superior army [per unit lost]. Cannot be gifted

Trades & Gifts

Any assets may be traded or gifted, except for Generals. These include Resources, Units [with a 20% chance of infantry disbanding, decreasing for horse troops and generals; and a chance of ships, especially merchantment, going pirate], ports, and territories. There are rules for trade involving caravans, but since these can be siezed, trade is not much more secure than gifting.

Espionage

[?] 2 rps per IP from a neighbouring state with superior tech level.