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] |
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Capital transfer |
15, both must be connected by core territories |
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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 |
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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. |
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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. |
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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. |
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Diplomacy initiative |
20% chance per 5 rps spent: there are 2 steps from neutral to allied. |
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Economic growth |
5rps for 50% chance of developing a one resource territory to a two. Variable rules for developing richer provinces further. |
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Economic re-organisation |
Transfer 1rp per turn, costing 3 rps each, between [core?] cities |
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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. |
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Frigate |
20 |
4 |
4 |
3 |
|
General, first class |
12 |
2 |
Skill level 10, + Special ability as per table. |
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General, ordinary |
8 |
2 |
0 |
0 |
|
Gift land trade |
Can be done at any distance |
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Gift territory |
Free and Can be done at any distance |
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Infantry |
5 |
1 |
3 |
6 |
|
Jungle/Forest |
|
Reduces all moves to 1. Defending infantry +1. Attacking horsed troops -1. No shock attacks. |
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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. |
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Meet trade demand |
2 |
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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. |
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Port |
10 |
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Repair Ship of the Line |
20 |
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River |
attacking a territory while crossing river: -1 to attack for infantry and -2 to attack for horsed troops |
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Ship of the line |
45 |
3 |
6 |
7 |
|
Steal land trade |
5 |
50% chance of success: must be stolen from an adjacent territory |
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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. |
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Strait |
attacking a territory while crossing straits: -1 to attack for infantry and -2 to attack for cavalry |
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Support rebellion |
Variable |
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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 |
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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. |
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Espionage |
[?] 2 rps per IP from a neighbouring state with superior tech level. |