Province (Zoroaster)
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Income | 0-10 chests of Gold per season |
Manpower | 0-10 free unit maintenance and manpower points each season |
Ancient Ruins | 0-10 % chance to find an Artifact each season |
Max 10 each
Minions[edit | edit source]
All benefits are listed under each Minion and are level-dependent. All requirements use level and rank units. Starting province total minion rating is 18.
There are 25 types of minions, each with a maximum level of 10.
Office | Requirements | Benefits | Notes |
Assassin, Imperial | Imperial Assassin X | Crime, Rebellion. Allows assasinations with a cost equal to lvl in COGs. | . |
Blackguard, Imperial | Imperial Blackguard X | Allows assassinations against devout Deva. Crime, Rebellion. | . |
Captain, Army | BA +X, Battle X+3. | Leads Army. | . |
Captain, Caravan | Knowledge (Nobility & Royalty) (X+3)/2, BA +3X/4. | Trade Routes. | Requires Imperial Road X, and X Trade Partners. |
Captain, Fire Brigade | Knowledge (Architecture & Engineering) (X+3)/2. | Loyalty. | . |
Captain, Guard | BA +X, Knowledge (Law) (X+3)/2 | Law. | . |
Captain, Palace Guard | BA X+2, Knowledge (Local) (X+3)/2 | Defense. | . |
Courier, Imperial | Imperial Courier X | Courier service. | Requires Imperial Road. |
Engineer, Imperial | Knowledge (Architecture & Engineering) X+3, Knowledge (Mathematics) X+3, Profession (Siege Engineer) X+3 | Builds Imperial Roads. | . |
Guild Master | Profession (merchant) (X+3)/2, Knowledge (Nobility & Royalty) (X+3)/2, Craft X+3 | Income. | . |
Harbor Master | Profession (sailor) X+3, Knowledge (law) (X+3)/2. | Income, Manpower. | . |
Head Master | Literacy, Knowledge (Research) (X+3)/2, Any 3 Knowledges (X+3)/2, Eastern , Western. | Recruitment. | . |
Librarian | Literacy, Knowledge (Research) X+3, 4 Languages. | Recruitment. | . |
Magistrate, Imperial | Knowledge (Law) X+3, Knowledge (Nobility & Royalty) X+3, Knowledge (Religion) X+3 | Law. | . |
Majordomo | Diplomacy X+3, Knowledge (Nobility & Royalty) X+3 | May perform Diplomatic Actions. | . |
Mastermind | Mastermind X | Crime. | . |
Monk, Enlightened | Enlightened Monk X+1 | Loyalty. | Requires Imperial Monk. |
Monk, Imperial | Imperial Monk X+1. | Allows Imperial Monk training. Income. | . |
Opposition Leader | Perform (Oration) X+3 | Rebellion. | . |
Overseer | Profession (miner) X+3 | Income. | Requires Imperial Road or Harbor Master, and Guild Master. |
Physician, Imperial | Craft (Alchemy) X+3, Heal X+3, Profession (Masseur) X+3 | Loyalty, Manpower. | Requires Librarian. |
Sorcerer | Sorcerer X+1 | Allows Sorcerer training. | . |
Stable Master | Ride X+4, Profession (Stablehand) X+4 | Allows Cavalry training. | . |
Veteran Officer | Fighter X+1 | Allows Fighter training. | . |
Wu Jen | Wu Jen X+1. | Allows Wu Jen training. | . |
Key[edit | edit source]
X is rating of Minion.
- Allows Y tranining: Allows the training of X lvl 1 of class Y (or troop Y) per season. Cost X COGs.
- Defense: X*X lvl 1 Nobles protect the palace.
- Income: Provides X Income.
- Law: Lowers crime in province by X.
- Leads Army: May lead an army with a size of X*X units in battle.
- Loyalty: Raises Loyalty in province by X.
- Loyalty: Raises Loyalty of province by X.
- Manpower: Provides X Manpower
- May perform Diplomatic Actions: May do X down-time actions per season.
- Rebellion: Lowers target province Loyalty by X.
- Requires Y: Y is required at lvl 1, before X may be used.
- Trade Routes: Raises Income by 1+2+ +X, where X is number of Trading partners with Trade Route, and province rating of Trade Route.
See DoingTheMath for notes on calculationg the requirements.
Acquiring new minions[edit | edit source]
The standard cost of acquiring a new minion is equal to ten times his minion level in Chests of gold.
Training Troops[edit | edit source]
Militia may be turned into Fighters by paying 1 Chest of gold per 100 Militia. Fighters may be turned into Cavalry by paying 1 CoG per 10 Fighters turned into Cavalry. Veteran Officer and Stable Master limit the amount trained each season.
Training Minions[edit | edit source]
Training a minion costs 10 COGs minus (librarian and headmaster level)/2 available. You may only raise a minion's level by one every eight seasons, up to the available university level.
Training Nobles[edit | edit source]
Any noble may be trained at one of the facilities that train character classes. This takes one season and allows progression in that class.
Income[edit | edit source]
Every season a number of chests of gold are received equal to Income. These may be used to buy minions, pay upkeep and hire mercenaries.
Loyalty[edit | edit source]
Loyalty is equal to 10+Loyalty+Law-Crime-Rebellionx2. Not taxing the farmers increases the loyalty by 10, but reduces the Income of the province to 0.
Corruption[edit | edit source]
If Loyalty drops below 10, Corruption takes its toll. For every point of Loyalty below 10, You get 1 point of Corruption that has an automatic upkeep of 1 CoG per season.
Crime[edit | edit source]
Minions that cause Crime also provide an unsure mean of Income. Roll a d20 and add the Income of the province they are stationed in. Any result higher than 20 yields result-20 Income.
Building Imperial Roads[edit | edit source]
You may build an Imperial Road with a Rating of X by paying X COGs and using an Imperial Engineer with a rating of X. If the road isn't maintained by an Imperial Engineer with a level of X every eight seasons, it loses 1 point of rating.
Upkeep[edit | edit source]
Unit | Upkeep |
1000 Militia | 1 Chest |
100 Fighters | 1 Chest |
100 Mercenary Fighters | 2 Chests |
10 Cavalry | 1 Chest |
10 Mercenary Cavalry | 2 Chests |
Noble | 1 Chest |
Minion | 1 Chest |
10 Siege Engines | 1 Chest |
Corruption | 1 Chest/Corruption |
Rebellion[edit | edit source]
If Loyalty drops below 0, roll a d20 each season, adding Loyalty. If the roll is 0 or less, rebellion ensues. Manpower number of Militia units try to usurp your divine rights.