The final expansion to the table-top realistic campaign rules for the Campaign World Conquest System.
Advanced Rules
Instruction & Rules Manual
Advanced Operations
After having read the Basics manual for the campaign, this set of rules explains the Advanced additions to the Basic rules.
Army Upkeep
In the advanced rules, armies have a constant upkeep including their wages, their equipment, their training, their food and shelter, and other miscellaneous reasons.
To represent this, 25% of an army is the cost of its upkeep (rounded up) for each turn. For example a 1000 point army has an upkeep of 250 gold per turn.
Naval Upkeep
In the advanced rules, if you are using the Naval Warfare Expansion Set, naval units have a constant upkeep as well including the crew and captain wages, ammunitions, and ship maintenance.
To represent this, 25% of a naval unit's cost is the cost of its upkeep (rounded up) for each turn. For example a 1000 gold ship has an upkeep of 250 gold per turn.
Governmental Policies
Just because you are good or evil doesn't mean you are neither a good nor a bad politician. The people of the land need governing and you can give them policies.
Governing works on a point system between -20 to +20. For acts which the people disapprove of, your rating will go down in the territory and the chance for revolt will rise, while acts which the people approve of will cause your rating to rise and therefore the chance of the people supporting you.
In this case governing by both Fear and Love has their ups and downs and both work. It is you, as a leader of the people, who must decide what to give to them or take away. You may disperse money to the poor, create social programs, burn down the entire population, raise taxes, give leave to soldiers, give homage to religion, support immigration and population growth, or anything you believe would be a good idea or a bad idea to govern your land.
Every territory will have a different belief in good politics and bad politics and you will be at constant work for governing to keep them happy. The political beliefs of the land are decided by the GM. It costs 1 Diplomatic Action to put a Governmental Policy into place.
Income Breakdown
Income is now broken down into different sources of income.
This includes:
•1. Faming
•2. Taxes
•3. Trade
•4. Mining
•5. Fishing
•6. Markets
•7. Tributes
•8. Corruption
•9. Other (I.E. Loot and Privateers)
These can be increased through governmental policies or through expanding territories, or even building in the technology tree listed below.
Trade Income
Trade remains the same as the Basics edition, but, in addition to this, a player may also declare a Trade Action to constantly trade tradable goods with another player or team, increasing the Turn's Trade Income.
You will always have a Trade Income because of national trading amongst territories.
Income of Zero
Some income groups will be 0 as they don't happen to perform that form of labour to produce the income. If you build a building from the Tech. Tree (see below) that increases the income from a form of income which has a property of zero, it is automatically increased to 50 gold a turn for a start.
Taxation
Taxes, when the GM is handling income, always come last. Taxation is a percentage of the actual income added on top of the gross profit for a single territory's income. The average taxation percentage can be determined by the GM. Recommendations are around 20-25% to be fair (rounded up).
Population
Every country, province, state, territory, village and so on has a population of some form. The restrictions for recruiting only in small towns or larger are now lifted, but you now recruit straight from the population of the land.
Be wary as too much military recruitment can upset the population while too little can leave the people rowdy.
Population also dictates what kind of town (or lack there of) you have.
0 - 500 - Wilderness
500 - 4999 - Village
5000 - 19,999 - Small Town
20,000 - 49,999 - Large Town
50,000 - 99,999 - City
100,000 - 199,999 - Large City
200,000 - 299,999 - Huge City
300,000 - 500,000 - Citadel
Populations will automatically rise by 2% every turn (rounded up). This can go down due to bad politics or rise due to good politics. It may also go down due to disease (see below) or rise because the GM has decided there is a sudden baby boom. The maximum population increase allowable is 10% per turn and the lowest of -10%.
As the population in a city becomes full, the population growth percentage will go down automatically as well. This works in reverse too - giving the people more space increases population growth percentage.
If the city becomes too full, the people will begin to become unhappy and have unrest due to squalor. For every 10% of the maximum population limit of the city that the city's population is over, the population approval will go down by 1. This does not effect Citadels, as the city is as big as it can get, so the population will level off.
All raises and declines in population growth percentage is left to the judgement of the GM. A good policy could raise it up by +0.5% or even up to +2% if the GM finds your creativity to be ecstatic and well-thought over.
As population grows, income should grow by the same percentage of people it has. A good mathematical method to this would be to do the following:
A village has 1000 people. It has an income of 100 gold before taxes. The population rises by 2% to 1020. The village's income is now 102 gold as it too raises 2% before taxes. This income can be distributed to whichever income type the GM wishes to claim it under.
Technology Tree
Now you are able to build into your territory besides defensive locations! This includes markets, religious buildings, farming expansion, port, mining facilities, taverns, city halls, education institutions, and even upgrading the type of city you have! It costs 1 Diplomatic Action to build a building.
Technology Tree Table
|
Tech Level
|
Building
|
Cost
|
Requirements/Effect
|
0 - Wilderness
|
Village Huts
|
400
|
Requires a population of 500. Upgrades the Wilderness to a Village. Increases Population Growth percentage by +2%. Increases Education.
|
1 - Villages
|
Land Clearance
|
500
|
Increases farming income by 10%.
|
1 - Villages
|
Wooden Palisade
|
500
|
Requires a population of 5000 and Village Huts. Upgrades the Village to a Small Town. Increases Population Growth percentage by +2%
|
2 - Small Towns
|
Brothel
|
400
|
Increases public order.
|
2 - Small Towns
|
Small Church
|
700
|
Increases religious fervour and public order.
|
2 - Small Towns
|
Grain Exchange
|
600
|
Increases market income by 10%. Increases Trade income by 10%.
|
2 - Small Towns
|
Communal Farming
|
800
|
Requires Land Clearance. Increases farming income by 10%.
|
2 - Small Towns
|
Wooden Wall
|
800
|
Requires a population of 20,000 and Wooden Palisade. Upgrades a Small Town to a Large Town. Increases Population Growth percentage by +2%
|
3 - Large Towns
|
Town Hall
|
900
|
Increases public order and chance to avoid disease by 10%.
|
3 - Large Towns
|
Inn
|
800
|
Requires Brothel. Increases public.
|
3 - Large Towns
|
Church
|
1000
|
Requires Small Church. Increases religious fervour and public order. Allows the hiring of Priests.
|
3 - Large Towns
|
Market
|
1100
|
Requires Grain Exchange. Increases market income by 10%. Increases trade income by 10%.
|
3 - Large Towns
|
Port
|
1000
|
Requires bordering a Sea Territory. Allows the building of ships in Naval Warfare Expansion. Increases fishing income by 5%.
|
3 - Large Towns
|
Mines
|
900
|
Increases mining income by 10%.
|
3 - Large Towns
|
Crop Rotation
|
1300
|
Requires Communal Farming. Increases farming income by 15%.
|
3 - Large Towns
|
Stone Wall
|
1500
|
Requires a population of 50,000 and Wooden Wall. Upgrades a Large Town to a City. Increases Population Growth percentage by +2%
|
4 - Cities
|
Council Chambers
|
1300
|
Requires Town Hall. Increases public order and chance to avoid disease by 10%.
|
4 - Cities
|
Tavern
|
1200
|
Requires Inn. Increases public order.
|
4 - Cities
|
Abbey
|
1500
|
Requires Church. Increases religious fervour and public order by 2.
|
4 - Cities
|
Fairground
|
1400
|
Requires Market. Increases market income by 10%. Increases trade income by 10%.
|
4 - Cities
|
Merchant's Wharf
|
1400
|
Requires Port. Increases fishing income by 10%.
|
4 - Cities
|
Mining Network
|
1600
|
Requires Mines. Increases mining income by 15%.
|
4 - Cities
|
Irrigation
|
1800
|
Requires Crop Rotation. Increases farming income by 15%.
|
4 - Cities
|
Large Stone Wall
|
2000
|
Requires a population of 100,000 and Stone Wall. Upgrades a City to a Large City. Increases Population Growth percentage by +2%
|
5 - Large Cities
|
City Hall
|
1600
|
Requires Council Chambers. Increases public order and chance to avoid disease by 10%.
|
5 - Large Cities
|
Coaching House
|
1400
|
Requires Tavern. Increases corruption income by 5% and public order.
|
5 - Large Cities
|
Cathedral
|
1800
|
Requires Abbey. Increases religious fervour and public order by 3,
|
5 - Large Cities
|
Great Market
|
1600
|
Requires Fairground. Increases market income by 10%. Increases trade income by 10%.
|
5 - Large Cities
|
Alchemist's Lab
|
1800
|
Requires Great Market. Increases education.
|
5 - Large Cities
|
Warehouse
|
1800
|
Requires Merchant's Wharf. Increases fishing income by 10%.
|
5 - Large Cities
|
Huge Stone Wall
|
2400
|
Requires a population of 200,000 and Large Stone Wall. Upgrades a Large City to a Huge City. Increases Population Growth percentage by +2%
|
6 - Huge Cities
|
Mayor's Palace
|
2200
|
Requires City Hall. Increases public order and chance to avoid disease by 10%.
|
6 - Huge Cities
|
Pleasure Palace
|
2400
|
Requires Coaching House. Increases corruption income by 10% and public order.
|
6 - Huge Cities
|
Huge Cathedral
|
2500
|
Requires Cathedral. Increases religious fervour and public order by 3.
|
6 - Huge Cities
|
Merchant's Quarter
|
2400
|
Requires Great Market. Increases market income by 10%. Increases trade income by 10%.
|
6 - Huge Cities
|
Alchemy School
|
2600
|
Requires Merchant's Quarter and Alchemist's Lab. Increases education.
|
6 - Huge Cities
|
Docklands
|
2500
|
Requires Warehouse. Increases fishing income by 10%.
|
6 - Huge Cities
|
Music & Arts Theatre
|
2900
|
Requires Huge Stone Wall. Increases public order and education.
|
6 - Huge Cities
|
Citadel Towers
|
3500
|
Requires a population of 300,000 and Huge Stone Wall. Upgrades a Huge City to a Citadel. Citadels act as a Castle which takes two turns to seize, unlike a castle from a Defensive Action. Increases Population Growth percentage by +2%
|
7 - Citadels
|
University
|
3000
|
Requires Alchemy School. Increases education.
|
7 - Citadels
|
Hospital
|
3200
|
Requires Citadel Towers. Increases public order and chances to avoid disease by 10%. If defending a territory with a Hospital, the general gains 1 wound.
|
Religion
Religion is one of the largest impacts on a civilization in these times of peril. Every army and race has its own Gods and with the support of the population, it can be a very powerful thing.
Religion has its own meters running from 0 to 10. With each church built, your religious meter for your religion will go up the number of points indicated by the structure indicating the population's conversion to your religion.
For each point you rise, your population's approval will rise. In addition, for each point you rise, another army's religion will drop 1 point. Note that for every point that there are more religious beliefs than yours, your population's disapproval will rise.
Example: A territory you have taken worships the Chaos Gods (and a mix match of other religions). Your religion only has 1 point on the scale while the other 9 points are divided up on other religions. Your disapproval rating when you move into the territory is raised by 9.
Whenever you take a location over, all churches are demolished and re-started by the new leader.
In addition, for 300 gold, you may hire a priest which is moved around the map at will and will rise the religion amount 1 point per turn in the location he or she stays in. A priest, when in another territory, will be spotted on a 7 on the roll of a D10 so the leader will become aware of the Priest's presence. If they are aware of them, they have the right to "shuffle" him out of the territory or arrest him and, in turn, hang him or send him back for a ransom.
Disease
There is always a chance of disease spreading amongst the population of a town, city, castle, or just openly through a territory. Some are deadlier than others, though, and could cause the death of a population or even heroes and major members of society. When a disease comes into play (decided by the GM), the GM will roll dice for the territories it spreads through on a D10. The percentage chance of catching it will be determined by the GM as well, so an 80% chance is on a 3+ for example. The percentage will be lowered based on the amount of percentage the territory has to avoid the disease.
Diseases can affect soldiers and those at sea as well.
The amount of people killed by disease is determined by a D10 x 100 divided between the population and the army, 1/3rd being the army, 2/3rds being the population. If there is no army, the effect is solely on the population and vice versa. In addition, the territory must take the test every single turn and is continuously affected by the disease until the roll passes to avoid the disease.
Famine
There's also always a chance that something goes wrong with the crop growing in the territories as well. When famine comes into play (decided by the GM), the GM will roll dice for the territories it spreads through on a D10. Famine occurs on a 7+ and lasts for D3 + 1 turns. Each turn the famine continues to affect, the percentage of the population dying increases.
On turn 1, 10% of the population and the armies in the territory die. One turn 2, 11.1% of the population and the armies in the territory die. On turn 3, 12.5% of the population and the armies in the territory die. On turn 4, 14.3% of the population and the armies in the territory die. All results are rounded up.
Revolt
As the population dissent of the government comes into play, it is increasingly likely they will revolt against you as a leader. For each point below 0 of approval for your government in a land, the chance for revolting is increased by 5%.
Each turn that it is under 0, a D20 will be rolled and if passed, rioting will occur. D20 thousand times the percentage of dissent against you will revolt against your military in the territory and will be automatically resolved. The army in the territory that turn cannot act.
A revolt percentage of 100% will result in your armies being forced to leave the city and the land will be controlled by rebels.
The profile of the people is as follows:
Citizen
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
AS
|
Citizen
|
2
|
3
|
3
|
3
|
1
|
3
|
1
|
6
|
-
|
Education
Education is an important thing to the civilized population. Unfortunately, it takes a long time in the making to formally put in any form of education to the public.
If you are fortunate enough to be able to build an educational structure, there are benefits. Education comes in the form of ranks and move up every time you build something that improves Education. The following table displays the benefits.
Rank Level
|
Benefits
|
0
|
Being a rank 0 means that the population doesn`t know what it`s doing. The increase of population per turn is only +0.5% and you take a -10% penalty on all income.
|
1
|
Being rank 1 allows the people to have a taste of a beginning civilization. They now know how to survive and so the location is normal by all standards.
|
2
|
Being rank 2, a little finer education is sitting in and mechanisms and tools, as well as general mathematics, has been taught to the people so they can improve their income for less effort. Mining, Fishing, and Farming income all receive a 10% boost.
|
3
|
Being rank 3, the people begin to be a bit more civilized and understand some of what is going on in the world and how they are affected by you. All things effecting the population`s approval or disapproval is now 2x more effective.
|
4
|
Being rank 4, craftsmanship begins to shine as well as the military technology climbs the ladder. Any general, the faction leader, and the faction leader`s entourage may take a bonus on weapon details, armour details, or the character`s profile. Ask the GM for a list of options.
|
5
|
Being rank 5, the populace now grows with education and recorded history, looking at their forefathers and seeing people who did not see the future to come. Building costs are 15% less and, in addition, all surrounding territories owned by the player gain +1 Education Rank.
|
6
|
Being rank 6, transportation becomes a huge success. The ability to move people around becomes quicker. Armies may now move through or from this state freely, allowing the army to move twice a turn, but it still costs 2 military actions to do so.
|
7
|
Being rank 7, improved ways of farming, trade, and financial security has spread state-wide. The chances of Famine are down (Now requires a 9+ on a D10 to effect this state), health also improves; the chances of catching a disease are 10% less! In their happiness of education, the population gains +1 to their public approval and, should someone take the state, the new leader will suffer -2 to their approval rating.
|
Advanced Priority
As an update to the priority lists from the Basic Rules and the Naval Expansion Set, all new rolls, including Disease, Famine, and Revolt, are rolled at the very beginning of the turn.
Turn Actions
As a refresher, the following 2 actions are now added to the regular 10 actions.
Diplomatic Actions
•1. Build a building
•2. Instate a Governmental Policy
•3. Hire a Priest
|