The following section is the original Imperia: Dominions Proposal, condensed and altered to act as an explanation and introduction to some of the basic concepts. Also you will see sections of text in italics. This area is an Example, a small land we are developing to show the period/area in use.

Game/Turn Period

The Turn period is divided into the four seasons (Spring, Fall, Winter, Summer). ICly, this period encompasses an entire IC year. OOCly, it covers just one month. Players (Rulers) would have one week to decide what actions their nations do, and to place it in an OOC/IC Post on the Forum. Results will be determined and the "stat sheet" updated for the nation.

Spring

In Spring, the big limitation is this is the ONLY time you can assign people to produce resources such as Food, Minerals and Lumber. You cannot do this any other time. Also this is when population growth is tabulated and occurs. The first thing that the Plotmaster figures in Spring is Population growth. A population either grows, it doesn't or it suffers. Also you have the Recruitment Option. A Governor/Leader can pay to try to entice settlers of three racial groups (Such as Humans, Elves or Gnomes for example) at the cost of One Gold Unit per Racial Group. This can only be done at Spring, and only for up to three groups. Also, we now subtract any major losses of life due to disasters, war, or other events to take place to the nation.

The second thing he figures out is the Random Events for the year. A Nation has the possibility of 1-6 possible events for a Year, determined by the Plotmaster.

The Plotmaster rolls a 1d6 to determine the random events for Daguenet and gets a 4. He then rolls a 256 and checks his own list to see what comes up as the four random events.

-GameServ- Result (4#1d256+0): 179, 250, 104, 121

The results show the events to occur are: A Magical Happening, No Event, A Beneficial Find and another No Event. The two events we do get are left to the Nation Manager of Daguenet to run Plots off of, which will trickle down to other players. This is how Imperia: Dominions benefits more than just the Nation Managers.

The next thing the Plotmaster does is decide the Nation's Confidence Level. The Confidence Level is a degree, a rating of nationwide citizen morale and stability. The Confidence Level comes in a set scale, starting from best to worst.

Ideal: The highest level of confidence. A nation at this level is believed to be in a golden age, a grand time. It gains a 10% bonus on Tax Income, a bonus on detecting enemy spies (A 75% chance that enemy spies will be secretly revealed to the Ruler in addition to Intelligence bonuses), a bonus against Disasters (If yearly check says a Disaster is to occur, there is a 25% chance it won't happen), A boost to national stability (No disaster or occurrence will reduce the Confidence level below Thriving for the next check and an extra 25 points for the next Confidence Check).

Thriving: Second highest level, with the nation still gaining the following benefits of the Tax Bonus, the Enemy Spies, and Disaster luck as listed above. Morale is high, spirits are up and the people are happy.

Prosperous: While not the best, this is still a good level for a Nation. It gains the Tax Bonus and the Disaster Luck, as well as the Spy bonus but only at 25%.

Healthy: Still in good shape. The Tax Bonus applies, as well as the same Spy bonus as stated in Prosperous.

Steady: The Tax Bonus is gone, with the Spy Bonus as listed in Prosperous. This level is slightly above Average morale.

Average: The medium level. No bonuses apply.

Unsteady: People are nervous. There is a 1 out of 6 chance that Nation Confidence will suddenly drop.

Defiant: The citizens become unhappy. Half of the peasants form a Peasant Militia, Tax Income becomes zero, Production Income is reduced in half, and no races will relocate to settle in your lands. In fact some such as elves or dwarves may even leave.

Rebellious:  The Peasant Militia and No Tax rate still applies, however Production Income is down to 25%. Also a penalty applies constantly to the Confidence Level till it rises to Average level.

Belligerent: Apply the same No Tax Rate, but Production Income is down to 0. Same penalty applies, as well as the Peasant Militia. However in addition to that, all officials, traders and band of travelers will be attacked by bandits. Any of the nation's military forces moving in their lands will face attack by either the Peasant Militia, bandits, deserters and enemy agents. NPCs of other dominions will also not attend any holidays, tournaments or events in the land. Also a chance now exists (50%) that demi-human races and other racial minority groups support or aid the Peasant Militia, also these groups revoke any and all agreements they had with the ruler.

Turbulent: The worst level a nation can either get. All of the effects above apply, with the additional problems of 95% of the peasants and population in the Peasants Militia which goes on open revolt. No income is collected whatsoever unless by force, and the Confidence Level cannot rise above Rebellious till the current leader is removed.

The Confidence Level is determined by the Plotmaster and is checked when any of the following events occur.

A new game year begins.

An expected pleasure is ignored, such as a holiday or Tournament.

A natural disaster occurs.

An enemy military force, such as a large Fleet, Navy or Army force that has made landfall, enters the dominion.

Any event occurs that affects the nation as a whole, such as embargo or a grave event like a sudden changing of rulers.

Spring is also the ONLY TIME you can assign people to work on Resource Production, which is harvested in the Fall. Spring occurs during the months of Lothus and Mezulus.

Summer

Summer, which occurs between Mezulus and Krondus, is one of the two Seasons (Like Winter) in which it's just a regular Turn/Move. Nothing really special to note in this period.

Fall

Fall, also known as Autumn, occurs between Krondus and Oblivious, and is when all resources under production are harvested. It is also Tax Time/Payday. The first thing the Plotmaster does, is Allocate the Food. Simple really. If you have 20 Population Units, then you have to give over 20 Food Units which is "Consumed".

The second thing done is to bring in the Tax Income, add harvested resources to the Stockpile, and handle expenses such as hired Ministers and special Upkeep fees. You have all the Population Unit as free for Winter, till Spring hits and they are assigned, but there is not much you can do during Winter.

Winter

Winter is technically the end of the year, even though it runs from Oblivious on to Lothus of the following year, it's still the end time. Cause of wintry conditions, no resources are harvested and no real work is done, however you can still build projects and do stuff. A penalty is placed on trying to Buy/Sell Goods as most traders have done their business and moved on. This is another basic Turn/Move with no real special features. After this, Spring and a new year begins and the cycle repeats.

Realm Scale

Now let's explain the Realm Scale. Basically this is a definition of size of population units, gold units and land units. A nation will be given an OOC/Out of Character classification, either under Barony, Kingdom or Empire

Scale Population Unit Gold Unit Land Unit
Barony 100 1,000 EP 1 square mile
Kingdom 1,000 10,000 EP 20 square miles
Empire 10,000 100,000 EP 400 square miles

NOTE!! Gold Unit does NOT mean Gold Coins! It is an entirely different concept.

Population Unit is a term for a rough estimate of people. For example, if Dantania (Classified as a Kingdom) has a population of 670,000 people then that is 670 Population Units. These people eat, live, work, and exist within the Dominion. Troops taken out, and placed into a Military force however do not count in this. Meaning if Dantania had 670,000 people, and made 200,000 of them into soldiers, they are left with 470 Population Units. Troops have to be paid, fed, and can't contribute or work as people do.

Gold Unit is the basic term of currency. It varies per nation size, as bigger nations do more work on a broader scale. We use the term EP as Electrum Coins (1 Electrum = 10 Silver Coins). This Gold Unit can be taken or altered, translated between lands. For example, say Damocles (An Empire) wishes to give Dantania (A Kingdom) 5 Gold Units as a donation. So we take the Gold Units on the Empire scale, turn into EP. (500,000 EP). We then translate down to the Kingdom Scale by dividing it by the Kingdom scale of 10,000 (500,000 divided by 10,000 is 50). So Dantania gets, what is equal to them, 50 gold Units. Now..let's do the reverse. Daguenet has to pay tribute to Damocles. So Daguenet gets 300 Gold Units (Worth 300,000 EP) and sends to Damocles. We take this and divide by the Empire scale (100,000 EP). Damocles receives, what is worth to them, to be 3 Gold Units.

Land Unit is a basic definition of size. If Damocles is made up of 500 Land Units, then that is 200,000 square miles of land. If Dantania is made up of 1,000 land Units, then that is 20,000 square miles of land.

Square Miles

First step we would do, to figure out where your nation fits, is to determine it's square miles. Most likely I will do this, by looking at the area in an image and determine it's size. If the area measures 300 x 200 then that is 60,000 square miles. Cause it's so large, I would classify it as an Empire. If however, your lands were 20 x 15, which is 300 square miles, I would classify it as a Kingdom. 7 x 4? 28 Square Miles, a Barony. No need to worry about this, as I'll be determining it for you. However this information is extremely important.

Scale size is based on the square miles. If a nation is more than 8,000 square miles, then it uses the Empire scale. If it is less than 8,000, but more than 400, then it is a Kingdom. If it's less than 400, but more than 20, then it is a Barony. However if it is less than 20, then it is too small to be used in the scale or in Dominions.

Scale & Land Units Determination

When we have figured out it's square miles and the scale it fits into, now the Land Units is determined. The following is basically some simple math and we will use three examples. In the first example, we have a land that is 15,880 square miles in size. Obviously it is an Empire, but we need to round the number up to be divisible by 400. We round it up to 16,000, divide by 400 and as a result we get 40. That means this land has 40 Land Units.

Now onto the second example. This land is 7,200 miles in size. Now at this point, it's so close to either Empire or Kingdom we could go either way. In Empire, it would be 18 Land Units (Divided by 400) but in Kingdom it would be 360 Land Units. Does more Land Units mean a better nation when it comes to nation's of a different scale? Not really. Say you had a Kingdom, Empire and Barony all of 20 Land Units each. The Minimal Population they could hold, respectively, would be 20,000, 200,000 and 2,000. 

Now the third example, we have a Barony of 240 square miles. Divide by 1 and you get..do I really need to answer that? 240 Land Units.

Land Area Profile

A Land Unit is usually one of eight types, determined by the Plotmaster ahead of time. Each one has it's pros and cons. 

Forest - Forests are mostly thick areas with trees, however with open spots here and there. They are mainly used for Lumber but also provide an extra source of food. Forests can produce 4 Lumber Units and 1 Food Unit per area, needing 1 Population Unit per area to Harvest and can settle 2 Population Units per area. (Settlement figures are common land, no towns or villages built)

Hills - These low foothills are close to mountains, and produce either 2 Stone Units or 1 Mineral Unit per area. They need 2 Population Units for Harvesting and can settle 2 Population Units. Hills can also be surveyed, at the cost of 1 Population Unit, 1 Gold Unit and taking 2 Seasons for additional mineral wealth however chances are slim any such minerals will be found.

Plains - The best spots for settlements, Plains are used for growing crops and are the main source of food for a realm. They produce 4 Food Units per Area, need 1 Population Unit to Harvest, and can settle 4 Population Units.

Mountains - While Mountains are a bane to travelers, for a nation they can spell quick wealth. Stone or Minerals can be mined, however Stone is essential in all constructions. 4 Stone Units or 2 Mineral Units can be mined from this area, needing 2 Population Units to harvest. The land can settle 2 Population Units as well.

Ruins - Ruins are the remains of previous Kingdoms or forgotten civilizations in the area. They can provide income, but in an uncertain stream as people flock to see the attractions, people gleam information and goods from the ruins and so forth. To Harvest takes 2 population Units and the land unit can settle 2 population units. What is harvested comes in the form of Gold Units, which is usually around 1d10-4. Meaning one year the Ruins either make money or cost money. 

-GameServ- Result (4#1d10-4): -1, 0, -2, -3

In this result for 4 Ruins, we find one cost the nation a Gold Unit, one produced nothing, and the other two cost money as well. Therefore, the National Treasury would go down by 6 Gold Units. This is explained as either accidents, lost adventurers and their families seeking payments from the nation or cursed items causing problems along the land. Let's return another year and check the four Ruins again.

-GameServ- Result (4#1d10-4): 0, -1, 2, 5

The first one produced nothing, the second was in the negatives but the other two produced a profit. Together this figures into a positive take of 6 Gold Units. 

Swamp - Swamps take work to produce anything good, producing 1 Food Unit and 1 Gold Unit as it's harvest. This is from alchemical ingredients and special food harvested from the land. 2 Population Units is needed to Harvest, however the Land Area can only hold 1 Population Unit. A Keep or Village would have to be built to get production enabled for this land.

Wasteland - Wastelands are empty, lifeless stretches of land. It produces nothing, and can only settle one Unit. However work can be put into the land to cultivate it. 

Water - This concerns stretches of oceans, lakes, rivers or any body of water along a coastal point. It produces 2 Food Units per area, needing 1 Population Unit to harvest. To settle, it can only hold 1 Population Unit. Sometimes ports are built here, and connected to towns or cities in adjacent Land Units. 

Land Area Profiles

The PM will determine what land areas you have, informing you of what the area contains. Let's look at a land with 2 Forest Areas, 7 Plains, 3 Swamps and 8 Water Areas. Now, assuming we had a full production (Meaning you have enough people to do the work) all of those areas combined can produce the following each year: 8 Lumber Units, 49 Food Units, 3 Gold Units. They can settle/contain (Without any real established villages or cities) the following: 43 Population Units. However, for full production, the areas requires the following: 26 Population Units.

If you don't have enough people to settle or produce, then the lands are simply unsettled and considered "Claimed" Land.

Claimed VS Settled

More a matter of politics than mechanics, a nation sometimes claims more land than they can actually settle. Damocles has claimed 400 square miles, however it only has enough people and has actually settled 100 square miles. The remaining 300 is contested land. Any nation or force could move in, claim land in the "Claimed" Zone, and only military force would be the only thing stopping them. However Daguenet, in this case, is lucky. No hostile force has moved in or made any intent to seize their land. If you want a realistic concept, think of the old Spanish Explorers as they reached the New World. These explorers would land in places like Florida, and claim North America for Spain. However, England and France would move in and take what they wanted. The only thing Spain could do was either fight for the territory, or just let the others have it.

Resources

What the land produces, comes down into three basic categories of resources. Food, Lumber & Minerals. We don't need to get into full details of the specifics of them, but suffice to say they are left vague for a reason. Food and Lumber are self explanatory. Minerals covers everything from Adamantine, Copper, Gold, Iron, Mithral, Silver & Stone. Resources are harvested, and placed into the pool. At that point, they are either sold or traded for Gold Units, used in projects, or kept in a stockpile. That will be decided by the Player.

National Trade

Say two nations, Nore Quenderin and Damocles, both at Empire level, want to trade. Damocles offers 25 Units of Quartz, worth 10 Gold Units. In return, Nore Quenderin trades over 1 Platinum Unit, worth 10 Gold Units. This would be a fair trade and a done deal.

How much is that exactly?

To determine just what is traded, we first realize what 10 Gold Units is on the Empire scale. It is 10,000,000 Silver. If Quartz is worth 250 silver a pound, then that means Damocles has traded over 40,000 Pounds (Or 20 Tons) worth of Quartz Crystal in the form of several shipments of Quartz Crystals. In return, Nore Quenderin handed Damocles 2,000 Pounds (Or 1 Ton) of Platinum in the form of 200 ten pound bars. In value, all of the goods are equal. Nore Quenderin would use the Quartz in either airship construction or magi-tech research. Damocles would use the platinum to smelt down into new coins, which would then be used to purchase goods or pay for airship construction and projects. Both nations are pleased with what they have gained however.

National Trade between different Scales

Different situation. Say Daguenet, a Kingdom, wants to trade with Nore Quenderin, an Empire. Say Nore Quenderin puts on the table 1 Platinum Unit, worth to Nore Quenderin to be 10 Gold Units or 10,000,000 silver. For Daguenet to equal this, it would have to offer goods of the same value of 10,000,000 silver, which would be 100 Gold Units on the Kingdom scale. So Daguenet offers 200 Talasium Units, worth 100 Gold Units on the Kingdom Scale. To Nore Quenderin, this is 10 Gold Units. The trade is done and in the end, Nore Quenderin gets 20 Units of Talasium, worth 10 Gold Units, or 10,000,000 silver. (If Talasium is worth around 350 silver a pound, that would make it just under 28,571 pounds worth. Daguenet has gained 10 Platinum Units, worth 100 Gold Units or 10,000,000 silver which comes to 2,000 pounds. (The same as what Damocles got). All nations, across different scales, trade the basic same amount, just what 2,000 pounds of Platinum is worth varies from an Empire, a Kingdom, and a Barony. But the basic trade is done with the real silver value of the goods.

Merchants & Trade Association

The Merchants & Trade Association is the "world" economic organization, which sets prices and values as well as the currency level. All nations who are members do so to engage in world-wide trade with other nations in the membership. Nations who become members use the currency style as dictated as well as prices and values as determined by the Merchants & Trade Association. All nations in Verdania are currently members, with the nation's smaller territories already considered members as well. Member Nations agree to send a Diplomat each year to the Annual Summit meeting held by the M&T in Summer (Sometimes held early or later but usually Summer) and to hand over 1% of the Tax-Based income to M&T as dues and fees to help them operate.

M&T Income Tax

Several nations in Verdania are members of the Merchants & Trade Association. Basically, this membership means that you are placed on a known list of trade ports/areas. (This allows you to start selling/buying goods) however you have to use their currency standard and impose the mandated 20% Income Tax (Which affects the Loyalty of your citizens and your Treasurer). All nations who wish to do trade with other member nations HAVE to do this. Not being a member means you are disallowed from trade with member nations. Any member nation trading with faces the following penalty of 1 Gold Unit removed, loss of Buy/Sell Resource Move Options, Possibility of Treasurer quitting and Buy/Sell Penalties (You pay 20% higher to Buy. Sell for 20% Less).

Tax Breakdown

This applies to the above section regarding the M&T Tax. When you know your population, the PM will determine the basic tax break down. (Covered in Lesson 6 at the Imperia Institute). An average basis is also determined of how much a citizen pays, per year, in taxes based on their average income level.

Income Level Amount Paid Yearly in Taxes/Citizen
Peasant 195 Bronze Coins
Citizen 754 Silver Coins
Middle-Class 468 Electrum Coins
Wealthy 130 Gold Coins
Verdanian Nobility 819 Gold Coins
Damoclean Nobility 4368 Gold Coins

So we take Daguenet, and break it down and determine it's Income. 5,000 people, with 15% at Citizen Level and 85% at Peasant Level. (750 Citizens * 754 Silver Coins = 565,500 Silver Coins) (4,250 Peasants * 195 Bronze Coins = 828,750 Bronze/207,187 Silver Coins). Daguenet gains, yearly, from taxes, 772,687 Silver Coins.

Next is where your Treasurer figures in. Based on his skill level, you will get a bonus or penalty on Tax Income. This is due to his skill at either maximizing tax income or mismanagement of funds. If however, you have no Treasurer, then the Tax Income Adjustment is set at -50%

Treasurer Skill Level

Tax Income Adjustment

1

-20%

2

-10%

3

-5%

4

0

5

+10%

6

+20%

Daguenet has a Level 2 Treasurer working for them. He misses a few bits here and there, overlooks a few people and areas for taxation. (772,687 - 10% = 695,418 Silver)

So now we convert this to Gold Units by dividing by 10,000 (Kingdom Level) and rounding down (Money lost amid shuffle). (695,418 divided by 10,000 =  69). Each year, Daguenet gains 69 Gold Units in Tax Income.

Paying the Motherland

Not all nations/dominions are independent. Some are ruled in the name of other nations. Cause of this, a 15% "Tax" is placed on the smaller territories. This money needing to be sent to the homelands. This rate may be higher or lower depending on the nation. If there is a Scale difference of two, ignore this rule then. The homelands regard this small territory as so minor and insignificant, they exclude them from this tax. If there is a Scale difference of one (and there usually is) then take the amount and round it to the nearest tenth. (If 13, then round to 10. If 17, then to 20). But if the number is below 10, always round up.

Daguenet is a territory of Damocles, and thus demanded to pay 20% (Damocles Rate). This figures into 14, but we round it down to 10. Of the 69 Gold Units from Taxes, 10 is sent to Damocles. We factor in translation of Gold Units from a Kingdom to an Empire, and Damocles gains 1 Gold Unit from Daguenet.

Population

Sometimes a nation has a diverse mix. Usually made up of a large amount of humans and elves and dwarves or other races. When determining your nation, decide the racial mix. Some lands (Like Dzoulagh) have a race which dominates the area, and dominates over other races. Other nations (Like Nore Quenderin) are diverse and have significant amounts of other races living with them. So determine the racial mix, then the PM will determine if there is enough for the people to count as a population unit.

As we said, Damocles sent in 5 Population Units. Of the 5, we determine 1 is Elf, 1 is Sharga and 3 are Humans. Cause the population is so small, the Elves and Sharga all have a significant say as they each make up 20% of the Population. Humans only count for 60% in Daguenet. Now, these races have pros and cons. Cause Elves are so good with nature, they get a bonus in Lumber and Food production when assigned to a forest area (1 each extra). The Sharga are very good farmers (2 extra), but horrible at anything else. Also areas they settle are able to hold more cause the Sharga take up less rooms (They all live on communial huts), require half as much food upkeep (However if you give them regular food, you get an insured loyalty on their part) but with them comes a greater chance of Infestation (Crata) which could actually eat UP stored resources. Also several races don't like to live next to them, as they see the Sharga as a lowly peasant/refuge race. Now, for example, say you had an area of Plains (Which can hold 4 Pop Units). In this area we place 4 Sharga and 2 Human Pop Units. The 4 Sharga actually only count as 2, so therefore you have 4 Units total in the Plain. However the Humans won't be too happy with living with Sharga. We assume one unit of Elves is in a Forest, and the Sharga on Plains. So we adjust the old resource figures (12 Food, 8 Lumber) accordingly. Now it's 15 Food, 9 Lumber.

3 Units
60%

1 Unit
20%

1 Unit
20%

Ministers & Bureaucrats

One person cannot run a nation alone. They need three types of helpers: Treasurer/Minister of Finance, General/Minister of War, Prime Minister. These are the required ones, however there are other types. Ministers come in 6 Skill Levels, this determines how effective they are in the tasks they do.

Minister Skill Level

Effectiveness

Hire Cost/Yearly Upkeep

1

Fresh on the job, bound to make a few mistakes here and there.

1 Gold Unit

2

Getting better, but he is still prone to errors.

2 Gold Units

3

Adequate.

3 Gold Units

4

He is skilled at what he does.

4 Gold Units

5

Close to a master, may be prone to being hired by others however. 5 Gold Units

6

A true master at what he does. Renowned for his skill and prone to hiring attempts by other rulers. 6 Gold Units

Recruiting of Ministers from other lands across scale levels will have a detrimental effect.

Nation/Scale Hiring Nation/Scale being recruited from Effect Nation/Scale being recruited from Effect
Barony Kingdom Cost on Hire/Upkeep will be 1 gold higher than normal. Also 50% chance he accepts. Minister increases by 1 Skill Level. Empire Cost on Hire/Upkeep will be 2 gold higher than normal. Also 25% chance he accepts. Minister increases by 2 skill levels.
Kingdom Barony Minister will lose 1 Skill Level. Empire Cost on Hire/Upkeep will be 1 gold higher than normal. Also 50% chance he accepts. Minister increases by 1 Skill Level.
Empire Barony Minister will lose 2 Skill Levels. Requests Normal Pay as per old Skill Level. Kingdom Minister will lose 1 Skill Level. Requests Normal Pay as per old Skill Level.

Daguenet is settled, a Ruler Appointed, however he needs help. He sends a communique back to Damocles, requesting a Treasurer. Damocles sends a Level 1 Treasurer. Cause he goes from an Empire to a Kingdom, his upkeep is 1 gold higher than normal. Also he increases to Level 2. His Upkeep is 3 Gold Units per Year, and hire cost is also 3 Gold Units. He will arrive by the next season from Damocles.

Ministers

We have listed the Treasurer, but let's go down the list of Ministers. For the three main ministers, use the list stated above. However for minor ministers use the stats below. The Treasurer, Prime Minister and Minister of War are required. Those on the list after them however, are not.

Minister Skill Level

Effectiveness

Hire Cost/Yearly Upkeep

1

Fresh on the job, bound to make a few mistakes here and there.

1 Gold Unit

2

Adequate.

2 Gold Units

3

A true master at what he does. Renowned for his skill and prone to hiring attempts by other rulers.

3 Gold Units

 

Treasurer: He handles the funds, expenses, taxes and trade matters for a Nation. One is needed to properly handle any and all commerce that comes up, and he usually advises based on his opinions of the economic state of the nation. A Treasurer of higher skill level can better count the tax income, negotiate better when trading at the market, and make more competent suggestions on trade matters.

Prime Minister: He handles the minor details, sort of the First Officer to the Ruler. If the Ruler decides to commission a new airship, he is the one who moves the money to the shipyard, sends in the order request, keeps track of the construction, and assigns the matter to the Military. He watches over issues too minor for the ruler to handle directly. One of less skill bungles assignments, hides or forgets matters, and makes the ruler simply look incompetent. One of skill and training is able to keep the pulse of the nation, advise and work better with groups and people of the lands.

Minister of War: This position takes many names, in Damocles it is the Commanding General of the Damocles Imperial Military. While this one is not essential if the nation is mostly in peacetime, it is the third of the three "required" spots in a Nation alongside the Prime Minister and Treasurer. A poor Minister of War causes troop morale to drop, makes bad decisions on equipment, creates tactical blunders and mistakes. A good one is able to keep the troops ready and happy, anticipate invasions and possible attack routes, and make decisive situations on quick notices.

Military Branch Heads: Sometimes a Military, such as Damocles, is divided by the Commanding General, and the heads of the three branches (Army, Fleet, Navy). To improve efficiency, minor ministers can be assigned to head these branches, but they would all report to the ruler and Commanding General.

Court Wizards: Used in lands that do not depend so much on Magical Technology, the Court Wizard is a ruler's advisor on all things magical. In the old days, several nations kept Court Wizards. At one point, the Damocles Empire had ten, with even Dreanis Vinader serving as Court Wizard. In addition to payment, a Court Wizard would request one land unit to be ceded to him, for use as a Tower or Lab. However a Court Wizard is indeed a powerful ally to have. His words of advise come rarely, but when he speaks he always has something important to say.

Ambassadors: Among a Nation's Diplomats, a few are bound to stand out. These are skilled negotiators, level headed mediators, charismatic people capable of getting the deals the rulers want. Sometimes skilled Ambassadors are hired on, and given specific nations to deal with and handle, usually commanding Embassies in far away lands. If a nation has an Embassy however, it is recommended it assign an Ambassador there who can act as a lane of communication between two nations.

High Priest: Nations with a strong religious influence and a Grand Temple sometimes pay High Priests to act as spiritual guides and advisors, people who pray for the rulers and convey to them the Primal's wishes. If more than one Grand Temple exists, a Nation usually picks one and employs a High Priest from it, the others getting slighted. The High Priest always offers his own gentle words of encouragement, biased towards his religion.

Huntsman: The Huntsman is a scout, watcher, and woodsman who looks after the far flung corners of the nation, such as unsettled wilderness far from towns and cities. He travels the lands, keeping an eye out for any monstrous threats that could exist. Lately, this position has become obsolete with the advent of airships and sensor grids, however a few nations still keep this person on the staff.

Herald: This position is the reporter of the Kingdom, the guy who gives you your summary. While he works for the e Huntsman is a scout, watcher, and woodsman who looks after the far flung corners of the nation, such as unsettled wilderness far from towns and cities. He travels the lands, keeping an eye out for any monstrous threats that could exist. Lately, this position has become obsolete with the advent of airships and sensor grids, however a few nations still keep this person on the staff.

 

 

 

 


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