CULTURE

Culture points are used to build priests that capture armies and cities, or to resist conversion by another nation. Priests are more expensive than armies, but conversion grants you something of the enemy, which is a double reward (enemy's loss and your gain).

Priest
  • Costs 20 CP
  • Can be built in an empty square adjacent to a city of yours (that was present at the start of your turn)
  • Priests are used to capture armies or cities.
  • Priests cannot be converted themselves, but are killed after successful 'conversion'.
  • May be moved onto a city of yours, changing it into a monumental city (consuming the priest unit)

Monument Improvement
  • Costs 20 CP
  • Can be built on any regular city.
  • Greatly increases conversion resistance.
  • Increases cultural power.
  • You may decide to remove the improvement. This does not cost anything, and yields 1 priest unit in an adjacent empty square. 
  • The city cannot convert. But as a monumental city also represents priests  stationed inside a city, the monument càn convert. So for the conversion use the information for 'priest'. The power is not multiplied by 2, because the priest is leaving the city to convert (even though its in the city on the map).

The following conversion situations can occur:

Convert an army
  • Compare cultural power of priest's nation with military power of army's nation.
  • These values are the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • If the attacker wins, the army is converted.
  • If the defender wins, the priest is killed.

Convert a priest
  • Compare cultural power of both nations.
  • This value is the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • If the attacker wins, the defending priest is killed, and the attacking priest takes it's place.
  • If the defender wins, the attacking priest is killed.

Convert a city (regular or fortified)
  • Compare cultural power of both nations.
  • This value is the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • If the attacker wins, the city is converted.
  • If the defender wins, the priest is killed.

Convert a monumental city
  • Compare cultural power of both nations. The power of the defender is multiplied by 2.
  • This value is the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • If the attacker wins, the city is changed into a regular city (but still in possession of the defender).
  • If the defender wins, the priest is killed.

Convert a capital
  • Compare cultural power of both nations. The power of the defender is multiplied by 4.
  • This value is the number of d20's thrown by the GM.
  • Whoever has the highest score, wins.
  • If the defender wins, the priest is killed.
  • If the attacker wins, the capital is changed into a fortified city. All monumental cities of the defender are changed into regular cities. All the regular and fortified cities of the defender are transferred to the winner. All the defender's armies are destroyed. The attacker gains all unallocated points of the defender, all economy points, and half of the warfare points. The defender's nation ceases to exist.

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