Component Nations
What happens when one nation absorbs another through diplomacy or
other means? How can a large empire create kingdoms entirely
within its sphere? How might an illiterate barbarian control a
globe-spanning empire within his lifetime?
This new rule seeks to address these issues.
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What is it?
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A Component Nation is a new nation type (see 2.1.3).
They appear in the ISI listing as such. Nations may enter and leave
that list depending on their status. The stats for a Component
(hereafter C) Nation
are sent to the player owning the controlling empire. A tag for this
position is placed in controlling empire's region list, of the form
C(name of component), e.g. CLATIUM, and having the stats
of the homeland of that component. The player may, if he or she
chooses, let another person run the position "under supervision"
if desired. Given that orders must be turned in for each C nation
this may save a lot of effort (see below).
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How can it be created?
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There are two usual methods. One is to calve off part of an existing
empire, assigning two or more regions to the new C nation. The
other is to somehow acquire (by force, diplomacy, or some combination)
an existing played or non-player nation.
The created entity must make some geographic, cultural, and historical
sense. Taking all of an empire's 0 gp regions and lumping them into
"Nullistan" is not going to pass muster. Consultation with
the GM is essential in this stage.
Most CN positions are created at the start of the campaign, based
on historical analysis.
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What are its attributes?
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The CN will have AQRs and other stats assigned by the
GM based on history and campaign events. It will have a "king"
and may in its future more leaders, as stats permit. It will have
a control status as if it were a single region named C(name of
component).
Keep in mind that it is a nation in most senses. As such it may suffer
a Dynastic Failure, Random Event, or other of the less desireable
aspects of a full LOTE player position.
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What may one do with its resources?
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The control status of the "region" listed, e.g. CLATIUM,
will indicate what may be done with the component's resources.
The resources under discussion are those after support costs are
paid.
For example,
suppose CLATIUM had an income of 23.4gp, and support costs of
5.4gp. This would leave the controlling empire with 18.0gp to deal
with. If CLATIUM were Friendly, then all of this would be
available, if Allied then half, and so on. Agro and nfp are dealt with
similarly.
If the CN is at Tributary status or better, the controlling
empire may tell the component how to spend its resources, so long as
these are internal only. The CN will automatically
trade with the controlling empire, and if at Tributary or better status
any others that empire desires.
Unallocated resources are used to build palaces, hire dressmakers, and
throw parties.
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What may one do with its leaders?
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If Allied or Feudal Allied,
then the CLATIUM king would be available to move armies about,
but if of another control status may not leave its own regions. Thus an Economic
Ally may be ordered to move its army to one of its own regions, but
no further, while a Feudal Ally may move anywhere on the map. Counting
as own regions are lands having some control status to the
component within the last 24 years, about a generation. This allows
"lost" lands to be reclaimed, with luck.
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What may one do with its other powers?
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Intelligence and Religious operations may be allocated for use as if
of the controlling nation if the control status is Friendly or Allied,
and for military action support if Feudal Allied. Otherwise Intelligence
(i.e. intel and assassain ops) may be allocated only for either
internal use (e.g. CR, CA, CI, etc.), or peaceful/safe external use (e.g.
RF, IE, etc. not JB, KL, etc.). Religious ops may only be used
in such cases internally (e.g. MW, DI, RS, etc.) or peaceful/safe
external use (e.g. not MW, LS, etc.).
As always contact the GM when in doubt.
Table: Component Nation Resource Utilization By Controlling Nation
Control Status
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May Give Leader Orders?
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GP/NFP Allocated?
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Intel/Assassin Allocated?
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Religious Ops Allocated?
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Friendly (F) and Pacified (P)
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Yes
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Yes
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Yes
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Yes
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Allied (A) and Pacified Tributary (PT)
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Yes
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Yes, Internal, Half
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Yes
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Yes
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Economic Ally (EA)
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Yes, Internal
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Yes, Internal, Half
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Yes, Safe External Only
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Yes, Safe External Only
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Tributary (T)
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Yes, Internal
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Yes, Internal, Half
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Yes, Safe External Only
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No
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Feudal Allied (FA)
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Yes
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No
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Yes
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No
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Non-Paying Tributary and Lower (NT, C, and UN)
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No
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No
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No
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No
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How does further diplomacy work?
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Suppose one wants to DP one of the CN regions. It will
react as if part of a separate country - which it is. The entire CN
may be wooed as well, to some new control status.
In another
scenario, suppose one invades a non-player nation and defeats its army.
If the goal (in the orders, explicitly) is to create a subject people,
then it would become a Pacified Tributary. Thereafter one might DP
it as though the entire CN were one region with the sum
of its revolt values, starting out as Hostile - this is an improvement,
as one usually must DP a region controlled by another nation down
to Uncontrolled from whatever its current status, then up to
another status. This would later be called "gunboat" diplomacy,
or in other LOTE campaigns one form of "horde diplomacy".
Other special circumstances may apply in some cases.
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Could another person run the Component Nation?
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Each CN (Component Nation) requires the imperial player to write
orders for it. This could clearly become a tiresome burden. Further,
one may want to recruit friends for more fun in the campaign, or be
requested to let someone run one of the vassal states.
Under these conditions a CN position may be turned over to
another player. So long as the nation in question is an imperial
vassal the imperial player may write in the turn orders that another will
be taking the position - or may write that the nation be taken away, at
his whim.
Should the Component Nation be reduced to
Non-paying Tributary (NT) control status or less due to game
events, e.g. Dynastic Failure (DF), then the CN player may choose to
leave the empire and form an independent state. In this case the new
nation's player may not be removed by the "emperor" by fiat,
and in the case of a DF will form one of the factions vying to renew
or crush the extant imperial dynasty.
Note further that other changes in Component Nation control status may only
be made through diplomacy by the "imperial" position. Of
course, agreements for Royal Marriages and similar moves to improve the
odds of diplomatic succes may be made by the CN player. Likewise, the
emperor may at his whim decide to reduce the control level. The Component
Nation player may make overt actions against the overlord
player, but these will likely result in a check for Dynastic Failure as
regional and imperial factions cause trouble within the CN polity.
Infiltrations, conspiracies with other players, and similar
moves will usually be allowed without this penalty - when in doubt contact the GM.
In any case turn fees would be due upon independence ...
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May a Component Nation be Absorbed?
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In time, an empire may wish to annex a CN fully, making its regions
the same as any other within the controlling empire. This may be
attempted at any time.
The procedure involves the following steps:
- The CN must be raised to the control status of Friendly. This may
already be the case, or the controlling empire may attempt this via
diplomacy in the same turn as the absorbtion.
- Once most of the ruling elites of the CN are co-opted, the remainder
of the people have their reactions. This involves a DF check, with
all regions making Revolt Checks as if against the controlling empire.
- Assuming there is no DF, the final hurdle is a Revolt Check for
the entire CN against the controlling empire.
- Once all of these steps have been successfully completed, the
CN will dissolve into the tasty broth of the empire.
Note that patient diplomacy of each region of the CN by the controlling
empire may prove more prudent, either as an alternative, or preparatory to
absorbtion as above.
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Final Note
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Empires were often composed of several vassals of greater or lesser
value, and of higher or lower reliability and responsibility to the
central authority. This Component Nation rule is an attempt
to simulate this. Having several such CNs will give
a player the advantage of lower imperial size, but - as each has
a revolt value of the sum of its parts - somewhat greater risk in terms
of splitting off in case of dynastic failure or other mishap. For
many, the tradeoff will make CNs look like the only
route to the future.
This concept is under development by the GM in consultation with the
players, whose input is eagerly anticipated.
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