Province (Zoroaster)

Max 10 each

Minions
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.

Key
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
The standard cost of acquiring a new minion is equal to ten times his minion level in Chests of gold.

Training Troops
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
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
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
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
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
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
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
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.

Rebellion
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.

Minion'sMinions

DoingTheMath