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Cecil XIX

Vassals & Valour Rules Pt. 2

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3.2 Property which are recruited in settlements belong to the lord of the settlement they were recruited from. Ancillaries are the property of the avatar they spawn in. Princesses, unlike other agents, are the property of the closest, oldest male relative.

*3.3 The amount of ships, soldiers and agents a lord can recruit and own is limited only by his treasury’s ability to support their upkeep, and whether he has enough in his treasury for the down payment. The exception to this is agents that have recruitment limits, such as priests and merchants. Since the limit for such agents is determined by the buildings in the settlements, a lord may only train such an agent if the number of such agents he has already trained is smaller than his settlements contribution to the agent recruitment limit. An example:

A lord who owns one settlement with a small church may recruit only one priest, as a small church only adds one priest to the agent recruitment limit. He can use that priest however he likes, but if he chose to give that priest to another lord he must wait for that priest to die before recruiting a new one.

Further more, an agent transferred from one lord to another will count against the limit of the giver, unless the receiver has the unused limit to take in the given agent. The receiver must have the given agent count towards his personal limit, if possible. For convenience it shall be noted here that only merchants and priests have an agent limit. The limit for merchants is equal to the number of cities with any level of market in them. The priest limit is the same, except any city with an Abbey or larger will add two to the limit rather than one.

3.4 The acquisition and allocation of new settlements is determined by a multi-step process involving the Faction Leader and the Deliberative Body. First, a settlement cannot legally be captured unless an Edict was passed in the previous session authorizing it’s conquest. An edict can only authorize taking one settlement, each settlement requires it’s own edict. The session after a province is conquered, the Diet will automatically vote on granting the conqueror, which is defined as the General leading the army which first entered the settlement, the province as a fief to be held by him and his successors in perpetuity. This vote requires a two-thirds majority to pass, and should it not pass than the province passes to the King who may grant it as a fief to any avatar as soon as he sees fit. A noble who holds one or provinces in violation of this rule should be considered an outlaw, and have his property seized.

*3.5 When players take the save, they must state what actions they took that would affect their property, income or expenditures. This can be announced in the same post where they return the save, or in a PM to the GM if they prefer such information to remain private.

*3.6 Sources of Income and Requirements for Expenditure

Each avatar has his own income, expenditures and treasury. V&V Uses the Financial Overview screen to determine the Financial status of the faction, and from that it derives the financial status of the avatars. The financial screen is the final word on what money flows into and out of the faction, even though the faction itself has no money. It is the sum total of every avatars income and expenditures, and it is divided into several sections which work in V&V in following manner:

Farming - When a noble is made the lord of the province, he establishes one or more manorial estates there for his own purposes. These states generate farming income from the work of the peasants there, which the lord collects as his due. The total displayed in the financial overview screen is the sum of the contribution of each province, which can be viewed individually in the settlement detail window.

Mining - Certain provinces are rich in minerals, which are viewable from the campaign map. The lord of a province lucky enough to contain these minerals can establish a mine there, run as his personal property. The revenue from selling these valuable minerals flows directly into his coffers. The total displayed in the financial overview screen is the sum of the contribution of each province, which can be viewed individually in the settlement detail window.

Trade - In every place, trade occurs. This is especially true in a large area of land like a province, where trade flows into and from neighboring provinces via land and sea. Nobles collect revenue from this trade via tariffs and tolls. Keep in mind that blockades can eliminate sea trade, and if the provincial capital is besieged than the lord cannot derive any trade income at all. Trade income derived from merchants ‘agents’ is listed separately, and not under this heading. The total displayed in the financial overview screen is the sum of the contribution of each province, which can be viewed in the settlement detail window.

Merchant Trade - The lord of major city has the ability to empower a merchant prince to leave the settlement, and travel the world in the name of his lord seeking resources to barter with for profit. Once a merchant is making a profit, he sends a portion of it back to his lord for the privilege of being able to serve him, which provides the merchant with protection and opportunities he could not have otherwise. The total displayed in the financial overview screen is the sum of the contribution of each agent, which can be viewed individually either on the ‘Character Details’ screen of the merchant or by place the mouse over the merchant on the campaign map and reading the tooltip.

Taxes - Taxes are the primary source of income that a lord has, barring the King’s Purse or a gold mine. Lords are ever in need of money to wage their wars, so it is often necessary to simply take this money from the people in the province, generally with the assurance that it’s necessary for their protection. Whether the lord is being honest or manipulative is up for the player to determine. The total displayed in the financial overview screen is the sum of the contribution of each province, which can be viewed in the settlement detail window.

Wages - Wages are fees paid to agents, for anything from the expenses inherent in the job to payment for services rendered. This category also represents the costs necessary for a noble to maintain his privileged lifestyle. A Noble must be able to pay for his own lifestyle, as well as any units in his employ. The wages of an agent can be viewed on it’s recruitment screen. Each general and princess requires a wage of one hundred florins.

Army Upkeep - Keeping large numbers of men around, ready to move wherever you want and fight whomever you want at a moment’s notice, is expensive. Nobles need money to pay for every regiment and ship they own, the costs of which can be seen by right clicking on any military unit.

Construction - Erecting a building requires men, material and time. All of these things means it also requires money. In order to place a building in the production queue of a settlement, the lord of that settlement must have sufficient money in his treasury. This category also includes a irregular source of income: The purposeful demolishment of buildings to sell their valuable components.

King’s Purse - It goes without saying that the King occupies a very special position in his realm, and has much power and prestige. One manifestation of this is the King’s Purse, whereby the King uses his unique influence and connections throughout the land to add to his income. Of course, this money is uniquely the King‘s to do with as he sees fit. This can only be viewed on the Financial Overview screen.

Diplomacy/Tributes - This covers the exchange of money between Kingdoms during diplomatic negotiations, either through fair trade our outright coercion. As it is arranged by diplomats, it applies only to the king. This can only be viewed on the FOS.

Corruption and Other - Corruption works differently in V&V. Rather than being calculated based on the distance from the capital of the kingdom, it is calculated based on the distance to the capital of the lord of the settlement. In addition, all other incomes and expenditures not applicable to the other categories are placed here.

3.7 Although a noble has certain incomes and expenditures to his name, he can give the his income to anyone he pleases, and he can take the money to pay for his expenditures any way he pleases.

*3.8 Each noble has a treasury, where he keeps his gold. Unlike the faction treasury, the noble’s treasury physically exists. One a new avatar enters the game, he can place his treasury anywhere or with anyone he pleases. Thereafter, it can only be moved if it is taken by a army and deposited at a new location. If a general has possession of another’s treasury for any reason, he can choose to take any amount of money out of it and place it into his own treasury. He must announce this in a public, IC thread.

*3.9 Treasuries can also be taken by force of arms by one Noble from another. If a city or fort holding one or more treasuries is conquered, then the conqueror, which is defined as the General leading the army which first entered the settlement, takes possession of the treasury and can either absorb it into his own or return it to his owner. If an army is transporting a treasury, it will lose half the treasury if it is defeated in battle and the entirety of the treasury if the army is annihilated. The treasury will then go to the General leading the victorious army. If a fleet transporting a treasury is attacked, the treasury will only be affected if ships in the fleet are sunk. The player must designate which ships in the fleet hold which part of the treasury when the fleet embarks, and those ships that are sunk will have their portion of the treasury sink with them.

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