Knight:
Requirements: None
Influence: 1
Powers:
(1) Can propose one Edict per GOVERNING BODY Session.
Penalties:
(1) Cannot lead more than a half stack army unless it is a Private or Royal Army.
(2) Cannot run for CHANCELLOR.
Baronet:
Requirements: Must have personal control of a province.
Influence: 1
Powers:
(1) Can propose one Edict per GOVERNING BODY Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
(3) All provinces conquered by any of their vassals become their property, unless the Baronet is loyal to a higher rank.
Penalties:
(1) Cannot lead more than a half stack army unless it is a Private Army, a Royal Army, or within the borders of a province they personally control.
(2) Loses control of all provinces if they fail to vote in two consecutive Normal GOVERNING BODY Sessions. All provinces lost in this way are given to the Baronet's Lord. If the Baronet has no Lord, the provinces are given to the FACTION LEADER.
Baron:
Requirements: Must have personal control of a province. Must have at least one Baronet as a vassal.
Influence: Up to 2 Stat Influence.
Powers:
(1) Can propose one Edict or Amendment per GOVERNING BODY Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
(3) All provinces conquered by any of their vassals become their property, unless the Baron is loyal to a higher rank.
Viscount:
Requirements: Must have personal control of a province. Must have at least one Baron as a vassal.
Influence: Up to 2 Stat Influence.
Powers:
(1) Can propose one Edict or Amendment per GOVERNING BODY Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
(3) All provinces conquered by any of their vassals become their property, unless the Viscount is loyal to a higher rank.
(4) Owns one Private Army.
Count:
Requirements: Must have personal control of a province. Must have at least one Viscount as a vassal
Influence: Up to 3 Stat Influence.
Powers:
(1) Can propose one Edict or Amendment per GOVERNING BODY Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
(3) All provinces conquered by any of their vassals become their property, unless the Count is loyal to a higher rank.
(4) Owns one Private Army.
(5) Once per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement owned by any nobleman in their feudal chain, unless the Count is loyal to a higher rank.
Marquess:
Requirements: Must have personal control of a province. Must have at least one Count as a vassal.
Influence: Up to 3 Stat Influence.
Powers:
(1) Can propose two Edicts or Amendments per GOVERNING BODY Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
(3) All provinces conquered by any of their vassals become their property, unless the Marquess is loyal to a higher rank.
(4) Owns one Private Army.
(5) Once per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement owned by any nobleman in their feudal chain, unless the Marquess is loyal to a higher rank.
(6) Once per full 10 turn CHANCELLOR term, can destroy one building in any settlement owned by any nobleman in their feudal chain, unless the Marquess is loyal to a higher rank. Buildings in the barracks, archery range, stable, siege engine, and gunsmith lines cannot be destroyed with this power.
Duke:
Requirements: Must have personal control of a province. Must have at least one Marquess as a vassal.
Influence: Up to 4 Stat Influence.
Powers:
(1) Can propose three Edicts or Amendments per GOVERNING BODY Session.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
(3) All provinces conquered by any of their vassals become their property, unless the Duke is loyal to a Grand Duke.
(4) Can call Emergency GOVERNING BODY Sessions.
(5) Owns one Private Army.
(6) Once per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement owned by any nobleman in their feudal chain, unless the Duke is loyal to a Grand Duke.
(7) Once per full 10 turn CHANCELLOR term, can destroy one building in any settlement owned by any nobleman in their feudal chain, unless the Duke is loyal to a Grand Duke. Buildings in the barracks, archery range, stable, siege engine, and gunsmith lines cannot be destroyed with this power.
(8) Once per full 10 turn CHANCELLOR term, can force a transfer of one retinue member/item from any nobleman in their chain of followers to themselves or anyone else in their chain of followers, unless the Duke is loyal to a Grand Duke.
(9) Cannot be banned from a GOVERNING BODY Session.
(10) May seize control of any ships that start the turn in a port inside a province controlled by anyone in their feudal chain (controlled port). Ships may not be seized if there is are units on board that are not controlled by someone in the RANK's feudal chain. Ships seized in such a way cannot be moved by the CHANCELLOR without the RANK's permission, unless they are outside a controlled port and do not have a nobleman on board that is in the RANK's feudal chain.
Grand Duke:
Requirements: Must have personal control of a province. Must have at least one Duke as a vassal.
Influence: Up to 5 Stat Influence.
Powers:
(1) Can propose an unlimited number of Edicts or Amendments per GOVERNING BODY Session and their Edicts and Amendments do not need to be seconded.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
(3) All provinces conquered by any of their vassals become their property.
(4) Can call Emergency GOVERNING BODY Sessions.
(5) Owns one Royal Army.
(6) Once per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement owned by any nobleman in their feudal chain.
(7) Once per full 10 turn CHANCELLOR term, can destroy one building in any settlement owned by any nobleman in their feudal chain. Buildings in the barracks, archery range, stable, siege engine, and gunsmith lines cannot be destroyed with this power.
(8) Once per full 10 turn CHANCELLOR term, can force a transfer of one retinue member/item from any nobleman in their chain of followers to themselves or anyone else in their chain of followers.
(9) Cannot be banned from a GOVERNING BODY Session.
(10) Can declare war on any AI faction at any time, for any reason.
(11) Can veto one Edict or Amendment per GOVERNING BODY Session.
(12) May seize control of any ships that start the turn in a port inside a province controlled by anyone in their feudal chain (controlled port). Ships may not be seized if there is are units on board that are not controlled by someone in the RANK's feudal chain. Ships seized in such a way cannot be moved by the CHANCELLOR without the RANK's permission, unless they are outside a controlled port and do not have a nobleman on board that is in the RANK's feudal chain.
Penalties:
(1) Cannot swear an Oath of Fealty to another nobleman.
FACTION HEIR:
Requirements: Must be the in-game FACTION HEIR
Influence: +1 to the Stat Influence cap
Powers:
(1) This rank is always held at the same time as other feudal ranks. The Influence and Powers of the FACTION HEIR are added on top of the Influence and Powers of the nobleman’s other feudal rank(s), unless the Power specifically states otherwise.
(2) In the absence of the FACTION LEADER, the FACTION HEIR can ban noblemen from a GOVERNING BODY Session. Banned noblemen cannot speak or propose legislation, but they are permitted to vote.
(3) In the absence of the FACTION LEADER, the FACTION HEIR can adjudicate on rule disputes. However, if a rule dispute directly involved the FACTION LEADER or the FACTION HEIR, the nobleman of the highest feudal rank will be the adjudicator. If there are multiple noblemen of that rank, the dispute will be decided between them by a simple, unweighted vote. In the event of a tie, the FACTION HEIR will cast a tie-breaking vote.
(4) Owns one Royal Army. This Power voids the ability of the FACTION HEIR to own a Private or Royal Army through the Powers of any other feudal rank.
FACTION LEADER:
Requirements: Must be the in-game FACTION LEADER
Influence: Authority Stat
Powers:
(1) Can propose an unlimited number of Edicts or Amendments per GOVERNING BODY Session and their Edicts and Amendments do not need to be seconded.
(2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
(3) Can call Emergency GOVERNING BODY Sessions.
(4) Owns one Royal Army.
(5) Twice per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement. This power cannot be used on any settlement controlled by a nobleman who is in a state of War with the FACTION LEADER.
(6) Twice per full 10 turn CHANCELLOR term, can destroy one building in any settlement. Buildings in the barracks, archery range, stable, siege engine, and gunsmith lines cannot be destroyed with this power. This power cannot be used on any settlement controlled by a nobleman who is in a state of War with the FACTION LEADER.
(7) Twice per full 10 turn CHANCELLOR term, can force a transfer of one retinue member/item from any nobleman to themselves or any other nobleman. This power cannot be used on any nobleman who is in a state of War with the FACTION LEADER.
(8) Can declare war on any faction at any time, for any reason.
(9) Can veto one Edict or Amendment per 3 ranks of Authority.
(10) Decides which nobleman, if any, a Princess should marry.
(11) Once during his reign, the FACTION LEADER may automatically assume the post of CHANCELLOR. The FACTION LEADER must declare he is exercising that right at a GOVERNING BODY session; he will then be appointed CHANCELLOR with no election. This right can only be invoked once, but the FACTION LEADER may also compete in normal CHANCELLOR elections at other GOVERNING BODY Sessions.
(12) Can ban noblemen from a GOVERNING BODY Session. Banned noblemen cannot speak or propose legislation, but they are permitted to vote.
(13) Can adjudicate on rule disputes. However, if a rule dispute directly involves the FACTION LEADER or the FACTION HEIR, the nobleman of the highest feudal rank will be the adjudicator. If there are multiple noblemen of that rank, the dispute will be decided between them by a simple, unweighted vote. In the event of a tie, the FACTION LEADER will cast a tie-breaking vote.
(14) May seize control of any ships that start the turn in a port inside a province controlled by anyone in their feudal chain (controlled port). Ships may not be seized if there is are units on board that are not controlled by someone in the RANK's feudal chain. Ships seized in such a way cannot be moved by the CHANCELLOR without the RANK's permission, unless they are outside a controlled port and do not have a nobleman on board that is in the RANK's feudal chain.
Penalties:
(1) Cannot hold another feudal rank except CHANCELLOR.
(2) Cannot swear an Oath of Fealty to another nobleman and cannot have any Vassals.
Inheritance: On the death of a FACTION LEADER, all Oaths of Fealty pertaining to the nobleman who is the new FACTION LEADER are instantly broken. The new FACTION LEADER takes control of all provinces owned by the previous FACTION LEADER, unless they were given away by a valid Will. The new FACTION LEADER retains possession of any provinces he controlled prior to inheriting the throne.
CHANCELLOR:
Requirements: Must have been elected CHANCELLOR
Influence: During Emergency Sessions called during his term, up to 5 Stat Influence +2, or the nobleman's normal Influence, whichever is higher. For every term of 6 turns or more that a nobleman serves as CHANCELLOR, he will receive a permanent +1 bonus to his Influence and a permanent increase of +1 to the maximum Stat Influence of his feudal rank. This bonus is cumulative for noblemen who serve multiple terms as CHANCELLOR. The in-term bonus does not apply to the FACTION LEADER. The post-term bonus does not apply to the FACTION LEADER or to any nobleman who ceased to be CHANCELLOR because he was impeached.
Powers:
(1) This rank is always held at the same time as other feudal ranks. The Influence and Powers of the CHANCELLOR are added on top of the Influence and Powers of the nobleman’s other feudal ranks.
(2) Unless otherwise restricted by the rules, the CHANCELLOR can do anything he wants inside the game except use console cheats, which may be used only as specifically allowed by the Rules. Edicts are only binding on the CHANCELLOR to the extent that the GOVERNING BODY chooses to enforce them.
Limitations on Powers:
(1) The CHANCELLOR must respect all settlement tax rates and build queues. With the exception of Prioritized Buildings, the CHANCELLOR is not required to build anything. However, if anything is built in a settlement, it must be the first item on the build queue. If no build queue is posted for a settlement, the CHANCELLOR can build whatever he likes. The CHANCELLOR may upgrade a province’s walls at any time unless such an upgrade is forbidden in advance by the nobleman who owns the settlement.
(2) No money can be spent on any construction until all Prioritized Buildings have been funded, unless the noblemen who Prioritized them agree otherwise. If there are multiple Prioritized Buildings, and not enough funding for all of them, the CHANCELLOR may choose which to construct first. Rule 4.3 takes precedence over all prioritized buildings.
(3) The CHANCELLOR must respect all requests for the transfer or deletion of retinue members/items, as long as these requests comply with the rules.
(4) (4) The CHANCELLOR cannot disband a unit in a Private Army, Royal Army, city garrison, fort, or controlled fleet if the owner of the a Private Army, Royal Army, city garrison, fort, or controlled fleet gives orders which prevent such a disbanding. This Limitation does not apply to merging depleted units, which the CHANCELLOR may do freely.
(5) Cannot remove a building from any build queue if construction has already begun on it, unless the owner of the province agrees otherwise.
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