2.7 – Feudal Ranks: In the event of a conflict, Rule 2.7 takes priority over all other rules. The feudal ranks and positions are as follows:
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.
Baron:
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 Baron 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 Baron's Lord. If the Baron has no Lord, the provinces are given to the FACTION LEADER.
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.
Count:
Requirements: Must have personal control of a province. Must have at least one Viscount 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 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 two Counts as vassals. Must have served 5 consecutive turns as a Count at some point in time.
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.
(7) 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 Marquess is loyal to a higher rank.
Duke:
Requirements: Must have personal control of a province. Must have at least one Marquess as a vassal. Must have served 5 consecutive turns as a Marquess at some point in time.
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. Must have served 10 consecutive turns as a Duke at some point in time.
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.
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