Post by aspenivan on Nov 19, 2015 5:59:56 GMT
Legacies are particular honors and titles a ruler can claim by proving themselves, usually through conquest. To fulfill a Legacy, a realm must fulfill a number of often difficult conditions, but the rewards can be well worth the cost.
The Empire of Eshara
– Requirements: Own at least 3 cities and control the majority of each of these 3 rivers: the Jetma River, the Tumble Way, and the Red River. Must be Esharan Pagan.
– Effects: +8 Splendor, double Monarch Retinue size and add a third type, bonus to conversion/influence, access new constructs, Pagan realms may swear fealty to get +2 Splendor and a free High Priest Retinue in return for banner duty and 1 Gold/turn tribute.
The Northern Survaek Empire
– Requirements: Own at least 2 cities and 3 castles, and have at least 2 Old Kingdom vassals or tributaries. Must be Post-Southern Aedakom.
– Effects: +6 Splendor, double Monarch Retinue size and add a third type, access new constructs, Aedakom realms may swear fealty to get +2 Splendor and a free Administrator Retinue in return for banner duty and 1/10 income tribute.
The Holy Empire of Eshara
– Requirements: Own at least 3 cities and control the majority of each of these 3 rivers: the Jetma River, the Tumble Way, and the Red River. Must be Aedakom and have a Trade Route with either the Khaitis Domain (if Heretic) or the Holy City of Messara (if Orthodox).
– Effects: +6 Splendor, double Monarch Retinue size and add a third type, Aedakom realms may swear fealty to get +2 Splendor and +1 Piety in return for banner duty.
The Crowned Republic of Lucente
– Requirements: Own at least 3 cities, control Southern Shore territory in the East and the West and the Center, and have a professional fleet of at least 10 units. Must be Human Old Kingdom.
– Effects: +6 Splendor, double Monarch Retinue size and add a third type, free permanent Merchant Retinue, every Trade Route gives +2 Splendor and generates an extra +1 Gold/turn for the realm.
Orcland
– Requirements: Is the only independent orcish realm (all others destroyed or vassalized) in the Northwest, control the Wastes and the Urag Mountains.
– Effects: +6 Splendor, bonus to morale and cohesion for all levies, gain all Unique Traits of destroyed/vassalized orcish nations.
A New Empire!
– Requirements: Own at least 3 cities and have at least one vassal or tributary. Must be New Invader.
– Effects: +6 Splendor, double Monarch Retinue size and add a third type, for every vassal gain an additional +2 Splendor, gain +1 Piety for every vassal of a heathen/heretic religion
Protector of the Middle Sea
– Requirements: Control the Middle Islands (except for the Isle of the Wardens) and have a professional fleet of at least 15 units.
– Effects: +4 Splendor, take 2 Gold/turn from every trade route with the South (1 from player, 1 from Southern faction)
The Crimson Tome
– Requirements: Have a Chief Priest, at least 3 High Priests, and at least 6 Priests. Must be Orthodox Aedakom and have a Vaekirate (Messara or Feymoure) Trade District.
– Effects: +4 Splendor, +4 Piety, bonus to conversion/influence, authority over the Wardens of the North.
Great Juturna
– Requirements: Control Juturnapolis, Dovwyn, and the mouth of the Ryn River, with enough of the surrounding area to connect them all by land. Must be Old Kingdom.
– Effects: +4 Splendor, gain an additional Monarch Retinue, gain Unique Trait of Juturna (or, if Juturna, gain Unique Trait of Elon)
Beg Guhrim
– Requirements: Control all the Guhrim Settlements either directly or as vassals.
– Effects: +2 Splendor, gain an additional Monarch Retinue, any Guhrim vassals are incorporated into the realm. If Dwarven, diaspora communities will either move in bringing resources or rebel against their current masters in fealty to your realm. If not Dwarven, gain Dwarven bonus (but not malus) and may recruit units as dwarves.
Organized Religion
– Requirements: Reach 8 Piety and have at least 2 High Priests, 4 Priests, and a full Temple District. Must be Local Pagan or Other.
– Effects: +2 Splendor, +2 Piety, gain a Chief Priest retinue. If Local Pagan, can now influence/convert other religions. If Other, bonus to influence/conversion.
Trade League
– Requirements: 5 independent, allied realms together generate at least 50 gold/turn from trade just among themselves and have at least 5 Luxury resources among them
– Effects: Every realm in the League gains +2 Splendor, a free permanent Merchant Retinue, +1 Gold/turn per trade route with members of the League; non-members' trade routes with members generate -1 Gold/turn for the non-member
The Ryn River Toll
– Requirements: Control the mouth of the Ryn River, have a professional fleet of at least 10 units, have a professional army of at least 10 units.
– Effects: Every Trade Route generates an extra +2 Gold/turn for the realm and -1 Gold/turn for the partner. Trade Routes between other realms may be taxed if they pass through the Ryn, generating +2 Gold/turn for you and -1 Gold/turn for each of the partners.
The Empire of Eshara
– Requirements: Own at least 3 cities and control the majority of each of these 3 rivers: the Jetma River, the Tumble Way, and the Red River. Must be Esharan Pagan.
– Effects: +8 Splendor, double Monarch Retinue size and add a third type, bonus to conversion/influence, access new constructs, Pagan realms may swear fealty to get +2 Splendor and a free High Priest Retinue in return for banner duty and 1 Gold/turn tribute.
The Northern Survaek Empire
– Requirements: Own at least 2 cities and 3 castles, and have at least 2 Old Kingdom vassals or tributaries. Must be Post-Southern Aedakom.
– Effects: +6 Splendor, double Monarch Retinue size and add a third type, access new constructs, Aedakom realms may swear fealty to get +2 Splendor and a free Administrator Retinue in return for banner duty and 1/10 income tribute.
The Holy Empire of Eshara
– Requirements: Own at least 3 cities and control the majority of each of these 3 rivers: the Jetma River, the Tumble Way, and the Red River. Must be Aedakom and have a Trade Route with either the Khaitis Domain (if Heretic) or the Holy City of Messara (if Orthodox).
– Effects: +6 Splendor, double Monarch Retinue size and add a third type, Aedakom realms may swear fealty to get +2 Splendor and +1 Piety in return for banner duty.
The Crowned Republic of Lucente
– Requirements: Own at least 3 cities, control Southern Shore territory in the East and the West and the Center, and have a professional fleet of at least 10 units. Must be Human Old Kingdom.
– Effects: +6 Splendor, double Monarch Retinue size and add a third type, free permanent Merchant Retinue, every Trade Route gives +2 Splendor and generates an extra +1 Gold/turn for the realm.
Orcland
– Requirements: Is the only independent orcish realm (all others destroyed or vassalized) in the Northwest, control the Wastes and the Urag Mountains.
– Effects: +6 Splendor, bonus to morale and cohesion for all levies, gain all Unique Traits of destroyed/vassalized orcish nations.
A New Empire!
– Requirements: Own at least 3 cities and have at least one vassal or tributary. Must be New Invader.
– Effects: +6 Splendor, double Monarch Retinue size and add a third type, for every vassal gain an additional +2 Splendor, gain +1 Piety for every vassal of a heathen/heretic religion
Protector of the Middle Sea
– Requirements: Control the Middle Islands (except for the Isle of the Wardens) and have a professional fleet of at least 15 units.
– Effects: +4 Splendor, take 2 Gold/turn from every trade route with the South (1 from player, 1 from Southern faction)
The Crimson Tome
– Requirements: Have a Chief Priest, at least 3 High Priests, and at least 6 Priests. Must be Orthodox Aedakom and have a Vaekirate (Messara or Feymoure) Trade District.
– Effects: +4 Splendor, +4 Piety, bonus to conversion/influence, authority over the Wardens of the North.
Great Juturna
– Requirements: Control Juturnapolis, Dovwyn, and the mouth of the Ryn River, with enough of the surrounding area to connect them all by land. Must be Old Kingdom.
– Effects: +4 Splendor, gain an additional Monarch Retinue, gain Unique Trait of Juturna (or, if Juturna, gain Unique Trait of Elon)
Beg Guhrim
– Requirements: Control all the Guhrim Settlements either directly or as vassals.
– Effects: +2 Splendor, gain an additional Monarch Retinue, any Guhrim vassals are incorporated into the realm. If Dwarven, diaspora communities will either move in bringing resources or rebel against their current masters in fealty to your realm. If not Dwarven, gain Dwarven bonus (but not malus) and may recruit units as dwarves.
Organized Religion
– Requirements: Reach 8 Piety and have at least 2 High Priests, 4 Priests, and a full Temple District. Must be Local Pagan or Other.
– Effects: +2 Splendor, +2 Piety, gain a Chief Priest retinue. If Local Pagan, can now influence/convert other religions. If Other, bonus to influence/conversion.
Trade League
– Requirements: 5 independent, allied realms together generate at least 50 gold/turn from trade just among themselves and have at least 5 Luxury resources among them
– Effects: Every realm in the League gains +2 Splendor, a free permanent Merchant Retinue, +1 Gold/turn per trade route with members of the League; non-members' trade routes with members generate -1 Gold/turn for the non-member
The Ryn River Toll
– Requirements: Control the mouth of the Ryn River, have a professional fleet of at least 10 units, have a professional army of at least 10 units.
– Effects: Every Trade Route generates an extra +2 Gold/turn for the realm and -1 Gold/turn for the partner. Trade Routes between other realms may be taxed if they pass through the Ryn, generating +2 Gold/turn for you and -1 Gold/turn for each of the partners.