Revenue from taxes 39% tax rate 60% tax rate --------------------------------------------- Camp 0 0 Village 975 1500 Town 1950 3000 Major Town 2925 4500 City 3900 6000 8. Army Descriptors These tables also came from the Free People Press. I can't vouch for their accuracy, but again you can easily check them out. I made some minor changes based upon a cursory check of my turns. 8.01 Army Losses Description Percentage Lost Minor 01-20% Some 21-40% Heavy 41-60% Severe 61-80% Huge 81-100% Note: amazing. In the real army (U.S.), 20% losses are called 'heavy'; 40% is 'catastrophic' (or 'court-martial pending'). 8.02 Army Training Description Training Rank Elite 91-100 Exemplary 76-90 Solid Ranks 51-75 Ragged Ranks 26-50 A Mob 01-25 8.03 Wounds Taken in Personal Combat Description Health Rating No Wounds 100 Minor Wounds 76-99 Light Wounds 51-75 Bloody Wounds 26-50 Serious Wounds 11-25 Grievous Wounds 01-10 8.04 Army Morale Army Description Commander's Mount Morale battle crazed strained at his bit 91-100 loud & exuberant pranced mightily 76-90 highly energetic cantered anxiously 51-75 calm rode calmly 36-50 rebellious moved with trepidation 21-35 demoralized rode cautiously 11-20 demoralized stood cautiously 1-10 9. Population Center Loyalties This is a summary of an article that originally appeared in the Free People Press, edited by David Foreman (a legend in ME-PBM). I can't account for the accuracy of the information, but it's nature makes it easy to check out for yourself if you've been playing for awhile. Thought it might interest some of you. emissary creates/commander posts camp: loyalty is 50% of emissary/command rank 10. Defensive bonus of Fortifications The defensive bonus provided by fortifications is 10%-20% of the constitution value of the owning army. Towers give the force a 10% bonus, citadels a 20%, with everything else falling in-between (I think these figures were clarified in the November issue of Whispers). 11. Loyalty Ranges There's some interest in learning what loyalty ranges correspond to the description you get when an emissary does an 'Influence Other'. Rebellious seems to be 1-15, marginal 16-25 or 30, etc. Anyone who's interested can send what data they have to me; I'll compile it and put the results out in the next newsletter. 12. Scouting Armies This actually isn't a rumor but a confirmed account. Some players have noticed that agents THREE hexes away from a target army have been able to SCOUT ARMY and track it, despite the fact that the order says the army must be within two hexes. It could be that the army during some point in the turn marched within two hexes of the agent, but it neither began nor ended it's movement within two hexes of where the agent was when he issued the order. As you'll note, this is in direct contradiction to the description given under order 905, and probably a glitch of some sort in the program (it may now be fixed). 13. Transport Orders Some players are under the impression that it takes two turns to transfer goods from one nation to the other. The first turn, nation transport your stuff to the capitol (if it's widely separated among various pop centers); the second turn, caravan transport it to the receiving nation. Not so. Nation transport is order 947, Caravan transport order 948. You can transport the item to your capitol to gather it together, then caravan transport it to your ally (with order 948) on the same turn. Just thought I'd point this out. 14. Skill Rank Improvement Orders Skill Order Name Range Miscellaneous 210 Issue Challenge 1-15 points Miscellaneous 285 React to Encounter * Command 230 Attack Enemy 1- 5 points Command 235 Attack Nation 1- 5 points Command 240 Defend 1- 5 points Command 250 Destroy Population Center 1- 5 points Command 255 Capture Population Center 1- 5 points Command 260 Siege Population Center 1- 5 points Command 430 Put Troops on Maneuvers 1- 7 points Command 435 Put Army on Maneuvers 1- 5 points Command 494 Fortify Population Center 1- 5 points Command 498 Threaten Population Center 1-10 points Agent 600 Counter Espionage 1- 5 points+ Agent 605 Guard Location 1- 5 points+ Agent 610 Guard Character 1- 5 points+ Agent 615 Assassinate Character 1-10 points Agent 620 Kidnap Character 1-10 points Agent 630 Rescue Hostage 1-10 points Agent 635 Interrogate Hostage 1- 5 points Agent 665 Sabotage Bridge 1-10 points Agent 670 Sabotage Fortifications 1-10 points Agent 675 Sabotage Harbor/Port 1-10 points Agent 680 Sabotage Stores 1-10 points Agent 685 Steal Artifact 1-10 points Agent 690 Steal Gold 1-10 points Emissary 500 Recruit Double Agent 1-10 points Emissary 510 Recruit/Bribe Character 1-10 points Emissary 520 Influence Own Pop Center 1- 5 points Emissary 525 Influence Other Pop Center 1-10 points Emissary 550 Improve Population Center 1-10 points Emissary 555 Create Camp 1-10 points Mage 710 Prentice Magery 1- 5 points * Skill improvements, if any, are highly variable + The agent will get 1-5 points per character turned (Counter Espionage) or per attempt foiled (Guard Location or Guard Character). 15. Spell Summary Spell Number Difficulty Effect Healing Mastery Minor Heal 120-2 Easy Heal 20 Health Heal True 120-8 Hard Heal 100 Health Healing Ways Major Heal 120-4 Easy Heal 35 Health Greater Heal 120-6 Average Heal 50 Health Barrier Mastery Barriers 225-102 Easy + 500 Defense Points Deflections 225-106 Average +1000 Defense Points Shields 225-112 Hard +1750 Defense Points Barrier Walls 225-114 Hard +1500-2000 Defense Points Resistance Mastery Resistances 225-104 Easy + 750 Defense Points Blessings 225-108 Average +1250 Defense Points Protections 225-110 Hard +1500 Defense Points Force Walls 225-116 Hard +1000-2000 Defense Points Fire Mastery Call Fire 225-202 Easy + 150 Damage Points Wild Flames 225-204 Easy + 50- 250 Damage Points Wall of Fire 225-206 Easy + 100- 200 Damage Points Fire Bolts 225-232 Average +1000 Damage Points Fire Balls 225-234 Average + 500-1500 Damage Points Fire Storms 225-236 Average + 800-1200 Damage Points Fire Spirits 225-240 Hard +1000-2000 Damage Points Word Mastery Words of Pain 225-208 Easy + 250 Damage Points Words of Calm 225-210 Easy + 100- 400 Damage Points Words of Paralysis 225-212 Easy + 200- 300 Damage Points Words of Agony 225-220 Average + 600 Damage Points Words of Stun 225-222 Average + 300- 900 Damage Points Words of Command 225-224 Average + 450- 750 Damage Points Words of Death 225-242 Hard +1250-2250 Damage Points Wind Mastery Call Winds 225-214 Easy + 400 Damage Points Wild Winds 225-216 Easy + 200- 600 Damage Points Wall of Wind 225-218 Easy + 300- 500 Damage Points Chill Bolts 225-226 Average + 800 Damage Points Frost Balls 225-228 Average + 400-1200 Damage Points Wind Storm 225-230 Average + 600-1000 Damage Points Summon Wind Spirits 225-238 Hard + 750-1750 Damage Points Dark Summons - Lost List (Dark Servants Only) Fearful Hearts 225-244 Average Reduce morale 10-20 points Summon Storms 225-246 Average Must use Standard tactics Fanaticism 225-248 Average Increase morale 5-15 points Spirit Mastery - Lost List Weakness 330-502 Easy Reduce Health by 1/3 mage rank Sickness 330-504 Average Reduce Health by 1/2 mage rank Curses 330-506 Hard Reduce Health by 1/2 mage rank (same or adjacent hex) Conjuring Ways - Lost List Conjure Mounts 330-508 Average 5 mounts per mage point Conjure Food 330-510 Average 25 food per mage point Conjure Hordes 330-512 Average 5 Men-at-Arms per mage point Movement Mastery Long Stride 825-302 Easy Move 14 hexes Fast Stride 825-304 Average Move 16 hexes Path Mastery 825-306 Hard Move 19 hexes Return Mastery Capitol Return 825-308 Easy Return to capitol Major Return 825-310 Average Return to any major town Return True 825-312 Hard Return to any pop center Teleport Mastery - Lost List Teleport 825-314 Average Move to any hex Perceptions Perceive Allegiance 940-402 Easy List nations belonging to alleg. Perceive Relations 940-404 Easy Determine relations to your nation Perceive Nationality 940-408 Easy Determine nationality of character Perceive Power 940-422 Average Skill rank titles of target char. Perceive Mission 940-424 Average Orders character has for turn Perceive Secrets 940-432 Hard Nation vict. cond., cap. loc., etc. Divinations Divine Army 940-406 Easy Location of target army +/- 1 hex Divine Alleg. Forces 940-410 Easy Location of forces within 6 hexes Divine Char. w/ for. 940-417 Average Army characters within 12 hexes Divine Nation Forces 940-419 Average Location of forces within 6 hexes Divine Army True 940-426 Hard Army's exact location Artifact Lore Research Artifact 940-412 Easy Artifact's powers Locate Artifact 940-418 Average Location of artifact +/- 1 hex Locate Artifact True 940-428 Hard Artifact's exact location Scrying Lore Scry Pop Center 940-413 Easy 'Scout Pop Center' report Scry Hex 940-414 Easy 'Scout Hex' report Scry Area 940-415 Average 'Scout Area' report Scry Character 940-436 Hard Character information Scrying Lore Reveal Production 940-416 Easy 5 locations within 3 hexes Reveal Character 940-420 Average Character location +/- 1 hex Reveal Character True940-430 Hard Character's exact location Reveal Pop Center 940-434 Hard Reveals hidden pop center 16. Additional good info (not necessarily true, but good baselines) 16.1 Population Center Improvement Projected percentage chance of upgrade Emmy Rank + PC Loyalty = 45 55 65 75 85 95 105 115 125 135 145 ---------------------- --- --- --- --- --- --- --- --- --- --- --- From Camp to Village 45% 55% 65% 75% 85% 95% 100% --> From Village to Town 30% 40% 50% 60% 70% 80% 90% 100% --> From Town to M. Town 15% 25% 35% 45% 55% 65% 75% 85% 95% 100% --> From M. Town to City 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Or put another way (likely more accurate)... Emmy+Loy -------- Camp to Village 70 Village to Town 90 Town to M. Town 110 M. Town to City 130 16.2 Will my threat succeed? From lawrence TIlley: A suggested formula, which I am testing and regard with slowly increasing faith. It may at least serve as a rough rule of thumb: Start by finding the "Force needed to threaten" figure from the "Population size factors" table in the rule book. Then turn your actual troops into a percentage of that, so you might have 90% or 150% of the troops theoretically "needed to threaten", then apply: CommRank + %ofTroops - PCLoyalty - 20perLevelOfFort - 25ifCapital