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Copyright 2004 by Enlightened Age Entertainment
16
region or using the Barbarism tactic.  The best possible RR is 0.7 – a RR can not be
reduced below 0.7.  The worst possible RR is 6.7 – a RR cannot be raised higher than 6.7.  
Within the game, the RR will be related to you through the RR Description, not the
number itself.  You will be uncertain exactly where within that numerical range your
kingdom is viewed by the citizens of the region.
RR Value
RR Description
0.7 – 1.0 
Loyal
1.1 – 1.3
Warm
1.4 -  1.6
Friendly
1.7 – 2.0
Peaceful
2.1 – 2.4
Receptive
2.5 – 2.8
Familiar
2.9 – 3.2
Neutral
3.3 – 3.6
Indifferent
3.7 – 4.0
Tolerant
4.1 – 4.4
Cautious
4.5 – 4.8
Guarded
4.9 – 5.2
Suspicious
5.3 – 5.6
Resentful
5.7 – 6.0
Enmity
6.1 – 6.4
Hostile
6.5 – 6.7
Hatred
Noble Power
ii.  Noble Power. Nobles are capable of carrying out the political orders.  By rank
from most powerful to least powerful and the associated gold cost of using the Noble
these are:
Rank
% of King’s Influence 
Gold Cost
Prince
80
6000
Duke
70
5000
Count
60
4000
Baron
50
3000
Provincial Governor   30
2000
Ambassador
20
1000
Noble Power is a simple calculation.  It is the product of the King’s Influence x the % of
Influence the noble carries which is determined by his rank.    So if the player’s King has
an influence of 120, which is the typical starting influence in Fall of Rome, a Baron
of that king would have a Noble Power of 120 x 50% = 60.  A Provincial
Governor of that King would have a Noble Power of 120 x 30% = 36.  A random
luck factor adds or subtracts up to 10% of the Noble Power.  This die roll is made
just prior to resolving an order depending on Noble Power: Maintain Status Quo,
Stir Unrest, Incite Rebellion, or Usurp Control.  So the Provincial Governor mentioned
above would have an effective Power of somewhere between 32.4 and 39.6.  No other
factors affect Noble Power in Fall of Rome.
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