New Units
| Topic | Army | Fleet | Civilization |
| Creation |
Fort. Endeavor; 2g, no extra |
Fort. Endeavor; 4g, no extra |
Rule Endeavor; 4g, no extra |
| Maintenance |
1g at end of round | 1g at end of round | free |
| Movement |
Move before event draw. Player movement points = Combat stature. By sea if Seafaring, up to 3 zones, 1g per zone |
never move |
never move |
| Use |
Each 1 adds +1 for/against Conquest or Pillage from/at its base.
1 can be burned in exchange for -1 social state loss in Conquest or Pillage.
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Converts its area to Seafaring.
Extends sea range by 1.
Base may not be attacked by sea unless attacker has at least as many fleets.
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Cathedral: +1 for Ruling, +1 for Conversion
Commerce: +1g for Taxation
University: +1 Ruling results become +2 instead
Palace: May rule all areas with palaces in one endeavor, gold spent per area
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| Also |
Lost if its area is lost. | Lost if its area is lost. |
One type per area.
If conquered, palaces destroyed; commerce & university captured; cathedral/mosque captured if same religion.
If area becomes independent, all but palace preserved.
Pillager can burn 1 in exchange for -1 social state change. Pillager receives 1g.
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