Orders due Thursday, January 28th
Background:
The year is 1614, PoD 1492. The last hundred years has seen the Age of Exploration unveil a New World rich to be colonized by those capable. The Catholic Church has weathered the Reformation, while the Holy Roman Empire has been eaten away from the inside, and out. To Europes east looms its greatest threat since the Battle of Tours or the Mongol Horde. The riches of the Far East remain untapped but merchants have begun to open the door to an empire spanning more land and richer than any on earth. To the princes and sheiks all the world's a stage.
All The Worlds A Stage is an adaptation of a game of Europa Universalis III played as the Ottoman Empire beginning in 1492 and running to 1614. For a more in-depth look at the worlds history see the extensive background post past the rules, nations, and maps.
Rules:
Economy:
Your economic strength is abstracted as Economic Points (ep) which you spend on various things. EP can not be banked.
Manpower:
Every year there is a pool of the population capable of joining military and state service. The size of this pool is reflected by your manpower. Like ep, manpower can not be banked.
Army:
Modernized nations may construct the following:
Infantry Regiment: Modern pike and shot infantry. 1 ep and 1 manpower for 1 regiment
Cavalry Regiment: Heavy Lancers and Light Cuirass. 2 ep and 1 manpower for 1 regiment
Artillery Regiment: Powerful bombards and lighter Culverins. 3 ep and 1 manpower for 1 regiment
In addition, you may purchase mercenary equivalents which cost only ep equal to the normal ep.
Non-Modern nations may construct the following:
Native Infantry Regiment: Armed with local weapons such as bows, swords, etc. 1ep and 1 manpower for 1 regiment.
Native Musket Regiment: A large portion are armed with low quality firearms. 1ep and 1 manpower for 1 regiment.
Native Cavalry Regiment: Local cavalry forces. 2ep and 1manpower for 1 regiment.
Native Artillery Regiment: Poor quality cannons. 3ep and 1 manpower for 1 regiment.
It should be noted that native regiments are not all too inferior to modern regiments at the start of the NES, and should be adept at protecting themselves.
Upgrading from a native infantry regiment to native musket regiment and/or native regiment to normal regiments cost 1ep per 2 regiments.
Navy:
Note: For every regiment you wish to transport across the sea, it must be carried by a transport ship.
Galley: Non-Oceangoing transport. ~10 cannons. 1ep for 2
Cog: Oceangoing transport. ~10 cannons. 1ep for 1
Flyte: Modern. Oceangoing transport. ~12 cannons. 1ep for 1
Barque: Modern. Oceangoing light ship. ~15 cannons. 1ep for 1
Junk: Oceangoing light ship (Available only to Chinese tech group). ~15 cannons. 1ep for 1
Carrack: Modern. Oceangoing Capital ship. ~40 cannons. 2ep for 1
Galleon: Modern. Oceangoing Capital ship. ~60 cannons. 3ep for 1
In addition, you may purchase privateer equivalents which cost only 1/2 ep equal to the normal ep. The use of privateers does not necessarily equal a declaration of war. Privateers are of lower quality than normal ships.
Technology:
Technology is divided into 4 realms: Army, Navy, Commerce, and Great Ideas. There are two tech trees, one hidden and one known. Basically you cant know what the next technology in the tree is going to be, but youll see ones available due to previous research. Unknown technologies cost 40ep to research, while known techs cost 30ep to research, minus an additional 5 every time someone else researches it. So after seven nations research a tech (including the initial discovery) the technology becomes general knowledge for all modernized nations. If multiple nations research the same tech in the same turn, it will cost the listed price for the turn for everyone. There is no tech sharing.
Army: These are, of course, technologies for improving your army, including small arms, doctrines, artillery, and cavalry.
Navy: These are technologies for improving your fleet, including new ship designs, doctrines, as well as other aids for naval transportation and development.
Commerce: These are technologies relating to possible commercial inventions and practices to improve your economy.
Great Ideas: These are technologies relating to art, philosophy, mathematics, etc. The greatest minds still require funding for their work.
Tech Groups and Modernization:
In addition, the world has been split into seven tech groups: Latin, Eastern, Muslim, Indian, Chinese, African, and New World. Only Latin and Eastern start the NES with fully modernized societies capable of researching modern techs off the bat. Once five nations of a tech group learn one of these techs, it becomes known to the entire tech group. Modernized all non-Latin tech groups must spend an additional 25% on research. Once modernized you have the option to westernize, that is join the Latin tech group, but this automatically brings your stability to -3 and risks massive revolts. In order to modernize you must research all of the following techs, each cost 30ep:
Modern Weaponry: Arquebus, early muskets, and cannons. Allows production of Native Musket Regiment and Native Artillery Regiment.
-Known: Muslim, Indian, Chinese
- In Progress: Mali (15/30), Mutapa(12/30), Segu (9/30), Sokoto (15/30), Swahili (3/30), Cherokee (8/30), Creek (8/30), Inca (21/30), Huron (12/30), Shawnee (6/30), Ethiopia(2/30), Songhai (3/30)
Modern Army Strategy and Tactics: Pike and Shot backed by cavalry and cannonry. Allows production of normal infantry, cavalry, and artillery regiments. (Requires Modern Weaponry)
-Known: Algiers, Morocco, Oman, Khorasan, Ming
-In Progress: Iraq (14/30), Orissa (24/30), Rajputana(18/30)
Modern Naval Ships: Bigger and better ships able to sail the high seas. Allows production of Flytes, Barques, Carracks and Galleons (Requires Modern Weaponry)
-Known: Morocco, Oman, Khorasan, Ayutthaya
-In Progress: Algiers(17/30), Japan (1/30)
Modern Commercial Practices: Creates financial institutions such as banks as well as other inventions.
-Known: Khorasan, Morocco, Oman
-In Progress: Vijayangar (11/30)
Modern Ideas: Incorporates modern philosophies and culture into your society.
-In Progress: Morocco (24/30), Oman(5/30) , Khorasan (15/30)
Modernization: Once all five technologies are known to you, you may modernize your nation. Doing so costs 2ep per widely known technology known by the modern world.
Stability:
You have a stability rating ranging from -3 to 3. This rating is an abstract number representing how, well, stable you are politically. A negative number represents a larger chance of rebellion and lack of trust in your rule. A positive number represents a decreased chance of rebellion and increased economic activity that occurs with a stable environment. Please note it is entirely possible to receive a rebellion at stability rank 3, or receive no rebellion at stability rank -3, but such events will probably occur concurrently with stability changes. Stability changes with events, policies, or an entire turns income.
Colonies:
The age of exploration is mostly over. While certain areas of the world still remain unknown, focus has shifted to colonization. Currently colonization has been reserved for a select few nations, but it has allowed them to expand their economy beyond local means, producing wealth and power. Colonies follow slightly special rules. Established colonies are listed under stats, which supply the mother country with EP and maybe manpower. The smaller dots on the map are large colonial settlements which cant compare to old world cities but are relatively large. You may integrate or decentralize any of your colonies at any time in any way you wish as long as it makes geographical sense (dont lump Singapore with Manhattan).
To create a new colony, or expand a current colony, you need to spend 5ep to lay claim to a white province. This represents planting a proverbial flag, and building some trading posts and forts. New colonies rarely provide income at first, but will begin to do so as time goes on and settlers arrive and/or natives tamed. If multiple nations attempt to colonize the same province, n
Only modernized nations may colonize overseas. Non-modernized nations may colonize over land only.
You may construct Colonial Regiments to aid in defending your colonies from natives and outside powers. They are weaker than standing armies, but are more cost-effective than shipping regulars around the world. Raising colonial regiments utilizes local colonial manpower only. If there is a lack of colonists to provide manpower you have two options. One is to raise native colonial regiments to help fight invading powers, or other natives, but the savages may prove untrustworthy in the long run. Another is to raise metropole colonial regiments, normal infantry regiments raised at home then shipped abroad. These are more expensive but utilize manpower from the home country and are better armed and trained. They must be shipped overseas, so there is a chance of interception. In addition Metropole Regiments may be created by shipping a normal regiment overseas) or reclaimed as Infantry Regiments if shipped back home (paying the colonial cost, see below).
Colonial regiments can only be used in colonial war.
Colonial Regiment: Local colonists given arms and training. 1ep and 1 manpower for 1 regiment.
Native Regiment: Local natives given arms and training. 1ep for 1 regiments.
Metropole Regiment: Forces from the homeland. 2ep and 1 manpower for 1 regiment.
Colonial Wars:
Colonial wars are a little different from normal wars as they normally take place far overseas in colonies. It is expensive to send normal armies to go fight in these areas. To represent this, shipping a normal regiment to or from a colony takes not only a transport ship, but 1ep to accomplish. It should be expected colonial wars are fought with navies and local colonial regiments, with little to no home-country intervention. In addition, it is possible to have a colonial war without expanding the war to the homelands as long as only colonial forces are used.
Rebellion
Rebellions that occur will be categorized under your own stats and will be of five types:
Peasant: Peasant revolts are common and frequent and occur for various reasons and are unlikely to last more than a couple months. However a strong revolt or one occurring while you are weak may stick long enough to deal with. Peasant revolts are generally weakly led, weakly financed, and weak militarily.
Noble: Noble revolts are less common and occur when the nobles feel the loss of personal power or their own attempt to garner more from a weak government. Noble revolts are strongly led, weakly financed, and strong militarily.
Religious: Religious revolts are usually peasant revolts, but include a larger number of nobles and are importantly led by religious figures. These revolts will most likely occur in provinces with different religions that the state religion and as such spark further religious strife. Religious revolts are strongly led, weakly financed, and weak militarily.
Nationalist: Nationalist revolts demand independence, autonomy, or reunification with a mother country. These are particularly dangerous as they are usually of better quality than other revolts. Nationalist revolts are strongly led, strongly financed, and strong militarily.
Pretender: These revolts are easily the most dangerous as it represents de facto civil war. Where nationalists pose a threat to their specific region, a pretender revolt seeks to overthrow the throne. Pretenders are strongly led, strongly financed, and strong militarily.
Negotiating away a rebellion will cause a loss in prestige, but it can be worth it.
War Tax
During war you are allowed to place a war tax, kind of like mobilization, which increases real EP by 50%. However this additional 50% can only be spent on the military. So a realm with 6 ep can now spend an additional 3 ep per turn on the military. This war tax, as you can assume, can only be activated during war time. There is a negative result of this tax however every turns it is on you have a large chance to lose a stability point.
Prestige
Prestige is a number from -10 to 10 and is an abstract representation of your countrys success. A country with high prestige can be seen as honorable, trendsetting, high culture, but most importantly powerful. Countries with positive prestige are taken more seriously by NPCs then those with negative. Prestige and stability can sometimes go hand in hand, and at times it can be unsure which causes the other. You may cash in your current prestige ranking, receiving an equal number of ep to spend, and lowering your prestige by one.
Religion
Religion still plays a crucial role in politics and everyday life. However what the people believe and how you want them to believe may be two different things. Everyone has a state religion that is the religion practiced and supported by the state. But obviously not everyone in your nation will follow your example. An internal region with a different religion as the state will be more rebellious and oppositional to central rule than areas with the same religion.
Holy Roman Empire:
The Holy Roman Empire is an aging institution left over from the Middle Ages. The HRE is meant to bind together the various feudal states of Germany and Italy into cohesive force, but since the Reformation and Polish Intrusions the power of the HRE has been on the decline. The Emperor has a sworn duty to protect any member state which is invaded, and in return gains special taxes and, on paper, some subservience. Between the Emperor and Princes are Elector-Princes who decide the new Emperor on event of his death. In addition to this power Elector-Princes remain free from certain Imperial taxations. Leaving the HRE brings a hit to prestige and stability.
Due to Polish, Ottoman, Russian, and French expansion many of the empires princes no longer have sovereign states to rule yet they and their lands remain part of the HRE. While the Emperor has no obligation to protect these princes, their rulers retain the right to speak in Imperial court via the princes and gain prestige.
Emperor: Milan
Electors: Alsace, Mainz, Palatinate*, Thurungia, Wurttemberg*, Savoy, Siena
* means the elector is a protestant state
Vassalage
Some nations may choose, or be forced to choose, to become vassals of other nations. In return for loss of sovereignty (inability to make alliances or royal marriages), and loss of some income to the lord, the vassal gets protection from its lord. Vassals are also expected to come to the aid of the lord if the lord is under attack. If a lord has multiple vassals the vassals are not expected to help each other, but the lord may force them to do so anyways.
Projects/Policies:
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesnt always require spending. This can be anything from civil rights to education spending. Sometimes this will require EP, and will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so dont go overboard.
Background:
The year is 1614, PoD 1492. The last hundred years has seen the Age of Exploration unveil a New World rich to be colonized by those capable. The Catholic Church has weathered the Reformation, while the Holy Roman Empire has been eaten away from the inside, and out. To Europes east looms its greatest threat since the Battle of Tours or the Mongol Horde. The riches of the Far East remain untapped but merchants have begun to open the door to an empire spanning more land and richer than any on earth. To the princes and sheiks all the world's a stage.
All The Worlds A Stage is an adaptation of a game of Europa Universalis III played as the Ottoman Empire beginning in 1492 and running to 1614. For a more in-depth look at the worlds history see the extensive background post past the rules, nations, and maps.
Rules:
Economy:
Your economic strength is abstracted as Economic Points (ep) which you spend on various things. EP can not be banked.
Manpower:
Every year there is a pool of the population capable of joining military and state service. The size of this pool is reflected by your manpower. Like ep, manpower can not be banked.
Army:
Modernized nations may construct the following:
Infantry Regiment: Modern pike and shot infantry. 1 ep and 1 manpower for 1 regiment
Cavalry Regiment: Heavy Lancers and Light Cuirass. 2 ep and 1 manpower for 1 regiment
Artillery Regiment: Powerful bombards and lighter Culverins. 3 ep and 1 manpower for 1 regiment
In addition, you may purchase mercenary equivalents which cost only ep equal to the normal ep.
Non-Modern nations may construct the following:
Native Infantry Regiment: Armed with local weapons such as bows, swords, etc. 1ep and 1 manpower for 1 regiment.
Native Musket Regiment: A large portion are armed with low quality firearms. 1ep and 1 manpower for 1 regiment.
Native Cavalry Regiment: Local cavalry forces. 2ep and 1manpower for 1 regiment.
Native Artillery Regiment: Poor quality cannons. 3ep and 1 manpower for 1 regiment.
It should be noted that native regiments are not all too inferior to modern regiments at the start of the NES, and should be adept at protecting themselves.
Upgrading from a native infantry regiment to native musket regiment and/or native regiment to normal regiments cost 1ep per 2 regiments.
Navy:
Note: For every regiment you wish to transport across the sea, it must be carried by a transport ship.
Galley: Non-Oceangoing transport. ~10 cannons. 1ep for 2
Cog: Oceangoing transport. ~10 cannons. 1ep for 1
Flyte: Modern. Oceangoing transport. ~12 cannons. 1ep for 1
Barque: Modern. Oceangoing light ship. ~15 cannons. 1ep for 1
Junk: Oceangoing light ship (Available only to Chinese tech group). ~15 cannons. 1ep for 1
Carrack: Modern. Oceangoing Capital ship. ~40 cannons. 2ep for 1
Galleon: Modern. Oceangoing Capital ship. ~60 cannons. 3ep for 1
In addition, you may purchase privateer equivalents which cost only 1/2 ep equal to the normal ep. The use of privateers does not necessarily equal a declaration of war. Privateers are of lower quality than normal ships.
Technology:
Technology is divided into 4 realms: Army, Navy, Commerce, and Great Ideas. There are two tech trees, one hidden and one known. Basically you cant know what the next technology in the tree is going to be, but youll see ones available due to previous research. Unknown technologies cost 40ep to research, while known techs cost 30ep to research, minus an additional 5 every time someone else researches it. So after seven nations research a tech (including the initial discovery) the technology becomes general knowledge for all modernized nations. If multiple nations research the same tech in the same turn, it will cost the listed price for the turn for everyone. There is no tech sharing.
Army: These are, of course, technologies for improving your army, including small arms, doctrines, artillery, and cavalry.
Navy: These are technologies for improving your fleet, including new ship designs, doctrines, as well as other aids for naval transportation and development.
Commerce: These are technologies relating to possible commercial inventions and practices to improve your economy.
Great Ideas: These are technologies relating to art, philosophy, mathematics, etc. The greatest minds still require funding for their work.
Tech Groups and Modernization:
In addition, the world has been split into seven tech groups: Latin, Eastern, Muslim, Indian, Chinese, African, and New World. Only Latin and Eastern start the NES with fully modernized societies capable of researching modern techs off the bat. Once five nations of a tech group learn one of these techs, it becomes known to the entire tech group. Modernized all non-Latin tech groups must spend an additional 25% on research. Once modernized you have the option to westernize, that is join the Latin tech group, but this automatically brings your stability to -3 and risks massive revolts. In order to modernize you must research all of the following techs, each cost 30ep:
Modern Weaponry: Arquebus, early muskets, and cannons. Allows production of Native Musket Regiment and Native Artillery Regiment.
-Known: Muslim, Indian, Chinese
- In Progress: Mali (15/30), Mutapa(12/30), Segu (9/30), Sokoto (15/30), Swahili (3/30), Cherokee (8/30), Creek (8/30), Inca (21/30), Huron (12/30), Shawnee (6/30), Ethiopia(2/30), Songhai (3/30)
Modern Army Strategy and Tactics: Pike and Shot backed by cavalry and cannonry. Allows production of normal infantry, cavalry, and artillery regiments. (Requires Modern Weaponry)
-Known: Algiers, Morocco, Oman, Khorasan, Ming
-In Progress: Iraq (14/30), Orissa (24/30), Rajputana(18/30)
Modern Naval Ships: Bigger and better ships able to sail the high seas. Allows production of Flytes, Barques, Carracks and Galleons (Requires Modern Weaponry)
-Known: Morocco, Oman, Khorasan, Ayutthaya
-In Progress: Algiers(17/30), Japan (1/30)
Modern Commercial Practices: Creates financial institutions such as banks as well as other inventions.
-Known: Khorasan, Morocco, Oman
-In Progress: Vijayangar (11/30)
Modern Ideas: Incorporates modern philosophies and culture into your society.
-In Progress: Morocco (24/30), Oman(5/30) , Khorasan (15/30)
Modernization: Once all five technologies are known to you, you may modernize your nation. Doing so costs 2ep per widely known technology known by the modern world.
Stability:
You have a stability rating ranging from -3 to 3. This rating is an abstract number representing how, well, stable you are politically. A negative number represents a larger chance of rebellion and lack of trust in your rule. A positive number represents a decreased chance of rebellion and increased economic activity that occurs with a stable environment. Please note it is entirely possible to receive a rebellion at stability rank 3, or receive no rebellion at stability rank -3, but such events will probably occur concurrently with stability changes. Stability changes with events, policies, or an entire turns income.
Colonies:
The age of exploration is mostly over. While certain areas of the world still remain unknown, focus has shifted to colonization. Currently colonization has been reserved for a select few nations, but it has allowed them to expand their economy beyond local means, producing wealth and power. Colonies follow slightly special rules. Established colonies are listed under stats, which supply the mother country with EP and maybe manpower. The smaller dots on the map are large colonial settlements which cant compare to old world cities but are relatively large. You may integrate or decentralize any of your colonies at any time in any way you wish as long as it makes geographical sense (dont lump Singapore with Manhattan).
To create a new colony, or expand a current colony, you need to spend 5ep to lay claim to a white province. This represents planting a proverbial flag, and building some trading posts and forts. New colonies rarely provide income at first, but will begin to do so as time goes on and settlers arrive and/or natives tamed. If multiple nations attempt to colonize the same province, n
Only modernized nations may colonize overseas. Non-modernized nations may colonize over land only.
You may construct Colonial Regiments to aid in defending your colonies from natives and outside powers. They are weaker than standing armies, but are more cost-effective than shipping regulars around the world. Raising colonial regiments utilizes local colonial manpower only. If there is a lack of colonists to provide manpower you have two options. One is to raise native colonial regiments to help fight invading powers, or other natives, but the savages may prove untrustworthy in the long run. Another is to raise metropole colonial regiments, normal infantry regiments raised at home then shipped abroad. These are more expensive but utilize manpower from the home country and are better armed and trained. They must be shipped overseas, so there is a chance of interception. In addition Metropole Regiments may be created by shipping a normal regiment overseas) or reclaimed as Infantry Regiments if shipped back home (paying the colonial cost, see below).
Colonial regiments can only be used in colonial war.
Colonial Regiment: Local colonists given arms and training. 1ep and 1 manpower for 1 regiment.
Native Regiment: Local natives given arms and training. 1ep for 1 regiments.
Metropole Regiment: Forces from the homeland. 2ep and 1 manpower for 1 regiment.
Colonial Wars:
Colonial wars are a little different from normal wars as they normally take place far overseas in colonies. It is expensive to send normal armies to go fight in these areas. To represent this, shipping a normal regiment to or from a colony takes not only a transport ship, but 1ep to accomplish. It should be expected colonial wars are fought with navies and local colonial regiments, with little to no home-country intervention. In addition, it is possible to have a colonial war without expanding the war to the homelands as long as only colonial forces are used.
Rebellion
Rebellions that occur will be categorized under your own stats and will be of five types:
Peasant: Peasant revolts are common and frequent and occur for various reasons and are unlikely to last more than a couple months. However a strong revolt or one occurring while you are weak may stick long enough to deal with. Peasant revolts are generally weakly led, weakly financed, and weak militarily.
Noble: Noble revolts are less common and occur when the nobles feel the loss of personal power or their own attempt to garner more from a weak government. Noble revolts are strongly led, weakly financed, and strong militarily.
Religious: Religious revolts are usually peasant revolts, but include a larger number of nobles and are importantly led by religious figures. These revolts will most likely occur in provinces with different religions that the state religion and as such spark further religious strife. Religious revolts are strongly led, weakly financed, and weak militarily.
Nationalist: Nationalist revolts demand independence, autonomy, or reunification with a mother country. These are particularly dangerous as they are usually of better quality than other revolts. Nationalist revolts are strongly led, strongly financed, and strong militarily.
Pretender: These revolts are easily the most dangerous as it represents de facto civil war. Where nationalists pose a threat to their specific region, a pretender revolt seeks to overthrow the throne. Pretenders are strongly led, strongly financed, and strong militarily.
Negotiating away a rebellion will cause a loss in prestige, but it can be worth it.
War Tax
During war you are allowed to place a war tax, kind of like mobilization, which increases real EP by 50%. However this additional 50% can only be spent on the military. So a realm with 6 ep can now spend an additional 3 ep per turn on the military. This war tax, as you can assume, can only be activated during war time. There is a negative result of this tax however every turns it is on you have a large chance to lose a stability point.
Prestige
Prestige is a number from -10 to 10 and is an abstract representation of your countrys success. A country with high prestige can be seen as honorable, trendsetting, high culture, but most importantly powerful. Countries with positive prestige are taken more seriously by NPCs then those with negative. Prestige and stability can sometimes go hand in hand, and at times it can be unsure which causes the other. You may cash in your current prestige ranking, receiving an equal number of ep to spend, and lowering your prestige by one.
Religion
Religion still plays a crucial role in politics and everyday life. However what the people believe and how you want them to believe may be two different things. Everyone has a state religion that is the religion practiced and supported by the state. But obviously not everyone in your nation will follow your example. An internal region with a different religion as the state will be more rebellious and oppositional to central rule than areas with the same religion.
Holy Roman Empire:
The Holy Roman Empire is an aging institution left over from the Middle Ages. The HRE is meant to bind together the various feudal states of Germany and Italy into cohesive force, but since the Reformation and Polish Intrusions the power of the HRE has been on the decline. The Emperor has a sworn duty to protect any member state which is invaded, and in return gains special taxes and, on paper, some subservience. Between the Emperor and Princes are Elector-Princes who decide the new Emperor on event of his death. In addition to this power Elector-Princes remain free from certain Imperial taxations. Leaving the HRE brings a hit to prestige and stability.
Due to Polish, Ottoman, Russian, and French expansion many of the empires princes no longer have sovereign states to rule yet they and their lands remain part of the HRE. While the Emperor has no obligation to protect these princes, their rulers retain the right to speak in Imperial court via the princes and gain prestige.
Emperor: Milan
Electors: Alsace, Mainz, Palatinate*, Thurungia, Wurttemberg*, Savoy, Siena
* means the elector is a protestant state
Vassalage
Some nations may choose, or be forced to choose, to become vassals of other nations. In return for loss of sovereignty (inability to make alliances or royal marriages), and loss of some income to the lord, the vassal gets protection from its lord. Vassals are also expected to come to the aid of the lord if the lord is under attack. If a lord has multiple vassals the vassals are not expected to help each other, but the lord may force them to do so anyways.
Projects/Policies:
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesnt always require spending. This can be anything from civil rights to education spending. Sometimes this will require EP, and will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so dont go overboard.