Dependencies:
There are two main kinds of dependencies that can be created or negotiated. A PC can negotiate any of these with an NPC or another PC. NPCes may also enter into these kinds of relationships with each other. Economy is different for dependencies than for independent sates, for info see Economy. The different kinds of dependencies are:
Colony: The nation to which a colony is dependent receives all of the colony's eco points from special cities. Colonies are under your direct control for military and economic matters, but other matters of domestic policy are under the control of the colonial government. Colonists tend to have little to no loyalty to their home country and are much more likely to rebel, but due to little native infrastructure are not likely to succeed. Colonial militias are at the home countrys control, but remain small and inefficient, in the event of a rebellion they revert to the control of the rebel government in an amount determined by the mod based on numerous factors.
Protectorate: The proceeds of all special cities are deducted from the protectorate and given to the parent country. The protectorates military is under the command of the home country, but in the event of a rebellion the forces will revert to the rebel governments control, and normally in higher numbers than colonial militias. A protectorate maintains much of the its independent infrastructure making rebellions more successful. However, since protectorates maintain home rule they are less likely to rebel. Protectorates also have a different, slimmer, template which is as follows:
Nation Name
Capital:
Ruler/Player:
Government:
Religion:
Economy:
Infantry (Training):
Cavalry (Training):
Navy (Training):
Mercenaries (Training)(Duration of Employment):
Culture:
Projects: None
Nation Background: