Character Orders

Characters are given orders to do much of anything in the game. Character orders are the means by which players direct their estates, starships or armies; handle diplomacy, organize and take part in events or manage their household.

Restrictions
Most orders have some restriction based on Titles held by Characters to be issued as well as where they are located. These fall into the following categories:


 * Baron: can issue orders affecting the whole Household.
 * Chancellor: can set tax rates for the House.
 * Lord: can give orders to make domain appointments, construct buildings or purchase land.
 * Steward: can do much of what a Lord can do easing the burden on the Lord. Plus a Steward alone can manage the workshop production queue.
 * Tribune: do not have any specific orders but without them, estates do not recruit workers or troops.
 * Deacon: can make tithes at a chapel.
 * Legate: can issue orders to Armies.
 * Captain: can issue orders to Starships.
 * Earl: can make improvements to the infrastructure and demand tributes from Lords of a region.
 * Duke: can build World Projects and demand tributes from Earls of a world.
 * Emperors can issue laws.
 * Bishop: can set the regional Church budget.
 * Archbishop: can build Faith Projects.
 * Pontiff: can issue edicts.
 * Emissary: can issue diplomatic and espionage orders.
 * Any: These types of orders are available to all characters

Parameters
Most orders require parameters to be given to define how they are done by the characters to whom they are issued. Each parameter accepts one of the following types of data:


 * Text: Simple plain text, e.g. Name of something
 * Number: A number, e.g. How many of something
 * Boolean: Either true/yes or false/no
 * Item: A specific item, e.g. Metals
 * Worker Type: A class of worker, e.g. Slaves
 * Building Type: A type of building, e.g. Mine
 * Starship Configuration: A type of starship, e.g. Gun Runner
 * Skill: A specific skill, e.g. Apothecary
 * Noble House: A specific Noble House - sometimes this includes ancient houses.
 * Own Character: One of your own house's characters
 * Character (of House): One of a filtered selection of characters from the specified Noble House. There are variations of this that restrict it to brides or single characters etc.
 * World: A specific world
 * Region (of World): One of the regions of the specified world
 * Own Estate: One of your own estates
 * Own Army: One of your own armies
 * Unit (of Army): One of the units of your specified army
 * Own Starship: One of your own starships
 * Estate (of Region): One of the estates in the specified region and world
 * Scanned Ship: One of the ships scanned by own of your ships
 * Project: One of the world or faith projects, e.g. Faith in Shadow
 * Law: One of the laws or edicts available, e.g. Edict of Emancipation
 * Personal Combat: One of the available personal combat types, e.g. Swords
 * Information Type: What information an Emissary tries to obtain about an estate (see Espionage )

The specific parameters required are detailed in the order descriptions below. When giving orders only parameters relevant to the order are shown.

Special Instructions
Any order may be given one of the following special instructions that affect how it is handled during processing:


 * Normal: The default behaviour is to process the issued order and then discard it whether it succeeds or fails.
 * Stop: A stop order is attempted and if it fails holds up all following orders in the character's queue. It will be tried again the next chronum and every chronum thereafter until it is removed from the list by the player or it succeeds. Special case: Buy or sell orders with stop instructions will buy or sell as much as they can and hold the order until the entire quantity has been bought / sold.
 * Repeat: This order is added back to the end of the character's order queue after it is processed, whether it is successful or not. However, if the order is no longer valid for that character (e.g. a starship order for a character no longer onboard a starship), it is not added to the queue of orders.
 * Standing: This order will remain in the queue after being processed, regardless of success or failure, and will be attempted again each chronum.
 * Waiting: The character will wait for a signal from another character before doing this order and will do no further orders in its queue until it is done whether successfully or not.
 * Signalling: This order will issue a signal after it is done successfully (only) to all other characters in the game. Those with waiting orders for the signal given will have their order cleared of the waiting order to be processed at the next available opportunity.

Using special instructions and the order queue allows characters to coordinate and run without constant oversight, Some care should be taken and the news log monitored for failure messages.

Processing
Each character has a queue of orders that will be processed sequentially during a day for as long as it has action points to do the order. If a character doesn't have action points to do the first order on its list it will have no further orders processed that chronum.

The order processor runs throughout the day at regular intervals looking at the order queues of characters with sufficient action points to attempt the first order in their order queue. It shuffles the list of characters randomly and begins processing them one by one until it reaches the end.

Players can see the pending orders associated with any of their characters, When an order is done successfully either the position or the character it relates to will have some news item added to its news log. If an order fails for some reason, a news item will be added to the character's news log.

Board Starship (Any)

 * Parameters: (Own Starship)
 * Action Points: 2
 * Restrictions: Must be at same estate or in orbit of the same world, must have bridge
 * Success: Character embarks on starship
 * Failure: No change

Disembark (Captain, Lieutenant)

 * Parameters: None
 * Action Points: 2
 * Restrictions: Must be onboard a ship, must be docked at an estate
 * Success: Disembark to estate
 * Failure: No change

Command Starship (Any)

 * Parameters: None
 * Action Points: 0
 * Restrictions: Must be onboard a starship, starship must not have a captain onboard.
 * Success: Character takes command of the starship and becomes the Captain.
 * Failure: No change

Lead Army (Any)

 * Parameters: (Army)
 * Action Points: 1
 * Restrictions: Must be at same estate, army must not have a legate
 * Success: Become legate of army
 * Failure: No change

Lead Unit (Knight)

 * Parameters: (Army) (Unit)
 * Action Points: 1
 * Restrictions: Must be at same estate as army
 * Success: Join unit as its commanding knight
 * Failure: No change

Leave Army (Legate, Knight)

 * Parameters: None
 * Action Points: 1
 * Restrictions: Must be legate, knight or squire with an army, must be docked at an estate
 * Success: Leave army at estate
 * Failure: No change

Teach Skill (Any)

 * Parameters: (Own Character) (Skill)
 * Action Points: 4
 * Restrictions: Must have skill at rank Expert or higher, own character must be major character, own character must not have skill, both characters must be at same location
 * Success: The target character learns Neophyte rank of the skill
 * Failure: No change

Train Skill (Any)

 * Parameters: (Skill)
 * Action Points: 1
 * Restrictions: Must be in appropriate role to train the skill
 * Success: Begins training of the skill
 * Failure: No change

Heal (Any)

 * Parameters: (Own Character)
 * Action Points: 4
 * Restrictions: Must have Medicine skill, must be at same estate, other character must be injured/wounded/ill
 * Success: Removes one of the injured/wounded/ill traits
 * Failure: Chance of killing other character

Claim Title (Baron)

 * Parameters: (World) (Region)
 * Action Points: 1
 * Restrictions: See Titles
 * Success: Become Earl or Duke, possibly become Viscount or Grand Duke
 * Failure: No change

Give Away Lordship (Lord)

 * Parameters: (Own Estate) (Own Character)
 * Action Points: 1
 * Restrictions: Cannot be last estate of the Baron
 * Success: Other character becomes Lord of Estate
 * Failure: No change

Appoint Steward (Lord)

 * Parameters: (Own Estate) (Own Character)
 * Action Points: 1
 * Restrictions: None
 * Success: Own character becomes Steward of Estate, only 1 domain title can be held at a time.
 * Failure: No change

Appoint Tribune (Lord)

 * Parameters: (Own Estate) (Own Character)
 * Action Points: 1
 * Restrictions: None
 * Success: Own character becomes Tribune of Estate, only 1 domain title can be held at a time.
 * Failure: No change

Join Clergy (Any)

 * Parameters: None
 * Action Points: 1
 * Restrictions: Must be eligible to join the clergy, cannot be Baron, must be at an estate with a chapel
 * Success: Lose all other titles, gain Acolyte title
 * Failure: No change

Quit Appointment (Any)

 * Parameters: None
 * Action Points: 4
 * Restrictions: None
 * Success: Character relinquishes any domain titles..
 * Failure: No change

Retire (Any)

 * Parameters: None
 * Action Points: 4
 * Restrictions: None
 * Success: Character retires from house, joining another house or expiring if no suitable house in region / world.
 * Failure: No change

Hold Tournament (Lord)

 * Parameters: (Prize - Number) (Chronums - Number)
 * Action Points: 1
 * Restrictions: Prize will be reduced to available to noble house, .Chronums must be positive
 * Success: New tournament at the specified chronums away from the current date will be held at the estate.
 * Failure: No change

Hold Festival (Lord)

 * Parameters: (Chronums - Number)
 * Action Points: 1
 * Restrictions: Chronums must be positive
 * Success: New festival at the specified chronums away from the current date will be held at the estate.
 * Failure: No change

Join Tournament (Any)

 * Parameters: None
 * Action Points: 1
 * Restrictions: Must be at an estate hosting a tournament
 * Success: Joins participants of tournament - no effect if character is not at estate when tournament held
 * Failure: No change

Travel to Estate (Any)

 * Parameters: (Estate)
 * Action Points: 4
 * Restrictions: Estates limited to those on same world as the character
 * Success: Moved to specified estate, becomes Emissary if moving to a foreign estate.
 * Failure: No change

Propose Marriage (Unmarried Male)

 * Parameters: (Noble House) (Character) (Dowry - Number)
 * Action Points: 2
 * Restrictions: Both characters must be single, house honour or piety cannot be below zero
 * Success: A proposal is made to the other character for marriage. Automatically accepted and married if noble house is ancient.
 * Failure: No change

Accept Proposal (Any / Baron)

 * Parameters: (Noble House) (Character) (Own Character - Optional)
 * Action Points: 1
 * Restrictions: Must have a marriage proposal from the other character. A Baron may accept a proposal on behalf of any character in their house (including novices).
 * Success: Become betrothed, collect dowry
 * Failure: No change

Break Betrothal (Any)

 * Parameters: None
 * Action Points: 1
 * Restrictions: Must be betrothed
 * Success: The engagement (and any planned weddings) is cancelled. Your house will lose piety and honour equal to 1/10th of the betrothed's house
 * Failure: No change

Host Wedding (Lord)

 * Parameters: (Own Character) (Chronums - Number)
 * Action Points: 4
 * Restrictions: See Weddings (Own Character must be bride)
 * Success: See Weddings
 * Failure: See Weddings

Invite to Wedding (Lord, Steward)

 * Parameters: (Own Character) (Noble House) (Character)
 * Action Points: 0
 * Restrictions: Own Character must be bride of a wedding, character is optional and if not provided will result in all adult characters of the chosen house being invited
 * Success: See Weddings
 * Failure: See Weddings

Add Wedding Items (Lord, Steward)

 * Parameters: (Own Character) (Item) (Quantity - Number)
 * Action Points: 0
 * Restrictions: Own Character must be bride of a wedding
 * Success: See Weddings
 * Failure: See Weddings

Take Off (Captain)

 * Parameters: None
 * Action Points: 1
 * Restrictions: Must be docked, must be capable of lift off
 * Success: Moved to orbit of the current world
 * Failure: No change

Dock (Captain)

 * Parameters: (World) (Region) (Estate)
 * Action Points: 1
 * Restrictions: Must be in orbit of world, must be capable of docking at the given estate
 * Success: Docked at the given estate
 * Failure: No change

Move to World (Captain)

 * Parameters: (World)
 * Action Points: Variable
 * Restrictions: Must be capable of interplanetary movement
 * Success: Moved to orbit of specified world
 * Failure: No change

Load Cargo (Captain)

 * Parameters: (World) (Region) (Estate) (Item) (Number)
 * Action Points: 1
 * Restrictions: Must be docked or capable of orbital trade, estate must have items, must be own estate or have authorization for the items, must have appropriate space on ship
 * Success: Items loaded into cargo, removed from estate
 * Failure: Quantity reduced to match what can be loaded

Unload Cargo (Captain)

 * Parameters: (World) (Region) (Estate) (Item) (Number)
 * Action Points: 1
 * Restrictions: Must be docked or capable of orbital trade, must be own estate or captain's house must have delivery rights, if item is specified must have items in cargo, if item not specified, quantity is ignored and everything but troops will be unloaded to the estate
 * Success: Items added to estate inventory, removed from cargo
 * Failure: No change

Load Workers (Captain)

 * Parameters: (Worker Type) (Number)
 * Action Points: 1
 * Restrictions: Must be docked at own estate, estate must have population of that type and quantity, must have space on ship
 * Success: Items representing workers added to cargo, removed from estate population
 * Failure: No change

Unload Workers (Captain)

 * Parameters: (Worker Type) (Number)
 * Action Points: 1
 * Restrictions: Must be docked at own estate, must have items representing workers of that type and quantity
 * Success: Workers added to estate population, items removed from cargo
 * Failure: No change

Scan Orbit (Captain)

 * Parameters: None
 * Action Points: 1
 * Restrictions: Must have some sensors installed, must be in orbit of a world
 * Success: Any scanned ships (or debris) are added to the scanned ship list
 * Failure: No change

Salvage (Captain)

 * Parameters: (Scanned Ship)
 * Action Points: 2
 * Restrictions: Must be in same orbit of scanned ship, scanned ship must be debris, must have cargo space for items
 * Success: Random items from debris are loaded into cargo until no more space or no more items
 * Failure: No change

Attack House Ship (Captain)

 * Parameters: (Noble House) (Hull Type) (Min Hull Size) (Max Hull Size) (Min Damage) (Max Damage)
 * Action Points: 4
 * Restrictions: Must be at war with Noble House, Must be in orbit of a world, will only attack ships scanned in same location belonging to the specified house. Hull Type, Min and Max Hull Size, Min and Max Damage are optional.
 * Success: A space battle will occur with the a random scanned ship that meets the criteria. See Space Combat.
 * Failure: No battle occurs

Attack Ship (Captain)

 * Parameters: (Scanned Ship)
 * Action Points: 4
 * Restrictions: Must be in orbit of a world, scanned ship must be in same orbit, house must be at war with the owner of the scanned ship
 * Success: A space battle will occur with the scanned ship See Space Combat for more information.
 * Failure: No battle occurs

Capture Ship (Captain)

 * Parameters: (Scanned Ship)
 * Action Points: 2
 * Restrictions: Must be in orbit of a world, scanned ship must be in same orbit
 * Success: A boarding battle will occur, if the target ship does not belong to a house with which the captain's house is at war, they gain a cassus belli against the captain's house. Furthermore, if the Law of Property is in place all houses gain a cassus belli against the captain's house. See Boarding Ships for more information.
 * Failure: No boarding battle occurs.

Bombard Estate (Captain)

 * Parameters: (World) (Region) (Estate)
 * Action Points: 4
 * Restrictions: Must be at war with the Estate's noble house, must be in orbit of the world, must have weapons capable of bombardment installed
 * Success: A single bombardment battle will occur damaging the estate. See Orbital Bombardment for more information.
 * Failure: No change

Embark Army (Captain)

 * Parameters: (Own Army)
 * Action Points: 1
 * Restrictions: Must be in same location (orbit or estate) as the army, must have cargo space for whole army
 * Success: Army embarked on ship
 * Failure: No change

Disembark Army (Captain)

 * Parameters: (Own Army)
 * Action Points: 1
 * Restrictions: Army must be embarked on the ship
 * Success: Army is disembarked at current location
 * Failure: No change

Repair Hulls (Any)

 * Parameters: (Own Ship)
 * Action Points: 4
 * Restrictions: Ship must be at same location or character is onboard ship, ship must be docked or have nano-repair unit, estate or ship must have required resources to repair in inventory / cargo. 100 hull points are repaired per order plus 25 per Repair skill of the character doing the repairs.
 * Success: Hull points are restored to the ship. See Starship Repair.
 * Failure: No change

Scuttle (Captain)

 * Parameters: None
 * Action Points: 4
 * Restrictions: Must be in orbit.
 * Success: The captain orders the immediate destruction of the ship. The captain and crew move to their nearest estate and the ship suffers an integrity breakdown, turning all contents into a debris field.
 * Failure: No change

Refit (Captain)

 * Parameters: None
 * Action Points: 4
 * Restrictions: Must be docked at an estate, must be own estate.
 * Success: The ship will attempt to install all sections from its configuration not currently installed and available at the estate.
 * Failure: No change

Install Section (Captain)

 * Parameters: (Item) (Quantity)
 * Action Points: 1
 * Restrictions: Must be docked at an estate, must be own estate, must have appropriate slots left, item must be in estate inventory
 * Success: Ships section installed, item removed from estate inventory
 * Failure: No change

Uninstall Section (Captain)

 * Parameters: (Item) (Quantity)
 * Action Points: 1
 * Restrictions: Must be docked at an estate, must be own estate, must have ship section installed
 * Success: Ship section removed, item added to estate inventory
 * Failure: No change

Buy (Any)

 * Parameters: (Item) (Quantity - Number) (Max Price - Number)
 * Action Points: 1
 * Restrictions: Character must be either at one of their houses estates or one of their houses starships, Item must be on sale at current world of estate or starship, if starship quantity is reduced to max possible in cargo, quantity reduced to maximum afforded by house
 * Success: Buy as many items as can be fit in a ship or afforded up to the maximum price that will be paid per item
 * Failure: No change

Sell (Any)

 * Parameters: (Item) (Quantity - Number) (Price - Number)
 * Action Points: 1
 * Restrictions: Character must be either at one of their houses estates or one of their houses starships, Item must be in starship cargo or estate inventory
 * Success: Item removed from cargo / inventory and added to world market
 * Failure: No change

Cancel Sale (Any)

 * Parameters: (Item) (Price - Number)
 * Action Points: 1
 * Restrictions: Must be selling item at given price at current world, must have space in cargo if starship, quantity reduced by cargo space and item number actually listed
 * Success: Quantity of item returned to inventory / cargo
 * Failure: No change

Move to Region (Legate)

 * Parameters: (World) (Region)
 * Action Points: Ground 8, Air 6, Orbit 4
 * Restrictions: Must have some units, if in orbit must be able to perform orbital movement
 * Success: Moved to specified region, drop pods used up if applicable
 * Failure: No change

Move to Orbit (Legate)

 * Parameters: None
 * Action Points: 4
 * Restrictions: All units must be capable of orbital movement
 * Success: Move to orbit
 * Failure: No change

Move to Estate (Legate)

 * Parameters: (World) (Region) (Estate)
 * Action Points: Ground 8, Air 6, Orbit 4
 * Restrictions: Same as Move to Region
 * Success: Moved to the specified estate
 * Failure: No change

Attack Armies (Legate)

 * Parameters: (Noble House)
 * Action Points: 4
 * Restrictions: Must be at war with other house, will attack armies of that house at the same location only
 * Success: Ground battles occur until either this army or all armies of the enemy house are destroyed
 * Failure: No battle occurs

Assault Estate (Legate)

 * Parameters: None
 * Action Points: 4
 * Restrictions: Must be ab docked at an estate of a house with which the character's house is at war or an ancient house.
 * Success: Ground battle occurs - any armies belonging to the estate's house at the estate will be fought before the army attempts to capture the estate itself.
 * Failure: No battle occurs.

Form Army (Lord)

 * Parameters: (Name - Text)
 * Action Points: 2
 * Restrictions: None
 * Success: A new army is formed
 * Failure: No change

Create Unit (Legate)

 * Parameters: (Name - Text) (Item) (Number)
 * Action Points: 2
 * Restrictions: Must be docked at an estate, must be own estate or have authorisation for items, must have items in inventory
 * Success: New unit formed within army
 * Failure: No change

Load Unit (Legate)

 * Parameters: (Unit) (Item) (Number)
 * Action Points: 2
 * Restrictions: Must be docked at an estate, must be own estate, must have items in inventory, items must be compatible with the units composition. A maximum of 10,000 mass can be loaded at a time into a unit.
 * Success: Items added to unit
 * Failure: No change

Unload Unit (Legate)

 * Parameters: (Unit) (Item) (Number)
 * Action Points: 2
 * Restrictions: Must be docked at own estate, must have items in unit
 * Success: Items removed from unit and added to estate inventory
 * Failure: No change

Claim Land (Lord)

 * Parameters: (Quantity - Number)
 * Action Points: 2
 * Restrictions: Must be at own estate, quantity reduced to maximum afforded and unclaimed in region
 * Success: Land is added to the estate and funds deducted from the house
 * Failure: No change

Construct Building (Lord, Steward)

 * Parameters: (Building Type) (Levels - Number)
 * Action Points: 4
 * Restrictions: Must have building materials and land, cannot exceed max building level for type of building in that region, levels reduced to maximum level possible
 * Success: A new level of building type added to estate, raw materials removed from inventory
 * Failure: No change

Demolish Building (Lord, Steward)

 * Parameters: (Building Type) (Levels - Number)
 * Action Points: 4
 * Restrictions: Must have building of type, levels reduced to maximum level possible
 * Success: Building is demolished by the number of levels
 * Failure: No change

Sell Workers (Lord, Tribune )

 * Parameters: (Worker Type) (Quantity - Number) (Price - Number)
 * Action Points: 2
 * Restrictions: Quantity reduced to maximum available of that worker type.
 * Success: Removes the workers from the estate population and puts them on the world market.
 * Failure: No change

Collect Taxes (Lord)

 * Parameters: (Tax Level - Number)
 * Action Points: 4
 * Restrictions: None
 * Success: Collect taxes from population
 * Failure: No change

Set Tax Level (Chancellor)

 * Parameters: (Own Estate) (Tax Level - Number)
 * Actions Points: 4
 * Restrictions: None
 * Success: Tax level for automated tax collection set
 * Failure: No change

Set Wage Level (Chancellor)

 * Parameters: (Own Estate) (Slave Wages - Number) (Freemen Wages - Number) (Artisan Wages - Number)
 * Actions Points: 4
 * Restrictions: None
 * Success: Wage level set for workers at an estate
 * Failure: No change

Gather Resources (Lord)

 * Parameters: None
 * Action Points: 4
 * Restrictions: None
 * Success: Resources gathered
 * Failure: No change

Produce (Lord)

 * Parameters: (Item) (Quantity - Number)
 * Action Points: 4
 * Restrictions: Must have raw materials at estate, quantity reduced to number with sufficient raw materials, must have at least a level 1 workshop
 * Success: Item produced
 * Failure: No change

Add to Queue (Steward)

 * Parameters: (Item) (Quantity - Number)
 * Action Points: 2
 * Restrictions: Must have at least a level 1 workshop
 * Success: Items added to workshop production queu
 * Failure: No change

Alter Queue (Steward)

 * Parameters: (Position) (Quantity - Number)
 * Actions Points: 2
 * Restrictions: Must be something at position in production queue
 * Success: Item at given position set to quantity specified, note: if set to zero the item will be removed next chronum
 * Failure: No change

Clear Queue (Steward)

 * Parameters: None
 * Action Points: 4
 * Restrictions: None
 * Success: Production queue is cleared
 * Failure: No change

Build Starship (Lord, Steward)

 * Parameters: (Starship Configuration) (Name - Text)
 * Action Points: 1
 * Restrictions: Must have at least level 1 shipyards, must have any world projects required by starship type
 * Success: A new ship is added for assembling
 * Failure: No change

Assemble Hulls (Any)

 * Parameters: (Own Starship)
 * Action Points: 1 per 5 hulls (adjusted by skill)
 * Restrictions: Both starship and character must be docked at the same own estate with at least a level 1 shipyard, starship must need assembling, must have hulls in estate inventory
 * Success: Hulls assembled into the ship at the rate of the level of shipyard and shipwright skill until fully assembled or run out of hulls
 * Failure: No change

Pickup Authorisation (Lord, Steward)

 * Parameters: (Noble House) (Item) (Quantity - Number)
 * Action Points: 1
 * Restrictions: Must have item in estate inventory, quantity reduced to maximum available
 * Success: Authorization to other for item given
 * Failure: No change

Delivery Authorisation (Lord, Steward)

 * Parameters: (Noble House)
 * Action Points: 1
 * Restrictions: None
 * Success: Delivery authorization to other house
 * Failure: No change

Revoke Authorisation (Lord, Steward)

 * Parameters: (Noble House) (Item)
 * Action Points: 1
 * Restrictions: Must have an authorization to the specified house; item is optional but if provided pick up authorisations of the specified item at this estate will be removed, if not provided delivery authorisations will be revoked.
 * Success: Authorization revoked
 * Failure: No change

Deliver (Lord, Steward)

 * Parameters: (Starship) (Estate) (Item) (Quantity - Number) (Install - Boolean)
 * Action Points: 1
 * Restrictions: Either Starship (limited to own) or Estate (limited to those on world) must be selected. If Starship chosen, it must be either docked at the estate or in orbit of the world. Must have shuttle capacity remaining for mass of items unless the target starship is docked at the estate, must have items in inventory. If Estate chosen, must be delivering to own estate or have delivery authorisation. Quantity reduced to shuttle capacity. If "Install" selected, target must be a starship and have sufficient space for the section.
 * Success: Items moved to estate or starship
 * Failure: No change

Pickup (Lord, Steward)

 * Parameters: (Starship) (Estate) (Item) (Quantity - Number) (Uninstall - Boolean)
 * Action Points: 1
 * Restrictions: Either Starship (restricted to own) or Estate (restricted to those on the same world) must be chosen. Must have shuttle capacity remaining for mass of items unless the target starship is docked at the estate. If Estate chosen: must have items in inventory, must be picking up from own estate or have authorization to do so, quantity reduced to authorization and shuttle capacity. If choosing to uninstall, ship must have the item installed as a section.
 * Success: Items moved to estate or starship.
 * Failure: No change

Pay Tithes (Lord, Deacon)

 * Parameters: (Tithe - Number)
 * Action Points: 2
 * Restrictions: Must have a chapel at the current estate character is in, noble house must have funds, amount reduced to total wealth of noble house
 * Success: Tithe paid
 * Failure: No change

Imprison (Lord)

 * Parameters: (Character)
 * Action Points: 2
 * Restrictions: Character is restricted to those at the Lord's estate
 * Success: Character imprisoned, if character is of another house, the Lord's house loses 1/10th of the honour of the other house and grants them a cassus belli.
 * Failure: Character will try to escape and may die in the process

Execute Prisoner (Lord)

 * Parameters: (Noble House) (Character)
 * Action Points: 2
 * Restrictions: Character must be a prisoner at the Lord's estate
 * Success: Prisoner executed
 * Failure: No change

Pardon Prisoner (Lord)

 * Parameters: (Character)
 * Action Points: 2
 * Restrictions: Character must be a prisoner at the Lord's estate
 * Success: Prisoner pardoned and released. All ransom offers received for the prisoner will also be accepted at the same time.
 * Failure: No change

Ransom Prisoner (Baron)

 * Parameters: (Character) (Amount - Number)
 * Action Points: 2
 * Restrictions: Character restricted to members of own house that are prisoners, funds must be available for ransom.
 * Success: A ransom offer is made to the prisoner's captors, the ransom is moved to escrow.
 * Failure: No change
 * Special Case: To ransom a character held by an ancient house a single ransom of $5000 is required and will be automatically accepted.

Demand Justice (Any)

 * Parameters: (Noble House) (Character)
 * Action Points: 2
 * Restrictions: Must not have already accused other character
 * Success: An accusation is levelled at the other character
 * Failure: No change

Reject Accusation (Any)

 * Parameters: (Noble House) (Character)
 * Action Points: 2
 * Restrictions: Character must have have been accused by the other character
 * Success: See Justice
 * Failure: No change

Trial by Combat (Any)

 * Parameters: (Noble House) (Character) (Combat Type)
 * Action Points: 4
 * Restrictions: Character must have have been accused by the other character
 * Success: See Justice
 * Failure: No change

Trial by Church (Any)

 * Parameters: (Noble House) (Character)
 * Action Points: 2
 * Restrictions: Character must have have been accused by the other character, Edict of Forgiveness must be in place
 * Success: See Justice
 * Failure: No change

Trial by Court (Any)

 * Parameters: (Noble House) (Character)
 * Action Points: 2
 * Restrictions: Character must have have been accused by the other character, Law of Habeas Corpus must be in place
 * Success: See Justice
 * Failure: No change

Issue Judgement (Emperor / Pontiff)

 * Parameters: (Noble House) (Character)
 * Action Points: 2
 * Restrictions: Character must be involved in a trial by church or court as appropriate to the issuing character. All accusations of injustice that involve a court / church trial and this character will be ruled against the character.
 * Success: See Justice
 * Failure: No change

Appoint Chancellor (Baron)

 * Parameters: (Own Character)
 * Action Points: 1
 * Restrictions: Own character must at home estate
 * Success: Own character becomes House chancellor, only 1 domain title can be held at a time.
 * Failure: No change

Appoint Emissary (Baron)

 * Parameters: (Own Character)
 * Action Points: 1
 * Restrictions: Own character must be at a foreign estate
 * Success: Own character becomes emissary
 * Failure: No change

Note: A character becomes an emissary automatically when they move to a foreign estate. This order is only useful when the Emissary title has been removed for some reason.

Petition (Emissary)

 * Parameters: (Character) (Bribe - Number)
 * Action Points: 4
 * Restrictions: Characters limited to those at the same estate, bribe is optional, emissary's house must have the bribe available, may not petition a Baron / Baroness / Lord / Lady.
 * Success: See Emissaries
 * Failure: See Emissaries

Offer Apprentice (Emissary)
* Target: Lord / Baron - novice becomes Ward * Target: Lady / Baroness - novice becomes Lady-in-waiting * Target: Knight - novice becomes Squire * Target: Captain - novice becomes Ensign
 * Parameters: (Own Character) (Noble House) (Character)
 * Action Points: 4
 * Restrictions: Own Character must be novice must not be a Ward, Squire or Lady-in-Waiting, the target character determines what kind of apprenticeship is asked for and must hold a suitable title: The target character does not need to be at the same estate as the Emissary.
 * Success: The target receives the request and may respond using the Accept Apprentice order or if it is a member of an ancient house, will automatically accept the offer provided he is qualified.
 * Failure: No request is sent.

Spy (Emissary)

 * Parameters: (Information Type)
 * Action Points: 4
 * Restrictions: Information Type is either Armies, Spaceships, Buildings, Non-Military, Military, Production
 * Success: See Espionage
 * Failure: See Espionage

Sabotage (Emissary)

 * Parameters: (Building Type) (Item)
 * Action Points: 4
 * Restrictions: None
 * Success: See Espionage
 * Failure: See Espionage

Assassinate (Emissary)

 * Parameters: (Character)
 * Action Points: 4
 * Restrictions: Character is from current estate
 * Success: See Espionage
 * Failure: See Espionage

Declare War (Emissary)

 * Parameters: None
 * Action Points: 4
 * Restrictions: Characters must be at foreign estate belonging to a house with which there exists a cassus belli and no current war
 * Success: See War and Peace
 * Failure: See War and Peace

Offer Truce (Emissary)

 * Parameters: (Own Estate) (Lands - Number) (Sovreigns - Number) (Oath - Boolean)
 * Action Points: 4
 * Restrictions: Characters must be at estate of a house with which their house is at war
 * Success: See War and Peace - if estate specified and no lands, the estate is offered; if estate and lands specified lands from that estate is offered. Only one offer of truce at a time is kept (latest offered)
 * Failure: See War and Peace

Offer Peace (Emissary)

 * Parameters: (Own Estate) (Lands - Number) (Sovreigns - Number) (Oath - Boolean)
 * Action Points: 4
 * Restrictions: Characters must be at estate of a house with which their house is at war or in a truce
 * Success: See War and Peace - if estate specified and no lands, the estate is offered; if estate and lands specified lands from that estate is offered. Only one offer of peace at a time is kept (latest offered)
 * Failure: See War and Peace

Offer Alliance (Emissary)

 * Parameters: (Own Estate) (Lands - Number) (Sovreigns - Number)
 * Action Points: 4
 * Restrictions: Characters must be at foreign estate
 * Success: See Diplomacy
 * Failure: See Diplomacy

Oath of Allegiance (Emissary)

 * Parameters: (Own Estate) (Lands - Number) (Sovreigns - Number)
 * Action Points: 4
 * Restrictions: Characters must be at foreign estate
 * Success: See Diplomacy
 * Failure: See Diplomacy

Accept Apprentice (Any)

 * Parameters: (Noble House) (Character)
 * Action Points: 0
 * Restrictions: The issuing character must have a request from a potential apprentice. They must also be either a Lord, Lady, Baron, Baroness, Knight or Captain. The Character chosen must be a novice without an existing apprenticeship who has offered themselves as an apprentice to this character (via an emissary).
 * Success: The target character becomes either a Ward, Lady-in-waiting or Squire and join the character at their current location.
 * Failure: No change.

Accept Truce (Baron)

 * Parameters: (Noble House) (Own Estate)
 * Action Points: 4
 * Restrictions: Must be at war with noble house, must be an offer of truce from the other house. Own estate determines where lands offered will be added - must be in same region as offering estate but if no suitable estate chosen, a new estate will be formed.
 * Success: See War and Peace
 * Failure: See War and Peace

Reject Truce (Baron)

 * Parameters: (Noble House)
 * Action Points: 0
 * Restrictions: Must be at war with noble house, must be an offer of truce from the other house
 * Success: See War and Peace
 * Failure: See War and Peace

Accept Peace (Baron)

 * Parameters: (Noble House) (Own Estate)
 * Action Points: 4
 * Restrictions: Must be at war with noble house, must be an offer of truce from the other house. Own estate determines where lands offered will be added - must be in same region as offering estate but if no suitable estate chosen, a new estate will be formed.
 * Success: See War and Peace
 * Failure: See War and Peace

Reject Peace (Baron)

 * Parameters: (Noble House)
 * Action Points: 0
 * Restrictions: Must be at war with noble house, must be an offer of truce from the other house
 * Success: See Diplomacy
 * Failure: See Diplomacy

Accept Oath (Baron)

 * Parameters: (Noble House) (Own Estate)
 * Action Points: 4
 * Restrictions: Must have an offer of an allegiance from the other house Own estate determines where lands offered will be added - must be in same region as offering estate but if no suitable estate chosen, a new estate will be formed.
 * Success: : See Diplomacy
 * Failure: : See Diplomacy

Break Oath (Baron)

 * Parameters: (Noble House)
 * Action Points: 4
 * Restrictions: Must be a vassl or liege of other house
 * Success: See Diplomacy
 * Failure: See Diplomacy

Accept Alliance (Baron)

 * Parameters: (Noble House) (Own Estate)
 * Action Points: 4
 * Restrictions: Must have an offer of an alliance from the other house Own estate determines where lands offered will be added - must be in same region as offering estate but if no suitable estate chosen, a new estate will be formed.
 * Success: : See Diplomacy
 * Failure: : See Diplomacy

Reject Alliance (Baron)

 * Parameters: (Noble House)
 * Action Points: 0
 * Restrictions: Must have an offer of an alliance from the other house
 * Success: : See Diplomacy
 * Failure: : See Diplomacy

Break Alliance (Baron)

 * Parameters: (Noble House)
 * Action Points: 4
 * Restrictions: Must be allied to other house.
 * Success: See Diplomacy
 * Failure See Diplomacy

Issue Law (Emperor)

 * Parameters: (Law) (Noble House) (World) (Region) (Estate) (Character)
 * Action Points: 4
 * Restrictions: See Laws and Edicts
 * Success: See Laws and Edicts
 * Failure: No change

Revoke Law (Emperor)

 * Parameters: (Law) (Noble House) (Character)
 * Action Points: 4
 * Restrictions: See Laws and Edicts
 * Success: See Laws and Edicts
 * Failure: No change

Issue Edict (Pontiff)

 * Parameters: (Edict) (Noble House) (World) (Region) (Estate) (Character)
 * Action Points: 4
 * Restrictions: See Laws and Edicts
 * Success: See Laws and Edicts
 * Failure: No change

Revoke Edict (Pontiff)

 * Parameters: (Edict) (Noble House) (Character)
 * Action Points: 4
 * Restrictions: See Laws and Edicts
 * Success: See Laws and Edicts
 * Failure: No change

Set Church Budget (Bishop)

 * Parameters: (Alms - Number) (Charity - Number) (Faith - Number)
 * Action Points: 4
 * Restrictions: See The Church
 * Success: See The Church
 * Failure: No change

Build Project (Duke, Archbishop)

 * Parameters: (World) (Project)
 * Action Points: 8
 * Restrictions: See World and Faith Projects
 * Success: See World and Faith Projects
 * Failure: No change

Collect Tributes (Earl, Duke, Emperor)

 * Parameters: (Amount per House - Number)
 * Action Points: 4
 * Restrictions: Must not have collected tribute in allowed period (see Feudal Society)
 * Success: See Feudal Society
 * Failure: No change