LanterneWiki

Lanterne is played on a computer

Rules

Money

Each side has its money: orders and recruits spend it, and income and upkeep settle at the end of every turn.

The Revolution's money is its Influence and the Law's its Treasury; they work alike.

Income

At the end of every turn, each side earns its chapter's base income, plus a sum for each district it holds, plus what some of its buildings and units earn, as their descriptions say. Perks, neutral powers, upgrades and events then raise or lower it, and it is never below zero. Some chapters change it as their story goes.

ChapterRevolution: baseRevolution: per district heldLaw: baseLaw: per district held
1255705
2306655
3286706
4306656
5286706
6456904
7305805
8355604
9405704
10455704
11504754
12504754
13504804

Upkeep

Every unit costs its upkeep at the end of every turn, paid out of the income. Upgrades and some rules make it lighter or heavier.

When the money runs out

If a side's money falls below zero after income and upkeep, its units are disbanded, the most expensive to keep first, until the books balance. Leaders and named people are never disbanded. Each disbanded unit gives back 3 times its upkeep, and its faction loses 5 loyalty.

The price of a recruit

A unit's price is its cost, with the modifiers of upgrades, perks and neutral powers, and then Opinion: at 100, the Revolution pays 50% less and the Law 50% more, in proportion along the way and the other way round below zero. Below 30 Legitimacy, the Law pays 50% more for its recruits and for every order that costs money. Some units never cost less than a floor of their own.