Rules
Neutral powers
A neutral power has two loyalties at once, one toward each side, each from zero to a hundred.
At the end of every turn, each of a neutral power's loyalties drifts by 1 toward 50. Orders, answers, events and units move them further.
When a loyalty reaches 60, or 70 for foreign powers, the neutral power helps that side, and both sides at once if both have won it over:
| Neutral power | What it gives the side it favours |
|---|---|
| Church | Influence +2 in every district where clergy live. |
| Press, Media | Opinion +1 your way. |
| Foreign Powers | Money +15. |
| The Crowd | Influence +1 in every district where workers or the poor live, and recruits cost ×0.85. |
| Merchants | Income ×1.1; but a side whose loyalty has fallen to 25 or less earns ×0.9. |
| Underworld | The other side's chance to find your hidden units falls by 10 points. |
| A chapter's own neutral leader | From 70 loyalty, influence +3 in its home district. |
Every chapter's neutral powers, and who leads them, are in Factions.