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 39
 39								 This topic has been pinned, so it's probably important
  This topic has been pinned, so it's probably important	 
					




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-To attempt to convert a ruler, right click on their portrait and take the convert decision
-Converted rulers will take a decision to convert their nobles - some may not like it and lose loyalty, depending on religion/traits
-When a country is 50% melkor religion among its pops, it will become a minion of Sauron and the country will gain the "Servants of Sauron" modifier which makes them highly productive and loyal under the watchful eye of Sauron's black priests. AI countries will also surrender all of their holdings outside of the capital area, while players get to keep everything and be a loyal vassal.
MAGIC:
-Mostly driven through character interactions (right click on a caster's portrait)
-Nazgul have a "fear aura" spell that can be cast on combat by right clicking on the nazgul's portrait and selecting the "fear aura" spell
-Witch King and Sauron can cast Dark Wards on their capital, making it extreeeemely hard to conquer
-Rest of magic is still very WIP - elves and Dunedain have no spells as of yet
-You need 2x the men of the defenders to siege it (i.e. 2000 men to siege a level 1 fort)