From: Robert Lawrence Varient for 7 ages in resolving a tie in a trade and progress action: 1. The trader that chose the T & P action progresses one space (only) on the progress track. 2. If both traders have chosen the T & P action then break the tie using the extended sequence or the trade war sequence. Both traders may suggest which sequence to use, if they cannot agree then use the trade war sequence. Note that the trade war choice is only available if the world war artefact is not in play. Extended tie breaker: 2.a. The EMPIRE with the LOWER progress level gets one space (only) on the progress track. 2.b. If both have the same progress level then the EMPIRE with the MOST money gets one space (only) on the progress track. 2.c. If both have the same amount of money then the EMPIRE with the MOST cities gets one space (only) on the progress track. 2.d. If both have the same number of cities then the EMPIRE with the MOST coastal cities gets one space (only) on the progress track. 2.e. If both have the same number of coastal cities then the TRADER (i.e. PLAYER) with the LOWER amount of glory points gets one space (only) on the progress track. 2.f. If both have the same amount of glory points no one gets a space on the progresss track. Trade War tie breaker: 2.a. Either empire involved in a trade war may concede the trade war. The non-conceding empire is declared the winner go to 2.d. to resolve. 2.b. If no empire has conceded the trade war then each empire draws a card from the deck and adds their empires trade number to it to get a basic trade score. Non-barbarian empires add the number of cities (not the size of the cities) in their non-disordered areas plus the number of coastal cities (not the size of the coastal cities) in their non-disordered areas to the trade score - N.B. the coastal cities in effect are counted twice. Non-barbarian empires subtract from their trade score the number of cites (not the size of the cities) in disordered areas. Barbarian empires draw a card and add it to their trade score. Traders may increase their trade score by spending money. One point is added to the trade score for one money. Immediately subtract that amount of money from the empires treasury, this money is lost - no refunds. 2.c. Discard the cards drawn from the deck. The higher trade score wins. If tied repeat 2.a. until someone wins or concedes. 2.d. The winner gets to keep their original trade card and gets the losers original trade card. The loser has one area go into disorder - if possible the area must have a non-capital city in it. No one gets a space on the progresss track. 2.d.optional. If the trade war lasts more than one round, the loser did not concede, and the loser has one or more non-capital city areas the winner may chose this as the resolution instead of 2.d. The traders keep their original trade cards but the loser transfers a non-capital area, of the winners choice, to the winner. The area must be within the winners range. The losers units are removed from the map to their force pool, forts however remain and become the property of the winner. The winner may transfer one unit to garrison this area. No one gets a space on the progresss track. Note in 2.b. there could be some leader type bonus or minus applied to the trade score - I will leave the details for someone else. Varient for 7 ages in resolving a trade and progress action: The trader that has chosen a trade and progress action may opt for a trade war rather than the standard way of handling a trade. In which case resolve the trade via the trade war tie breaker sequence exclusively. First each trader must pick a card from their hand or from the deck if they do not have any cards in their hand. Next procede to 2.a. of the trade war tie breaker sequence. Note that this trade war option is only available if the world war artefact is not in play. Do you Yahoo!? Check out the new Yahoo! Front Page. www.yahoo.com