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2.7  POPULATION LIMITS  The population limit for each area depends on the terrain type in that area. The limit is enforced only at the end of the turn: you may crowd extra population into an area during the turn (so it is legal to GROW the population in an area and then MIGRATE some away to an adjacent area). The maximum population in each terrain type is as listed in the table below:
Gaelic kingdoms convert any excess population (above the population limit at the end of the turn) to armies with no penalty (see 6.9 for why this makes sense). This happens before "dispersal".

TABLE OF POPULATION LIMITS

None - Sea
One - Mountains, Wetlands, Forest
Two - Uplands/Hills, Islands, Rough
Three - Lowlands, Clear
Five - City

2.8  BUILD POINTS & TREASURY  There are no rules for money or resources in Dark Age. The "currency" for actions in the game is build points, usually abbreviated to BPs. The number of BPs available for the coming turn is stated in your game report (don't mix it up with your total income, which is also shown - some of your income will probably have already been spent on maintenance). Build points are normally spent immediately, although you may also store build points in your treasury (separate from your current balance) to be retrieved later (using the CASH and STASH actions).
LEFTOVER BPS  If you have any unused BPs left over at the end of the turn they're spent as follows:-
1. If any of the leftover BPs were CASHed from your treasury then they're put back
2. You LEVY one army into your household (at normal cost).
3. You LEVY one army into your reserve (at normal cost).
4. Any still left over are STASHed in your treasury if possible (ie. any multiple of three)
5. Any left over after this (the last one or two BPs) are spent on an ORDER action.

2.9  TRADE  The "trade level" of a city represents industry such as commerce, trades, crafts and markets. This produces extra income, both in the city and it's "hinterland" (the land area in which the city is located).

2.10  ARMIES  These represent the trained and armed fighting men of your kingdom. Armies may be moved around the map, and used in attack and defence. Armies cost 3 BPs each to recruit (see LEVY action) but large armies also cost BPs each turn to maintain. Armies may also be allocated to either your army reserve or household, in which case no maintenance is required.

2.11  SHIPS  The may be moved around the sea areas on the map. Ships cost 3 BPs each to build (see LAUNCH action) and cost BPs each turn to maintain. Ships in your fleet reserve require no maintenance.

2.12  MAINTENANCE  The cost of maintenance and supply is calculated area by area, and not according to your total armies, forts, ships and population. The maintenance cost in each area is a number of BPs equal to half (rounded down) of the total of armies, forts and ships less the number of population, or nothing if this total is less than zero. The cost for each area in shown in the "areas owned" section of your game report.
Maintenance = Half of ( Armies + Forts + Ships - Population )

2.13  DISPERSAL  At the end of each turn if the number of armies in an area is greater than the number of population and fortification levels by more than one then one army is dispersed (it returns to your army reserve and may be called up again later). Sea areas containing more than one ships always suffer the dispersal of one ship, which returns to your fleet reserve. Army dispersals are highlighted in game reports, but ship dispersals are not. Dispersal is applied before maintenance is calculated.
Note: Armies in Dark Age times were not professional in nature, and mostly fought for obligations due or plunder expected. Large concentrations of forces would disperse quite rapidly as the men drifted home.

2.14  FORTIFICATIONS  Each fortification level in an area doubles the defensive value of one defending army or population. Fortifications cost 1 BP per level to build, may not be moved once built, cost extra to maintain, but may be dismantled. Each time an area is captured after a battle the fortification level of that area is reduced by one.