======Capital====== The capital of a [[nations|nation]] is usually its most valuable [[province]]. It can identified by having the same name as the nation (i.e. "Ermor" for [[ermor ma | MA Ermor]], etc.). A nation always starts with a capital province with a [[fort]] of the appropriate level for the [[ages|age]], unless otherwise specified. =====Population & Income===== The capital's province population, resources and gold income are not affected by the [[terrain]] of the province. Unless the nation has a specific effect reducing the starting population it always has 10 * (2950 + closed d100), so between 29500 and 30500 population, and 78 to 82 resources. =====Magic Sites===== A capital province never starts with undiscovered [[magic sites]], so site searching there is useless. [[Events]] may add additional sites during the game. =====Recruitment===== Many nations have special recruitment opportunities in their capital. These are visible on their special capital magic site(s). Another nation conquering another capital province does not get access to these recruitment opportunities. =====Pretender Awakening and Recall===== Upon awakening or being recalled, a [[pretender]] always (re)spawns in their nation's capital province, even if it is owned by another nation. If the capital is under siege when the pretender appears they join inside the fort. If the capital is owned by another nation they spawn outside the fort and fight the [[province defense]] and any [[patrolling]] armies. If the pretender wins they place the province under siege.