> For the complete documentation index, see [llms.txt](https://thrones-reforged.gitbook.io/thrones-reforged-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://thrones-reforged.gitbook.io/thrones-reforged-docs/gaelic-legitimacy.md).

# Gaelic Legitimacy

## What Is Legitimacy?

Legitimacy is a score from 0 to 30 that represents your standing among the kings and lords of the Gaelic world. It is not just about how strong your armies are or how many settlements you hold. It reflects how you conduct yourself: whether you honour your oaths, whether you wage war with purpose, and whether your peers consider you a worthy ruler.

Your Legitimacy score has direct consequences. Fall too low and your options narrow. Rise high enough and doors open that are closed to lesser kings, including the ability to bring rival Gaelic lords under your rule through confederation.

***

## Which Factions Use This System?

Legitimacy applies to all Gaelic factions. Each begins the campaign with a different starting value, reflecting their historical standing at the time.

| Faction   | Starting Legitimacy |
| --------- | ------------------- |
| Mide      | 12                  |
| Fortriu   | 12                  |
| Ailech    | 10                  |
| Alba      | 10                  |
| Caisil    | 10                  |
| Ulaid     | 9                   |
| Laigin    | 9                   |
| Brega     | 8                   |
| Airgíalla | 8                   |
| Connachta | 8                   |
| Osraige   | 7                   |
| Bréifne   | 7                   |
| Desmumu   | 6                   |
| Iarmumu   | 6                   |
| Tuadmuma  | 6                   |
| Athfhotla | 6                   |

***

## How Legitimacy Changes

<div data-with-frame="true"><figure><img src="/files/xf4sQeEDGb1tlKozfvt3" alt=""><figcaption></figcaption></figure></div>

Your score shifts based on four things: your diplomacy with other Gaelic rulers, the land you take or lose in war, how and where you raid, and how long you stay at war.

### Diplomacy

Forming agreements with other Gaelic factions raises your Legitimacy. These bonuses apply whenever a deal is struck. Breaking those same agreements costs legitimacy regardless of which faction ended them.

> **Key point:** Make sure to only strike one deal at a time, the engine won't calculate two deals at once.

**Forming agreements:**

| Agreement                 | Legitimacy Change |
| ------------------------- | ----------------- |
| Declaration of Friendship | +1                |
| Military Access           | +1                |
| Defensive Alliance        | +2                |
| Military Alliance         | +3                |

**Breaking agreements:**

<table><thead><tr><th width="367">Agreement Broken</th><th>Legitimacy Change</th></tr></thead><tbody><tr><td>Declaration of Friendship</td><td>-2</td></tr><tr><td>Military Access</td><td>-2</td></tr><tr><td>Defensive Alliance</td><td>-4</td></tr><tr><td>Military Alliance</td><td>-6</td></tr></tbody></table>

### **Liberation**

Freeing a Gaelic faction from foreign rule is one of the most prestigious acts a Gaelic king can perform. Each Gaelic faction you liberate grants you +6 Legitimacy immediately. This is the single largest one-time gain available in the system, and it reflects the historical weight that liberation carried in the politics of the Gaelic world.

> **Key point:** Diplomacy only counts between two Gaelic factions. Alliances with English, Welsh, or Viking rulers have no effect on your Legitimacy in either direction.

***

### Territory

Conquering and losing land both affect your Legitimacy when the change of ownership happens during an active war.

**Gaining land** only rewards Legitimacy if the settlement is within Gaelic lands: the historical territories of Ireland, Scotland, and the Norse-held ports and strongholds within those islands. Conquering English or Welsh territory gives nothing.

**Losing land** is always punished, regardless of where the settlement is.

| Settlement Type  | Gain (Gaelic lands only) | Loss (anywhere) |
| ---------------- | ------------------------ | --------------- |
| Major Settlement | +2                       | -4              |
| Minor Settlement | +1                       | -2              |

> **What counts as Gaelic lands?** The starting territories of all Gaelic factions, plus the holdings of Viking powers based in Ireland and Scotland, including Dyflin, Hlymrekr, Gall-Goídil, Myrrborg, Orkneyjar, Suðreyjar, Veðrafjörðr, Veisafjörðr, Ystrad Clud, and Westernas. Reclaiming these Viking-held ports is considered prestigious, and rewards legitimacy just as taking land from a rival Gaelic king would.

> **The asymmetry matters:** Gaining a major settlement gives +2. Losing one costs -4. Expanding recklessly into territory you cannot hold is a fast road to losing standing.

***

### Raiding

Where and who you raid each turn affects your Legitimacy.

Raiding an enemy faction with a large enough force (at least 10 units) is considered honourable warfare and earns you +1 Legitimacy every two turns while the raid continues.

Raiding factions you are not at war with is considered lawless and costs you -1 Legitimacy every turn. The size of the army does not matter; even a single raiding unit against a neutral faction will trigger the penalty. **Exception: raiding Viking factions in Ireland and Scotland is considered prestigious regardless of war status, and earns you +1 Legitimacy every two turns with no minimum army size required.**

> **In short:** Raid your enemies, not your neighbours, unless your neighbours are Vikings. Opportunistic raiding against neutral Viking settlements earns prestige; raiding other neutral factions chips away at your reputation steadily.

***

### War Decay

Being at war is expected of a Gaelic king, but endless inconclusive wars carry a cost. Once you have been continuously at war for more than 12 turns, you begin losing 1 Legitimacy per turn for as long as the war drags on.

There is one safeguard: if you have already lost Legitimacy from another source during the same turn, the war decay does not apply on top of it. Only one loss is taken per turn.

> **The intent:** Short, decisive campaigns are rewarded. Grinding, indecisive wars erode your standing. Win your wars, or make peace before the decay sets in.

***

### Confederation

When your Legitimacy rises above 20, you gain the ability to offer confederation to other Gaelic rulers, absorbing their faction into yours. This is the highest expression of Gaelic political power.

It comes at a steep cost. Successfully forming a confederation immediately reduces your Legitimacy by 20. You will need to rebuild your standing before you can confederate again.

Confederation is not possible with vassals.

> **Plan carefully:** Confederating when you are at exactly 21 Legitimacy will drop you to 1, stripping away all the diplomatic options that come with high standing. Aim to confederate from a position of strength, with enough Legitimacy to absorb the cost and still be respected.

***

## Summary

To build and maintain strong Legitimacy:

1. **Honour your agreements with other Gaelic rulers.** The bonuses from alliances stack over time, and breaking them is always more costly than the original gain.
2. **Win your wars in Gaelic lands.** Conquering settlements within Ireland and Scotland earns you Legitimacy. Expanding into England or Wales does not.
3. **Do not let land go.** Losing settlements hurts twice as much as gaining them helps. Defend what you hold.
4. **Raid enemies, not neutrals.** Maintain large raiding forces against factions you are actively at war with, and pull them back or declare war before raiding anyone else.
5. **End your wars decisively.** After 12 turns of continuous war, your Legitimacy starts bleeding away each turn. Crush your enemies quickly, or negotiate peace.
6. **Confederate from strength.** The -20 cost of confederation is brutal. Make sure you have the Legitimacy to absorb it and still function as a ruler.


---

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