The rules we use. There are no real 'rules' that I use to master the Atrilian campaign. A. The referee rules LOGIC and the WHIM of the referee are usually enough for most actions like raising tax, building roads, troop movements, manufacturing weapons for an army, travel, and similar actions. B. Magic & Monsters 2nd edition AD&D rules are used for magic and monsters. Some of them are from the Al-Qadim setting (e.g. naval rules, genies), from the PlaneScape setting (e.g. planar travel), or from recent issues of the Dragon magazine (e.g. Spell Paths). C. Tactical combat The war game 'Ancients' by 3W is used for mass combat, with several house variants (magic, monsters, leaders). D. Weather generation I've written a program to generate weather for the campaign but, given the setting, the weather's usually 'sunny'. Only the monsoon might be dangerous for sea travel. E. Assassination attempts We have strict (house) rules for such attempts to ensure no one complains. Well... that's about all. I'm working on tables for droughts/crops, yearly tax and monthly expenses, and similar stuff, though, to make the game funnier.