Seeing the lack of posts, I see I need some basic rules before I get comments. Alright. Here's some preliminary rules.
There are two team, each team with 3 players. The first team is aligned with the Capitalist Coalition, and the second team is allied with the People's Pact. Both teams are fighting to reunify a certain strategic location under their enlightened rule.
There are two ways the game ends: Team Victory and Individual Victory.
Team Victory occurs when one team successfully conquers the other Team through amassing an Economic Victory or a Military Victory. When this happen, the entire Team shares a victory.
Individual Victory is when one player forms a Personality Cult (earns 10 renown points). When that happens, only this player wins and all other players lose.
Each turn represents one Five-Year Plan. First, The Team must appoint a Leader. Any player may nominate himself to be Leader, and then a majority of the Team (50%+1) must vote to approve the nomination. Each player on a Team has a certain amount of votes, which he may use to vote for against a Leader candidate.
Once a Leader is approved, he gains one Renown Point and will be able to direct city production, research, and military units. He may provide as much detail as he like. More detailed plans may give you bonuses to random rolls, so try to be a bit more in-depth than "three guys mine the hills, and I'm building a library"!
Then each Player give their own Faction Orders, in order to help gain Renown while helping the Team.
Turns last until both Teams has their orders in. If you miss a turn, your Team will more or less idle.
Your team starts with 10 Population Points.
Each Population Point generate 1 Labor and consume 1 Food. Labor may be used to work the terrain surrounding your city, producing resources, or used in the city to build or staff buildings. The primary resources are food, wood, and stone, along with various ores. Other resources exist, but you won't know about them at the beginning of the game.
Your city is surrounded by 18 tiles of varying terrain types. Rivers and special resources (like ores, luxury foods, or magical reagents) can be fonud in some tiles. Each tile can be fully worked by one labor point, providing the appropriate resources for the terrain type and any upgrades there.
Labor may also be spent on construction (in or out of the city) or on manning buildings.
Each player has his own ideological allies and patronage network, which allows him to gain the loyalty of the population that he rules over. This loyalty is represented by a Popularity rating. At very high Popularity, you gain Renown. At very low Popularity, you lose Renown.
Popularity decides how many Faction Points that he can use on any given Turn in order to engage in Faction Actions.
Popularity: Faction Points : Renown Effect
0 0 -2
1 0 -1
2 0 0
3 1 0
4 2 0
5 3 0
6 4 0
7 5 0
8 6 0
9 8 1
10 10 2
Your Popularity rating is affected by providing Luxury Goods. Every turn, each Population Unit consumes 0.1 unit of a Luxury Good, and produces 1 Popularity for that turn. Additional luxury goods of the same type provide no benefit; different types are needed. You cannot have a Popularity rating higher than 10.
Example: To have a Faction with a Popularity Rating of 1, with a Team with 10 Population Points, you need to have give out 1 Unit of a Luxury Good. To have a Faction with a Popularity Rating of 5, you'll need to hand out 5 different Luxury Goods, 1 unit each.
To create a military unit, you must be able to equip them - typically this means creating weapons at a smithy. Almost all units may be trained in a single turn, and will be ready to move out on your next turn. Initially, you may only train one unit a turn, but there are ways to increase this limit. Military units draw personnel from the population of your city. Most units consist of 100 men.
Simple wooden weapons can be made with 2 labor and 1 wood for a unit's worth, and wooden shields also take 2 labor and 1 wood.
Units have ratings for attack, defense, health, and movement, and many have special abilities. The exact meanings of attack, defense, and health will not be divulged! (Higher is better, though.)
You may send Military Units to attack the other Team. For every Military Unit you destroy, you also destroy 1 Population Point. If, at the end of the Turn, the other Team have no Population Points or Military Units left, you have acheived reunification through violent means and acheived a MILITARY VICTORY.
Each Military Unit requires 1 Gold for upkeep.
As noted earlier, each Population Point consume 1 food a turn. If extra food is available, it produces Population Points. For every extra 2 Food per Population Point, one Population Point is created.
Famine can easily be disastrous. If there is not enough food, your city's population drops by 1 Population Point every turn.
Yes, you can intentionally cause famine to increase your Popularity.
Money is used mostly for upkeep of military units and for acheiving Economic Victory. Every 2 Population Points (rounded down) produce 1 Gold in tax income, and each military unit requires 1 gold in upkeep costs.
If, at any point, one Team has 3 times more excess Gold (that is, Gold not being used to upkeep military) than the other Team, and has built both a Alchemist's lab and a Hall of Learning, that Team has indeed proven the superiority of his Economic Ideology, and the other Team has no choice but to submit. The Team has acheived an Economic Victory.
Research points are produced primarily with labor spent at the Hall of Learning. You may tell your researchers what you want them to work on, but there is a large random component to research speed, so don't assume much.
Renown Rules, Faction Policies Rules, and Luxury Rules will be detailed later, I want to study for a test tomorrow.