TURN FIVE
TURNTURNTURNThe Party begins by celebrating Demeter, always popular with those who work the land. Simultaneous renovations to the temple of Apollo reassure the people that the government does not intend to neglect public works.
POLIS ACTIONSSuggested: Celebration (Commoners)(Y), Celebration (Nobles)(-), Temple Renovations(Y), Agricultural Expansion(-), Military Campaign(N), Law(N)
Failed: Celebration (Nobles): Nobles lose 1 Mood.
Agricultural Expansion: Merchants, Nobles lose 1 Mood. Soldiers gain 1 Mood.
Military Campaign: Merchants, Nobles gain 1 Mood.
Law: Commoners lose 1 Mood.
Passed: Celebration (Commoners): Commoners gain 1 Mood. -1000 Treasury.
Temple Renovations: Commoners gain 1 Mood. Random Class (Merchants) gain 2 Mood. Priests gain 1 Power.
PLAYER ACTIONSNobles lose 2 Mood.
Nobles gain 1 Power.
GOVERNMENT EFFECTSSoldiers lose 1 Mood. Priests gain 1 Mood. Nobles gain 1 Power. +1000 Treasury
There is at least one thing that the CPC did right, namely cracking down on the tendency of nobles not to pay taxes. Now, the nobility didn't appreciate that, but most of them recognise that they were bound to have to pay taxes eventually. So the delegation that has approached the Partycracy is not asking to be exempted from taxes. In fact, they are volunteering to pay more. The catch being that they want it in writing that there won't be any other new taxes levied on them.Whilst this Law is in force, the Polis gains 75d Treasury per turn, multiplied by Noble Power.
This Law will automatically be Repealed if a situation causes the Nobles to be taxed more (which will be made clear at the time). The Nobles would Hate that.
While there is some minor grumbling from all sides on the issue (Nobles who don't like taxes, but also Everyone Else who don't like that it shields Nobles from further taxation), in the end nobody is likely to make a fuss regardless of whether the Law is passed or not.
STATE OF THE POLISTreasury: 4000d (+0)
Prestige: 1.1
Awaiting Celebrations: Merchants, Soldiers, Nobles
CLASSESClass | | Mood | | Power | | Loved Campaign | | Hated Campaign |
Commoners | | 9(+1) | | 2 | | Agriculture | | Temples |
Merchants | | 10(+2) | | 2 | | Sponsor | | War |
Soldiers | | 8 | | 2 | | Sponsor | | Temples |
Priests | | 9(+1) | | 3(+1) | | Sponsor | | Sponsor |
Nobles | | 5(-3) | | 4(+2) | | Temples | | Agriculture |
Celebrate (Class): Costs 1 Bureaucratic Capacity and 1000d Treasury. Can be dedicated to any non-Priest Class. Classes always Love Celebrations dedicated to them.
Basic Campaigns:
-Agricultural Expansion: Add 1000 Drachmae to the Polis Treasury. Increases the Power of the Commoners Class by 1.
-Encourage Commerce: Every player receives 250 Drachmae. Increases the Power of the Merchant Class by 1.
-Military Campaign: Roll d6. For a result of: 1,2=Remove 1000d from Treasury. 3,4=No effect. 5,6=Add 3000d to Treasury. Increases the Power of the Soldiers Class by 1.
-Temple Renovations: Increases the Mood of a random Class by 2. Increases the Power of the Priest Class by 1.
-Sponsor Art, Philosophy, & Science: Increases the Prestige of the Polis by 0.1. Notably, does not increase the Power of any Class.
Budget: +1000d/turn
Bureaucratic Capacity: 2
Soldiers lose 1 Mood each turn. Priests gain 1 Mood each turn. Nobles gain 1 Power each turn.
Any non-Priest Class that does not have a Celebration dedicated to them two or more turns in a row loses 1 Mood.
Mistress of Ceremonies Actions: Earn 0d and 4 Points at the start of turn.
-Suggest: Does NOT count as voting Yes, but affects Popularity as if it does. Tag with ACTx3.
-Appoint DJ: The target may choose to reject the office.
-Preside Over Ceremony: Once per turn, spend 500d to gain 1 Priest Popularity.
Divine Justicar Actions: Earn 500d and 2 Points at the start of turn.
-Vote Yes, Vote No: Affects Popularity. Tag with ACTx3.
-Dis/respect MC: Once per turn, EITHER the MC earns an extra 500d salary this turn, OR the MC loses 1 Priest Popularity. This action is mandatory.
-Quit Office: Not possible if you have already voted this turn. You must Dis/respect the MC before Quitting.
Outsider Actions: (Remember that only Outsiders can do these things; once in government you can no longer Slander Rivals, for instance (at least, not directly))
-Slander Rivals: Once per turn, reduce another (living) player's Popularity with a chosen Class by 1. Make sure the target player is aware of this. A player may only be Slandered twice per turn.
-Party: Once per turn, gain 1 Popularity with a Class that had a Celebration last turn.
Default Actions:
-Passive Popularity Gain: Once per turn, gain 1 Popularity with a Class of your choice.
-(Dis)Empower Class: A Class's Power may be increased or decreased by 1 by paying 1000 Drachmae multiplied by its current Power. Power can only shift by a maximum of 1 by this method. Tag with ACTx3.
-Manipulate Class: A Class's Mood may be decreased by 1 by paying 500 Drachmae multiplied by its current Power. It may be increased by 1 by paying 500 Drachmae multiplied by its current Mood. Mood can only shift by a maximum of 2 by this method. Tag with ACTx3.
-Exploit Popularity: For every 1 Popularity you sacrifice, you earn 250 Drachmae. (You cannot sell Popularity if you are at 0 or less)
(If there's other information you'd like to see in this spoiler, let me know)