TURN SIX
TURNTURNTURNPOLIS ACTIONSSuggested: Celebrate (Nobles)(YYY), Sponsor(YYY), Agriculture(NNN), Law(YYY)
Failed: Agriculture: Commoners lose 1 Mood. Nobles gain 1 Mood.
Passed: Celebrate (Nobles): Nobles gain 1 Mood. -1000d Treasury
A party dedicated to Zeus reminds everyone that there is a natural hierarchy to the world. Don't question it, or you'll get struck by lightning. Sponsor: Merchants, Soldiers gain 1 Mood. +0.1 Prestige
Studying levers doesn't sound that interesting to me, but apparently if you want to move cargo faster or tear down fortresses, it's pretty useful. We were also able to confiscate the lever of a philosopher who threatened to use it to move the entire world, which just sounds incredibly dangerous. Law: Law passed.
Who can say no to more money?PLAYER ACTIONSNobles Mood increased by 1. Nobles Mood decreased by 1.
GOVERNMENT EFFECTSSoldiers lose 1 Mood. Priests gain 1 Mood. Nobles gain 1 Power. +1000d Treasury
Merchants and Soldiers are dissatisfied with the lack of Celebrations catering to them: -1 Mood.
Treasury gains (Noble Power)x75=5x75=375d
NEW MECHANICAs a Very Important Polisian, you obviously have many bronzes in the fire. Sure, political manoeuvring takes up most of your time, but you also have your personal estates, subordinate families, business investments, and so on and so forth. And since you aren't in government at the moment, you might as well spend a little more time managing your assets.
...but only a little. In fact, you only intend to pay attention to a single sector at a time. Of course, you have no way of knowing in advance which sectors will be most profitable in a given period. But it doesn't really cost you anything, so you might as well take a gamble.
Remember, the house always wins. But in this case, you are the house.Invest: Once per turn, pick one of the five Basic Campaigns. Next turn, for every time that Campaign appears in the Love/Hate Table, gain 100d.
((For example, if you had invested in Agriculture, Sponsor, or Commerce last turn, you'd earn 100d this turn. If you had invested in Temples, 300d. If you had invested in War, 400d))
EVENT (Conclusion)
A battered but unbroken fleet appears over the horizon. Those 'heroic adventurers' are back, and though they don't have much by way of treasure to share, they do have some impressive stories.
Apparently they sailed through the Bosporus, exploring the coast of the Inhospitable Sea, and happened to encounter a Greek colony being besieged by Scythians. Some accounts state that the brave heroes joined forces with the defenders to fight the horse-lords, finally driving them off after a hard-fought battle. Other, slightly more reliable accounts state that the Scythians broke the siege without fighting when they saw the fleet approaching.
Either way, the colony was saved, thanks to our citizens' presence! The news of this event has already started to spread across the civilised world, which will definitely help put the Polis on the map. Uh, the figurative map. Not the literal map. Don't ask me where we are actually located relative to the rest of Greece.+0.1 Prestige
STATE OF THE POLISTreasury: 4375d (+375)
Prestige: 1.3 (+0.2) (MC gets 5.2 Points, DJs 2.6)
Awaiting Celebrations: Merchants, Soldiers, Commoners
CLASSESClass | | Mood | | Power | | Loved Campaign | | Hated Campaign |
Commoners | | 8(-1) | | 2 | | Agriculture | | War |
Merchants | | 10 | | 2 | | War | | War |
Soldiers | | 7(-1) | | 2 | | Temples | | Sponsor |
Priests | | 10(+1) | | 3 | | Temples | | Commerce |
Nobles | | 7(+2) | | 5(+1) | | War | | Temples |
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.
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.
-Invest: Once per turn, pick one of the five Basic Campaigns. Next turn, for every time that Campaign appears in the Love/Hate Table, gain 100d.
-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)