TURN SEVEN
TURNTURNTURNPOLIS ACTIONSSuggested: Celebrate (Merchants), Celebrate (Soldiers), Celebrate (Nobles)(YYY)
Failed: Passed: Celebrate (Merchants, Soldiers, Nobles): Merchants, Soldiers, Nobles gain 1 Mood. -3000d Treasury
A massive party, in honour of several gods, brings joy to many. This is the life.PLAYER ACTIONSGOVERNMENT EFFECTSSoldiers lose 1 Mood. Priests gain 1 Mood. Nobles gain 1 Power. +1000d Treasury
Commoners are dissatisfied with the lack of Celebrations catering to them: -1 Mood.
Treasury gains 6x75=450d
BAD CONSEQUENCESOver Bureaucratic Capacity! This results in a random Bad Consequence from the Over Bureaucratic Capacity table being chosen. No, you don't get to see the table.
Result: The Treasury loses 2500d (probably the mildest consequence on the table, at least in this situation)
With all the tax collectors busy organising parties, the treasury suffers.
The current crop failure is just a stroke of bad luck. Could happen to any government. Definitely not the result of farmers spending too much time partying to take care of their fields properly.
Regardless, it's here now, and we have to deal with it. We could spend government money to buy food from abroad, and distribute it to those in need. Or we could leverage government labour to support farmers, enabling them to salvage some of the harvest and supplement it with forage and game. We could technically do both, but either option should suffice to avoid famine. Options:-Import Food (costs 1000d Treasury)
-Divert Labour (costs 500d Treasury)
((I generate events ahead of time, so the compounding funding troubles are coincidental))
STATE OF THE POLISTreasury: 325d (-4050)
Prestige: 1.3
Awaiting Celebrations: Commoners
CLASSESClass | | Mood | | Power | | Loved Campaign | | Hated Campaign |
Commoners | | 7(-1) | | 2 | | Agriculture | | War |
Merchants | | 11(+1) | | 2 | | Sponsor | | Temples |
Soldiers | | 7 | | 2 | | Temples | | Temples |
Priests | | 9 | | 3 | | War | | Commerce |
Nobles | | 8(+1) | | 6(+1) | | Temples | | Commerce |
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This Law will automatically be Repealed if a situation causes the Nobles to be taxed more (which will be made clear at the time).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.
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 in (Sector): 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)