TURN EIGHT
TURNTURNTURNPOLIS ACTIONSSuggested: Celebrate (Merchants)(YYY), Celebrate (Soldiers)(YY), Celebrate (Nobles)(YN), Celebrate (Commoners)(NY), Agriculture(YYY), Temples(YY), Sponsor(YN), War(YN), Import Food(YY)
Failed: Celebrate (Nobles): Nobles lose 1 Mood.
Celebrate (Commoners): Commoners lose 1 Mood.
Sponsor: Merchants lose 1 Mood.
War: Priests lose 1 Mood, Commoners gain 1 Mood.
Passed: Celebrate (Merchants, Soldiers): Merchants, Soldiers gain 1 Mood. -2000d Treasury
Party like the Polis is on fire! Agricultural Expansion: Commoners gain 1 Mood and 1 Power. +1000d Treasury
Farming! Temple Renovations: Nobles gain 1 Mood, Merchants lose 1 Mood. Random class (Nobles) gain 2 Mood. Priests gain 1 Power.
Those who count beans are well aware that the Polis cannot afford such luxuries, but high society are pleased to see the Founder's Shrine receive the proper respect. Import Food: Merchants Love this (gain 1 Mood, those who Suggested/Voted Y gain 1 Merchant Popularity). Commoners gain 1 Mood. Merchants gain 2 Power. -1000d Treasury.
It may make the Polis more reliant on merchants, but the common people aren't about to complain about free food.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 7x75=525d
BAD CONSEQUENCESOver Bureaucratic Capacity!
Result: All Outsiders gain 1500d! The people are starting to wonder whether all this partying is sustainable. Those who oppose the Partycracy experience a swell of support.Over Bureaucratic Capacity!
Result: The Treasury loses 2500d! Said support may have come at the expense of lost tax revenue, although it's hard to say with the bureaucracy so overworked.Bankrupt (under 0)! Merchants gain 1 Power.
Result: Random Non-Government Class (Nobles) loses 3 Mood. If no Revolution, regains 1. When the nobility realise the taxes they so recently agreed to pay have been squandered, they are not amused.Bankrupt (under -1000)! Merchants gain 1 Power.
Result: Non-Government Classes gain 1 Power. With the government scrambling to find money, literally everyone is able to get their hands on a bit of state property.Bankrupt (under -2000)! Merchants gain 1 Power.
Result: Everyone in Government loses 1 Popularity with All Classes. The MC and her DJs are, rightly or wrongly, blamed for the current financial crisis.
WOAH THERE
Nobles Mood:7, Power:8Rolling 1d4...
...
...
Nope it's fine actually(Nobles regain 1 Mood)
Trade is good. It enriches the Polis. More trade is better, since it will further enrich the Polis.
But what if... even more trade!?
A philosopher recently came up with a concept called 'Free Trade', which she claims will lure merchants to the Polis in great numbers, allowing us all to become wealthy beyond our wildest dreams. The only snag is that it involves reducing tariffs. To nothing, ideally. Which... would mean that the Polis treasury would not benefit from all the extra trade, at least not directly. The philosopher argues that the overall enriching effect will eventually make its way into the treasury, which she refers to as the 'Trickle Up' theory.
It sounds to me like another crazy philosopher thing. But a merchant group has proposed Free-ish Trade legislation that would let us experiment with the concept, and are advocating for its passage. Both with their voices, and their purses.The Polis loses 250d Treasury per turn.
The Encourage Commerce Campaign is changed to: "Every player receives 400 Drachmae. Increases the Power of the Merchant Class by 1."
This Law may be Repealed any time after Turn 11. The Merchants would Hate that.
The Merchants would Love to see this Law passed. On top of that, if it does pass, they will pay 250d to all those who Suggested/Voted Yes.
STATE OF THE POLISTreasury: -2650d BANKRUPT: Reset to
1000dPrestige: 1.3
Awaiting Celebrations: Commoners, Nobles
CLASSESClass | | Mood | | Power | | Loved Campaign | | Hated Campaign |
Commoners | | 8(+1) | | 4(+2) | | Commerce | | War |
Merchants | | 11 | | 8(+6) | | Commerce | | Sponsor |
Soldiers | | 7 | | 3(+1) | | War | | Temples |
Priests | | 9 | | 4(+1) | | Temples | | Commerce |
Nobles | | 8 | | 8(+2) | | Agriculture | | War |
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)