TURN TWO
TURNTURNTURNClearing a swathe of woodland to make way for new farms is popular with both people who work the land and people who own the land. The extra tax revenue doesn't go amiss either.---
An omen! A three-legged owl was sighted in the countryside, which is definitely a good thing, probably. Athena's priests claim it means we have her favour- a fleeting thing, best exploited right away.Options (not mutually exclusive):-Organise a big sacrifice to Athena! (Costs 1000d from Treasury)
-Strategically declare war on our neighbour! (Costs 1000d from Treasury)
((It's an Event! In this case, there are two options available. You can vote to Support or Veto them individually. If nobody votes in Support at all, it will be Ignored, which will have no impact on Class Mood or Popularity (unless specified otherwise in the event). In this case, neither option requires Bureaucratic Capacity (other Events might have options that do).
You can take a guess as to what these options will do, and what the Classes think about them. Whether you guessed correctly will be revealed next turn.
For example, if you choose to Veto option A, it won't have any immediate impact on your Popularity, or the Polis. But next turn, I will announce that "Class X Hated Option A", which would mean you earn 1 Popularity with Class X, and Class X will gain 1 Mood. I will also reveal what effect passing (or not passing, in some cases) the option had.))
POLIS ACTIONS:Proposed: Agriculture, Commerce, War, Temples, Sponsor
Vetoed: Commerce, War, Temples, Sponsor
Commoners, Nobles: +1 Mood from Temples vetoed. Merchants, Soldiers: net +0 from Commerce and Sponsor vetoed.
Passed: Agriculture
Commoners, Nobles: +1 Mood from Agriculture passed. Commoners: +1 Power from Agriculture. +1000 treasury.
PLAYER ACTIONS:Commoners Mood reduced by 2
Commoners Power increased by 1
Nobles Mood reduced by 1
OLIGARCHY EFFECTS:All Classes Mood reduced by 1
Nobles Power increased by 1
STATE OF THE POLISTreasury: 6000d (+1000)
Prestige: 1.0
CLASSESClass | | Mood | | Power | | Loved Campaign | | Hated Campaign |
Commoners | | 6(-1) | | 4(+2) | | Commerce | | War |
Merchants | | 6(-1) | | 2 | | Commerce | | Sponsor |
Soldiers | | 6(-1) | | 2 | | War | | Agriculture |
Priests | | 6(-1) | | 2 | | Temples | | Sponsor |
Nobles | | 7 | | 3(+1) | | Commerce | | War |
-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.
All Classes lose 1 Mood each turn. The Nobles gain 1 Power each turn.
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.
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.
For every 1 Popularity you sacrifice, you earn 250 Drachmae.
(If there's other information you'd like to see in this spoiler, let me know)
MECHANICAL CHANGE: Halved the cost of manually increasing a Class's Mood (from 1000xMood to 500xMood).