TURN THREE REVOLUTION
TURNTURNTURNThe Oligarchy is dead. Long live the People's Council!
Obviously the People are too busy with their own lives to personally
rule the Polis. Fortunately, the Champions of the People (those who selflessly stood by their cause despite all the sabotage unrelated parties inexplicably threw at it) have stepped up. They have been empowered as People's Councillors, and have sworn to uphold the will of the People, and not to abuse their positions for personal gain. Since these Champions are so trustworthy, there's no need for complicated and expensive oversight- the People can rest assured that the government is working in their best interests, no matter what happens.
Much of the apparatus of the Oligarchic Council remains in place, as it would be disruptive to totally rebuild the administration from scratch. The only major change on the admin side is a raft of new tax legislation (mainly closing some glaring loopholes benefiting nobles) that should leave the entirely opaque budget of the Polis in a good state (no need for the People to concern themselves with the exact numbers). On the political side, the dangerous Veto powers of Councillors have been removed, only Champions may bring proposals to the floor, and there are requirements for new Councillors: they must be approved of by the People.
As for the Enemies of the People... well, let's just say the Styx is going to see some extra traffic.Any player with 5 or more Commoner Popularity is immediately granted the Offices of Councillor and Champion. ((This happens before anything else, so if you're currently at 4 ComPop you can't quickly gain a fifth and become a Champion))
Any player with negative Commoner Popularity is immediately granted the Office of Executed.
CREATED BY: Commoners
DESCRIPTION: The People's Council is a more functional version of the Oligarchic Council, lacking Veto powers, only open to those the People approve of, and overseen by the People's Champions. It is also hilariously corrupt, and occasionally beheads people.
OFFICES: Councillor: Anyone with 5 or more Popularity with the Commoners may pay 1000d to become a Councillor. A Councillor cannot be fired, but will lose the position if Executed.
Champion: Every three turns, the 3 Councillors with the highest Commoner Popularity become the Champions (in addition to the Office of Councillor).
Executed: Any player with negative Commoner Popularity is Executed at the start of the turn.
OFFICE ACTIONS: Councillors can: Vote Yes, Vote No, Take Bribes. They earn 500 Drachmae and 2 Points per turn.
-Vote Yes, Vote No: Tag with ACTx3. Affects Popularity.
-Take Bribes: Instead of voting on a Proposal, receive 500d per Class who cares (Love/Hate) about the issue, losing 1 Popularity with those Classes. Increases Visible Corruption by 1. Tag with ACTx3
Champions can: Propose, Be Revered, Denounce Citizen. They earn an additional 500 Drachmae and 1 Point per turn (on top of what they earn as a Councillor).
-Propose: Counts as Voting Yes. Affects Popularity. Tag with ACTx3.
-Be Revered: Once per turn, gain 1 Commoner Popularity. This REPLACES the default passive Popularity gain. (Or to put it another way, you are locked in to always picking Commoners)
-Denounce Citizen: Once per turn, reduce another (living) player's Commoner Popularity by 1. Make sure the target player is aware of this. A player may only be Denounced once per turn.
Outsiders can: Slander Rivals, Investigate Corruption, Participate In Corruption. (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.
-Investigate Corruption: Once per turn, pay 500d to gain 1 Popularity with a Class of choice. Increase Visible Corruption by 1. This method can only increase VC by 2 per turn across all Outsiders (but may be done more often, without further increasing VC). Tag with ACTx3.
-Participate In Corruption: Once per turn, receive 500d. Reduce your Popularity with a chosen Class by 1 (can go negative).
Executed can: Be Dead, Revive. They can do nothing else (do not gain 1 Popularity of your choice each turn). They cannot be the target of Slander Rivals or Denounce Citizen.
-Be Dead: Once per turn, gain 1 Popularity with all Classes with which you have negative Popularity.
-Revive: If your Commoner Popularity is 0 or higher, you become an Outsider at the start of the next turn.
POLIS ACTIONS: The Corrupt People's Council has 1 Bureaucratic Capacity. It can enact Basic Campaigns, Enrich Councillors. It receives 1000d in tax profit per turn.
-Enrich Councillors: Does not cost Bureaucratic Capacity. Each Councillor receives 500d from the Treasury. Increases Visible Corruption by 2.
CLASS MODIFIERS: Priests & Soldiers lose 1 Mood each turn. Merchants gain 1 Power each turn.
SPECIAL RULES: The Corrupt People's Council tracks Visible Corruption. This has the following effects per threshold:
0-4: The Commoners gain 1 Mood each turn.
5-9: Each turn, a random Class loses 1 Mood, then the Commoners gain 1 Mood.
10-14: Each turn, a random Class loses 1 Mood. This happens twice.
15-19: Each turn, a random Class loses 1 Mood. This happens thrice.
20-99: The Class closest to launching a Revolution immediately does so.
MECHANICAL CHANGE: To mitigate questions of timing, all Popularity changes now happen at the end of turn. Example: If you have 0 Merchant Popularity, then Vote Yes on a Proposal the Merchants Love, you cannot in the same turn sell that Merchant Popularity for 250d. Conversely, if you have 1 Soldier Popularity, and someone Slanders you to Soldiers, you can still sell Soldier Popularity for 250d (if you don't mind starting next turn at -1).
REQUEST: Please don't try to engage in 'sniping'; if I spot an action taken very close to the turn deadline that other players might want to respond to, I will automatically grant an extension.
In the past, great heroes went on legendary adventures. They fought monsters, spoke to gods, and discovered far-flung lands of mystery.
A particularly ambitious citizen of the Polis wants to emulate those heroes of old (it's definitely not the case that they just want to escape the current regime). They've got their own ship, gathered a band of followers (mainly fellow veterans), stocked up on supplies, and acquired maps from foreign merchants.
What this has to do with us is that they are asking us to finance their expedition. With funds from the Treasury, they could acquire more ships, more followers, more supplies, more maps. In exchange, they will give the Polis the majority of the treasures and glory they earn on their voyage.
...if they make it back, that is. Options:-Finance the voyage! (Costs 500d from Treasury)
-EXECUTE THESE TRAITORS!! (Requires first option fail)
((It is, again, an event. What the Classes think about the options is, again, somewhat opaque. The effects, again, are likewise opaque. Although I will give a slight spoiler: neither option is similar to a Basic Campaign. (Note, a Champion needs to Propose an option before it can be voted on)(You can Take Bribes for event options, but you won't get the money until the next turn)
In this case, the options are not independent, and Classes won't care how you vote for the second option unless the first option fails or is Ignored.))
STATE OF THE POLISTreasury: 5000d
Prestige: 1.0
Next Champion Election: Turn 6
Visible Corruption: 0 (=each turn Commoners gain 1 Mood)
CLASSESClass | | Mood | | Power | | Loved Campaign | | Hated Campaign |
Commoners | | 7 | | 2 | | Sponsor | | War |
Merchants | | 7 | | 2 | | Temples | | Temples |
Soldiers | | 7 | | 2 | | Sponsor | | Agriculture |
Priests | | 7 | | 2 | | Agriculture | | Sponsor |
Nobles | | 7 | | 2 | | Sponsor | | Temples |
Enrich Councillors: Does not cost Bureaucratic Capacity. Each Councillor receives 500d from the Treasury. Increases Visible Corruption by 2.
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: 1
Priests & Soldiers lose 1 Mood each turn. Merchants gain 1 Power each turn.
The Corrupt People's Council tracks Visible Corruption. This has the following effects per threshold:
0-4: The Commoners gain 1 Mood each turn.
5-9: Each turn, a random Class loses 1 Mood, and the Commoners gain 1 Mood.
10-14: Each turn, a random Class loses 1 Mood. This happens twice.
15-19: Each turn, a random Class loses 1 Mood. This happens thrice.
20-99: The Class closest to launching a Revolution immediately does so.
Councillor Actions: Earn 500d and 2 Points at the start of turn.
-Vote Yes, Vote No: Affects Popularity. Tag with ACTx3.
-Take Bribes: Instead of voting on a Proposal, receive 500d per Class who cares (Love/Hate) about the issue, losing 1 Popularity with those Classes. Increases Visible Corruption by 1. Tag with ACTx3
Champion Actions: Earn an additional 500d and 1 Point at the start of the turn.
-Propose: Counts as Voting Yes. Affects Popularity. Tag with ACTx3.
-Be Revered: Once per turn, gain 1 Commoner Popularity. This REPLACES the default passive Popularity gain.
-Denounce Citizen: Once per turn, reduce another (living) player's Commoner Popularity by 1. Make sure the target player is aware of this. A player may only be Denounced once per turn.
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.
-Investigate Corruption: Once per turn, pay 500d to gain 1 Popularity with a Class of choice. Increase Visible Corruption by 1. This method can only increase VC by 2 per turn across all Outsiders (but may be done more often, without further increasing VC). Tag with ACTx3.
-Participate In Corruption: Once per turn, receive 500d. Reduce your Popularity with a chosen Class by 1 (can go negative).
Executed Actions: CAN NOT USE DEFAULT ACTIONS, DOES NOT GAIN PASSIVE POPULARITY.
-Be Dead: Each turn, gain 1 Popularity with all Classes with which you have negative Popularity.
-Revive: If your Commoner Popularity is 0 or higher, you become an Outsider at the start of the next 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)