TURN FOUR
TURNTURNTURNThe Polis is graced by a new style of theatrical production. Portraying the struggle of the People to rectify the faults of society, featuring choreographed battle scenes, the plays are popular with a wide swathe of society. Not, however, with the priesthood- since the plays do not pay proper homage to the gods, and in fact belittle them at times!Meanwhile, a small fleet of brave adventurers sets sail for distant lands. What dangers will they encounter? What treasures will they find? What sort of government will they come back to? Who knows!
POLIS ACTIONS:Proposed: Enrich (Y), Agriculture (YNB), Sponsor (YYY), Temples (YNB), Voyage (YB)
Failed: Agriculture, Temples
Agriculture: Priests lose 1 Mood. Soldiers gain 1 Mood.
Temples: Nobles gain 1 Mood.
Passed: Enrich, Sponsor, Voyage
Enrich: -1500d from Treasury. Each Councillor receives 500d. +2 Visible Corruption.
Sponsor: Commoners, Soldiers, & Nobles gain 1 Mood. Priests lose 1 Mood. +0.1 Prestige.
Voyage: Soldiers gain 1 Mood. -500d from Treasury.
Those who Proposed or Voted Yes gain 1 Soldier Popularity; those who Took Bribes or Voted No lose 1 Soldier Popularity. Those who Took Bribes gain 500d. PLAYER ACTIONS:Investigate Corruption (x2(or more)): +2 Visible Corruption.
Reduce Priest Mood (x2)
Increase Priest Power
GOVERNMENT EFFECTS:Tax Income: +1000d to Treasury
Priests & Soldiers lose 1 Mood.
Merchants gain 1 Power.
Bribes Taken (x3): +3 Visible Corruption.
Visible Corruption (7): Commoners gain 1 Mood. Random Class (Nobles) loses 1 Mood.
UH OH
Priests Mood:2, Power:3Rolling 1d4...
...
...
oh ffs
...
!!REVOLUTION!!Priest Revolution any% achieves best possible WR. Revolution speedrunning community now pivots to optimising SaveTheAnimals%.
I, uh, think Class Moods should probably be reset a bit higher. Cos a one-turn Revolution is not Working As Intended. But it is what it is.It's a Revolution. Again. If you are a Champion, grab your 1000d salary and your 3.3 Points, and pray to the gods that the new government has mercy on your souls.
Anyone with positive Priest Popularity can submit suggestions. Remember to mention how much Popularity you have when doing so. Suggestions can be made in thread or by PM.
STATE OF THE POLISTreasury: 4000d (-1000)
Prestige: 1.1 (+0.1)
Next Champion Election: Turn 6Visible Corruption: 7 (=each turn Commoners gain 1 Mood, 1 random class loses 1 Mood)CLASSESClass | | Mood | | Power |
Commoners | | 9(+2) | | 2 |
Merchants | | 7 | | 3(+1) |
Soldiers | | 8(+1) | | 2 |
Priests | | 2(-5) | | 3(+1) |
Nobles | | 8(+1) | | 2 |
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)