COunsil resolutions

ivanbin

Chieftain
Joined
Aug 10, 2012
Messages
72
Does anyone have a list of all council resolutions and what they do?
For example adopt one currency and such?
 
Undercouncil

-> secret tech pact

-> gambling ring

-> smuggling ring

-> Slave trade

Overcouncil

-> outlaw death

-> outlaw entropy

-> single currency

-> (i forget the rest)
 
the only FFH manual that I know about it is a PDF file.
Council resolutions are in one of the appendices.
LINKY
 
If i remember, the secret tech pact lets you get a great sage for 25 gold.

Gambling ring reduces the hammer cost of gambling houses.

Smuggling ring allows you to build smuggling houses in coastal cities, increasing gold (i think it was +25%).

Slave trade i dont remember too well, i think maybe lets you buy 2 slaves.

Then I remember Enlist the Nightwatch, letting you buy one.

Outlaw mana types only affect council members, so it wont stop other civs from having and using them.

Single Currency I believe icreases the number of trade routes between members.

My memory is hazy, havent had a chance to play much in awhile, but hope it helps somewhat.
 
Slave trade allows you to buy an infinite number of slaves ... its very nice :)

Great Sage and Nightwatch are only one time things though.
 
Secret tech pact blocks tech-trading with non-undercouncil members. It's still by far the best resolution available.
 
Its also a way to keep your vassals from trading away prize techs to your enemies ;)

(if you can conjigger it correctly)
 
The info you need is in the Civilopedia under the Civic heading for both the Overcouncil and Undercouncil. I'm not sure how many of these options are still available for the overcouncil as I don't often run it.

Overcouncil
Force War - All overcouncil members declare war on a particular non-member
Assign City - Return control of a city to a member civ
Single Currency - +1 trade route in each city
Open Markets - Trade Routes with each member civ
Global Civic Liberty - All overcouncil members adopt Liberty
Defensive Pact - All overcouncil members form a defensive pact with all other members
Outlaw Death Mana - No overcouncil member can use death mana
Outlaw Entropy Mana - No overcouncil member can use entropy mana
Outlaw Shadow Mana - No overcouncil member can use shadow mana

Undercouncil
Force War - All undercouncil members declare war on a particular non-member
Develop Secret Codes - Each undercouncil member gains a great sage and each council member can only trade techs with other council members
Enlist the Nightwatch - Each undercouncil member gains a nightwatch
Fund Dissidents - Has a chance to create unhappiness in non-undercouncil cities
Gambling Ring - Reduces the cost of gambling houses by 75%
Slave Ring - Allows undercouncil member to buy slaves
Smuggling Ring - Allows undercouncil members to build smugglers' ports
Open Borders - All undercouncil members sign open border agreements with all other council members
 
Back
Top Bottom