Governments and Politics


Feb 6, 2010
Governments and Politics


Since the beginning, humanity has come together in groups to survive. Soon those groups grew into organizations controlling thousands of people and activities. That was when power and the struggle for it was born. History has been dictated by these power struggles, by the man fighting to become the most powerful in their group. Soon, each group found other groups, and the competition for being supreme over all began. Not only were men fighting within a group for power, but with other groups for even more power. One group to rule them all.
The time has come to show your power to the world. Will you become the most powerful man in your nation and the world, and lead your people to rule over all others?


In this game, you, the players, will be citizens of the Persian nation, and you will lead this civilization from the beginning of time. You will compete against other civilizations, just like in any ordinary game. One twist here is that I will control the other civs using a system I created to make the decisions, and hot seat.

Each player will be a citizen of the Persian empire. At the beginning of the game, All signed up players will be civilians of this emerging nation. From the civilian pool, a politician will be chosen by random. At the beginning, a politician will be chosen every time a “citizen” in-game is born.
Spoiler :
I will say in-game to refer to aspects of the Civilization V game that are not controlled by me

Spoiler :
Greater odds of being chosen if you sign up sooner

Spoiler :
Once you have created your government, the way politicians are chosen will not be every time a citizen in-game is born

Each player will have the following”stats”:
  • Age
  • Money
  • Local Influence
  • National Influence
  • Military Influence
  • Popularity
  • Reputation

This decides how long a person has lived. The older the more influence and chances of death there are.

Wealth is a very important part in the game. This is how much money you have. With money, you can do many actions including paying bodyguards, hiring assassins, paying rebel militias, propaganda, spying, bribing, and much more. All players gain wealth. A civilian gains .25 per turn, a politician gains 3 gold per turn, and the highest position, being the leader of the civilization, gains 5 gold. Also, each politician gets gold earned in the city they are in. If you own a tile, you also get money, unless government created says otherwise. From the tiles, you earn 5 gold from each gold, 1 food, 2 from each hammer.

Local Influence:
This is the influence you have over a specific ethnic group in the city you are in. Depending on this is how it will affect decisions taken, and how civilians will react to it. It will decide if AI civilians agree to it or not once decision is made, and it will lessen opposition if an influential person approves a decision. It is also used in other actions.
National Influence:
It serves the same function as local influence except this is your influence over a certain ethnic group nationwide.
Military Influence:
This is your influence among the armed forces and is used in certain actions and decisions involving armed forces. It impacts soldiers' morale and approval of your decisions.

Popularity is a measure of how well people like you. These are the ranks from lowest to highest: unknown, seen, spoken of, hated, opposed, disliked, recognized, liked, admired, revered.
Impact popular stability and people's opinion on your decisions. Also affects certain actions. Popularity
is only obtained by what the AI people are told and know, not what I know.

Reputation is what you are known for. At beginning of life, you are unknown, then, depending on what you do you will gain a title followed by a quality, which tells you if it is good or infamous: good: inexperienced, competent, distinguished, illuminated, influential, experienced, eminent, extraordinary. Infamous: inexperienced, astute, greedy, sinister, bold, ambitious, arrogant, merciless. Reputation is only obtained by what the AI people are told and know, not what I know.

The only stats I will report to you in numbers will be Age and Money/wealth. The others will be described by words and scenes in stories. I will report these stats to every player via private message.

In this game, you will create your government. You will decide how things are decided, how laws are made, how policies are made and much, much more. At the beginning of the game, there will be a despot. He has sole power and the law is his whim. Once we have five politicians, the government will be created. A Government Council will be called and I will give all the details for the creation of the government. Influence and popularity will play a big part for the acceptance of the new government. However, governments throughout history have changed, even in the same country. For a government to change, all politicians have to agree,or at least most, and a Reformation Council is made to change it.(unless government makes a specific rule about reforms). Opposition and Supporters can do various actions to push or fight these changes. Current Government here

Spoiler :
As you can see, Government Councils are held when a government is starting from scratch for a new nation, or after a war or revolution. Reformation Councils are held to reform an already created government

Politicians and civilians have a set of actions they can do. These actions are used for different purposes and goals.
There are several domestic actions a politician can do:
  • Hire body guards
  • hire assassins
  • political coups
  • military coups
  • espionage
  • hire agitators
  • bribe
  • create assassin groups
  • create guerrilla groups
  • imprison politicians
  • Frame politicians
  • frame elections (if democratic government)
  • create propaganda
  • create laws
  • reform laws
  • Secede
  • create groups, clans, parties, creeds,
  • Issue government crackdowns
  • banish anyone
  • Send missionaries
There are several international actions a politician can do:
  • Order assassinations on foreign leaders
  • send missionaries to other civs
  • Bribe foreign leaders
  • spy on foreign leaders
  • send agitators to foreign civs
  • aid insurgents or governments
  • create agreements with foreign leaders
There are several actions for civilians: (unless specified, politicians can do these too)
  • create protests
  • start revolutions
  • create a guerrilla movement
  • terrorism
  • ethnic attacks
  • boycotts
  • become reporters or hire them and investigate
  • go on strikes
  • assassinations (hire or become assassins)
  • Hire Security Forces
The specifics for each action (how to do them) are said in the next posts. You do not need to read them all to play. The only time you need to is if you want to do that action.

These actions have a limit at how many of them you can do. Each turn you can do one movement. See movements for more details.

One of the main objectives of the game is to be the most powerful man of the world, and to be there throughout history. A politician's power will depend on the highest and longest period of power.

Spoiler :
One could be ultra powerful for two turns but for ten turns you were lower. When you die, your power for the ten turn period would go on the list, not the two turn period of very high power

The ten most powerful people will be listed on the Powers list, and will be constantly changing. What you want to be is in the list, and to be Number 1. (The first ruler at the very beginning will have Father’s Place, since he is very powerful due to he is a despot.)
At the end of game, whoever is in first place is the winner.

When you reach the age of 20, you will begin to look for marriage to conceive heirs to your fortune and continuance of the family. Every 2 turns, a random number will be given, and it depends on that number whether or not you get a child. If odd, no child, if even, you get a child. This child will in ten turns enter the civilian pool. Each of your children can become a politician, but only the first born of your primary character is guaranteed. The others have probability. The second is 50%, third is 40%, fourth is 20%, fifth is 10%, sixth is 5%, seventh is 2.5% and so on.
Each children will receive inheritance, and you decide how much each gets. Those who don’t become politicians will not be controlled by you, so you have to be careful how you distribute your inheritance.

Resource Ownership:
When a person owns a tile, and that tile has a resource, they own that resource. The government must now pay them to use that resource, and that person has full control of that resource. Tiles with resources are worth ten for calculating influence.
The government can decide to expropriate the tile, taking control of that tile because of resource. If the government also has a policy of communism/authoritarian, then maybe all resources belong to state and people can not own the resource.
Ownership of a resource creates the possibility of forming a company of that resource. You will have employees (each hammer represents 20% of people living in that tile work for you.) With companies it is easier to control all resources of same type. Remember that you must pay your employees and may sometimes pay taxes for it.

Every time a there is anew politician, he will receive a tile (unless specified otherwise by government). The tile he will receive is the tile where the new citizen was placed in-game. Players can buy/sell tiles among each other, each putting the price and negotiating. When a player can not pay the government’s taxes or owes money, a tile(s) can be taken. Tiles increase the influence you have, and the money you gain.

Popular Stability:
This decides how people will act to situations, and how stable they are. The more unstable the more violent and drastic their actions. Each ethnic group in each city has their own Popular Stability.
Spoiler :
If popular stability in a city is:
Murderous: (-13 and more) People may attack politicians to kill them. Big chance of revolutions (60% and + 10% for every negative point above -13) and other violent acts: terrorism (40% + 10% for every negative point above -13), guerrilla (50% + 10% for every negative point above -13) and assassinations (30% + 10% for every negative point above -13)
Chaotic: (-10 to -12) Riots form in streets. Politicians are attacked at streets, with few chances of death of politicians (10% + 5% for every negative point above -10). Greater chance of terrorist acts (20% + 5% for every negative point above -10). Chance of guerrillas forming (30% + 5% for every negative point above -10). Greater chance of Boycotts (40% + 5% for every negative point above -10)
Unstable: (-8 to -9) Protests can begin to start (60% + 10% for every negative point above -8). If -9, there can be strikes (50% + 10% for every negative point above -8) and very slight chance of riots (20% + 10% for every negative point above -8). Small chance of terrorist acts (5% + 10% for every negative point above -8). Small chance of boycott (5% + 10% for every negative point above -8).
Panicked: (-6 to-7) Crime rates will begin to increase (+5% for every negative point). Small percent of protests forming (30% + 5% for every negative point above -6)
Resented: (-2 to -5) People still resent and remember worse times with cruel governments. All politicians will loose a little popularity ( -2). Very slim chance of protests (5% + 5% for every negative point above -2). mostly people will try to obey, but a few will protest.
Oppressed: (-1) Very difficult to maintain. People live in fear of government, and will keep quiet. No chance of protests or speaking in public against government.
Malleable: (0) People can easily be swayed. Easy to tip to stable or unstable grounds.
Indifferent: (1) People begun to feel comfortable. They are indifferent to violence.
Stable: (2-4) People are stable. Crime rates begin to slowly drop (-5% for every positive point)
Reasonable: (5-8) Crime rates significantly drop (Divide result by two). Easy to speak to population and calmly debate.
Conformed: (9-10) Few people oppose government (10%). People live good lifestyles and earn good money.
Peaceful: (11-13) People are very tolerant with other differences. Will never take violent acts without politician actions.
Celebrating: (14-18) There is no crime, or very little (divide result by ten). They praise the government and leaders. People feel proud of country.
Arrogant: (19+) People start loosing fear and interest. They rebel and defy governments, stop working, fall to drugs and become unhappy of anything. Nothing can satisfy them, and they can easily turn Unstable.

These are ideas that can affect how people think and react to certain events. The following are the Ideals: Nationalism, Religion, Freedoms, Ethnic Ideals, Capitalism, Communism. More ideals can be added as the game progresses.
At the beginning, each Ideal will be 0. Then, certain actions will increase certain ideals. One of them is Social Policies. Tradition increases nationalism and ethnic ideals, Liberty increases Freedoms, Piety increases religion, Honor increases nationalism, Patronage increases Freedoms and ethnic ideals, Commerce increases ethnic ideal and Capitalism, Autocracy increases nationalism Rationalism decreases religion, Freedom increases freedoms, Order increases Communism.
Certain buildings and technologies also affect certain Ideals.
In piety, if you have freedom of religion, it decreases Religion ideals.
Each ideal will have an effect of its own:

Spoiler :
Nationalism: Makes people feel very proud of their country. The problems come when other ethnic groups in your country have more nationalism. They will want to become independent of you. Nationalism also increases the support for a war. This will make people feel revengeful against civs that have done something against them. People will support wars against civs who have wronged us and oppose their ideals radically.

Religion: As this grows, this makes your be more religious. It will begin to influence people’s support for issues, and as it increases, intolerance of other religions increases.

Freedoms: this will make people value their rights and freedoms a lot. Decisions limiting their freedoms will be unpopular among people with high freedom ideals. People will also oppose countries where freedoms are limited.

Ethnic Ideals: This will make people intolerant to other ethnic groups.

Capitalism: This will make people want to have private businesses and free markets all over the world. Citizen specialization will be unpopular among high Capitalist people. It will also make people oppose communism.

Communism: This will make people want to have equality. Popular stability will decrease if there is a huge difference between literate and illiterate people. It will also make people oppose rich citizens (civilians and politicians alike).

Each level of intensity of an ideal will cause people to react and certain actions:
Spoiler :
0: Careless: This ideal has no effect on population.
1: Indifferent: This ideal has been born among this population. Still not enough to have any effect. Can’t go back to zero.
2: Minority: This ideal is growing, but it is in few people’s minds. May influence how people support an issue (10%).
3: Considered: The ideal level for an ideal. May influence how people support an issue. (20%)
4: Weak: This ideal is still weak, but it is gaining strength. May influence (30%)how people support an issue.
5: Important: This ideal is now important among this population. Very slim chances of protests (20%) and strikes (10%). People are still peaceful about their ideals.
6: Influential: This ideal begins to begin to influence people. Slim chances of protests (30%) strikes (20%) and boycotts (10%).
7: Strong: This ideal is powerful among the population. Small chances of protests (40%), strikes (30%), boycotts (20%). Very slim chances of terrorist acts (20%) and riots (30%).
8: Powerful: People are passionate about their believes. This ideal has become powerful. Big chances of protests (60%), strikes (50%), boycotts (30%), and attacks on politicians (30%). Small chances of terrorist acts (40%), assassinations (10%), riots (50%).
9: Ardent: This ideal is ardent, burning, in people. They are very passionate about what they believe, and may sometimes even take violent actions. Great chances of riots (60%), strikes (40%), assassinations (40%), and terrorists (60%)
10: Extremist: This ideal makes people do take radical actions, mostly violent actions towards people opposing their beliefs. High chance of terrorist attacks (70%)against enemies, Assassination attempts (60%), revolutions,(20%) and guerrillas (30%).

Groups supporting ideal causes may form at level 7 (20%) and increase by 10% ever level.

Through out history, one of the most problem causing factors is different ethnic groups in the same area causing fights. This factor will be present in the game. Your civ will be one ethnic group, and other civs will be different ethnic groups. City States, Barbarian camps, and ruins will also have a small different ethnic group. As you expand and conquer, more ethnic groups will join your civs society and will interact with the civs original ethnic group.
Every time you occupy a barbarian tile, or a tile where there was an ancient ruin, you will incorporate their population to the city. When an ancient ruin gives the empire a citizen in-game, that politician will be from that ethnic group and their population will be added to the empire's.
When two civs or a city states border each other, migration will occur.

From the beginning, all civs will have unorganized religion, all polytheistic. No real religions will be used to avoid any real religious conflict between players. Instead, we will use each civs ancient mythology. When writing is found, an organized religion will be formed, according to how politicians want, governments permit, and decisions of AI civilians. A Religious Council will be called to answer this issue.

In Government and Politics there are three pools of players. The first pool you start in when you sign up is the Civilian Pool. Here, you are a civilian with no government office who gains little money and has little influence in national and international events, normally. Then, when a citizen in-game is chosen, you have the chance to go to the Politician Pool. There you will be a politician. When you die, which can happen at any time, you go to the Limbo Pool for five in-game turns. After five turns, you are born back into the Civilian Pool.
The Limbo Pool can be avoided by having children. When you die, you can take control of your first born child.


Feb 6, 2010
Game Dynamics:

The game will be played and carried out the following way:

1. At the beginning of the game, a player from the civilian pool will be randomly chosen to be the leader of this new civ. The game starts with:
Everyone being 18 years old.
No one has money.
No one has influence or popularity.
Population is 1000 and all are Persians
All ideals are zero.
Crime Rates are zero.
No one has a family yet.
No one owns a tile.
Assassin Group controlled by an AI player who will never be a politician.
All will have income.
Leader will have popularity and influence (liked and 100%).
0% Literacy and 100% Illiteracy.

1. Leader will be asked what he will want to do: What to be built, what to research, and what to do with warriors. This will have no consequences to popular stability or popularity, but it may affect the way other players view of you.

After we play our turn, I will play the turn of the other civs using Hot seat. After this first turn, the rest happens the following way:

First of all, the game is divided into sessions. In a session I will tell in-game decisions/issues and other updates of the game. Each Session is divided into two turns of twelve hours each. In each turn players can do actions, diplomacy, plan, discuss, argue about in-game and other decisions. Players can also do one movement per turn.

1. I will play in-game turns doing what you have told me to and I will stop when an in-game issue arises.

2. I will post the news and updates. With this post a Session begins. The first turn begins

3. After twelve hours, the first turn is over. This is the time when a Mid Session Event will happen. It will be related to an issue or outcome of an action done during the first turn. PMs will also be sent to players who did certain movements. The second Turn begins

4. After twelve hours the second turn and the session ends. A Conclusion Update will be posted telling any outcomes of actions done. PMs will be sent to players who did certain movements.

5. Between the Conclusion Update and the next Session is a Transition time. This is the time I transmit all decisions to in-game and play our next turns. During this time no actions or movements can be done.

6. I will post the news and updates. With this the next Session begins. Step 2-5 keep repeating.


Feb 6, 2010
Action Details:
The following explains each action and how to perform it. You do not need to read it all to play game. You will need to read it when you want to perform that action.

Hire Bodyguards

To defend yourself against assassination attempts, espionage, and other threats to your life. Increases chances of surviving attempts at your life and foiling espionage plans on you.
5 Gold and will remain loyal to you as long as you can pay them and Popular Stability is not murderous. To increase the power of your bodyguards, you must pay them more.
How to:
To hire bodyguards, you need to PM saying you want to hire them and how much you will pay. Then, they will automatically protect you.

Hiring Assassins

To eliminate political enemies or other assassins. (Politicians and Civilians alike)
10 Gold per contract and everyone will know it was an assassination. First Package20 Gold per contract and everyone will think it was a natural death. Second Package
How to:
Send me a PM saying you want to hire assassins with the following information:
  • Target(s)
  • Assassin's Group being hired
  • Payment
  • Specification of package wanted

Spoiler :
If you don’t want to pay, there is a way for you to become the assassin. PM me telling me you want to become the assassin and I'll tell you how!

To counter assassins, you need bodyguards. Espionage can also counter them by warning you of the assassin and enabling you to send an assassin at the assassin or the executioner (if known).

Political Coups

To remove a politician who occupies a major position of power: ex: leader of a group, leader of entire civilization, leader of a creed, party or clan, governor of a city, or a person with 50% or more local or national influence. Here, politicians only can participate, and only politicians under target’s power can participate, for example, members of the same group, creed, party, clan, politicians in city of target, and if it is a coup against leader of the entire nation, all politicians can participate.
None for coup. 7 Gold for having message of coup distributed anonymously.
How to:
To start a coup, one politician must PM me saying you want to start a coup, where when and against who. Then, his supporters will PM me saying they will support the coup. This means that you will have to deal with telling the others of the coup, risking the chances of them not supporting you and being betrayed.
For this reason, there is a second way to start a coup. You can pay 7 gold to have the message distributed to other politicians by me sending them an anonymous letter of a possible political coup, and those who want to join must PM me back. Then the leader of the political coup shall be PMed telling him who is supporting the coup. The leader will then decide if he wants to go forward with the coup or not.
If the leader goes forward the coup happens.
If not, the other members will be notified that the leader backed out and the number of people supporting the coup. They will also be asked if they still want to execute the coup. Whoever says no will also just back out and supporters of coup will proceed with the coup. The supporter with the most influence will be named leader of the coup. If this coup succeeds, the previous leader will be punished (either by execution, imprisonment, or banishment) along with the target of the coup. If this coup fails, follow regular coup failure procedures.
If the coup happens with the original leader, and it is successful, only the target is removed from office and punished by any of the three mentioned in last paragraph, supporters of coup decide. If it fails, current leader of coup, along with oldest person, and the person with the most local influence (second if leader has highest influence), are punished by opposition of coup and target.
Regular coup failure procedures are:current leader of coup, along with oldest person, and the person with the most local influence (second if leader has highest influence), are punished by opposition of coup and target, or following laws made.

Military Coups

Same as Politician coups except that in a military coup, only a politician with a military position, like a minister of war, secretary of defense, general, or some similar position with military influence can start one. Usually, these coups are done without other politician’s support.
None. 7 Gold for having message of coup distributed anonymously.
How to:
To start a military coup, and if you are able to, you just have to send me a message telling me to start the coup where, when (what turn) and against who. Normally, military coups are done against people with great power, like the leader of the nation. If you are involving politicians, it is exactly like a Politician Coup.
Differences to Politician Coups:
If coup succeeds, the leader will have absolute power in what he just took power in. He can do whatever he wants with politicians in the city he is in. However, as more politicians are hurt, the more negative impact it has on popular stability. Rule in that city then becomes a dictatorship until the leader of coup ever decides to stabilize government.

Spoiler :
All cities directly connected to location of coup receive the report of the coup and come under direct control of leader of coup. Leader of coup, now dictator, also decides what happens to politicians in those cities. Remember, though, that the more punishment of politicians, the more the negative effect on popular stability there is. In the same turn of coup, all cities outside dictator’s reach and connected by road receive news of coup, but dictator influence does not reach them yet. Cities connected only by water will not receive news of coup until next turn, so their popular stability is not affected until they receive news.

Spoiler :
TIP: getting supporters on cities outside of your initial reach is key to maintaining power in all nation


To know what is going on behind closed doors or what your enemy is up to. To be on look out for opposition. To get information on other players.
There are five packages with different purposes:
First Package: spy on the social group page, where you will receive some discussion that happened in the target's social group page. Cost: 10 gold.
Second package: To spy on a player's stats where you will receive detailed stats of that person’s income, money in account, popularity, power status, local and national influence level, membership to any organization, etc. Cost: 18 Gold.
Third Package: intercept letters, where you will receive information of any action that the player is planning, or about to do, or did in last turn. Cost: 23 Gold
Fourth Package: to steal money from target. It costs 30 gold and they will steal a random number of gold above 35.
Fifth Package: you hire an informant that infiltrates any organization you want, and it will inform you for ten turns. Cost: 50 Gold.
How to:
To hire a spy, you must PM me with the following information:
  • Target
  • Spy group being hired
  • Package wanted
  • Payment
You can spy on several targets at a time, for each target you need the previous information.
Counter: Body Guards. Counter espionage and see if they are spying on you.

Hire Agitators

When you need to agitate things to make people rebel, or when you need to make a politician look bad, you can always hire people to turn peaceful protests into something more.
Agitators costs depend on how much impact you want to make on the popular stability. You can pay 1 gold for a very little impact, or 20 for a huge impact. (20 is the maximum) (for every gold, subtract one point to popular stability).
How to:
PM saying you want to hire agitators and payment.
Unless you are spied on in the modern age, it is very hard to prove that someone hired agitators. However, if it is found, you will highly decrease in popularity. (If you are spied on before the modern age, follow Frame a Politician action rules to try to prove that someone used agitators).


Sometimes you may need to convince people to do something, and sometimes the only option is money. You can bribe any person, even AI.
How to:
To bribe a player, you must PM that person, and when both agree, both must send me a message telling me how much money will be transferred and from who to who. The person bribing must be careful, since the person you are trying to bribe may denounce you, and then there would be a battle of words and credibility (Frame a Politician rules).
To bribe an AI player, just PM me as if you were trying to convince a real person. You will risk chances with that person, since that AI would be using the dice system to see if they accept or not. It is not random or pure luck, your PM influences the probability of the bribe working.
Espionage can see if a player is involved in corruption. If someone is found guilty of corruption, their popularity will highly decrease.

Imprison Politicians

Normally happens when a politician is found guilty of committing a crime (coup, assassination, espionage, illegal business, corruption) or when a politician is framed of committing a crime.
When a politician is imprisoned, he:
  • looses his government position and goes back to the civilian pool of players.
  • He is in jail, so he will not gain any money from being a civilian
  • Tile given to you by government will be taken away.
  • You can not give any speeches to the population
  • You may be visited by any one person (politician or civilian) at a time
  • Your position in government will be replaced by a new politician.
  • Government will decide what happens to your companies and what you own

Imprisoned politician can still however control any group he created or is leader of, and will gain money (if applicable) from the group.
Spoiler :
Governments may freeze your money accounts if in a bank, thus disabling money transactions

The way you get out of prison depends on the government laws and punishments. If law permits, politician can pay a certain amount of money specified by law to be free civilian. You can wait your sentence in prison. Amount of time can sometimes be until death, so you can either hope a revolution happens and you are liberated by people who support you and took control of city, or you can bribe an official that can let you out, or if popular pressure on government is too much and they must let you free to keep civilians at bay. Any group you created, or other people's, can try to break you out. If you do escape, you will become an outlaw and must stay hidden in your group’s headquarter.

A person in jail can still be assassinated. They can also naturally die in jail.

Frame Politicians

Sometimes, a politician may have so much popularity and power, that you need to ruin their popularity to either remove them as threats or stop them from becoming untouchable.
How to:
To frame a politician, you have to post on the main thread with the title of Accusation and then denouncing/accusing a politician of something. I will read the post and calculate a popularity change to target. Then I will read other responses, which have to be posts with title Response of Accusation, and calculate their impact on target. After this, a credibility stat will grow for both the accuser and the target. Those who have more local influence and more popularity will have more credibility. Also, those who have good reputation will have higher credibility then those who have infamous reputation. Supporters on both sides can help by adding half of their credibility to either accuser or target.
Whoever has the most local credibility at the end of two days will be the winner of this credibility battle. Winner will result slightly negatively affected locally if anything, and the looser will be negatively affected locally. Supporters of loosing politician are also negatively affected. Supporters of winner gain popularity.
The effect on popularity will depend on crime committed. There can also be popular stability consequences. The effect on popularity of accuser if he lost is negative, and as the politician accused has more popularity, the negative effect will increase. If he won, he will slightly gain popularity.
Credibility Help:
If you can show evidence, you will get more argument bonus. If in modern, digital era, videos and photos taken by spy or reporters can be used.

Frame Elections

Win elections, if there even is elections in government.
How to:
To frame elections, you must hire the fourth package of espionage. (See Espionage: Fourth Package)

Create Propaganda

When you need to sway people’s support to an idea, law, war or to change popular stability or popularity of something, you can create Propaganda.
How to:
To do this, you must PM me with the following information:
  • Tiles you will be distributing this
  • What you want it to cause
  • Payment
  • Name of Propaganda
After you have sent me the message, you must post in the main thread a post with the propaganda’s name as the title, and the word Propaganda in italics at the beginning. In the post you will tell what you want to promote.
Propaganda can be fought with counter propaganda, or by groups destroying the propaganda. Counter propaganda is done exactly the same as propaganda.
For groups to take down propaganda, they have to have a presence in that tile. The group’s local influence will subtract % change in support of something. To order your group to do this, you must PM me saying you want to take down the propaganda and specifying which one by saying the name. To have orders ready, leader should tell me what to do with propaganda before hand. (See queuing actions)

Create/Reform Laws

This will depend almost entirely on how the government you created is, which will address how laws will be made and by who. When a law is made or reformed, it will happen when the politician with the power calls for an assembly, and all law making politicians will gather and discuss on the vote, and follow the procedures of government.


Create a new nation with your own rules, policies and sovereignty.
How to:
To secede, leader of the city must PM saying you want to break away from the empire. After I reply, you can post on the main thread announcing your break away from the empire. Many different things will then happen. First, politicians will have to decide if they support this or not. A smart thing would be to first contact the politicians, anonymously or not (anonymously is PM me first, then I will PM who you tell me with your message, but they wont know who it is.) and see who they support. When you announce it, the politicians supporting you will post their support in the main thread. Those opposing you can declare it, or take an action to stop this. Be careful when opposing, because the leader seceding may take you out. Then, the population of the city will have to decide who they support. Civilians can openly declare their support, or they can oppose it. The rest of the population and the military will then decide. The government will then have to respond with some action to the reaction of the population.

If government manages to remove any threat of the opposition, or control them, or there isn’t any, government has managed to pass through the first stage of secession. Now, they have to deal with the government they are trying to secede from. This will depend on how they react. They might let you secede, they might send troops, they might try to assassinate leader of city, they might do anything. How they react, leader of secession must decide how to fight back.
If government falls to opposition, it will depend on what kind of opposition. If government fell, it is most likely do to armed revolts. If this happens, politicians supporting secession will suffer consequences. See Revolution for more details. If government fell, national government must now come in and take control of situation. Secession does not occur.

If you manage secession, through negotiations or force, you will make your own nation. You will make your own government, own laws, and will be separate from mother nation. This new nation will have its own name, own money, own army, own population, own popular stability and own resources. You will share technology, however.
Leader of this new nation immediately gains more influence in all aspects, more popularity and more money.

Hire Security Forces

To specifically combat crime in a city. . Each city can only hire as much as the gold it produces. Multiply the # of gold it produces by 2 and this will be the percentage that will be reduced to crime rates.
Gold income * 2 = % reduction to crime rate. Anyone in the city can help to pay for more security forces by paying from their money. This would be an expense every turn, but it will give them a boost in popularity.
How to:
To hire Security Forces, the leader of the city just has to announce it in the main thread. If any player wants to hire extra Security Forces, they must announce it in the main thread and post or PM me the money they will be paying every turn.

Spoiler :
For those who wish to become more powerful with an iron fist, there is a way to use the security forces as police terror to keep citizens at bay. If you wish to do this, PM and I'll tell you how

Government Crackdowns

Keep the people at bay, put down protests and other popular oppositions
How to:
Any leader with authority over the military can issue the order. To do so, PM me with the following information:
  • Army Unit ordered
  • To what protest/event
This will cause a drop in popularity to who ordered the issue. Maximum leader's popularity will also go down even if he did not give the order, unless he punishes the ones responsible. Popular Stability will go to an unstable but controllable level immediately. This means any disturbance can cause the people to become more unstable and easily swayed for a revolution.


A punishment to politicians and civilians who have committed a crime.
How to:
This all depends on the laws your government creates. A banished person will not live in city or empire (depending on what he is exiled from) and can not return lawfully.

Send Missionaries

Spread the nation's religion to cities with in the empire, or to other empires.
How to:
Once there is an organized religion, leaders of the religion can send missionaries to spread the religion. For this, the leaders will have to pay money from the religion's organization to raise and send missionaries. Each missionary costs 5 Gold, and for greater impact you must pay 1 Gold for 5% more chances. To send a missionary, leader of religion must PM me wit the following information for each missionary
  • Payment
  • Destination(s) (one missionary can go to three different locations during his lifetime)
  • Time in each destination in in-game turns (The more time a missionary spends in a place, the more his impact lasts)

Aid insurgents or Governments

Help a government/insurgent win a war and have them in your favor.
How to:
This will also depend on how you create your government, but the main thing is:
If you are aiding a government, it will be carried out by just gifting gold through regular in-game diplomacy.
If you are aiding insurgents, it will be the the same as aiding a government except the money giving will be used to immediately buy a military unit that will fight the government and enemies.

Create Agreements with Foreign Leaders

Besides the regular in-game agreements, using hot seat and controlling other civs will allow for different types of agreements resolving issues created by this game and other things.
How to:
This also depends on the government you create. However, when foreign leaders meet, leaders will actually be moving locations (see movements). When a foreign leader contacts us, he comes to our city. When our leader contacts a foreign leader, our leader moves to the other leader's city no matter how far apart the cities are.

Create Protests

Oppose a decision and create pressure to change it.
How to:
Anyone can create protests. To start one, you must PM me with the following information:
  • Cause of protest
  • location of protest
  • Operation of protest
When you protest, these are the following things you can do to create pressure:
  • March through the streets- people who agree with you will come to the streets and walk with banners. Gets your ideas out to the world, very little pressure is created
  • Road blocking- people who agree with you will join you with banners and will block roads. You get your ideas out to the world, more pressure is created since no unit will be able to pass through. More pressure is created
  • Strike- people who have bad working conditions will stop working. That Tile's improvement will stop producing anything. A lot of pressure is created
  • Hunger strikes- people who agree with you will join you and not eat until you get what you want. Creates a lot of media attention and pressure on government.
Strikes and Road blocking cause people affected to oppose you, decreasing popularity among supporters of the protest. Having low popular stability can cause your protests to turn violent.


Create terror among the people and pressure on government.
How to:
To do a terrorist act, you must PM me with the following information:
  • Cause
  • Location
  • Executioner (You, a group of people hired, a terrorist group)
  • Payment (if required if you alone are not the executioner)
  • Operation and target(s)
These are the types of terrorists acts you can do:
  • Ethnic Attacks- you murder a civilian (or a group if executioner is many) and you put them as display and example, warning they are not wanted, or that this will continue if there is no change
  • Assassination- (see assassination) Target, if killed, is displayed as an example to create fear.
  • Kidnapping- you kidnap a civilian (or a group if executioner is many) and warn that they wont stop unless you get what you want.
  • Sabotage- you destroy an improvement or road in a tile, and warn this will continue if you don't get what you want
  • Bomb Attack- you blow up a bomb in a place specified in location, killing civilians. Only available when tech gunpowder is researched. Must pay 25 Gold to kill 100 civilians Special: Suicide bomber: you don't have to pay person committing suicide, kills 25 and has more chances of success that a regular bomb attack.
  • Chemical weapon- you release a chemical weapon, killing civilians and decreasing food production. Must pay 50 Gold to kill 100 civilians.
  • Nuclear attack- very rare and usually only happens with terrorists attacking other countries. 1000 gold for a nuclear weapon.
For all terrorist acts, they will have to defeat security forces, body guards and/or military units to achieve heir goal. The operations are listed from least impact to most impact on population and from chances of success to least.


Punish a country economically and create pressure for that country to change.
How to:
To issue the order, it depends on the government you created to see who can and when. But however you decide it can be done, you can either post on the main thread or PM me saying:
  • Target of boycott (what cities)
  • Reason why
The effect it has depends on the foreign leader's AI decision.

Reporters and Investigation

To investigate about a person or issue and show the world what really is happening behind closed doors without breaking the law using espionage. This method it is more difficult to get the information and some information may not be found.
How to:
There are two ways you can do this:
Hire a reporter
Investigate yourself (this would be considered a movement)

Hire a reporter/Investigator
A reporter costs 8 Gold and you would have to trust him to do a good job, and get the information you want. There exists a possibility that the reporter gives you false information or gives you information you were not looking for. If you are in the modern era, pictures and video can be taken by paying 10 gold.

Investigate yourself
the way you can investigate yourself is by doing movements (explained below). You must talk to people, go places, and obtain information through documents and speculation. In the modern era, you may take pictures and video.

To counter reporters and nosy players, you can create diversions and false information to mislead them. This would mean creating documents with false information, telling people wrong rumors, and framing politicians to divert the attention. You can also take an illegal path an assassinate them.


Feb 6, 2010
Queue Actions and Orders

To be ready and do an action or order when a certain thing happens.
How to:

Queue actions

Queuing actions doesn't necessarily mean giving a lot of action orders in a way you would queue production orders. Queuing orders means having a stand by order ready for when and event occurs and you cant order it right away. By doing this your action would happen before anyone else (if someone's queued order also triggers, the most powerful person's order happens first)
To queue and action:
You must PM me with the following format:

Trigger action and details if: circumstance
or if circumstance
or if circumstance
or if circumstance then do action and details

For example:
Trigger Assassination, on Player 1, hiring Hashshahsin group, 20 Gold, Second package if: he becomes supreme general of the Royal division
or if he becomes leader of Persepolis then trigger assassination, on Player 1, hiring Hashshahsin group, 10 Gold, First package.

Queue orders

Military units must have queued orders when they move or attack to become more useful. When needed I will specifically ask for this information. Normally, they would be things like terrain preferences, direction of travel, what to do with certain enemy units, when to attack, etc.


These are the second type of actions you can do. These are not action because they have a limit as to how many movements you can do, and most of them involve you moving locations.
A player can do one movement per turn. The movement you can do is:
Move two tiles per turn (if two cities are connected by a road, you may move to the city instead of just two tiles)

Each turn, you can move two tiles, and one of the following other movements. This will count as only one movement.

Visit the bar and lower district; here you can talk to people who are more familiar with the criminal or outlaw aspects of society. Here you can find out about new assassin groups, people involved and other rumors. Here you can also hire these unlawful people. If you are a civilian, you wont be affected by coming here. Politicians, however you may face speculation of wrong doing and gain infamous reputation or a small decrease in popularity.

You can visit the market. This is a more respectable place to go for any player. You can ask the same questions as if you were in a bar but there is a higher chance they wont know what you are talking about.

You can take a walk in one of the following area: the poor, middle, rich districts or down town districts. These walks would let you see what the city and society looks like. When you do this you are exposed to attacks by people who oppose you, and you are seen by people who live there in those districts.

You can also take a walk to tiles outside the city (rural, suburban).

You can also take a walk on a foreign city if Open Border treaty

You can investigate.

You can become the assassin and assassinate someone.

How to:
PM me with the following information:
  • Movement you will be doing
  • Destination
  • Purpose
  • For assassination and investigation, follow rules mentioned above.
Then, I will tell you through a PM what you see and who you encounter, and what else you can do.


Feb 6, 2010
<Reserved for any extra comments that are necessary>

Create Groups, Clans, Parties, Creeds

Assassin Groups

At the beginning, there will only be one assassin group not owned by any politician or civilian. It is actually ran by an AI civilian, and they will always just make contracts, never take initiative by themselves. However, a politician or civilian can create an Assassin group. It can be used for personal use or for profit.
How to:
You must PM me with the following information:
  • Name of the group
  • Where you are setting the group's headquarters
  • Vision of group. Its purpose and mission. (This can sometimes bring assassins to your group to work for free)
  • Money being invested. (explained further later)
  • Kind of group: Private or Public
If public, you must set the costs. For assassinations. As the price is lowered by less than 8 Gold, the chances of a successful mission are reduced; 10% for every 1 gold less than 8 Gold.
Each investment is divided in blocks. For every block you invest, you will gain an assassin. Depending on how much you invest will determine the skill of the assassin.
For every 1 Gold between 1-10, 10 % chance of being a recruit.
For every 1 Gold between 11-20, 10 % chance of being a Apprentice
For every 1 Gold between 21-30, 10 % chance of being an Agent
For every 1 Gold between 31-40, 10 % chance of being an Advanced Assassin.
For every 1 Gold between 41-50, 10 % chance of being a Master Assassin
Assassin Skills: (5 skill levels)
  • Recruit (Lv. 0-5)
  • Apprentice (Lv. 6-10)
  • Agent (Lv. 11-15)
  • Advanced Assassin (Lv. 16-20)
  • Master Assassin (Lv. 21-25)
Each skill has a higher chance of having a successful mission.
The way they increase in levels is by gaining XP.
Assassins earn a level for every first package kill.
Assassins earn a level for every second package kill.

Assassin groups can also do the espionage missions. (Meaning there rarely is an espionage group of just espionage)

For espionage, every 1,000 XP is a level.
First Package success: 250 XP
Second Package success: 500 XP
Third package success: 750 XP
Fourth Package success: 1,000 XP
Fifth Package success: 1,500 XP

Guerrilla Groups

Sometimes, the people themselves will strongly oppose a decision, a government, or a leader. You can take advantage of this in many ways. If you oppose the same things, one of the actions you can do is to crate a guerrilla group. You will finance them, arm them, and privately support their cause. (Guerrillas can form without anyone forming them when popular stability reaches a certain negative effect.)
How to:
To create a guerrilla group, you must PM me with the following information:
  • Name of Guerrilla Group
  • Headquarters location (can be a city or a tile outside a city)
  • Private Support or Open support
  • Cause of guerrilla
  • Amount of people you want to hire
The base of the guerrilla's man power will be the low uneducated class. You must pay 10 gold to arm 100 people of the low class, and the price doubles for people of higher classes. The price is cut in half for people of the poverty class. If you are privately supporting a guerrilla group, you must pay a leader to be the face of the guerrilla. How much you pay him is discussed to that person (if AI, PM me). If open support you do not have to pay extra.
Spoiler :
if the guerrilla already exists but you want to support it, you do not have to pay the leader, you only have to hire more people

A guerrilla group will begin their operations by taking control of the tile where they chose their headquarters. They would have to fight a military unit there. (If none, guerrilla wins). If guerrilla wins without a fight, they are completely hidden from government. If they had to fight, then government only knows what tile they are in, but they still have to find them within that tile.
If they lost, then depending on how bad they lost will tell how many died, and if leader survived to tell government who supported them.
Operations can happen in three different types of terrains: Rural, Suburban and Urban. Rural being the easiest places to succeed, and urban being the most difficult. Rural is a tile with a farm, workshop, or no improvement. Suburban is a tile with Trading posts, or a tile adjacent to a city. Urban is a tile with a city.
The types of Operations a guerrilla can do is:
  • Take down Propaganda.
  • Terrorism
  • Harass military units
  • Sabotage improvements
  • Block roads
  • Kidnap politicians or important civilians
  • Actions that would create pressure on politicians
To do these, just give orders by PM to me and they will be done. You can also queue orders (see queue orders)

Terrorist Groups

How to:
To create, you must PM me with the following information:
  • Cause
  • Location of headquarters
Terrorist groups are specific groups of small number of people (Not masses of people like guerrilla groups) who only do terrorist acts. A terrorist group can turn into a guerrilla group if they have enough people and power. To recruit people into the group you must talk to players and AI, and take walks around the city, scouting for possible recruits.

Ideal groups

These groups are just ways to get players who think like you to come together in a way. To create one, PM me with the following information:
  • Name of group/creed/clan/party/brotherhood
  • Main ideals
Then you can announce this new group in the main thread and offer anyone who agrees with your ideals to join you.

Financial System

This was begun near the beginning of the game when I realized there was no real way to earn money legally. This was planned to be released when currency was research, but since many players have begun doing this, I decided it was better to release the new features now.

This will enable players to invest money, create businesses and earn more money. Depending on the money invested and the current econominc situation will determine your earnings.

There are many types of businesses you can create:
  • Agriculture
  • Mining
  • Manufacturing
  • Construction
  • Fishing
  • Banking (once banking is researched)
  • Moneylending (while banking is researched)
  • Merchant Trade Caravans
  • Entertainment
  • Business related to a specific resource
  • Think outside the box (PM me to see if that business is possible)

Spoiler Business Details and Specifics :
Business Details and Specifics

Agriculture: There are two ways to do business in this area:
Farming and Shopkeeper.

farming: This requires you own a tile with a farm (in-game)Here you would produce food or a specific resource, and then sell it to merchants and shopkeepers.
Shopkeepers: This doesn't require you own a farm. Here you would buy what the farmers produce and sell it to the crowds in the cities.

A farmer can do both types if he desires.

Best and Worsts
This business gets good profits if there is a big agriculture industry in the city. Having an in-game farm on your tile is far better then having an extra type of farm. You get the best profits if you farm luxury resources (Spices/Dyes/Cotton/Sugar). You can also get good profits if you farm wheat or bananas.
It is not a good business if there is a poor agricultural business in the city (there are no farms in-game).

Mining There are two ways to do business in this area:
Mining and Shopkeeper.

Mining: This requires you own a tile with a Mine (in-game ). Here you would produce minerals or a specific resource, and then sell it to merchants and shopkeepers.
Shopkeepers: This doesn't require you own a Mine. Here you would buy what the Miners produce and sell it to the crowds in the cities.

A Miner can do both types if he desires.

Best and Worsts
This business gets good profits if there is a big mining industry in the city. Having an in-game mine on your tile is far better then having an extra type of mine. You get the best profits if you mine luxury resources (Gold/Silver/Gems) or strategic Resources (Iron/Copper/Aluminum/ Coal). You get even better results with oil or uranium. It is not a good business if there is a poor mining business in the city (there are no mines in-game).

Manufacturing To manufacture your own goods, you must build a workshop or factory in a city or your tile (can be in-game or extra). You decide what you manufacture, and depending on that is the resource you need to create what you want.

Manufacture goods sell depending on the value of a resource.

Construction: This makes you earn profits when the city is building wonder, improvements and buildings, or when a player is building extra buildings. You would be providing supply and workers.

Fishing: There There are two ways to do business in this area:
Fishing and Shopkeeper.

Fishing: This requires you own a workboat (extra). Here you would produce fish or a specific resource, and then sell it to merchants and shopkeepers.
Shopkeepers: Here you would buy what the Miners produce and sell it to the crowds in the cities.

A Fisher can do both types if he desires.

Best and Worsts
This business gets good profits if there is a big fishing industry in the city. You get the best profits if you mine luxury resources (Whales/Pearls) You get even better results with oil. It is not a good business if there is no water tiles in the city.

Banking This would be creating your own bank and lending and saving other people's money. This oviously requires a lot of money, and makes you take big risks.

You would first have to build your bank (extra building). Then you can start lending money. You set the terms and the interest. You can also fund and invest other businesses.

Moneylending (courtesy of chgrogers)

Moneylender have all the abilities of a bank just not as refined and have more direct means of getting repayment but are much more risky than a bank would be.

These building are location specific. So a moneylender in Persepolis does not aid a player in Sayehabad. They have to use one in the city or travel to the locations to use them.

Merchant Trade Caravans This involves creating caravans, hiring merchants, traveling to other cities, buying and selling resources, and a lot of management.

This highly depends on the wealth of a city, the demand for products, and the need for products.

To create a caravan, give me the following information:
Investment: this is the money the caravan will have at disposal to trade with.
Merchant's Salary: How much are you going to pay merchants to conduct favorable business? (The more you pay him, the more effective he is.)
Route: cities you want them to visit, and the order (for example: Persepolis --> Artaparsa --> Persepolis) Specify if over water
Trade details: what you want to buy and sell in each city, and (optional) optimal prices to sell and buy (example: do not buy if price more than 8. Do not sell for less than 4)

Info on warehouses:
Warehouses generally work for storing extra goods you did not sell in a caravan trip. They also work for having business bases, offices, and managing centers. They keep you informed on the economic status of the city.
Cost: for every gold spent on building a warehouse you will get storage room for 1 resource(10 units). The bigger your warehouse the more storage and presence in the city you will have.

Entertainment: This involves things like circuses, theatres, coluseums, sport events, etc. For this you will need to build the corresponding extra building and hire people to perform, or create sport leagues.

This depends on the populations happiness (the happier, the more you receive in profits) and the cities wealth.

Each is measured by packages of 10 units.
These are the costs:
Spoiler Basic Prices :

Resource basic price
Ivory...........................9 gold
Furs............................8 gold
Deer............................2 gold
Wheat.........................1 gold
Fish............................4 gold
Whales........................6 gold
Pearls..........................11 gold
Aluminum......................5 gold
Coal.............................4 gold
Iron.............................4 gold
Uranium........................20 gold
Gems...........................15 gold
Gold.............................12 gold
Silver...........................11 gold
Oil...............................6 gold
Sheep..........................2 gold
Cattle..........................3 gold
Horses.........................3 gold
Bananas.......................2 gold
Dye.............................9 gold
Incense........................7 gold
Silk..............................10 gold
Spices..........................9 gold
Sugar...........................8 gold
Cotton..........................8 gold
Wine.............................9 gold
Marble...........................10 gold
Lumber...........................2 gold
Food.............................. .80 gold

Prices change each session depending on the demand, need, and availability of resource. Compare to the basic prices to see how the value of each resource is.

In any buisness you create, you must pay your workers. Depending on how much you pay them will tell how well they work. Compare to following:
Poverty: .01-.05g
Poor: .06-.24g
Lower Middle: .25- 1.00
Middle: 1.00-5.00
Upper Middle: 5.01-10.00
Upper Class: 10.01-20.00
Rich: 20.01-30.00
Aristocratic: 30.01 and above.

Depending on how many workers you hire and how well you pay them will tell the efficiency and outcome of your business.

You can also get a job by using a movement: Job Hunting
If you want to do this give me the following:
Destination: (district and city)
Job Type: Business you want to work in.

Then you will receive choices to choose from.
You will then earn a new salary.

Extra Spending
This is spending on luxurious goods. These goods can increase your influence, popularity, and life expectancy.
Food You may want to spend extra money on food to increase your life expectancy. For every 5 g spent you will receive 1 bonus that will help you increase your chances of living. (expense is per session)
Luxury: There are three types:
- Decorative: used to improve how you look (clothing, accesories). Used to decorate your house, amplify it, etc. Gives you a permanent influence increase. Everything in excess is bad, so be careful how much you spend on this, for it may hurt your popularity. For every 1 gold, +1 bonus to influence.
- Consumable: Things like alcoholic beverages, tabacco, luxurious food, etc. Gives you a huge influence bonus for two turns. Be carfeul, too much will hurt your popularity and decrease your life expectancy. For every gold, +10 bonus to influence.
- Vices: Illegal things like drugs or prostitutes that give you an even bigger bonus (+20 bonus to influence for every gold) but may have a big negative impact on popularity, reputation and even life expectancy. Will you take the risk?
Parties: You may spend money on celebrations and parties made fro the people to remember you. This will incease your popularity and reputation for a few sessions.

Spolied Children:
Wealthy people may have to deal with spoiled children (only first born is immune to this)
Symptoms of spoiled children begin at age 10.
(Things like "I dont want to go to school" "I hate poor people" "I hate sharing" or wanting everything they see ver badly)
However, nothing is certain until age 14, when it is decided if a child is spoiled or not. If he/she is spoiled: there are several degrees of spoiled. (includes number and everything below)
1: spoiled = likes to party excesively, does poorly in school, rebellious.
2: Insubordinate = disobeys orders, wanders in the streets,
3: Defying = Goes against what you believe. Will do things that seem horrible in your eyes.
4: Violent = Drinks alcoholic beverages at early age. Takes violent actions. Spends little of your money.
5: Drunk = Drinks alcohol, wominizer, spends your money.
6: Addicted = Spends a lot of your money. Adicted to all vices, very violent (can kill you or siblings for inheritence money)

To see the symptoms, you must do the Family Visitation movement. (seeing how your family is doing and speak to them to know them better.
To fight this, you must pay to educate a child you think has the symptoms before age 14. You decide how much you want to pay. (No more then 95 per child.)

Extra Buildings
These are buildings that have no in-game effect on the empire, but are needed for certain businesses and can benefit the AI population:

Moneylender Building......16g

Prices subject to change.

These prices are the basic. You can pay more to get more benefit or pay less and expect to get less. You can always improve your building by investing more money to increase size, etc.


The Main Thread

The main thread is the public stage. Everything here is public, which means everything told here is known by all the population. This is the place to make speeches to the people and address other players and issues. Try to stay in character as much as you can. To keep the thread interesting to read, keep the main thread for discussions involving many players.
For discussions with only one player, try using PM or social groups. Everything said here could affect you popularity and reputation.

To help me make the updates easier, try to make all decisions in bold and in the following way:

In-game Issues:
What shall be produced in Persepolis?
What shall the Scouts do?
Explore South of Persepolis:
  • Flat Grasslands and hills
  • Avoid Barbarians
  • Go to Ancient Ruins if possible
Responses to Issues
Domestic: Hire Standard Security Forces
Foreign/Military:Attack Barecians with our Royal Division

This will make sense once we start playing and you see the first Session post.

Now you may post!
We will probably be starting the game by Tuesday if we have enough players


Agent of Chaos
Oct 26, 2010
Wow! Looks like a very interesting and in depth game. Good luck!


Former Daimyo x3...
Sep 23, 2010
Very complex, I'm sure we'll get the idea as things move along! Is it just a case of 'sign me up' or do I need to give you any further information?


Feb 6, 2010
Very complex, I'm sure we'll get the idea as things move along! Is it just a case of 'sign me up' or do I need to give you any further information?

Yeah, 'sign me up' is just fine. Thanks for signing up!


♫We got the guillotine♫
Mar 31, 2008
My God, this ruleset reminds me of the thick game manuals that used to come with my favorite games. You put a lot of thought into this. So, I'm in.


Aug 2, 2007
A few quick questions, is there a map already? When you going to update? And when to create a government?


Feb 6, 2010
A few quick questions, is there a map already? When you going to update? And when to create a government?

Yes, there is a map already. We will probably start Monday or Tuesday, depending on the number of players we have. You will create your government when you have five politicians (5 citizens in-game). Before that, there will only be a despot.

Once we start, I could begin to give the details so you can start thinking on your government.
I might post the map today, and start giving the details soon to begin discussions for the government... I'll think about it.


♫We got the guillotine♫
Mar 31, 2008
Err, about that.

I'm going to have to start playing on the tenth when I get back from vacation (which starts Tuesday).
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