That strikes me as far too close to virtually NPCing the country. I mean, if the bloody idiot can't follow the rules, by all means force him to act realistically, but that would be a lot of work for two or three or four bloody idiots, to come up with actions that strike a fairly good balance between competence and not making super powerful NPCs (which are ********).I don't think they're able to either. The only rules that really matter are these: what a man can do and what a man can be made to do...
POTC FTW.

ITNES I IT III had five year turns as the Roman Republic, with a bunch of consuls, although I believe I sort of fudged by making a "super-dictator" above and beyond the legal bounds (Proconsul Domitius Ahenobarbus, although that is so long ago that my memory is fuzzy). But with all of the normal turns, there ought to have been more significant policy turnover, from the level of military engagements (following a unified grand strategy was sort of weird; look at the problems the real Republic had doing that in the Punic Wars) to economic policy (which was nonexistent, sort of against the interests of the richer types that made up the Senate). Simulating that would be a headache even for someone with acumen at switching between two perspectives, I think.Symphony D. said:When was the last time you say a one to five year turn game during the Roman Empire, or one with leaders who were rotating that heavily?![]()
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? Upper and lower case is to distugish states from sub-state entities. TO fit in the smaller countries you need small font, that'd look ridicilous on a Russia sized polity for example...should they all be small, all big, what?
, truly I am lost without spell check. I was thwarted in icon creation by being unable to draw 