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DEVELOPMENT

Each country starts with different develoment. It increases your income by 2 for 1 point of development.
1 development = 20g

TRADE

You can trade with maximum of 3 players and recieve 5% of their total income as your own income. You cant trade with players
that you have fought against in last 3 turns and also you cant trade with countries that you have territorial claims on.

TAX

You can earn bonus income by setting up taxes.
0% tax = -5 unrest
5% tax = base tax = 0 unrest
10% tax = +5 unrest
15% tax = +10 unrest
20% tax = max tax = +15 unrest

MORALE

Morale increases or decreases your combat ability. Base morale is 100 and gives 0 bonuses. Morale higher than 100 will give +0,2 off and +0,2 def for each your unit every 10 points. Morale under 100 will lower your off and def by -0,4 each 10 points. Morale can be gained or lost by winning/loosing battles and events.

RELIGIONS

Each country has different religion and each religion has different bonus. You can convert your country (if you want) by 5%/turn.

Bonuses:
Catholic - +10 morale
Protestant - 10% free tax
Orthodox - -5 unrest
Muslim - +10% offensive power for entire army


UNITS

Infantry - 1 off / 1 def - 15g
Cavalry - 2 off / 2 def - 25g
Artillery - 4 off / 2 def / 2 siege - 40g

Transport - 10g - Can transport 5 units
Battle ship - 30g - Combat ship that can sink enemy battle ships or transports

Combat bonuses:
Each 10 points of morale past 100 - +0,2 off + 0,2 def
Having at least 50% more infantry that cavalry in battle - +0,4% off
General with offensive trait

UNIT UPGRADES

Countries starts with base rank 0 of unit upgrades. At the beginning, you can upgrade your units up to rank 3. New ranks will be unlocked as time goes on.
You can also gain unit upgrades for free from events. Naval units cant be upgraded.

Tier 1 = 75G
Tier 1 Infantry - +0,2 off
Tier 1 Cavalry - +0,1 off + 0,1 def
Tier 1 Artillery - +0,1 off + 0,1 siege

Tier 2 = 150G
Tier 2 Infantry - +0,1 off +0,1 def
Tier 2 Cavalry - +0,2 off
Tier 2 Artillery - +0,2 siege

Tier 3 = 250G
Tier 3 Infantry - +0,1 off +0,2 def
Tier 3 Cavalry - +0,2 off
Tier 3 Artillery - +0,2 off

FORCE LIMIT

Your force limit is based on size of your country and your development. Each 10 points of development will increase your force limit by 5.

GENERALS

You can recruit generals to lead your army. Cost of one general is 100g and he will provide your army with traits (bonuses), which are randomly rolled.
You can earn traits by winning battles (rare) or recruiting general while having high tradition.

Offensive trait - +5 per rank
Defensive trait - +5 per rank
Siege trait - +10 per rank

General acts as a single unit, he will increase bonuses of your army as a whole not each unit. Generals can be killed during the battle.

Each country will start with 0 tradition, which can be increased by 5 for 50g or when you win a battle by 10. Each 10 points of tradition will give a 10% higher chance to better trait when recruiting a general. Tradition can be lost by loosing battles or by decay -2,5/turn down to 0.

CAPITAL CITY AND BUILDINGS

Playing around your capital will be important war mechanic. Loosing it will result in your unconditional surrender.

Base defense of capital city is 100. During the siege, your capital will lose same amount of defense as is siege power of your enemy that besieged your capital.

Capital city buildings:

Wall - 100g - +25 defense
Moat - 50g - +10 defense
Tower - 75g - +0,1 defense bonus to each unit defending your capital

Other buildings:

Market - 100g - Unlocks 4th trade slot
Barracks - 150g - +5 force limit
Dock - 50g - Allows you to build ships

UNREST

Unrest is gained by increased tax, lost battles or can be gained/lowered by events. Having high unrest is dangerous.

-10 unrest = You will not loose any morale by loosing battles
0 unrest = base
+10 unrest = You will loose twice as much morale by loosing battles
+15 unrest = Your units can flee from battle
+20 unrest = Rebels will spawn
+25 unrest = Minorites or conquered territories can break from your country

VASSALS

If you have any vassals and you wish to annex them, you can do it if they were your vassal for 5 turns or longer. Annexation of vassal with take 3 to 5 turns (depends on size of country and its development) and will cost you from 50 to 100 gold per turn (also depending on size and development).


CLAIMS

You can claim any territory you want to. It takes 1 turn to forge a claim on a piece of land (for example you can claim Morea but not entire Greece at once).

CONQUEST

If you conquer any land from other country, you can loot part of their money and you will recieve some of their development. If you annex a country as a whole, you will get 1/3 of their development.
     
 
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