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1.Government

There are three diffrent governments in the game. Each of them is giving diffrent bonuses.

a) Tribal - Primitive one. Boosting technologies is x2 more expensive. Also your researches will be slower. But your warriors are having much more better morale and are quite more effective than civilized ones. Tribal government also allows you to migrate to unclaimed land.

b) Reformed - Any Tribal country may choose to become reformed. Technologies are now cheaper to boost and researches are faster. Warriors doesn't have any bonuses and you can't migrate anymore.


c) Cilvized - Any Reformed country may become Cilvilzed if:
1) Has at least one Cilvized neighboor
and
2) Converted to Christianity, Islam or Judaism .
Technologies are now cheap and researches are very fast. Your income grows faster, but your armies from offensive are becoming more defensive. They are also quite more expensive to train.

2.Religion

As i said religion will be important part of the game. It's main function is to keep your nation united. (more: National Unity). Every religion has also it's special bonuses and events:

Romuva:
- +5% Defensive Battles
- +15% Archer Effinency

Slavic:
- +5% Offensive Battles
- +15% Swordsman Effinency

Germanic:
- -20% Building Cost
- +5% Tax Income

Chalcedon Christianity:
- +10% Heavy Cavalry Effinency
- Quite Hard To Convert

Arian Christianity:
- +2 Tolerance Of Heretics (National Unity +25%)
- Quite Hard To Convert

Moorish:
- Hard To Convert
- +15% Trade Income

Tengri:
- +20% Light Cavalry Effinency
- National Unity Decrease -10%

Arabic:
- Impossible To Convert (Must Wait to Islamization Event)

Jewish:
- Very Hard To Convert
- +10% Tax Income

Zoroastrian:
- +15% National Unity
- -5% Technology Cost

Celtic:
- +15% Conversion Chance
- +10% Archer Effinency

Norse:
- +20% Morale
- +5% Naval Battles Effinency

Zamoxist:
- +20% defense and defensive damage while battling in Zamoxist provinces.

Suomenusko:
- +40% Migration Effinency


Islam:
-Conversion Chance +40%!
- +15% Morale


3.Armies

There are few diffrent armies in game: Archers, Swordsmen, Light Cavalry, Heavy Cavalry, and Pikemen.

Cost: Tribal and Reformed / Civlized
Archers are effective against Swordsmen. (Defensive) Cost: 1/2
Swordsmen are effective against Light Cavalry. (Offensive) Cost: 1/2
Light Cavalry is effective against Pikemen. (Mixed) Cost: 6/4
Heavy Cavalry is effective against Archers. (Offensive) Cost: 4/6
Pikemen are effective against Heavy Cavalry. (Defensive) Cost: 2/4

Remember thats not all... Bunch of swordsmen can still win against archer legion because of luck or advantage in military tech (More: Technology).

4.Technology:

Technology shows how advanced you are compared to other nations. There are three diffrent technology bars: Administrative, Diplomatic and Military.

Military Technology - More developed military tech simply makes your units more efficient on the battlefield. Easy eh?

Diplomatic Technology - Improves your trade income, AI is more likely to agree for your offers. Makes Migrate more Colonization and Migration more efficient.

Administrative Technology - Improves Taxes income, incerases (a bit) national unity, allows you to build more buildings.

Gaining And Boosting Technology:
Technology will be gained automatically according to how good is your RP. But yo can also boost technology when it's needed it costs 5 moneyz for civlized nations, 10 for reformed nations and 20 for tribal nations. Every boost makes another boost more expensive by 5. So it's not always useful to boost.

Example:

Country X (Civilized, Never Boosted, 3LVL Of ADM Tech) - Will pay 5.
Country Y (Civilized, Boosted 2 Times, 3LVL Of ADM Tech) - Will pay 20.



5.National Unity

National Unity defines how united is your nation. If national unity is under 80% then, rebel factions might appear in your country. If your National Unity is under 50% then rebels will be extremally dangerous and powerful. Enough Powerful to brake from your country and form new one so remember to keep it at least above 80%.

How to Keep National Unity High? It's Easy. You must convert people to that live in your country to your religion.

6.Diplomacy

Diplomacy during this era wasn't really complicated so there's also only a few main diplomatic options i made:

Alliance - Regular declaration of cooperation between two countries.

Federation/Union - Federations (For Pagans) and Unions (For Christians) work just as alliance but you can't brake them whenever you want. They're basically long-term alliances (at least 10 turns before you brake it) countries that are in Federation/Union are sharing their technologies, armies and even money so bewere who are you making Federation/Union With. Also, countries that signed this kind of special alliance are theaten as one, united country in political terms.

Vassal - I think everybody knows how it works. Vassal must serve it's senior and senior is protecting his vassal.

Trade Agreement - Agreement between countries that allows them to trade goodies and gain income from it. Works better for countries that are far away from each other.

War - Declaration Of Military War.

7.Events And Decisions

From time to time you will gain special events and decisions that you can choose for your country. It's more RP stuff but it can still affect much on the game. Events and Decisions will be always displayed in main post so don't worry you're not gonna miss it.

8.Money
Money is gained from taxes, trade and eventually peace terms. Money is needed to buy soldiers and buildings. Here are list of buildings you can buy:

Shrine (Only For Pagans) - Increases National Unity Conversion Chance and Morale of your soldiers. - 20 moneys

Temple (Only For Non-Pagans - ncreases National Unity Conversion Chance and base tax. - 20 moneys

Blacksmith - +0.25 more damage and defense of every unit. - 25 moneys -

Market - Improves trade power from inland trade. - 15 moneys

Port - Improves trade power from sea trade. - 15 moneys

Stable - Incerases Effinency of cavalry by +0.25 - 10 moneys

Archery Range - Incerases Effinency of archers by +0.25 - 10 moneys

Barracks - Incerases Effinency of Infantry by +0.25 - 10 moneys

Castle - Fortifies Area. - 20 moneys




9.RP

RP IS A MUST! Use your creativity. I don't like boring action doing that makes nothing special. Be unique, act like you are really a ruler of your country! Do what's best for it


Have fun :)









     
 
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