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You start with 50 gold, 5k population, 10 provinces, 1 city.
+1 income per province, 2x from especially rich provinces(will be determined by GM)
You can expand to 5 provinces per turn, at the cost of 5g/province. You need a navy to expand or colonise oversea.
Government types will give bonuses once Civilisation is unlocked.

Monarchy:
Increases the bonuses given by Feudalism; +35% income and larger vassalisation chance.

Imperial Monarchy
Increases the bonuses given by Feudalism; Larger vassalisation chance. You also can expand at +1 provinces/turn

Democracy(Tribal)
+2 morale per turn. Also, max morale at 120. -2 soldier cost.

Techs:
You can upgrade tech for 10g*tech level. Every second level gives you a bonus. Also, the final level costs double.

National:
2-Civilisation: +50% income, +5 soldier cost, expand only 3 provinces per turn; you can now create buildings.
4-Religion: allows you to make a religion; other players can join it if they have religion; for each member of a religion, all the followers of the faith get 1 morale per turn. The head of a religion gets +1 income for every member; the religion can get quests, completing which yields rewards.
6-Feudalism: +25% income from farms and provinces. You can attempt to make nearby provinces your vassals.
8-Centralised Government: +5 morale per turn, +10% income from trade
10-Colonisation: Reveals new areas on the map for only players with this perk to obtain at the speed of 5 provinces per turn. Those provinces give 4 income per province. You cannot expand whilst colonising.

Economical:
2-Trade: Allows you to propose trade to adjancent players in order to receive 25% of their base income as your own.
4-Efficient Taxing: You can select to tax your people to gain an extra 1-5g per turn from all your provinces, and reduce your morale by double the amount per turn if you pick higher than 1.
6-Investment: -25% tech cost
8-Privateering: You can steal 50% of another players' trade or colonial income by using your ships unless they destroy your pirates with their fleet.
10-Monopoly: Allows you to select a primary export good for your country. You must have it in order to select it(ask the GM). It gives you bonus income, but every other player who selects it reduces the income by -25%.
Fur: 100 income
Silk: 200 income
Spices: 300 income
Gold: 400 income
Gems: 500 income

Military and Naval:
2-Unlocks Archers, Spearmen and War Chariots and Catapults
4-Unlocks Crossbowmen and Swordsmen, Hulks, Cogs
6-Unlocks Horsemen and Galleys and Trebuchets and Ballistae
8-Unlocks Knights and Caravels and Pikemen and Arbalestiers
10-Unlocks Musketeers and Carracks and Cannons and Mortars

Buildings:
You can only build each of one building in one province.
Farming Settlement: 5g: +2 income.
City: 10g: +500 population when built, +500 each turn; at 2500, it starts giving 1k per turn; at 7500, 3k; at 10 000, 4k; at 20 000, 8k; at 50 000; 20k. For every 1k population, a city gives 1 income-
Docks: 25g: Allows for naval trade
Shipyard: 50g: Allows you to build ships.
Workshop: 50g: Allows you to build siege machines
Keep: 100g: A fortification of your defenses; upgraded to fort for 150g; fort is upgraded to castle for 200; castle to fortress for 250; and fortress to stronghold for 300.
Temple: 5g; Requires Religion: +2 income.
Knightly Order: 100g: +2 morale per turn whilst fighting infidels.

Units:
Units, except ships and artillery, take up 1k of your population; you can also buy mercenaries, which cost double, but need no population. All units also cost 20% of their cost per turn as upkeep.

Armsmen: 5g
Slingers: 5g
Spearmen: 10g
Swordsmen: 15g
Crossbowmen: 10g
Archers: 15g
Musketeers: 20g
Horsemen: 40g
Knights: 50g
War Chariots: 50g
Hulks: 25g
Cogs: 10g
Galleys: 35g
Caravels: 50g
Carracks: 75g
Catapults: 15g
Trebuchets: 20g
Ballistae: 30g
Cannons: 25g
Mortars: 40g

Morale:
You start with 100. For every % of your population in the army, you lose 1 morale per turn. Other bonuses or penalties may apply as listed above. On war declaration, both players lose 5 morale; if there is no Casus Belli, the attacker loses 20 morale. If one of the sides is much weaker, he loses an extra 5. In war, you lose 3 morale per turn, 5 if you are much weaker.
Your morale equals the % of income you actually get. Also, under 50% morale, rebels may rise up.
     
 
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