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General rules
1.Don’t insult each other (too much)
2.No Loans to Micha.
Building Limit : 3 per province.
The size of your land doesn’t matter,but the number of provinces does.


Dark Age – Starting . U can research tech 1-2
Feudal Age – 100g . U can research tech 3-5
Castle Age 500g , U can research tech 6-8
Imperial age 1000g – unlocks lvl 9+ techs

Expansion : Province costs 6g to expand . Provinces give +1 income while coastal ( and provinces near big rivers) give =2. You can only expand 10 provinces per turn .

Gov forms list, might be edited :

Merchant republic +1 trade agrement ,but 4th gives only 50% money
Constitutional Monarchy : price to get into new age lowered by 20%
Oligarchy : price of soldiers lowered by 15%
Tribal monarchy : Farms give +1 income
Administrative Moanrchy : 10% technology cost reduction
Empire -You need at least 200 provinces and 2000 income : Previous bonus increased by 50%
Colonial Kingdom : income from colonies increased with 10%
Absolute Monarchy : stronger army by 15%
Khanate : Cavalry 40% more effective
Democracy +2 morale/turn


lvl 1 costs 20; lvl 2 costs 50 ,lvl 3 costs 90 , lvl 4 costs 90+50=140 lvl 5 costs 200 lvl 6 costs 270 lvl 7 costs 350 lvl 8 costs 440 lvl 9 costs 550 lvl 10 costs 1500

Administrative Tech

1.Rise of a civilization : Allows you build buildings and select a gov form.
2. Landgrabbing : you can now expand 20 provinces instead of 10
3.Taxation : U can tax the provinces but u lose morale if it’s more than 1 (tax=1 means 1 morale loss)
4. Religion : U can create your own religion getting 3 morale / turn and 15g for each member
5.Even more Landgrabbing : can expand 30 provinces instead of 20
6.Technological advancement : All next technologies will be 25% cheaper
7. Efficient economy +25% Income
8. National unity : + 5 morale / turn
9.Mercenaries: You can train army without using manpower but cost 4x more
10.Administrative reform : Gives you one of the following bonuses:
a)efficient integration : Allows you expand 50% more provinces
b)efficient development : Reorganises cities so they have +1 building limit .

Diplomatic Tech
1.Basic ships : Allows you build fishing boats and transports
2.Way to light : Allows you build Lighthouses
3.Trade : Allows you trade slaves ,gold n shits with other niggas the continent ,getting 25% of their base income . Max 3 trades/player
4.Trade carts are cool : Allows you build Markets
5.Cartography: +25% income from trade
6.Extended diplomacy : You can diplomatically annex neighbouring provinces,but you don’t know how many
7.Convert actions : You can make convert actions on your enemies.Those actions are made in priv . List of convert actions : Support Rebels ,Steal Trade
8. Imperial fleet : Naval Forcelimit increased by 50%.
9 .Trade Goods:Allows you select a main trade good with special effect on your country:
Ivory+350g/turn, trade income +5%
Iron : Cost of soldiers -15% ,200g/turn
Wood : Cost of ships -15% , 75g/turn
Wine: +2 morale/turn +100g/turn
Grain:50g/turn , 5% population increase
Salt : +150g/turn , negates morale loss if tax set on 1
Cooper: +125g/turn , unit upgrade cost -50
10. Colonisation.

*Military tech – Look at army and navy for more info.
**ADM tech 10 and DIP tech 10 cost 1500 and cost increases by 1500 each time one of them is reasearched

MIL 1: Clubman - 10 g
Mil 2 : Swordsman , Archer -20g
Mil 3 : Spearman,Skirmisher ,-25g Ram 50g
Mil 4 : Light Cavalry / Camel 40g Balista50g
Mil 5 : Two handed swordsman , crossbowman 30g
Mil 6 : Pikeman 30g , catapult 75g
Mil 7 : Champion, Elite skirmisher 40g
Mil 8 : Heavy Cavalry / Heavy camel 60g ,trebuchet 100g
Mil 9 : Harbeldier,Arbalester 50g
Mil 10 : Musketeer 70g ,Dragoon 85g , Cannon 150g


Dip 1 Transport Ship 10g
Dip 1 Fishing Boat 8 g
Mil 2 Galley 25g
Mil 3 Fire galley 35g
Mil 4 Galleon 35g
Mil 5 Demolition ship 30
Mil 6 Fire Galleon 45g
Mil 7 War Galleon 50g
Mil 8 Catapult Galley 45g
Mil 9 Catapult galleon 65g
Mil 10 Carrack 75 g


Fishing boat : 8g , 3g income
Lighthouse : 25g , increases fishing ship income by 0,5, capped at 8 income
City : 20g : 1000 population , +250 pop/turn ,1g per each 1000 pop you have in total, capped at 50.000pop (max 50/city)
Temple/Church/Mosque : 20g 10 g/turn
Fort: 50g : can be built one each 10 procinces , gives -5 income but defends neighbouring provinces
Farm: 10 g ,gives 5g/turn and +100 population increase
Mine :24g ,gives 14g/turn
Lumber camp : 15 g, gives 9g/turn
Marketplace :25g : increases trade cart income by 0,5 , capped at 7 income
Cart : 8g,2 income

Unique Buildings
Great Market : 200g , +5% income from trade ,20g /turn
Great Church : 200g :30g/turn and +1 morale/turn
Wonder: 500g, gives unique bonus for your civilization
Dock(100G): Allows u build ships.You cannot have more ships than coastal provinces you have
Barracks 100G Allows you train basic soldiers
Archery range 100G Allows you train archers
Stable 150G Allows you train cavalry
Workshop 200G :Allows you build Siege and land weapons
Academy 250G: Allows you train an unique unit for your civilisation (some countries will have common unique unit )
Gunpowder Thing 250G-Allows you train gunpowder units (you have to unlock them first)
Blacksmith 200G – Allows you upgrade your units . You need to be able to recruit them before upgrading them. Upgrade gives you +40% strenght each level .You can upgrade each type of soldier 5 Times.Costs 100(1st tier) /200(2nd tier)/300(3rd tier) to upgrade for first level and +100/200/300 for each level

*In cities you can build either a Church or a Market without exceeding building limit .Cities are required to build those buildings

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