Notes
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General rules
1.Don’t insult each other
2.No Loans to Micha.
Building Limit : 2 per province.
AGES
Expansion :
Provinces cost 10 g each to expand.
Normal provinces offer 2 g per turn while coastal(only coast,no river)give 3G
Gov forms list, might be edited :
Merchant republic +1 trade agrement
Constitutional Monarchy : +5 more provinces / turn
Oligarchy : price of soldiers lowered by 10%
Tribal monarchy : Farms give +1 income
Administrative Moanrchy : 10% technology cost reduction
Empire -You need at least 500 provinces and 5000 income : Previous bonus increased by 50%
Colonial Kingdom : income from colonies increased with 10%
Absolute Monarchy : stronger army by 10%
Khanate : Cavalry 15% more effective
Democracy +2 morale/turn
Technology
lvl 1 costs 50; lvl 2 costs 75 ,lvl 3 costs 100 , lvl 4 costs 175 lvl 5 costs 250 lvl 6 costs 350 lvl 7 costs 500 lvl 8 costs 750 lvl 9 costs 1000 lvl 10 costs 1500
Each 2 turns you can research a tech lvl for each tech, starting with turn 1.If you want get ahead in tech you need pay 20% more while if you are behind tech you have to pay 20% less , up to 80%.For example, at turn 7 , adm tech 1 is 60% cheaper but adm tech 5 is 20% more expensive
Administrative Tech
1.Rise of a civilization : Allows you build buildings and select a gov form.
2. Landgrabbing : you can now expand 40 provinces instead of 20
3.Taxation : U can tax the provinces .Each tax level drains from your people's pocket 0,5 gold / province but decreases morale with 2.
4. Religion : You can join an existing Religion, Because they all alraedy exist.Joining a religion gives 3 morale per turn .Religions with most aderents get more morale
5.Even more Landgrabbing : can expand 65 provinces instead of 40
6.Technological advancement : All next technologies will be 25% cheaper
7. Efficient economy +20% 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 100 provinces but last 35 cost double.
b)efficient development : Reorganises provinces so they have +1 building limit .
11.2nd Administrative reform (3000g):Gives you the other bonus from adm tech 11.
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 ,using merchant ships and trade carts . Max 3 trades/player
4.You can send ships to increase trade power in a region (helps u steal trade from others once u got lvl 6)
5.Cartography: +20% 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 .Each turn you need write again your convert action.Creating a revolt means you pay people to revolt.
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+300g/turn, trade income +5%
Gold:+500g/turn
Iron : Cost of soldiers -5% ,200g/turn
Wood : Cost of ships -5% , 100g/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.
Army
you must have at least 1 regiment(1000 soldiers)
INF
MIL 1: Clubman - 15 g
Mil 2 : Swordsman , Archer -25g
Mil 3 : Spearman,Skirmisher- 25g Ram 75g
Mil 4 : Light Cavalry / Camel -60 g Balista 75g
Mil 5 : Two handed swordsman , crossbowman 40g
Mil 6 : Pikeman 40g , catapult 75g
Mil 7 : Champion, Elite skirmisher 55g
Mil 8 : Heavy Cavalry / Heavy camel 90g ,trebuchet 100g
Mil 9 : Harbeldier,Arbalester 55 g
Mil 10 : Musketeer 75g ,Dragoon 125g , Cannon 175g
NAVY
Dip 1 Transport Ship 10g
Dip 1 Fishing Boat 8 g
Mil 2 Galley 35g
Mil 3 Fire galley 35g
Mil 4 Galleon 45g
Mil 5 Demolition ship 40
Mil 6 Fire Galleon 45g
Mil 7 War Galleon 55g
Mil 8 Catapult Galley 45g
Mil 9 Catapult galleon 55 g
Mil 10 Carrack 85 g
Buildings:
Trade cart/Trade ship : Can be attacked by any player , even without war declaration , cost 8 and give +3 per turn for each country you trade with.Trade ship takes slot for navy and Trade cart for army.
City : 60g : +500 pop/turn ,12g / Turn and +25000 max pop.You MUST have 1 city each 5 provinces.
Manufactory : 80g , 24g/turn
Farm: 40g :8g /turn,+1 army forcelimit
Courthouse : 50g : 5g/turn,reduces revolt risk significantly. It is recomended to have at least one each 5 provinces that have different culture than your or religion.
Metropolis :1000G :Requires 100.000 pop and 100 cities. It gives 25% more income and popualtion from cities.Also adds 5 building slots and 100.000 max pop.
Fort: 50g : can be built one each 10 procinces , gives -5 income but defends neighbouring provinces
Unique Buildings:
Lighthouse / Market 200g :allows you trade with other players
Roads :Requires adm tech 10 , costs 50*nr of cities
Church : 200g .Allows you send missionaries to your provinces or to neighbouring country provinces.
Great Market : 200g , +5% income from trade
W0ND3R : 150.000 G , defend it for 5 turns and you win the game
Upgrading Soldiers:
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. First tier :Mil tech 1-4.2nd tier is mil tech 5-7 and 3rd tier is 8-10. For example to upgrade dragoons(t3) to lvl 5 it would cost 300+600+900+1200+1500.
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