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Rules:
Population:

Mostly limits the number of troops you can produce. Nomad and Hunter culture nations can produce more troops. Centralised nations get higher populations.
Culture:

The type of culture you chose.
Religion:

Religion governs to mechanics: missionaries and Holy Wars.

Missionaries: Can be hired for 4G to convert a province. They will have a random progress each turn. Once converted, a province increases your budget by 1G

Holy Wars: Centralised religions can declare Holy Wars on any nearby infidels. Theistic religions can declare a war Holy War once it has declared, and it also counts as a Casus Belli. Animistic religions can declare defensive Holy Wars against nations of other religious type invading provinces of their religion.
Government:

This lists your government type and focus. If you are a monarchistic nation, you can only change focus once your monarch dies, which should not be bound to happen anytime soon. If you are a republic, however, you hold elections every four turns. You can allow them to proceed their own way, which gives you a random focus and morale boost, or use 5G budget to favour a certain candidate and lose some morale. Electoral monarchies make an election once the ruler dies.
Provinces:

The number of provinces you control. This determines your provincial income. You can expand to a new province at the cost of 2 MI, and only once per turn. Nomad nations can expand three provinces per turn. Hunter and Nomad nationa can Migrate; if they do so, they leave a province, gaining three times its income for a turn, but it becomes totally useless afterwards for 3 turns. Agrarian cultures gain more income from provinces. Imperial Monarchies can expand two provinces in a turn.
Budget:

this you can spend on military and a few other things. It consists of two parts: provincial income and trade income. In the early game, trade is nonexistant, but it strengthens as your reach expands. you can buy the following soldier units comprised of 100 men; if you are out of manpower, you can instead recruit mercenaries for double cost; any unit can be recruited as a mercenary.
Light Spearman: 1G

Light Swordsman: 2G

Slinger: 1G

Archer: 2G
AGRARIAN OR CENTRALISED CULTURE ONLY

War Charioteer: 10G
HUNTER CULTURE ONLY
Tribal Hunter: 0.5G

Tribal Warrior: 1G
NOMAD CULTURE ONLY
Horse Archer: 6G
NOTE THAT ALL COSTS TAKE UP A PROPORTION OF THE BUDGET, AND THE BUDGET DOES NOT INCREASE PER TURN
Technologies:

You gain 3 influence points in a turn. Your focused area gains an extra of 2. Dictatorships and Monarchies gain an extra 1 in the focused category. Once you have accumulated enough points, you can upgrade tech to next level. If your total tech level is 5, you proceed to Iron Age. Hunter and Nomad nations can not advance in tech.
STATE INFLUENCE

Used for annexing provinces after war and colonising.

Tech 1(10)- The Script- Unlocks trade income and boosts stability

Tech 2(10)- The Plough- Increases income from any farmable province by 5G

Tech 3(10)- Written Laws- Boosts stability

Tech 4(15)- Watering Systems- Increases income of 1-income provinces to 5 and 10-income provinces to 15

FOREIGN INFLUENCE

Used for performing diplomatic actions, such as declaring war or entering an alliance. Declaring a non-CB war costs triple.

Tech 1(10)- Early Maritime Technologies- Allows you to build Early Warship for 5G and Early Trade Ship for 2G

Tech 2(10)- Early Colonialism- Allows you to recruit Colonists for 4G, who can create colonies remote from your main territories for State Influence

Tech 3(10)- Early Financial Tools- Allows you to take loans from the bank
MILITARY INFLUENCE

Used for expanding to nearby free provinces.

Tech 1(10)- Armour- Allows to train Heavy Infantry for 2G

Tech 2(10)- Fort Engineering- Allows you to build forts for 10G

Tech 3(10)- Cavalry- Allows you to recruit Mounted Swordsmen and Mounted Spearmen for 8G.
Morale and Events:

The lower morale, the worse your armies will perform and the likelier it is you will have negative events.

Dictatorships start at 120% morale, but it falls constantly.

Monarchies and Imperial Monarchies lose morale constantly, but regain it if a legitimate heir succeeds to the throne.

Republics gain 20% morale on a free election, and lose 10% in a controlled election.
     
 
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