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NAME: the name of your state.
COLOUR: its colour.
POPULATION: your current population. Roughly 5% of your population is your manpower limit above which bads things will start happening. Nomads and hunters have this number at 30%. Usually, you have 10k population per province you own. If you are of the Centralised culture type, you have 15k population per province. Events might increase your population. You can recruit mercenaries, they don't affect forcelimit but cost double.
CULTURE: your culture type and perhaps name. The culture type gives you bonuses, which will be described in these rules at various locations.
GOVERNMENT: your type and focus of government. The type of government gives you various modifiers, listed in this document; your focus determines the technology points you gain. Republics will have elections every 5th turn, during which they can change their government focus - it'll show up as an event and be explained to you. Non-republics will only change focus when their ruler dies, which is a rare occurrence.
RELIGION: your state religion. You can spread it around with missionaries, and use it do annex provinces easier or declare Holy Wars. More on that later.
BUDGET: here it details every aspect that affects your monthly balance - NOT YOUR TREASURY. Provinces, trade, technology level, special events and else might increase your available reservoires, whilst you need them to pay troops, ships and other things. Agrarian Cultures gain more income from provinces. Not all provinces have the the same value. The unit is Gold, G.
INFLUENCE POINTS: These are points that assess the ability of your state. You gain 3 of each in turn, an extra two in your government focus area, and one more in your focused area if you are Monarchy, Absolute Monarchy or Dictatorship. Absolute Monarchies also lose a point per turn in an area - if you are militaristic, your foreign relation suffer, if you focuse on bulding the state, you will not have time for military, and being too outwards means you will leave your own state vulnerable.
MILITARY INFLUENCE goes to expansion; expanding to a free province costs 2 MI. Technologies bought by military influence are advances in military technologies, such as weapons or buildings.
STATE INFLUENCE is used for taking provinces as a part of a peace treaty after war, costing 2 per province taken. The technologies related to it include advances in the building of your state, such as agriculture, infrastructure or laws.
FOREIGN INFLUENCE is essential on diplomatic activities, such as war declarations or creating alliances, costing 1 FI per such activity. If you declare a war without any Casus Belli, it will take 4 FI! Technologies that concern Foreign Influence are often related to maritime advancements or relations to other countries.
TECH LEVELS: indicate how advanced your state is in that tech group, later I will detail all the bonuses tech can give. In addition, if your total tech level is at least 5, the Iron Age it will be for you - very sweet bonuses. At total level 10, the Classical Age will come with its own boons. You will know the effects of 3 Tech Levels ahead.
MORALE AND EVENTS: morale details how high is both the level of content with your reign and the morale of your militaries. The less morale, the more bad events and less capable military. Any monarchies lose 5% morale per turn, dictatorships 10%, but they will gain events for positive morale to make up for that. Also, RP is welcome on my side - I will give you events for it, and they will generally be positive!
DIPLOMATIC RELATION: alliances, Casus Bellis, royal marriages - it will all be listed here!
     
 
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