Edicts

placeholder.jpg Edicts are official pronouncements by your government about how you are running the kingdom that turn. For example, you may decide to have low or high taxes, to have more or fewer holidays, and how much effort to put into improving the kingdom’s infrastructure. Edicts fall into four types: Expansion, Holiday, Improvement, and Taxation.
     During the Edict phase of your kingdom’s turn, you may set the Expansion, Holiday, and Taxation edict categories to whatever level you want, as well as decide how much of your allowed improvement from the Improvement edict you’ll use. For example, you may decide that this turn expansions are aggressive, holidays are quarterly, taxation is minimal, and you won’t build any improvements.

Expansion Edicts

Expansion edicts are events and actions the kingdom uses to attract new citizens and increase the well-being of the kingdom, such as recruitment campaigns, advertisements about services and goods, and propaganda to improve the perception of your kingdom at home and abroad. This edict represents how aggressive your kingdom is in terms of enlarging its territory and claiming new subjects, sometimes at the expense of consolidating the ground you already hold, or whether you focus on slow and incremental growth.

Expansion Edicts

Attitude Hex Claims* Stability Loyalty Economy Consumption
Isolationist -1 +2 +1 -2 -1 BP
Cautious standard +1 0 -1 0 BP
Standard standard 0 0 0 0 BP
Aggressive +1 -1 -1 +1 2 BP
Imperialist +2 -2 -2 +2 4 BP
* If this would reduce the number of hexes you can claim to 0, you cannot claim any new hexes this kingdom turn.

Holiday Edicts

Holidays are regular observances and nationwide celebrations that take place throughout the kingdom. The BP expenditure includes lost revenue from citizens not working during the holidays, preparations and logistical arrangements that occur year-round, and the cost of the actual celebrations (these annual costs are averaged over the year and included in the listed Consumption modifier that you pay each turn).
     The number of holidays per year is the number you promise to uphold and the number that the common folk expect to enjoy over the next months. The Economy, Loyalty, and Consumption modifiers change as soon as you change the number of holidays per year. The listed number assumes that you are fulfilling your promise— if you reduce the amount of holidays you fund at any point during a calendar year, you take a -2 penalty to Loyalty for the remainder of the year for each step by which holiday funding is reduced.

Holiday Edicts

Per Year Consumption Economy Loyalty
None 0 BP -2 -4
Annual 1 BP -1 -2
Quarterly 2 BP 0 0
Monthly 3 BP +1 +2
Biweekly 6 BP +2 +4

Improvement Edicts

Improvements are physical improvements you can make to your kingdom: founding new settlements, adding buildings to a settlement, building roads, creating facilities such as mines to tap natural resources, and claiming more hexes for your kingdom. Your kingdom’s Size limits how many improvements you can make each turn; see the Improvement Edicts table below. You can make all of the improvements listed on the appropriate row of the table. For example, if your kingdom’s Size is 5, on each turn, you can create 1 new settlement, 1 new building, 2 terrain improvements, and claim 1 more hex.

Improvement Edicts

Kingdom Size New Settlements* New Buildings** Terrain Improvements Hex Claims
1-10 1 1 2 1
11-25 1 2 3 2
26-50 1 5 5 3
51-100 2 10 7 4
101-200 3 20 9 8
201+ 4 No limit 12 12
* Instead of creating a new settlement, your kingdom may create a new army unit, expand or equip an existing army unit, or bring an existing army unit back to full strength.
** Upgrading a building (for example, from a Shrine to a Temple) or destroying a building counts toward this limit. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against this number.

Taxation Edicts

Setting the tax level determines how much revenue you collect from taxes in the Income phase. Taxation edicts allow you to calibrate your ability to realize increased income at the expense of stagnating business and angering your population versus sacrificing some income to make your citizens happier.

Taxation Edicts

Tax Level Revenue Economy Loyalty
Minimal Economy check/5 +2 +2
Light Economy check/4 +1 +1
Normal Economy check/3 0 0
Heavy Economy check/2.5 -2 -4
Crushing Economy check/2 -4 -8

Vassalage Edicts

Vassalage edicts are special edicts that allow you to cede a portion of your lands (or unclaimed lands you deem yours to take) to a subordinate leader, sponsoring that leader’s rulership in exchange for fealty. You can also use a Vassalage edict to found a colony beholden to your kingdom. You may also use a Vassalage edict to subjugate an existing kingdom you have conquered without having to absorb the entire kingdom hex by hex. When you issue a Vassalage edict, you must select a person to take the Viceroy leadership role.
     Issuing a Vassalage edict requires you to spend 1d4 BP and give additional BP to the Viceroy as a starting Treasury for the vassal kingdom (just as a wealthy sponsor may have granted to your initial Treasury). You may give up to 1/4 of your kingdom’s Treasury to your new vassal as a grant to help found the kingdom.
     When you issue a Vassalage edict, you are creating a new kingdom or attaching an existing kingdom to your own. Your vassal functions in most respects as a separate entity with its own kingdom scores. You decide how it is governed; you may give its leaders full autonomy, or give occasional suggestions or commands about buildings and improvements, or control it directly by giving orders to the Viceroy.
     New Vassal or Colony: When you issue a Vassalage edict to create a new colony or kingdom, you may immediately establish an embassy, treaty, or alliance (your choice) with your new vassal. You may decide that the treaty and alliance are balanced or unbalanced. These decisions are automatically successful and do not require rolls.
     Subjugation: When you issue this edict to subjugate another kingdom, you may immediately establish an embassy, but you must follow the normal rules if you wish to establish a treaty or alliance. If you spend BP on bribes or gifts to reduce the DC and you succeed at forming the treaty or alliance, you may count half this amount as going toward new improvements or buildings built in the vassal kingdom that turn.
     The starting attitude of the vassal kingdom is based on alignment compatibility and modified by the circumstances under which you deposed the prior leadership per GM discretion— for example, improving if you removed a hated tyrant or worsening if you unseated a popular ruler.
     Subjugation may cause friction between your established citizens and the newly conquered. You must attempt a Loyalty check each turn (when you issue the edict, and on future turns during the Upkeep phase), increasing the DC by the subjugated kingdom’s Size divided by 5. Failure means Unrest increases by 1d4. If you succeed at this check three times in a row, you establish a peaceful equilibrium and no longer need to attempt these checks.
     Vacancy Penalty: If the vassal kingdom takes a vacancy penalty for not having a Viceroy or a Viceroy not doing his duties, that kingdom also takes the Ruler vacancy penalty. A Consort or Heir from your kingdom may mitigate this penalty if she is touring the vassal state; however, she cannot also mitigate the Ruler vacancy penalty in your kingdom.

Edicts

Rise of Nations sephirothnomiko