Game rules
Controller
The Controller is the player who actually sends in orders. They can do anything except micromanage cities, though they can assign specialists and order cities to emphasize certain things.
Governors
Each city is assigned a governor according to the government type. They are responsible for approving changes to government types. Each governor has power according to the population of the city they are assigned to. If they wish to overthrow the government, their chance of sucsess is proportional to their power against that of the government plus a stability bonus (thus rebels with a power of 3 and government with a power of 1 = 75% success). The governors if they succeed then elect a new controller who may change the government for one turn only.
Citizens
Citizens are everyone else who is signed up. Controllers and governors are drawn from here. If the happiness of the civ is below 0, then the citizens may vote to stage a revolution. A controller is elected from the rebels and for one turn only they may change the government.
Governments Controller Policies Governors Stability
Liberal Democracy /All Vote, top 2 choices/ Freedom/ Appointed/ 25
Socialist Democracy /All Citizens Vote (IR) /Order /Appointed/ 25
Military Dictatorship /Strongest Gov, may recall /Honor/ Appointed/ 0
Absolute Monarchy/ Hereditary /Rationalism/ Appointed/ 10
Elective Feudal Monarchy/ Hereditary, elected by Gov/. Liberty Hereditary /25
Oligarchy/ Governors decide for term /Liberty/ Appointed for Life/ 10
Stalinism /Governors decide for Life, may recall /Order/ Appointed 10
Despotic Monarchy/ Hereditary /Tradition/ Appointed /0
Hereditary Feudal Monarchy /Hereditary /Honor /Hereditary /20
Fascism /Governors decide for Life, may recall/ Autocracy/ Appointed /10
Tribal Confederation/ Top 2 governors, elected by Gov. /None Tribal /20
Kritarchy Governors /decide for Life /Piety /Appointed 10
Federal Democracy/ Top 2 Choices dec. By Gov./ Rationalism /Elected/ 20
City State Confederation/ Strongest Governor /Liberty /Customary/ Overthrow Impossible
Semi. Const. Monarchy /Hereditary, Gov be removed by citizens. /Rationalism /Appointed /15
Hereditary
Posts assigned by hereditary are filled by randomly drawing from the Citizens. Dynastic events may also occur. Posts filled for life, including hereditary, have a 1/50 chance per year of that term ending
Term
Terms are 5 years (rounded to the nearest ingame equivalent. A candidate may fill that post 4 times.
Customary
Customary appointment means that each governorate has a separate government to fill their post.
Names
Each controller and governor will be expected to semi-rp as a character and thus to take culturally appropriate names.
Mods we will be using:
Mods Altering Basic Stuff:
-Reform and Rule (Alters Policies to make it more interesting)
-Race for Religion (Same thing but with Religions)
-Slower Science Longer Eras (Slows the game down while keeping production at normal allowing for a more historical game)
-Communitas Map (Creates a more geographically plausible map)
-Smart AI (what it says)
-More Aggressive AI (makes it so the AI will actually attack you)
Mods adding more stuff:
-More Luxuries
-Reforestation
-More Great Works
-Useful Oil
-Copper Buff
-Various other minor fixes
-Sukritact's Wonders
-Historical Religions (adds a lot more possible religions)
Mods Adding More Civs:
-A lot. Trust me.
Controller
The Controller is the player who actually sends in orders. They can do anything except micromanage cities, though they can assign specialists and order cities to emphasize certain things.
Governors
Each city is assigned a governor according to the government type. They are responsible for approving changes to government types. Each governor has power according to the population of the city they are assigned to. If they wish to overthrow the government, their chance of sucsess is proportional to their power against that of the government plus a stability bonus (thus rebels with a power of 3 and government with a power of 1 = 75% success). The governors if they succeed then elect a new controller who may change the government for one turn only.
Citizens
Citizens are everyone else who is signed up. Controllers and governors are drawn from here. If the happiness of the civ is below 0, then the citizens may vote to stage a revolution. A controller is elected from the rebels and for one turn only they may change the government.
Governments Controller Policies Governors Stability
Liberal Democracy /All Vote, top 2 choices/ Freedom/ Appointed/ 25
Socialist Democracy /All Citizens Vote (IR) /Order /Appointed/ 25
Military Dictatorship /Strongest Gov, may recall /Honor/ Appointed/ 0
Absolute Monarchy/ Hereditary /Rationalism/ Appointed/ 10
Elective Feudal Monarchy/ Hereditary, elected by Gov/. Liberty Hereditary /25
Oligarchy/ Governors decide for term /Liberty/ Appointed for Life/ 10
Stalinism /Governors decide for Life, may recall /Order/ Appointed 10
Despotic Monarchy/ Hereditary /Tradition/ Appointed /0
Hereditary Feudal Monarchy /Hereditary /Honor /Hereditary /20
Fascism /Governors decide for Life, may recall/ Autocracy/ Appointed /10
Tribal Confederation/ Top 2 governors, elected by Gov. /None Tribal /20
Kritarchy Governors /decide for Life /Piety /Appointed 10
Federal Democracy/ Top 2 Choices dec. By Gov./ Rationalism /Elected/ 20
City State Confederation/ Strongest Governor /Liberty /Customary/ Overthrow Impossible
Semi. Const. Monarchy /Hereditary, Gov be removed by citizens. /Rationalism /Appointed /15
Hereditary
Posts assigned by hereditary are filled by randomly drawing from the Citizens. Dynastic events may also occur. Posts filled for life, including hereditary, have a 1/50 chance per year of that term ending
Term
Terms are 5 years (rounded to the nearest ingame equivalent. A candidate may fill that post 4 times.
Customary
Customary appointment means that each governorate has a separate government to fill their post.
Names
Each controller and governor will be expected to semi-rp as a character and thus to take culturally appropriate names.
Mods we will be using:
Mods Altering Basic Stuff:
-Reform and Rule (Alters Policies to make it more interesting)
-Race for Religion (Same thing but with Religions)
-Slower Science Longer Eras (Slows the game down while keeping production at normal allowing for a more historical game)
-Communitas Map (Creates a more geographically plausible map)
-Smart AI (what it says)
-More Aggressive AI (makes it so the AI will actually attack you)
Mods adding more stuff:
-More Luxuries
-Reforestation
-More Great Works
-Useful Oil
-Copper Buff
-Various other minor fixes
-Sukritact's Wonders
-Historical Religions (adds a lot more possible religions)
Mods Adding More Civs:
-A lot. Trust me.
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