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The following are the rules for the council of Usurpers.


Here every Usurper has an opportunity to be 'anonymous' from the rest of the game world.  Beginning with the end of Month 2, each Usurper will receive a number of votes (similar to how the world council works in Sid Meier's: Civilization 5) to propose and vote-on/against various game-changing Statuses.

These statuses will be known as: Articles.

The number of votes you will receive will depend upon your score in the various categories of the game:

These votes may then be spent in any way you like.

There are two 'stages' to this process:

Stage 1: is voting upon which Articles will be up for referendum, in that period.  We will allow some time for players to openly and discretely discuss with one another what they want to see.  You may ONLY discuss those things here (use "Private To" with the header (just above) "A PM" above it when making replies/statements in PM.  Other players will then KNOW you sent someone a PM, but won't know the contents.)

This should add to the secrecy, but also the amount of actual interaction between players.

You can openly call for votes to support/get an item on the docket or cry-out against someone's doing so.  The top 3 Articles will move into Stage 2.  (Ties enter as well.)

Stage 2: You are assigned a total number of votes, and then you are presented with the Articles that have been called for Referendum.  Everyone then has another opportunity to discuss/beg/ask whatever to either support or disavow a particular referendum.

DURING THIS STAGE: you may offer items, extras, and/or gold for someone to support what you ask.

Example: Player A offers Player B to support the "Mysterious Nation" Referendum.  Player B states that he will if Player A gives him 10 Gold.  Both Agree.

Votes are then cast (privately to Narrator) and then the Narrator displays them publicly once all votes are set.  If Player B met the terms (from the example previous), then Player A will subtract 10 Gold, adding 10 Gold to Player B's coffers; regardless of whether the Article passed or not.  If a player promises to commit to an action - and then does not; they receive nothing that the other player promised.




Here are the Articles:

Enact-Mysterious Nation: Players increase the chances of hearing about artifacts when scouting in Swamps by an additional 25% (base 15% + 3x# of Renovations in Reliquary.)

Enact-Magical World*: Information regarding Artifacts can be discovered when scouting in Plains and Swamps! (half chance in Plains.)

Enact-A Dangerous Land: The chance of being ambushed is increased by 10%. (starting base is 0%.)

Enact-A Vile World*: The chance of being ambushed is increased by 20%.  Every existing encounter in a given grid increases the chance by 2%.

Enact-Sweeping Plague**: Units become 10% harder to recruit (increasing the die roll-necessary to locate recruits.)  Also increases the cost by 10% more than normal. (Counter to: Mass Immigration)

Enact-Mass Immigration**: Units become 10% easier to recruit (decreasing the die-roll necessary to locate recruits.)  Also decreases the cost by 10% more than normal. (Counter to: Sweeping Plague)

Enact-Arcane Acceptance: When exploring, the chances of finding a Spell teacher is weighted by 1.

Enact-Warrior-Caste: When exploring, the chances of finding an Extra is weighted by 1.  Additionally, the chances of that Extra having the "Warrior" trait is weighted by 1.

Enact-Artisan Caste: When exploring, the chances of finding an Extra is weighted by 1.  Additionally, the chances of that Extra having the "Artisan" or "Mason" trait is weighted by 1.

Enact-Bountiful Land: Caches are always found at one-category larger than the success threshold indicates.  (If at max, then: +4 gold value.)

Enact-Gaia's Blessing*: Resources Nodes are always found at one-category larger than the success threshold indicates. (Above Grand does not increase in size, it grants +20 to Harvest checks at that node.)

Enact-Wilders: When Scouting, the chance of finding an Encounter is weighted by 1.  However, Encounters also all grant +2 gold when beaten.

Enact-Repurposed Houses: When Scouting, if a Settlement is discovered, treat the result as one threshold better for determining what Settlement is found.

Enact-Open Borders*: For as long as this article is enacted - Nobles and other faction NPCs will be delayed by one VP category before they sally forth to destroy Usurpers.

Patrons to Science: The base cost of Renovation is reduced by 1 Stone. (so 4R+4)

* = Requires the Article directly above it to already be enacted.  This Article is automatically lost if the one-above it is revoked.

** = Cannot exist at the same time as its opposite.  If both end-up becoming enacted together: they cancel and revoke one another.