Cyclohexane
Knight at Arms
GENERAL LAW DESCRIPTION
Laws have a significant impact on your kingdom and both enacting and dismissing a law will have negative consequences so choose carefully.
There are total of 36 laws to select from but only 10 can be active at any one time. The ten pictures on the top of the screen show laws which have been enacted. Click the Next/Back buttons to navigate between the four law categories: Villagers, Townspeople, Clergy, and Nobility. Select one of the nine pictures on the right to choose a law to display.
Edict's modifiers are for the most part applied weekly. The exceptions are obvious, such as army size, Lord's army size, etc. Some laws make specific buildings better (i.e. +1 mill prosperity modifier means that all mills will grant +1 additional weekly prosperity to villages when the law is active.") or worse (i.e. +1 Watchtower demesne penalty means all watchtowers constructed will now only grant a +0 bonus to demesne)
Different faiths can build structures in villages, castles, and cities that have the same effect but different names. The law descriptions below reference the headers in the table based on what each faith calls that particular building:
FAITHS SHRINE (Village) MONASTERIES (Village) CHAPELS (Castle) TEMPLES (City)
The One: Local Church Monastery Chapel Cathedral
Old Gods: Minor Shrine Temple Temple Grand Temple
The Void: Sacrificial Altar Unholy Temple War Temple Temple Of Pain
Enlightenment: Meditation Grounds Meditation Retreat Meditation Garden Zen Monastery
Philosophy: Lykeion Provincial School Library Regional Library
LEGEND
Green = Would be a nice feature to implement.
VILLAGER LAWS
Village Fairs:
- By your edict all villages can hold trade fairs. This will have beneficial influence on their prosperity, but will also break the town merchant's monopoly and cut into their profits. The city's merchants will be angry.
- +10% Weekly village income
- +1 Weekly village prosperity modifier
- +1 Weekly relations with villages
- +1 Weekly Mill prosperity modifier (per Mill built)
- (-10%) Weekly town income
- (-1) Weekly relations with towns
- Enact: -5 Relations with towns
- Dismiss: -5 Relations with villages
Hunting Privileges:
- By your edict peasants will be allowed to hunt in the royal woods. This privilege was previously reserved solely for the nobility. This edict will not be taken kindly by the high born. However, it will lessen the effects of a bad harvest and have a positive effect on your villages population.
- +20% Village growth
- +1 Weekly relations with villages
- (-1) Weekly relations with nobles
- Enact: -10 Relations with nobles *No game log message
- Dismiss: -5 Relations with villages
Access to Woods:
- By your edict, peasants will be allowed to chop wood from the royal woods. This will have a positive effect on your village's prosperity but you will lose profit from woodcutting allowances.
- +1 Weekly village prosperity modifier
- (-1) Manor demesne bonus (per manor built)
- (-10%) Weekly village income
- Enact: (-1,000) Denars
- Dismiss: (-5,000) Denars
Brewing Privileges:
- By your edict, peasants are allowed to brew alcoholic beverages and open inns. They will drink to your good health your Majesty... Instead of working.
- +2 Weekly relations with villages
- +1 Weekly Inn relations modifier (per inn built)
- (-1) Weekly village prosperity modifier
- Enact: -1,000 Denars
- Dismiss: -5 Relations with villages
Fair Trail:
- By your edict, peasants will now be tried by a jury of their peers. This will assure a fair trial for common folks but will cut your income from fees. Your voice will still have the last word, increasing your prestige with the royal judges.
- +1 Weekly relations with villages
- +1 Manor renown modifier (per Manor built)
- (-10%) Weekly village income
- Enact: -1,000 Denars
- Dismiss: -5 Relations with villages
Enfranchisement:
- By your edict, all peasants are now the owners of the land they work on. This will provide a huge boost to the economy, but it will destroy your relations with the nobility and at times their lands can be harder to manage and protect.
- Excludes the Nobility Edict 'Serfdom'
- +2 Weekly village prosperity modifier
- +20% Weekly village income
- +30% Village growth
- +2 Weekly relations with villages
- +20 Party size
- +1 Watchtower demesne penalty (per Watchtower built)
- (-10) Weekly renown
- (-3) Weekly relations with nobles
- Enact: (-20) Relations with nobles *No game log message
- Dismiss: (-30) Relations with villages
High Capitation:
- By your edict, peasants will now pay high taxes. This will boost your income from villages but in long term, it will hurt prosperity and will certainly not make you popular among the commoners.
- Excludes the Villager Edict 'Low Capitation'
- +20% Weekly village income
- +10% Weekly Mill income modifier (per Mill built)
- (-1) Weekly relations with villages
- (-1) Weekly village prosperity modifier
- Enact: -5 Relations with villages
- Dismiss: -2,000 Denars
Low Capitation:
- By your edict, peasants will now pay low taxes. This will cut your income from villages but in long term, it will increase prosperity and your popularity among the commoners.
- Excludes the Villager Edict 'High Capitation'
- +1 Weekly village prosperity modifier
- +1 Weekly relations with villages
- +1 Inn relation modifier (per inn built)
- (-20%) Weekly village income
- Enact: -1,000 Denars
- Dismiss: -5 Relations with villages
Representation:
- By your edict, peasants will now have representation in Parliament. You may be sure of their support for your cause. But sharing your power with commoners will not be taken kindly by nobility.
- +1 Weekly relations with villages
- +20% Village growth
- +10 Army size
- +10 Lord's party size
- +1 Messenger post demesne penalty (per messenger post built)
- (-3) Weekly relations with nobles
- (-5) Weekly renown
- Enact: -10 Relations with nobles
- Dismiss: -10 Relations with villages
TOWNSPEOPLE LAWS
Town's Mint:
- By your edict, towns can now mint coin. This privilege will increase the town's prosperity, but it will break the royal monopoly, cutting into your income.
- +1 Weekly town prosperity modifier
- +1 Guild prosperity modifier (per Guild built)
- (-15%) Weekly town income
- Enact: -1,000 Denars
- Dismiss: -2,000 Denars
Tool Collecting:
- By your edict towns can now purchase tools from traders and travelers. It will be now be less profitable for villagers to sell their goods, but town income will increase.
- +10% Weekly town income
- +1 Weekly town prosperity modifier
- +10% Weekly Guild income modifier (per Guild built)
- (-10%) Weekly village income
- (-1) Weekly village prosperity modifier
- Enact: -5 Relations with villages
- Dismiss: -5 Relations with towns
Sale of Offices:
- By your edict, townspeople will be allowed to buy and hold offices formerly reserved for the nobility. This should fill our treasury with gold but it will upset the nobles.
- +10% Weekly town income
- +1 Weekly relations with towns
- +1 Weekly University relation modifier (per University built)
- (-1) Weekly relations with nobles
- Enact: -10 Relations with nobles
- Dismiss: -5 Relations with towns
Free Cities:
- By your edict, towns are now free from noble and royal jurisdiction. Cities will flourish and become easier to maintain. They gain a series of immunities which will result in less control over city taxes and cut into our profit. The nobility will not appreciate the merchants gaining so much power.
- +2 Weekly town prosperity modifier
- +2 Weekly relations with towns
- +20% Town growth
- +20 Party size
- +20 Demesne points
- +1 Guild demesne bonus (per Guild built)
- (-30%) Weekly town income
- (-2) Weekly relations with nobles
- Enact: -2,000 Denars and -10 Relations with nobles
- Dismiss: -20 Relations with towns
Salt Mining:
- By your edict, you release your monopoly on salt mining. This will cut your profits but will allow your towns to prosper.
- +1 Weekly town prosperity modifier
- +1 Weekly relations with towns
- (-10%) Weekly town income
- Enact: -1,000 Denars
- Dismiss: -3,000 Denars
Mercantilism:
- By your edict, local guilds will be protected from overboard competition. Trade income may dwindle but the local guilds will prosper having a privileged position.
- +1 Town prosperity modifier
- +1 Weekly relations with towns
- +1 Guild relation modifier (per Guild built)
- +10% Weekly Guild income modifier (per Guild built)
- (-15%) Weekly town income
- Enact: -2,000 Denars
- Dismiss: -3,000 Denars
Draft:
- By your edict, all healthy men must serve in the military. Your army will increase in size, yet the town's population and your reputation among them will suffer.
- +15 Army size
- +15 Lord's party size
- +1 Barracks (in castle or city) demesne penalty (per barracks built)
- (-1) Weekly relations with towns
- (-20%) Town growth
- Enact: -5 Relations with towns
- Dismiss: -3,000 Denars
Low Taxes:
- By your edict, townspeople will pay low taxes. This will cut into your profits, but allow the townspeople to prosper.
- Excludes Town edict 'High Taxes'
- +1 Town prosperity modifier
- +1 Weekly relations with towns
- +1 University relations modifier (per University built)
- (-20%) Weekly town income
- Enact: -1,000 Denars
- Dismiss: -5 Relations with towns
High Taxes:
- By your edict, townspeople will pay high taxes. This will increase your income, but it will hurt the town's prosperity.
- Excludes Town edict 'Low Taxes'
- +20% Weekly town income
- +10% Weekly guild income modifier (per Guild built)
- (-1) Weekly town prosperity modifier
- (-1) Weekly relations with towns
- Enact: -5 Relations with towns
- Dismiss: -2,000 Denars
CLERGY LAWS
Inheritance:
- By your edict, the clergy will inherit all goods and lands of priests excluding their relatives.
- +5% Faith troop random event occurrence
- +5% Monastery income modifier (per monastery built)
- +1 Weekly relations with clergy
- +5 Weekly Global faith
- (-10%) Weekly village income
- Enact: -1,000 Denars
- Dismiss: -10 Relations with clergy *No game log message
Tithe from Villages:
- By your edict, all peasants are obliged to pay a 10% tithe to The Temple.
- +5% Faith troop random event occurrence
- +5 Weekly global faith
- +1 Weekly village faith
- +1 Weekly relations with clergy
- +5% Weekly monastery income modifier (per monastery built)
- +1 Shrine local faith modifier (per shrine built)
- +1 Shrine global faith modifier (per shrine built)
- +1 Shrine relations modifier (per shrine built)
- (-1) Weekly relations with villages
- (-10%) Weekly village income
- Enact: -5 Relations with villages
- Dismiss: -2,000 Denars and -10 relations with clergy *No game log message
Tithe from Towns:
- By your edict, all townspeople are obliged to pay a 10% tithe to The Temple.
- +5 Weekly Global faith
- +1 Weekly town local faith
- +5% Faith troop random event occurrence
- +1 Weekly relations with clergy
- +2 Temple local faith modifier (per temple built)
- +3 Temple global faith modifier (per temple built)
- +1 Temple relations modifier (per temple built)
- (-10%) Weekly town income
- (-1) Weekly relations with towns
- Enact: -5 Relations with towns
- Dismiss: -2,000 Denars and -10 relations with clergy *No game log message
Immunity:
- By your edict, clergy is removed from your jurisdiction and may only stand before Temple Courts.
- +1 Weekly relations with clergy
- +5% Faith troop random event occurrence
- (-1) Weekly relations with nobles
- (-5) Weekly renown
- Enact: -50 Renown
- Dismiss: -10 Relations with clergy *No game log message
Temple Supremacy:
- You agree that there is higher authority than yours and The Temple is the voice of this authority.
- Excludes Clergy Edict 'Royal Supremacy'
- +10% Faith troop random event occurrence
- +20 Weekly Global faith
- +1 Weekly village local faith
- +1 Weekly town local faith
- +1 Weekly relations with clergy
- (-20) Weekly renown
- Enact: -200 Renown
- Dismiss: -20 Relations with clergy *No game log message
Royal Supremacy:
- You declare you power comes from a higher source and announce yourself as the head of The Temple.
- Excludes Clergy Edict 'Temple Supremacy'
- +20 Weekly renown
- +10% Faith troop random event occurrence
- (-3) Weekly relations with clergy
- (-1) Weekly town local faith
- (-1) Weekly village local faith
- (-20) Weekly Global faith
- Enact: -20 Relations with clergy
- Dismiss: -200 Renown
Inquisition:
- By your edict, all non believers are considered criminals. The Temple may erect proper tribunals and prosecute those who oppose your faith.
- +2 Weekly town local faith
- +2 Weekly village local faith
- +30 Weekly Global faith
- +10% Faith troop random event occurrence
- +1 Weekly relations with clergy
- (-2) Weekly relations with towns
- Enact: -5 Relations with towns
- Dismiss: -20 relations with clergy and -100 Global faith
Holy War:
- By your edict, all those who will not accept your faith willingly must be converted forcefully. If words of truth don't speak to them perhaps fire and sword will.
- Requires Clergy Edict 'Theocracy'
- +20% Faith troop random event occurrence
- +20 Weekly renown
- +30 Weekly Global faith
- +1 Weekly relations with clergy
- +15% Weekly monastery income modifier (per monastery built)
- Enact: Starts war with all kingdoms!
- Dismiss: -30 Relations with clergy *No game log message
Theocracy:
- By your edict, all human rights are worthless compared to the wisdom of The Temple.
Requires either the Clergy Edict 'Royal Supremacy' or 'Temple Supremacy'
- +10% Faith troop random event occurrence
- +30 Weekly Global faith
- +2 Weekly relations with clergy
- +10% Weekly monastery income modifier (per monastery built)
- (-20%) Weekly village income
- (-20%) Weekly town income
- Enact: -5,000 Denars
- Dismiss: -30 Relations with clergy *No game log message
NOBILITY LAWS
Serfdom:
- By your edict, peasants cannot own land, leave their village without their lord's permission, and are obliged to work on their lord's lands.
- Excludes Villager Edict 'Enfranchisement'
- +4 Weekly relations with nobles
- +25% Weekly royal tribute
- +10 Lord's party size
- (-3) Weekly relations with villages
- (-1) Weekly village prosperity modifier
- (-20%) Weekly village growth
- (-20%) Weekly village income
- Enact: -20 Relations with all current villages
- Dismiss: -30 Relations with nobles *No game log message
Noble Ransoms:
- By your edict, you agree to pay the ransom of any noble lord captured while in your service.
- +2 Weekly relations with nobles
- (-20%) Weekly royal tribute
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles *No game log message
Military Reimbursement:
- By your edict, you agree to refund part of the military expenses of noble lords while in your service.
- +2 Weekly relations with nobles
- (-20%) Weekly royal tribute
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles *No game log message
Noble's Domain:
- By your edict, nobles in their lands can nominate village elders.
- +2 Weekly relations with nobles
- (-1) Weekly relations with villages
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles
Economic Regulations:
- By your edict, nobles can issue the maximum and minimum prices on goods.
- +30% Weekly royal tribute
- +2 Weekly relations with nobles
- (-1) Weekly prosperity with towns
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles *No game log message
Arbitrary Edicts:
- By your edict, nobles can arbitrarily pass local edicts which define the clothing, jewelry, food, etc. wealthy commoners in their lands can or cannot own.
- +2 Weekly relations with nobles
- +5% Weekly royal tribute
- (-10%) Weekly village income
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles *No game log message
Senate:
- By your edict, you submit power to nobles from the most respected families to have influence ruling our great kingdom.
- Excludes Nobility Edict 'Absolute Monarchy'
- Cannot select Field Marshall directly (Lords vote)
- +3 Weekly relations with nobles
- +5% Weekly royal tribute
- (-20) Weekly renown
- Enact: -1,000 Denars and -20 Renown
- Dismiss: -20 Relations with nobles *No game log message
Absolute Monarchy:
- By your edict, you and you alone are responsible for all affairs of the Kingdom.
- Excludes Nobility Edicts 'Senate' and 'Elective Monarchy'
- Always select Field Marshall directly (no option for Lords to vote)
- +20 Weekly renown
- +20 Army size
- +20% Weekly royal tribute
- (-20) Lord's party size
- (-5) Weekly relations with nobles
- Enact: -2,000 Denars and -20 Relations with nobles
- Dismiss: -5,000 Denars and -200 Renown
Elective Monarchy:
- By your edict, upon your death all of the nobles of the land will vote to choose a new king.
- Excludes Nobility Edict 'Absolute Monarchy'
- +2 Weekly relations with nobles
- +20 Lord's party size
- (-20) Weekly renown
- (-20) Army size
- Enact: -100 Renown
- Dismiss: -20 Relations with nobles *No game log message
Laws have a significant impact on your kingdom and both enacting and dismissing a law will have negative consequences so choose carefully.
There are total of 36 laws to select from but only 10 can be active at any one time. The ten pictures on the top of the screen show laws which have been enacted. Click the Next/Back buttons to navigate between the four law categories: Villagers, Townspeople, Clergy, and Nobility. Select one of the nine pictures on the right to choose a law to display.
Edict's modifiers are for the most part applied weekly. The exceptions are obvious, such as army size, Lord's army size, etc. Some laws make specific buildings better (i.e. +1 mill prosperity modifier means that all mills will grant +1 additional weekly prosperity to villages when the law is active.") or worse (i.e. +1 Watchtower demesne penalty means all watchtowers constructed will now only grant a +0 bonus to demesne)
Different faiths can build structures in villages, castles, and cities that have the same effect but different names. The law descriptions below reference the headers in the table based on what each faith calls that particular building:
FAITHS SHRINE (Village) MONASTERIES (Village) CHAPELS (Castle) TEMPLES (City)
The One: Local Church Monastery Chapel Cathedral
Old Gods: Minor Shrine Temple Temple Grand Temple
The Void: Sacrificial Altar Unholy Temple War Temple Temple Of Pain
Enlightenment: Meditation Grounds Meditation Retreat Meditation Garden Zen Monastery
Philosophy: Lykeion Provincial School Library Regional Library
LEGEND
Green = Would be a nice feature to implement.
VILLAGER LAWS
Village Fairs:
- By your edict all villages can hold trade fairs. This will have beneficial influence on their prosperity, but will also break the town merchant's monopoly and cut into their profits. The city's merchants will be angry.
- +10% Weekly village income
- +1 Weekly village prosperity modifier
- +1 Weekly relations with villages
- +1 Weekly Mill prosperity modifier (per Mill built)
- (-10%) Weekly town income
- (-1) Weekly relations with towns
- Enact: -5 Relations with towns
- Dismiss: -5 Relations with villages
Hunting Privileges:
- By your edict peasants will be allowed to hunt in the royal woods. This privilege was previously reserved solely for the nobility. This edict will not be taken kindly by the high born. However, it will lessen the effects of a bad harvest and have a positive effect on your villages population.
- +20% Village growth
- +1 Weekly relations with villages
- (-1) Weekly relations with nobles
- Enact: -10 Relations with nobles *No game log message
- Dismiss: -5 Relations with villages
Access to Woods:
- By your edict, peasants will be allowed to chop wood from the royal woods. This will have a positive effect on your village's prosperity but you will lose profit from woodcutting allowances.
- +1 Weekly village prosperity modifier
- (-1) Manor demesne bonus (per manor built)
- (-10%) Weekly village income
- Enact: (-1,000) Denars
- Dismiss: (-5,000) Denars
Brewing Privileges:
- By your edict, peasants are allowed to brew alcoholic beverages and open inns. They will drink to your good health your Majesty... Instead of working.
- +2 Weekly relations with villages
- +1 Weekly Inn relations modifier (per inn built)
- (-1) Weekly village prosperity modifier
- Enact: -1,000 Denars
- Dismiss: -5 Relations with villages
Fair Trail:
- By your edict, peasants will now be tried by a jury of their peers. This will assure a fair trial for common folks but will cut your income from fees. Your voice will still have the last word, increasing your prestige with the royal judges.
- +1 Weekly relations with villages
- +1 Manor renown modifier (per Manor built)
- (-10%) Weekly village income
- Enact: -1,000 Denars
- Dismiss: -5 Relations with villages
Enfranchisement:
- By your edict, all peasants are now the owners of the land they work on. This will provide a huge boost to the economy, but it will destroy your relations with the nobility and at times their lands can be harder to manage and protect.
- Excludes the Nobility Edict 'Serfdom'
- +2 Weekly village prosperity modifier
- +20% Weekly village income
- +30% Village growth
- +2 Weekly relations with villages
- +20 Party size
- +1 Watchtower demesne penalty (per Watchtower built)
- (-10) Weekly renown
- (-3) Weekly relations with nobles
- Enact: (-20) Relations with nobles *No game log message
- Dismiss: (-30) Relations with villages
High Capitation:
- By your edict, peasants will now pay high taxes. This will boost your income from villages but in long term, it will hurt prosperity and will certainly not make you popular among the commoners.
- Excludes the Villager Edict 'Low Capitation'
- +20% Weekly village income
- +10% Weekly Mill income modifier (per Mill built)
- (-1) Weekly relations with villages
- (-1) Weekly village prosperity modifier
- Enact: -5 Relations with villages
- Dismiss: -2,000 Denars
Low Capitation:
- By your edict, peasants will now pay low taxes. This will cut your income from villages but in long term, it will increase prosperity and your popularity among the commoners.
- Excludes the Villager Edict 'High Capitation'
- +1 Weekly village prosperity modifier
- +1 Weekly relations with villages
- +1 Inn relation modifier (per inn built)
- (-20%) Weekly village income
- Enact: -1,000 Denars
- Dismiss: -5 Relations with villages
Representation:
- By your edict, peasants will now have representation in Parliament. You may be sure of their support for your cause. But sharing your power with commoners will not be taken kindly by nobility.
- +1 Weekly relations with villages
- +20% Village growth
- +10 Army size
- +10 Lord's party size
- +1 Messenger post demesne penalty (per messenger post built)
- (-3) Weekly relations with nobles
- (-5) Weekly renown
- Enact: -10 Relations with nobles
- Dismiss: -10 Relations with villages
TOWNSPEOPLE LAWS
Town's Mint:
- By your edict, towns can now mint coin. This privilege will increase the town's prosperity, but it will break the royal monopoly, cutting into your income.
- +1 Weekly town prosperity modifier
- +1 Guild prosperity modifier (per Guild built)
- (-15%) Weekly town income
- Enact: -1,000 Denars
- Dismiss: -2,000 Denars
Tool Collecting:
- By your edict towns can now purchase tools from traders and travelers. It will be now be less profitable for villagers to sell their goods, but town income will increase.
- +10% Weekly town income
- +1 Weekly town prosperity modifier
- +10% Weekly Guild income modifier (per Guild built)
- (-10%) Weekly village income
- (-1) Weekly village prosperity modifier
- Enact: -5 Relations with villages
- Dismiss: -5 Relations with towns
Sale of Offices:
- By your edict, townspeople will be allowed to buy and hold offices formerly reserved for the nobility. This should fill our treasury with gold but it will upset the nobles.
- +10% Weekly town income
- +1 Weekly relations with towns
- +1 Weekly University relation modifier (per University built)
- (-1) Weekly relations with nobles
- Enact: -10 Relations with nobles
- Dismiss: -5 Relations with towns
Free Cities:
- By your edict, towns are now free from noble and royal jurisdiction. Cities will flourish and become easier to maintain. They gain a series of immunities which will result in less control over city taxes and cut into our profit. The nobility will not appreciate the merchants gaining so much power.
- +2 Weekly town prosperity modifier
- +2 Weekly relations with towns
- +20% Town growth
- +20 Party size
- +20 Demesne points
- +1 Guild demesne bonus (per Guild built)
- (-30%) Weekly town income
- (-2) Weekly relations with nobles
- Enact: -2,000 Denars and -10 Relations with nobles
- Dismiss: -20 Relations with towns
Salt Mining:
- By your edict, you release your monopoly on salt mining. This will cut your profits but will allow your towns to prosper.
- +1 Weekly town prosperity modifier
- +1 Weekly relations with towns
- (-10%) Weekly town income
- Enact: -1,000 Denars
- Dismiss: -3,000 Denars
Mercantilism:
- By your edict, local guilds will be protected from overboard competition. Trade income may dwindle but the local guilds will prosper having a privileged position.
- +1 Town prosperity modifier
- +1 Weekly relations with towns
- +1 Guild relation modifier (per Guild built)
- +10% Weekly Guild income modifier (per Guild built)
- (-15%) Weekly town income
- Enact: -2,000 Denars
- Dismiss: -3,000 Denars
Draft:
- By your edict, all healthy men must serve in the military. Your army will increase in size, yet the town's population and your reputation among them will suffer.
- +15 Army size
- +15 Lord's party size
- +1 Barracks (in castle or city) demesne penalty (per barracks built)
- (-1) Weekly relations with towns
- (-20%) Town growth
- Enact: -5 Relations with towns
- Dismiss: -3,000 Denars
Low Taxes:
- By your edict, townspeople will pay low taxes. This will cut into your profits, but allow the townspeople to prosper.
- Excludes Town edict 'High Taxes'
- +1 Town prosperity modifier
- +1 Weekly relations with towns
- +1 University relations modifier (per University built)
- (-20%) Weekly town income
- Enact: -1,000 Denars
- Dismiss: -5 Relations with towns
High Taxes:
- By your edict, townspeople will pay high taxes. This will increase your income, but it will hurt the town's prosperity.
- Excludes Town edict 'Low Taxes'
- +20% Weekly town income
- +10% Weekly guild income modifier (per Guild built)
- (-1) Weekly town prosperity modifier
- (-1) Weekly relations with towns
- Enact: -5 Relations with towns
- Dismiss: -2,000 Denars
CLERGY LAWS
Inheritance:
- By your edict, the clergy will inherit all goods and lands of priests excluding their relatives.
- +5% Faith troop random event occurrence
- +5% Monastery income modifier (per monastery built)
- +1 Weekly relations with clergy
- +5 Weekly Global faith
- (-10%) Weekly village income
- Enact: -1,000 Denars
- Dismiss: -10 Relations with clergy *No game log message
Tithe from Villages:
- By your edict, all peasants are obliged to pay a 10% tithe to The Temple.
- +5% Faith troop random event occurrence
- +5 Weekly global faith
- +1 Weekly village faith
- +1 Weekly relations with clergy
- +5% Weekly monastery income modifier (per monastery built)
- +1 Shrine local faith modifier (per shrine built)
- +1 Shrine global faith modifier (per shrine built)
- +1 Shrine relations modifier (per shrine built)
- (-1) Weekly relations with villages
- (-10%) Weekly village income
- Enact: -5 Relations with villages
- Dismiss: -2,000 Denars and -10 relations with clergy *No game log message
Tithe from Towns:
- By your edict, all townspeople are obliged to pay a 10% tithe to The Temple.
- +5 Weekly Global faith
- +1 Weekly town local faith
- +5% Faith troop random event occurrence
- +1 Weekly relations with clergy
- +2 Temple local faith modifier (per temple built)
- +3 Temple global faith modifier (per temple built)
- +1 Temple relations modifier (per temple built)
- (-10%) Weekly town income
- (-1) Weekly relations with towns
- Enact: -5 Relations with towns
- Dismiss: -2,000 Denars and -10 relations with clergy *No game log message
Immunity:
- By your edict, clergy is removed from your jurisdiction and may only stand before Temple Courts.
- +1 Weekly relations with clergy
- +5% Faith troop random event occurrence
- (-1) Weekly relations with nobles
- (-5) Weekly renown
- Enact: -50 Renown
- Dismiss: -10 Relations with clergy *No game log message
Temple Supremacy:
- You agree that there is higher authority than yours and The Temple is the voice of this authority.
- Excludes Clergy Edict 'Royal Supremacy'
- +10% Faith troop random event occurrence
- +20 Weekly Global faith
- +1 Weekly village local faith
- +1 Weekly town local faith
- +1 Weekly relations with clergy
- (-20) Weekly renown
- Enact: -200 Renown
- Dismiss: -20 Relations with clergy *No game log message
Royal Supremacy:
- You declare you power comes from a higher source and announce yourself as the head of The Temple.
- Excludes Clergy Edict 'Temple Supremacy'
- +20 Weekly renown
- +10% Faith troop random event occurrence
- (-3) Weekly relations with clergy
- (-1) Weekly town local faith
- (-1) Weekly village local faith
- (-20) Weekly Global faith
- Enact: -20 Relations with clergy
- Dismiss: -200 Renown
Inquisition:
- By your edict, all non believers are considered criminals. The Temple may erect proper tribunals and prosecute those who oppose your faith.
- +2 Weekly town local faith
- +2 Weekly village local faith
- +30 Weekly Global faith
- +10% Faith troop random event occurrence
- +1 Weekly relations with clergy
- (-2) Weekly relations with towns
- Enact: -5 Relations with towns
- Dismiss: -20 relations with clergy and -100 Global faith
Holy War:
- By your edict, all those who will not accept your faith willingly must be converted forcefully. If words of truth don't speak to them perhaps fire and sword will.
- Requires Clergy Edict 'Theocracy'
- +20% Faith troop random event occurrence
- +20 Weekly renown
- +30 Weekly Global faith
- +1 Weekly relations with clergy
- +15% Weekly monastery income modifier (per monastery built)
- Enact: Starts war with all kingdoms!
- Dismiss: -30 Relations with clergy *No game log message
Theocracy:
- By your edict, all human rights are worthless compared to the wisdom of The Temple.
Requires either the Clergy Edict 'Royal Supremacy' or 'Temple Supremacy'
- +10% Faith troop random event occurrence
- +30 Weekly Global faith
- +2 Weekly relations with clergy
- +10% Weekly monastery income modifier (per monastery built)
- (-20%) Weekly village income
- (-20%) Weekly town income
- Enact: -5,000 Denars
- Dismiss: -30 Relations with clergy *No game log message
NOBILITY LAWS
Serfdom:
- By your edict, peasants cannot own land, leave their village without their lord's permission, and are obliged to work on their lord's lands.
- Excludes Villager Edict 'Enfranchisement'
- +4 Weekly relations with nobles
- +25% Weekly royal tribute
- +10 Lord's party size
- (-3) Weekly relations with villages
- (-1) Weekly village prosperity modifier
- (-20%) Weekly village growth
- (-20%) Weekly village income
- Enact: -20 Relations with all current villages
- Dismiss: -30 Relations with nobles *No game log message
Noble Ransoms:
- By your edict, you agree to pay the ransom of any noble lord captured while in your service.
- +2 Weekly relations with nobles
- (-20%) Weekly royal tribute
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles *No game log message
Military Reimbursement:
- By your edict, you agree to refund part of the military expenses of noble lords while in your service.
- +2 Weekly relations with nobles
- (-20%) Weekly royal tribute
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles *No game log message
Noble's Domain:
- By your edict, nobles in their lands can nominate village elders.
- +2 Weekly relations with nobles
- (-1) Weekly relations with villages
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles
Economic Regulations:
- By your edict, nobles can issue the maximum and minimum prices on goods.
- +30% Weekly royal tribute
- +2 Weekly relations with nobles
- (-1) Weekly prosperity with towns
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles *No game log message
Arbitrary Edicts:
- By your edict, nobles can arbitrarily pass local edicts which define the clothing, jewelry, food, etc. wealthy commoners in their lands can or cannot own.
- +2 Weekly relations with nobles
- +5% Weekly royal tribute
- (-10%) Weekly village income
- Enact: -1,000 Denars
- Dismiss: -10 Relations with nobles *No game log message
Senate:
- By your edict, you submit power to nobles from the most respected families to have influence ruling our great kingdom.
- Excludes Nobility Edict 'Absolute Monarchy'
- Cannot select Field Marshall directly (Lords vote)
- +3 Weekly relations with nobles
- +5% Weekly royal tribute
- (-20) Weekly renown
- Enact: -1,000 Denars and -20 Renown
- Dismiss: -20 Relations with nobles *No game log message
Absolute Monarchy:
- By your edict, you and you alone are responsible for all affairs of the Kingdom.
- Excludes Nobility Edicts 'Senate' and 'Elective Monarchy'
- Always select Field Marshall directly (no option for Lords to vote)
- +20 Weekly renown
- +20 Army size
- +20% Weekly royal tribute
- (-20) Lord's party size
- (-5) Weekly relations with nobles
- Enact: -2,000 Denars and -20 Relations with nobles
- Dismiss: -5,000 Denars and -200 Renown
Elective Monarchy:
- By your edict, upon your death all of the nobles of the land will vote to choose a new king.
- Excludes Nobility Edict 'Absolute Monarchy'
- +2 Weekly relations with nobles
- +20 Lord's party size
- (-20) Weekly renown
- (-20) Army size
- Enact: -100 Renown
- Dismiss: -20 Relations with nobles *No game log message