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1 | Edict | An activated effect that applies benefits and penalties to a structure, person or building. These are unlocked through Events and purchased in the Tome of Knowledge. | |||||
2 | Activating an Edict requires Upkeep to be spent, in the form of Influence or Gold, to remain active. If this cannot be paid, the Edict will not activate (or will disable if unable to remain active.) | ||||||
3 | Edicts cannot be switched on and off at will: Instead, there is a minimum duration they remain active for once their Upkeep is expended. This duration ranges from Months(M) to Years(Y). | ||||||
4 | They will attempt to remain active each time that duration expires, consuming their Upkeep, until the player requests otherwise. | ||||||
5 | Edict Name (LOC) | Category | Upkeep (Wealth) | Cooldown | Description (LOC) | Effects (LOC) | |
6 | How do we get? | ||||||
7 | https://drive.google.com/file/d/1yfdGKO7f2xU-nz9fOgBE-CIB35HvOleO/view?usp=sharing | ||||||
8 | Tilling Soil | Agriculture | 5 | 7 | Your <sprite="TextSprites2" index=178><color=#fea326>Farmers</color> take care to cycle crop growth, reducing the impact on the soil. Resources grow slower, but fewer <sprite="TextSprites2" index=178><color=#fea326>Farmers</color> are required. | <color=#b34242>40%</color> <sprite="TextSprites2" index=210>Yield reduction from <color=#fea326>Farm Plots</color>, but <color=#67b144>1</color> less <sprite="TextSprites2" index=178 color=#fea326><color=#fea326>Farmer</color> is required to work the fields. | Choose Wisdom at start. OR Tier 3 ToK |
9 | Ever Yielding | Agriculture | 5 | 7 | Increasing <sprite="TextSprites2" index=210>Yield is what drives your <sprite="TextSprites2" index=178><color=#fea326>Farmers</color>, but this requires a great deal of effort to maintain the crops and their soil quality. | <color=#67b144>25%</color> <sprite="TextSprites2" index=210>Yield increase from <color=#fea326>Farm Plots</color>, but <color=#b34242>1</color> additional <sprite="TextSprites2" index=178><color=#fea326>Farmer</color> is required to work the fields. | Tier 3 ToK |
10 | Endless Toil | Agriculture | 10 | 7 | The <sprite="TextSprites2" index=178><color=#fea326>Farmers</color> know that <sprite="TextSprites2" index=117>Production can only increase if the fields are constantly worked. Sleep and joy may elude them, but at least the kingdom’s bellies will stay full. | <color=#67b144>20%</color> <sprite="TextSprites2" index=117>Production increase from <color=#fea326>Farm Plots</color>, but <sprite="TextSprites2" index=178><color=#fea326>Farmers</color> lose <color=#b34242>10</color> <sprite="TextSprites2" index=146 color=#f1d349><color=#f1d459>Happiness</color> due to overwork. | Tier 3 ToK |
11 | Hold Fast | Agriculture | 10 | 7 | <sprite index=9><color=#fea326>Food</color> rations are scarce, and must be significantly reduced for the kingdom’s entire population so that the <color=#fea326>Food Stores</color> might be replenished. Unfortunately, such drastic actions can increase the chance of illness. | The kingdom’s citizens consume <color=#67b144>50%</color> less food, but <sprite="TextSprites2" index=54>Disease Chance increases by <color=#b34242>100%</color>. | Tier 4 ToK |
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13 | Watered Well | Civics | 5 | 7 | Carefully rationing <sprite index=3><color=#fea326>Water</color> ensures the supply does not dwindle and builds up your reserves. This does, however, increase the <sprite="TextSprites2" index=67>Maintenance costs of any structures that require it. | <color=#67b144>20%</color> <sprite="TextSprites2" index=117>Production increase at <color=#fea326>Wells</color>, but structures that need <sprite index=3><color=#fea326>Water</color> now require <color=#b34242>100%</color> more to operate. | Tier 2 ToK |
14 | Fire Breakers | Civics | 5 | 7 | A portion of <sprite index=3><color=#fea326>Water</color> is reserved exclusively for the <color=#fea326>Firehouse</color>, should an emergency strike. This will slow the spread of threatening <sprite="TextSprites2" index=53>Fires, but does reduce the <sprite index=3><color=#fea326>Water</color> available to the rest of your citizens. | <color=#b34242>25%</color> <sprite="TextSprites2" index=117>Production reduction at <color=#fea326>Wells</color>, but your <color=#fea326>Firehouses</color> put out <sprite="TextSprites2" index=53>Fires <color=#67b144>100%</color> faster. | Tier 2 ToK |
15 | Celebratory | Civics | 10 | 7 | Celebration and merriment abound! During this holiday, demand increases for the <color=#fea326>Fermenter’s</color> goods. They are ready to meet this challenge, but <color=#fea326>Tavern</color> <sprite="TextSprites2" index=67>Maintenance costs are likely to increase. | <color=#fea326>Fermenter</color> recipes gain <color=#67b144>1</color> <sprite="TextSprites2" index=210>Yield, but <color=#fea326>Tavern</color> <sprite="TextSprites2" index=67>Maintenance costs increase by <color=#b34242>100%</color>. | Tier 2 ToK - Keep Upgrade research |
16 | Prevention’s Ounce | Civics | 15 | 7 | Preventative care with herbal remedies can build up the resilience of your citizens, but doing so will undoubtedly increase the wait times for treatment. | <sprite="TextSprites2" index=54>Disease Chance is lowered by <color=#67b144>20%</color>, but treatment time is increased by <color=#b34242>20%</color>. | Tier 4 ToK |
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18 | Work Less | Labor | 10 | 7 | You've found a way to provide relief to the hard-working settlers of your kingdom, while still maintaining a functioning workforce. Shortening the workday will help to improve the morale amongst your people, with only a minor reduction in productivity. | The <sprite="TextSprites2" index=179><color=#fea326>Laborer</color> class gains <sprite="TextSprites2" index=146 color=#f1d349><color=#f1d459>Happiness</color> equal to <color=#67b144>5 + your <color=#fea326>Keep</color> Tier</color>, but they lose <color=#b34242>20%</color> <sprite="TextSprites2" index=117>Production. | Tier 2 ToK |
19 | More Work | Labor | 10 | 7 | <sprite="TextSprites2" index=117>Production requires a much needed boost, so those who contribute to it must put in longer work hours. Much value and abundance will result from this, but it may drive your citizenry to overconsumption of food and drink. | <sprite="TextSprites2" index=117>Production for the lower classes (<sprite="TextSprites2" index=180 color=#fea326>, (<sprite="TextSprites2" index=181 color=#fea326>) increases by <color=#67b144>15%</color>, but they consume <color=#b34242>1</color> additional <color=#fea326>Food</color> and <color=#fea326>Alcohol</color> (<sprite index=58>/<sprite index=71>, <sprite index=76>/<sprite index=72>, <sprite index=14>/<sprite index=17>) | Tier 4 ToK |
20 | Forced Labor | Labor | 15 | 7 | A kingdom can flourish only when its citizens are committed to its prosperity. Those of the working classes must press on to ensure <sprite="TextSprites2" index=117>Production increases. <sprite="TextSprites2" index=146 color=#f1d349><color=#f1d459>Happiness</color> may suffer in the short term, but the abundance gained will prove worth their efforts. | <sprite="TextSprites2" index=117>Production for the lower classes (<sprite="TextSprites2" index=178 color=#fea326>, (<sprite="TextSprites2" index=179 color=#fea326>, (<sprite="TextSprites2" index=180 color=#fea326>, (<sprite="TextSprites2" index=181 color=#fea326>) increases by <color=#67b144>25%</color>, but they lose <color=#b34242>20</color> <sprite="TextSprites2" index=146 color=#f1d349><color=#f1d459>Happiness</color> . | Prosperity chosen at start OR Tier 3 ToK |
21 | Fine Coin | Labor | 20 | 7 | It seems only right that those who toil less yet accrue great wealth should also fairly contribute to the kingdom’s coffers. A nobility tax may annoy this class, but you’ll ensure that their money is well invested. | <color=#67b144>20%</color> Income increase from your noble classes (<sprite="TextSprites2" index=177 color=#fea326>, (<sprite="TextSprites2" index=182 color=#fea326>), but their <sprite="TextSprites2" index=146 color=#f1d349><color=#f1d459>Happiness</color> is decreased by <color=#b34242>20</color>. | Tier 5 in the ToK |
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23 | Cutting Costs | Residential | 10 | 7 | The need for quality housing means little if your citizens must wait days or weeks for a home. By making a few adjustments, build costs will decrease…though these homes may not be as resilient. | The cost for all <sprite="TextSprites2" index=89><color=#fea326>Homes</color> are reduced by <color=#67b144>5% * your <color=#fea326>Keep</color> Tier</color>, but they lose <color=#b34242>10%</color> <sprite="TextSprites2" index=145>Health. | Tier 2 ToK |
24 | Making Room | Residential | 10 | 7 | Additional <sprite="TextSprites2" index=89><color=#fea326>Homes</color> are costly, so you’ve devised a genius plan. You instruct your builders to adjust their housing plans to accommodate an additional resident. Sure, things might be a little crowded, but the kingdom’s needs outweigh individual comforts. | Increases <color=#fea326>Farmer House</color> population by <color=#67b144>1</color>, but their <sprite="TextSprites2" index=146 color=#f1d349><color=#f1d459>Happiness</color> decreases by <color=#b34242>5</color>. | Tier 2 ToK |
25 | Cold Shoulders | Residential | 10 | 7 | Cold nights can be difficult to endure, but costs must be cut somewhere. Residents will see their <sprite index=15><color=#fea326>Firewood</color> rations halved, so that the <color=#fea326>Stockpile</color> can be replenished. These chilly nights will be miserable, but conservation is necessary. | <sprite index=15><color=#fea326>Firewood</color> is consumed <color=#67b144>50%</color> less, but resident <sprite="TextSprites2" index=146 color=#f1d349><color=#f1d459>Happiness</color> decreases by <color=#b34242>5</color>. | Choose Vigiliance at start OR Tier 3 ToK |
26 | New Neighbors | Residential | 10 | 7 | To truly succeed in Nysamor, its people must live amongst your own. You reduce the taxes on all homes within your kingdom, encouraging Nysians to join your settled citizens. Minor tensions may arise, but prosperity will bring calm. | <color=#b34242>20%</color> less <sprite="TextSprites2" index=13>Tax collected from <sprite="TextSprites2" index=89><color=#fea326>Homes</color>, but there is a <color=#67b144>25%</color> <sprite="TextSprites2" index=194>Immigration increase. | Tier 3 ToK |
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28 | Quick to Arms | Warfare | 50 | 7 | A military’s equipment can make or break their success on the battlefield, so they must always be properly armed. All arms and armor now require less to craft, which lowers their quality but ensures their stock is ever flowing. | All Weapons and Armor <sprite="TextSprites2" index=117>Production costs are reduced by 10% + your Keep Tier, but soldiers lose <color=#b34242>15%</color> <sprite="TextSprites2" index=94>Attack and <sprite="TextSprites2" index=96>Defense. | Tier 4 ToK |
29 | Well Secured | Warfare | 50 | 7 | Nysamor grows ever threatening, so your focus shifts to defense. Your citizens are committed to enlisting in the military, which reduces training costs. To keep the kingdom safe, however, you must limit population growth. | Military Units at the Armory cost <color=#67b144>25%</color> less and are trained <color=#67b144>15%</color> faster, but there is a <color=#b34242>50%</color> reduction to <sprite="TextSprites2" index=194>Immigration. | Tier 4 ToK |
30 | Well-Fed Warriors | Warfare | 50 | 7 | If the military rations are increased, your troops will have the energy and stamina to endure any challenge. You double military rations to enhance your units. The minor toll it will take on the Food Stores is worth the advantage gained. | Military units gain <color=#67b144>25%</color> Speed, but require <color=#b34242>100%</color> more <sprite index=9><color=#fea326>Food</color>. | Tier 4 ToK |
31 | Reduced Rations | Warfare | 50 | 7 | A military finds strength though its diet, but their appetites are a drain on your kingdom’s <color=#fea326>Food Stores</color>. You decide to halve military rations; a slight hit to your soldiers’ endurance, but necessary to replenish and rebalance your <color=#fea326>Food Stores</color>. | Military units require <color=#67b144>50%</color> less <sprite index=9><color=#fea326>Food</color>, but lose <color=#b34242>25%</color> <sprite="TextSprites2" index=96>Defense. | Tier 4 ToK |
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33 | Harmony (B) | Waelgrim | 75 | 7 | Your bond with the Waelgrim finds you aiming for balance. To maintain harmony with the Wael, you must offer up <sprite index=6><color=#fea326>Waelgrim Crystals</color> daily. This offering will see its spirit calmed, and less likely to produce wild surges. | The Waelgrim Surge Bar fills <color=#67b144>20%</color> slower, but requires <color=#b34242>5</color> <sprite index=6><color=#fea326>Waelgrim Crystals</color> per day as an offering. | Tier 5 ToK |
34 | Volatile (T) | Waelgrim | 75 | 7 | The Waelgrim roars in defiance of your reigns, but you welcome its rage, as that brings bounty. You halve the amount of <sprite index=105><color=#fea326>Wael Gruel</color> consumed, which will replenish the crystals in your <color=#fea326>Grim Stores</color> while increasing the frequency of surges. | <sprite index=105><color=#fea326>Wael Gruel</color> consumption is reduced by <color=#67b144>50%</color>, and the Waelgrim Bar fills <color=#b34242>20%</color> faster. | Tier 5 ToK |
35 | Thicker Claws (B) | Waelgrim | 75 | 7 | In times of dire need, your devoted Lyncsbeast guardian can be called upon for aid. To empower it, you must allow your kingdom to be consumed by Wael, but the defensive gain is worth the surge influx. | Your Lyncsbeast <sprite="TextSprites2" index=96>Defense increases by <color=#67b144>20%</color>, but the Waelgrim Bar fills <color=#b34242>20%</color> faster. | Tier 5 ToK |
36 | Vicious Howls (T) | Waelgrim | 75 | 7 | The howls of your wild Jacalbeasts terrify all within their range. To strengthen the packs’ bite, you sacrifice more crystals to their summoning. Such devotion will require an ample stockpile of crystals, however, so be prepared. | Your Jacalbeasts’ <sprite="TextSprites2" index=94>Attack is increased by <color=#67b144>20%</color>, but <color=#b34242>20%</color> more <sprite index=6><color=#fea326>Waelgrim Crystals</color> are required to summon it. | Tier 5 ToK |
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