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Chapter 13: The Glass City 2041 to 2049

Rules of the era

The rules that belong to this chapter on top of the game's own: what they do, with this chapter's numbers, the rules single levels add or change, its landmarks, and what Hard changes.

Chapter 13: The Glass CitySealed so it does not spoil the story for you.Break the seal

The chapter's rules

The Surveillance Grid

Every district has a grid coverage, from none to full: 35% in the inner city and 10% in the outer ring at the start.

At the start of every turn, each hidden unit of the Revolution is seen with a chance of 60% of its district's coverage. A district where the grid is down has none.

Where a Mesh Node stands, the grid has a blind spot: it sees nothing there, and units already seen slip out of sight again. Buildings and targets do not.

With “Sweep”, the Law's drones search a district street by street, blind spot or not: every unit there is seen, and every Mesh Node is found and torn out.

With “Hack”, the Revolution takes a district's drones off the air for 2 turns.

With “Lights Out”, the grid goes dark everywhere for 2 turns, counting the turn it is given.

With “Total Grid”, the grid covers everything for 2 turns, counting the turn it is given, and Surveillance rises by 30.

Orders raise the coverage where they are given: “Install cameras” +20.

With “Face Paint”, coverage is 20 points lower where an Analog Assembly stands.

With “More Cameras”, at the start of every turn the 2 least covered inner districts the Law holds gain 10 points.

The grid feeds Surveillance: at the start of every turn it rises by the inner city's average coverage above 50, divided by 10.

Surveillance

Surveillance starts at 25. At the end of every turn each Drone Swarm of the Law adds 3, and it fades by 2.

While it is above 60, Opinion moves 1 toward the Revolution at the end of every turn, and each time it rises above 60, the loyalty of Foreign Powers toward the Law falls by 10.

Orders move it: “Install cameras” +1 and “Sweep” +2.

Deepfakes

With “Fake a video”, a side fakes a video: Opinion moves its way by 10 to 20, less 25% for each Analog Assembly of the other side, 3 at most. They were never online.

Each side's Verification starts at 30.

For 3 turns after it is made, a fake can be found out: at the end of every turn, the other side finds it with a chance of 35% of its Verification.

With “Verify”, a side looks for the other's latest fake on purpose, and finds it with a chance of its Verification plus 30 out of a hundred, never under 20% nor over 95%.

A fake found out swings back: Opinion moves the other way by 2 times what the fake gave.

At the end of every turn the feed forgets: Opinion slides back 10% of the way toward even.

With “Deepfake Hunters”, the Law's first fake of a level is found out at the end of the next turn.

With “The Real Video”, every fake of the other side not yet found out is exposed at once.

Wallet freezes

A district frozen with “Wallet freeze” gives the Revolution no income while the freeze lasts: nothing for holding it, nothing from its buildings there.

The Steward

The Steward is the city's machine administrator: a faction of the Law whose Power grows with its directives.

With “Steward Directive”, it gains 5 Power, and the Law's orders cost 50% less for 2 turns.

With “Full Delegation”, it gains 30 Power, and the Law's orders and recruits cost 50% less for 4 turns.

If its Power reaches 70, 60 on Hard, while Legitimacy is under 30, the Steward decides for itself: 50% of the Law's units, rounded up and drones first, go over to it, each as a Steward Drone, a third force hostile to both sides, and every data centre gets one on guard: Bercy, Saint-Denis and La Défense.

From then on, at the start of every turn, each Steward Drone raises the grid where it stands by 10 and detains a revealed unit of either side there with a 50% chance, and the Law loses 1 Legitimacy.

With “Shut down the data centre”, a side shuts down a data centre once the Steward's units there are cleared. When all 3 are down, the Steward is ended; if both sides shut some down, it was ended together.

Forecasts

With “Steward Forecasts”, at the start of every turn each hidden unit of the Revolution is foreseen with a 30% chance, blind spot or not, and revealed. Buildings are not.

The Ash Front

On Hard, while the loyalty of the Ash Front is under 50, every Ash Front Cell sabotages where it stands at the start of the turn, without being asked, 2 at most: Violence +10; Treasury −30; Unrest +10 in this district; Fire in this district.

With “Climate Assemblies”, the loyalty of the Ash Front rises by 3 at the start of every turn.

Saturdays

With “Swarm march”, the Revolution marches in a district: Opinion moves 2 toward it for each Swarm Marchers unit there that is not kettled, 6 at most, and the district's Unrest rises by 3.

Rules of single levels

Rules a level adds, or the part of a chapter rule it changes.

Fifty Degrees

Heat domes

A heat dome comes on turn 2, then every 5 turns; on Hard, every 4 turns.

Each dome adds 15 Unrest to every district, less 10 for each cooling building there: Cooling Commune or Cooling Centre.

The loyalty of Parisians moves 6 toward the side that runs more cooling buildings.

With “Water Commons”, it moves 10 more toward the Revolution at every dome.

At the end of a dome turn, each district at 70 Unrest or more with no cooling building counts a heat death, and the Law loses 3 Legitimacy for each.

The Flood

The flood

River level starts at 20. After the first turn, at the start of every turn it rises by 4, give or take 2, until turn 10; after that it falls by 8.

Each district on the river floods when the water reaches its mark: Cité 30, Louvre 36, Bercy 40, Saint-Germain 44, Boulogne 47, Chaillot 50, Grenelle 52, Créteil 54, Passy 56, Marais 58, Latin Quarter 60, Saint-Antoine 62 and Saint-Marcel 64.

A district with a barrier holds. One without floods for good, and its Unrest rises by 10.

Barriers are built with “Sandbags” and “Flood barrier”.

If more than 6 districts flood, both sides lose.

With “Rescue”, a side rescues people in a flooded district, or one the water is within 12 of. It scores a point for each of its units there, 3 at most, plus 3 where the district is flooded or 1 where the water is within 10, plus 3 for the Revolution's rescues and 0 for the Law's.

With “Joint rescue”, both sides' rescuers share the boats: each side scores 4.

The Steward Votes

The referendum

On turn 12, the city votes on government by the machine. No wins with Opinion at +15 or more; otherwise Yes wins.

With “Postpone the vote”, the Law pushes the vote back 6 turns.

While it waits, the Steward gains 2 Power at the end of every turn.

With “Force the vote”, the Revolution brings a postponed vote back: it is held at once.

Lanterne

Heat domes

A heat dome comes on turn 4, then every 6 turns; on Hard, every 4 turns.

Each dome adds 15 Unrest to every district, less 10 for each cooling building there: Cooling Commune or Cooling Centre.

The loyalty of Parisians moves 6 toward the side that runs more cooling buildings.

With “Water Commons”, it moves 10 more toward the Revolution at every dome.

At the end of a dome turn, each district at 80 Unrest or more with no cooling building counts a heat death, and the Law loses 2 Legitimacy for each.

Landmarks

What holding each landmark gives, in the game's words.

  • LouvreThe Chancellery in the old palace: Legitimacy +1 a turn while the Law holds the Louvre, defence +3
  • CitéThe Prefecture on the island, where the arrested are taken, defence +3
  • Saint-GermainThe Assembly, defence +2
  • ChaillotThe Arch at the top of the avenue, defence +2
  • MaraisCity Hall: +8 income a turn to whoever holds the Marais, defence +3
  • Les HallesThe Forum
  • TemplePlace de la République
  • Latin QuarterThe Sorbonne: Opinion +1 a turn toward the Revolution while it holds the Latin Quarter
  • Saint-AntoineThe July Column, at the Bastille
  • GrenelleThe tower, its lights dimmed to save power
  • BercyThe finance ministry at Bercy, beside a data centre
  • Saint-DenisThe national stadium, a data centre under its stands
  • La DéfenseThe towers of La Défense, and the Steward’s main data centre, defence +2

On Hard

What changes in this chapter when it is played on Hard, on top of what Hard changes everywhere.

  • Heat falls by 2 a turn instead of 3.
  • When you play the Revolution, the Law starts every level with “More Cameras” and “Optimised Logistics”.