Chapter 7: Home Fires 1914 to 1918
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 7: Home FiresSealed so it does not spoil the story for you.Break the seal
The chapter's rules
Sacred Union
Sacred Union runs from 0 to 100 and starts at 90, unless a level or Hard says otherwise.
The home front
While Sacred Union is below 50, the Revolution's recruits cost 25% less.
While it is below 25, at the start of every turn Army refuses the Law's orders in one district where it stands.
At the end of every turn there is a 30% chance that telegrams from the front cost Sacred Union from 3 to 10 points, until the news “Armistice” in “Armistice Night”.
Each Deserter Network of the Revolution that is arrested is sent back to the front: Sacred Union +3.
Upgrades that change this rule: “Mutiny Echoes” and “Rationing Board”.
The factories' output
The factories of Grenelle, La Villette, Saint-Denis edge and Bercy each make 10 a turn.
Each Territorial Guard guarding a factory adds 2, for 2 guards at most.
A factory on strike makes ×0.5, and one where sickness has spread ×0.7.
One stopped with “Down Tools” makes nothing.
The quota is 30 a turn. Each time it is missed 3 turns running, the Law loses 10 Legitimacy.
Upgrades that change this rule: “New Workforce”.
Strikes
With “Call a strike”, the Revolution puts a district on strike. A strike holds through the turn it is called and the 2 turns after, unless an upgrade makes it longer.
Informers: Pacifist Speaker
With “Mail Censorship”, at the end of every turn the Law finds each hidden unit of Pacifist Speaker serving the Revolution with a 20% chance.
Rules of single levels
Rules a level adds, or the part of a chapter rule it changes.
The Taxis of the Marne
Gatherings
A gathering, started with “Open talks”, is held once it has lasted 3 turns, counting the turn it starts, with units of the Revolution in its district at the end of each of them. If they all leave, it breaks up.
With “Stall the talks”, a gathering loses a turn.
The Long Gun
Shells
At the end of every turn there is a 60% chance that a shell falls on a district of the city: its Unrest rises by 10, each unit there is wounded with a 50% chance, and blocks burn (2).
Where there are shelters, or everywhere once an upgrade has the sirens up, a hit does half: Unrest +5, a 25% chance of a wound, blocks burned: 1.
Shelters are dug with “Build a shelter”.
Upgrades that change this rule: “Shelters and Sirens”.
Peace petition
At the end of every turn, each Pacifist Speaker of the Revolution anywhere in the city adds 1 to Peace petition.
Armistice Night
Spreading: the influenza
At the end of every turn, each district reached by the influenza has a 50% chance to pass it on to one neighbouring district.
On turn 2 it breaks out in La Villette and Temple.
In a district it has reached, units have 1 less Strength. Each side also loses up to 30% of its income, in proportion to the city's districts that are both reached and held by it.
Sacred Union
Sacred Union runs from 0 to 100 and starts at 55, unless a level or Hard says otherwise.
After the finale of chapter 7: Home FiresSealed so it does not spoil the story for you.Break the seal
Rules of the interlude
The Bridge
Pressure on the bridge
At the end of every turn, each League column of the Law in Chaillot adds 1 to Pressure on the bridge.
This happens only on some turns, as the level says.
At the end of every turn, each Mobile guards of the Revolution in Chaillot takes 1 from Pressure on the bridge.
The Summer of Strikes
Spreading: the occupations
At the end of every turn, each district reached by the occupations has a 50% chance to pass it on to one neighbouring district.
It starts in Grenelle.
In a district it has reached, units have 1 less Strength. Each side also loses up to 30% of its income, in proportion to the city's districts that are both reached and held by it.
Landmarks
What holding each landmark gives, in the game's words.
- CitéThe Palais de Justice and the Prefecture, where prisoners are held
- Saint-GermainThe War Ministry: counter-spies cost the Law 10 less while it holds Saint-Germain, defence +3
- ChaillotThe Champs-Élysées, where victory parades march
- MaraisThe Hôtel de Ville: +8 income per turn for whoever holds the Marais
- Les HallesLes Halles, the belly of Paris
- Latin QuarterThe print shops: +1 Opinion per turn toward the Revolution when it holds the Latin Quarter
- Palais-RoyalThe newspaper offices: +1 Sacred Union per turn while the Law holds the Palais-Royal
- Saint-AntoinePlace de la Bastille and the July Column
- La VilletteThe works and depots of La Villette
- GrenelleThe shell works at Javel
- BercyThe wine and supply depots at Bercy
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 “Patriotic Posters” and “Mail Censorship”.
- Sacred Union set to 75
- The sickness spreads with a 65% chance.
- News that comes only on Hard: “The Enemy Agents' offer” (Chapter 7).