Chapter 9: Cold Light 1945 to 1962
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 9: Cold LightSealed so it does not spoil the story for you.Break the seal
The chapter's rules
War weariness
War weariness starts at 20 and rises by 2 at the end of every turn, 3 on Hard, until peace is made.
Above 60, the Revolution's Opinion gains count 25% more.
Each of these adds to it at the end of every turn: Peace Committee +1.
Orders move it: “Bring Them Home” +25.
With “Negotiate peace”, the Law makes peace: War weariness falls to nothing and stops rising, the Army loses 30 loyalty, and the Legion, where it is about, gains 20 Power.
Bloc money
With “East Bloc money”, the Revolution takes the East's money: for the rest of the level its income is ×1.3, and each Party Cell spreads ×2 influence.
With “West Bloc money”, the Law takes the West's money: for the rest of the level its income is ×1.3.
The money has strings. Taking it marks the side as the bloc's puppet and brings the bloc's demands as news, and the bloc's loyalty toward the side rises by 15. Each demand refused costs that much again; once East Bloc or West Bloc is under 25 loyalty toward the side it pays, its money stops.
With “Bloc Independence”, the Revolution takes the East's money without the strings.
With “West Bloc Aid”, the Law gets the same income without taking the money, while its Legitimacy is above 60.
The hardliners
The Law has hardliners in its ranks when this was chosen: “Seal the files” in the interlude of Chapter 8 or the Law's Violence is 40 or more.
While it has them and the Prefecture has more than 80 loyalty, 70 on Hard, every protest turn risks the Crackdown, with a 30% chance, once a level. A protest turn is one with Demonstrators of the Revolution in the streets.
“March against the Legion” also makes a protest turn.
With “Restrain the hardliners”, the Law holds its hardliners back for the turn: there is no Crackdown.
The Crackdown: the Law gains 25 Violence, Opinion moves 20 toward the Revolution, and the Law loses 15 Legitimacy.
Tapped lines
At the end of every turn, each Intelligence Officer of the Law taps a line with a 30% chance: it reveals one hidden enemy in its district or a neighbouring one, then every unit linked to that one. 50% of the time it picks the one with the most links. Buildings are never tapped.
With “Wiretaps”, the chance is 45%.
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.
Each district on strike costs the Law 15 income at the end of every turn.
The television tower
Whoever holds Chaillot gains 2 Opinion at the end of every turn, while the tower is on the air.
With “Cut the broadcast”, it is taken off the air.
With “Televised Debate”, the Revolution's gain there is ×2.
With “Prime Time”, a side puts Television and radio wholly on its side for 2 turns, counting the turn it is called.
Rules of single levels
Rules a level adds, or the part of a chapter rule it changes.
Coal Winter
The factories' output
The factories of La Villette, Batignolles, Grenelle, Bercy, Saint-Marcel and Vaugirard each make 10 a turn.
Each Riot Police (CRS) or Prefecture Brigade 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 “Sabotage” and “General Strike” makes nothing.
So does one on strike with 2 or more of Union Local, Party Cell or Demonstrators on the picket line.
The quota is 60 a turn. Each time it is missed 3 turns running, the Law loses 10 Legitimacy.
Turns when 4 or more factories stand still count toward the strike's objective.
Two Embassies
The networks
When a cell is arrested, each cell linked to it is exposed with a 50% chance, ×2 under curfew, 95% at most.
The General's Return
The assembly
The assembly sits every 3 turns, the first time on turn 3. Each side's votes are the power of its factions that have seats (Socialists and unions and the government), plus 10 for each vote its buildings carry, plus the votes its orders bought for that sitting. The side with more votes wins the sitting; a tie goes to either, 50% each.
With “Whip the votes”, “Court the deputies” and “Let the paratroopers be seen”, a side buys votes for the next sitting: 25, 20 or 30.
March
At the end of every turn, each Demonstrators, Union Local or Party Cell of the Revolution in Saint-Antoine, Marais, Temple or Latin Quarter adds 2 to March.
Paratroopers Over Paris
The Phantom Legion
The Legion is a secret army, hostile to both sides. Its Power starts at 50.
In this level it plants no bombs.
The Law's informers look for the Legion's hidden units as they look for any hidden enemy. Each Legion unit arrested takes 6 from its Power, and once its Power is gone the Legion is destroyed.
With “Tip off the police”, a side searches one district: each hidden Legion unit there is found with a 60% chance, less 8 points for each point of Stealth above 2.
With “Dismantle”, the Law arrests up to 3 revealed Legion units at once, wherever they are.
With “Counter-Legion Squads”, the first 2 cells of every level are known from the start.
While the Army has less than 40 loyalty, the Legion gains 2 Power at the end of every turn, and each Paratroop Battalion of the Law goes over to it with a 20% chance, as Legion paratroopers: Power +10.
The paratroop drop
On turn 6, 2 × Legion paratroopers drop on each of Northern airfield, Southern airfield and Western airfield where nobody stands on the runway: no Demonstrators of the Revolution and no unit of the Law. They are hostile to both sides, and each landing gives the Legion 10 Power.
The drop is called off if this has been done: “The radio appeal” in “Paratroopers Over Paris”, while the Army has 60 loyalty or more.
The Television Tower
The Phantom Legion
The Legion is a secret army, hostile to both sides. Its Power starts at 35.
At the end of every turn it plants a hidden Legion bomb cell with a chance of its Power out of a hundred, plus 10%, and 85% at most; from 75 Power it tries 2 times a turn. Landmarks draw it more often.
A Legion bomb cell goes off 3 turns after it is planted, unless it is found and arrested first: Unrest +10 in its district, whoever holds it loses 8 influence there, a block burns, the Law loses 2 Legitimacy and the Legion gains 2 Power.
The Law's informers look for the Legion's hidden units as they look for any hidden enemy. Each Legion unit arrested takes 8 from its Power, and once its Power is gone the Legion is destroyed.
With “Tip off the police”, a side searches one district: each hidden Legion unit there is found with a 60% chance, less 8 points for each point of Stealth above 2.
With “Dismantle”, the Law arrests up to 3 revealed Legion units at once, wherever they are.
With “Counter-Legion Squads”, the first 2 cells of every level are known from the start.
While the Army has less than 40 loyalty, the Legion gains 2 Power at the end of every turn, and each Paratroop Battalion of the Law goes over to it with a 20% chance, as Legion paratroopers: Power +10.
Night of the Legion
The Phantom Legion
The Legion is a secret army, hostile to both sides. Its Power starts at 45.
At the end of every turn it plants a hidden Legion bomb cell with a chance of its Power out of a hundred, plus 10%, and 85% at most; from 75 Power it tries 2 times a turn. Landmarks draw it more often.
A Legion bomb cell goes off 3 turns after it is planted, unless it is found and arrested first: Unrest +10 in its district, whoever holds it loses 8 influence there, a block burns, the Law loses 2 Legitimacy and the Legion gains 2 Power.
The Law's informers look for the Legion's hidden units as they look for any hidden enemy. Each Legion unit arrested takes 8 from its Power, and once its Power is gone the Legion is destroyed.
With “Tip off the police” and “Legion sweep”, a side searches one district: each hidden Legion unit there is found with a 60% chance, less 8 points for each point of Stealth above 2.
With “Dismantle”, the Law arrests up to 3 revealed Legion units at once, wherever they are.
Orders weaken it: “March against the Legion” −5.
With “Counter-Legion Squads”, the first 2 cells of every level are known from the start.
While the Army has less than 40 loyalty, the Legion gains 2 Power at the end of every turn, and each Paratroop Battalion of the Law goes over to it with a 20% chance, as Legion paratroopers: Power +10.
Landmarks
What holding each landmark gives, in the game's words.
- LouvreThe Élysée and the ministries: Legitimacy +1 a turn while the Law holds the Louvre, defence +3
- CitéThe Prefecture of Police on the Cité, where prisoners are held, defence +3
- Saint-GermainThe Palais Bourbon, where the National Assembly sits
- ChaillotThe television tower: its holder gains 2 Opinion a turn
- MaraisThe Hôtel de Ville: +8 income a turn for whoever holds the Marais, defence +3
- Les HallesLes Halles, the old market, before it moved out
- Latin QuarterThe Sorbonne and the Left Bank cafés: +1 Opinion a turn toward the Revolution while it holds the Latin Quarter
- Palais-RoyalThe newspapers of the Grands Boulevards
- Saint-AntoinePlace de la Bastille, where the marches start
- BellevilleThe Party of Labour's headquarters
- La VilletteThe rail yards and coal depots of La Villette
- GrenelleThe car works on the river
- PassyThe embassies of Passy: +6 income a turn for whoever holds it
- CharonnePère-Lachaise and its eastern wall
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 “Riot Training” and “New Constitution”.