How to play
Factions and demands
Your side is not one will but several factions, each with its own idea of what you should do.
Each faction has its own loyalty to you, and its loyalty decides its mood:
| Loyalty | State | What it does |
|---|---|---|
| 70 or more | Devoted | Its perk works for you while its leader is in action, and it never refuses an order. |
| 40 to 69 | Steady | No perk, normal behaviour. |
| 20 to 39 | Restless | 25% chance to refuse an order. |
| under 20 | Rebellious | Its threat works against you, and it has a 50% chance to refuse each order that goes through it. |
A faction's power grows with its units and the districts it holds. When a rebellious faction's power is greater than your Command, it splits away and takes its units with it; the Government attempts a coup instead, once a level.
Command
Command is your authority over your own camp. It starts at 50. Granting a demand adds 2 and refusing one costs 1; winning a level adds 5 and losing one costs 5.
Demands
Every 3 to 5 turns, one of your factions makes a demand, and the least loyal speak up most often. You have 2 turns to answer, and a demand left unanswered is refused. Granting one usually costs money or a promise and raises the faction's loyalty; refusing lowers it. Every faction's demands, era by era, are on its page in Factions.
Leaders
Most factions have a leader, named on their page. A leader can be wounded and out of action for a few turns, or killed: by the other side, or, for the Revolution, by its own Heat.
Neutral powers
The Church, the merchants, the press and others belong to neither side, and lean toward both at once. When a neutral power's loyalty toward a side reaches 60 (more for foreign powers), it helps that side every turn, each in its own way. Some of your orders and answers win them over.