How to play
Turns
A level lasts a set number of turns. Both sides plan in secret, then everything happens at once.
Each turn you have Action Points: 4 at the start of a level, and more with some upgrades, the Legacy tree and some events. Recruiting a unit takes 1, and every order shows on the wheel how many it takes. Moving a unit takes none: each unit can move once a turn, as far as its Move allows.
When you are done, press End turn. The other side plans its own turn, then both sides' orders are carried out together, in this order:
- Answers to the newspaper and to the factions' demands.
- Orders are checked against what each side can afford, and an unhappy faction may refuse one.
- Costs are paid.
- Every move happens at the same time.
- Recruits arrive and buildings go up.
- The other orders are carried out by priority, and the side that acts first changes from one turn to the next.
- Units do what they do every turn.
- The city reacts: unrest cools or boils over, influence shifts, districts change hands, Heat and Legitimacy act, the factions act, and income and upkeep are paid.
- The objectives are checked.
Then a new turn begins with your Action Points back, and Last turn tells you what happened. A turn is a week, a day, a few hours or a month, depending on the chapter: each level's page in Lore says how long.
Undo and checkpoints
You can undo your last turn for 30 coins, or go back to a checkpoint for 50. The game keeps a checkpoint at the start of the level and more every few turns.