LanterneWiki

Lanterne is played on a computer

Rules

Factions in depth

Each faction has a loyalty to you and a power of its own, both from zero to a hundred. Loyalty decides its mood; power decides whether it can break away.

The four moods and what each one does are on Factions and demands.

Power

At the end of every turn, a faction's power moves toward a target, by 3 at most: the power it started the level with, plus 5 for each of its units, plus 4 for each district you hold where it is the strongest of your factions, less 10 while its leader is out of action.

The strongest faction in a district is the one that weighs most there: each of its units counts 2 plus its Strength, each kind of people it draws on who live there counts 1.5, and its power adds a hundredth of itself.

Perks

A devoted faction whose leader is in action gives its perk. The Government's and the Shadow's act at the end of every turn; the others work all the time.

FactionIts perk, as the game says itExactly
ModeratesOpinion gains +25%Opinion gains ×1.25.
RadicalsRiots and assaults +20% StrengthA riot's influence hit ×1.2, and the Strength of units in assaults ×1.2.
UndergroundStealth +1 on all units, cheaper assassinationsStealth +1 for every unit; assassinations cost ×0.8.
VoicesPropaganda +30%Propaganda, from the Voices' papers and propaganda orders, ×1.3.
WorkersIncome +10%Income ×1.1.
GovernmentLegitimacy +1 per turnLegitimacy +1 at the end of every turn.
ForceMilitary units cost 20% lessUnits of the military cost ×0.8 to recruit.
OrderArrests +15% success+15 points on the chance of every arrest.
ShadowSee 2 hidden enemy units per turnAt the end of every turn, 2 hidden units of the other side are revealed.
PurseTreasury income +20%Income ×1.2.
The StewardCosts 10% lessRecruits cost ×0.9.

Threats

A rebellious faction turns its threat on you at the end of every turn:

FactionIts threat, as the game says itExactly
ModeratesNegotiates with the other side behind your back30% of the time: the district where you have most influence loses 8 of it, and the Law gains 4 Legitimacy (if you are the Revolution) or the Revolution 20 money (if you are the Law).
RadicalsActs alone: random violent acts that raise your Violence Index35% of the time: Violence +4, and a riot in the district with the highest Unrest, if it has 40 or more.
UndergroundSells your units' locations to the other side40% of the time: 2 of your hidden units are revealed to the other side.
VoicesPublishes your mistakes: Opinion −10Opinion −10 against you as it turns rebellious, and again every 4 turns.
WorkersWildcat strikes drain your funds30% of the time: you lose 20 money.
GovernmentCoup attempt against youLegitimacy −1 at the end of every turn. Its rebellion is a coup.
ForceRefuses orders in one district per turnEach turn it closes one district where you have units to your orders for the next turn.
OrderOverreacts: random brutality30% of the time: Violence +5, Opinion −5 against you, and Unrest +10 in a district picked at random.
ShadowBlackmails you: Treasury −10% per turnEach turn you lose 10% of your money, rounded.
PurseCapital flight: income −30%Each turn's income ×0.7.
The StewardStarts deciding on its ownIt starts deciding on its own, as its chapter tells.

Rebellion

When a rebellious faction's power is greater than your Command, it rebels. Most factions split off: the faction is gone for the rest of the level with all its units, and the next chapter may remember the split. The Government attempts a coup instead: it succeeds with a chance of its power divided by its power plus your Command, and a coup that succeeds loses you the level. A coup that fails leaves the Government at 25 loyalty and costs it 20 power. A side gets only one coup attempt a level, whatever brings it: see Heat and Legitimacy.

A movement without leaders has no Command to defy, so its factions never rebel.

Demands

When a side's next demand is due, every 3 to 5 turns, one of its factions whose leader is alive is picked: each counts 1 if devoted, 2 if steady and 3 if restless or rebellious. It makes one of its chapter's demands, or, when the chapter has none for it, one of the general demands of its kind. If it has nothing it can ask, the side tries again 2 turns later. A side has only one demand open at a time.

Promises

Some demands ask for restraint, no violence or no concessions for a few turns, and granting one is a promise. Break it and the faction loses 15 loyalty and you lose 3 Command; keep it to the end and you gain 2 Command.

How factions take violence

Each violent act moves the loyalty of its side's factions, the more so the more violent it is. An act weighs its Violence (2 for a violent order that gives none, 3 for a riot) divided by 5, kept between 0.5 and 3; each kind of faction then changes by that weight times its own figure, rounded.

FactionAfter a riotAfter the most violent acts
Moderates−2−9
Radicals+1+6
Government (Law)−1−3
Force (Law)+1+1