Rules
Influence and control
Each side has an influence in every district, from zero to a hundred. Orders move it at once; the city moves it a little at the end of every turn.
Who holds a district
A side holds a district when its influence there is 60 or more and the other side's is under 40. Otherwise nobody does, and the district is Contested. The districts marked Beyond the city never change hands.
Presence
At the end of every turn, each side's presence in a district is counted from its units there: 2 for a unit, plus 0.5 for each point of its Strength, and 4 for a building. A few units count a figure of their own, and units away from the map count nothing.
The difference between the two sides' presence, times 0.8 and rounded, is the district's step for the turn, at most 6 either way.
The pull of the city
The district pulls too. Toward the Revolution: its Unrest above 50, divided by 15; Opinion, divided by 30; and the people who live there. Toward the Law: how far its Unrest is under 25, divided by 15; and Legitimacy above 50, divided by 30, which pulls toward the Revolution instead when Legitimacy is lower. Some landmarks and events add a lean of their own.
The difference, times 0.5 and rounded, is added to the step, at most 2 either way, and only while the side it favours has under 65 influence there. Beyond that, only units take a district further.
| People | Pulls toward |
|---|---|
| Workers | Revolution 0.6 |
| Students | Revolution 0.6 |
| The poor | Revolution 0.6 |
| Young people | Revolution 0.5 |
| Tanners | Revolution 0.4 |
| Printers | Revolution 0.4 |
| Artisans | Revolution 0.3 |
| Migrants | Revolution 0.3 |
| Smugglers | Revolution 0.2 |
| Millers | Revolution 0.1 |
| Gamblers | Revolution 0.1 |
| A mixed crowd | Neither side |
| Merchants | Law 0.1 |
| Professionals | Law 0.1 |
| Bourgeois | Law 0.2 |
| Clergy | Law 0.3 |
| Soldiers | Law 0.4 |
| Officials | Law 0.5 |
| Nobles | Law 0.6 |
| The rich | Law 0.6 |
The step
The side the step favours gains it, and the other side loses 80% of it, rounded. A district its chapter has frozen does not move.
Orders, riots, assaults, events, landmarks and neutral powers move influence directly, on top of all this: see Unrest, riots and barricades, Arrests, raids and assaults and Neutral powers.
When a district changes hands
A side that takes a prison frees its people held there. The holder of a landmark gets what the landmark gives at the end of every turn, and nothing from one that has burned. Income counts the districts a side holds, and so do the objectives of most levels: see Money.