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Rules

Neutral powers

A neutral power has two loyalties at once, one toward each side, each from zero to a hundred.

At the end of every turn, each of a neutral power's loyalties drifts by 1 toward 50. Orders, answers, events and units move them further.

When a loyalty reaches 60, or 70 for foreign powers, the neutral power helps that side, and both sides at once if both have won it over:

Neutral powerWhat it gives the side it favours
ChurchInfluence +2 in every district where clergy live.
Press, MediaOpinion +1 your way.
Foreign PowersMoney +15.
The CrowdInfluence +1 in every district where workers or the poor live, and recruits cost ×0.85.
MerchantsIncome ×1.1; but a side whose loyalty has fallen to 25 or less earns ×0.9.
UnderworldThe other side's chance to find your hidden units falls by 10 points.
A chapter's own neutral leaderFrom 70 loyalty, influence +3 in its home district.

Every chapter's neutral powers, and who leads them, are in Factions.