Warrior Culture = Allows 15,000 professional soldiers (or militia, if that's your choice) at no cost to food source. Every 10,000 after this requires 2 food sources to sustain. Masters of the Sea = Ships do not lose morale when at sea. Host nation can deploy 90 ships without penalty to food, but will require 2 food sources to supply every 60 ships after. Merchant Council = 1 import added as an export to your home province per 4 national imports. Troop limits reduced by 25%. (1 food source = 7,500//No food source = 3,750) Farmerfolk = Owned food resources double output. This includes when they are being exported to other players, who will then receive double as well. Armies can be composed of militia forces only. Isolationist State = Cannot import or export resources, but can choose 2 additional exports for home region. Resources otherwise must be acquired by owning them directly. Power to the People = 30% of population eligible to become militia at a week's notice. This does not require a food source. Country wealth goes down by one stage per 2 game weeks (2 real days), but will restore to previous level once militia disbanded. Militia army/horde in use by nation as a direct result of this ability must be clearly highlighted so that the GM is aware of its existence, and can keep an eye on things. Slaver's Paradise = Over half of your population are slaves. Population happiness fixed at 50% despite building bonuses. Never goes over, never falls below. Cannot be undone, and NPC republics will automatically declare war against you. Imperial State = Your people have not forgotten where they have come from, or who they are. Aligns you with the Bohaddon Empire in South Orysson, making them your NPC ally. Trade and military assistance will be yours. However, you will be called upon to serve them from time to time as a vassal state, and you will be unable to break this alliance, making you a target for the Empire's enemies. Tyrant's Lair = Happiness stays at 100%. 15,000 troops per food source. Conquered regions are automatically razed, dispersing or destroying the existing population, making it difficult to replace military losses in large numbers. NPC Passive neighbors will turn aggressive and likely unite against you. NPC aggressive will likely react in similar fashion out of mutual survival. --------------------------- Are we happy with these?