Republic System

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Each region has the following stats:
* Military - Military strength and defensive capability
* Infrastructure - Roads, building and other civilian infrastructure
* Loyalty - Covers both discontent and corruption amongst populace
* Purity - Corrupting external forces, and our resistance to them
* Unification - Our progress in unifying Athesia, and people’s reactions to that endeavour
Doom is universal and persistent, it started at 20 (Autumn 2015) and never resets, even between games. If Doom ever hits 0 then the current threat will defeat Athesia (much like a character who hits 21 marks will fall after this main game, so too will Athesia crumble after this main game.  Even if the threat is defeated, the people are too disheartened, too much damage has been done to carry on).
When you gain a hex, apply -1 Military, -1 Infrastructure, +1 Loyalty, +1 Purity and +1 Unification to that region. When you lose a hex, apply the opposite effects. This does mean you can fall back to secure a stronger military or infrastructure position, but doing so is really bad as losses to purity and unification will quickly cause big problems for the republic.
Effects occur when a stat is at 10+ or 0- at the end of a season.  Any of these effects should be narrated by the appropriate GM as they see the changes happen.
Feel free to add any fluff to any of these events, spawn new missions, etc.  But remember, the effects of these stat shifts are normally in addition to a GMs scripted events.
Any stat that causes effects is reset to 5, the effects are applied after the end of season, so will not trigger additional effects (until next season).
* Military 10: +1 Unification, +1 Military, +1 Loyalty, +1 hex
* Military 0: -1 Doom, -1 Purity, -2 hexes
* Infrastructure 10: +1 Unification, +2 Military, +1 Loyalty, +1 Purity
* Infrastructure 0: -1 Doom, -1 Military, -1 Loyalty, -1 Purity
* Loyalty 10: +1 Unification, +1 Infrastructure, +1 hex
* Loyalty 0: -1 Doom, -1 Military, -2 Infrastructure, -1 hex
* Purity 10: +1 Unification, +1 Loyalty, +1 Purity
* Purity 0: -2 Doom, -1 Military, -1 Loyalty
* Unification 10: +1 Doom, +1 Loyalty, +1 Purity, +1 hex
* Unification 0: -3 Doom, -2 Loyalty, -1 Purity
Hex gain is applied to the triggering region and must have already been explored in a mission. If there are no hexes available to be settled, gain +1 Unification instead.
=== Attrition ===
In addition to this, at the start of every season Athesia suffers attrition.  Attrition covers a GMs scripted threats to a region (e.g. if Orcs are attacking the God Curse Mountains, the attrition there will mostly be Military based).
Attrition should occur at approximately the rate of -10 points per year per region, and should be narrated by the GMs at season start to remind people of the state of their areas. Main plot / ramp plot gains additional -16 / -8 attrition which can be spent in any region they feel is appropriate. This is an approximate rate, if all is quiet in the Broken Lands, you could have more attrition in the Dark Plains to make up for it, or hold it over until later if you think things are going to flare up.
Attrition should also not affect Unification directly.
=== Relics ===
Relics are powerful objects, places or NPCs that the republic can use to solve their problems. Each relic comes with special rules but also a significant drawback.
To activate a relic may require a vote in the council room, and maybe additional costs, depending on the relic in question.
A list of available relics will be in the Council Chamber.