History Game 4

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=Mechanics=
==Production and Resources==
Simply owning tiles will grant you resources over time. For example, simply owning a forest tile will provide a meager + lumber from it per turn. Production increases modify overall production. 
Units require food over time, as do cities.
Buildings require resources to complete and money to upkeep.
Building units requires usually nothing more than metal (or wood in the case of siege and ships). In addition to food upkeep, they have a gold upkeep as well.
==Reforms==
Enacting reforms requires political power.
Specific trees only require techs to open - they do not need an initial investment to "open" or "unlock" the tree, as in EUIV and Civilization V.
==Economy==
You can control how much you tax each estate imdividually.
Additionally, you can choose how much you spend on maintenance. Maintenance is further divided down into city maintenance, army maintenance, fleet maintenance, etc. Spending less money on maintenance will lead to less effectiveness (less production, less military combat strength, longrr fleet repair time, etc.) and vice versa.
=Guide=
==Victory==
*Diplomatic - Be in an alliance with every major civilization.
*Militaristic - Control every civilization's capital.
*Ethnic - Have your culture be the majority in every major civilization's capital.
*Religious - Have your religion be in control of each other religion's holy city.
*Territorial - Control 66% of the world's territory directly or 85% through vassals.
*Cultural - 
*Political -
*Economic - 
Category:Games