Edicts

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Many different **Edicts** can be issued in the game Oriental Empires.

## Common Edict Considerations

Edicts are laws and regulations issued by the king or emperor. Edicts have a wide variety of effects, but many cause some short term unhappiness while people adjust.

* You may issue only one edict per turn.
* Generally edicts remain in effect until cancelled (though a few edicts may not be cancelled) Some auto-expire after a set number of turns or upon reaching a given era.
* Cancelling edicts will also have effects. These vary, but often your authority will be reduced for looking weak or indecisive.

## Early Game Edicts

### Grand Commandant

Our enemies are many, and a ruler cannot be everywhere at once.Therefore let us appoint a commandant to organize the army, and to lead it when the ruler is otherwise engaged.

* Permanent Effects
	+ Add General Character with 80 upkeep
	+ Authority -1
* Cancellation Effects
	+ Authority -1 for 20 turns
* Unlock Edits: The Three Excellencies (DLC)

### Well Field System

Decree that each village's land be divided into lots farmed by eight families. Each lot shall be divided into 9 equal divisions, one outer section for each family and the central one for the local lord. The families shall work the lord's land before attending to their own.

* Prerequisite technology:  Flood Control (Power)
* Permanent Effects
	+ Peasant Unrest +10%
	+ Noble Unrest -10
	+ Grain Tax 2 per person
* Cancellation Effects
	+ May Not be Cancelled - MAY be replaced by Equal Field System Edict

### Gentlemen Ride Chariots

* Requirements: Light Chariot (Power technology / Bronze Age)
* Cost: 0
* Upkeep: 0
* Temporary Effect: Noble Unrest +10% for 15 turns,
* Permanent Effect: Changes unit availability
* Cancellation Effect: This edict may not be cancelled. It can be replaced with  Gentlemen Ride Horses Edict in Warring States Era
* Expires in the Imperial Era.

### Relocate Nobles

The noble families are grown proud and lazy in their country estates, and are disdainful of our authority. Let them come and live in the capital where they may serve us better, and we can keep an eye on their schemes.

* Prerequisite technology:Priest King (Thought / Bronze Age)
* Permanent Effects
	+ Authority +2
* Temporary Effects
	+ Noble Unrest +20% for 20 turns
* Cancellation Effects
	+ Authority -1 for 20 turns

### Enlist a Shi

There are a number of educated gentlemen traveling the land providing guidance in the arts of war and rulership. Let us appoint one such to act as councilor assist leading the armies and governing the cities.

* Permanent Effects
	+ Add Bureaucrat Character with 120 Upkeep
	+ Noble Unrest +5%
* Prerequisite technology:Logographic Script (Thought / Bronze Age)

### Move Capital

* Prerequisite technology: Priest King ( Thought / Bronze Age),
* Requires Faction leader be located in new "capital to be."
* Costs 500 gold to Issue Edict
* Permanent Effects
	+ Moves capital to the settlement where the faction leader currently is.
* Temporary Effect
	+ Noble Unrest +15% for 10 turns
* Cancellation Effects
	+ May not be cancelled but has after a 10 turn cool-down, it can be re-issued.

### Edict of Self Criticism

* Prerequisite technology: Mandate of Heaven ( Thought / Bronze Age), Having some bad encounter,
* Costs 1000 gold to Issue Edict
* Permanent Effect:
	+ Leader Personal Authority -2, Cancels unrest due to disasters
* Temporary Effect: None
* Cancellation Effect:
	+ This edict lasts 20 turns (though the Leader may not) and may not be cancelled

## Mid Game Edicts

### Appoint a Strategist

There are several prominent men who have devoted their lives to the study of military matters, and composed famous books on the art of war. Let us persuade one such to join our employ, that our forces may be more skillfully commanded.

* Prerequisite technology:Military Theory (Power/Warring States)
* Permanent Effects
	+ Add General Character with 150 upkeep
	+ Noble Unrest +5%
* Cancellation Effects: None (you lose the general but can immediately re-roll)

### Promotion in Battle

Our army will be more efficient if we promote the capable men regardless of birth. Let our soldiers gather the heads of the enemy they slay, and let them be promoted on the basic of number of heads they gather.

* Prerequisite technology:Legalism (Thought / Warring States)
* Temporary Effects
	+ Noble Unrest +10% for 20 turns
* Permanent Effects
	+ Peasant Unrest -10%
	+ Food Production x 0.90
	+ Battle Morale +1
* Cancellation Effects
	+ Peasant Unrest +20% for 20 turns
	+ Authority -1 for 20 turns

### Standard Weights and Measures

Let a system of standard weights and measures be established across the land, that trade may be more easily accomplished. Those who refuse to use the standards shall be harshly punished.

* Prerequisite technology:Legalism (Thought / Warring States)
* Costs 1000 gold to Issue Edict
* Permanent Effects
	+ Trade x 1.20
* Temporary Effects
	+ Noble Unrest +20% for 10 turns
	+ Peasant Unrest +20% for 10 turns
* Cancellation Effects
	+ Authority -1 for 20 turns

### Patronize The Arts

It has come to our attention that many of the fine artists in the state are diverted by the mundane need to earn an income to support themselves and their families. Therefore let the finest writers, poets and painters present themselves at the court, and be granted a stipend that they may devote themselves entirely to their artistic endeavors.

* Prerequisite technology: Poetry (Thought / Bronze Age)
* Permanent Effects
	+ Culture +2
	+ Requires 200 upkeep
* Cancellation Effects
	+ Noble Unrest +5% for 10 turns

### Enter Warring States Era

The world is changing, there is more and more warfare and armies are becoming ever larger. If we are to survive, we must reorganize the state to be able to mobilize resources on a larger scales. Let us therefore discard outdated ideas and practices and prepare ourselves to face the era of the Warring States

* Permanent Effects
	+ Enable Technologies and Units
* Cancellation Effects
	+ This edict may not be cancelled.

### Trade Venture

We have heard that merchants are making great profits by organizing trade expeditions to foreign lands. Since the state's coffers are full, let us invest in one of these ventures, so that we too may reap the rewards.

* Permanent Effects
	+ Receive Income 250
* Cancellation Effects
	+ This edict lasts 25 turns and may not be cancelled during that time.
* *Requires 3000 gold to Issue Edict*
* *Prerequisite technology:*

### Official Historian

Memory is fickle, and there are many differing accounts of events past. To prevent such happening in the future, let us appoint a historian to record the correct account of affairs at court, and to banish the scurrilous lies and rumors that will otherwise abound.

* Permanent Effects
	+ Authority +1
	+ Culture +1
* Cancellation Effects
	+ Noble Unrest +5% for 10 turns
* *Requires 100 upkeep*
* *Prerequisite technology:*

### Central Bureaucracy

The affairs of the kingdom have become so numerous and complicated that it has become almost impossible to oversee them all from the palace. Therefore let us divide the duties of state, and appoint suitable persons as officials to have responsibility for them. A chancellor shall be appointed over them all, with the authority to act on behalf of the ruler.

* Prerequisite technology: Bamboo Strips (Craft / Bronze Age)
* Temporary Effects
	+ Noble Unrest +25% for 20 turns
* Permanent Effects
	+ **Requires 500 upkeep per turn**
	+ Add Bureaucrat Character
	+ Peasant Unrest -10%
	+ Authority +2

* Unlock Edicts
	+ Private Land Ownership
	+ Land Redistribution
	+ Salt Tax
	+ Imperial University
	+ Civil Service Examinations
	+ Imperial Secretary
* Cancellation Effects
	+ Authority -1 for 20 turns

### Gentlemen Ride Horses

The chariot has become outdated as a mode of war, yet the aristocracy persist in fighting from them. Henceforth, they shall reserve their vehicles for parades, and answer the summons for war with themselves and their retainers mounted on fine horses in the modern manner.

* Permanent Effects
	+ Change Units Available
* Cancels Edicts
	+ Gentlemen Ride Chariots

* Cancellation Effects
	+ This edict may not be cancelled.
* *Prerequisite technology:*

### Private Land Ownership

* Requirements: Central Bureaucracy Edict
* Permanent Effects:
	+ Peasant Unrest -10%
	+ Food production x1.20
	+ Upkeep 300
* Temporary Effects
	+ Noble Unrest +10% for 10 turns
* Cancellation Effect
	+ Noble Unrest +20% for 20 turns
	+ Peasant Unrest +10% for 10 turns

### Land Redistribution

* Requires Central Bureaucracy Edict
* Cost 3000
* Temporary Effects
	+ Noble Unrest +20% for 20 turns
	+ Peasant Unrest -10% for 80 turns
* May NOT be cancelled

### Salt Tax

* Prerequisite technology: Coinage (Power / Bronze Age)
* Requires Central Bureaucracy Edict

### Ban Dangerous Books

Many well born men are reading the tales of the great kings of old, and comparing our own rule to them unfavorably. These studies have no practical use, and only lead to dissatisfaction and division in society. Let us therefore ban anyone, on pain of death, from possessing books, save for those few that discuss useful arts. Let all books be gathered and burned, so that they will cause no more trouble.

* Prerequisite technology:Legalism (Thought / Warring States)
* Costs 500 gold to Issue Edict
* Permanent Effects
	+ Noble Unrest +10%
	+ Authority +3
	+ Culture -5
* Cancellation Effects
	+ Culture -3 for 20 turns

## Late Game Edicts

### Enter Imperial Era

States are growing ever larger and more powerful, so the practices that were sufficient for a time of small kingdoms will no longer suffice. Therefore let us reorganize the state so that we may confront and subdue these powerful nations, and prepare the way for the Son of Heaven to rule over all of the Earth.

* Permanent Effects
	+ Enables Additional Technologies and Units
* Cancellation Effects - This edict may not be cancelled.

### Imperial University

* Prerequisites:
	+ Canon of Wisdom technology (Thought / Warring States)
	+ Central Bureaucracy Edict
* Permanent Effect:
	+ Culture +2, Peasant Unrest -10%, Increase Tax Collection x1.1
	+ Upkeep: 300
* Temporary Effect: None
* Cancellation Effect: -1 Authority for 20 Turns,

### Fubing Militia System

Let us establish a system to improve the quality of our soldiers. Able bodied men will be allocated land to farm, but in return shall be summoned for a period of military training each year, and will be expected to serve in time of war.

* Prerequisite: Imperial Era
* Permanent Effects
	+ Militia and Tribesmen Availability x 1.50
	+ Militia Attack +20%
	+ Requires 500 upkeep
* Cancellation Effects
	+ Authority -1 for 20 turns

### Seek a Minor Loan

Our economy is fundamentally strong, and our revenue sufficient. Yet at the present time we are faced with many necessary expenses. Let us borrow a little from a private bank until our accounts balance better.

* Prerequisite technology:Banking (Power / Imperial Era)
* Permanent Effects +1000
* Temporary Effect - 250 upkeep for 5 turns

### Seek a Major Loan

The realm faces many dangers and expenses which our current income cannot meet. Yet private banks hold vast reserves of money which could be put to better use. Let us demand that they put aside their selfish greed, and loan that money to the state for the common good.

* Prerequisite technology:Banking (Power / Imperial Era)
* Permanent Effects +2500
* Temporary Effect - 200 upkeep for 20 turns

### Private Arms Ban

There are too many commoners in possession of weapons. Many turn to banditry and others are disrespectful of their social superiors. From this day no-one of the peasant class shall possess a weapon of war, on pain of death.

* Prerequisite technology: Legalism (Thought / Warring States)
* Permanent Effects
	+ Peasant Unrest -20%
	+ Noble Unrest -10%
	+ Militia and Tribesmen Availability x 0.50
* Temporary Effects
	+ Peasant Unrest +30% for 20 turns
* Cancellation Effects
	+ Noble Unrest +20% for 20 turns

### Equal Field System

The old way of dividing the land has fallen in decline, and rich families hold vast estates, yet pay no taxes. Let us declare that all land belongs to the state. Let each person in the realm be allocated an area of land to farm, and let them pay taxes on its produce. Upon their death they shall return the land so that it may be allocated to a new occupant.

* Prerequisite: Imperial Era Edict
* Temporary Effects
	+ Noble Unrest +10% for 10 turns
* Permanent Effects
	+ Grain Tax 3: Per Person
* Cancels Well Field System Edict
* Cancellation Effects - Cannot be Cancelled

### Civil Service Examinations

The quality of education of officials in the imperial service varies widely, as does their understanding of their duties. Therefore let there be established a system of examinations for officials at each rank, such that we can rely on each man having sufficient learning for the post he holds.

* Permanent Effects
	+ Culture +2
* Cancellation Effects
	+ Authority -1 for 20 turns
* Upkeep: 100 gold

## DLC Edicts

### Centralized Justice

While the land has many courts and magistrates, the enforcement of laws is uneven and arbitrary, and many officials are corrupt and bring suffering to the people. So let us create a new central ministry to oversee the magistrates and ensure that the laws are upheld fairly and evenly.

* Create the office: Minister of Justice
* Authority +1
* Cancellation Effects: Peasant unrest +15% for 20 turns

### Enlist a Shi

There are a number of educated gentlemen travelling the land providing guidance in the arts of war and rulership. Let us appoint one such to act as councillor and to assist leading the armies and governing the cities.

* Creates the office: Advisor
* Noble Unrest:+5%

### Appoint a Strategist

There are several prominent men who have devoted their lives to the study of military matters, and composed famous books on the art of war. Let us persuade on such to join our employ, that our forces maybe more skillfully commanded.

* Creates the office: Second Advisor
* Noble Unrest:+5%

### The Three Excellencies

The state now has many palaces, temples and other buildings to maintain, and their management is becoming a great drain on resources. Therefore, let us establish a third great office to oversee maintenance and construction.

* Creates the office: Imperial Counsellor
* Authority +1
* Cancellation Effects: Authority -1 for 20 turns

### Minister Coachman

The state now has a large number of horse studs, chariot workshops, and factories for the manufacture of arms and weapons. To manage these more efficiently, let us create a ministry to oversee them all, and to deal with all matters related to raising troops for war.

* Create the office: Minister Coachman
* Authority +1
* Cancellation Effects: Authority -1 for 20 turns
* Upkeep: 60 golds

### Centralized Rites

The state holds a great many ceremonial events, ranging from the sacrificing to the Emperor's ancestors, to welcoming foreign emissaries. In addition, the state recognizes many religious establishments. In order for these all to well ordered and regulated, let a minister be appointed to oversee all ceremonial events and religious institutions.

* Create the office: Minister of Rites
* Culture +2
* Cancellation Effects: Authority -2 for 10 turns
* Upkeep: 80 golds