Edicts

Many different  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.

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

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

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

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