Factions
9 factions are Caucasian, holding 7 settlements at the start of the campaign (1.2% of the map).
What its factions believe
Its factions follow 2 different beliefs: a culture does not decide a faction's religion.
Bonuses for being Caucasian
These bonuses apply in a settlement only when its owner is Caucasian.
| Effect | Where | Effect | Where | ||||
|---|---|---|---|---|---|---|---|
| Armenian belief +1 | Court of Law (Civic) | Armenian belief +2 | Magnificent Court of Law (Civic) |
And these apply only when the owner is *not* Caucasian:
| Effect | Where | Effect | Where | Effect | Where | ||
|---|---|---|---|---|---|---|---|
| public order (law) +2 to +3 | Court of Law (Civic) | public order (law) +2 to +3 | Magnificent Court of Law (Civic) | public order (happiness) +5 | Theatre (Leisure) |
Agents and forts
What it costs a Caucasian faction to recruit an agent or put up a fort.
| Cost | Cost | Cost | Cost | ||||
|---|---|---|---|---|---|---|---|
| Spy | 800 dn | Assassin | 1,000 dn | Diplomat | 750 dn | Merchant | 750 dn |
| Admiral | 200 dn | Fort | 3,000 dn | Watchtower | 1,000 dn |
