The Apostolic Palace Guide
A guide is sorely needed I think. I will try to condense everything into one concise post in this thread…I am editing this right now so just refresh to see updates… of course I am no expert so if you find any errors post here and I will correct this first post.
Warning: These rules are definitive for BTS version 3.17. Normal Game Speed is assumed.
Apostolic Palace 400 :hammers: +4 :culture: +2 :gp: (prophet)
The Apostolic Palace (AP) becomes available to be built when you have researched Theology (Diplomatic Victory must also be enabled when starting the game). You must be running a State Religion in order to build it and it can only be built in a city where your State Religion holds sway. If this condition changes after you have started building it – its production will be halted until the condition is again met. After it is complete, you may switch State Religions (or to no State Religion); however, the Palace always retains the religion that your Civ had when you completed it. This religion is called the AP Religion. The Palace allows a religion to play a major part in international affairs, centuries before the United Nations makes its appearance. All effects (except for possible Unhappiness from Defiance) of the AP cease when the current owner of the AP has gained the knowledge of Mass Media. Note that the AP can coexist with the United Nations.
The Owner of the AP is the Civ that owns the city in which the AP is in. The Owner is always one of the two candidates for the Resident Election – regardless of his current religious or Defiance status. Note that the owner is not necessarily a Full Member.
A Resident Election is the first proposal that occurs after the AP is built. Afterwards, a Resident Election occurs periodically in place of another proposal. The winner (Leading Candidate) of the Resident Election becomes the Resident and gets to choose which proposal is voted on if any when the appropriate time comes.
– Abandoned Residency
If a non-Owner Resident ceases to be a Full Member by switching to Free Religion or converting to another Religion, no further proposals are possible until the scheduled turn for a Resident Election arrives. This can lead to many turns (up to 50) with nothing happening relating to the AP.
— Bonus Hammers
Temples, Monasteries, Cathedrals and Shrine belonging to the AP Religion each generate +2 :hammers: for any Civ. This bonus is generated even if that Civ is not running a State Religion.
– Full Member
Must be running the AP religion as a State Religion. Number of votes is equal to TWICE the total population number of all cities in which the AP religion is present.
– Voting Member
Must have at least one city with the AP religion and is not running the AP religion as a State Religion. Number of votes is equal to the total population number of all cities in which the AP religion is present.
Either a Full or Voting Member.
No cities with the AP religion. No votes.
– Proposal Cycle: Proposals take place every 10 turns (14 turns on Epic). There are 4 proposals scheduled between each Resident Election so that means a new election is held every 50 turns; however, this interval can be greatly diminished if there are no possible proposals on the turn that a proposal is scheduled to be made. If this is the case then the next scheduled proposal is moved forward to next turn – if that proposal is an election then a new election is held.
1. Declare war on X
Prerequisite: One Full Member (but not all Full Members) must be at war with X, and X must be a Non-Member.
If passed, all Members are instantly at war with X.
2. Trade Embargo against X
Prerequisite: One Full Member must be trading with X, and X must be a Non-Member.
If passed, all Members now have Closed Borders with X and all trade agreements with X not made within the last 10 turns are cancelled.
3. Force Peace on X
Prerequisite: Civ X must be a Full Member and at war with a Member.
If passed, a 10-turn unbreakable peace treaty is implemented among all Members.
4. Open Borders
Prerequisite: The Resident or a Full Member currently does not have an Open Border treaty with one or more Full Members.
If passed, all Members now have Open Borders with each other.
5. Defensive Pact
Prerequisite: All Members are not currently at war and are eligible to form Defensive Pacts with each other.
If passed, all Members now have Defensive Pact treaties with each other.
6. Assign city from X to Y:
Prerequisite: Civ X must be a Voting Member, but not Full Member, and Civ Y must be a Full Member. The two civs must not be at war. Civ Y must have a higher culture on the city plot (not the city itself) than Civ X does.
If passed the city is transferred intact with all buildings but no units.
7. Diplomatic Victory
Prerequisite: ALL Civs in the game must be Members. To be eligible for Victory the Civ must be a Full Member or AP owner. This proposal requires 75% of the vote and cannot be Defied. A Civ cannot win a Diplomatic Victory if it supplies at least 75% of the vote on its own.
8. Resident Election
This proposal occurs automatically every 5 Proposal Cycles (50 turns) in place of any other proposal. This is the first proposal that occurs after the AP is built. One of the candidates will be the Owner (even if that Civ is not running the AP Religion), the other candidate will be the Full Member with the most votes who is not the Owner. If there is only one possible candidate then that Civ is automatically elected.
Any Member can Defy most proposals (except for Diplomatic Victory and Resident Election). When a proposal is Defied it automatically fails. If the proposal would have passed had there been no Defiance then the Defier suffers three ramifications:
1. He loses his Full Member status if he is currently a Full Member.
2. He loses the +2 :hammers: bonus from AP Religion Buildings he currently has and builds while in Defiance.
3. His current cities with the AP Religion acquire Villain status. New cities captured, founded or converted to the AP Religion after the Defiance vote has occurred do not acquire Villain status.
In order to undo ramifications #1 and #2, the Civ must vote yes on a proposal (Resident Election excluded) and that proposal must pass. #3 lasts for 20 turns regardless of any other events.
— Villain – “The world considers you a villain!”
Cities with Villain status suffer a Happiness Penalty of 5 :mad:. The Happiness Penalty lasts for 20 turns but this duration is reduced for other religions present in the city. Further Defiances prolong the duration of Villain status.— Nuances
1. Since a proposal is enacted in the turn subsequent to that it in which it is voted on, some odd behavior may occur if the game situation changes during that short 1 turn interval. For instance, if a Diplomatic Victory vote comes up and in that same turn I create a distant colony which does not have the AP Religion (and so is not a Member) thereby negating the prerequisite for the Diplomatic Victory (i.e. all Civs must be a Member).
2. There is a bug with ramification #2 under Defiance. I captured a Shrine right after I had Defied. The Shrine as expected gave 2 :hammers: after I captured it. When I voted Yes for the next proposal that passed, the Shrine now gave 4 :hammers:! I also rushed a Temple in the same city that gave me the same.
3. I believe that if the Trade Embargo proposal is passed that it has a fairly large negative diplomatic effect towards the target Civ on those who voted for it and/or proposed it.— Thoughts
The Open Borders proposal is weird. Say for example that I’m the Resident and there are two Voting Members who I have Closed Borders with and a Full Member who I have Open Borders with. Say also that the two Voting Members do not wish Open Borders with me. The Open Borders AP proposal will not pop up in this case because I have Open Borders with the only Full Member; however, if I Close Borders with the Full Member beforehand then the proposal will pop up and I will be able to have Open Borders with everyone.Discuss this article on the forum