Difference between revisions of "Mandates"

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'''Mandates''' in ''Foundation'' are tasks that the player can order to be carried out by their Bailiff-type [[Villagers#Bailiffs|Villagers]] (the Bailiff, Monastic Emissary and/or Royal Courtier). Mandates only become accessible once the player has built a functioning [[Great Hall]].
'''Mandates''' in ''Foundation'' are tasks that the player can order to be carried out by their Administrators (the Bailiff, Monastic Emissary and/or Royal Courtier). Mandates only become accessible once the player has built a functioning [[Great Hall]].


Some Mandates can be carried out by the player without using the Bailiffs named above. Other Mandates can be carried out by any of the three Villagers named above, while others can only be carried out by the Bailiff, Monastic Emissary or Royal Courtier individually, depending on type.
Some Mandates can be carried out by the player without using the Administrators named above. Other Mandates can be carried out by any of the three Administrators, while others can only be carried out by the Bailiff, Monastic Emissary or Royal Courtier individually, depending on type.


There are a number of different Mandates that affect the village in various ways. The Mandates tab can be accessed using the Mandates button on the [[UI Overview|User Interface]]. Additional Mandates can be unlocked as the village develops.
The Mandates tab can be accessed using the Mandates button on the [[UI Overview|User Interface]]. There are a number of different Mandates that affect the village in various ways. Additional Mandates can be unlocked as the village develops.


== Bailiff Types ==
== Administrator Types ==
There are three kinds of Bailiff-type Villager, one for each [[Estates|Estate]]: the Bailiff (Labour), the Monastic Emissary (Clergy) and the Royal Courtier (Kingdom). Only one of each type may be assigned in a game. In all cases, the corresponding office sub-building (Bailiff's Office, Emissary Office, Royal Office) must be unlocked in the [[Progression]] Tree and constructed before a Bailiff can be assigned. Labour Bailiffs are chosen from among the [[Villagers#Villagers|Villagers]] currently working in the city, Emissaries from among current [[Villagers#Monastics|Monastics]], and Courtiers from among current [[Villagers#Combatants|Combatants]].
There are three kinds of Administrator, one for each [[Estates|Estate]]: the Bailiff (Labour), the Monastic Emissary (Clergy) and the Royal Courtier (Kingdom). Only one of each type may be assigned in a game. In all cases, the corresponding office sub-building (Bailiff's Office, Emissary Office, Royal Office) must be unlocked in the [[Progression]] Tree and constructed before an Administrator can be assigned. The Bailiff is chosen from among the [[Villagers#Villagers|Villagers]] currently working in the city, the Emissary from among current [[Villagers#Monastics|Monastics]], and the Courtier from among current [[Villagers#Combatants|Combatants]].


=== Bailiff Bonuses ===
=== Bonuses ===
When the player is ready to assign a Bailiff, they can click on the button in the menu of the building which contains the relevant office. They will then be presented with three candidates (given by the game algorithms), each of whom promises a certain bonus if they are chosen. Some examples of Bailiff/Emissary/Courtier bonuses are a happiness bonus, a bonus to trade prices, improved training speed for Combatants and improved job-learning speed for Villagers. If the player doesn't like any of the available candidates/bonuses, they can change the office [[Buildings#Sub-buildings|sub-building's function]] to Free Build, then switch it back to the office, at which point they will receive new candidates when they click the assign button again.
When the player is ready to assign an Administrator, they can click on the button in the menu of the building which contains the relevant office. They will then be presented with three candidates (given by the game algorithms), each of whom promises a certain bonus if they are chosen. Some examples of Bailiff/Emissary/Courtier bonuses are a happiness bonus, a bonus to trade prices, improved training speed for Combatants and improved job-learning speed for Villagers. If the player doesn't like any of the available candidates/bonuses, they can change the office [[Buildings#Sub-buildings|sub-building's function]] to Free Build, then switch it back to the office, at which point they will receive new candidates when they click the assign button again.


== Player Mandates ==
== Player Mandates ==
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== Estate Mandates ==
== Estate Mandates ==
These Mandates must be completed by the Bailiff of the corresponding Estate. Some of these (Revise an Edict and Improve the Northbury/Myddle/Davenport trade route) can be completed by any of the three Bailiffs. to certain Estates, and as such can only be carried out by the corresponding Bailiff type; i.e. Bailiff for Labour Mandates, Monastic Emissary for Clergy Mandates, Royal Courtier for Kingdom Mandates.
These Mandates must be completed by the Administrator of the corresponding [[Estates|Estate]]. Some of these (Revise an Edict and Improve the Northbury/Myddle/Davenport trade route) can be completed by any of the three Administrators, but most are linked to certain Estates, and as such can only be carried out by the corresponding Administrator type; i.e. Bailiff for Labour Mandates, Monastic Emissary for Clergy Mandates, Royal Courtier for Kingdom Mandates.


=== Labour ===
=== Labour ===

Revision as of 16:00, 10 February 2026

Mandates in Foundation are tasks that the player can order to be carried out by their Administrators (the Bailiff, Monastic Emissary and/or Royal Courtier). Mandates only become accessible once the player has built a functioning Great Hall.

Some Mandates can be carried out by the player without using the Administrators named above. Other Mandates can be carried out by any of the three Administrators, while others can only be carried out by the Bailiff, Monastic Emissary or Royal Courtier individually, depending on type.

The Mandates tab can be accessed using the Mandates button on the User Interface. There are a number of different Mandates that affect the village in various ways. Additional Mandates can be unlocked as the village develops.

Administrator Types

There are three kinds of Administrator, one for each Estate: the Bailiff (Labour), the Monastic Emissary (Clergy) and the Royal Courtier (Kingdom). Only one of each type may be assigned in a game. In all cases, the corresponding office sub-building (Bailiff's Office, Emissary Office, Royal Office) must be unlocked in the Progression Tree and constructed before an Administrator can be assigned. The Bailiff is chosen from among the Villagers currently working in the city, the Emissary from among current Monastics, and the Courtier from among current Combatants.

Bonuses

When the player is ready to assign an Administrator, they can click on the button in the menu of the building which contains the relevant office. They will then be presented with three candidates (given by the game algorithms), each of whom promises a certain bonus if they are chosen. Some examples of Bailiff/Emissary/Courtier bonuses are a happiness bonus, a bonus to trade prices, improved training speed for Combatants and improved job-learning speed for Villagers. If the player doesn't like any of the available candidates/bonuses, they can change the office sub-building's function to Free Build, then switch it back to the office, at which point they will receive new candidates when they click the assign button again.

Player Mandates

These are Mandates that the player can carry out as soon as the Great Hall is completed, without requiring the services of a Bailiff, Monastic Emissary or Royal Courtier.

  • Promote villagers to higher status - allows the player to promote Villagers to a higher Rank once their Needs and other requirements have been met.
  • Discuss a levy with your villagers - allows the player to levy a quantity of Gold Coins.png Gold Coins from their villagers at the cost of a temporary happiness penalty.

Estate Mandates

These Mandates must be completed by the Administrator of the corresponding Estate. Some of these (Revise an Edict and Improve the Northbury/Myddle/Davenport trade route) can be completed by any of the three Administrators, but most are linked to certain Estates, and as such can only be carried out by the corresponding Administrator type; i.e. Bailiff for Labour Mandates, Monastic Emissary for Clergy Mandates, Royal Courtier for Kingdom Mandates.

Labour

Name Cost Time Description
Welcome five Commoners to your village 10 Labor Influence.png Labour Influence 4 Causes 5 Villagers of the Commoner rank to come to your village.
Revise an Edict 150 Gold Coins.png Gold Coins 2 When completed, the player can switch one of their current Edicts for a different one.
Revise a Labour Privilege 150 Gold Coins.png Gold Coins 2 When completed, the player can switch one of their current Labour Privileges for a different one.
Oust Unemployed Villagers 3 Labor Influence.png Labour Influence 2 Causes the Bailiff to evict any unemployed Villagers from the town.
Invite the Seneschal to stay in your city None 2 Causes the Seneschal visit Quest to begin.
Influence the Labour Estate in your favour 25 Gold Coins.png Gold Coins 15 Earns 10 Labor Influence.png Labour Influence on completion.
Improve the Trotbury trade route Variable quantity of Tools.png Tools 5 Upgrades this trade route to the next level.
Improve the Northbury trade route Variable quantity of Bread.png Bread 5 Upgrades this trade route to the next level.
Improve the Myddle trade route Variable quantity of Polished Stone.png Polished Stone 5 Upgrades this trade route to the next level.
Improve the Davenport trade route Variable quantity of Planks.png Planks 5 Upgrades this trade route to the next level.

Clergy

Name Cost Time Description
Welcome five male Novices to your Monastery 10 Clergy Influence.png Clergy Influence 4 Causes 5 male Monastics of the Novice rank to come to your village.
Welcome five female Novices to your Monastery 10 Clergy Influence.png Clergy Influence 4 Causes 5 female Monastics of the Novice rank to come to your village.
Revise an Edict 150 Gold Coins.png Gold Coins 2 When completed, the player can switch one of their current Edicts for a different one.
Revise a Clergy Privilege 5 Clergy Influence.png Clergy Influence 2 When completed, the player can switch one of their current Clergy Privileges for a different one.
Influence the Clergy Estate in your favour 25 Gold Coins.png Gold Coins 15 Earns 10 Clergy Influence.png Clergy Influence on completion.
Improve the Northbury trade route Variable quantity of Bread.png Bread 5 Upgrades this trade route to the next level.
Improve the Myddle trade route Variable quantity of Polished Stone.png Polished Stone 5 Upgrades this trade route to the next level.
Improve the Kinstone Abbey trade route Variable quantity of Clergy Influence.png Clergy Influence 5 Upgrades this trade route to the next level.
Improve the Davenport trade route Variable quantity of Planks.png Planks 5 Upgrades this trade route to the next level.
Expel Unemployed Monastics 3 Clergy Influence.png Clergy Influence 2 Causes the Emissary to evict any unemployed Monastics from the town.

Kingdom

Welcome five Militiamen to your Castle 10 Kingdom Influence.png Kingdom Influence 4 Causes 5 Combatants of the Militiaman rank to come to your village.
Revise an Edict 150 Gold Coins.png Gold Coins 2 When completed, the player can switch one of their current Edicts for a different one.
Revise a Kingdom Privilege 150 Gold Coins.png Gold Coins 2 When completed, the player can switch one of their current Kingdom Privileges for a different one.
Influence the Kingdom Estate in your favour 25 Gold Coins.png Gold Coins 15 Earns 10 Kingdom Influence.png Kingdom Influence on completion.
Improve the Northbury trade route Variable quantity of Bread.png Bread 5 Upgrades this trade route to the next level.
Improve the Myddle trade route Variable quantity of Polished Stone.png Polished Stone 5 Upgrades this trade route to the next level.
Improve the Davenport trade route Variable quantity of Planks.png Planks 5 Upgrades this trade route to the next level.
Improve the Castle Harbour trade route Variable quantity of Kingdom Influence.png Kingdom Influence 5 Upgrades this trade route to the next level.
Attend the court to discuss Royal Duties None 7 Causes Royal Companies to begin visiting your Castle.