Your fifth choice is selecting a governance style. How do you rule your cities?
Alert:
All enemy spies within friendly cities receive +10 to spy rolls.
Fiscal:
All friendly cities, excluding friendly capitol, produce +10 gold per turn; Friendly Capitol generates an additional 50 gold per turn; Player starts game with an additional 500 gold.
Gallant:
Player begins game with two Knights units in player's capitol; At the beginning of turn 10, player gains one more Knights unit at a friendly city of player's choice; At the beginning of turn 20, player gains one more Knights unit at a friendly city of player's choice.
Ruthless:
Any time friendly player captures a city, generate two brutes units in that captured city.
Efficient:
Reduce upkeep of units. 1 and 2 turn to build units: -1 gold upkeep; 3 turn to build units: -2 gold upkeep; 4 turn to build units: -3 gold upkeep; 5+ turn to build units: -5 gold upkeep.
Flexible:
Player may destroy an ability to produce an army and refund 20% of the gold (e.g., if a player destroys the ability of a city to produce a heavy infantry [cost 200 gold], player will receive 40 gold); Player may destroy a city building and refund 20% of the gold; Player does not have to pay the normal cost to destroy army production type or city building.
Imperial:
All friendly cities generate +2 prestige; Friendly capitol generates +10 prestige.
Watchful:
All friendly cities receive +4 bonus to vision radius; Friendly capitol receives +8 bonus to vision radius; Friendly capitol begins game with one advanced scout unit.