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Velociryx
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of Candle'Bre
Apr 1999 time: 05:28
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Hey bud!
In answer to your question, I would say this:
It depends on your game. A couple of things to keep in mind are that the way the builds are structured, Temples (which provide Influence) can't co-exist in the same province with Taverns and Thieves' Guilds, so the player makes a strategic choice of what to build (as building certain things sometimes--as in the case above--prevents you from building other things in the same province.
So....if your game is Influence-Heavy (ie- lots of Temples and Cathedrals, meaning relatively few of the Espionage generating buildings), then accepting the decree is an easy choice.
Where it gets a little greyer is if you're playing a more balanced game (build up some provinces with influence in mind, and building up others to generate Espionage points), or if you go heavy on Espionage builds (= more espionage points). In those cases, it is significantly harder to swallow the decree, especially since it may be possible that some of these types of decrees can be given to you by another player (and some....including this one) can occur randomly....then it becomes sort of a guessing game. Which opponent (if any) did this? And what do they expect you to do? Can you afford to run counter to their expectations?
There are a lot of other in-game situations that will weigh heavily on your decision. If you have gone Influence-Heavy, but have just spent a large portion of your influence in setting up Intercessions, you don't really have much to lose, so defying the decree might be in your best interest if you find yourself needing those espi options in the short term (cos ten turns is a LONG time to be without them, especially if you're in the middle of orchestrating a delicate strategy....ten turns and the window of opportunity might close.
Also, the hit to loyalty is a bit decieving.....as it stands right now, the only thing that would really do would be to somewhat limit the number of troops you could train per turn, and slow down your build rate, but if your standing army is already strong, and you have a pretty well developed empire, then the loyalty hit shouldn't be too much of a penalty.
Having said all that though, it is entirely possible that the penalties outweigh the benefits, and if that turns out to be the case in playtesting, we're TOTALLY open to modifying them! 
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:28
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Glad I could help then! And yep....my favorite games have always been the ones where player decisions really matter in terms of shaping the different options available to you and the overall "flavor" of the game, and that's one thing we're really trying to build into the fabric and the bedrock level.
Province-wise, some builds exclude others, and some combinations of builds may eventually lead to special "extra" builds and/or wonders (ie - one idea I have....that's not in the game right now, but is very much in the direction I'm describing is that if you have a barracks and a cathedral in a province together, and if you meet the tech requirements, you could build a new kind of military unit (say, a Templar, just to pull a name out), and perhaps build some new kind of provincial improvement (example: Office of the Inquisitor), which may provide that province with a bonus for rooting out enemy spies and/or some information gathering.
That kinna stuff.
Another thing we're doing to help ensure those player decisions matter is the stuff with Honor/Infamy. As you play the game, your own actions will drive your Honor/Infamy score. Play the role of a cold-hearted ba$tard (kill enemy captured troops, rather than ransom them, pillage newly conquered lands, etc), and you will become more infamous over time, which will make entirely new options (espionage and diplomatic options and spells especially tailored to the infamous player) available to you.
At the other end of that spectrum, if you conduct yourself with honor, you get options available to you that the infamous guys don't have access to, so that, coupled with some strategic-minded "exclusions" that promote real choice, coupled with the five factions, each with a unique set of advantages and disadvantages, should make for some pretty deep game play with a fair bit of replay value as you try different combinations of stuff with the different groups....
-=Vel=-
PS: oh, and spells....six possible schools to choose from, and unless you're the Wizards, you can only pick one....that too, will dramatically influence your game!
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