Edicts

Edicts are temporary effects that provide a boost to a specific aspect of your town while also providing a penalty to another aspect of your town. Edicts normally last one week but can be reduced to one day with the Tyrant trait, or can be stopped at any time with the Freedom week edict or the use of Yellow timid adviser ability Relax.

In addition to the effects specific to each edict, having an addict active will also raise Edict fatigue, having an edict fatigue above 50 will cause a significantly happiness penalty to your town, however having a high willpower will significantly reduce the buildup of edict fatigue. Edicts come in three categories, Residential, Library and Industrial, only one edict from each category can be active at any one time, meaning a maximum of three can be active at once.

Residential
Population growth : Benefit Ponies move into homes +200% faster. Penalties Ponies Generate 20% Less Bits

Income Tax : Benefit Houses Generate 20% more bits. Penalties Happiness per day is decreased.

Regulated Rations : benefit Ponies use 50% less food. Penalties +400% to negative effects of Structures.

Freedom Week : Benefit +100% edict fatigue Restoration. Penalties Disables all other Edicts

Library
Prodigal Research : Benefits Libraries Generate +25% tech points. Penalties Eco-Balance reduced by 2 per Library

Unstable tests : Benefits Libraries +bits Based on Environment%. Penalties Damages environment by 10% each day.

Entertainment Aisle : Libraries generate Love Magic(XP). Penalties Libraries don't generate tech points

Industrial
Strike The Earth : benefit Quarries produce 20% more Gems. Penalties Eco-Balance reduced by 1 per Quarry.

Garrison Drills : Benefit Armories regenerate 5 defense per day. Penalties Happiness per day is decreased.

Outsourced Labor : Benefit +100% build Speed. Penalties +50% aggressive encounter frequency.