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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Okay folks...this is not finished by a LONGSHOT, but I wanted to post what I had completed here, so you could see where I'm going with it.
In my mind's eye, the societal model is THE heart and soul of the game (or at least, it will be eventually). I can honestly tell you that this has been the hardest aspect of design in the entire game....which is why it's not yet finished.
The prices of the various buildings included so far are not fixed or balanced yet (in general, I want to see prices for buildings such that it takes ten turns or so at full production for the various buildings that provide an economic benefit to pay for themselves), but this is where I am with it so far.
Also, please note that this is but the tip of the iceberg. As I mentioned in the chat, I'm quite interested in pursuing a multi-branching strategy with these buildings, and buildings in various combinations to allow for the building of other buildlings, such that certain (sometimes bizzare or exotic) combinations will allow for an increasing array of special unit types (combat or non-combat), and other intriguing abilities.
Anyway, I'll be posting my work on the societal model in segments shortly after publishing this note....just wanted you to know that it is coming...also note that some segments have been intentionally left unfinished (ie - the strategic resources segment and builds that spawn from strategic resources). This is because I wanted to give others who are interested in the project a whack at helping design some of the builds in place.
If you have buildling ideas or suggestions, I only ask that you stick to using the "attributes" established for buildings (or other archetypes, or whathaveyou)...that way, we can compare and contrast from a common starting point.
Watch this space....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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The Societal Model
The Societal Model begins and ends with the Province. The Province is the center of the Candle'Bre universe.
Provinces have the following attributes:
Name:
Starting Population:
Provincial Tax Rate: None, Very Light, Light, Normal, Heavy, Excessive, Brutal (tax rate can be locked or floating)
Population Growth Rate:
Population Demographics: (Archetypes 1-8)
1
2
3
4
5
6
7
8
Road Network Present: (Level 1, 2, or 3)
Provincial Improvement/Combination Slots: (1-12)
1
2
3
4
5
6
7
8
9
10
11
12
Strategic Resources Present (1-4)
1
2
3
4
Organization Level:
City Presence: (None, Township, County Seat, City, Metropolis)
Income:
Troop Training Rate:
Mercenary Hiring Rate:
Special Ability 1:
Special Ability 2:
*****
Provincial Attributes Explained
Name - The name of the province (pulled from a database of names, Historical names are fixed, Random games see province names pulled randomly from the database. Provinces can be renamed by the player) - Note that renaming a province in question adds that province name to the database for all future games. Note too that players can and should make a recording of themselves saying the province name and put the resulting file in Directory X)
Starting population - The number of population units that live in the province. Starting population is derived by multiplying the Provincial Income by 10 (a province with a 30 income has 300 population units living in it at game start). Note that all populations have a default tax setting of "Normal"
Tax Rate - Tax policy is set globally, but can be tweaked at the provincial level. Locking the provincial tax rate makes it immune to changes at the global level (ie- if you lock a province's tax rate at light, and later make a global policy change, setting your tax policy to heavy, the locked province will remain at light taxation). Tax Rates have a globabal happiness/unhappiness effect (generally, lower = more happiness, higher = more unhappiness, with the caveat being that if the provincial tax rate is set lower than the global tax policy, happiness will result in the province with lower taxation, and that happiness will affect archetypes across the board). Floating tax rates are NOT immune to changes at the global level (setting a light tax rate in a province but leaving it floating means that if you later set global tax policy to Excessive, the floating province will see its tax rate move to line up with global policy).
Tax Rates, defined
None - The baseline province income drops to zero (can be increased from there by provincial improvements)
Very Light - .5g per 10 pop points (drop all fractions)
Light - .75g per 10 pop points (drop all fractions)
Normal - 1g per 10 pop points (drop all fractions)
Heavy - 1.25g per 10 pop points (drop all fractions)
Excessive - 1.5g per 10 pop points (drop all fractions)
Brutal - 2g per 10 pop points (drop all fractions)
Population Growth Rate - Baseline population growth rate is 1% for all provinces at game start. This can be modified by the following things:
+ 1% every four turns of peace (the faction controlling the province is not at war with anyone)
+1% every four turns that there are no battles taking place IN the province in question
+1% every four turns that there are at least (Income/10) friendly troops garrisoned IN the province in question (weekend passes into town)
-2% every 4 turns a faction is at war
-5% for every battle fought IN the province (note that the presence of fortifications will mitigate this loss, depending on the fortification level--in general, the better the fortification level of the province, the smaller this loss is---> 1 level of fortification reduces this penalty by 1%)
Maximum growth rate is 10%
Minimum growth rate is -10%
Note that certain things can affect the population directly, having nothing to do with overall growth rates (ie- Insufficient food will reduce provincial population, regardless of prevailing growth rates. Some spells cast on a province will impact population figures directly as well. Pillaging a province after winning a battle there will likewise cause a general drop in population not reflected by the prevailing growth rate). Populations grow according to their growth rate every
Population grows (or shrinks) every four turns, based on the current growth percentage of the province.
Population Demographics - Expressed in percentages, this is the breakdown by citizen archetype of the population of the province. The citizen archetypes are:
The Pious
Rogue Element
Rural Folk
Cosmopolitan Citizens
The Merchant Class
Military Activists/Supporters
Staunch Conservatives
Folk of the Fringe (includes Free Folk/Gypsys, and Liberally minded people in general)
See the Population Archetype section for more information about each archetype.
Road Network - Even the most undeveloped province has at least some type of road network. Roads impact the "reach" of a province--its ability to spread surplus food and materials to neighboring provinces that may run shortfalls--and the mobility of those IN the province in question.
1- Basic Road Network: No formal roads. Wagon tracks between population centers and well worn paths. Such a province is largely self contained. No surplus food or materials can be transported out of the province (insufficient infrastructure to do so in a timely fashion), troop movement rates are normalized, and the population of the province is unlikely to take flight due to unhappiness.
2- Formalized Road Network: Roads have been constructed between major population centers and are automatically considered to be in place to any strategic resources that might exist or be discovered later inside a given province. The presence of a level two road network provices a commerce boon to the province equal to 10% of the baseline income for that province. Surplus food and materials can be transported to neighboring territories (and further, if those provinces also have at least level 2 road networks), population flight due to unhappiness is 10% more likely, but troop movement through the province remains largely unchanged. Organization increases 10%
3 - Military Road Network: Special Roads have been constructed through the province that may be used by the civilian populace in peace time. As such, the province sees another 10% gain to its base income rates due to the presence of these roads. Population flight is made more likely due to unhappiness (+10%), and troop movement cost through the province in question is halved. Organization increases 5%
Provincial Improvement Slots - Up to twelve improvements can be made in each province (3 in the initial release of the game, increasing to 12 eventually). For the specific effects each of these provincial builds have, and under what conditions they may be built, see the Provincial Improvement section in this document (below).
Strategic Resources Present - Up to four slots for strategic resources in each province. Note that while both food and wood are technically strategic resources, neither of them take up one of these four "slots" and the specifics of handling food/lumber production are covered in their own areas.
Organization Level - The overall level of organization for a province is determined by the level of organization of the citizens living there (see the section on Citizen Archetypes), modified by provincial improvements and roads. The only purpose that the organization level serves is to determine the percent chance of your citizens organizing themselves into a formal township. Note that towns can be razed by enemy troops acquiring the province or by your own troops at your orders, but do not "unbuild themselves." Note too that organizational level + the % of happy people in a province = the stability OF the province (1-stability% = chance that a province will Rebel if something happens to cause a rebellion check).
City Presence - None, township, county seat, city, metropolis - Cities may be formed by your citizens in a given province based on that province's organization level and peace in the province in question. Every four consecutive turns of peace (no battles) in a province, that province checks against its organization level to see if a township is organized. If the province in question has a population of at least 500, and makes its organization check, a township is formed. The benefits of towns are as follows:
None - No benefits or penalties.
Township: Pop. minimum of 500, provides a 20% increase to baseline provincial revenues and generates 1 research point per turn (2 extra research points if the province has research-oriented builds in it).
County Seat: Pop minimum of 900, provides a 40% increase to baseline provincial revenues and generates 2 research points per turn (3 per turn if the province has research oriented builds in it).
City: Pop minimum of 2000, provides a 75% increase to baseline provincial revenues and generates 3 research points per turn (4 per turn if the province has research oriented builds in it). Also acts as a level one fortification, free. Overcrowding causes general unhappiness (1 unhappy face, majority archetype)
Metropolis: Pop minimum of 5000, provides a 100% increase to baseline provincial revenues and generates 5 research points per turn (7 per turn if the province has research orientd builds in it). Also acts as a level two fortification, free. Overcrwding causes greater unhappiness (3 unhappy faces, majority archetype, may attract rogue elements from adjacent provinces).
Income - The province's baseline income, determined by taking population/10 (always expressed in terms of normalized tax rate).
Troop Training Rate - The number of troops that can be trained here "per batch" if a barracks is present
Mercenary Hiring Rate - The number of Mercs that can be pressed into service per turn in the province.
Special Ability 1 - These slots leave open the door for modders to add in an ability to provinces (providing unit types that are unique to a particular province, the presence of Elemental Sigils, etc).
Special Ability 2 - (see above).
*****
The Population
Just as the Province sits at the center of the universe in Candle'Bre (being the driving force of the game), Population sits at the center of importance in a given Province. Population is THE most important resource you have, and must be guarded carefully, lest you find yourself facing ruin.
Everything requires and is tied to your population. Population drives the money you collect in taxes. Troops require population points to train. Building things require effort from your population. They are at the center of, and touch absolutely everything you do. Keep them happy, keep them growing, and your empire will thrive. Ignore them and you will lose. It's just that simple.
Unlike other games, the population of Candle'Bre is not expressed in terms of "generic" citizenry. There are 8 Archetypes that make up the kingdom's population, and each of these has their own likes and dislikes....things that make them happy, and things that upset them (though there are things that impact happiness and unhappiness as a whole...on a global level...but that is to be expected...they are, after all, human, and as such, have some interests in common, despite their differences in other areas). They also tend to have a variety of different ways of expressing their dissatisfaction.
Also unlike other games, you cannot control your population to the Nth degree. You cannot tell citizen X to go farm some land. If you want some land farmed, you make the jobs available, and citizens will go work in the farms. WHICH citizens....that is not for you to say, but if there are citizens available, they'll go where the jobs are. (more on this in the "Running your Economy" secton, below).
Another difference....in almost no case will unhappy citizens cause your province to simply cease all functioning. They tend to express their displeasure in terms of lower taxes collected or less productivity, population flight, and (in some cases) armed rebellion. Likewise, happy populations reward you with greater taxes, more productivity, less chance of rebellion, and population stability.
For now though, let's take a closer look at the citizen archetypes of Candle'Bre, and see what makes each tick.
Attributes of Population Archetypes in general
Name:
Likes:
1
2
Dislikes:
1
2
3
Happiness Expression:
1
2
Unhappiness Expression:
1
2
Organization Level:
*Note that the happiness and unhappiness expressions are listed in order of probability. Each time there is a happy or unhappy citizen, the chances are 80% likely that the FIRST happiness/unhappiness expression will be expressed, and 20% likely that the SECOND unhappiness expression will be expressed - these can be modified by external factors such as...the presence of a good road network may increase the probability of population flight).
*Note too that each archetype dislikes more things than it likes...this requires some thought on the part of a prospective ruler if he wishes to keep his people happy.
Name: The Pious
Likes:
1 - Religious Provincial Improvements
2 - Industrial Improvements
Dislikes:
1 - Mercantile Provincial Improvements
2 - Scientific Improvements
3 - Other Improvements
Happiness Expression:
1 - Greater Productivity
2 - Greater Organization Level (stability)
Unhappiness Expression:
1 - Lesser Productivity
2 - Armed Rebellion
Organization Level: 20%
Notes: The Pious are the staunch faithful of Candle'Bre. They tend toward conservatism, but are less politically active than their Conservative Archetype cousins. They are not shy, however, when it comes to expressing their discontent, and will take up arms against a ruler who ignores their wishes, relying on the strength of their faith to carry the day.
Name: Rogue Element
Likes:
1 - Other Improvements
2 - Mercantile Improvements
Dislikes:
1 - Religous Improvements
2 - Industrial Improvements
3 - Governmental Improvements
Happiness Expression:
1 - Higher Taxes
2 - Greater Stability
Unhappiness Expression:
1 - Armed Rebellion
2 - Population Flight
Organization Level: 5%
Notes: It may come as something of a surprise that happy rogue elements (essentially criminals) would yield higher taxes and greater stability, but in this case, both are a reflection of the fact that the satisfied members of this group will often run thriving businesses as fronts for their illicit activities, and happily pay their fair share of taxes to keep things running just as they are. Likewise, such a well-entrenched criminal element has a vested interest in the status quo, and would actively resist all attempts to change that.
Name: Rural Folk
Likes:
1 - Religoius Improvements
2 - Other Improvements
Dislikes:
1 - Scientific Improvements
2 - Industrial Improvements
3 - Governmental Improvements
Happiness Expression:
1 - Higher Taxes
2 - Greater Productivity
Unhappiness Expression:
1 - Lower Taxes
2 - Lower Productivity
Organization Level:
Notes: The "salt of the earth" these people are content with their farming and their revelry during downtimes. They tend toward the Church, and have little use for other trappings of a more urban society.
Name: Cosmopolitan Citizens
Likes:
1 - Mercantile Improvements
2 - Scientific Improvements
Dislikes:
1 - Governmental Improvements
2 - Other Improvements
3 - Religious Improvements
Happiness Expression:
1 - Higher Taxes
2 - Higher Taxes
Unhappiness Expression:
1 - Lower Taxes
2 - Population Flight
Organization Level: 30%
Notes: Among the most organized of Candle'Bres inhabitants, members of this group are very much into city life and living. They tend to have curious minds and a good head for business. If being ruled over by a tyrant, they tend to either begin participating in the black market (to avoid taxation) or simply try to leave for greener pastures.
Name: The Merchant Class
Likes:
1 - Mercantile Improvements
2 - Industrial Improvements
Dislikes:
1 - Governmental Improvements
2 - Religious Improvements
3 - Scientific Improvements
Happiness Expression:
1 - Higher Taxes
2 - Higher Taxes
Unhappiness Expression:
1 - Population Flight
2 - Lower Taxes
Organization Level: 25%
Notes: Reasonably well organized, these guys have much in common with their Cosmopolitan cousins, including the ways in which they express their displeasure. Merchants are, however, QUITE quick to pick up and move if they sense that they are being mistreated.
Name: Military Activists/Supporters
Likes:
1 - Governmental Improvements
2 - Other Improvements
Dislikes:
1 - Scientific Improvements
2 - Religious Improvements
3 - Mercantile Improvements
Happiness Expression:
1 - Greater Productivity
2 - Greater Organization (stability)
Unhappiness Expression:
1 - Armed Rebellion
2 - Armed Rebellion
Organization Level: 40%
Notes: No holds barred military fans, these guys are organized and interested in success through the projection of power, but the tend to be a bit gun shy of most everything else. They are not at all shy about taking up the sword to be rid of a ruler they regard as weak or incompetent, however.
Name: Staunch Conservatives
Likes:
1 - Governmental Improvements
2 - Religious Improvements
Dislikes:
1 - Other Improvements
2 - Scientific Improvements
3 - Industrial Improvements
Happiness Expression:
1 - Higher Taxes
2 - Higher Productivity
Unhappiness Expression:
1 - Lower taxes
2 - Armed Rebellion
Organization Level: 25%
Notes: Combining many things in common with Rural folk and The Pious, the conservatives of the realm are politically active, and generally displeased by too much emphasis on research (which they regard as frivilous) or Industrial Concerns (which they regard as often beneath them). When confronted by a ruler who refuses to see things their way, then tend to strike at the bank vault first, and failing that, will arm themselves.
Name: Folk of the Fringe
Likes:
1 - Other Improvements
2 - Scientific Improvements
Dislikes:
1 - Governmental Improvements
2 - Religious Improvements
3 - Industrial Improvements
Happiness Expression:
1 - Higher Taxes
2 - Higher Productivity
Unhappiness Expression:
1 - Lower Taxes
2 - Lower Productivity
Organization Level: 10%
Notes: Free spirited and largely unorganized, these folks have open, curious minds, but care little for being dictated to, either by the Church, or by the Government. Treat them well, and they'll reward you with hard work, treat them poorly, and they'll drag down your productivity.
(more to come!)
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Types of Provincial Improvements
Provincial improvements can be broadly classed into the following areas:
Religous Improvements (Temples, Cathedrals, and such)
Mercantile Improvements (Markets, Banks)
Industrial Improvements (Mines, Factories, Harbors)
Governmental Improvements (Courthouses, Barracks, Fortifications)
Scientific Improvements (Scribe towers, Libraries, etc)
Other Improvements (Mercenary Guilds, Taverns, Thieves Guilds)
Provincial Improvement Attributes
All Provincial Improvements use the following template to define their attributes:
Name:
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites:
Max number of workers:
Effect(s):
1
2
3
4
Organizational Impact:
Notes:
((Insert complete listing of provincial improvements here, as soon as it is finished!))
Name: Lumber Yard
Improvement Classification: Industrial
Cost to build: 10g
Time to build: 1
Pre-Requisites: None
Max number of workers: 1
Effect(s):
1 - Holding area for lumber purchased on the free market, or linked to some inter-provincial source of supply.
2
3
4
Organizational Impact: None
Notes: Only useful for players stockpiling lumber in provinces that have no forest tiles, in order to help defray building costs elsewhere.
*****
Happiness and Unhappiness
The people of Candle'Bre are generally a cooperative lot, even when they are unhappy. This is not to say, however, that you need pay no attention to the happiness of your people. The fact is that a happy populace will vastly out-produce an unhappy populace, so it is in your best interest to do all you can to make your people happy.
When you begin building improvements in a province, those improvements may fall into the "like" or "dislike" category for the various citizen archetypes living IN the province in question. For every "like" that a population unit has, that unit is 10% more productive (this may express itself in higher productivity, greater taxes paid, or add to the overall stability of the province). For every improvement that falls into the "dislike" category, the population units sees a 20% decrease in productivity (which again, may express itself in a variety of ways).
Calculation of effect
Let us use a simple example, and suppose we have a province that contains 500 citizens. Half of them are Pious, and the other half are Mercantile. The province also has a level two road network in place.
Let us further suppose that the province has in it a Temple, Scribe's Tower for research, and a Market--all fully staffed-- (fairly standard array of stuff), and look at the impact those buildings have on the population's performance.
The Pious folk of the realm will be happy about the presence of the Temple, but unhappy about the presence of the other two buildings (+10% happiness bonus, -40% unhappiness penalty = Net of -30%). The Merchant class falls into a similar pattern....+10% happiness for the market, but -40% for the presence of the Temple and Scribe's tower.
What happens?
Well, during income calculation, we see that the unhappiness of the Pious will not hurt the tax base at all, so (assuming the province is being taxed normally), so their tax contribution is unchanged, HOWEVER...one of the ways that the Pious express their displeasure is through armed revolt, so the first thing that happens is a stability check is made on the province (before income calculation). Stability is checked based on the organizational level of the province minus the unhappiness percentage of the archetype considering rebelling. The result is the percent chance that a rebellion occurs. IF a rebellion occurs, then each member of the population that falls under the archetype that is rebelling makes another check against the same percentage to see if they join in the rebellion. Note though that even if the rebellion check is made (indicating that a rebellion may occur), if an insufficient number of citizens choose to participate (an insufficient number would be some number less than the total number of troops currently stationed in the province), then the rebellion does not take place.
If the rebellion DOES occur, then a battle breaks out between the rebelling group and the (outnumbered) king's soldiery. If the rebels win, the province reverts to neutrality.
But let us suppose for these purposes that the Pious (who are only 20% likely to rebel in any case...as rebellion is not their primary means of expressing unhappiness) express their displeasure by being less productive. That means that any time a Pious worker goes to do something, you will only get 70% of his effort. The good news is that he's still paying his taxes.
The merchants, on the other hand, will refuse to pay if they are unhappy, and since they make up fully half of the population of this conjectural province, you wind up with a net loss of 15% (dropping all fractions) of your baseline tax rate. Under normal conditions, the province would earn you 50g, (+5 for the road network)but due to unhappiness, it now earns you 42.5 (or 42, with the fraction dropped) + 5 for the road network. 55 (baseline happiness) vs. 47 total (with the unhappiness effect taken into account).
Later on in the turn, you put 50 workers to work in 5 fields. Since half of your population are Pious, each time you assign a worker to a field, it is 50% likely that he will be a Pious worker. Thus, we can expect that 25 of your 50 workers will be Pious, meaning that your total food production (expected to be 500 units) would actually be 15% less than this, on account of your unhappy Pious workers (or only 425...not enough food produced to feed all the people here on the next turn....meaning that more workers will be needed to take care of the basic needs of this province, unless you wish to face starvation).
*****
Putting the People to Work
Your job, as ruler of a province (and hopefully, an ever-growing NUMBER of Provinces) is to create jobs and find things for your people to do. True, you lack the direct control to tell which citizens what to work on, but if you create opportunities for your people, they will respond.
Below then, are the various tasks you can assign your people to:
Work strategic resource: Farm the fields, Mine the Mines, work the Factories (Note that it is possible to assign fewer than the maximum number of people to an existing resource, but you will see lesser benefits for doing so, and will not be getting all you can be getting from the resource in question).
Build New Stuff: Build new provincial Improvements. Provinces may work on as many different projects simultaneously as you have workers and resources available. Assigning fewer than the maximum number of workers to a task will mean that the build in question takes longer to complete.
Join the Army: If there is a barracks present in the province, you can draft citizens from the province into your army. (Note that while citizens are in training, they are still considered part of the population of the province, and still pay their taxes--but cannot be assigned to any other task. Once training is completed and they are in the field, they begin costing you upkeep, and are removed from the Provincial Population). (conjectural idea: if you have a road network in place to support it--at least level 2-- you could send citizens to surrounding provinces to train in the barracks there....in which case, they would leave the population of the province they were born to, be added to the population of the province containing the barracks for the duration of their training, and then join the army...the drawback here is that there's a "travel time" cost...one turn to travel through each province to GET TO the barracks...meaning slower troop production, but sparing you from having to build barracks everywhere).
Work in existing Provincial Improvements: Once you've built an improvement, you must assign people to it, in order to see it's full benefit. Note that it is possible to assign fewer than the maximum number of people to an existing improvement, but you will see lesser benefits for doing so, and will not be getting all you can be getting from the improvement in question).
Prospecting: Search for new resources
Terraform: With the appropriate tech level, you can convert certain terrain types to more productive terrain types (see below on terraforming).
Train: Anybody not currently assigned a task is considered to be training/learning. Every four turns of training increases worker productivity by 10%. This means faster build rates when they are assigned to work on something later. Workers with at least a 20% training bonus may be converted to "specialists" (see below regarding specialist units).
****
Food - The most abundant strategic resource
Other strategic resources and provincial improvements will be covered later on, but food deserves a category all its own, as it is the most pervasive and valuable of the resources at your disposal.
Just as Provinces are at the center of things in Candle'Bre as a whole, and just as people are the central resources in provinces, your nation's food production is the single most important element of your economy. Food keeps your people from starving and makes it possible for the army to move and fight. Without sufficient food stocks, your empire will quickly crumble around you.
Food Requirements: each population point requires one food point per turn. Fail to feed your people, and you face starvation and its effects, which are pretty unpleasant (see below on starvation).
Also, any time you wish to move your troops, each unit moved requires one point of food. Thus, it is in your best interest to grow or buy as much food as you can so that it is available when you need it.
Food can be grown or found just about anyplace, but of course, some places are better than others.
Far and away, the best food producer in the game is the Field tile. Field tiles can be worked by up to ten population points, and each population point you assign to a field will net you ten food. Thus, one field, fully staffed, will give you 100 "units" of food each turn.
Plains can also be worked for food (again, up to ten units of population may be assigned to each tile), and for each worker assigned, you get 5 units of food (thus, a fully staffed plains tile will yield 50 units of food). Hills fare slightly worse (again, up to ten workers may be assigned to a hill for farming, and each worker so assigned will net you 3 units of food--30 total for a fully staffed hillside farm). Forests are a slight bit better than that, and may be hunted, rather than farmed (again, ten maximum) with a gain of 4 units of food per worker so assigned (40 for a complete hunting party in the forest). As you can see then, fields are by far the most efficient means of feeding the population of a given province, and providing bountiful surplusses.
Effect of training
Note that earlier it was mentioned that "trained" workers produced more than untrained workers. This can be clearly illustrated by examining food production. If a trained worker with a 10% bonus to his skill begins working a field tile, then that worker will generate 11 units of food, not the usual ten. This may be further impacted by happiness or unhappiness, and in all cases, fractional points are simply ignored.
Effects of Starvation
The people will eat or they will be unhappy (massively unhappy). If you have not enough food to go around, then for every population point that does not get food, that population point is unhappy (-80% penalty, however the population point expresses his unhappiness). If he goes three turns without getting food, he will die, and you will lose population in your Province (as can be seen by looking at the population growth percentage chart, it's no easy task to gain population quickly, so starvation is something that must be avoided at all costs).
Surplus food
Any time a province produces more food than it needs, a check is made to see what the nature of the road network running through the province in question is. If you have at least a level two road network, then a check is made of all adjacent provinces (and provinces adjacent to THOSE, provided that they too, have a level two road network or better) to see if there's any province in your holdings that is running a current shortage of food. If so, the surplus from one province moves to the province facing the shortfall until the demand there is met. (conjectural addition: we could build in inefficiencies to food transport if a good pathing routine is in place...say that, for every province a batch of food moves, some is lost (5 units maybe, as a default?) Thus, it is more expensive to feed a province from afar). After such checks are made, if you still have a net surplus, then the excess food is automatically considered to be placed in a "central storage" facility. This facility is not located on the map, but abstracted, representing the surplus food resource of the empire in general.
Surplus food is a good thing, because in addition to being the engine that drives your economy by keeping your people alive, food is also needed to move your troops. If you want to move the army, you must provide them provisions and supplies. One food per unit, per turn spent moving (stationary units are presumed to be forraging or buying their food from local sources, and need no help from you). Thus, moving a large army can be an expensive proposition.
Other Strategic Resources
Strategic Resources are resources that provide Industrial or Mercantile boons to your Provinces. Some may be visible at game start, and others may be found as the game progresses (by way of prospecting, see below on Prospecting). The strategic presence of strategic resources may enable you to build facilities and provincial improvements that you otherwise would be unable to build, and these provide benefits to your people, depending on the nature of each.
The types of strategic resources available in Candle'Bre are as follows:
Grains* (renewable)
Luxury Food Items (semi-renewable)
Forest* (semi-renewable)
Grapes/Hops (semi-renewable)
Fish (semi-renewable)
Cattle (semi-renewable)
Sheep (semi-renewable)
Goats (semi-renewable)
Iron (non-renewable)
Gold (non-renewable)
Gems (non-renewable)
Clay (non-renewable)
Moon Lilies (semi-renewable)
Horses (semi-renewable)
*see special note regarding forests and grains as strategic resources
Grains: See above, regarding the section on food. Grains are the most common, most cost effective way of feeding large numbers of people. Like forests, grains are considered strategic resources, but are never counted as one of the four possible strategic resource "slots" that a province might have avaialble to it.
Luxury food items (represented by the Orchard Icon): spices, fruits and the like, these are luxury items that, if you have them available, will provide a general happiness effect for your people. One "point" of Luxury food items is sufficient to provide a 10% happiness boon to 100 population points, regardless of their archetype. Note that no facility needs to be built for this to take place....the presence of these items is sufficient for this effect. Note too that Luxury food items are semi-renewable. That is to say that you may elect to use them or not use them for the happiness effect, and if you do not use them, they will slowly replenish themselves (each turn, the resource will grow by 2 points, until it reaches its maximum size. Resources of this type grow in plains tiles, cannot be used for any other purpose, require the presence of 10 workers to maintain (anything less than ten workers and the resource does not replenish), and has an amount range between 50 and 80 points (randomly set when the resource is found/established). Luxury food items may be sold on the open market for 4g per unit (buy price is 5g per unit). Note that it is possible to buy Luxury Food items on the Market and use the seeds from them to start your own luxury food tile. Doing so requires the following: 1) an initial supply of 20 luxury food units. 2) an available plains tile. 3) ten workers trained to at least 40%. If all these conditions are met, you will have a luxury food tile that begins with 10 points of the resource (and it will grow to a maximum between 50 - 80 if left alone to do so, at the standard rate of 2 points per turn). Note that luxury food items may NOT be used to feed a population.
-=Vel=-
(More to come)
Last edited by Velociryx on 10-06-2002 at 07:25
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Forests: While a strategic resource in their own right, forests are never counted as one of the "slots" for strategic resources in the attribute section of a province. This is because any forested tile may be used as a strategic resource (just as fields, plains, and hills may all be used to grow food, which is why food is not counted as a strategic resource, either).
Forests are bountiful tiles, capable of supporting a wide variety of industries. Each forest tile is assumed to have a default 100 points of lumber in it. This lumber may be used for a variety of purposes, as outlined below.
The presence of a forest tile in a province automatically enables you to construct a Forester's Guild
Name: Forester's Guild
Improvement Classification: Industrial
Cost to build: 100g
Pre-Requisites: Presence of Forest Tile in province - Built ON target forest tile
Time to build: 1
Max number of workers: 10
Effect(s):
1 Harvests trees. 1 worker + 1 tree = 1 Lumber.
2
3
4
Organizational Impact: +1% (Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes: Stockpiled lumber is kept in the Forester's Guild to be used for other purposes later, or sold on the open market (1g per unit of lumber) - purchase price for lumber on the market is generally 2g per unit
The presence of a forest tile in a province also enables you to construct a wood crafter's guild
Name: Wood Crafter's' Guild
Improvement Classification: Industrial
Cost to build: 300g
Time to build: 1
Pre-Requisites: Presence of forest tile in province, Market
Max number of workers: 20
Effect(s):
1 2 Workers +1 Lumber = 1 Wood Craft (value 3g)
2
3
4
Organizational Impact: +1%(Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes: Wood Crafts are not stockpiled, but sold during the turn they are made (no micromanagement required by the player), with the proceeds going directly into your coffers at the start of your next turn.
The presence of a forest tile in a province also enables you to construct a fletcher's guild
Name:Fletcher's Guild
Improvement Classification: Industrial
Cost to build: 150g
Time to build: 1
Pre-Requisites: Forest tile present in province, Barracks
Max number of workers: 10
Effect(s):
1 - 1 worker + 1 lumber = 1 unit of archer supplies
2
3
4
Organizational Impact: +1%(Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes: Archers produced in a province containing a fletcher's guild and supplied BY a fletcher's guild are 18g, instead of 20g, and take one less turn to train. Archer supplies are stockpiled in the Fletcher's Guild, and any time an archer is trained at the barracks, if there are supplies available, the total cost of the order and time to train the archers are adjusted accordingly (no micromanagement from the player needed). Note that this may lead to cases where a partial order completes early! Example...if the fletcher's guild has supplies for 4 archers, and you order 8 archers, then four of them will come to you at the discounted price and be ready for action one turn before the other four.
Forests may also be hunted for food, but only if there are no other activities (wood cutting) occuring there, nor any other units currently stationed IN the forest tile in question. If those conditions are met, then the hunting party (10 workers max) can expect to gain 4 units of food per worker in the group.
Cheaper construction costs: The presence of a Forester's Guild in a province will help drive down the costs associated with building provincial improvements. For every 1 point of lumber used in the construction of a Provincial improvement, reduce the cost of that improvement by 5g. As much lumber as is desired may be used in this fashion. (This is not automatic....players must micromanage this aspect of the game...lumber will not automatically be used for building...conjectural MM tool: Possibly have an on/off switch at the Forester's Guild to specifiy that you always or never want the lumber to be used to help defray construction costs).
Forests are semi-renewable. Every other turn, the forest regains 1 point of its size. If left alone for a sufficient period, the forest will replenish itself entirely. If clearcut, the forest tile becomes a plains tile and no regrowth occurs.
Grapes/Hops (represented by the Grape-crossed-with Hops stalk icon): Grapes or Hops are very much akin to Luxury food items (both in terms of the size of the resource patch, and how you can create your own, and the pre-requisites needed to do so: 1) an initial supply of 20 units of grapes/hops 2) an available plains tile. 3) ten workers trained to at least 40%. If all these conditions are met, you will have a grapes/hops tile that begins with 10 points of the resource (and it will grow to a maximum between 50 - 80 if left alone to do so, at the rate of 5 points per turn). Grapes/Hops can be sold on the open market for 1g per unit (purchase price is generally 2g per unit)
Name: Brewery
Improvement Classification: Other
Cost to build: 250g
Time to build: 1
Pre-Requisites: Grapes/Hops
Max number of workers: 20
Effect(s):
1 - 2 workers + 1 unit grapes/hops = 1 unit of Spirits
2
3
4
Organizational Impact: +0%
Notes: Spirits may be sold at market for 2g per unit (purchase price is generally 3g per unit), or stockpiled in the Brewery for automatic pickup by your tavern (micromanagement switch: you can select a brewery to either auto-sell what they make, or hold for use in your own taverns, with a further switch allowing you to designate a specific tavern in a specific province (dropdown menu showing all taverns you have currently constructed, and their supply status).
In turn, the presence of a Brewery or a steady supply of imported spirits allows you to construct a tavern:
Name: Tavern
Improvement Classification: Other
Cost to build: 100g
Time to build: 2
Pre-Requisites: None*
Max number of workers: 10
Effect(s):
1 - 1 worker +1 unit of spirits = 10 happy people (10% happiness boost, regardless of archetype)
2 - A fully staffed tavern doubles the happiness effect (1 tavern makes 200 people 10% happier, regardless of archetype)
3
4
Organizational Impact: + 2% (taverns are often used as meeting halls/meeting places)
Notes: Note that at standard renewal rates for grapes/hops, it would take two plains tiles devoted to this purpose to "keep pace with" the consumption of one fully staffed tavern (three if you wanted to see gains in those semi-renewable resources). Note too that the tavern's happiness effect applies to all archetypes, meaning that taverns provide a partial offset of the negative normally associated).
* Taverns may be built in provinces you control that do not have a brewery in them, and as such, have no pre-requisites per se, but the tavern has no effect until a source of supply for spirits is established (market or native supply in some other province).
Fish: An alternate source of food. The presence of a Fish tile in either a river or lake allows the building of Fisheries. Fish tiles have a random point value between 150-300, and a regrowth/replenishment rate of 10 per turn. The people of Candle'Bre lack sufficient understanding of aquatic ecosystems to successfully start up their own fisheries, but fish may be sold on the open market for the same priceas grains.
Name: Fishery
Improvement Classification: Industrial
Cost to build: 100g
Time to build: 4
Pre-Requisites: Bank
Max number of workers: 20 (trained to at least +40%)
Effect(s):
1 - Fisheries are used to harvest Fish as an alternate source of food. 1 worker + 1 fish = 10 people fed by the fishery.
2
3
4
Organizational Impact: + 0%
Notes:
The presence of a fully staffed fishery allows the building of a harbor
Name: Harbor
Improvement Classification: Mercantile
Cost to build: 150g
Time to build: 6
Pre-Requisites: Fishery
Max number of workers: 10 (trained to at least +60%)
Effect(s):
1 - one worker in the harbor provides a commerce bonus of 2g per turn to the income of the province
2
3
4
Organizational Impact: +3% (Harbors require a fair amount of organizational infrastructure, permits, water regulations, and such, and these invariably spill over and impact the community at large)
Notes:
Cattle (semi-renewable)
Cattle require 1 tile of plains for grazing per 100 head in the herd (max herd size is 100). The herd can be broken up (20 cows moved to a new tile to start a new herd), or cows may be purchased on the open market (sell price for cattle is 4g, buy price is 5g per head).* See the note below about Herd Management, which applies to all beasts of the field. Cows are a semi renewable resource, and replenish at a rate of 3 per turn. 20 workers are required to maintain the herd if the herd is to be used for any purpose (having less than twenty workers assigned to the herd will not allow you to make effective use of it).
*Herd Management (applicable to any "beast of the field")*
Any time you wish to establish a new herd, you must meet the following conditions:
1) Have 20 head of cattle (or other beast of the field)
2) Have 20 workers ready to manage the herd
3) Spend 100g in prep work to get the infrastructure in place to support the new herd
Designer's Note: These requirements put in place to keep players who start with a herd of 100 cows from simply splitting them on turn one into five herds of 20 and getting a regrow rate of 15...an attempt to close a loophole in the system....if you've got other ideas on doing so, don't be shy about bringing them up!
The presence of a cattle herd in a province enables you to build the following buildings:
Name: Slaughter House
Improvement Classification: Industrial
Cost to build: 350g
Time to build: 3
Pre-Requisites: Cattle herd or linked supply of cows
Max number of workers: 20 (trained to at least +20%)
Effect(s):
1 - 2 workers + 1 herd point = 1 leather, and 1 food
2
3
4
Organizational Impact: +0%
Notes: Food produced at the slaughterhouse is automatically lumped in with all other food production for the province, with food generated from slaughter houses being consumed first (fresh beef, as opposed to salted/preserved beef (see below). Leather is either stockpiled at the SlaughterHouse for use later or sold immediately on the market (sell price is 3g, buy price is 4g) (Micromanagement tool: toggle switch for autoselling unfinished leather or linkage to another facility elsewhere).
Name: Smokehouse.
Improvement Classification: Industrial
Cost: 100g
Time to build: 1 turn
Prerequisites: Forest tile in province. Cattle resource in province.
Max workers: 5
Effect: 1 worker + 1 Lumber + 1 cow = 1 Trail Ration + 1 Leather
Organizational Impact: +0%
Notes: Trail rations are another source of food, and can be used to feed the population of a province, but are "last in line" to do so (all other food generated must be consumed before trail rations are used in this fashion). Generally, trail rations are stockpiled over time and utilized by the military when they're on the march. As per the slaughterhouse, the leather is stockpiled here for linking to another build (leather worker's guild), or auto-sold on the market, per toggle switch, and at player's option.
Name: Leather Worker's Guild
Improvement Classification: Industrial
Cost to build: 500g
Time to build: 4
Pre-Requisites: SlaughterHouse or Leather Supply
Max number of workers: 10 (trained to at least +40%)
Effect(s):
1 - 1 worker + 1 leather = 1 leather good (belt, shoes, etc)
2
3
4
Organizational Impact: +1% (Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes: Leather goods are finished products, and as such are sold on the open market automatically, with no micromanagement needed from the player.
Name: Tanner's Guild
Improvement Classification: Industrial
Cost to build: 150g
Time to build: 4
Pre-Requisites: Slaughterhouse or leather supply, Barracks
Max number of workers: 10 (trained to at least +60%)
Effect(s):
1 - 1 worker + 1 leather = 1 light ams & equipment point
2
3
4
Organizational Impact: +1% (Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes: The Tanner's guild is to Skirmishers what the Fletcher's guild is to Archers. All skirmishers trained in a province with a supply of light arms and equipment cost 2g less (16g, instead of 18g), and require one less turn of training.
Sheep (semi-renewable) - Quite similar to cattle, except that sheep have a regrowth rate of 2 per turn.
Sheep allow for:
Name: Shearer's Guild
Improvement Classification: Industrial
Cost to build: 200g
Time to build: 4
Pre-Requisites: Sheep
Max number of workers: 30 (trained to at least +40%)
Effect(s):
1 - 3 workers + 1 sheep = 1 wool, 1 food, 1 leather
2
3
4
Organizational Impact: +1% (Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes: Wool can be sold on the open market for 2g per unit, or stockpiled for later use.
Name: Tailor's Guild
Improvement Classification: Industrial
Cost to build: 350g
Time to build: 4
Pre-Requisites: Shearer's Guild or a supply of wool
Max number of workers: 10 (trained to at least +50%)
Effect(s):
1 - 1 worker + 1 wool = 1 Cloth
2
3
4
Organizational Impact: +1% (Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes: Cloth is automatically sold on the open market for 3g
Goats (semi-renewable) - Quite similar to cattle and sheep, except that goats have a regrowth rate of 4 per turn. Also allows slaughterhouses.
-=Vel=-
(to be continued)
Last edited by Velociryx on 11-06-2002 at 10:24
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Iron (non-renewable) - Iron deposits are found in the hills and mountains of Candle'Bre. Iron has a great many uses, and although a non-renewable resource, it is generally found in quantity. Iron deposits are of size ranges from 450-900 units of iron large. This range is known >< 50 from game start, and as your tech level increases, you get a further refined sense of how much ore remains in your mine. Up to twenty workers may be assigned to an iron mine, and for each worker assigned, one iron ore unit is mined per turn. This iron ore may either be sold on the open market 1g (2g to purchase), or stockpiled to link to other facilities.
The presence of an Iron deposit allows for the following buildings to be constructed:
Name: Smithy
Improvement Classification: Industrial
Cost to build: 300g
Time to build: 2
Pre-Requisites: Iron
Max number of workers: 10 (trained to at least 40%)
Effect(s):
1 1 worker + 1 iron = 1 heavy arms and equipment
2 1 worker + 1 iron = 1 iron goods
3 1 worker + 1 iron = 1 construction materials
4
Organizational Impact: + 0%
Notes: The Smithy is to Pikemen and Infantry what the Fletcher's Guild is to Archers. That is to say, if a Smithy is present in a territory with a Barracks, then Infantry and Pike will each cost 2g less to train, and require 1 turn less in training. Iron goods are finished products like eating utinsils, metal drinking goblets, plain, unadorened jewlry for common folk, and the like. Iron goods may be sold on the open market for 2g each. Construction materials - If iron construction materials are used to help build a given building, shave one turn off of the build time. Note that this is a one time bonus (can't be used more than once on a given building), and that the construction time OF the building cannot be less than one turn.
Name: Refinery
Improvement Classification: Industrial
Cost to build: 400g
Time to build: 4
Pre-Requisites: Smithy, Infrastructural tech level 5, Military tech level 4
Max number of workers: 10
Effect(s):
1 1 worker +1 iron = 1 steel
2
3
4
Organizational Impact: +0%
Notes: Steel may be sold on the open market for 5g (purchase price is generally 6g). Steel may either be togged to auto-sell or stockpiled here for linking to a Master Bladesmith's shop//Master Armorer
Name: Master Bladesmith
Improvement Classification: Industrial
Cost to build: 500g
Time to build: 6
Pre-Requisites: Inftech5, Miltech5, Refinery/steel supply, Barracks, workers trained to at least +80%
Max number of workers: 10
Effect(s):
1 - All troops trained in a province containing a Master Bladesmith will gain an additional +15% on their attack factor, over and above any other bonuses
2
3
4
Organizational Impact: +0%
Notes:
Name: Master Armorer
Improvement Classification: Industrial
Cost to build: 500g
Time to build: 6
Pre-Requisites: Inftech5, Miltech5, Refinery/steel supply, Barracks, workers trained to at least +80%
Max number of workers: 10
Effect(s):
1 - All troops trained in a province containing a Master Armorer will gain an additional +15% on their defense factor, over and above any other bonuses
2
3
4
Organizational Impact: +0%
Notes:
Gold (non-renewable) - Like Iron, gold is a non-renewable resource found in the mountains and hills of Candle'Bre. Veins are of similar size ranges (300-700), with starting tech levels allowing you to know the value of the mine to <> 50, increasing in precision as tech level increases. Up to twenty workers may be assigned to the mine, and for each worker assigned, one unit of gold is mined per turn. Gold is stockpiled here for use in other facilities.
Gold Mines allow the following to be built:
Name: Jeweler
Improvement Classification: Industrial
Cost to build: 1000g
Time to build: 4
Pre-Requisites: Gold mine, workers trained to + 60%, County Seat
Max number of workers: 10
Effect(s):
1 - 1 worker + 1 gold = 1 jewelry
2
3
4
Organizational Impact: + 0%
Notes: Jewelry may be sold on the open market for 10g
Name: Mint
Improvement Classification: Governmental
Cost to build: 1250g
Time to build: 6
Pre-Requisites: Bank, Fortification level 3, Barracks, city, workers trained to +80%
Max number of workers: 10
Effect(s):
1 - 1 worker + 1 gold = 12g in bonus income for the provionce
2
3
4
Organizational Impact: +0%
Notes:
Gems (non-renewable) - Yet another non-renewable resource to be found in the hills and mountains of Candle'Bre, gems are found in deposits ranging in size from 150-350 units. A gem mine employs a maximum of twenty workers, where one worker mines 1 point of gems per turn. Gem mines allow the following to be built
Name: Gem Cutter
Improvement Classification: Industrial
Cost to build: 2250g
Time to build: 6
Pre-Requisites: Gold supply, gems supply, city, workers trained to + 60%, Fortification level 3, Barracks
Max number of workers: 10
Effect(s):
1 - 1 worker + 1 gem + 1 gold = 2 fine jewlery
2
3
4
Organizational Impact: + 0%
Notes: fine jewelry may be sold on the open market for 12g
Name: Guilded Palace
Improvement Classification: Governmental (Minor Wonder)
Cost to build: 3000g
Time to build: 10
Pre-Requisites: 40 Fine Jewelry, 80 Gold, Fortification Level 4, Barracks, Courthouse, workers trained to +100%
Max number of workers: 20
Effect(s):
1 - 1 worker = 1% stability for the province, 1g bonus income (tourist attraction), 20% happiness boost for 30 citizens (regardless of archetype)
2 - Max workers - armed rebellions will not occur in this or any adjacent provinces, regardless of unhappiness, including unhappiness caused by starvation
3
4
Organizational Impact: (see above)
Notes:
Clay (non-renewable) - The last type of non-renewable resource in Candle'Bre, sometimes found in the hill country of the Kingdom. Clay mines are generally fat deposits (450-1000 points rich), and can staff up to 20 workers. one worker = 1 unit of clay mined per turn. Clay may either be sold on the open market for 3g (4g to purchase clay), or stockpiled for use in other facilities.
Name: Potter's Guild
Improvement Classification: Industrial
Cost to build: 400
Time to build: 3
Pre-Requisites: Clay, Marketplace
Max number of workers: 10
Effect(s):
1 - 1 worker + 1clay = 2 pieces of fine pottery (auto sold on the open market for 3g each)
2
3
4
Organizational Impact: +1% (Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes:
Moon Lilies (semi-renewable) - A rare medicinal flower (in the historical game, found only in the province of Brom), Moon Lilies are quite fragile and impossible to transplant to other fields. If they are found at all, they must remain where you find them. Moon Lilies are only found in mountains, and are found in relatively small quantity (20-50). They have a regrowth rate of 1 per turn, and allow the following to be constructed.
Name: Extraction Center
Improvement Classification: Industrial
Cost to build:
Time to build: 6
Pre-Requisites: Workers trained to 100%
Max number of workers: 10
Effect(s):
1 1 worker + 1 lily = 2 Lily Oil Extract
2
3
4
Organizational Impact:
Notes: Lily Oil Extract may be applied to units (in much the same fashion as if it were a spell). The extract has a duration of four complete game rounds from the time it is applied onto a target unit. For the duration of its effect, the units protected by the extract may not be the target of assassination, or pestilence, and they heal all damage done to them at the start of every round, regardless of where they are. Units so protected recieve this healing benefit even if they move on the round after they suffer damage.
Horses (semi-renewable) - Herds of these fine beasts can serve a variety of purposes. Like other beasts of the field, maximum herd size is 100 head per plains tile (herd can be split...20 head minimum to start a new herd). Horses sell on the open market for 5g each, and have a renew rate of 3 per turn. Twenty workers MUST be allocated to herd management in order to make use of the resource.
Name: Stables
Improvement Classification: Industrial
Cost to build:
Time to build: 2
Pre-Requisites: Horses
Max number of workers: 10
Effect(s):
1 - 1 worker + 1 leather + 1 horse = 1 Trained Horse
2 -
3
4
Organizational Impact: +0%
Notes: Trained horses serve two purposes. Firstly, if a Stables is built in a province containing a barracks, then the Stable serves the same purpose as the Fletcher's Guild serves to archers (all cavalry trained here cost 2g less and require one less turn of training time). Secondly, trained horses may be used to speed the construction of provincial improvements in much the same way that iron construction tools may be utilized. (one time bonus that shaves one turn off of the construction time of the building). Additionally, if a work horse is used to help with the construction of a provincial improvement, the player doing so gets a 10% discount off of the price of that building (dropping all fractions). This is a one time bonus....multiple horses may not be used on the same building to get multiple iterations of this benefit, and in any case, a building's construction time may not be reduced to less than one turn.
Name: War College
Improvement Classification: Governmental (Minor Wonder)
Cost to build: 400g
Time to build: 8
Pre-Requisites: A minimum of 5 Barracks, 2 Stables, 3 Fletcher's Guilds, 2 Tanner's Guilds, and 1 Smithy
Max number of workers: 10
Effect(s):
1 - War College must be fully staffed in order to be effective. The War Colleges serves as a second barracks in the territory it is constructed in (the province may now train twice as many troops), and all troops completing their training in the war college take to the field with one (1) additional HP. Also note that above and beyond the troops that may be trained here, War Colleges also have an officer training corp (may train 1 War Captain at a time, for a cost of 200g, and 4 turns to train)
2
3
4
Organizational Impact: +0%
Notes:
The Open Market:
The open market serves two purposes. On the one hand, it represents the "end users" of several types of finished goods (fine leather goods, and clothing, for example). In this case, the open market is simply an abstracted mechanism for getting rid of finished products and converting them into cash to further the ends of your empire.
On the other, the Open Market represents your ability to trade and otherwise interact with your fellow players in MP games, and in this regard, the market will function in one of two ways (toggle switch at game start)
1) Price Fixing: Prices for various commodities are set to their defaults. Players may post unfinished goods for sale on the market, searching for a buyer (most commonly used when players have the bulk of their populations working producing those unfinished goods and services and either lack the manpower or the desire to get into the business of making finished products). In this case, you put out a "sell order" for the goods you wish to sell, and on other players' turns, they may review the goods currently being offered up for sale on the open market. If they choose to buy the goods you are selling, they spend the default price for X units of the good you are selling, and you are informed that your goods were purchased on the following turn.
2) Free Market: In this case, when you put unfinished goods on the market for sale, you include a selling price. Buyers may then look at all the items for sale, and their prices, and choose who to buy from on the basis of price (this opens up the possibility of undercutting the competition by offering your goods for sale at lower prices than anyone else).
In either case, you may opt to either put your goods up for sale in the general or the protected market. All players see the general market, and only your allies see the protected market. In this way, you can establish protected trading partnerships, and keep your trades secret from the rest of the players.
-=Vel=-
(end of societal model, parts one and two)
Last edited by Velociryx on 10-06-2002 at 19:49
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Technology-Driven Improvements
The provincial builds listed above are, for the most part, builds not bound by technology restrictions (though some are, indirectly, as they have pre-requisites that are bound by the tech tree).
So...to serve as a starting point where tech-driven provincial improvements are concerned, here is the complete list of tech-driven improvements pulled from the core rules document, but detailed per the "attribute" system for the commercial release. Given that the tech trees will be expanded on for the commercial release, it stands to reason that this list will grow and change as the tech trees are fleshed out, but this will give us at least a place to begin:
Name: Temple
Improvement Classification: Religious
Cost to build: 120g
Time to build: 2
Pre-Requisites: None
Max number of workers: 10
Effect(s):
1 Generates 1 influence per turn
2 Must be fully staffed to have any effect
3
4
Organizational Impact: 4% Since the flight from the old Empire and the founding of Candle'Bre, religion has played a vital role in keeping the people unified. The Church brings the people into the world, the Church sends them on their way to the afterlife, and in between, the Church guides and protects.
Notes:
Name: Barracks
Improvement Classification: Governmental
Cost to build: 90g
Time to build: 1
Pre-Requisites: None
Max number of workers: 5
Effect(s):
1 - Troop Training center
2 - Building must be fully staffed to have any effect.
3
4
Organizational Impact: +1% (A measure of security is to be had thanks to the presence of the barracks, making it slightly more likely that people will begin congregating together in increasing numbers)
Notes: (Training limit = Baseline Tax Revenue/10)
Name: Thieves' Guild
Improvement Classification: Other
Cost to build: 100g
Time to build: 2
Pre-Requisites: InfTech1
Max number of workers: 5
Effect(s):
1 - Allows Espionage Activities
2 - Must be fully staffed to have any effect.
3
4
Organizational Impact: +1% (Guilds are organized entities, and have local members...their organization cannot help but spill out into the province at large)
Notes:
Name: Scribe's Tower
Improvement Classification: Scientific
Cost to build: 80g
Time to build: 3
Pre-Requisites: InfTech1
Max number of workers: 20
Effect(s):
1 4 workers = 1 research point
2
3
4
Organizational Impact: +2% (general center of knowledge provides greater organizational resources)
Notes: When towers are built, the building player must specifiy an area of research for the tower. No further action is needed on the part of the player. From then on, so long as the tower is staffed, research in the given field will be generated every turn (note that if/when a particular tech tree has been fully researched, the player may opt to begin researching a new tech tree at that time).
Name: Market
Improvement Classification: Mercantile
Cost to build: 50g
Time to build: 2
Pre-Requisites: InfTech2
Max number of workers: 20
Effect(s):
1: 4 workers = +1g Provincial Income
2
3
4
Organizational Impact: +3% Markets have, historically, been pivotal to a thriving community. A meeting place, common gathering place....even a place for impromptu entertainment.
Notes:
Name: Watch Tower
Improvement Classification: Governmental
Cost to build: 100g
Time to build: 4
Pre-Requisites: InfTech2
Max number of workers: 10
Effect(s):
1 Level One Fortification for the province.
2 Watch Towers Must be fully staffed to be effective
3
4
Organizational Impact: +1% Greater security in a localized area prompts citizens to begin settling AROUND the area of greater security.
Notes:
Name: Library
Improvement Classification: Scientific
Cost to build: 110g
Time to build: 4
Pre-Requisites: Scribe's Tower, InfTech3
Max number of workers: 10
Effect(s):
1 Generates 5 research per round in chosen field, OR
2 Generates 2 research per round in each of the three fields
3 Must be fully staffed to have any effect
4
Organizational Impact: 3% Libraries serve all the same functions as Scribe's Towers, but are even more accessible to the public.
Notes: Library can be toggled between it's two research settings at any time.
Name: Fortress
Improvement Classification: Governmental
Cost to build: 150g
Time to build: 6
Pre-Requisites: Watch Tower, InfTech4
Max number of workers: 10 + 20
Effect(s):
1 - Level 2 Fortification
2 - May be partially staffed for less protection.
3
4
Organizational Impact: +3% Increasing sense of security thanks to a strengthening military presence in the area leads to yet more congregation of the populace.
Notes: The fortress is actually an upgrade TO the watch tower, adding in curtain walls around it, and other buildings in support (ie- the workers formerly manning the Watch Tower are the "10" in the Max number of workers)
Name: Cathedral
Improvement Classification: Religious
Cost to build: 230g
Time to build: 4
Pre-Requisites: Temple, InfTech5
Max number of workers: 20
Effect(s):
1 10 Workers = 1 Influence
2
3
4
Organizational Impact: +5%. Cathedrals are large, often breath-taking monuments to the god that the local populace reveres. As such, they're an even more potent symbol of organization and unity for the population.
Notes:
Name: Keep
Improvement Classification:
Cost to build: 220g
Time to build: 6
Pre-Requisites: Fortress, InfTech6
Max number of workers: 10 + 20 + 20
Effect(s):
1 - Level three fortification
2 - May be partially staffed for lesser protection
3
4
Organizational Impact: +5% The stout walls of a keep are a true boon to the security of the region, yielding yet another bonus to provincial organization
Notes: The keep is actually an expansion of the fortress (replaces the fortress)...the curtain wall is extended and thickened, and additional battlements put in place.
Name: Bank
Improvement Classification: Mercantile
Cost to build: 350g
Time to build: 6
Pre-Requisites: Market, InfTech 5
Max number of workers: 30
Effect(s):
1 2 workers = 1g boost to provincial income
2 At InfTech7, thanks to improved efficiencies in dealing with capital markets (and the invention of vaults), this improves to 1 Worker = 1g boost to provincial income
3 When fully staffed, the bank also provides an additional 5g bonus
4
Organizational Impact: +5% Banks truly bring a sense of community to the area...a spirit of cooperation and working together to some greater end. Important symbols of prosperity and stability.
Notes:
Name: Castle
Improvement Classification: Governmental
Cost to build: 350g
Time to build: 10
Pre-Requisites: Keep, InfTech7
Max number of workers: 10 + 20 + 20 + 20
Effect(s):
1 - Level 4 Fortification
2 - May be partially staffed for lesser protection
3
4
Organizational Impact: +10% The pinnacle of governmental pride, and the strongest, most visible symbol of the government's pledge to protect its people, the castle's stout walls act as an organizing beacon, drawing citizens to it so that they may live near the shelter it provides during dangerous times.
Notes: The castle is actually an extension of the keep (new graphic). An entirely new curtain wall (supported via flying butress) extends around the old one, and a moat around this, besides.
Name: Academy
Improvement Classification: Scientific
Cost to build: 250g
Time to build: 6
Pre-Requisites: Library, InfTech8
Max number of workers: 20
Effect(s):
1 4 workers = 1 Research in each category, or
2 1 worker = 1 Research in selected category
3
4
Organizational Impact: 4% (Centers of higher learning and creativity, the Academy provides strong incentives to further bind the populace together)
Notes:
Name: University
Improvement Classification: Scientific
Cost to build: 320g
Time to build: 8
Pre-Requisites: Academy, InfTech9
Max number of workers: 30
Effect(s):
1 1 Worker = 1 Research in the category of your choosing
2 A fully staffed University automatically generates 5 research in each non-chosen category
3 If one (or more tech trees have already been fully researched, then for each "dead" (fully researched) branch, the University generates 5g in bonus income for the province
4
Organizational Impact: +5% (Research oriented and at the cutting edge of education, the University represents the ultimate that Candle'Bre's science has to offer)
Notes:
Name: Trading Company
Improvement Classification: Mercantile
Cost to build: 500g
Time to build: 8
Pre-Requisites: Bank, InfTech10
Max number of workers: 30
Effect(s):
1 1 worker = 1g in bonus income for the province
2 A fully staffed trading company provides a 2g provincial income boost for every provincial improvement IN the province (including itself)
3 A fully staffed trading company makes everything purchased in this and all adjacent provinces 10% cheaper (troops, future builds, etc)--exception: things purchased on the open/protected market
4
Organizational Impact: +7% A natural extension and outgrowth of old style marketplaces, but updated with cutting edge economic tools, Trading Companies represent the height of economic prowess and clout.
Notes: Trading company takes the place of the market
***End of Core Rules Facilities***
-=Vel=-
Last edited by Velociryx on 11-06-2002 at 20:20
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BigRich
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of the Trentan
May 2001 time: 05:20
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Looking good
Query though: - what happens to your disaffected migrants?
From the model so far I presume they leave their Province, causing a drop in population, which is bad - specially if they happened to be trained metalsmiths or whatever. But after that..... a couple of thoughts.
- Disgusted with their ex-leader,they keep travelling in a straight line until they find a Province that isn't controlled by their incompetant fool/oppressive tyrant ex-leader. An opposing faction is presented with an unexpected 'population gift' 
- they move to an adjacent Province controlled by the same leader. Assuming the province build / local taxation is more to their liking, they will stay there. Otherwise they try the next Province controlled by that leader etc. etc. The player naturally has no control over this.
However: For each relocation, the migrants have a percentage chance of turning to Banditry rather than keep moving on, or settling down again. This chance could be affected by Archetype, Military Activists for example may be expected to turn to a life of crime more readily that the Pious. If the migrants move into a Province in a state of revolt, they will automatically join this revolt.
Bandits - steal what they need to live and pillage for fun and/or profit. In game terms, they will use an equivalent amount of food to a law abiding citizen but of course not do any work around the province. In times of hardship or famine of course, the bandits eat first - they are stealing the food before it can be distributed to more deserving citizens. Also for each population point of bandits in a province, each turn an enterprise (potter, gem-cutter etc.) will lose half of its output to thievery and vandalism. This could be random, or alternatively there could be a ranking list of enterprises, the more profitable being attacked first. Bandits can be hunted down by Military units but this takes two or more turns, reflecting the difficulty of finding a relatively small group in a whole Province.
This may be over-complicating an already involved model though
Rich.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Hiya Rich, and thank you! Yes...OMG it was a bear to wrestle all that outta my head! Gave me a *monster* of a headache trying to keep it all straight and get it on paper in a way that made any sort of sense, but...I think I've got a system down now, as far as all that goes!
I hadn't even considered the notion of a smokehouse, but I like it! (and in fact, have already added it in this morning, when I went through to tidy up the files and such). The bandit idea is major coolio and works *superbly* with the existing structure (and, it's good cos it kinna puts the brakes on the economy...once you get cooking good, you can really start raking in the dough...not that that's a bad thing...actually I like the fact that builders have so much to do...it means that a significantly smaller empire with attention paid to a few good starting resources can REALLY compete head to head with a guy who has a lot more provinces, but who has not been paying much attention to development. That is, IMO, as it should be! 
Today's goal is to flesh out more of the building possibilities, starting with those to be found in the core rules. From there, I'll start looking at combination effects. The good thing is that we can prolly use the multi-branching combos to pretty much build the commercial release tech tree for us, but we'll see how that shakes out, and in the meantime, if you have any more inspirations for provincial improvements, fire away! (the more the better! Again, my goal is to have a vast amount of detail built into the economic model, and make it patently impossible for players to have absolutely everything--if for no other reason than the fact that they'll not have sufficient levels of population to put workers in everything).
Anyway, after I get the basic building list drawn up, I shall build in the notion of banditry and see just how brutal we can make it 
-=Vel=-
PS: Just so you know....the thing that finally solved the design problem I was having with the Societal Model (which had stalled my development on it) was the notion of adding in ley lines to sigils in various combinations, and thus changing their power). So...in a very real sense, it was the notion of sigils that solved the problems I was having in terms of this design. 
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Hiya GP, and g'morning! In general, as I've been learning, the more details the better....one of the habits I've gotten myself into since we started the project is in breaking down my ideas into component parts (like the attribute system for defining provinces, archetypes, and buildings). That way, with each attribute isolated, it's easier to code from.
I suspect that there's still a good deal of room for improvement in the doc as it exists right now, and each time I comb through it, I try to refine it a little better (next up will be actually listing the formulae out for everything requiring a calculation, for example), but as it stands, I would *guess* it's "medium" presentable. To get a sense for how far I've come though, in terms of writing stuff specifically with coders in mind, you should have a look at the first draft of the core rules doc...LOL...oh man...I'm sure it prolly caused programmers to wince at first glance, but...I'm learning....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Thanks GP!
I like to think of it as I'm keeping a steady stream of conversation with the coders so I'll know what they want from me....
-=Vel=-
PS: As it stands now...what's your take on the societal/economic model? My *goal* was to create a system that was complex and robust enough to facilitate a HUGE variety of play-styles and strategies (you can focus on the "heavy" end of the scale, producing lots of raw materials and selling them on the open market, leaving it to others to produce finished goods, or, you can opt for a balanced approach, picking out industries based on the raw materials you have to work with in your provinces, and control every step of the production process from mining/herd management to finished goods, or, focus exclusively on finance (banks, markets, and trading companies are fairly population intensive, but convert manpower in the game directly into gold without having to deal with products at all). But....while making it detailed enough to support a variety of approaches, I tried to design the whole system with ease of management in mind (several notes to myself in each section regarding micromanagement tools, with no micromanagement required at all in as many cases as I could swing it).
As I have been looking back over what's been done so far, it's clear to me that some of the numbers don't work yet, and need further massaging, but as a whole, I'm quite pleased with the way it's shaping up, and hoping you guys will be pretty jazzed to see it in action!
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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LOL...I keep cross-posting with you guys! 
WRT to the food production thing...I'm gonna try to streamline that process even more, but here's how I see it shaking out:
With each province sending any excess food it produces into a "central repository" (an abstracted holding area for any and all excess food produced), I see the food-tie-in with troop movement as being pretty transparent. Most everybody will, at the outset of acquiring a new province, quite likely jack food production up as high as they can, or at least to the point where all "field" tiles are at max productivity, and likely won't change that unless there's a sudden need for those pop points to be doing something else (prepping for an invasion...I've got everybody in the province working, and if my food stocks look healthy, I'd be inclined to pull some guys out of the fields to draft them). I think though that if we keep the total food surpluss highly visible and maybe work out some good ratios to play by and advertise those around (ie- it's always good to attempt to get your provinces to produce at least 5% more food than they actually need to provide a sufficient buffer that allows your military flexibility to move), then we should be okay. The main goal we're tying to accomplish is to make sure that the "rush beast" is firmly tamed, and accomplish that as "in the background" as we can.
As far as the free release goes....the entire population angle is abstracted. The only real interaction there is with the tech-driven provincial improvements....mostly cos I didn't wanna give anybody a heart attack....::sheepish grin::
-=Vel=-
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BigRich@home
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Wales
Apr 2002 time: 05:20
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quote: Originally posted by Velociryx
*snip*
Today's goal is to flesh out more of the building possibilities, starting with those to be found in the core rules. From there, I'll start looking at combination effects. The good thing is that we can prolly use the multi-branching combos to pretty much build the commercial release tech tree for us, but we'll see how that shakes out, and in the meantime, if you have any more inspirations for provincial improvements, fire away! (the more the better! Again, my goal is to have a vast amount of detail built into the economic model, and make it patently impossible for players to have absolutely everything--if for no other reason than the fact that they'll not have sufficient levels of population to put workers in everything).
Anyway, after I get the basic building list drawn up, I shall build in the notion of banditry and see just how brutal we can make it 
-=Vel=-
PS: Just so you know....the thing that finally solved the design problem I was having with the Societal Model (which had stalled my development on it) was the notion of adding in ley lines to sigils in various combinations, and thus changing their power). So...in a very real sense, it was the notion of sigils that solved the problems I was having in terms of this design. |
Hey Vel,
Glad you liked the ideas - and that the sigils idea helped out in a totally unexpected way!
Looking forward to your thoughts on evilising(?) the bandits - I have a couple of thoughts stewing away, but I think I'll sleep on them a night - and let the other folks on the forum get a word in edgeways . Basically though I'm picturing them as active, aggressive drones (to use the SMAC term), which provide rather more threat to the well-being of the Empire than an exercise in building queue planning 
In the meantime, a couple more ideas for Provincial improvements.
Name: Bricklayers Guild
Improvement Classification: Industrial
Cost to build: 200g
Pre-Requisites: Clay resource in Province, Grains resource in Province
Time to build: 2
Max number of workers: 10
Effect(s):
1 unit of clay + 1 unit of harvested food + 5 workers = 1 unit of Bricks.
*optional* The above + 1 unit of wood = 2 units of bricks.
Similar to the Foresters Guild and the Smithy, the Bricklayers Guild produces bricks, which may be used to reduce the construction time for other Province improvements, or sold on the open market for 1g per unit. The brickmaking process is somewhat labour intensive and requires both a supply of clay and a supply of straw (produced as a by-product of Grain harvesting). Bricks are normally dried in the open air, optionally 1 unit of wood may be used per 5 workers per turn to fuel Kilns. Firing bricks in a kiln is much quicker than air drying and thus doubles the brick output per turn of the Guild.
Name: Siege Workshop
Improvement Classification: Industrial
Cost to build: 300g
Pre-Requisites: Foresters Guild, Smithy, Scribes Guild
Time to build: 4
Max number of workers: 20
Effect(s):
5 workers + 2 lumber + 1 iron (+1 Leather??) = 1 Siege Weapon.
Are your Archers ineffective against stone Walls? Are your Infantry being brought up short by some well aimed boiling oil? The Siege Workshop may be your answer! Requiring a substantial investment in resources, and Scribes to provide the detailed computations of cable tensions, wind directions, trajectories and other arcana, the Workshop provides heavier weaponry for the discerning battlefield commander.
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:20
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Have you considered magical upgrades for some of these buildings? After all, we did want to re-emphasize magic...
Vulcan Forge
Improvement Classification: Industrial, Magical
Cost to build: 300g
Time to build: 4
Pre-Requisites: Iron, Special
Max number of workers: 10 (trained to at least 40%)
Effect(s):
1 1 worker + 1 iron = 1 heavy arms and equipment
2 1 worker + 1 iron = 1 iron goods
3 1 worker + 1 iron = 1 construction materials
4
Organizational Impact: + 0%
Notes: The Vulcan Forge is a cavernous smithy complex. Thick sufurous smoke is exuded from the roaring fires of the forges, where master smiths work with the very essence of fire beneath the earth to create weapons of great power with ease. The Vulcan Forge replaces the Smithy. The uprgrade of the smithy reduces the cost of troops produced there by an additional 2g.
Sleepless Sentinel
Improvement Classification: Governmental, Magical
Cost to build: 150g
Time to build: 5
Pre-Requisites: InfTech2
Max number of workers: N/A
Effect(s):
1 Level One Fortification for the province.
2 Unlike the Watch Tower, the Sentinel needs no staff to be effective.
3 One extra space of vision from the tower.
4
Organizational Impact: +1% Greater security in a localized area prompts citizens to begin settling AROUND the area of greater security.
Note: An intangible force inhabits the tower, and although it exists as only a whisper in the minds of the peasants its eternal eye never wavers from the distant horizon.
Juggernaut Yard
Improvement Classification: Industrial, Magical
Cost to build: 500g
Pre-Requisites: Foresters Guild, Smithy, Scribes Guild
Time to build: 6
Max number of workers: 20
Effect(s):
20 workers + 2 lumber + 1 iron (+1 Leather??) = 1 Juggernaut Weapon.
While Siege weapons are potent, the most recent advance in siege warfare has been the imbuing of weapons of war with sentience and obedience. Such machines become half-alive, and they aquire an ability to act without being manned as well as increased deadliness owing to their calculating hatred and single-minded drive.
If we plan to use sigils, etc., these building could be linked to elements: Vulcan forge (fire), Sentinel (Air), Juggernaut (Earth).
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Ramo
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Austin, Texas, USA
Oct 1999 time: 23:20
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quote: The Pious
Rogue Element
Rural Folk
Cosmopolitan Citizens
The Merchant Class
Military Activists/Supporters
Staunch Conservatives
Folk of the Fringe (includes Free Folk/Gypsys, and Liberally minded people in general |
I was thinking of something similar, but I suggest a simpler division between citizen archetypes, both for sticking to a more historical framework and for giving us an easier system to work with:
Nobility
Clergy
Burghers
Peasants
I also suggest that each archetype, there should exist a seperate taxation level. Also, I suggest that the "operational level" of an archetype should be variable. For instance, a Harbour improvement could increase the power of the Burghers.
Another suggestion would be the ability to increase or decrease your demense, or the land you directly control, which gives you direct income instead of taxes. Obviously, this would affect the feelings of the nobility. One possibility with the idea of the demense is tied with the ability to grant town charters, which could increase long term economic growth and give you some money and support from the Burghers at the expense of your demense. You would not be able to create towns in noble estates.
Last edited by Ramo on 11-06-2002 at 08:30
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Yes, yes, and YES!!!! Keep the ideas coming, guys! Got some more work in a few specific areas I wanna get knocked out today, and then I'll start rolling some of these facilities into the list/compiling a master list to work from so we can more clearly see what we've got, both in terms of facility functionality and in terms of combinations and such, but I really am loving the ideas!
Ramo...will mentally chew on the simplified archetypes idea soon as I get some more work done on the economic model (I realize now that I misnamed the thread...LOL...there's more economic stuff than there is societal stuff...when I get all the basics hammered out here, I will likely close this thread and split it into two topics.
For now though, let me say that I REALLY like the historicdal feel of the model you propose....fewer archetypes though, leaves me feeling that there may not be as much variance, so I'll be toying with maybe adding in some other attributes to the archetype model itself and see where that puts us...the REALLY cool thing about it was the land grant notion and all the ways we could twist and convolute that....that rocks!@
More posts on all of the above coming soon, and in the meantime, don't wait on me! LOL...keep the ideas flowing as you have them! 
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Food and troop movements:
Did some more thinking about this...it needs work, and here's why:
In the early game, before you have any provincial improvements built, about all you CAN do is either leave your workers idle or produce food.
If you opt to produce food (which rushers would be highly interested in doing), then you get tons of surplus food, meaning, more than enough food for rushing in the early game (the only time when rushing is really problematic). Thus, in the current incarnation, it doesn't really solve the problem, and adds a step in.
I'm either gonna have to ditch the notion or find a way to make it work with the current shape of the economic model...I am committed to making sure the rush beast is tamed, so if anybody has any thoughts on this, don't hesitate to let me know.
The main thing we've done so far is to put an expensive (2g) per turn gold upkeep on each unit you make. Thus, a no-infrastructure rusher has a pretty narrow window of opportunity to go for the jugular....if he's spending all his money supporting an early game army but can't deliver the knockout blow pretty fast, then as soon as all these economic improvements start coming online, his goose is pretty much cooked.
The real question is....is that enough?
One thing we have not addressed yet (and that's coming...I just haven't gotten that far yet) is scalar corruption to control growth...not crippling corruption like you see in some games, that makes expansion not worthwhile, but corruption that will put the brakes on pure territorial (horizontal) growth and prompt players to focus in on vertical growth. This too, may help tame rushing.
But again....is THAT enough?
Thoughts?
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Buildings allowed due to Honor/Infamy levels
This is an intriguing concept I wanted to play with, and a tangible way we could give a variety of benefits to each style of play. I've got no shortage of ideas for this stuff in my head, but just wanted to put a few out as a sample to get everybody's wheels turning on the subject and see what other ideas are out there (besides, I've got a BUNCH of areas I wanna flesh out today, so I'll put enough here to get us started and then move on for the moment)
In general (and this should be considered only a guideline), Honorable-type buildings ought to do stuff that's more defensive in their nature, and will probably see higher staffing levels and longer build times.
Infamous "improvements" will be geared toward "instant gratification" and direct, easily seen benefits (more attack, more HP, more movement, less rebellion, assassination, death, blood, mayhem...you get the idea...lol)
*****
Name: Parade Ground
Improvement Classification: Governmental
Cost to build: 110g
Time to build: 2
Pre-Requisites: Min Honor of 60, Barracks
Max number of workers: 5
Effect(s):
1 Must be fully staffed to have any effect
2 Must maintain honor of at least 60 to have any effect
3 Any troops trained at the barracks will gain a permanant baseline morale increase of 10%
4
Organizational Impact: +0%
Notes: On sunny days, commoners will come from miles around to watch the latest graduates from the Military Academy out on Parade, marching to smite the enemies of their King to the sounds of majestic trumpets and enthusiastic cheering.
Name: Ritual of the Pit
Improvement Classification: Other
Cost to build: 80g
Time to build: 1
Pre-Requisites: Infamy of at least -70, barracks
Max number of workers: 5
Effect(s):
1 Must be fully staffed to have any impact
2 Must maintain at least -70 Infamy to have any impact
3 Newlyl trained troops are subjected to ritualistic torture to toughen them and prepare them for the hardships of battle. As such, they begin their careers with 1 additional HP
4
Organizational Impact: +0%
Notes: It is said that the pit screams even when empty, and that the faint echoes of those who did not survive the barbarous treatment can be heard on nights when the wind is still, but angry spirits restless....
Name: Rallying Point
Improvement Classification: Governmental
Cost to build: 150g
Time to build: 3
Pre-Requisites: +90 Honor, Barracks, Fortification Level 2+
Max number of workers: 20
Effect(s):
1 Must maintain +90 Honor or greater for facility to function
2 10 workers (standard bearers) = Troops defending in a province with a rallying point will not become disrupted the first two times die rolls indicate they are disrupted.
3 20 workers (standard bearers) = Troops defending in a province with a rallying point will not route the first time die rolls indicate they will route
4 If fully staffed, Troops defending in a province with a rallying point gain a +10% bonus when checking to recover from disruption or route
Organizational Impact: +1%
Notes: The mere sight of the standard bearers bravely holding the line and displaying the King's colors made the defenders fight all the more valiantly.
Name: Pike Row
Improvement Classification: Governmental
Cost to build: 20g
Time to build: 1
Pre-Requisites: Must maintain infamy of -100
Max number of workers: 5
Effect(s):
1 Must be fully staffed for the "improvement" to have any effect
2 Unhappy citizens who normally would respond to their unhappiness by means of armed rebellion are 10% less likely to JOIN such a rebellion.
3 Bandits are 20% less likely to prey upon a territory containing a Pike Row
4
Organizational Impact: +0%
Notes: The heads of your enemies, or of those dissident and uncooperative members of society make lovely decorations when placed atop a pike and put on either side of the road leading into town. It also sends a clear and unmistakable message....
-=Vel=-
(yeah...that should be a decent start....'least get everybody's mind turning in that direction....)
Last edited by Velociryx on 11-06-2002 at 22:34
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Combination Effects
This represents the largest "playground" for our imaginations.
The nuts and bolts stuff is pretty much in place with the resource and technology based builds...all that stuff pretty well defines and describes a medieval economy....but of course, those are not the only types of buildings one might find.
This then, explores the realm of possibilties a bit further, by examining the buildings we've currently got listed in odd combinations with each other (and sometimes, perhaps even contradictory combinations) to produce an ever-widening array of build choices.
As I see it, this is a section that may NEVER be complete....as new ideas are dreamed up, even if the game is in full production, we can extend expansion packs sporting the latest and greatest in odd combinations and extra units and such.
Off the top of my head though, here are at least a few building ideas and what they might do:
Name: CourtHouse
Improvement Classification: Governmental
Cost to build:
Time to build:
Pre-Requisites: Thieves' Guild, Market, Barracks
Max number of workers: 10
Effect(s):
1 Must be fully staffed to have any effect
2 Courthouses reduce corruption in target province by 20% (+20% recoupment of productivity losses)
3
4
Organizational Impact:
Notes:
Name: Justicar's Guild
Improvement Classification: Governmental
Cost to build:
Time to build:
Pre-Requisites: At least three courthouses in your holdings
Max number of workers: 20
Effect(s):
1 must be fully staffed in order to have an impact
2 goods offered up for sale on the open market are sold for for 1g more than the normal rates (or, in the case of a bid made for resources--non-fixed prices--player gets a "kickback" representing legalese fineprint placing conditions on the purchase amounting to 10% of the purchase (ignore all fractions) : Thus, if someone purchases 40 units of iron for you, they pay you for 40, but you only deliver 36 to them
3 New Unit: Litigator (effect unknown...lol...makes an interesting (bizzare) twist to know that we'll have lawyers in the game...
4
Organizational Impact: +0%
Notes:
Name: Borderman's Guild
Improvement Classification: Government
Cost to build:
Time to build:
Pre-Requisites: Barracks, Fletcher's Guild, Thieves' Guild
Max number of workers:
Effect(s):
1 New Unit - Rangers(?)/Bordermen
2
3
4
Organizational Impact:
Notes:
Name: Tower of the Knights' Templar
Improvement Classification: Government/Religious
Cost to build:
Time to build:
Pre-Requisites: Honor + 60, Barracks, Temple
Max number of workers:
Effect(s):
1 Build Templar Units
2
3
4
Organizational Impact:
Notes:
Name: Order of The Rapier
Improvement Classification: Government/Other
Cost to build:
Time to build:
Pre-Requisites: Thieves' Guild, Infamy -80, Barracks
Max number of workers:
Effect(s):
1 Build Highwayman Unit
2
3
4
Organizational Impact:
Notes:
Name: Death Master's Guild
Improvement Classification: Magical
Cost to build:
Time to build:
Pre-Requisites: Infamy -100, Thaumaturgic Tower, Academy, sigil in province
Max number of workers:
Effect(s):
1 Build Death Master Unit
2
3
4
Organizational Impact:
Notes:
Name: Elementalist's Tower
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites: Honor +90, Thaumaturgic Tower, Sigil in province, Academy
Max number of workers:
Effect(s):
1 Build Elementalist Unit
2
3
4
Organizational Impact:
Notes:
Name: Extra-Dimensional Tower
Improvement Classification: Magical
Cost to build:
Time to build:
Pre-Requisites: University, Death Master's Guild OR Elementalist's Tower, Sacrifice three Mage units (any type)
Max number of workers:
Effect(s):
1 Creates a smallish "pocket universe" addition to the province in question, which can hold three additional provincial improvements.
2
3
4
Organizational Impact:
Notes: All provincial improvements inside the Extra-Dimensional Tower are lost if the tower itself is ever destroyed.
Name: Mercenary Guild
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites: Thieves' Guild, Barracks, Tavern
Max number of workers:
Effect(s):
1 Hire Mercenary Companies
2
3
4
Organizational Impact:
Notes:
Name:
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites:
Max number of workers:
Effect(s):
1
2
3
4
Organizational Impact:
Notes:
Name:
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites:
Max number of workers:
Effect(s):
1
2
3
4
Organizational Impact:
Notes:
Name:
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites:
Max number of workers:
Effect(s):
1
2
3
4
Organizational Impact:
Notes:
Name:
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites:
Max number of workers:
Effect(s):
1
2
3
4
Organizational Impact:
Notes:
Name:
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites:
Max number of workers:
Effect(s):
1
2
3
4
Organizational Impact:
Notes:
Name:
Improvement Classification:
Cost to build:
Time to build:
Pre-Requisites:
Max number of workers:
Effect(s):
1
2
3
4
Organizational Impact:
Notes:
-=Vel=-
(Just wanted to slide a few of the building names in here so I'd not forget what was floating around in my head....will add to this later, as well as flesh these out, but that should give you some indication of where I'm heading with it! Now...back to the Societal model to address some of the concerns there!)
Last edited by Velociryx on 12-06-2002 at 01:32
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:20
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quote: Tax Rate - Tax policy is set globally, but can be tweaked at the provincial level. Locking the provincial tax rate makes it immune to changes at the global level (ie- if you lock a province's tax rate at light, and later make a global policy change, setting your tax policy to heavy, the locked province will remain at light taxation). Tax Rates have a globabal happiness/unhappiness effect (generally, lower = more happiness, higher = more unhappiness, with the caveat being that if the provincial tax rate is set lower than the global tax policy, happiness will result in the province with lower taxation, and that happiness will affect archetypes across the board). Floating tax rates are NOT immune to changes at the global level (setting a light tax rate in a province but leaving it floating means that if you later set global tax policy to Excessive, the floating province will see its tax rate move to line up with global policy). |
Maybe I'm just being picky, but whats to stop someone from locking the global tax rate at brutal and whilst locking all their provinces at a more average level to drive up happiness? Surely the global tax rate should be an average of all the tax rates, and then new provinces start at that rate?
Just a thought.
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