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Cities
May 4, 2018 4:48:25 GMT -5
via mobile
Post by Nature Boy on May 4, 2018 4:48:25 GMT -5
I will put up an explanation of what each does, most is the same though. These are the rough stats of a starting city.
Name: Kyoto Ruler/Governor: Nobunaga Oda Agriculture: 100/350 Commerce: 100/350 Infrastructure: 0/250 Technology: 0/250 Safety: 60/100 Food: 10000 Gold: 500 Troop: 150 Arms: 50 Spears, 50 Axes, 50 Bows Buildings: Forge, Marketplace PCs: Nobunaga Oda Gen Tarako NPCs: Rentaro Tarako Kou Shitaba
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Cities
May 4, 2018 22:03:19 GMT -5
Post by Nature Boy on May 4, 2018 22:03:19 GMT -5
So, for the new rules.
Agriculture and Commerce are still the same, they will effect how much gold and food is brought in during the tax collection/harvest.
Infrastructure what is going to be used to create buildings now. You will Develop Infrastructure to increase the stat, and when you go to build something, whatever its build cost is will be subtracted from the Infrastructure stat. As of now, no values have been assigned to buildings for their build costs.
Technology is an idea that I was toying around with. Technology works similar to Infrastructure in the sense that you raise that stat up by the Research Technology KT action. When you research a technology, its research cost will be removed from the city stat.
I was just came up with the idea of adding another stat. Something like "Fortifications"? My original idea for seige battles was that the HP of your walls would be directly influenced by the Safety stat (something like 100 + Safety*2 = Walls HP). But with Fortifications that would change to replace Safety in the walls strength and also give something for strength based characters to do in the KT other than craft or move stuff around. Thoughts?
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Cities
May 6, 2018 7:32:55 GMT -5
Post by genocide on May 6, 2018 7:32:55 GMT -5
I like the fortifications idea, for wall health, maybe you could even have defensive structures in your build options that modify the defenses of the city, like towers that can be manned for taking out attackers, causing damage to the besieging force. I think safety should be used as a deterrent to subterfuge actions, not as the actual defensibility of a settlement. Also, maybe adding a certain amount of build-space to the stats for the city, so that you can only build up to certain number of structures depending on the options chosen, it would add a level of depth to the customization of the settlements. In time, it would force conflict as people will either run out of space to fortify with, or become desirous of a better-structured settlement. That way people have added incentive to go out from their bases and keeps things from devolving into static siege-only warfare. Having the space be limited would also force people to choose between having to fortify the defenses, build up the economic factors, or trying to strike a balance between those factors.
What kinds of technologies will be available for research?
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Deleted
Deleted Member
Posts: 0
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Cities
Jul 18, 2018 17:33:17 GMT -5
via mobile
Post by Deleted on Jul 18, 2018 17:33:17 GMT -5
Here is a simple idea. Tax is an abstract idea. Every culture did it different. So why not just let the ruler decide when they tax thier people. You kind of have the functions in the rules allready. So just remove the auto tax function and let the ruler levy food and gold on their own. This will also alleviate the monotony of doing the tax's on the staff. So turns can turn over faster. You can also put a funtion in so it is not over seed where after rapid use of levying troops, food or coin, the negative effects start to multiply.
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