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- Players - The Gods of this World
- -PowerPoints #The power available to a player to impact the world with an action. Taking actions requires spending powerpoints.
- -Domains (Fire,Water,Earth,Air,Chaos,Order,Life,Death,Magic,Technology,Nature,Industry, etc)
- -Religions #list of all religions that worship this player/god
- -Presence #weighted value of worshiping pops, active religious orders, living avatars, monuments, sacred places, etc
- -Avatars #The avatars that this god has.
- -Created Races #races this god has created. Includes subraces made from other God's races.
- -Invested #The number of points this player has spent thus far
- Avatars - Bridges between Gods and the Earth
- -Name
- -Owner #The God whose avatar this is
- -Type #The type of Avatar. Avatars can be Objects like Trees or Boulders, Individuals such as an Angel or Empowered Mortal, or a Bloodline within a created race. This determines the cost to make an avatar, what actions are available to it, and what those actions cost, PowerPoint wise.
- -Location #Where the avatar is located. Objects cannot move.
- -Health #Avatars can be hurt, damaged, and destroyed.
- Territory: A single hex
- -Terrain. Terrain_ID. One of (Grassland, Forest, Plains, Hills, Mountains, Coast, Lake, Ocean)
- -Features. Terrain_Featuers_ID. Rivers, caves, etc.
- -Climate. Dict. Opposites are switches(ie Temp=0,1,2 for normal, hot, cold) (Hot, Cold, Rainy, Dry, Foggy, Windy, Calm Winds)
- -Resource. Resource_ID. One of [List of resource types, includes food]
- -Forage Cap. INT. The food output that can be done via foraging. Used for pops without farming or supplementary to farming/trade.
- -Pops. List of POP_ID. List of Pop objects that are at this location.
- -Aggregate_Tech. List of technologies, a weighted aggregate of all present pop's tech.
- -City. None or City_ID. If it contains a city, list the city ID here.
- -Control. None or Order_ID. If it is controlled by a State or Order, list it here. Otherwise, None.
- -Buildings. None or List of Building_IDs. Buildings would be forts, factories, towers, monuments, etc.
- -Roads. None or List of Road_IDs. Roads always go through the center of a hex. This includes bridges.
- -Units. List of individual units present at this location.
- -Armies. List of armies present at this location.
- -Market. An ID stating which market the hex is part of, if any. This is part of the Dynamic Market/Trade system, is regenerated on each turn.
- Terrain: The geography of a hex
- -Name
- -Potential_Resources #What types of raw resources can be found in this type of terrain
- -Base_Forage #the base forage level for this type of terrain
- Climate: The Climate of a hex
- -Name
- -Potential_Resource_Modifier #alters the list of potential resources
- -Base_Forage_Modifier #alters the base forage level further
- Features: Additional features of a hex
- -Name
- -Potential_Resource_Modifier
- -Base_Forage_Modifier
- -Special_Impact #Features can give an additional impact, such as rivers, ponds, caves, etc.
- Resources: What the world is made of and makes
- -Name
- -Type #food, intermediate, low_civil, high_civil, low_military, high_military, construction, etc
- -Makes #All the goods that can be made from this good. None for Final goods
- -Made_From #The goods used to make this good. None for Raw goods.
- Race: The physical characteristics of a Pop.
- -Name
- -Phenotype
- -Growth_Speed
- -Need_Modifiers #mainly food intake
- -Want_Modifiers #Probably nothing
- -STR/DEX/CON/INT/WIS/CHA type stats
- -Individual_Size (small/med/large)
- -Racial Boons #bonuses not covered elsewhere
- -Racial Banes #penalties not covered elsewhere
- -Parent Race #If this race is a subrace, this is the parent race
- -Subrace #If this race has a subrace, they are listed here.
- -Closely Related Races #All subraces of the parent race
- -Distantly Related Races #all other races with common ancestor.
- Culture: The mental and cultural characteristics of a pop.
- -Name
- -Ethics Type (Warfare|Pacifist, Communal|Individual, Xenophobe|Xenophile, Magical|Mundane, Industry|Nature - pick two?)
- -Vitality #Int, how much a culture can grow before starting to stagnate or break apart
- -Splinter_of #If the culture splintered off from an older culture, this is the parent.
- -Splinters #If a culture has fragmented, here are the fragments
- -Class_Jobs (job types by 'class', lower, middle, upper)
- -Class_Needs (class need modifiers)
- -Class_Wants (class want modifiers)
- Religion: The faith of a pop.
- -Name
- -Player #Which player this religion worships
- -Domains (Fire,Water,Earth,Air,Chaos,Order,Life,Death,Magic,Technology,Nature,Industry, etc) - based off Player's domains)
- -Organization #How cohesive/organized a religion is. Organized religions require more buildings/pops/infrastructure but get more done.
- -Tension #How easy a schism can occur, making a sub-religion.
- -Schismatic of #If the religion was formed as a schism from another religion, this is that parent.
- -Schismatics from #If a religion has had a schism, these are the schismatics
- -Religion_Group #all religions that have the same ancestor religion
- Jobs: The work of a pop.
- #Jobs are really a function
- -Raw Resource Laborers (Maybe split Farmers/Food production out for cultures that venerate farmers?)
- -Manufacturing Laborers #Works in factories
- -Craftsmen #Turning raw goods into other goods by hand
- -Teachers #Help maintain and grow technology in a territory/city
- -Supervisors #Help increase production rates for resources/factories
- -Nobles #help run Orders and States
- -Merchants #enhance trade and decrease want/need good consumption, pay taxes to States
- -Clergy #spread and enhance their religion
- -Bards #spread and enhance their culture. And slight bonus to pop growth. Freakin Bards.
- #No Military pops, units are recruited from all of them.
- Pops: A unit of population with the same job, class, race, culture, and religion.
- -Race. An ID saying what race this pop is. *Immutable in most circumstances
- -Culture. An ID saying which culture this pop belongs to.
- -Religion. An ID saying what religion (and ultimately player) this pop belongs to.
- -Job. An ID saying what type of job this pop performs.
- -Size. INT, saying how big the pop is.
- -Needs. Generated Needs for a pop, based on Job, Culture, and Race. Food, clothing, basic goods. Needed for pop growth.Needs get filled before wants.
- -Wants. Generated Wants similar to Needs. Luxury items, needed for tech growth and loyalty.
- -Basic_Tech. List/Dict, techs by category, with INT values for progress.
- -Supporting_Unit. If a POP is supporting a unit, this is the ID of that Unit. Portion of pop size goes to Unit, replenishes losses.
- -Order_Membership. If a POP is supporting an Order, this is the ID of that Order. This relates to Order strength/presence.
- -Loyalty_to_State. If a POP is in a State, this is how loyal it is to that State. This is impacted by the Race/Culture/Religion defaults of the State, and laws.
- Orders: How pops organize and develop
- -Name
- -Type (State, Military, Religious, Trade, Manufacturing, Science, Magic, Criminal, etc) #Different broad categories of Orders
- -Supporting Pops #List of all the pops that are supporting this order
- -Religion #If not None, then what religion this Order is part of or dominated by
- -Buildings #What buildings that this Order owns
- -Territory #What territories this Order controls
- -Cities_In #What cities this Order is present in
- -Cities_Controlled #what cities this Order controls
- -Founding Race/Culture #The race/culture that founded this order.
- -Culture #The dominant culture of the Order
- -Race #The dominant race of the Order
- -Laws #If a State, what laws are in place
- -Wealth #the wealth of an order. Based on the wealth of the pops supporting it and its own resources such as buildings and territory.
- -Units #what units the Order controls
- -Armies #what armies the Order controls
- -Resources #what resources the Order has stockpiled and out of the Market
- -Vitality #How much the Order can still grow before it stagnates
- Buildings: Where the pops take shelter and work
- -Name
- -Location #Territory or City
- -Type #Civic, MIlitary, Religious, etc
- -Activity #What specifically the building does. Workshop/Factories produce goods, schools make it easier to teach, churches help with religion.
- -Order #If run by an Order, listed here
- -Status #Active, inactive, abandoned, disrepair, damaged, ruins
- -Advance #What Advance this Building is related to or helps express, if any.
- Cities: A center of trade, industry, research, and civilization.
- -Founding Race, Culture, Turn/Date, etc.
- -Name
- -Pops #Living within the city.
- -Buildings #Factories, temples, Order buildings, defensive, military, etc.
- -State #If it belongs to a state, here's the ID
- -Controller #If it's controlled by a state, or order, here's that ID
- -Location #Which territory_ID it's located in.
- -Market #Part of the Dynamic Market/Trade system
- -Aggregate_Tech #Weighted aggregate of present pops.
- -Units #Units present
- -Armies #Armies present
- -River_Access #If the city has access to a river, T|F
- -Coastal_Access #If the city has access to a coast, T|F
- -Resource_Storage #excess goods are stored in a city. Mainly food. Has a cap for each type. This is a dict.
- -Orders_Present #If an Order is present in the city, it's ID is in the list here.
- -Hinterland #All territories within a 2-hex range, by default part of the city's local market.
- -Vitality #How much the city can still grow and develop before it stagnates
- -Supported_Units #What units are based out of this city.
- -Advances #Applied technology that is unique to this city. Enhances the Aggregate_Technology for related purposes/calculations in addition to more specific bonuses.
- Units: How Pops fight
- -Name
- -Type (Skirmish, Infantry, Cav, Archer, etc etc)
- -Pop #The pop that is supporting this unit
- -Size #how big the unit is
- -Location #Where it is
- -Upkeep (Needs and Wants)
- -In_Army (If not None, then Army ID)
- -City_Based_In #The city the Unit is based out of, if any. This determines what Advances are available to the unit.
- -Other stats to be determined depending upon combat system. If Warpath is used, then DnD-eque. If GURPS is used, then slightly different.
- Armies: How Pops perform war
- -Name
- -Units #Units in the army
- -Leader #If it has a leader. Individual-type Avatars can lead an army.
- -Summed up Stats from combined Units, TBD upon combat system
- Markets: How people trade
- -Territories #the territories part of this market
- -Cities #cities part of this market
- -Supply #sum of production + storage of all goods
- -Demand #sum of consumption of all goods
- How markets are determined:
- Each populated hex has access to all goods any adjacent populated hex has access to, including neighbors not in common. This combined pool of resources is called a Market. Cities may access resources from any populated hex in it's Hinterland, a 2-hex wide ring around the territory the city is located in (as well as the hex it's in!). They also may build trade routes to distant hexes, causing these hexes to be treated as if they were adjacent to the city, for Market purposes. The maximum length of this trade route depends upon the appropriate Aggregate_Technology.
- Market connections can be disrupted, by warfare, intentional action of Orders, or by a State closing trade (Which means no hexes not controlled by the State can trade with hexes controlled by the State)
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