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Basic Rules & Mechanics

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Sep 29th, 2016
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  1. Basic Rules
  2.  
  3. >You must pick a name so your vote gets valid (examples of valid names are "Sir Pete Peterson", Captain Sigurd, etc.).
  4. >Each turn the council must decide which desicions to pick, each turn lasts until the voting finishes, a turn equals a month.
  5. >There are basically 2 resources, AP (action points) and Gold, both can be spent picking actions.
  6. >Gold stockpiles between turns, AP doesn't.
  7. >The King's education policy may be changed whenever the council wants, but it's heavily suggested to keep the same policy atleast for a year so the king can actually learn something.
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  9. -------------0-------------
  10.  
  11. >NEW ARMY MECHANICS:
  12. >Army upkeep cost set to 1 GOLD per turn every 5000 men.
  13. >There must be atleast 1000 men in the kingdom to prevent bandit camps to emerge, if they do so, it would cause our income and life quality to drop down.
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  17.  
  18. Population Growth Mechanics:
  19. There are three stats related to growth, the three are directly connected with the each other:
  20.  
  21. -Population Points: Indicates how much cities we can populate depending on our number of citizens. (if we have 2 cities and 1 pop point, only 1 city will be populated, thus we'd only get income from the populated city, if we have 3 pop points and 2 cities, means we can build a new city and expand)
  22.  
  23. -Overpopulation: (Minium -10, maxium 10): If we reach -10 it resets to 0 and we lose 1 Pop point, if we reach 10 it resets to 0 and we get 1 pop point.
  24.  
  25. -Relative Life Quality(Min -5 max 5) aka overpopulation per turn: Indicates how our Overpopulation would change in the end of the turn, does not resets, depends on per turn modifiers.
  26.  
  27. Example
  28.  
  29. Let's say right now our Realtive Life quality is (+1) because:
  30.  
  31. At war (-2)
  32. Proper Infraestructure (+1)
  33. We have food Surplus (+1)
  34. Recent built Sewers system (+1)
  35. Plurarity of Faith (+1)
  36. Close to an Empire (-1) (Inmigrants tend to pick them rather than us because of security reasons)
  37.  
  38. This would mean next turn we'll have 1 Overpopulation, and the next 2, and after that 3.
  39.  
  40. Once we reach 10 points, it resets to 0 and we gain one pop point so we can expand.
  41.  
  42. At this speed it would take us 10 months to expand, but when the war's over, the -2 modifier would disappear and it would take us just 3 months to expand.
  43.  
  44. Creating soldiers will also consume overpopulation.]]
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