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Aspiring Emperor Quest Empire Pastebin #4

Jul 5th, 2014
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  2. Aspiring Emperor Quest Empire Pastebin
  3. - - - - - - - - - - - - - - - - - - - -
  4.  
  5. This pastebin will contain information about the empire under the player's control. Descriptions of the main castle, finances, military etc are all to be found here. Note that information on the provinces and regions in the empire are contained in the general pastebin or the region info bin.
  6.  
  7. --------------
  8. OTHER EDITIONS
  9. --------------
  10.  
  11. This is the Thread XXVI edition of the empire pastebin of AEQ.
  12.  
  13. A master pastebin with links to all editions for all bins is below.
  14.  
  15. http://pastebin.com/6Su7M3fh
  16.  
  17. NB: All content added since the most recent edition has a #NEW# tag above it. Use Ctrl+F to find new content this way.
  18.  
  19. -----------------
  20. TABLE OF CONTENTS
  21. -----------------
  22.  
  23. 1. Empire Structure
  24. 1.1. Harrowmont
  25. 1.2. Archduchy of Vitria
  26. 1.3. The Remainder
  27. 2. Harrowmont (Fortress)
  28. 3. Cabinet
  29. 4. Military
  30. 4.1. Current Military
  31. 4.2. Military Ranks
  32. 4.3. Military Descriptions
  33. 5. Mages
  34. 5.1. Mage Towers and Mage Numbers
  35. 5.2. Notable Specialists
  36. 5.2.1. Specialist Breakdowns
  37. 5.2.2. Specialist Descriptions
  38. 5.3. Magic Research
  39. 6. Finances
  40. 7. Foundry and Magitech
  41. 7.1. Foundries
  42. 7.2. Magitech Research
  43.  
  44. -------------------
  45. 1. EMPIRE STRUCTURE
  46. -------------------
  47.  
  48. This section details the management structure of the various parts of your empire (that might be something to name).
  49.  
  50. ///1.1. Harrowmont
  51.  
  52. Provinces: Harrowmont
  53. Capital: Harrowmont
  54. Population: 200,000 (26,700 urban)
  55. Role: Empire-wide Seat of Power
  56. Manager: Imperator Talon York
  57. Additional Notes on Management: Directly controlled and ruled by the Imperator.
  58.  
  59. Additional Notes in General:
  60. Taxation and laws are currently the same as in the Archduchy of Vitria.
  61. Control is higher due to state ownership of agricultural land.
  62.  
  63. ///1.2. Archduchy of Vitria
  64. Provinces: Vitria, Vale, Port Temby, Craol
  65. Capital: Vitria
  66. Population: 1,970,000 (482,700 urban)
  67. Role: Economy and Trade
  68. Manager: Archduchess Sarah Hawkins
  69. Additional Notes on Management: Ruled by a ruling council of four houses plus a small council that sits immediately under the archduchess.
  70. >Ruling House: Hawkins (Archduchess Sarah Hawkens)
  71. >Great Houses: Tabeth, Argyle, Rorek
  72. >Ruling Cabinet: Sarah (archduchess), Aaron (chancellor), Argyle and Rorek, members of the Archduchess' Council, additional members appointed by the legislature, but assigned portfolios by Aaron and Sarah (and yes, there is a post or two specifically for people they don’t want)
  73. >Legislative branch: Unicameral legislature drawn from multiple sources with varying representation. House Hawkens has the most delegates, followed closely by Tabeth (Aaron has speakership of the legislature incidentally) with Argyle and Rorek in distant third. Other members of parliament include: Mages and Knightly orders, the two most powerful groups outside the four, the merchant guilds and other prominent “commoners”, a few for the more common commoners and the lesser houses.
  74. >Archduchess' Council: Aaron, Grandmaster Lucas, Grand Magister Spoker
  75.  
  76. Additional Notes in General:
  77. Nobles are currently unhappy due to the introduction of state ownership of agricultural land, lowering Order.
  78. Control is higher due to state ownership plus direct taxation and management by the Archduchess.
  79. Currently the administrative centre of the empire.
  80.  
  81. ///1.3. The Remainder
  82. Provinces: Taour, Raupe, Carrlouf, Forfdain, Deodain, Darlesia, Crece, Olmm, Mier
  83. Capital: N/A
  84. Population: 4,725,000 (1,215,000 urban)
  85. Role: N/A
  86. Manager: Archduchy of Vitria
  87. Additional Notes on Management:
  88. Managed by the Archduchy of Vitria currently. This land will be split into separate states later.
  89.  
  90. Additional Notes in General:
  91. Taxation and laws are currently the same as in the Archduchy of Vitria.
  92. Control is higher due to state ownership of agricultural land.
  93. Taour is under martial law, raising control but lowering order.
  94.  
  95. -------------
  96. 2. HARROWMONT
  97. -------------
  98.  
  99. NB: This section will change over time as the PC changes the fortress.
  100.  
  101. Description: A large fortress built forty years ago during the heyday of Darlesia. It was initially built to maintain the eastern front of the nation, but the border expanded faster than expected and the castle was abandoned shortly before it was completely finished. A noble from Vitria decided to claim the fortress for himself with the near complete collapse of Darlesia and his excavation team have reportedly discovered a Source. Whether the noble knows exactly what he found is unknown, but whoever takes control of it will have the only functional Source in existence. The fortress itself is large, containing an outer wall, inner wall and a keep. It backs into a cliff side, making it easily defensible once it is repaired.
  102.  
  103. Very rough map, the boxes are gatehouses: http://imgur.com/47q9Vha
  104.  
  105. #NEW# Updated with most recent work by Bartom
  106.  
  107. OUTSIDE THE WALLS – this is immediate surroundings of the outer wall of the fortress, up to the cliffs. It is currently overgrown.
  108.  
  109. OUTER WALL – this is the outer wall of the fortress, which stretches downhill into the fields before returning to the cliff side. It has been completely rebuilt. With assistance from your barrier mages, the walls and barriers are sturdier than they were previously and won't collapse over a relatively short-time. It is 10m wide and 30m high, with a sturdy foundation and imposing battlements. The barriers on it merely protect from high speed magical and physical impacts, not from general physical intrusion (e.g. siege ladders).
  110. >Outer courtyard, lower area – the outer courtyard stretches between the two main gatehouses and is separated into lower and upper areas by some manmade platforms.
  111. >Outer courtyard, upper area – the upper area consists consists of a mix of the space on top of the platforms and the natural incline.
  112. >Merchant area – separated from the courtyard by a short wall, there is an area of housing and structures that contains a number of shopfronts, stalls and plazas for merchants. It also contains a number of sturdier buildings for administrative activities. It has its own small gatehouse in the outer wall, large enough to fit most wagons. It also connects to the noble manors on the other side of the inner wall.
  113. >Residential area – a tall stone wall with no battlements or rampart access separates the courtyard from the main residential area in the fortress. Fully half the outer area of the fortress is dedicated to this area. This area is connected to both courtyards - the south side contains the gatehouse through the inner wall. Gareth and Bartom have recently reconstructed the housing, roads and other infrastructure of the area and they estimate it can house 6000 people comfortably (if a little cramped - houses are built high).
  114.  
  115. INNER WALL – this is the inner wall of the fortress, protecting an inner courtyard and the keep. The wall has been completely rebuilt and, like the outer wall, is sturdier than before. The barriers of this wall, unlike the outer wall, will try to prevent all physical intrusion as high as 50m above it and connects with a similar barrier underneath the entire fortress. As such, mages must man the gates at all time to allow anybody through.
  116. >Inner courtyard – The inner courtyard surrounds the keep, which is itself built into the cliff side. The entire courtyard is paved with flagstones and has been cleared for easy transit into the keep.
  117. >Noble manors – the fortress has a dedicated area for three small manors, all of which are in ruin. An archery range has been set up out here.
  118.  
  119. KEEP – Harrowmont’s keep is a large, multi-level castle with many rooms and supply stores. The keep has been fully restored on the inside and outside, but retains a relatively boring look. The keep itself extends into the cliff.
  120. >Lower floors – The lower floors include audience chambers, guard rooms and supply rooms for the most part. It is the working area of the keep. Your men and officers have filled most of the rooms here with furniture and general clutter, keeping them clean and using them a lot.
  121. >Upper floors – the upper floors are where all the bedrooms and private hearing rooms are. All rooms have been cleaned but many remain empty as there hasn't been a huge need for too many of these rooms (it was intended to house the Darlesian royal court and yours in nowhere near so grandiose). This is slowly changing with the growing presence of your cabinet and both Marcus and Sarah taking on aides and administrative staff.
  122. >Mage tower - An extension from the existing mage workshop space in the keep has recently been completed, resulting a decently sized tower. You estimate that the tower (including the former workshop area) can hold roughly 50 mages. Gnome and Bartom left some room for further extension, too, though it will be more time-consuming than the extension was due to the addition of structural supports and a need to construct new barriers/wards rather than just extend the old ones.
  123. + Underground – vaults and supply stores lie under the keep. These have been repaired and cleared and many are now in use, containing supplies and equipment in case of siege. Much of the floor immediately above the Source has been converted to a large hall with two stairwells to a lower area - one to the Source Vault and another to the hot springs plus another hidden one.
  124. + Source vault – The lowest floor that was recently excavated is a sturdy vault that contains the Source. The Source itself is a large prismatic stone inside a large room on this floor - there is an illusion over the Source to prevent people from seeing its natural form and freaking out.
  125. + Hot spring - additional space has been excavated near the Source Vault, if not connected to it, for a very large hot spring. There is a automated system that creates, heats and recycles the water and vents the heat safely and securely.
  126. + Additional passage - an additional passage and room has been built from the hidden stairwell from the hall that allows access to the vault and hot spring. It is currently empty but could be extended as an exit into the bluffs or the room converted to another purpose.
  127.  
  128. ----------
  129. 3. CABINET
  130. ----------
  131.  
  132. This keeps track of the current members of your cabinet, to simplify matters. The NPCs listed below will be present at war, economics and strategy meetings if they are with you and it is relevant that they are present. They will offer advice and your decisions will affect their respect for you more directly. You can add and remove cabinet members as you wish, but you may lose respect depending on the individual and your reasons (e.g. you might remove a captain with no issues once you have three generals, but removing your arms master might be troublesome).
  133.  
  134. See the NPC list for more details on each NPC.
  135.  
  136. EXECUTIVE
  137. Imperator Talon York (PC)
  138. Neir Gendarme
  139. Undine
  140. Gnome
  141.  
  142. MAGES
  143. Archmagister Maloric Reegan
  144. Magister Saril
  145.  
  146. MILITARY & LOGISTICS
  147. General Arail Malaine
  148. Arms Master Cormann
  149. General Parras
  150.  
  151. ADMINISTRATION
  152. Archduchess Sarah Hawkins
  153. Marcus the Merchant
  154.  
  155. -----------
  156. 4. MILITARY
  157. -----------
  158.  
  159. #NEW# Updated the numbers to reflect current production. Also reordered troop types to match my backend work. I have also changed the way veterancy works for HMKs - they only lose one rank of veterancy when moving from the standard troops to HMKs. I'll use the same rule for all specialty mage-knights (FMKs, LMKs etc) and super-specials will be two ranks. This means existing HMKs have been promoted from Reg to Vet.
  160.  
  161. ///4.1. Current Military
  162.  
  163. TOTAL FORCE = 12,220 soldiers
  164. Overall Military Experience = Weak
  165.  
  166. 3000 Archers
  167. >625 Regulars
  168. >2375 Conscripts
  169. 975 Arcane Archers
  170. >250 Veterans
  171. >725 Regulars
  172. 5500 Men-at-arms
  173. >413 Veterans
  174. >1100 Regulars
  175. >3987 Conscripts
  176. 550 Heavy Men-at-arms
  177. >300 Regulars
  178. >250 Green
  179. 295 Flying Mage-Knights
  180. >85 Veterans
  181. >150 Regulars
  182. >60 Green
  183. 1650 Medium Mage-Knights
  184. >800 Veterans
  185. >400 Regulars
  186. >450 Green
  187. 177 Heavy Mage-Knights
  188. >140 Veterans
  189. >37 Regulars
  190. 73 Battlemages
  191. >50 Veterans
  192. >23 Regulars
  193.  
  194. ///4.2. Military Ranks
  195.  
  196. SOLDIER UNITS
  197. Conscripts - Untrained and inexperienced, conscripts and levies are both less effective and have weak morale.
  198. Green - Trained but inexperienced, green soldiers have lower morale and are less intimidating.
  199. Regulars - Soldiers that perform to expected standards of their unit.
  200. Veterans - Veterans are highly experienced and possess high morale and are effective at intimidation.
  201. Elites - The best of the best, elite soldiers fight with high effectiveness and with very high morale.
  202.  
  203. OFFICER RANKS
  204. Lord General – commands generals
  205. General – commands a battlefront
  206. LT General – commands a legion
  207. Captain – commands a company
  208. LT – 2IC to a Captain, commands half a company (platoon)
  209. Sergeant – Commands a squad
  210. Corporal – 2IC to sergeant, commands half a squad (fire-team?)
  211. Man at Arms
  212.  
  213. UNIT/ARMY STRUCTURES
  214. Squads of 10, companies of 100, legions of 1000. Specialist units like heavy and flying mage knights might have 5 person squadrons.
  215.  
  216. WEAPONS DEV BOARD
  217. Council designed to coordinate military related research. Comprised of mages and soldiers representing each type of unit we field (MK, AA, Heavy MK, Flying MK).
  218.  
  219. ///4.3. Military Descriptions
  220.  
  221. FLYING MAGE-KNIGHTS (FMK)
  222.  
  223. Flying mage knights are a specialist unit of mage-knights. They are suited to scouting and harassment, and the expense of their equipment means the wearers are typically highly skilled. They typically wear a suit of magical plate with special gauntlets and carry a small weapon. The plate has a flying enchantment on it, with all the requisite control abilities for the wearer (i.e. so they can actually control the thing), and also carries mass-lightening charms - there are usually no other enchantments on the plate due to complexity of the flying enchantment. The gauntlets however, are loaded with spells. The Darlesian spell armament are binding and explosive spells - the knights can swap between the two with a delay of 15-20 seconds and a small expenditure of their current charges (which recover reasonably quickly). The binding spells are suited to restraining movement of enemy elites but the explosive spells are mostly about a lot of damage, despite being slower to cast. Their weapon typically carries a standard magical bolt enchantment, with relatively few charges, and a cutting enchancement.
  224.  
  225. HEAVY MAGE-KNIGHTS (HMK)
  226.  
  227. Heavy mage-knights are a recent attempt by the RSK to make anti-mage units. The magical plate is not only made thick and bulky but is loaded with a large amount of enchantments (typically defensive, strength and barriers, with only enough speed and mass-reduction to make the armor usable). Earlier, machined plate could never stand against mages - now heavy mage-knights can wear this (expensive) machined plate and withstand powerful spells and empowered blows. With that said, the focus on defensive enchantment means the wearers move slowly and exhaust themselves quickly. Units of heavy mage-knights are best used as strikeforce units to break combat magister formations or elite shock troops.
  228.  
  229. MEDIUM MAGE-KNIGHTS (MMK)
  230.  
  231. The core of any modern army, it is said that every mage-knight is worth five regular soldiers. As it is, they cost a lot more than five soldiers but as morale breaks faster than bodies they make up for it. The equipment of most mage-knights is a suit of magical plate, an enchanted weapon and a shield. The weapon typically has the ability to fire magical bolts and has a large number of charges with a short recharge time. The shield is typically all metal with a mass-lightening charm and some better shields may have limited-charge momentum-nullification barriers (to be used against powerful blows). The plate itself has passive strength, speed and defensive enchantments for the wearer, and typically one other enchantment - Darlesia favoured silence charms whereas Vitria preferred more speed enchantment.
  232.  
  233. LIGHT MAGE-KNIGHTS (LMK)
  234.  
  235. Note: You do not currently have any of these in your army and have not encountered any.
  236.  
  237. When magical plate first started being machined fifty years ago (for the first time since the Golden Age) all plate would fit into the category of light. Now though, the equipment of the light mage-knight is aimed more at making them devastatingly powerful glass cannons. Their plate is loaded with speed enchantments and their weapons with cutting enchantments - the idea is that they close with an enemy unit, deal a lot of damage with their armor-piercing weapons, and then retreat. If caught in a dedicated melee, LMKs will collapse very quickly.
  238.  
  239. ARCANE ARCHERS
  240.  
  241. Seeing the uses of enchanted equipment for mage-knights, you decided to start giving it to your archers. Mage-knights have ranged ability, but it is close range and of limited usefulness - by giving your skilled archers heavily enchanted bows and armor to enhance their ability to penetrate enemy armor and strike accurately at a great distance you have added a powerful force to your army. All archers also have a full supply of enchanted arrows that enable penetration of heavier armor. As arcane archers are new, there are bound to be ways to further improve them and to better use magic with archery.
  242.  
  243. ARCHERS
  244.  
  245. The mainstay of long-range combat outside battle-mages, regular soldiers can be trained to use bows (longbows, crossbows etc are functionally similar for simplicity reasons). Although their arrows have great difficulty piercing magical plate, they still occasionally strike true and are great for weakening morale - and of course, they fell men-at-arms with little difficulty.
  246.  
  247. MEN-AT-ARMS
  248.  
  249. Up until fifty years ago, when machined plate returned to warfare, men-at-arms made up the vast bulk of any army. Professional soldiers supplied with mass-produced mundane equipment were the core of any army. Now, men-at-arms are still very common but are playing a back-up role to mage-knights. Mage-knights are responsible for winning battles by breaking through enemy formations or shattering morale but the men-at-arms are still responsible for holding the line otherwise.
  250.  
  251. BATTLEMAGES
  252.  
  253. Although magic is very common and most people can cast magic with lethal consequences being a battlemage is of considerable difficulty. It is not enough to simply be able to strike down a foe with magic at range - a battlemage must also be able to cast continuously at longbow range, be able to lay and trigger traps and be able to cast a variety of damaging spells. A failure of a battlemage unit to do any of the above leaves them very vulnerable to enemy soldiers or mages - as such, battlemages are much rarer than their ordinary mage cousins. There is a subtype of battlemage known as the combat magister that is used in a very different manner.
  254.  
  255. COMBAT MAGISTERS
  256.  
  257. If a battlemage is to a mage what a mage-knight is to a peasant, then combat magisters are the same again to their battlemage cousins. Exceedingly skilled and experienced warriors, combat magisters field in small tight-knit units and unless a wide-array of magical death to their foes. The Magi League uses them as surprise shock troops, hiding them in regular units only for them to suddenly charge out and obliterate the unit they are facing. A highly skilled magister can destroy a unit of mage-knights at range but a unit of elite combat magisters can shatter the entire core of an army in a few brief minutes. Luckily for the RSK, combat magisters are both rare and difficult to replace so every one they kill is a serious blow to the League.
  258.  
  259. --------
  260. 5. MAGES
  261. --------
  262.  
  263. ///5.1. Mage Towers and Mage Numbers
  264.  
  265. This section includes details on the number of towers under your control, the number of mages in your military and towers (the latter includes Maloric and Gareth) and a breakdown of the ranks of mages. Notable specialists are in a separate section below. Although your tower mages may assist your military, the latter is not true. Battlemages in your standing army are professional soldiers not scholars. Combat magisters are included under towers. See section of 4.1.3. of the lorebin for details on what each rank means.
  266.  
  267. NO. OF MAGE TOWERS IN PC TERRITORY: 5
  268. TOTAL NO. OF MAGES IN MILITARY: 73
  269. Grand Magisters: 0
  270. Magisters: 0
  271. Journeymen: 15
  272. Adepts: 58
  273. TOTAL NO. OF MAGES IN TOWERS: 489
  274. Grand Magisters: 1
  275. Magisters: 46 (including Gareth and Maloric)
  276. Journeymen: 196
  277. Adepts: 246
  278.  
  279. ///5.2. Notable Specialists
  280.  
  281. This section contains a breakdown of the specialists in your towers loyal to you and descriptions of what each means. Mages with multiple specialities (like Maloric) are counted once for each speciality (so there is an element of double-counting). Mages must be at least Magister rank or have the skill of one to be considered a specialist. All-rounder magisters are excluded from this list (they contribute like lower-ranked mages, but better). Note that lower-ranked mages can still assist what specialists do. Military mages are excluded from this section.
  282.  
  283. /////5.2.1. Specialist Breakdowns
  284.  
  285. Enchanters: 4
  286. Structural Mages: 4
  287. Summoners: 1
  288. Machinists: 1
  289. Combat Magisters: 0
  290. Channelers: 6
  291. Transmuters: 0
  292.  
  293. /////5.2.2. Specialist Descriptions
  294.  
  295. ENCHANTER
  296. Enchanters specialise in enchantment. They can add magical effects to weapons and items in general. Enchanters are both useful in terms of production as well as research. Production-wise they can produce weapons or goods of worth. When researching, they can give you new ideas for enchantment or possibly achieve things not believed possible earlier (or simply make them easier). Enchanters are vital to the creation of all magitech.
  297.  
  298. STRUCTURAL MAGE
  299. Structural mages include barrier experts, permanent magical reinforcement of large physical objects (similar but different to enchantment), the creation of large physical objects with magic (like an earth elemental) and general magical wards (e.g. anti-teleportation wards). Production-wise they assist with civil and military works (city and fortress construction). Research-wise they can develop new barriers and wards and improve existing ones. Structural mages are vital to the creation of large pieces of magitech (including factories).
  300.  
  301. SUMMONERS
  302. Summoners are mages who specialise in creating summons, patterns and/or constructs. They can be useful to create small armies in combat or to produce patterns/constructs to be used for civil or military jobs. Research-wise, all they can do is improve the former - though this could be very useful. Summoners would be useful if you attempted to design and make magitech that produces summons, patterns or constructs (this has not been done since the Golden Age).
  303.  
  304. MACHINISTS
  305. Machinists specialise in the creation and design of magitech. They possess varied magical skills, which otherwise makes them an all-rounder. They can help create magitech both large and small, but they will always need the assistance of other mages. They can be used to produce magitech small and large, and research new types of magitech.
  306.  
  307. COMBAT MAGISTERS
  308. Devastating combatants - combat magisters can be a huge boon to your military and your garrisons. They cannot help with research or production, but instead they make the region/province they are in much more orderly and harder to assault and can be used to assist your military.
  309.  
  310. CHANNELERS
  311. Channeler is a general term for mages who specialise in manipulating large amounts of magical energy for a variety of uses. Some, like Maloric, use this to disrupt other mages. Others, like Archmage Alyce, use it to create devastating artillery-like bombardment spells. Channeling is also useful for anything involving understanding and manipulating raw magical energy and is a deep theoretical topic. Channelers have broad production capabilties and research uses. They are useful, but typically not vital to, the production of almost all magitech - large magitech machines will benefit greatly from a skilled channeler.
  312.  
  313. TRANSMUTERS
  314. Rare amongst mages, even rarer for one to be capable of doing more than creating a small glass a day, transmuters have the rare ability to directly shape magic (and the world). Transmutation is one step away from using astral power and is more similar to the powerful abilities of non-human sorcery such as that of devils, dragons and dwarves. A skilled transmuter can outperform every other specialist in their own field, but finding one capable of doing that more than once a day is nigh-impossible. Furthermore, their research pursuits are useless for anybody other than themselves.
  315.  
  316. #NEW# Updated research.
  317.  
  318. ///5.3. Magic Research
  319.  
  320. Currently some of the journeymen mages in Harrowmont are researching thralls without much success. They have two subjects. Tsucchi is now helping them.
  321.  
  322. Mal is, in between his many other projects, researching the magical crystals found near Undine's PoP and those recovered at Hiien. He hasn't had that much time to do this. If successful, they may be useful in powering magitech or mages. He has raided the library at Ahm to help with this.
  323.  
  324. There is a proposed idea of researching patterns or constructs, a field of magic not often studied. Mal is looknig into this alongside his crystal research.
  325.  
  326. The towers in Vitria are likely undertaking a range of research, most of which probably isn't that useful to the empire at large but is good for the economy.
  327.  
  328. #NEW# Significant changes to finances.
  329.  
  330. -----------
  331. 6. FINANCES
  332. -----------
  333.  
  334. This section deals with the empire's finances, largely in the role of taxation. Taxes collected vary with the Control of a province, as well as if it is rebelling (and therepore not paying taxes).
  335.  
  336. ///6.1. Agricultural Taxation
  337.  
  338. All agricultural land is effectively owned by the state/empire. This means the only payments farmers are required to make are an annual percentage of all crops harvested. Nobles that formerly owned agricultural land are paid an annuity in compensation, which are reflected in admin expenses.
  339.  
  340. Agricultural taxation is levied in the last two weeks of March each year.
  341.  
  342. Current Agricultural Tax Rate = 25%
  343.  
  344. ///6.2. Tradeables Taxation
  345.  
  346. IMPORTANT: Due to the way tradeables are modelled I may significant changes to them that will impact on taxes. This includes population and economic growth as well as the impact of natural resources.
  347.  
  348. This covers taxation of goods, services and property. Currently, there are taxes on trade in common marketplaces, property taxes and import/export duties.
  349.  
  350. Current Property Tax Rate = Low
  351.  
  352. Tariffs are currently on all imported and export manufactured goods, though it is important to note this includes all alcohol. Merchants can also pay unfront for a five year license that applies a 5% reduction to all tariffs on a specific volume of goods.
  353.  
  354. Current Tariff Rate = 10%
  355.  
  356. ///6.3. Financial Position Statement
  357.  
  358. FINANCIAL POSITION STATEMENT FOR YEAR ENDING 30 JUNE, 1953 (NEXT YEAR)
  359.  
  360. (Current as of July 26th, 1952)
  361.  
  362. TBY = Currency unit
  363.  
  364. Current Treasury = 900TBY
  365.  
  366. Maximum Agricultural Tax = 2483TBY
  367. Estimated Agricultural Tax = 1513TBY
  368. Maximum Tradeables Taxes (Property, Duties etc) = 584TBY (excludes preferred merchant license profits)
  369. Estimated Tradeables Taxes = 278TBY (excludes preferred merchant license profits)
  370. Trade Licenses = 263TBY (five-year license)
  371. Other Income = 0TBY
  372.  
  373. #NEW# Professional soldiers and garrison soldiers have been separated. Garrison soldiers are paid less as they don't travel.
  374. #NEW# Also, foundry and production expenses have been merged into 'Other Expenses'.
  375.  
  376. Professional Soldier Expenses = 407TBY
  377. Garrison Soldier Expenses = 298TBY
  378. Admin Expenses = 616TBY
  379. Other Expenses = 1110TBY
  380.  
  381. Projected Net Revenue = -378TBY
  382. Projected EoY Treasury = 522TBY
  383.  
  384. #NEW# Updated the foundry details
  385.  
  386. --------------------
  387. FOUNDRY AND MAGITECH
  388. --------------------
  389.  
  390. ///7.1. Foundries
  391.  
  392. VITRIAN FOUNDRY
  393. Location: Vitria
  394. Size: Small
  395. Manager: Magister Alistair Farrell
  396. Defences: Strong
  397. Facilities: Testing and design area; five factory slots; automated feeding, transport and assembly equipment
  398. Production Slots:
  399. >Civilian factory (required)
  400. >Civilian factory (required)
  401. >AA factory (joint production)
  402. >AA factory (joint production)
  403. >MMK factory; Darlesian design (rounded, grey and elegant, but otherwise nondescript)
  404.  
  405. TAOURAN FOUNDRY
  406. Location: Taour
  407. Size: Small
  408. Manager: Magister Alistair Farrell (indirectly)
  409. Defences: Moderate
  410. Facilities: five factory slots; automated feeding, transport and assembly equipment
  411. Production Slots:
  412. >Civilian factory (required)
  413. >Civilian factory (required)
  414. >HMK factory; Taouran design (bulky and blocky, purple)
  415. >HMK factory (takes up two slots)
  416. >MAA/Archer factory
  417.  
  418. DARLESIAN FOUNDRY
  419. Location: Darlesia
  420. Size: Small
  421. Manager: Magister Alistair Farrell (indirectly)
  422. Defences: Weak
  423. Facilities: five factory slots; automated feeding, transport and assembly equipment
  424. Production Slots:
  425. >Civilian factory - being repaired
  426. >Civilian factory - damaged, 40TBY and four weeks to repair
  427. >Reserved for MMK factory
  428. >Reserved for AA factory (joint production)
  429. >Reserved for AA factory (joint production)
  430.  
  431. ///7.2. Magitech Research
  432.  
  433. Current research project is in putting the enchanted bows of the arcane archers into mass production.
  434.  
  435. A proposed project is a small, portable sending device for use by officers incapable of sendings (e.g. Talon himself).
  436.  
  437. A proposed project is a magitech motorbike. This would be expensive and take a long time, as well as require incremental improvements and research. An alternative project is proposed using magic rather than magitech and involves using patterns or constructs (which may later require magitech for mass production).
  438.  
  439. A proposed project is to create medium mage-knight armour. You have the Darlesian template for this but would need to construct a factory for it.
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