Talk:Settlements: Difference between revisions

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* all buildings, units, and defenses have a level, which is limited by player experience tier (i.e. must be level 6+ to build level 2 buildings, units, or defenses)
* all buildings, units, and defenses have a level, which is limited by player experience tier (i.e. must be level 6+ to build level 2 buildings, units, or defenses)
=== 12/7/2021 Thoughts ===
* What if there are no buildings, but instead, each settlement is just a series of stats:
::* Production -- how long each turn is for that settlement (production - 40 days = # of days of a turn)
::* Commerce -- how wealthy the town is
::* Culture -- how influential the town is
::::* Law
::::* Faith
::* Military
::::* Offense
::::* Defense
* law and faith have a base value equal to culture, but can be raised individually over and above the base
* same for offense and defense
* Each turn, the town gets 1 stat point to spend on a stat
* Stat points are not an income; you don't get resources from them each turn; they are a ranking
:* town special abilities can be unlocked by having a stat equal or greater than certain thresholds, or by having combinations of stats that meet requirements
:::* evil example: have military be at least double your production
* towns would still get special abilities from their foundation stone as well, which levels as the town's average stats reach certain thresholds
Stat based structure would allow players to potentially manage multiple settlements simultaneously
It would also allow a GM to generate settlements under the same rules fairly quickly

Revision as of 22:35, 7 December 2021

  • two currencies:
  • food units (rename?) (supplies/reserves/holdings?)
  • diplomacy / reputation -- ranked by location
  • can spend food units to order buildings to be built
  • buildings are then built over time, but this is delegated; the players are free to go adventuring while this is happening.
  • buildings have two types:
  • government -- created by player orders, grant a general boon to the settlement as a whole
  • civil -- created by civilians who move in; do nothing other than provide shopping opportunities, etc.
  • can spend food units to build military units and walls


  • all buildings, units, and defenses have a level, which is limited by player experience tier (i.e. must be level 6+ to build level 2 buildings, units, or defenses)


12/7/2021 Thoughts

  • What if there are no buildings, but instead, each settlement is just a series of stats:
  • Production -- how long each turn is for that settlement (production - 40 days = # of days of a turn)
  • Commerce -- how wealthy the town is
  • Culture -- how influential the town is
  • Law
  • Faith
  • Military
  • Offense
  • Defense
  • law and faith have a base value equal to culture, but can be raised individually over and above the base
  • same for offense and defense


  • Each turn, the town gets 1 stat point to spend on a stat
  • Stat points are not an income; you don't get resources from them each turn; they are a ranking
  • town special abilities can be unlocked by having a stat equal or greater than certain thresholds, or by having combinations of stats that meet requirements
  • evil example: have military be at least double your production
  • towns would still get special abilities from their foundation stone as well, which levels as the town's average stats reach certain thresholds
Stat based structure would allow players to potentially manage multiple settlements simultaneously
It would also allow a GM to generate settlements under the same rules fairly quickly