Talk:Settlements: Difference between revisions

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=== 12/7/2021 Thoughts ===
=== 12/8/2021 Thoughts ===
* What if there are no buildings, but instead, each settlement is just a series of stats:
Production
::* Production -- how long each turn is for that settlement (production - 40 days = # of days of a turn)
* measure of your 'supplies' income
::* Commerce -- how wealthy the town is
* used to build buildings and directly increase other incomes (by upgrading buildings, usually)
::* Culture -- how influential the town is
* used to promote military units
::::* Law
* used to increase settlement tier
::::* Faith
::* Military
::::* Offense
::::* Defense


* law and faith have a base value equal to culture, but can be raised individually over and above the base
Culture
* same for offense and defense
* measure of your 'influence' income
* used to increase influence with neighbors
* used to defend against neighbor cultures
* used to perform diplomatic / espionage actions


Military
* measure of your 'mettle' income
* used to levy new military units
:* has a one-time cost in mettle and supplies, and ALSO permanently decreases both incomes by some amount
:* big armies make broke nations
* used to promote existing units
:* has a one-time cost in mettle and supplies
:* often require the unit to either undergo training (time) or survive a battle


* 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
Turns
It would also allow a GM to generate settlements under the same rules fairly quickly
* 15 days each
* 6 turns per season
* 24 turns per year
 
Seasons
* affect incomes
* Spring: +culture, -supplies
* Summer: +military, -culture
* Fall: +supplies, -military
* Winter: -everything
 
High-Level Benefits of Buildings:
* improve economy
* grant a special ability (and minor economy boost)
* unlock better unit types
* unlock better diplo / espionage actions

Revision as of 19:15, 8 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)


12/8/2021 Thoughts

Production

  • measure of your 'supplies' income
  • used to build buildings and directly increase other incomes (by upgrading buildings, usually)
  • used to promote military units
  • used to increase settlement tier

Culture

  • measure of your 'influence' income
  • used to increase influence with neighbors
  • used to defend against neighbor cultures
  • used to perform diplomatic / espionage actions

Military

  • measure of your 'mettle' income
  • used to levy new military units
  • has a one-time cost in mettle and supplies, and ALSO permanently decreases both incomes by some amount
  • big armies make broke nations
  • used to promote existing units
  • has a one-time cost in mettle and supplies
  • often require the unit to either undergo training (time) or survive a battle


Turns

  • 15 days each
  • 6 turns per season
  • 24 turns per year

Seasons

  • affect incomes
  • Spring: +culture, -supplies
  • Summer: +military, -culture
  • Fall: +supplies, -military
  • Winter: -everything

High-Level Benefits of Buildings:

  • improve economy
  • grant a special ability (and minor economy boost)
  • unlock better unit types
  • unlock better diplo / espionage actions