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Page name: LT - City Managing [Logged in view] [RSS]
2008-02-23 23:10:58
Last author: Duredhel
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City Managing






Each territory is managed through its capitol city, in order to simplify the game, so any decisions taken within a capitol city will affect the entire territory. Each city is subdivided in categories which indicate the amount of resources the territory is producing per turn, the amount that is being used in upkeep, the territory's population, their religion and happiness levels, the buildings in the territory and the garrison/armies currently present in it.




Population




The first section of the territory/city pages deals with the current population of the territory in question. For example;

Population> 750/1000/+1%
Races> 50% Ravillan, 35% Lion, 15% Kwall

Food> 500
Timber> 200
Minerals> 30
Research> 10
Magic> 10
Taxes> 1/Person

750 would be the current occupied population, meaning the people in the city who have a job assigned to them and are currently producing resources.

1000 Represents the total adult population of the territory, the difference of 250 means there's 250 adults who have not been assigned a job and are free to pursue their own goals or drafted into the army.

The 1% represents the monthly population growth within the territory. The population growth depends mostly on Health levels, but also on the tax level, the food surplus, the happiness of people and the amount of unoccupied people.

The Races section underneath represents the ethnic makeup of your territory. Having a variety of races has advantages and disadvantages, for example, if over 20% of the population in one region belong to a race that is not your own, you can recruit basic units of that race in the region. However, members of a different race are also more easily swayed by foreign culture. Furthermore, some races have love or hate relationships with other races, so for example, Rysalleans and Lynx get along very well, so there's no penalty on the two populations mixing. However, Dah'kin and Lions, for example, hate each other, so when two races mix the population will be unhappy. The composition of a territory will slowly change depending on surrounding territories, so a territory surrounded by Lochmorians will slowly gain a greater Lochmorian population. You can additionally force migrate a territory to any race that occupies any of your territories. However that will generate great unhappiness in the territory until the migration stops.

The amount of people under each category underneath represents how many of the 750 occupied people are dedicated to each job. Taxes indicate how much gold every person will pay per turn, Low taxes (1-4) make people happy, whereas high taxes (6-10) make people unhappy.

Happiness> +5
"In Nesha we trust" +4
"We're well fed" +4
"A little sugar makes life a bit sweeter" +2
"Our men are always watchful for enemies" +1
"We've grown tired of war." -3
"The city is filthy!" -2
"We followers of Pearl have no place of worship!" -1

Happiness is the morale of the people in the territory, different actions produce happiness or unhappiness in a territory. Ideally, a ruler will want to keep the index of happiness over unhappiness. Things that increase happiness (or at least prevent the people from being unhappy) are for example, building temples (the higher the percentage of worshipers for the temple's god, the higher the effect), winning battles, high food stores, low taxation, matching the people and the state's religions, placing troops in the territory, war against other nations with an opposing religion, importing goods, building cultural structures, etc. Things that will increase a territory's unhappiness are, for example, war weariness, high taxes, a low birth rate, little food and resources, lack of temples for worshipers, no garrison in the city, wars against other nations with the same religion, etc.

Health> +2
Tavern -1
Brotherl -1
Gardens +1
Plaza +3

Health indicates how clean your city is, it is reduced by high populations and certain buildings, and increased by particular tecnologies and buildings. High health will result in a higher birth rate, happiness and population boosts. Low health will result in unhappiness, low birth rates and plagues.

Religion>
Nesha - 70% (Great Temple)/+2%
Pearl - 20% (No temple)
Sei'anna - 10% (Altar)/+1%

The religion tab will indicate the percentage of people in the territory which adheres to a particular religion. Building temples for people in one religion will make them happier, whereas the lack of one will make them unhappy. However, the religion with the largest and best temple will slowly convert people. Each religion also indicates the values of that group of people, hence, an extended period of war will produce unhappiness in worshipers of Nesha, whereas an extended period of peace will produce unhappiness in worshipers of Thadre. Religion can be a powerful tool since its a good way to make the people approve your actions, or disaprove someone else's.




Resources




The second section of the territory/city managing page deals with the production and spending of resources in the territory. For example;

Food - 3000/+2500(2500)/-1200
Minerals - 600/+90(200)/-50
Timber - 1200/+1000(1800)/-0

Food, Minerals and Timber are local resources. The first number next to each of them represent the total amount of each that is currently stored in the territory. The second value represents the current amount of the resource being produced each month in the territory and the number in parenthesis is the maximum amount that can be produced in the territory. Different territories have different maximum values. The third number is the amount that is spent every month in upkeep, wether its feeding the population and army, paying salaries, etc. Since food, minerals and timber are local, the food produced in one territory must be shipped to another one if its to be used there, and an army consumes whatever food is in the territory, so shipping food from one territory to another will be a common thing.

Gold - +1060/-600
Research - +50(100)/-0
Magic - +50(100)/-0

Gold, Research and Magic are global resources, meaning they're used in the whole nation rather than a particular area. Gold is produced by taxes and through minerals (One miner produces 3xMinerals and 2xGold per turn) and has no maximum for production. Research is produced by assigning people to military and cultural structures and isn't used for upkeep. Magic is obtained by assigning people to religious and magical structures. Research and Magic do not have maximum capacities based on the territory, but on the amount of structures dedicated to each one.

Goods -
Clams - 0/4
Spices - 1/1

Goods are special resources that can grant special effects to the region they're used in. In order to exploit goods, one must assign 50 population per each unit. One unit can only be used to supply one territory, so one must think carefully of which goods to exploit, which to use in one's own territories, and which ones to sell to other nations.




Buildings




Buildings are structures one can build within one's territories that will increase one's capabilities. Each building has a special effect in a region, saw mills increase the maximum output of timber, Theaters increase happiness, Thieves Guild's let you recruit better agents and academies let you research better doctrines and weapons. For a full list of buildings go to;

LT - City Building




Garrison




The Garrison are the units which are currently staged in this region, from here, an army can attack adjacent regions or defend this region against attack, a region without a garrison is extremely vulnerable.

Available Units -
Ravillan Swordsman (1 TT, 1 Size, 1 Food, 5 Gold, 2 Minerals / 1 Food, 1 Gold)
Ravillan Heavy Swordsman (3 TT, 1 Size, 1 Food, 10 Gold, 5 Minerals / 1 Food, 3 Gold)
Catapult (300 TT, 25 Size, 20 Timber, 5 Gold/ 2 Timber, 1 Gold)

Training Available - 300

In the garrison section, one can also know how many units the territory can train per turn, and what units can be trained there. A nation can only have up to 15 unit designs and a single territory can produce up to 10 different types of units depending on the buildings it has.

Under the available units we can see a regular Ravillan Swordsman takes up one unit of Training Time, requires 1 Food, 5 gold and 2 minerals to train, as well as taking up 1 space in a regiment (maximum regiment is 50 Size). The same swordsman would consume 1 unit of Food and one unit of gold every turn for upkeep. So Swordsmen and Heavy Swordsmen are produced in groups of 50, since they are 1 Size units. Catapults, however are produced in groups of 2, taking 25 spaces each. Additionally, Living units like the swordsman also consume one unit worth of population each when created.

Training Available represents the military infrastructure within the territory, so territories with more military buildings will be able to produce more troops and faster. So for example, in a single turn, this region could produce 300 swordsmen (6 regiments) or 100 Heavy Swordsmen (2 regiments). However, in order to produce 2 catapults (1 regiment), this territory would have to spend 2 entire turns working on them.



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2008-02-17 [Duredhel]: No comments on this?

2008-02-17 [Grengo]: Conservatives' paradise :O

Looks good so far. Can't really think of anything to add yet, though something'll come up later.

2008-07-24 [Blood Raven]: Yeah, nothing to say other than that it looks complex on first sight. Then again, city managing mostly is ^^"
Lots of calculating will be involved, I reckon.

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