Talk:Settlements: Difference between revisions

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* two currencies:
===Production===
:* food units (rename?) (supplies/reserves/holdings?)
* measure of your 'supplies' income
:* diplomacy / reputation -- ranked by location
* used to build buildings and directly increase other incomes (by upgrading buildings, usually)
* used to promote military units
* used to increase settlement tier


* can spend food units to order buildings to be built
===Culture===
:* buildings are then built over time, but this is delegated; the players are free to go adventuring while this is happening.
* measure of your 'influence' income
* used to increase influence with neighbors
* used to defend against neighbor cultures
* used to perform diplomatic / espionage actions


* buildings have two types:
===Military===
:* government -- created by player orders, grant a general boon to the settlement as a whole
* measure of your 'mettle' income
:* civil -- created by civilians who move in; do nothing other than provide shopping opportunities, etc.
* 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


* can spend food units to build military units and walls


===Turns===
* 15 days each
* 6 turns per season
* 24 turns per year


* 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)
===Seasons===
* affect incomes
* Spring: +culture, -supplies
* Summer: +military, -culture
* Fall: +supplies, -military
* Winter: -everything


 
===High-Level Benefits of Buildings===
 
* improve economy
=== 12/7/2021 Thoughts ===
* grant a special ability (and minor economy boost)
* What if there are no buildings, but instead, each settlement is just a series of stats:
* unlock better unit types
::* Production -- how long each turn is for that settlement (production - 40 days = # of days of a turn)
* unlock better diplo / espionage actions
::* 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

Latest revision as of 19:47, 8 December 2021

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