Talk:Settlements
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- 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