Post by Alexian on Feb 13, 2016 19:27:15 GMT
WORLD ECONOMY SYSTEM
The World Economy is an integral part of Nations, Factions, and Character in a cycle; the Character provides money for the Nation through Quests, the Nation provides protection and growth for the Faction, the Faction provides growth opportunities and a place to belong for the Character. Crowns may be spent below by Nations seeking to build.
Settlements & Buildings
Settlements are centers of civilization and growth within a nation, functioning as centers of population, commerce, and industry, and are varied in side and infrastructure from the Village to Town to City. the size of the settlement determines such things as space to construct buildings and the level of defenses allowed. Buildings have special functions which serve to further the settlement, give boons to the nation, or provide extra in times of need. Only together do they form a healthy community.
Settlements
Village {2,000 Crowns} • The smallest settlements, Villages are often rural in nature without much of the way of comforts though are often known for the countryside hospitality they display. Villages are small settlements and so are very confined on building space. Villages generate 100c per tax period.
{Two Building Slots}
Small Town {4,000 Crowns} • Less rural and generally larger than villages by almost twice over, small towns usually have some sort of walling and defense, and due to their increased size also have increased available building space. Small Towns generate 200c per tax period.
{Four Building Slots}
Large Town {8,000 Crowns} • Larger and greater than their smaller counterparts, large towns are often the mainstay of a Duchy/Clan's settlements as they are large enough to be cared for by a court-assigned governor. Large towns have great building space. Large Towns generate 300c per tax period.
{Seven Building Slots}
Small City {16,000 Crowns} • Not much quite larger than the former, small cities tend to be the centerpiece of the Duchy/Clan and are quite important to it's well-being. These tend to have noble lords to rule over, and have somewhat greater building space. Small Cities generate 500c per tax period.
{Nine Building Slots}
Capital {32,000 Crowns} • Largest of the settlements and the focal point of all politics within the Duchy/Clan, the Capital is always the seat of power for whatever government, and has the greatest available building space. Capitals generate 700c per tax period.
{Twelve Building Slots/i]}
Buildings
Barracks {2,000 Crowns} • Buildings which have been refit to house guards or reserve soldiers, these buildings come into play should a settlement be attacked in a war thread.
Two Soldier Units in Settlement Sieges
Garrison {4,000 Crowns} • Stone structures built with the purpose of serving living space to a division of soldiers. Settlements with a garrison gain a larger number of soldiers when attacked in a war thread.
Four Soldier Units in Settlement Sieges
Guild House {4,000 Crowns} • The old houses are home to the merchant and counting guilds which helps to keep the commerce of the settlement stable. The merchants are useful for their many contacts to goods and services providers across the realm.
Reduces the cost of buying Buildings by 10%
Tax Office {8,000 Crowns} •While largely villainized by the common people, the Tax Office provides a needed function of providing crowns to the national banks and vaults, which is needed to continue growth and building.
Gains income of 100 Crowns
Church {4,000 Crowns} • Churches serve for worship of the world's pantheons, however what the common people don't know is that clerics and priests are also skilled healers able to provide cure to the soldier/hero in need.
Reduces casualties by 10% in Settlement Sieges
Coliseum {2,000 Crowns} • Renown as the past-time of the common people, coliseum battles are where honored warriors can face each other or powerful monsters without worry of death and serious harm.
Allows friendly player against player bouts
Training Yard (5,000 Crowns} • Governors and Nobles who seek to improve their soldiers' performance have often cleared out yards behind the manor where trainers can best teach the soldiers.
Reduces the cost of Soldier upgrades by 25%.
Bazaar {10,000 Crowns} •A large building consisting of merchant shops, the auction, and food courts the Bazaar is like a medieval mall, and helps to bring commerce into the settlement.
upgrades Tax Offices' income by double (x2).
Aqueduct {1,000 Crowns} •These large and sophisticated structures carry clean water throughout the settlement, however they are built with a second purpose in mind - in times of emergency they can be used to access secret tunnels.
Increases retreat chance by one in Settlement Sieges
Manufactory {8,000 Crowns} • Buildings which have been designed for assembly line construction, these are more commonly uses to produce siege engines much faster than it would by hand.
Reduces the costs of Siege Engine upgrades by 25%.
Theater House {15,000 Crowns} • Known as refined and upscale centers for noble entertainment, theater houses provide entertainment for all in the form of poems, epics, and music.
Grants a morale advantage in engagements taking part in the same province.
Non-Player Characters
War Units
Soldiers ⁞ Soldier units consist of one-hundred (100) E-ranked Soldiers and a D-ranked Officer, and may be advanced to B-ranked Soldiers via the Soldier Trainer.
{1,000 Crowns}
Elites ⁞ Few soldiers can ever stack up against Elites, whether knights or elite tribal braves. Elites consist of one-hundred (100) A-ranked Soldiers and a S-ranked Officer.
{6,000 Crowns}
Siege Engines ⁞ Siege Engines count as a unit due to their devastating role in warfare. These units consist of E-Rank engines, and may be advanced via the Siege Engineer.
{2,000 Crowns}
Special Non-Player Characters
Soldier Trainer ⁞ Lords who have acquired the Soldier Trainer may advance their soldiers. Soldier advancement increases the rank of the unit at the cost of double crowns from the previous level.
{10,000 Crowns)
Master-at-Arms ⁞ Lords who have acquired the Master-at-Arms may use his personal expertise to become greater in a shorter amount of time. Training with a Master-at-Arms will reduce training requirements by 25%.
{5,000 Crowns)
Surgeon ⁞ Important to functionality of any standing army is the Surgeon who is able to save many troops from the chopper. Surgeons reduce casualties form war by 25%
{4,000 Crowns}
Siege Engineer ⁞ Masters of clockwork and mechanica, Engineers are those who have given birth to the traditional siege engine. They may upgrade Siege Engines, increasing their rank by one at the cost of doubled crowns.
{10,000 Crowns}
Engineer ⁞ When the settlement is attacked via Siege, many forget about what happens to the settlement afterwards. Engineers are master of repair, able to reduce damage done by a Siege by one degree.
{5,000 Crowns}
Treasurer ⁞ Specialized resource collectors and fund-raising experts who decrease the costs of buying new War Units, Buildings, and Defenses by 20%.
{10,000 Crowns{/i]}
Fortifications
In addition to lowering advantage points that your opponent gains from their siege engines, fortifications reduce the amount of causalities a force takes at the end of each 'war phase'. This reduces losses by a set percentage based on the specific fortifications being used(once again, round up when calculating losses), so long as the fortification remains intact. The battle moderator determines when and if these defenses fall, generally basing the decision on each side's momentum and the flow of the battle. You may combine a physical fortification with a magical fortification, however only half of the defensive properties of the magical fortification (round up) may be counted.
Wood Palisade {1,000 Crowns}
The most basic of fortification which a settlement could be provided with, the palisade lowers advantage points of opponents' siege engines by one degree and reduces casualties by 10%.
Hardwood Wall {2,000 Crowns} • Requirement: Wood Palisade
Advancement from the basic palisades, hardwood walls provide double the defense lowering advantage points of opponents' siege engined by one degree and reduces casualties by 15%.
Stone Keep {5,000 Crowns} • Requirement: Small Town +
Bricks of hardened stone are arrayed and sealed with mortar to form a Stone Keep, a form of fortification exclusive to towns and cities. Stone keeps lower advantage points of opponents' siege engines by two degrees and reduce casualties by 20%
Iron Fortress {10,000 Crowns} • Requirement: Stone Keep
While an advancement from stone walls, these walls are simply a stone keep with iron reinforcements to strengthen them. Iron fortress' lower advantage points from opponents' siege engines by three degrees and reduce casualties by 25%
Rune Stone (Shield) {15,000 Crowns}
Created by magicians specializing in enchanting, this stone has the protective rune inscribed upon it. Rune stones create a settlement-sized magical shield, lower advantage points from opponents' siege engined by two degrees, and reduce casualties by 25%
Magi Tower (Barrier) {30,000 Crowns} • Requirement: Rune Stone (Shield)
Focusing towers in which magicians cast a settlement-sized magical barrier, magi tower lower advantage points from opponents' siege engines by four degrees and reduce casualties by 30%
Custom Fortification {5,000 Crowns}
This must be approved beforehand, however it can literally be anything the buyer wishes, within the limits of the rules. Custom fortifications can reduce siege engine advantages by three degrees, and reduce casualties by 25%
Legendary Fortification {20,000 Crowns} • Requirement: Capital City
Similar to Custom Fortifications, these are restricted solely to the nation's capital. They reduce siege engine advantages by five degrees and reduce casualties by 30%
Invoice Template
The World Economy is an integral part of Nations, Factions, and Character in a cycle; the Character provides money for the Nation through Quests, the Nation provides protection and growth for the Faction, the Faction provides growth opportunities and a place to belong for the Character. Crowns may be spent below by Nations seeking to build.
Settlements & Buildings
Settlements are centers of civilization and growth within a nation, functioning as centers of population, commerce, and industry, and are varied in side and infrastructure from the Village to Town to City. the size of the settlement determines such things as space to construct buildings and the level of defenses allowed. Buildings have special functions which serve to further the settlement, give boons to the nation, or provide extra in times of need. Only together do they form a healthy community.
Settlements
Village {2,000 Crowns} • The smallest settlements, Villages are often rural in nature without much of the way of comforts though are often known for the countryside hospitality they display. Villages are small settlements and so are very confined on building space. Villages generate 100c per tax period.
{Two Building Slots}
Small Town {4,000 Crowns} • Less rural and generally larger than villages by almost twice over, small towns usually have some sort of walling and defense, and due to their increased size also have increased available building space. Small Towns generate 200c per tax period.
{Four Building Slots}
Large Town {8,000 Crowns} • Larger and greater than their smaller counterparts, large towns are often the mainstay of a Duchy/Clan's settlements as they are large enough to be cared for by a court-assigned governor. Large towns have great building space. Large Towns generate 300c per tax period.
{Seven Building Slots}
Small City {16,000 Crowns} • Not much quite larger than the former, small cities tend to be the centerpiece of the Duchy/Clan and are quite important to it's well-being. These tend to have noble lords to rule over, and have somewhat greater building space. Small Cities generate 500c per tax period.
{Nine Building Slots}
Capital {32,000 Crowns} • Largest of the settlements and the focal point of all politics within the Duchy/Clan, the Capital is always the seat of power for whatever government, and has the greatest available building space. Capitals generate 700c per tax period.
{Twelve Building Slots/i]}
Buildings
Barracks {2,000 Crowns} • Buildings which have been refit to house guards or reserve soldiers, these buildings come into play should a settlement be attacked in a war thread.
Two Soldier Units in Settlement Sieges
Garrison {4,000 Crowns} • Stone structures built with the purpose of serving living space to a division of soldiers. Settlements with a garrison gain a larger number of soldiers when attacked in a war thread.
Four Soldier Units in Settlement Sieges
Guild House {4,000 Crowns} • The old houses are home to the merchant and counting guilds which helps to keep the commerce of the settlement stable. The merchants are useful for their many contacts to goods and services providers across the realm.
Reduces the cost of buying Buildings by 10%
Tax Office {8,000 Crowns} •While largely villainized by the common people, the Tax Office provides a needed function of providing crowns to the national banks and vaults, which is needed to continue growth and building.
Gains income of 100 Crowns
Church {4,000 Crowns} • Churches serve for worship of the world's pantheons, however what the common people don't know is that clerics and priests are also skilled healers able to provide cure to the soldier/hero in need.
Reduces casualties by 10% in Settlement Sieges
Coliseum {2,000 Crowns} • Renown as the past-time of the common people, coliseum battles are where honored warriors can face each other or powerful monsters without worry of death and serious harm.
Allows friendly player against player bouts
Training Yard (5,000 Crowns} • Governors and Nobles who seek to improve their soldiers' performance have often cleared out yards behind the manor where trainers can best teach the soldiers.
Reduces the cost of Soldier upgrades by 25%.
Bazaar {10,000 Crowns} •A large building consisting of merchant shops, the auction, and food courts the Bazaar is like a medieval mall, and helps to bring commerce into the settlement.
upgrades Tax Offices' income by double (x2).
Aqueduct {1,000 Crowns} •These large and sophisticated structures carry clean water throughout the settlement, however they are built with a second purpose in mind - in times of emergency they can be used to access secret tunnels.
Increases retreat chance by one in Settlement Sieges
Manufactory {8,000 Crowns} • Buildings which have been designed for assembly line construction, these are more commonly uses to produce siege engines much faster than it would by hand.
Reduces the costs of Siege Engine upgrades by 25%.
Theater House {15,000 Crowns} • Known as refined and upscale centers for noble entertainment, theater houses provide entertainment for all in the form of poems, epics, and music.
Grants a morale advantage in engagements taking part in the same province.
Non-Player Characters
War Units
Soldiers ⁞ Soldier units consist of one-hundred (100) E-ranked Soldiers and a D-ranked Officer, and may be advanced to B-ranked Soldiers via the Soldier Trainer.
{1,000 Crowns}
Elites ⁞ Few soldiers can ever stack up against Elites, whether knights or elite tribal braves. Elites consist of one-hundred (100) A-ranked Soldiers and a S-ranked Officer.
{6,000 Crowns}
Siege Engines ⁞ Siege Engines count as a unit due to their devastating role in warfare. These units consist of E-Rank engines, and may be advanced via the Siege Engineer.
{2,000 Crowns}
Special Non-Player Characters
Soldier Trainer ⁞ Lords who have acquired the Soldier Trainer may advance their soldiers. Soldier advancement increases the rank of the unit at the cost of double crowns from the previous level.
{10,000 Crowns)
Master-at-Arms ⁞ Lords who have acquired the Master-at-Arms may use his personal expertise to become greater in a shorter amount of time. Training with a Master-at-Arms will reduce training requirements by 25%.
{5,000 Crowns)
Surgeon ⁞ Important to functionality of any standing army is the Surgeon who is able to save many troops from the chopper. Surgeons reduce casualties form war by 25%
{4,000 Crowns}
Siege Engineer ⁞ Masters of clockwork and mechanica, Engineers are those who have given birth to the traditional siege engine. They may upgrade Siege Engines, increasing their rank by one at the cost of doubled crowns.
{10,000 Crowns}
Engineer ⁞ When the settlement is attacked via Siege, many forget about what happens to the settlement afterwards. Engineers are master of repair, able to reduce damage done by a Siege by one degree.
{5,000 Crowns}
Treasurer ⁞ Specialized resource collectors and fund-raising experts who decrease the costs of buying new War Units, Buildings, and Defenses by 20%.
{10,000 Crowns{/i]}
Fortifications
In addition to lowering advantage points that your opponent gains from their siege engines, fortifications reduce the amount of causalities a force takes at the end of each 'war phase'. This reduces losses by a set percentage based on the specific fortifications being used(once again, round up when calculating losses), so long as the fortification remains intact. The battle moderator determines when and if these defenses fall, generally basing the decision on each side's momentum and the flow of the battle. You may combine a physical fortification with a magical fortification, however only half of the defensive properties of the magical fortification (round up) may be counted.
Wood Palisade {1,000 Crowns}
The most basic of fortification which a settlement could be provided with, the palisade lowers advantage points of opponents' siege engines by one degree and reduces casualties by 10%.
Hardwood Wall {2,000 Crowns} • Requirement: Wood Palisade
Advancement from the basic palisades, hardwood walls provide double the defense lowering advantage points of opponents' siege engined by one degree and reduces casualties by 15%.
Stone Keep {5,000 Crowns} • Requirement: Small Town +
Bricks of hardened stone are arrayed and sealed with mortar to form a Stone Keep, a form of fortification exclusive to towns and cities. Stone keeps lower advantage points of opponents' siege engines by two degrees and reduce casualties by 20%
Iron Fortress {10,000 Crowns} • Requirement: Stone Keep
While an advancement from stone walls, these walls are simply a stone keep with iron reinforcements to strengthen them. Iron fortress' lower advantage points from opponents' siege engines by three degrees and reduce casualties by 25%
Rune Stone (Shield) {15,000 Crowns}
Created by magicians specializing in enchanting, this stone has the protective rune inscribed upon it. Rune stones create a settlement-sized magical shield, lower advantage points from opponents' siege engined by two degrees, and reduce casualties by 25%
Magi Tower (Barrier) {30,000 Crowns} • Requirement: Rune Stone (Shield)
Focusing towers in which magicians cast a settlement-sized magical barrier, magi tower lower advantage points from opponents' siege engines by four degrees and reduce casualties by 30%
Custom Fortification {5,000 Crowns}
This must be approved beforehand, however it can literally be anything the buyer wishes, within the limits of the rules. Custom fortifications can reduce siege engine advantages by three degrees, and reduce casualties by 25%
Legendary Fortification {20,000 Crowns} • Requirement: Capital City
Similar to Custom Fortifications, these are restricted solely to the nation's capital. They reduce siege engine advantages by five degrees and reduce casualties by 30%
Invoice Template
[b]Purchases:[/b]
[ul type=disc][li]purchase[/li][/ul]
[b]Purchase Cost:[/b]
[b]Purchased From:[/b] (personal or national)
[b]Other:[/i]