Documentation: City Mechanics

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Documentation: City Mechanics

Post by Ludovic » Sun Mar 06, 2016 12:26 am

A city site represents anything from a large village to a sprawling metropolis. They are always controlled by a faction, and will become their own unaligned faction if not controlled by a major faction. Cities have a primary culture and race.

Primary Attributes:
These range from 0 to 10. Each attribute needs a certain amount of growth to increase one point. Growth increases each turn. If growth is at 0 and has a negative modifier, the attribute risks being lowered.

Populace: The size of the settlement. As populace grows, new quarters are added to the city. If it reaches 0, the town will become abandoned.
Prosperity: Economic prosperity, from trade, production, stability or other factors. Increases tax income, attracts merchants and affects unrest.
Decadence: A city which becomes decadent will become home to cults and secret societies, experience civil unrest, and other undesired events. However, it will also spawn more adventurers, magic-type followers and reduce the impact of unrest on rebellion/riot chance.
Learning: Represents the accumulation of knowledge, arcane, technological or cultural. Attracts sages and causes beneficial random events.
Crime: Crime increases unrest and reduces tax income and is generally undesired. However it creates fierce and hardened men and women for military service.
Industry: As industry grows, production of resources increases and crafting armament for new regiments becomes faster. If not properly managed, squalor results, which increases the risk of disease and catastrophic fires.
Martial: The martial tradition and mindset of the population of a city affects the quality of regiments recruited in it, and the number of defenders which can be mustered when attacked.
Spiritual: A high spirituality attribute will attract pilgrims, religious characters and reduce unrest. As it increases the clergy will often demand increased influence and privileges.

Secondary Attributes:

Unrest: Ranges from 0 to 100. As it grows, production and tax income will be reduced. If it stays high, the risk of rebellion or riots increases. If it stays low, the chance of celebrations and positive events increases, but decadence also increases.
Squalor: Ranges from 0 to 100. Greatly increases the risk of negative events including emigration.
Total Wealth: The total Wealth attribute of all city quarters. Determines the amount of gold available to be looted or confiscated.

A city has a minimum of one quarter and can have up to 16. Quarters have 2 attributes: Wealth, which contributes to the Total Wealth of the city, and Density, which will impact squalor if it goes too high. A quarter can have a culture or race which differs from the primary.

Special buildings can be constructed in a city depending on the primary culture. Building types have the following attributes:

Construction Cost: The cost in resources to commence construction.
Construction Time: The time in turns to until construction is completed.
Upkeep Cost: The cost in resources to keep this building functional.
Progress Contribution: The building can contribute positively or negatively to the growth of any number primary attributes.
Resource Production: The resources gained by the owner each turn from this building.
Enabled Unit Types: Unit types unlocked by this building.
Requirements: Buildings can require certain cultural traits or attributes, existing buildings or be an upgrade to a specific existing building.

List of Implemented Buildings
Warrior Lodge
Archery Range
Training Grounds
Fighting Pits
Burial Ground
Sacrificial Pit
Council of Elders
Masons' Guild
Jewelers' Guild
Thieves' Guild


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