Post by objectivefault on Aug 20, 2014 3:36:13 GMT
Since I've been searching for something to do, I thought I'd register interest in a Nations Game centered around Classical/Medieval City-States.
The central idea is that a player takes the role of the governing body of a City after the fall of an extensive empire, and furthers the status of the city by creating new buildings and services, acquiring vassals of lesser villages, or simply building military strength.
Players compete with other Cities to expand their influence, as well as fend off barbarians, foreign incursions, and perhaps other things, depending on the setting.
Statistics:
So, an example of a smaller City:
Feel free to suggest any ideas or improvements you come up with. I'll expound more once a setting is agreed upon, assuming any interest is registered of course.
The central idea is that a player takes the role of the governing body of a City after the fall of an extensive empire, and furthers the status of the city by creating new buildings and services, acquiring vassals of lesser villages, or simply building military strength.
Players compete with other Cities to expand their influence, as well as fend off barbarians, foreign incursions, and perhaps other things, depending on the setting.
Statistics:
Government:
Features:
Population:
Economy:
Military:
Has a very broad effect on everything you do, due to the way power is seated in the city. For example, a Monarchy would have to answer to no one, while a Republic would see more resistance for the more demanding rulers. However, civilians would be much more content with a Republic than an Autocrat, and a King is easy to blame over a dozen Senators.
Features:
The large services and infrastructure of the City, such as Aqueducts, Defensive Walls, Hospitals, etc., and represent the larger provision of services to your populace.
Population:
The number of adults that inhabit your city and their mood. The population of your city is drafted to perform the various tasks such as construction or civil service, as well as serve as recruits in a pinch. As such, a greater population allows for tasks to be done faster or on a larger scale. One village is required to support 15,000 people. Any less, you risk starvation and poverty.
Economy:
Villages held by the player (Vassals) provide taxes to their owner based on their happiness and prosperity, which grows or lessens depending on how the player treats them. Other factors, such as having Trade Agreements with another city, or bandits in the region, also have an effect.
The sum of economy is your Revenue, showing your income as well as being a way to gauge the quality of life for your civilians, and your Treasury, the amount of immediate expenditure you can afford, as most actions have an economical cost to perform.
The sum of economy is your Revenue, showing your income as well as being a way to gauge the quality of life for your civilians, and your Treasury, the amount of immediate expenditure you can afford, as most actions have an economical cost to perform.
Military:
The secondary (or primary, if you're into that) purpose of vassals is to provide your city with a stock of recruits for your Army, which you can develop in anyway you want, so long as you have the resources, avoiding the possibility of angering your civilians with a draft. Numbers are used in this, in that regard you have the near exact number of soldiers and of what sort. While you won't need to manage battles or campaigns, being conscious of the size and composition of your army is important, as it is a constant tax on your Revenue.
So, an example of a smaller City:
Ashraven
NPC
Monarchy
Features: Wooden Palisade, Church, Sewers, Training Grounds, Stables
Population: 45,000 | Citizens are content
-Economy
Revenue: xxx
Treasury: xxxxx
-Vassals
Adderwark: Content, Average
Odiby: Upset, Average
Newrye: Angry, Poor
-Military
6,500 Spearmen
4,500 Archers
2,300 Light Cavalry
NPC
Monarchy
Features: Wooden Palisade, Church, Sewers, Training Grounds, Stables
Population: 45,000 | Citizens are content
-Economy
Revenue: xxx
Treasury: xxxxx
-Vassals
Adderwark: Content, Average
Odiby: Upset, Average
Newrye: Angry, Poor
-Military
6,500 Spearmen
4,500 Archers
2,300 Light Cavalry
Feel free to suggest any ideas or improvements you come up with. I'll expound more once a setting is agreed upon, assuming any interest is registered of course.