Treasure is a way to keep score within the game, but what do
you do with it? They can buy magic and
stuff, however, there is not much in the game in the rules.
Stuff
The Players can buy anything that they want with all their
money and when they are finished, they will still have much more. So, they may want to buy a legacy. A legacy is something like a town or nation
with their name on it. Purchasing a town
is purely abstract building process and there are four types of buildings:
Fortresses, Towers, Temples and Establishments.
They all attract troops, and they all attract people.
Fortresses are places of strength, and they attract troops
to the banner of the Lord who builds it.
Towers are places of research and industry.
Temples provide aid to the people in the town.
Establishments provide places for people to congregate.
Level |
Fortress T/A |
Cost Main 10% |
Tower T/A |
Cost Main 15% |
Temple T/A |
Cost Main 20% |
Establishment
T/A |
Cost Main 25% |
1 |
5/1 |
10000 |
3/2 |
8000 |
2/3 |
8000 |
1/5 |
6000 |
2 |
10/2 |
5000 |
6/4 |
3000 |
4/6 |
3000 |
2/10 |
2000 |
3 |
15/3 |
10000 |
9/6 |
6000 |
6/9 |
6000 |
3/15 |
4000 |
4 |
20/4 |
15000 |
12/8 |
12000 |
8/12 |
12000 |
4/20 |
6000 |
5 |
25/5 |
20000 |
15/10 |
18000 |
10/15 |
18000 |
5/25 |
6000 |
Each building provides artisans, but only the best troop
generating building provides troops. When an Establishment reaches level 5, it
allows the player to extract taxes from the community and this is important if
you want your legacy community to be self sustaining.
LG x2 |
LN x1.5 |
LE x1 |
NG x2.5 |
N x2 |
NE x1.5 |
CG x3 |
CN 2.5 |
CE x2 |
There are multiple approaches, you can create a town from
the resources of a party or from individual members of the party. Individuals will rely on the alignment of the
party member and their charisma bonus, while the party approach will be more co-operative. In the co-operative approach selection of panel
of leaders for the group with the more advantageous members working
together. The most advantageous
alignment can be used and the most charismatic can also be used as well as two
other assisting charismas. The idea
behind the alignment modifier is about the degree of stagnation and safety of
the state for merchants. Chaotic
environments are good for creativity, but good aligned locations are safer than
evil locations. The chart the results is
used closely with the building that the player is building. The Artisans that are attracted to the
building(s) of the village are modified by the “alignment” of the Lord. Artisans attracted x modifier. Another factor for artisan attraction is
about the size of the settlement and the best indicator of size is the number
of levels of buildings built. The players
will also need a place to go to drum up support to charisma travel to this new
place. The effect is for every level of building
built multiply the lead recruiter’s Charisma bonus and half the Charisma bonus
of the aides. These two numbers are
added together and create the number of Artisans attracted to the
settlement. Example: four characters with varied alignment create a
town. One finances a Fortress for 25000
(lvl3), one finances a Tower for 27000 (lvl4), one finances a Temple for 27000
(lvl4), and two others finance two Establishments for 24000 (lvl5). The Artisan attraction is 3+8+12+25+25= 83. One of the Characters is named Lord, co-incidentally
the one with the most favourable alignment available NG, so 83x2.5=207.5, round
up because you can’t have half a person.
The Bard has a charisma of 20, so a bonus of 5, the two aides have a
bonus of 3 and 1, so contribute 4/2 or 2, together they have a recruitment
bonus of 7 and 21 levels of building, 7x21=147 artisans. Together that represents 355 artisans
recruited. Artisans come with their
families and the tools of their trades, and they build their own businesses and
homes on their own. They also do the
thing that artisans do and that is attract people that use their services,
Farmers, Woodsman and Miners; each artisan attracts five families. I know, usually it is the other way around,
but this is a abstract settlement building system. People come and they build their way of life
in you community. People come because of
the artisans, but they also come because there is protection, for every troop
in the city one more family arrives. The
Fortress attracts 15 troops, so the town gets 15 more families. 355x5+15=1790 base families, add the 355
artisans and you get 2145, consisting of 2 adults and a few children, but I
suggest 3. 10,725 people in the town or
small city. The economy is the length of
the year in days multiplied by the wage of the area, I suggest 1gp. Artisans make about five times this. The farmers spend all their money purchasing artisan
goods and the artisans spend all their money buying food and supplies from the
farmers this means in a place where a year is 350 days, the farmers and
artisans generate a GDP of 1,247,750gp. And
the populace can be taxed, 10% would be 124,775gp per year
(Alignment x Artisan Attraction) + (Establishment level x
Charisma Bonus)= # of Artisans that come
More advanced options have to do with the powers that the
towers and the temples give.
Temples
Temple level |
Temple Power |
1 |
Each level of
Temple in a town raises the amount of taxation that the populous will accept
by 1%. 5 level 5 Temples will allow taxation
of 35% and 1 level 1 would only allow 11% |
2 |
Each level of
Temple over 1 raises the Life Expectancy by 1 year with a base line of 50
years. 5 level 5 Temples would increase
the by 20 years to 70, one level 2 would increase it to 51 |
3 |
Each level of
Temple over 2 raises the #of children/family by 10% base line of 3 children/family. 5 level 5 Temples would increase the
children/family by 150% to 7.5! 1
level 3 Temple would increase it to 3.3. |
4 |
As the Temple
gets larger, the effect spreads to other towns, a level 4 Temple counts as a
level 2 Temple one town over. A level
5 temple as a level 3 temple one town over and a level 1 temple two towns
over. When the temple extends to
another Nation, the secondary and tertiary temples act as population draws,
removing population to your Nation. |
5 |
Each Temple
ranked level 5 makes the populous more productive, increasing GDP and all
related things including taxes. 5
level 5 temples cause the productivity to generate 50% more work/GDP/taxes. The
example town would produce 187,162.5gp/year. |
Temples will affect how your town grows after the DM turns
off the free growth. I would suggest
that it get turned off after they build a substantial town or series of smaller
towns. Natural Growth is a combination
of natural growth and natural reduction.
How many people are born and how many people die? This is also an abstract calculation, and it
is only effective if you just tell yourself that the population is spread out
evenly across the various ages.
1) Apply the effects of the Temples.
2) Multiply the # of families by the number of children and
divide by the age of majority, say 18 and divide by 2. This number represents the number of new
families. Multiply by the number of
children they are expected to have. This
Number is the Natural Growth rate
3) Calculate the population and divide by the age expectancy. This is the natural decrease number.
4) Subtract the NDN from the NGR and divide by the total
population and you will get the Growth Rate of the town or city.
5) If the town has new buildings and new potential Artisan
spots the Population will increase to fill these and the population will
increase. Otherwise, the new population
will migrate away.
Tower Level |
Tower Power
(many towers are dependant of resources close by and can only be built if
these resources exist. Some of these
represent schools as well and may do other things instead of provide wealth) |
1 |
A building
that makes use of a local resource, a quarry, a mine, a lumbermill. It multiplies the GDP of the region by .25%
and adds that directly to the coffers |
2 |
A building
that refines the materials that are produced locally into more specialized
products. It can be a quarry, a mine
or a lumbermill too, as a masonry, foundry, or a joiner or it could produce specialized
mundane items. It multiplies the GDP of a region .5% and adds it to coffers. Most Resources can only be processed in
level 1 or 2 towers and gain no benefit to more |
3 |
A building
that manufactures a product into low level magical products like potions and
scrolls for export, or expensive mundane equipment, Boats, weapons, armour
etc. It multiplies the GDP and adds .75%
directly to the coffers |
4 |
A building
that manufactures top of the line mundane products, like ships and full plate-mail,
or mid level magical items including magical versions of items from the last
tower level. It multiplies the GDP by
1% and adds it directly to the coffers. |
5 |
A building
that researches new and fantastical ideas that will revolutionize the world
to come, or it produces magical items of rare power, or mid level magic from tower
3, or magical items produced in tower 4.
The Tower multiplies the GDP of the town by 1% and adds it to the
coffers and it may potentially do a lot more.
|
Some towns are located near mines, multiple mines and one
tower must be built for each resource. If
the resource is then made into something, then a new tower must be built. Each tower that is located at a resource will
contribute export capitol—0.25%, if it is possible to refine that resource a
more complex tower can be built and increase the amount of export capitol—0.5%. Iron ore, Tower level 1, Steel Foundry, Tower
level 2. This would result in a .75%
income boost. If the town built a Weapon
Smithy, a level 3 Tower, the town would have a boost of 1%, .25% for the ore
and .75% the weapon smithy. If the town
had four mines, they would get four extraction boosts and 4 refinement boosts.
Creative Policies
Sometimes a player wants to offer bonuses to the people that
would come to their new town, they can do that. The bonus can be directed towards getting more
artisans (which would also increase the farmers) or Farmers. Bonuses for artisans would be tax breaks or
cash incentives applied to all the people that come, not just the ones beyond
the expected numbers. Bonuses to
Farmers, Woodsman and Miners do not include free land, because that is expected
already, but if they are of something a farmer might consider valuable like a
free cow for every settler to the area would attract more people. Any deal meant to attract more Artisans must
be a level more substantial than the one that is offered to Farmers, because 1
artisan includes 5 farmers. A cow costs
15gp, so the value of the gift for an artisan would have to be at minimum
90gp. No taxes for a year (5%=100gp)
would do it, as would a free home and business.
Extra Stuff
Each settlement must be connected to another, so you either
build a road or you build boats, boat building is a tower (level 3 or 4), and
it only works if there is a river big enough or a lake/ocean, but roads are not. They are an abstract concept and cost 5000gp
for a basic road, stone roads will cost more, but require the first road to be
built, so another 10,000gp.
Palisades can be built around any settlement with forests
near by and cost 1000gp and provide one additional troop for the town, walls
cost 2000gp and provide two additional troops.
Earthworks and ditches can be added for 1000gp and provide one troop as
well. The earth works can be combined
with a palisade easily
Expenses |
|
|
|
roads |
Basic:+5000gp |
Cobblestone:
+10,000 |
Paved:
+10,000 |
walls |
Earthworks:
1000gp |
Palisade:
1000gp |
Wall: 2000gp |
Trade
Another advanced concept which is also abstract is trade
between towns in the area. It depends on
connection points and other large nations connected to.
Transport |
Free trade % |
Tariff % |
Basic Road |
/.05 |
/.00625 |
Cobble Road |
/.1 |
/.0125 |
Paved Road |
/.5 |
/.0625 |
River/waterway |
/.15 |
/0.01875 |
Trade market
external |
/.5 |
.0625 |
The GDP, once all the bonuses has been tabulated there is
one additional bonus: trade. The Trade
bonus depends on the connectivity of the towns in the area. All the transportation routes in the nation
and external destinations are added up (treat cardinal directions as one destination
if there is a way to get there) with the understanding that it will be free
trade or tariffs on trade, road tolls etc.
the totals can be mixed and
matched of course. Then the resulting
trade percentage is used, multiply the GDP of the city and that is the external
trade bonus that is accrued, and your tax rate is applied to that. If you are the one that is applying the toll,
then you calculate the value for the toll as that value again and apply it
directly to your coffers.
Example the town above has a GDP of 1,247,750gp. If it has three roads and a harbour and two
nations trade with your city and impose a tariff on your goods and a tax on
exports to your port and you impose road tolls at one bridge per roadway, you will
have a total trade % of 0.14375% trade x GDP for 1793gpx 10% tax rate for
179gp, and 233gp for your tariffs. If all
trade were free, it would be taxes of 1435gp. But if only the roads were tariff free it
would be after taxes 343gp. If both destinations
put tariffs on the route, the route becomes unprofitable and closes. It is an interesting aside for players that
might want to micromanage their community.
It also illustrates a measure of how free trade works and how tariffs
work too. The greater than half
reduction is meant to simulate trade hesitancy in the populace, why trade with
the people down the road when there are tariffs or reduced trade because the
trade increases prices.
If you build many towns and connect them all you will create
a much larger trade network and therefore more trade gold accumulated. In the community that I created these rules
for they had 19 roadways and 4 external markets and a few other connections
that allowed the accumulated trade to be a substantial 3.5% and if the above
example were connected to them, it would generate 4367gp in more taxes.
Troops
Military unit table
01-20 |
Archers regular |
21-45 |
Infantry regular |
46-60 |
Cavalry regular |
61-66 |
Archers seasoned |
67-80 |
Infantry seasoned |
81-83 |
Cavalry seasoned |
84-85 |
Archers veteran |
86-88 |
Infantry veteran |
89 |
Cavalry veteran |
90-91 |
Archers special |
92-94 |
Infantry special |
95 |
Cavalry special |
96-00 |
Siege |
101-112 |
Archery elite |
113-122 |
Infantry elite |
123-128 |
Cavalry elite |
129-133 |
Archery super elite |
134-135 |
Infantry super elite |
136-140 |
Cavalry super elite |
Fighters add levelx2 to the roll, other martial classes add
their level, and non martial classes roll unmodified. Doubles are added together to create larger
units, but units can only get so large before they become unmanageable. If you want to play with your units you can
have a lot of fun with a creative DM and there are rules to do this all over
the place.
Why taxes?
Because it is fun. It
is great to have money, right? But then
when you have a town or a castle you must pay the expenses that accumulate from
running it, those buildings will start to fall apart unless you do repairs and
pay the maintenance cost. The
maintenance cost is on the chart for buying the building. And then there are the troops that you have,
you need to pay for the people and the maintenance of the equipment.
Troop |
Green |
Regular |
Seasoned |
Veteran |
Elite |
Super Elite |
Archers |
1000 |
2000 |
3000 |
4000 |
5000 |
10000 |
Infantry |
1000 |
2000 |
3000 |
4000 |
5000 |
10000 |
Cavalry |
2000 |
3000 |
4000 |
6000 |
7000 |
14000 |
Siege |
1000 |
2000 |
3500 |
5000 |
6500 |
13000 |
XP to next
stage in battles |
2 |
4 |
4 |
8 |
16 |
32 |
I like to assume that troops come in groups of 25 and units
can be up to 125 people strong. The costs
are per 25 soldiers. Again, these are
abstract numbers, and the pay is per year.
Super Elite Cavalry sounds great, but a unit of 125 would cost 70,000gp
a year to maintain and that comes right out of taxes. Let’s use the town above again. A level 3 Fortress, a level 4 Tower, a level
4 Temple and 2 level 5 Establishments.
|
Fortress (3) |
Tower (4) |
Temple (4) |
2
Establishments (5) |
Cost |
25,000 |
29,000 |
29,000 |
24,000 |
Maintenance |
2500 |
4350 |
5800 |
6000 |
Building maintenance for the town is 18,650gp
15 troops are generated, and the lord of the fortress is a
10th level fighter: IR3, AS2, 2 IS3,
CS1, IV1, SiegeR1, AE1. First, 6
Infantry Seasoned were rolled and that is too large a unit, so they are split
into 2 units of 3.
Units |
IR3 |
AS2 |
2xIS3 |
CS1 |
IV1 |
SiegeR1 |
AE1 |
maintenance |
6000 |
6000 |
18000 |
4000 |
4000 |
2000 |
5000 |
The total maintenance is 45,000gp for a grand total of 63,650gp maintenance and
the taxes are 124,775gp leaving a nice 61,000gp for the characters to spend
each year how they will. But if the
party had decided to construct a level 5 fortress and build a wall around the
town, the costs would have changed greatly, with an additional 3500 in building
maintenance and potentially tens of thousands of more troop maintenance (12
more troops rolls).
Full Example
The city of Hamletshire: Fortress (3), Tower (4), Temple
(4), 2 Establishments (5), and a road, 355 Artisan families, 1790 Basic
families. 375 soldiers. Total maintenance
63,650gp GDP of 1,247,750gp, Tax rate 14% 174,685gp. Life Expectancy 53 years, children 3.6, Pop. 12,012,
Natural Growth Rate 4.6 %
There is a local industry that generates 12,477.5gp direct
to the coffers. Free trade with the next
town over generates an additional 873gp per year.
If the players add additional 355x4.6% (16) spots for
artisans in the first year, the town will continue to grow by 553 people in the
first year (4.6%). Which should be easy
because the city generates 124,385gp more than it spends. The five players split the pot evenly and
have about 25,000 apiece. They could
afford to build another city of like size every couple of years if they could
populate it, remember only the first city is free to populate.
No comments:
Post a Comment