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Kizara
2008-10-23, 03:57 PM
Civic Systems

Tax Rates:

Low - 20% (2 gp/c qrt)

Moderate - 40% (4 gp/c qrt)

High - 60% (6 gp/c qrt)

Very High - 80% (8 gp/c qrt)


Basic Upkeep:

4P(D-1)x0.2; where P= current Population and D= current Development level.

Happiness and Wellness Levels:

Percentage values indicate approval rating. Generally, most settlements start at content (50%) and are modified by Happiness spending and Developmental level, but other factors come into play as well, such as:

Location of Settlement: Particularly beautiful places grant +10 to +20% bonus happiness. Likewise, very unpleasant places can incur -10 to -30% happiness.

Security: Both internal (crime) and external (raids, invasion) threats need to be addressed. Happiness bonuses range from nominally safe (5%) to perfectly safe (20%). Likewise, if people are scared or often attacked, they are less happy, incurring a -5 to -20% penalty.

Food: Well fed people grant a +5% bonus to happiness. In addition, every different main source of food people have in sufficient quantities grants an additional +5%. People who are not fed well incur a -10 (somewhat needy) to -30% (starving) penalty.

Corruption: See Corruption rules on page 5.

Guilds: See Guild details on page 4.

Taxes: Low taxes grant a +10% bonus to happiness. Likewise, higher taxes incur a penalty ranging from
-10 (high) to -25% (very high).

Glory: Having a military that is perceived as highly-effective, prestigious or victorious grants a +5-25% bonus to happiness. Conversely, if the military is perceived as highly-ineffective or are consistently defeated suffer a -5-25% penalty.

Fear: People who are terrified of their rulers generally aren’t happy, but are too afraid to show it. Fear can give a +5% (healthy fear and respect) to +30% (rein of terror) bonus to happiness. Likewise, if people feel their ruler has an overly soft heart and do not fear or respect his justice at all, they are more disorderly, suffering a -5 to -15% penalty.

Laws: Particularly lax and permissive laws grant +10% happiness, and conversely particularly oppressive laws incur a -10% penalty (however, see security and corruption above). Extremely fair and just laws grant +10% happiness, and conversely highly corrupt or arbitrary laws incur a -10% penalty.

Governance: Attentive, intelligent and considerate governance can generally improve conditions and public opinion, granting a +5-10% bonus to happiness. Likewise, a -5-10% penalty to happiness is suffered for ineffectual, indulgent or otherwise poor governance.

*Unemployment:

Overpopulation: As settlements become larger and people become more crowded, happiness suffers, as shown in the following table:


Town Level Hap Pen
Small Town -5%
Large Town -10%
Small City -20%
Large City -25%
Metropolis -45%



Riotous (Destructive)- <20%
People in this settlement are in open opposition to their ruler. They have taken to the streets and are violently protesting the way they are being ruled. Rioting lowers development level, results in the death of citizens and soldiers, and prolonged or intense rioting can result in a revolution. Lose 5% + 5% cumulative DP per day of rioting (day 2 lose 15%, day 3 lose 20%, etc), lose 20% of the garrison per day of rioting, lose 10% of the population per day of rioting.

Discontent (Dangerous)- 20-30%
People in this settlement greatly dislike their ruler. Most of them feel he is incompetent and ineffectual and they have various complaints they can often be heard mumbling into a mug. Discontent people are half as productive as normal people and thus pay half as much taxes (due to less production or evasion) and make half as much developmental progress.

Unhappy (Low) - 31-40%
People in this settlement are downtrodden, disgruntled and generally unhappy. They have no love for their ruler and no real faith or hope in him providing them a real future. Unhappy people pay two-third’s (x2/3) as much taxes and produce two-third’s as much developmental progress.

Content (Moderate) - 41-60%
People in this settlement are generally content with their lives and the governance given to them. Content people pay normal taxes and are moderately productive.

Happy (High) - 61-80%
People in this settlement like to smile and generally are quite pleased with their lives and governance. Most people feel pride and appreciate for their ruler, and may demonstrate such by donating their time or resources to further better their community. Happy people pay normal taxes but produce a third-again as much developmental progress (x1.3).

Jubilant (Very High) - 81-100%
People in this settlement feel they live in a golden age. They love their ruler. They may compose songs or anthems to his majesty and wisdom, or volunteer to support him whenever they are asked. Jubilant people pay a third-again as much taxes (due to higher production and less tax collectors needed) and produce half-again as much developmental progress. In addition, in times of emergency Jubilant people eagerly rush to aid their fellows and their ruler, gladly joining militia or volunteering for military service.


Happiness and Wellness Spending:

4PH; where P=current Population and H= Happiness spending.

Happiness and Wellness spending covers everything from having a effective police and court system, public beautification and fountains (more dependant on development level), keeping the streets clean and taking care of people in times of need.

Basic - 10%
(-10% happiness)

Low - 20%
(-5% happiness)

Moderate - 30%
(+5% happiness)

High - 40%
(+10% happiness)

Very High - 50%
(+20% happiness)


Developmental Spending:

4PD; where P=current Population and D= Developmental spending.

None - 0%
+0 DP

Basic - 10%
+1 DP

Low - 20%
+2 DP

Moderate - 30%
+3 DP

High - 40%
+4 DP

Very High - 50%
+5 DP


Development Levels:

0 Star - <20 DP
Essentially a slum. No services offered, streets are nothing but muddy ruts. Rampant disease, crime and corruption are likely.
-15% Happiness, -10% Income, -20% DP

1 Star - 20 DP

-5% Happiness, +0% Income, +0% DP

2 Star - 40 DP

+5% Happiness, +5% Income, +15% DP

3 Star - 80 DP

+15% Happiness, +15% Income, +30% DP

4 Star -200 DP

+25% Happiness, +25% Income, +50% DP

5 Star -400 DP

+40% Happiness, +35% Income, +75% DP

6 Star - 1000 DP

+75% Happiness , +50% Income


Guilds:

A settlement attracts guilds due to a number of factors, and these guilds often have great influence over the nature of a settlement and its development. Guilds have an alignment, and settlements generally suffer a -5% happiness penalty for every ‘step’ that they deviate from their guild’s alignment.

A settlement can have a number of guilds according to the following table:


Town Level Guilds
Small Town 1
Large Town 2
Small City 4
Large City 6
Metropolis 10


Some example guilds:
Note that alignments are suggestions of what would be the most common and likely for a particular sort of guild, not an absolute rule. A CG thieves guild, for example, is possible.

Bonuses related to happiness factors effect happiness by their direct percentage. Thus, -10% Laws lowers happiness by 10% due to less effective laws. Bonuses related to other systems however effect those systems directly instead of happiness. Thus, +20% Corruption increases corruption by 20% and thus would indirectly lower happiness.

Thieves Guild (CN or LN)
+20% Corruption, -15% Security (due to crime), +10% Income, -10% DP, -10% Laws, +5% Fear.
Can recruit skilled and experienced spies and thieves.

Assassin’s Guild (LE)
+30% Corruption, -10% Security, +5% Income, +20% Fear.
Can recruit skilled and experienced spies and assassins.

Good Knightly Order (LG)
-20% Corruption, +15% Security, -10% Income, +5% Laws, +5% Wellness.
Can recruit skilled and experienced heavy cavalry and paladins.

Just Knightly Order (LN)
-40% Corruption, +20% Security, -15% Income, -10% Laws.
Can recruit skilled and experienced heavy cavalry and paladins.

Evil Knightly Order (LE)
+20% Corruption, +20% Security, -10% Overpopulation, -10% Income, -15% Laws, +20% Fear, -10% Wellness.
Can recruit skilled and experienced heavy cavalry and paladins.

Craftman’s Guild, Domestic Construction (masons, carpenters, etc) (LN)
-10% Unemployment, -5% Laws, +20% DP, +5% Income, +10% Location.
Can recruit skilled craftsmen, confers a -5% discount to large project construction using this as a primary settlement.

Craftman’s Guild, Domestic Products (smiths, artisans, etc) (any N)
+10% Unemployment, -5% Laws, +5% Income.
Creates a new trade good. Confers a discount (generally 10%) to procuring the product the guild specializes in.

Merchant’s Guild (LN)
+15% Corruption, -5% Laws, -5% DP, +20% Income, -5% Fear, 5% Wellness.
Can procure loans and rare goods.

Charitable Church (NG)
-5% Corruption, -5% Laws, -5% Income, +5% Location, +20% Wellness.
Can recruit clerics.

Lawful Mercenaries Guild (LN)
-10% Unemployment, -5% Laws, -15% Income, +10% Security, +5% Fear.
Can recruit various professional mercenaries, often at a discount.

Chaotic Mercenaries Guild (CN or CE)
-15% Unemployment, -10% Laws, +5% Income, -15% Security, +10% Fear.
Can recruit varied mercenaries, often at a discount.

puppyavenger
2008-10-23, 03:58 PM
sounds interesting. I wish to hear more!

Kroy
2008-10-23, 04:25 PM
I like what you have so far, and look forward to your next update

Johel
2008-10-23, 04:48 PM
There's potential.
I'll come back latter.

Two ideas :
1) Just add Healthcare :

You can measure it by a ratio
(A priests +B doctors +C public baths) / (population level)
A, B and C should be how much citizens can be taken care of by one of those thing (priest, doctor, bath). Population level is simply the number of citizens.

Ex :
A town of 20.000 citizens
There are 6 priests, 2 doctors, 1 public bath.
A = 500
B = 1000
C = 1200
So, (6x500 + 2x1000 +1x1200) / 20.000 = 6.200 / 20.000 = 31/100
31-50 = -19
So -19% happiness ?

2) Food supply problem

Definite "main source of food"
Fish, meat, cereals, vegetables, fruits ?
Or something even more specific ?

Anyway, you have to set a basic need score.
One citizen needs : A fish, B meat, C cereals, D vegetables, E fruits
A, B, C, D, E are just arbitrary values of what you think is needed.

Ex :
(1 fish, 1 meat, 4 cereals, 2 vegetables, 1 fruits) per citizens.
Well fed : 140% and more
Enough fed : 100-140%
Needy : 70-99%
Starving : 0-69%
Our town of 20.000 has a daily supply of :
15.000 fish (15.000/20.000=75%) Needy (-10% happiness)
100.000 cereals (100.000/80.000=125%) Enough fed (+5% happiness)
25.000 meat (25.000/20.000=125) Enough fed (+5% happiness)
55.000 vegetables (55.000/40.000=135%) Enough fed (+5% happiness)
10.000 fruits (10.000/20.000 =50%) Starving (-30% happiness)

Kizara
2008-10-23, 05:05 PM
There's potential.
I'll come back latter.

Two ideas :
1) Just add Healthcare :

You can measure it by a ratio
(A priests +B doctors +C public baths) / (population level)
A, B and C should be how much citizens can be taken care of by one of those thing (priest, doctor, bath). Population level is simply the number of citizens.

Ex :
A town of 20.000 citizens
There are 6 priests, 2 doctors, 1 public bath.
A = 500
B = 1000
C = 1200
So, (6x500 + 2x1000 +1x1200) / 20.000 = 6.200 / 20.000 = 31/100
31-50 = -19
So -19% happiness ?

2) Food supply problem

Definite "main source of food"
Fish, meat, cereals, vegetables, fruits ?
Or something even more specific ?

Anyway, you have to set a basic need score.
One citizen needs : A fish, B meat, C cereals, D vegetables, E fruits
A, B, C, D, E are just arbitrary values of what you think is needed.

Ex :
(1 fish, 1 meat, 4 cereals, 2 vegetables, 1 fruits) per citizens.
Well fed : 140% and more
Enough fed : 100-140%
Needy : 70-99%
Starving : 0-69%
Our town of 20.000 has a daily supply of :
15.000 fish (15.000/20.000=75%) Needy (-10% happiness)
100.000 cereals (100.000/80.000=125%) Enough fed (+5% happiness)
25.000 meat (25.000/20.000=125) Enough fed (+5% happiness)
55.000 vegetables (55.000/40.000=135%) Enough fed (+5% happiness)
10.000 fruits (10.000/20.000 =50%) Starving (-30% happiness)

This is where one has to be careful.

Regarding the healthcare thing. You have a decent idea, but its too complex to try to maintain that level of detail for a large number of settlements at once.

Hence, it is abstracted into "wellness spending". Things like doctors and public baths fall into high/very high. The baths would also be related to development levels, which I am currently working on.

As for source of food, its more-or-less what you figured:

If you have enough fish in a settlement that the majority of people can/do eat it, it counts.

Likewise for grains, fruits, meats. It needs to be prevelent and plentiful enough that most people can and do eat it. If you have prevasive cattle, grain farms with bakeries, large-scale fishing and vast fields of apple trees, that counts as 4 sources of food and would earn you +20% happiness for that settlement.


EDIT: Note to anyone following the thread, I am gaming heavily this weekend and it won't be updated much until afterwards. That being said, more attention to the thread and ideas motivate me to work on this mess more and give you updates. :)

Kizara
2008-11-01, 12:16 AM
Updated with current work.

What remains to be done:

-Explanitory description for Developmental spending.
-Descriptions for Developmental levels.
-Corruption system.
-Unemployment system.
-Completion of guild system.
-Reorganize this mess.

Some work has been done on the guild system, its usable now. Input on current guilds or write-ups of new guilds is more then welcome.