[V6 Draft] Chapter 7: Kingdom Turns

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[V6 Draft] Chapter 7: Kingdom Turns

Postby Forum Administration » 09 May 2009, 01:04

[Chapter 7: Kingdom Turns]
This chapter details the method to which you may organise your kingdom in Kingdom Turns (KTs). Kingdom rulers and Governors are typically the only people who need to read this chapter. However, some knowledge of this chapter can be beneficial to those who aspire to contribute to their kingdom's strategy.

Table of Contents:
7.1 Overview - Explains the process of submitting Kingdom Turns and receiving results, as well as some basic concepts.
7.2 Locations and Kingdom Stats - This section explains locations and the way information on cities and kingdoms are presented.
7.3 Admin Actions - This section details administrative details encompassing events which occur outside of KTs.
7.4 Administrative Entries - This section details some city-specific administrative notes.
7.5 KT Actions - This section describes the actions that officers can take in a city.
7.6 KT Formatting - This section provides an example KT for reference.
7.7 Structures and Monuments - This section is a reference containing the list of Structures and Monumentsthat can be built in KTs. Further, it also lists a number of Natural Resources that can be harvested in KTs.
7.8 Kingdom Events- This section describes events which affect the kingdom, such as taxes and riots.
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Re: Chapter 7: Kingdom Turns

Postby Forum Administration » 09 May 2009, 01:25

[7.1 Overview]
Kingdom Turns (KTs) are posts made during the Civil Phase of each season to document the following:
-- Actions to be taken by officers within the kingdom for the season
-- Any changes resulting from non-KT events since the last KT (eg. new officers, damage due to RP plots, change in PR)

KTs are typically posted by the the ruler of the kingdom, but may also be posted by the governor of a city or town. KTs are posted in a thread within the kingdom's Planning Hall (PH). Some KT results, such as searches, are posted following the completion of the Military Phase.

The following general principles apply to KTs:
-- Each officer can only perform one action.
-- Each group of troops can only perform one action of the following: draft, train, mobilize. If merging troops who have taken an action with a group that has not, the entire resulting group is ineligible to take any further action (merging troops who were trained with troops who were not, for instance, would make them all ineligible to mobilize).
-- Merging or splitting troops is not an action (so you may merge and train, for example)
-- All PCs must be active.
-- If an NPC becomes injured, they heal at a rate of 10% per season elapsed. For instance, if Yue Jin is injured in a search event at the start of the Spring season, his full injury is in effect for Summer, and will be reduced by 10% for the Autumn KT. A PC may make use of this automatic healing benefit as well if the PC is imprisoned without a PT allowed (as otherwise they should use the PT Rest action).


PC Activity
:arrow: A PC is active if they have posted anywhere within 30 days of the start of the civil phase in which the KT is due, or have posted in the official Activity Thread for one of the last two seasons.
:arrow: An officer who was inactive and becomes active again may be used immediately in their former location as if they had never left as long as the kingdom maintained control of that location the entire time. If control of that location was lost during the officer's inactivity, the officer must be reassigned following the normal procedure for a new officer.
:arrow: Take your officers' activity into account when deciding who should lead your armies. New commanders cannot replace inactive ones while an army is in the field. PCs who are leading units in the field must remain active in order for the army to remain under control. An army whose commander goes inactive will end up becoming disorderly and be forced to retreat or may even dissolve entirely.
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Re: Chapter 7: Kingdom Turns

Postby Forum Administration » 09 May 2009, 01:25

[7.2 Locations and Kingdom Stats]
There are two types of location that can be controlled by kingdoms- cities and towns. Cities and towns both are locations which troops can enter and be stationed at so that they can be reorganized, trained, etc. and thus will be noted in the KT, as shown below. Cities are the main focus of the game, as they are much more valuable resources for a kingdom, but towns also provide some benefits and should not be overlooked. The primary difference is that both cities and towns provide tax revenue to the kingdom in control of them, but cities provide a much greater amount that can be nurtured, or neglected, by the choices the kingdom makes in how to run the city. Towns always provide a flat sum of 500 Gold per season, and 2000 Food at harvest. Cities can also quarter more troops than towns can: a city's base number of troops is 1000 while a town can only quarter 500. Town Morale will also tend to be more constant rather than fluctuating to extremes, since the government does not exercise quite the same level of control, for good or for ill, over towns.

A number of statistics are used to describe kingdoms and locations. This section outlines what each of them means and how they are used.

Kingdom Stats
Each kingdom has the following stats:
Ruler: The person in charge of the kingdom.
Ruler Rank: The rank that the kingdom's ruler holds.
Capitol: The name which serves as the Kingdom's seat of government. A city with a Palace will automatically become the capitol, unless the kingdom has more than one city with a Palace. Note that the capitol is not necessarily where the Ruler is.
PR: A measure of the prestige of the kingdom, from 1-10. Morale in cities will not rise above the kingdom's PR value.
I-net: The kingdom's I-net value for the season, expressed as the amount developed/maximum value.

Location Stats
Most of the following stats are applicable to both cities and towns- a separate format for each is provided below.

City Info wrote:Location: Name of the city.
Population: The number of people in the city (measured in hundreds). Higher populations can result in bigger taxes, as well as being a source for the drafting of soldiers. One point of population equals 100 individual citizens.
Government Style: The type of government employed in this city. Each has it owns benefits and failings.
Morale: The emotional well being and enthusiasm of the people and soldiers dwelling in this city. Units mobilized into the field will start at this value for their Morale (plus any extra bonuses from things such as buildings and/or rank).
Prefect: The person in charge of governing the city and their Politics, Charisma, and Administration skill, if any.
Commandant: The person in charge of the military in a city or town and their Lead.
Gold: The amount of gold in the location.
Food: The amount of food in the location.
Defense: The strength of the location's gates and walls. This value is the number of hit points that gates and walls have in battle.
Building Slots: The total number of available land which can be developed by a city and how many buildings are currently built (or partially built).
Structures: A list of buildings in and around the location along with the officer, and their score, staffing them.
Landmarks: A list of the special buildings in and around the location along with the officer, and their score, staffing them.
Resources: A list of the naturally occuring elements which can aid a city's economy and the related structures.
Armaments: A list of the location's weapons, armor, horses, ships and siege weapons.
Incomplete Armaments: A list of the locations unfinished armaments, this relates primarily to siege equipment which has a multi-season construction time.
Units: Troops garrisoned in the location and their training; like population, each point of units equal 100 individual soldiers.
Max Units: The maximum number of units which can be quartered in the city. All cities start at 1000, and can increase this value by constructing certain buildings. A city cannot draft troops beyond this maximum, or allow units to enter the city if it would put the city over its maximum (it may choose to disband any excess troops entering).
PCs: Player characters stationed in the location and their stats.
NPCs: Non-player characters stationed in the location and their stats.


Town Info wrote:Location: Name of the town.
Morale: The emotional well being and enthusiasm of the people and soldiers dwelling in this city. Units mobilized into the field will start at this value for their Morale (plus any extra bonuses from things such as buildings and/or rank).
Commandant: The person in charge of the military in the town and their Lead.
Gold: The amount of gold in the location.
Food: The amount of food in the location.
Defense: The strength of the location's gates and walls. This value is the number of hit points that gates and walls have in battle.
Building Slots: The total number of available land which can be developed by a city and how many buildings are currently built (or partially built).
Structures: A list of buildings in and around the location along with the officer, and their score, staffing them.
Armaments: A list of the location's weapons, armor, horses, ships and siege weapons.
Incomplete Armaments: A list of the locations unfinished armaments, this relates primarily to siege equipment which has a multi-season construction time.
Units: Troops garrisoned in the location and their training; like population, each point of units equal 100 individual soldiers.
Max Units: The maximum number of units which can be quartered in the town. All towns start at 500, and can increase this value by constructing certain buildings. A town cannot allow units to enter if it would put the town over its maximum (it may choose to disband any excess troops entering).
PCs: Player characters stationed in the location and their stats.
NPCs: Non-player characters stationed in the location and their stats.


Example wrote:Ruler: Gu Zen
Rank: Governor (Unit Limit +35, TP +35, Civil3, +1 City Morale when Prefect)
Capital: Ping Yuan
Prestige: 20
I-net: 200/250

Location: Ping Yuan
Population: 3270
Government Type: Law and Order
Morale: 5
Prefect: Gu Zen (89, 52, Administration)
Commandant: Xu Sheng (88)
Gold: 3878
Food: 32064
Defence: 150/150
Building Slots: 7/10
Structures: Smithy[Yu Dan, 70]; Bowyer[No Yu, 80]; Barracks[]; Temple[Xun Yu, 129]; Library[Kan Ze, 90]; Armory[Zhao Yun, 92]
Landmarks: n/a
Resources: Salt Plains
Armaments: 125 Bows, 1 Siege Ram
Incomplete Armaments:
Units: 157(100), 99(29), 64(73)
Max Units: 1200

PCs:
Gu Zen (152) 67-52-68-89*-52 Administration, Arrowstorm, Articulate, Commercialist, Invent - Governor (Unit Limit +35, TP +35, Civil3, +1 City Morale when Prefect)
Yu Dan (165) 45-50-70-33-32
No Yu (191) 89-99-80-45-60
Xun Yu (185) 45-36-60-99-77 Architect, Civil Engineer, Commercialist - Civil Officer Grade 4 (Stat+30 when staffing a building, Search/recruit success +5%)
Kan Ze (190) 72-64-80-65-49 - Civil Officer Grade 2 (Stat+10 when staffing a building)
Zhao Yun (172) 64-95-92-35-111* Dash, Duelist, Weaponmaster

NPCs:
Fan A (165) 30-47-76-40-53 | Skills: Medic | Items:
Han Rong (126) 32-30-49-60-71 | Skills: Administration, Charming | Items:
Quan I (220) 53-60-55-50-57 | Skills: Articulate, Valour | Items: | Father: Quan Duan (204) (n)
Dong Zhuo (57) (GM NPC) 81*-93*-63-76-37 Charge (e), Cunning, Dash*, Jeer, Rumor, Valour


Note that although in general the KT's formatting is malleable, the city/town data section must be formatted precisely according to the above example, from the Location line down to the Resources line, so it can be easily read by the tax calculator. This includes using the proper spelling, capitalization, and punctuation.
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Re: Chapter 7: Kingdom Turns

Postby Forum Administration » 09 May 2009, 01:26

[7.3 Admin Actions]
At the top of the KT, after listing overall kingdom stats but before listing each city's actions, you will list certain actions that affect the entire kingdom. These actions include gathering intelligence, recruiting officers, or spying on other kingdoms, as well as some administrative notes. These actions are listed together as they may need Forum Staff action to be resolved--you cannot simply decide whether your spies succeed or not, for instance. When the turn is over the results of these actions will be returned to you. The following actions are listed in the Admin Actions section:

Develop I-Net: Officers are designated to create and maintain an intelligence network concerned with the defense of the state; this is referred to as the I-Net. A strong I-Net alerts you to threats sooner and gives the kingdom enough time to react to threats posed in the field. Primarily I-Net reveals hidden units which enter a kingdom's territory. This territory is determined through the mini-map and is not reliant upon provincial borders or treaty designation. Watchtowers mark one of the few exceptions to the staffing rule; an officer which is staffing a Watchtower is considered to be developing I-Net. Any number of officers may work towards a kingdom's unified I-Net score, which resets to 0 every season.
An officer's contribution to I-Net is calculated as follows: I-Net score = INT + Spy Bonus + Watch Tower Bonus. The bonuses gained from the Spy skill and from staffing a Watchtower are +25 each. Only officers staffing a Watchtower gain the Watchtower bonus, and all officers' I-Net scores are combined to create a conglomerate I-Net score for the kingdom. The kingdom's I-net score is expressed in terms of the value the officers are developing, and its maximum value, which is 250 for each city the kingdom owns. For instance, a three-city kingdom whose officers develop 651 points of I-net would write their I-net as 651/750. Higher maximums do not increase the quality of the information, they increase the need to develop i-net; a kingdom at 250/250 will receive the same information that a kingdom at 1750/1750 does, which would be much more than the second kingdom would receive if they only developed to 800/1750.

Spy: The officer attempts to gather information about another city. If successful the city's data will be posted in your Admin Communication Thread. An officer with the Spy skill has a greater chance of success, and can get information on extra random cities neighbouring the target city. Spying also allows other KT plots such as Arson on the city or cities spied on for the next three turns. Spying can be done on both Cities and Towns. Please list the character's Int, Pol, Cha, and whether they have the Spy skill or not for this action.

Arson: The acting officer attempts to burn either the Barracks, Granaries, and Structures of the target city. Spy info must have been acquired on the city within the last three seasons(if another kingdom gains control of the city, previous spy results will not be usable). Success may kill soldiers, destroy weaponry, destroy food, and/or damage Structures making them unusuable until repaired. Unstaffed and understaffed Structures are more vulnerable to Arson attacks. Arson can be done on both Cities and Towns. Characters must have the Arson skill to perform this action. Please list the character's War, Int, Pol, Cha, and whether they have the Arson, and Stealth skills for this action.

Riot: The acting officer attempts to incite the citizens to riot. Spy info must have been acquired on the city within the last three seasons (if another kingdom gains control of the city, previous spy results will not be usable). Success may affect tax returns, hamper soldiers ability to respond to other threats, and possibly damage buildings. Characters must have Riot to perform this action. Please list the character's Int, Pol, Cha, and whether they have the Stealth, and Riot skills for this action.

Sap: The acting officer attempts to sabotage the city's defences. Spy info must have been acquired on the city within the last three seasons (if another kingdom gains control of the city, previous spy results will not be usable). Success will damage the city's City Defence. Sapping can be done on both Cities and External works. Characters must have the Military Engineer skill to perform this action and will gain a bonus with Siegecraft. Please list the character's War, Int, Pol, Cha, and whether they have the Military Engineer, Siegecraft, and Stealth skills for this action.

Recruit Agents: The acting officer attempts to recruit dissidents from a city or town to aid them in an impending attack. Spy info must have been acquired on the city within the last three seasons (if another kingdom gains control of the city, previous spy results will not be usable). Success will allow the officer's kingdom to use the Open Gate ploy starting in the next season. Characters must have Rumor to perform this action, and will receive a bonus if they have Charming. Please list the character's Int, Pol, Cha, and whether they have the Stealth, Rumor, or Charming skills for this action.

Patrol: The officer patrols the city's surrounding areas, guarding the population from any bandit activity, and also some small protection against plots. There are no limit to how many officers may Patrol one city in a single turn. Note that Patrol is an action for a unit, meaning that they will be unavailable to be moved or trained for that turn. Please list how many soldiers are being used in the patrol, what they are armed with, and their training. An officer may patrol with any number of troops of the same training level, up to their standard unit limit.

PR Change: Various actions, such as breaking an alliance, can result in the kingdom's Prestige changing. Please see the chapter on Ruling & Diplomacy for more information. Be sure to provide a link to the post made by a staff member confirming the PR change. Failure to do so may result in a penalty to PR or simply voiding the gain.

Promotions/Demotions: Rulers may choose to grant rank to their subordinate officers, or even take it away. Each rank change should be listed when it occurs, noting whether it is a promotion or a demotion and the new rank.

Searches and Recruitments:

In a section labeled [Personnel], you will note any long searches, short searches, and recruitment attempts for free officers.

Personnel Actions to be noted for Entire Kingdom wrote:Short Search (All Officer Stats, [Charming], [Enchanter], [Networking])
Long Search (All Officer Stats, [Charming], [Enchanter], [Networking], Seasons remaining on search)
Free Officer Recruitment (All Officer Stats, [Charming], [Enchanter], Bond with target, Any ranks/gifts being offered*)
Real Estate Search (All Officer Stats, Civil Engineer, [Adminstration])

*Please note that officers may only offer ranks up to their own level or lower.


Search: If you would like to recruit new NPC officers into your kingdom you will have to find them first. An officer in the kingdom's capital city may Search any city in the kingdom. Officers in other cities can only search in their individual cities. Between turns a Staff member will roll the results of your searches, in which you may find nothing, may find officers, or may even find trouble. Trouble is random, but the odds of finding an NPC is based on the character's Politics. If the character finds an NPC they will have a free attempt to recruit the NPC, based on their Charisma. Please list the character's entire statline, and whether they have the Networking or Charming skills for this action.

Short Searches: These short searches only take one season, and the officer searching is available to defend the city if attacked. You may only have 6 short searches, per kingdom, each season.

Long Searches: An officer on a long search may attempt to find and recruit an NPC, just like with a short search. Of course, a long search takes longer than a short search, and the acting officer will be gone for a full three seasons on this mission. He will be unable to take part in wars launched against his city during this time. There is no limit to long searches.

Recruit: The officer will attempt to recruit a free NPC or an NPC officer that is serving another kingdom, although other things may be found on the way... The odds of success in recruitment are based on the character's Charisma, with a bonus based on any bond the recruiter has with the NPC, and another bonus if the recruiter has the Charming skill. Reputation also affects recruitment of NPCs. You may optionally offer items, gold, and/or ranks to the NPC to increase the likelyhood of them joining you. Please list the character's stats, whether or not they have the Charming skill, any bond they have, the city the recruiter is in, the NPC being recruited, and finally the city the NPC is located in with this action. The order of recruitment attempts goes by proximity to the NPC.

Real Estate Search: The officer looks for additional space within the city for the government to develop. Every city has only so much room to build its structures. Success garners the city one additional building slot which can be developed at a later time. The officer must have Civil Engineer.

Examples wrote:[Admin]
Gu Jue (73-72-60-60, Arson) attemps Arson (Barracks)in Xu Chang.
Feng Xiong (64-81-65-81, Stealth, Riot) performs Riot on Xu Chang.
Zhang Zhen (55-79-36, Spy) Spies on Xu Chang.
Gan Lu (46-62-55-92, Spy, Rumor, Charming) Recruits Agents in Xu Chang.
Dong Du (75-77-52-67, Spy, Military Engineer, Siegecraft) Saps the walls of Xu Chang.
Lu Bu patrols Luo Yang with 100(100) Archers.
Tian Feng is promoted to Civil Grade 4 (Stat+30 when staffing a building, Search/recruit success +5%)
Chen Dan (55), Dong Cheng (77), and Quo Ping (122) develop I-Net: 254

[Personnel]
Huan Fei (36-54-77-66-79, Charming, Networking) short searches Luo Yang.
Shi Qing Mei (38-42-80-98-84, Charming (e), Networking) long searches Luo Yang. (Season 1 of 3)
Meng Can (63-42-68-85-68, Charming, 0 bond) in Luo Yang tries to recruit Deng Ai in Chang An, offering the rank of Military Grade 2 (Unit Limit and TP +20)
Dong An (40-30-50-52-65, Civil Engineer) in Pencheng searches for Real Estate.
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Re: Chapter 7: Kingdom Turns

Postby Forum Administration » 09 May 2009, 01:27

[7.4 Administrative Entries]
Administrative Entries are events affecting city stats that are not a result of actions in a previous KT, such as promotions. Administrative Entries are listed after the starting city stats, but before the standard actions. The formatting for each action is provided in the examples at the end of this post and a sample KT is provided at the bottom of this page.

Gold Change: Gold totals can change for several reasons, commonly Gold given to officers for whatever reason. Gold given to an officer must come from either the capital city or the officer's city. Please list which city the gold is coming from with the action.

Prefect and Commandant Changes: Changing a Prefect or Commandant of a city may alter the city's Morale. As both of these positions come with certain benefits and responsibilities, it is imperative that all changes are noted. An inactive PC must be replaced with an NPC or active PC in either of these roles.

Loss of Officer: This may happen if an officer quits, defects, dies or becomes inactive.

New Officer: New officers who have joined the kingdom may be placed in any location that the kingdom controlled in the season that the officer joined and should be noted in the Administrative Entires section. Note that a PC cannot be used in the KT of the season in which they were recruited, but NPCs are available for KT as soon as they are recruited since they are recruited via KT, meaning they were recruited the previous season. There is an exception to the usual New Officer rules; if an officer is captured in a battle and recruited as a prisoner to the capturing kingdom, the officer will be available to the new kingdom immediately even if it is the Civil Phase when the officer agrees to join. (If salary was due the officer from their previous kingdom, it must be paid in full by the new kingdom.)

New Real Estate: Each city contains only so much space that a kingdom can develop. The maximum amount of building slots a city can have is 20, but it will start with much fewer than that, and to build its Structures, a city must have space. A Town only ever has 5 building slots.A successful Real Estate Search will increase the amount of land the city can develop, up to the maximum of 20. These are available immediately for development in the current KT after being found. Each of these are refered to as Building Slots, and a city may not build if it has no room.

Examples wrote:100 gold given to Jia Hui as a bonus. -100 gold from Lu Jiang.
2000 gold paid in Market Thread. -2000 gold.
Jia Hui becomes Prefect of Lu Jiang.
Wei Yan becomes Commandant of Lu Jiang
Lushan Shang defects to Peng Cao.
Bei Quan joins the kingdom, he is placed in Xu Chang.
Yuan Shang goes Inactive.
Dong An located 1 Building Slot.
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Re: Chapter 7: Kingdom Turns

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[7.5 KT Actions]
After listing city stats you can now get to the meat of your KT, the actions of each city. The actions available to you are listed below, with an example of how to format them given all together at the bottom of this post, and include such things as developing your cities, creating, training, and equipping your army, and buying or giving food. With each city will you will need to list the following in this order:
--Starting City Information
--Actions taken
--Finished City Information

A City's information has already been described above. This is the starting point of your KT, and all changes to the city are based on these beginning stats. You will then take the actions you would like to perform, noting any gold cost and other effects. When you are done with this you will then list the city's information again, with these values factored in. A list of officers in that city is also included with the information for each city, used in book-keeping primarily.

Each of these actions fall into three broad categories: [Admin], [Civil], and [Military].
  • Admin actions note changes in gold, food, troops levels, and government type. A transport unit arriving with food and troops would fall under this heading.
  • Civil actions describe bureaucratic moves such as building and staffing structures, and producing equipment.
  • Military actions likewise describes actions of the soldiers such as training, merging/splitting, and planned deployments. Do note that noting a deployment in the KT is merely an aid to the kingdom in tracking their forces; deployment information must be transmitted to the staff as per the battle rules to count as official.

The following is a list of actions that can be taken in various locations. Each is listed with the effect, any cost, the number of officers who can be used to do this action in each location, any limitations on the action, and other important notes. Relevant stats and skills will have effects that vary from action to action. The formula for an action is given, where applicable:

Change Government Type [Admin]
Effect: Changes the Government Type of the city.
Cost: Variable
# of Officers: None
Limitations: Government Style may only be changed under three conditions: the Winter KT, upon acquisition of the city, and by grovelling before dispassionate staff over 'extenuating circumstances.'

Each government type comes with associated benefits and costs. These involve the cost of switching to and from each style as well as the effects each style has on various things. The most pronounced effect of government type is upon the city's Morale as well as the kingdom's Prestige. Tax returns will also be significantly impacted by the style in use, as well as various other matters.

  • Authoritarian: The government maintains strict control of the populace with laws that it does not necessarily itself follow.
    Requirement: None
    Switching To: Population decreases by 1% [Population - (Population/100)]
    Switching From: Gold decrease based on Population [(Population/10) x 1 gold]
  • Iron Fist: The government squeezes everything that it can from the populace it rules, including the people themselves.
    Requirement: None
    Switching To: Troops move from fighting the enemy to subduing the populace [(Population/100) x 1 troop of lowest training are lost]
    Switching From: None
  • Laissez-faire: The government interferes very little with the day-to-day lives of the people, for good or ill. Minimal order is maintained, basic taxes are collected, and little else.
    Requirement: None
    Switching To: Relaxed regulations all around. [All troops -10 Training, may drop below 0]
    Switching From: None
  • Law and Order: The government acts to safeguard the well-being of the populace through regulated laws and enforcement. The common citizen can feel relatively secure and stable under this system.
    Requirement: Central Court and >50 troops in garrison
    Switching To: Commodities are secured to aid stability. [(Population/2) x 1 Food]
    Switching From: Relaxed regulations all around. [All troops -10 Training, may drop below 0]
  • Police State: The government maintains control through widespread military presence. Troublemakers are swiftly dealt with, whomever they may be, while making sure that the common citizen knows not to be one of them.
    Requirement: Barracks and >300 troops in garrison
    Switching To: Morale drops by 1.
    Switching From: Relaxed regulations all around. [All troops -10 Training, may drop below 0]
  • Totalitarian: Some may criticize the methods, but the population realizes one thing: The government is your friend! Really. It is your friend. Or else.
    Requirement: Work Prison or Prison Farm, and >100 troops in garrison
    Switching To: PR drops by 1.
    Switching From: City Morale drops by 1.
  • Welfare State: The government provides for the common good of the people, rendering assistance to those in need. Tax revenue is mostly spent on such tasks leaving little for more traditional uses such as warfare, but the common people are kept happy.
    Requirement: Library or Public Ration Center
    Switching To: Programs have high start-up costs. [(Population/10) x 1 gold]
    Switching From: Morale drops by 1.


Construct [Civil]
Effect: Builds a structure. See Structures below.
Cost: Variable.
# of Officers: 1 or more
Limitations: Only one officer may work on single building at a time. Each Structure lists the maximum number that may be built in each city in the description. No city may exceed the total number of Building slots granted by sucessful Real Estate searches.
Note: If the officer has the Civil Engineer skill, the time to Construct is halved and the gold cost is reduced by 10% (15% with Civil Engineer(e)).

Defense [Civil]
Effect: Improves the location's Defense stat.
Cost: 100 gold
# of Officers: 1-3
Formula: (War/10)+[Military Engineer bonus]

Demolish [Civil]
Effect: Destroys the specified Structure leaving the Building Slot unoccupied.
Cost: 20% of the Structure's base cost (not actual cost for building)
# of Officer: 1 or more
Note: An officer with Civil Engineer can destroy buildings at 15% of base cost. This bonus increases to 10% of base cost with Civil Engineer(e). Landmark class buildings and natural resources cannot be demolished.

Draft [Military]
Effect: Gathers men from the city to populate the ranks of the army. Drafted troops begin with 0 Training, unless the city has a building which increases that. This serves as the unit's action for the turn, meaning that it can not be trained or invade. If the newly drafted unit is merged with an existing unit, any training or other action of the other troops must be done before the merge as the newly drafted troops have already taken an action.
Cost: 10 gold and 10 food per troop, -1 Population per troop Drafted. Cost for Cities using the Iron Fist government style is reduced by 1.
# of Officers: 1
Limitations: The Drafting officer may only Draft a number of troops equal to his War or Cha + [Administration bonus].

Hire [Military]
Effect: Hires veterans or mercenaries to add to the garrison. They come at a much higher price, but their experience may be invaluable. Does not reduce the city's Population. Hired troops start at 60 Training.
Cost: 30 gold and 30 food per troop.
# of Officers: 1
Limitations: The Hiring officer may only Hire a number of troops equal to his Cha/2.

Market [Civil]
Effect: Sale or purchase of food for gold.
Cost: Variable.
# of Officers: 1
Limitations: The food being sold or gold being spent must be in the city in which the purchasing officer is located, and the food or gold received from the transaction will be added to the stores of that city afterward.

Merge/Split [Military]
# of Officers: 0
Effect: Combines and separates your armies for ease of organization and keeping your KTs clean. Please note that Merging is not an action, nor is Splitting, and may be done at any point in the KT. If you Merge newly Drafted troops with existing troops, neither may have been Trained in this turn. When units Split, each new unit retains its Training, as the concept of splitting does not in any way affect the game- whether a group of 10 troops are listed as 10(100) or 5(100), 2(100) and 3(100) is irrelevant, the former is merely preferred for ease of reading. When they are merged, however, the Training is averaged to create a new unit--for example 50 units at 100 training and 50 units at 0 training will merge to create 100 units at 50 training. The equation for merging troops is below:
To merge new troops with an existing unit:
(a*b)/c ROUND RESULTS DOWN.

To merge two existing troop units:
[(a1*b1)+(a2*b2)]/c ROUND RESULTS DOWN.

Key:
a = Original Unit Troop Count
b = Original Unit Training Level
c = Combined Total Troop Count
1 = First Troop Unit
2 = Second Troop Unit
(Thus, a1 is the original troop count of the first troop unit).

Lest it be overlooked: ROUND RESULTS DOWN. Even if the result is a Training of 89.9, it is still rounded down to 89.


Mobilize [Military]
Effect: Launch officers, goods and/or soldiers into the field.
Limitations: The officer selected becomes the head of a unit leading the selected type of troops with any noted equipment, food, gold, and attachments. The unit travels across the map as per the Battle rules. Troops, arms, and food must be moved this way via Transport unit or regular military unit. Officers and gold may be use the Send Gold or Transfer KT actions which does not create a Transport unit. Ships and siege weapons that are under construction cannot be moved until they are finished. Note: you must submit the mobilizing armies in a PM as noted in the battle rules, it is not enough to state that they are mobilizing in the KT.
# of Officers: 1 or more

Produce [Civil]
Effect: Produce equipment for battle.
Cost: Variable.
# of Officers: 1 or more
Limitations: Maximum of 1 officer per siege weapon/ship per turn. Multiple officers can work on the same type of siege weapon/ship (eg. Officer 1 and Officer 2 can work on separate Catapults simultaneously, but can not work on the same Catapult). The price of Produce depends on the officer's stat, the city's Structures, and what is being built, as shown below, as does the maximum number of the item that may be Produced by a single officer per month:
Production Table wrote:
Unit Arms wrote:Heavy Arms
Cost: (20 - Building Bonus - Skills Bonus) x (1-(INT/300) gold
Capacity: INT + Building Bonus, Max Armory (3)
Requires: Smithy

Bows
Cost: (20 - Building Bonus - Skills Bonus) x (1-(INT/300) gold
Capacity: INT + Building Bonus, Max Bowyer (3)
Requires: Smithy

Horses
Cost: (30 - Building Bonus - Skills Bonus) x (1-(INT/300) gold
Capacity: INT + Building Bonus, Max Stables (3)
Requires: None

Arbalests
Cost: (40 - Building Bonus - Skills Bonus) x (1-(INT/300) gold
Capacity: INT/2 + Building Bonus, Max Bowyer (4)
Requires: Invent, Smithy, Bowyer (1)


Siege Equipment wrote:Catapult
Cost: 3000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1, Max Workshop 2
Requires: Invent, Smithy, takes 3 seasons to complete

Siege Ladder
Cost: 1000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1, Max Workshop 2
Requires: Smithy

Siege Ram
Cost: 1000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1, Max Workshop 2
Requires: Smithy

Siege Tower
Cost: 2000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1, Max Workshop 2
Requires: Invent, Smithy


Ships wrote:Arrowship
Cost: 1200 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1
Requires: Invent or Navy (10% bonus with both), Smithy

Skirmisher
Cost: 1500 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1
Requires: Invent or Navy (10% bonus with both), Smithy

Warship
Cost: 2000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1
Requires: Invent or Navy (10% bonus with both), Smithy

Transport
Cost: 1000 x (1-(INT/400) - Building Bonus - Skill Bonus) gold
Capacity: 1
Requires: Invent or Navy (10% bonus with both), Smithy


*Please note the following correct procedure: Round Up means always round up. Meaning if you've calculated a unit cost of 19.24, for example, it rounds up to 20. Find the rounded unit cost, then multiply it by the number of units produced. Any discounts, such as from skills or buildings, are applied to the final total of all items produced: 100 bows costing 14 gold apiece would be 1400 gold, and with a 10% discount from a Bowyer the cost would be reduced to 1260.

Send Gold [Admin]
Effect: Move gold to target city. The officer returns to the starting point at the end of the turn. This command may also be used to transfer gold to another kingdom but only from one capital city to another. There is no distance restriction on this action. One officer must be used to convey gold to each location which is receiving gold (if City A sends goods to Cities B and C, two officers must be used).[/color]
# of Officers: 1 or more

Staff [Civil]
Effect: The officer or group of officers occupies and works in the listed Structure for this month. Only by staffing a structure is it possible for the city to gain the benefits provided in the building's description. List the officer's relavent stats and all bonuses.
# of Officers: 1 or more (dependent on Structure description)

Train [Military]
Effect: Drill troops to improve their fitness, understanding of tactics and use of weapons. Training gain is equal to ((Lead + War + [Leader bonus]) * 10 / [unit size]) + [any building bonus]
# of Officers: 1-3
Limitations: The Training level is normally capped at 100 through Train actions. A Military Complex in the city raises this cap to 110.

Transfer [Admin]
Effect: Move officers and/or gold. The officer stays at the finish point at the end of the turn. This command may not be used to transfer gold to another kingdom. There is no distance restriction on this action and officers reach their intended target automatically.
# of Officers: 1 or more.
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Re: Chapter 7: Kingdom Turns

Postby Forum Administration » 09 May 2009, 01:28

[7.6 KT Formatting]
Despite what the lengthy descriptions above may indicate, KTs are actually very simple to do. The most complicated facet of KTs is simply formatting them for the first time. Doing them by hand takes a little time and effort, and can potentially lead to much confusion, so we have created this section of the rules to help. Below is an example of a full KT. Note: Officers must be specified by name if they are taking an action. Clauses such as "all officers not otherwise mentioned will do i-net" are not accepted.

Example wrote:KT Summer 210

Ruler: Sum Gai
Rank: Governor (Unit Limit +35, TP +35, Civil3, +1 City Morale when Prefect)
Capital: Jiang Xia
Prestige: 20

[Admin]
Salaries:
Yu Dan (Civ1) -20
No Yu (Civ1) -20
Xun Yu (Civ2) -30
Kan Ze (Civ2) -30
Zhao Yun (Mil1) -10
Sub Total: 110 gold

Fan A (Civ1) -20
Han Rong (Civ1) -20
Quan I (Sub; Negot) -15
Dong Zhuo (Mil1) -20
Sub Total: 75 gold

Total: -185 gold
Troop Upkeep: -320 gold

Han Rong Patrols Jiang Xia with 125(100) Archers
Yu Dan (120) develops I-Net: 120
Kingdom Prestige: +2 from PT event

[Personnel]
Sum Gai (67-52-68-89-52, Bond 54) in Jiang Xia tries to recruit He Man in Luo Yang, offering the rank of Military Officer Grade 1 and 100 gold.

[Starting]
Location: Jiang Xia
Population: 4181
Government Type: Welfare State
Morale: 7
Prefect: Sum Gai (89, 52, Administration)
Commandant: Zhao Yun (64)
Gold: 5443
Food: 42064
Defence: 150/150
Building Slots: 5/8
Structures: Watchtower[Yu Dan, 70]; Barracks[No Yu, 99]; Office of Economic Development[Xun Yu, Kan Ze, 199]; Temple[]
Landmarks: n/a
Resources: Gold Mines[]
Armaments: 125 Bows, 1 Siege Ram
Incomplete Armaments:
Units: 157(100), 99(29), 64(73)
Max Units: 1200

PCs:
Sum Gai (152) 67-52-68-89*-52 Administration, Arrowstorm, Articulate, Commercialist, Invent - Governor (Unit Limit +35, TP +35, Civil3, +1 City Morale when Prefect)
Yu Dan (165) 45-50-70-33-32 Commercialist, Spy – Civil Officer Grade 1
No Yu (191) 89-99-80-45-60 Civil Engineer – Civil Officer Grade 1
Xun Yu (185) 45-36-60-99-77 Architect, Civil Engineer, Commercialist - Civil Officer Grade 2(Stat+10 when staffing a building, Search/recruit success +5%)
Kan Ze (190) 72-64-80-65-49 - Civil Officer Grade 2 (Stat+10 when staffing a building)
Zhao Yun (172) 64-95-92-35-111* Dash, Duelist, Weaponmaster – Military Officer Grade 1

NPCs:
Fan A (165) 30-47-76-40-53 | Skills: Medic – Civil Officer Grade 1
Han Rong (126) 32-30-49-60-71 | Skills: Administration, Charming - Civil Officer Grade 1
Quan I (190) 53-60-55-50-57 | Skills: Articulate, Negotiator, Valour | Items: | Father: Quan Duan (164) (n) – Sub-Officer
Dong Zhuo (57) (GM NPC) 81*-93*-63-76-37 Charge (e), Cunning, Dash*, Rumor, Valour – Military Officer Grade 1

[Admin]
Taxes: +2490 gold
Population Growth: +142
Troop Upkeep: -320 gold
Salaries: -185 gold

[Civil]
No Yu (99, Civ1) staffs Barracks: 99
Xun Yu (99, Commercialist, Civ2 -124) and Kan Ze (65, Civ 2 - 75) staff Office of Economic Development: 199
Fan A (47, Civ1) staffs Barracks: 47, Troops 99(29) => Troops 99(30)
Quan I begins to Construct a Civil Office; -1250 gold (Season 1 of 2)

[Military]
Zhao Yun (64-95, Mil1) trains Troops 64(73) => Troops 64(97)
Dong Zhuo (81-93, Mil1) trains Troops 99(30) => Troops 99(47)


[Ending]
Location: Jiang Xia
Population: 4181
Government Type: Welfare State
Morale: 7
Prefect: Sum Gai (89, 52, Administration)
Commandant: Zhao Yun (64)
Gold: 6178
Food: 42064
Defence: 150/150
Building Slots: 6/8
Structures: Watchtower[Yu Dan, 70]; Barracks[No Yu, 99]; Office of Economic Development[Xun Yu, Kan Ze, 199]; Temple[]; Civil Office[]
Landmarks: n/a
Resources: Gold Mines[]
Armaments: 125 Bows, 1 Siege Ram
Incomplete Armaments:
Units: 157(100), 64(97), 99(47)
Max Units: 1200


Ruler: Sum Gai
Rank: Governor (Unit Limit +35, TP +35, Civil3, +1 City Morale when Prefect)
Capital: Jiang Xia
Prestige: 22
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Re: Chapter 7: Kingdom Turns

Postby Forum Administration » 09 May 2009, 01:28

[7.7 Structures]
In v6, you will yet again be able to build structures and monuments that will provide your kingdom with various bonuses, but their importance has been greatly increased. Structures will provide the backbone of your city's personality, influencing all aspects of the city from tax revenue to security. Furthermore, most structures cannot be built and then ignored- a Civil Office which has nobody working in it will provide no benefit to the city's tax revenue. The kingdom must send someone to staff a building if they want its influence upon the kingdom's tax revenue. Buildings which are left empty are also much more vulnerable to malicious acts.

Structures are constructed in kingdom turns and may take multiple turns to complete. If you stop working on a building, it remains in the city, but incomplete. Each building occupies one Building Slot. If your city doesn't have an open slot, a new structure cannot be built until there is a successful Real Estate Search or an existing structure is Demolished.

All Landmark Class buildings are stated within its description and may only be staffed by characters of Civil Rank 3 or greater.
Any Structure which doesn't list a prerequisite is considered a Base-level building and can be staffed by a Sub-Officer or Higher. Landmarks and Resources cannot be destroyed.
Only buildings denoted with an asterisk (*) may be constructed in a Town.

Temple Tree
Temple
Temple Complex
Ancestral Temple

Economic Tree
Lower Courts
Central Courts
Civil Office
Office of Economic Development
University
Library

Ag Tree
Agricultural Office
Tuntian
Irrigation System
Prison Farm
Terraced Fields
Stone Granaries
Fortified Granaries
Community Gardens
Ornamental Gardens
Imperial Gardens
Public Ration Center

Production Tree
Smithy*
Armory*
Bowyer*
Forge*
Stables*
Workshop
Arsenal

Garrison Tree
Barracks*
Garrison*
Enlistment Center
Recruitment Center
Martial Academy
Military Complex

Commandry Tree
Work Prison
Bureau of Investigation
Bureau of the Constabulary
Commandry Headquarters

Defenses
Battlements*
Buttresses*
Parapets*
Watchtower*
Reinforced Gates*

Resources
Gold Ore Deposits
Gold Mines
Gold Smithy
Iron Ore Deposits
Iron Mines
Salt Plains
Salt Mines
Mulberry Trees
Mulberry Orchards
Silk Workshop
Trade Route
Tariff Station
Trading Post
Waterways
Port
Shipyard

Special Case Landmarks
<Holy> Pavilion
Palace

Temple Tree
Temple
Pre-Requisites: None
Cost to Build Building: 750
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Moderate increases to Population growth and Public Safety.
Relevant Stat: Pol or Cha
Relevent Skills: Mystic
Limit: 1

Temple Complex
Pre-Requisites: Temple
Cost to Build Building: 1750
Seasons to Build: 3
Staff: 1
Special Function/Benefits: City Morale is slightly more likely to increase. Reduces the chances and severity of any riots in the city. Provides great increases to Population Growth and significant improvements in Public Saftey.
Relevant Stat: Pol or Cha
Relevent Skills: Mystic
Limit: 1

Ancestral Temple
Pre-Requisites: Temple Complex
Cost to Build Building: 2500
Seasons to Build: 2
Staff: 3
Special Function/Benefits: Landmark class. Cannot be destroyed. Increases the City Defense maximum by 25. Reduces the chances and severity of natural disasters and riots against this city. Troops start off with an additional +1 Morale, making it possible to exceed the 10 morale cap (does not require building to be staffed). Provides great increases to Population growth and significant increases to Public Safety.
Relevant Stat: Pol or Cha
Relevant Skills: Mystic
Limit: 1


Economic Tree

Lower Courts
Pre-Requisites: None
Cost to Build: 750
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Provides moderate increases in Tax and Harvest revenues, and minor increases in Population growth and public safety.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer
Limit: 2

Central Courts
Pre-Requisites: Lower Courts
Cost to Build Building: 2000
Seasons to Build: 3
Staff: 2-4
Special Function/Benefits: Greatly increases Tax and Harvest income. Minor increase to Population growth and Public Safety. Enables the Law and Order government style.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer
Limit: 1

Civil Office
Pre-Requisites: Agricultural or Economic Office
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1-3
Special Function/Benefits: Moderate increases to Tax and Harvest revenues. Minor increases to Population growth and Public Safety.
Relevant Stat: Pol
Relevent Skills: Commercialist OR Farmer
Limit: 1

Office of Economic Development
Pre-Requisites: None
Cost to build: 750
Seasons to Build: 1
Staff: 1-3
Special Functions/Benefits: Great increases to Tax revenue.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 2

University
Pre-Requisites: Civil Office, Central Courts
Cost to Build Building: 1500
Seasons to Build: 2
Staff: 2
Special Function/Benefits: This is a landmark class building and cannot be destroyed. A center of learning and a beacon for all scholars to follow. Experience for all officers in the city is increased by 20 for each KT action (officer must add it themself). There is also a chance that a talented person may appear here. (List the University with your searches in the Admin section of your KT.) Provides minor improvements in Tax and Harvest revenues, and moderate Population growth benefits.
Relevant Stat: Pol or Int
Relevant Skills: Architect
Limit: 1

Library
Pre-Requisites: None
Cost to Build: 750
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Enables the Welfare State government style. Provides increases to population growth and tax revenues.
Relevant Stat: Pol or Int
Relevant Skills: Commercialist
Limit:1


Ag Tree

Agricultural Office
Pre-Requisites: None
Cost to Build: 750
Seasons to Build: 1
Staff: 1-3
Special Function/Benefits: Great increases in Harvest incomes.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 2

Tuntian
Pre-Requisites: Agricultural Office, builder must have Farmer
Cost to Build Building: 1500
Seasons to Build: 2
Staff: 2
Special Function/Benefits: Provides great increases to Harvest income and minor benefits to Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 1

Irrigation System
Pre-Requisites: Agricultural Office
Cost to Build: 750
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Provides significant benefits to Harvest revenues.
Relevant Stat: Pol
Relevant Skills: Farmer OR Architect
Limit:3

Prison Farm
Pre-Requisites: None
Cost to Build: 500
Seasons to Build: 1
Staff: 1-4
Special Function/Benefits: Significant benefits to Harvest income, but moderate decrease in Public safety. Enables the Totalitarian government style.
Relevant Stat: War or Pol
Relevant Skills: Farmer OR Investigator
Limit: 5

Terraced Fields
Pre-Requisites: City (walls) must be within 8 squares of Mountain terrain.
Cost to Build: 1000
Seasons to Build: 3
Staff: 1-3
Special Function/Benefits: Previously non-arable land is opened to farming. Significant increase to Harvest income, and moderate increase in Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 3

Stone Granaries
Pre-Requisites: Agricultural Office
Cost to Build: 500
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Protection against Burn Granaries KT Plot. Moderate increase in Harvest revenue, minor benefits to Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 1

Fortified Granaries
Pre-Requisites: Agricultural Office, Stone Granaries
Cost to Build: 1000
Seasons to Build: 2
Staff: 2
Special Function/Benefits: Greater protection against Burn Granaries KT Plot. Significant increase to Harvest revenue, and moderate increase to Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 1

Community Gardens
Pre-Requisites: Agricultural Office
Cost to Build: 1000
Seasons to Build: 3
Staff: 1
Special Function/Benefits: Provides moderate increase to Population growth, and minor benefits to Harvest income and Public Safety.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 5

Ornamental Gardens
Pre-Requisites: Agricultural Office
Cost to Build: 1500
Seasons to Build: 4
Staff: 2
Special Function/Benefits: Moderate increases to Tax revenues and Public Safety.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer
Limit: 2

Imperial Gardens
Pre-Requisites: Agricultural Office, Ornamental Gardens
Cost to Build: 1500
Seasons to Build: 4
Staff: 4
Special Function/Benefits: This a landmark class building and cannot be destroyed. A beautiful place bound to be immortalized in bad poetry and non-descript water color. Provides great increases to Tax revenues, and moderate benefits to Population growth and Public Safety.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer OR Architect
Limit: 1

Public Ration Center
Pre-Requisites: Civil Office
Cost to Build: 500
Seasons to Build: 1
Staff: 2
Special Function/Benefits: Greatly increases Harvest income at the cost of moderate decreases in Public Safety. Enables the Welfare State government style.
Relevant Stat: Pol
Relevant Skills: Farmer OR Investigator
Limit: 4


Production Tree

Smithy
Pre-Requisites: None
Cost to Build: 250
Seasons to Build: 1
Staff: 1-3
Special Function/Benefits: Ability to create Heavy Arms, Bows, Siege Equipment, and Ships in the KT. Moderate increase to Tax revenues and minor benefits to Population Growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 4

Armory
Pre-Requisites: Smithy
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Increases the maximum volume of Heavy Arms by 10% and reduces the unit prices by 3 gold when Producing Heavy Arms in KTs. Seasonal Chance that Treasury-Quality Armors are produced. Moderate increase to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 3

Bowyer
Pre-Requisites: Smithy
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Increases the maximum volume by 10% and reduces the unit prices by 3 gold when Producing Bows and Arbalests in KTs. Moderate increase to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 4

Forge
Pre-Requisites: Stables, Bowyer, or Armory; and Smithy
Cost to Build Building: 750
Seasons to Build: 1
Staff: 1
Special Function/Benefits: There is a seasonal chance that some exceptional piece of arms may be produced in the city. Significant increase to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 1

Stables
Pre-Requisites: None
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Increases the maximum volume by 10% and reduces the unit prices by 3 gold when Producing Horses in KTs. Seasonal Chance that Treasury-Quality Horses are produced. Moderate improvements to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 3

Workshop
Pre-Requisites: None
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Reduces the gold costs associated with building Siege Weapons by 10%. Moderate benefits to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 2

Arsenal
Pre-Requisites: Smithy, Armory, Bowyer, Stables, Workshop
Cost to Build: 2000
Seasons to Build: 6
Staff: 4
Special Function/Benefits: Seasonal income 200. Greatly increases protection of arms against KT plots. Additional 1 gold reduction in cost to create all associated products. Additional 5% cost reduction to building Siege equipment and Ships. Seasonal chance of Treasury quality arms, armor, or horses. This is a landmark class structure and cannot be destroyed. Provides great increases to Tax revenues and significant benefits to Population growth.
Relevant Stat: Int
Relevant Skills: n/a
Limit: 1


Garrison Tree

Barracks
Pre-Requisites: None
Cost to Build Building: 1000
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Increases the maximum amount of troops that can be stationed in the location by 200 (does not require building to be staffed). Minor benefits to Population growth and moderate increases to Public Safety. Enables the Police State government style.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1

Garrison
Pre-Requisites: Barracks
Cost to Build: 1500
Seasons to Build: 2
Staff: 2
Special Function/Benefits: Increases the maximum amount of troops that can be stationed in the location by 300 (does not require building to be staffed). All troops in the city at the start of the turn which have under 50 training automatically gain +1 training each turn. Moderate bonuses to Population growth and Public Safety.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1

Enlistment Center
Pre-Requisites: Barracks
Cost to Build: 500
Seasons to Build: 1
Staff: 1
Special Function/Benefits: Reduces the per unit cost of drafting troops by 1 Gold and 1 Food in this city. Minor benefits to Public Safety and Population growth.
Relevant Stat: Lead or Cha
Relevant Skills: Investigator
Limit: 1

Recruitment Center
Pre-Requisites: Enlistment Center
Cost to Build: 1000
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Recruit retired soldiers and mercenaries. All troops drafted in this city will have an initial training level of 10 instead of 0 (does not stack with Martial Academy). Moderate increases to Public Safety and Population growth.
Relevant Stat: Lead or Cha
Relevant Skills: Investigator
Limit: 1

Martial Academy
Pre-Requisites: None
Cost to Build Building: 1500
Seasons to Build: 2
Staff: 2-4
Special Function: Allows an extra officer to Train troops in this city. Gives an additional +1 Training when an officer trains troops in the city. Moderate increase to Population growth, and minor benefits to Public Safety.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1

Military Complex
Pre-Requisites: Garrison, Martial Academy, Work Prison, Recruitment Center, Forge
Cost to Build Building: 2500
Seasons to Build: 2
Staff: 3-6
Special Function/Benefits: This is a landmark class structure and cannot be destroyed. All troops in the city that have under 75 training automatically gains +1 training each turn. Increases the maximum amount of troops that can be stationed in the location by 500 (does not require building to be staffed). The maximum Training value for troops trained in this city is raised to 110 (does not require building to be staffed). In Roleplay, troops that have centralized Military Complex can rouse themselves to fight and march in a shorter time. Moderate increase in Population growth, and great increases to Public Safety.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1


Commandry Tree

Work Prison
Pre-Requisites: None
Cost to Build: 500
Seasons to Build: 1
Staff: 2-4
Special Function/Benefits: Increased vulnerability to KT plots. Great increases to Tax revenues, at the cost of a moderate decrease in Public Safety. Enables the Totalitarian government style.
Relevant Stat: War
Relevant Skills: Investigator
Limit: 5

Bureau of Investigation
Pre-Requisites: None
Cost to Build: 500
Seasons to Build: 1
Staff: 1-3
Special Function/Benefits: Seasonal chance of treasury quality Bond item being seized. Moderate bonus to Tax revenues, and minor increase to Public Safety.
Relevant Stat: War
Relevant Skills: Investigator
Limit:3

Bureau of the Constabulary
Pre-Requisites: Bureau of Investigation
Cost to Build: 750
Seasons to Build: 2
Staff: 1-3
Special Function/Benefits: Seasonal chance of treasury quality item being seized. Moderate increase to Tax revenues, and a significant benefits to Public Safety.
Relevant Stat: War
Relevant Skills: Investigator
Limit: 2

Commandry Headquarters
Pre-Requisites: Bureau of Constabulary
Cost to Build: 1500
Seasons to Build: 3
Staff: 2-4
Special Function/Benefits: Seasonal chance of treasury quality item being seized. Great increases to Public Safety, minor benefits to Harvest income, and moderate increases to Tax revenues.
Relevant Stat: Lead
Relevant Skills: Investigator
Limit: 1


Defenses

Battlements
Pre-Requisites: None
Cost to Build Building: 750
Seasons to Build: 1
Staffing: 0
Special Function/Benefits: +25 to the city's maximum City Defense. When this is first constructed, the city's normal City Defense will also increase by 25 to match the increase in the maximum City Defense.
Limit: 1

Buttreses
Pre-Requisites: Battlements, 1000+ Pop
Cost to Build Building: 1500
Seasons to Build: 2
Staffing: 0
Special Function/Benefits: +25 to the city's maximum City Defense. When this is first constructed, the city's normal City Defense will also increase by 25 to match the increase in the maximum City Defense.
Limit: 1

Parapets
Pre-Requisites: Battlements
Cost to Build Building: 500
Seasons to Build: 1
Staffing: 0
Special Function/Benefits: +25 to the city's maximum City Defence. When this is first constructed, the city's normal City Defence will also increase by 25 to match the increase in the maximum City Defence.
Limit: 1

Watchtower
Pre-Requisites: None
Cost to Build Building: 500
Seasons to Build: 2
Staffing: 1-4
Special Function/Benefits: Provides a moderate increase to Population growth. Officers staffing this building receive a bonus to I-net development.
Relevant Stat: Int
Relevant Skills:
Limit: 4

Reinforced Gates
Pre-Requisite: None
Cost to Build: 500
Seasons to Build: 1
Staffing: 0
Special Function/Benefits: +25 to the city's maximum City Defence. When this is first constructed, the city's normal City Defence will also increase by 25 to match the increase in the maximum City Defence.
Limit: 1


Resources

Gold Ore Deposits
Pre-Requisites: N/A
Special Function/Benefits: Provides a minor increaes in Tax revenues. This building represents a natural resource, and cannot be destroyed nor built.

Gold Mines
Pre-Requisites: Gold Ore Deposits
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Chance of Bond Treasure production. Moderate increase to Tax revenues, minor bonus to Population growth.
Relevant Stat: Pol
Relevant Skills: Architect
Limit: 1

Gold Smithy
Pre-Requisites: Gold Mines
Cost to Build: 1500
Seasons to Build: 2
Staff: 1-2
Special Function/Benefits: Greater chance of Bond Treasure production. Moderate increase to Tax revenues and Population growth.
Relevant Stat: Cha
Relevant Skills: Commercialist
Limit: 1

Iron Ore Deposits
Pre-Requisites: N/A
Special Function/Benefits: Minor increase in Tax revenues. This building represents a natural resource, and cannot be destroyed nor built.

Iron Mines
Pre-Requisites: Iron Ore Deposits
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1-3
Special Function/Benefits: Increases the maximum volume of Heavy Arms by 5% and reduces the unit prices by 2.5% when Producing Heavy Arms in KTs. Moderate increase to Tax revenues, and minor improvements to Population growth.
Relevant Stat: Pol
Relevant Skills: Architect
Limit: 1

Salt Plains
Pre-Requisites: N/A
Built in: Cities
Special Function/Benefits: This represent a natural resource that cannot be built, nor destroyed. Minor increase to Tax revenues.

Salt Mines
Pre-Requisites: Salt Plains
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1-2
Special Function/Benefits: Reduces the per unit cost of drafting troops by 2 Gold in this city. Moderate increase to Tax revenues, and minor benefit to Population growth.
Relevant Stat: Pol
Relevant Skills: Architect
Limit: 1

Mulberry Trees
Pre-Requisits: N/A
Built in: Cities
Special Function/Benefits: Cannot be constructed or destroyed. Allows the city to construct Mulberry Orchard. Season chance of Treasury quality Silk is produced. Minor benefits to Taxes and Harvest revenues.

Mulberry Orchards
Pre-Requisites: Mulberry Trees
Cost to Build Building: 1000
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Greater seasonal chance that Treasury-Quality Silk is produced. Moderate increases to Tax and Harvest revenues, minor benefit to Population growth.
Relevant Stat: Pol
Relevant Skills: Farmer
Limit: 1

Silk Workshop
Pre-Requisites: Mulberry Orchard
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1-2
Special Function/Benefits: Highest seasonal chance of Treasure quality items and garments. (Bonus stacks with Mulberry Orchard bonus). Moderate increase to Tax revenue and Population growth.
Relevant Stat: Cha
Relevant Skills: Commercialist
Limit: 1

Trade Route
Pre-Requisites: N/A
Built in: Cities
Special Function/Benefits: Cannot be constructed or destroyed. Allows the city to construct Trading Post. Minor benefits to Tax revenues and Population growth.

Tariff Station
Pre-Requisites: Trade Route.
Cost to Build: 500
Seasons to Build: 1
Staff: 1
Special Function: Great increase to Tax revenues and moderate bonus to Population growth.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 3

Trading Post
Pre-Requisites: Trade Route.
Cost to Build Building: 2000
Seasons to Build: 3
Staff: 2-4
Special Function/Benefits: Additional seasonal chance of rare foreign goods coming into the city. (Translation: It increases the probability of "merchant" events occuring. That is, events where foreign merchants come offering some kind of set bargain such as: "This fine mare from Duxia for 2500 gold." or "This set of 25 Rattan Armour from the south for 3000 gold." etc.) Great increase to Tax revenues and significant bonus to Population growth.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 1

Waterways
Pre-Requisites: N/A
Special Function/Benefits: Cannot be constructed or destroyed. Allows the city to construct Ports and Shipyards. Great increase to Tax revenues and a minor bonus to Population growth.

Port
Pre-Requisites: Waterways, Civil Office
Cost to Build Building: 2000
Seasons to Build: 3
Staff: 1-3
Special Function/Benefits: Additional seasonal chance of rare items and goods being available in the city. (Translation: It increases the probability of "merchant" events occurring. That is, events where foreign merchants come offering some kind of set bargain such as: "This fine mare from Duxia for 2500 gold." or "This set of 25 Rattan Armour from the south for 3000 gold." etc.) Great increase to Tax revenues, moderate increase to Harvest revenues, and minor bonus to Population growth.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer
Limit: 1

Shipyard
Pre-Requisites: Waterways
Cost to Build Building: 1250
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Reduces the gold costs associated with building Ships by 10%. Allows one officer to construct two ships on the same turn. Minor benefit to Tax revenues, and significant increase in Population growth.
Relevant Stat: Int
Relevant Skills: Architect
Limit: 1


Special Case Landmarks

<Holy> Pavilion
Pre-Requisites: May be built only when the ruler possesses a Special Item.
Cost to Build Building: 2500
Seasons to Build: 4
Staff: 2
Special Function/Benefits: Greatly increases the prestige of the ruler and kingdom. Increases the chances of rare events occurring in the city. Special Items may be obtained through either Personal Turns random events, searches or quests. They will be adequately described then. Examples of Special Items would be the Bronze Bird. Great increase to Tax revenues, and minor bonuses to Population growth and Public Safety.
Relevant Stat: Pol
Relevant Skills: Commercialist
Limit: 1

Palace
Pre-Requisites: One other Landmark class building
Cost to Build Building: 10000
Seasons to Build: 8
Staff: 4-8
Special Function/Benefits: Increased protection against KT plots. Increases the city's City Defense maximum by 25. Reduces the chances and severity of riots against this city. Building is necessary for a kingdom which belongs to or hosts an Emperor. Greatly increases Taxes revenues, significantly improves Harvest revenues and Public Safety, and offers a moderate increase in Population growth.
Relevant Stat: Pol
Relevant Skills: Commercialist OR Farmer OR Architect
Limit: 1
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Re: Chapter 7: Kingdom Turns

Postby Forum Administration » 09 May 2009, 01:29

[7.8 Kingdom Events]

Taxes
Occurs in: Spring, Summer, Autumn, Winter
Effects: Gold is collected from the populace and placed into the city's treasury. In extreme cases, riots may occur.

Set Government
Occurs in: Winter
Effects: At the beginning of the new year, a city may change its government style. This sets the taxation and public policy for the coming year. This is also the normal time at which a new capitol city may be designated. (Completion of a Palace will also allow a city to immediately become the new capitol in the KT which it is completed.)
Special: Upon conquering a City, the new Ruler may select any government type without penalty in its first KT, so long as the pre-requisites are met.

Harvests
Occurs in: Autumn
Effects: Food is collected from farms around cities.

Population Growth
Occurs in: Spring, Summer, Autumn, Winter
Effects: Increases in population are recorded in cities.

Officer Salaries
Occurs in: Spring, Summer, Autumn, Winter
Effects: Officers within the kingdom are paid for their services. The minimum amount required by their ranks (20 + <rank bonuses> gold per officer) must be paid at that point in time.

Troop Upkeep
Occurs in: Spring, Summer, Autumn, Winter
Effects: Soldiers are given their payments of gold, and in harvest seasons, food. Cost is 1 gold per troop, and also 10 food per troop in the months when harvests are gathered (Autumn).
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Re: Chapter 7: Kingdom Turns

Postby Forum Administration » 11 May 2009, 00:52

[End]
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Xeniphon » 20 Feb 2013, 01:46

Xeniphon wrote:Kingdom Turns in greater deapth, this one may be a bit long...

- In the Developing I-net section you add another 250 to your base 250 for each additional "city". Does this include or exclude towns (this is not clear and will doubtless cause new players problems if they rule)?
- Spy indicates that it is good for the next "3 turns" while Riot says that spy info must have been gained int he last "3 months" while elsewhere KT actions are stated as being measured by/in "season(s)". This is somewhat confusing and should probably be standardized to avoid this issue.
- Recriute agents has a mention of forts (like the location stats section). Not important but a pointer to it will make it easier to fix later.
- The Real Estate Search format in the Personel Actions section has the brackets missplaced. Again its minor and doesn't interfere with understanding it but I figured I'd point it out anyway...
- I know I mentioned it before but Short Searches take one month and Long Searches take "three full seasons" (so thats 9 months). This seems very wrong, its completely out of scale unless Long Searches have been significantly buffed up.
- Searches in general list finding NPCs, not finding NPCs, or finding trouble. They do not list positive events that would sometimes happen in previous versions, have these been removed or was mention of them accidentally omitted?
- The Realestate limits for cities are listed at 20 slots maximum, is this the same for towns or do they have a lower maximum?
- For the Mobilize action we have a little gramatical oops "Effect: Launch officers, goods and/or soldiers to another into the field." and "Officers and gold may be use the Send Gold or Transfer KT actions"
- In the Production section what does "Max Armory (3)" mean? Is it a footnote, a multiplier, or something else? I see an entry like this for each of the types of armes in their capacity line but I am not sure what it means...
- Again in the Production area that the note after the formule tells you to apply skill/building bonuses and discounts to the total cost of the production run but int he formule it tells you to apply those numbers to the base cost then multiply it bu the number of arms produced to reach the total cost. The instructions are contradictory and should be corrected/clarified so people don't get in trouble later for messing up the math out of confusion.
- In the Buildings section the number of staffers listed... Is that a minimum-maximum range to obtain the benifits or can just one person staff it and the city gains the benifits? So if a building says "3-4" staffers do you need to staff it with at least 3 to gain the benifit or would 1 person do the job?
- I assume the reduction in cost for drafting troops for the Enlistment Center and Iron Fist governing style are stackable, and that these do not apply to the "Hire" KT action correct?
- The Watchtower entry does not provide what bonus it gives to I-net and the I-net section simply states "Watchtower Bonus"... That needs to get added in there.
- Gold Mines indicate an "Infrastructure Requirment" which needs to go, also is a gold mine (and the other structures that require resources present for that matter) built on top of a Gold Ore Deposit or do they take up seperate slots?
- Silk Workshop has an "Infrastructure Requirement" so that needs to go...
- Shipyards also note an "Infrastructure Requirement"
- The <Holy> Pavillion does not have a line for staffing even though it has realivant stats and skills applicable to those staffing it.

And that concludes the final "Xeni Review" for this rules dump, I hope they helped some!
Oh well, back to the drawing board...

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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Silverwarp » 20 Feb 2013, 04:26

- There seems to be some missing description in the Library. It doesn't explain the level of population growth and revenue increase associated.
- Replace the word fort with town where applicable.

A summary of the main changes for v6 to help returning players:

1) Time passage in terms of Civil and Military phases are different in v6 compared to previous versions. In the past, time flowed per month with a Civil and Military phase, representing "1 turn." In v6, this concept has been changed so that each turn represents 1 season instead. Military phases will have 9 battle turns, representing 1/3 of a month. The season concept also changed the way income is collected. Taxes are now collected every turn and harvest once every 4 turns. A good way to think of it is: During the civil phase of a season, planning for 3 months of work will occur. During the military phase, the passage of time (of 3 months) occurs, with battles waging and work being done. Once the next civil phase comes in, the results of the season are posted to allow for planning for the next season.

2) Cities no longer have stats. Instead civil functions are building based, using the "staff" function. Each building/structure takes up a slot, even if it appears some buildings are upgrades of another and it has a minimum number of staff required to function. Cities have a maximum of 20 slots while towns have a maximum of 5 slots. You may elect to destroy a building that is pre-requisite for an existing structure and the existing structure will function as normal. For example, once you build a Fortified Granaries in the city, could you can choose to destroy the Stone Granaries. The Fortified Granaries would still be able to function properly. You simply lose the benefit of the building destroyed.
Also, only officers with civil ranks may staff buildings that have a pre-requisite buildings (except for landmark class buildings). However, military rank officers may staff base level buildings (buildings without pre-requisites). So, a military rank or civil rank officer may staff a barrack, but only a civil rank officer may staff a garrison. You may also staff a building on the turn it is completed. It is important to note that if you do not staff a building, they are more vulnerable to KT plots, such as arson.
Available staffing and a limit of building slots are both important considerations of whether or not to build a structure, but also consider the cost of building one. Should you need to remove it and replace, it will cost even more gold. So, be sure you want to build a building when you build it.
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby JohannXIV » 20 Feb 2013, 16:46

Xeniphon wrote:- In the Developing I-net section you add another 250 to your base 250 for each additional "city". Does this include or exclude towns (this is not clear and will doubtless cause new players problems if they rule)?


Towns are not cities.

- Spy indicates that it is good for the next "3 turns" while Riot says that spy info must have been gained int he last "3 months" while elsewhere KT actions are stated as being measured by/in "season(s)". This is somewhat confusing and should probably be standardized to avoid this issue.

- I know I mentioned it before but Short Searches take one month and Long Searches take "three full seasons" (so thats 9 months). This seems very wrong, its completely out of scale unless Long Searches have been significantly buffed up.

References to 'months' have been changed to seasons.

- Recriute agents has a mention of forts (like the location stats section). Not important but a pointer to it will make it easier to fix later.

All references to Forts should now be gone.

- The Real Estate Search format in the Personel Actions section has the brackets missplaced. Again its minor and doesn't interfere with understanding it but I figured I'd point it out anyway...

No idea what you mean. Administration is in [] because it's an optional skill, as are Charming and Enchanter for other searches, which also appear in [].

- The Realestate limits for cities are listed at 20 slots maximum, is this the same for towns or do they have a lower maximum?

5

- For the Mobilize action we have a little gramatical oops "Effect: Launch officers, goods and/or soldiers to another into the field." and "Officers and gold may be use the Send Gold or Transfer KT actions"


Fixed
- In the Production section what does "Max Armory (3)" mean? Is it a footnote, a multiplier, or something else? I see an entry like this for each of the types of armes in their capacity line but I am not sure what it means...


Each production item has a Max Armor, Bowyer, Stables, etc that can be used to affect the cost. This is different for each type of item produced. Having 4 Bowyers makes Arbalests cheaper, but Bows cost the same regardless of whether your city has 3 or 4.

- Again in the Production area that the note after the formule tells you to apply skill/building bonuses and discounts to the total cost of the production run but int he formule it tells you to apply those numbers to the base cost then multiply it bu the number of arms produced to reach the total cost. The instructions are contradictory and should be corrected/clarified so people don't get in trouble later for messing up the math out of confusion.


That's a hold over that wasn't edited out. Buildings no longer provide any type of percentile change in price, only in capacity. This will be fixed soon.

- In the Buildings section the number of staffers listed... Is that a minimum-maximum range to obtain the benifits or can just one person staff it and the city gains the benifits? So if a building says "3-4" staffers do you need to staff it with at least 3 to gain the benifit or would 1 person do the job?


If you it says you need 3-4 people to staff a building, you need at least 3 people to staff it to get the benefits from said structure. Best yield from that building needs 4 staffers. Why would one officer succeed in doing the job when it says that 3-4 must staff that structure?

- I assume the reduction in cost for drafting troops for the Enlistment Center and Iron Fist governing style are stackable, and that these do not apply to the "Hire" KT action correct?


Correct, those bonuses stack with each other. For the second part: Drafting is one action. Hire is another. The bonuses to one in no affect the other.

- The Watchtower entry does not provide what bonus it gives to I-net and the I-net section simply states "Watchtower Bonus"... That needs to get added in there.

The I-net section clearly says that the Watchtower bonus is +25.

- Gold Mines indicate an "Infrastructure Requirment" which needs to go, also is a gold mine (and the other structures that require resources present for that matter) built on top of a Gold Ore Deposit or do they take up seperate slots?
- Silk Workshop has an "Infrastructure Requirement" so that needs to go...
- Shipyards also note an "Infrastructure Requirement"
- The <Holy> Pavillion does not have a line for staffing even though it has realivant stats and skills applicable to those staffing it.

Fixed the Infra pre-reqs. And yes, every building takes up it's own slot. Silverwarp asked the same thing about Granaries, there are no 'up-grades.'
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Xeniphon » 20 Feb 2013, 19:15

Neither the Spy skill nor the I-net section indicate how much bonus the Spy skill grants for developing I-net.
Oh well, back to the drawing board...

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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby JohannXIV » 20 Feb 2013, 20:02

Yes it does. First sentence right after the formula.
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