Fief Update 24/08/21 -> 25/03/21

बनाया गया Diff कभी समाप्त नहीं होता
50 हटाए गए
546 लाइनें
73 जोड़े गए
565 लाइनें
[QUOTE="yrsillar, post: 11601475, member: 870"]
[QUOTE="yrsillar, post: 11601475, member: 870"]
[B]Fief Development and Stats[/B]
[B]Fief Development and Stats[/B]


[spoiler=Term definitions]
[spoiler=Term definitions]
Agriculture: The amount of organic resources available and being produced. Used to pay the cost of projects and pay the upkeep on settlement population and manpower
Agriculture: The amount of organic resources available and being produced. Used to pay the cost of projects and pay the upkeep on settlement population and manpower


Material: The amount of non-organic resources available and being produced. Used to pay project cost, upkeep on improvements and population in larger settlements
Material: The amount of non-organic resources available and being produced. Used to pay project cost, upkeep on improvements and population in larger settlements


Manpower: A measure of working population, does not directly correlate to population count. Each project requires a certain amount of Manpower to be allocated to it. Thus Manpower acts as a cap to how many projects can be worked.
Manpower: A measure of working population, does not directly correlate to population count. Each project requires a certain amount of Manpower to be allocated to it. Thus Manpower acts as a cap to how many projects can be worked.


Cultivator Manpower: Representing larger numbers of cultivators in your population. Certain buildings can only be staffed by cultivator manpower, however cultivator manpower assigned to a mundane slot produces triple the agriculture and material yields and double the Admin, Happiness, and Wealth yields of the slot. Cultivator manpower capacity is gained through the development of sites and access to rare reagents, if you begin a turn beneath your cultivator manpower cap there is a base 10% chance to gain a point of cultivator manpower that turn. Cultivator Manpower Capacity may not exceed one fifth of base manpower capacity under normal circumstances. Cultivator manpower has upkeep in wealth.
Cultivator Manpower: Representing larger numbers of cultivators in your population. Certain buildings can only be staffed by cultivator manpower, however cultivator manpower assigned to a mundane slot produces triple the agriculture and material yields and double the Admin, Happiness, and Wealth yields of the slot. Cultivator manpower capacity is gained through the development of sites and access to rare reagents, if you begin a turn beneath your cultivator manpower cap there is a base 10% chance to gain a point of cultivator manpower that turn. Cultivator Manpower Capacity may not exceed one fifth of base manpower capacity under normal circumstances. Cultivator manpower has upkeep in wealth.


Administration: Administration is a rating which runs from 0-200. At Intervals of twenty five it grants a multiplier to project resource costs and the Happiness Penalties from Settlement size. Each settlement beyond the first adds an Administration Penalty. Multiplier works as per the following.
Administration: Administration is a rating which runs from 0-200. At Intervals of twenty five it grants a multiplier to project resource costs and the Happiness Penalties from Settlement size. Each settlement beyond the first adds an Administration Penalty. Multiplier works as per the following.


0= 0
0= 0
25= 2
25= 2
50= 1.5
50= 1.5
75= 1.25
75= 1.25
100= 1
100= 1
125= 0.75
125= 0.75
150= 0.5
150= 0.5
175= 0.25
175= 0.25
200= 0.1
200= 0.1


Happiness: A general measure of the physical, spiritual and mental health of your fief population. It measures from 0-200. Low Happiness, unlocks negative event tables, high happiness in turn locks certain negative event tables. In addition base Fief Manpower is Multiplied by fief happiness as a percentage to determine usable Manpower. (Ex. Happiness of 25 means manpower is multiplied by .25). Settlements of the Military Outpost and resource Outpost sizes do not have happiness ratings, as their manpower is temporary. Base happiness is 110-Base Manpower Size, which is then modified by your buildings.
Happiness: A general measure of the physical, spiritual and mental health of your fief population. It measures from 0-200. Low Happiness, unlocks negative event tables, high happiness in turn locks certain negative event tables. In addition base Fief Manpower is Multiplied by fief happiness as a percentage to determine usable Manpower. (Ex. Happiness of 25 means manpower is multiplied by .25). Settlements of the Military Outpost and resource Outpost sizes do not have happiness ratings, as their manpower is temporary. Base happiness is 110-Base Manpower Size, which is then modified by your buildings.


Wealth: Wealth is the measure of trade, luxury goods and cultivation resources a settlement or fief possesses. Wealth is an unbounded value. All cultivator presence has a wealth upkeep, as do many improvements. Later wealth will also determine taxation.Negative wealth directly subtracts from Happiness
Wealth: Wealth is the measure of trade, luxury goods and cultivation resources a settlement or fief possesses. Wealth is an unbounded value. All cultivator presence has a wealth upkeep, as do many improvements. Later wealth will also determine taxation.Negative wealth directly subtracts from Happiness


Rare Resources: The measure of rare resource nodes available to the fief. Rare resources unlock special projects and usually directly generate wealth.
Rare Resources: The measure of rare resource nodes available to the fief. Rare resources unlock special projects and usually directly generate wealth.


Defense: Each Settlement has a defense rating, which acts as the chance for minor negative external events to occur in the settlement. Defense rating of 75 means 25% chance of negative events when those are rolled. Defense is rolled once per settlement per turn.
Defense: Each Settlement has a defense rating, which acts as the chance for minor negative external events to occur in the settlement. Defense rating of 75 means 25% chance of negative events when those are rolled. Defense is rolled once per settlement per turn.


Improvements: Permanent projects which modify the fief or a settlement in some way.
Improvements: Permanent projects which modify the fief or a settlement in some way.


Settlement Size: A rating which determines Maximum manpower and access to many projects as well as story opportunities. Administration Bonuses apply only to the first settlement The Size Categories are as follows
Settlement Size: A rating which determines Maximum manpower and access to many projects as well as story opportunities. Administration Bonuses apply only to the first settlement The Size Categories are as follows


[B]Military Outpost[/B]
[B]Military Outpost[/B]
-Manpower Capacity 0, Defense Bonus 50, No Happiness
-Manpower Capacity 0, Defense Bonus 50, No Happiness
[B]Resource Outpost[/B]
[B]Resource Outpost[/B]
- Manpower Capacity 10, Defense Bonus 25, No Happiness
- Manpower Capacity 10, Defense Bonus 25, No Happiness
[B]Hamlet[/B]-New baronial holding
[B]Hamlet[/B]-New baronial holding
Village
Village
Small Town-established baronial holding
Small Town-established baronial holding
Large Town
Large Town
Small City-Minimum for viscounty captial
Small City-Minimum for viscounty captial
City
City
Large City-Minimum for County Capitals
Large City-Minimum for County Capitals
Grand City
Grand City
Metropolis-Province Capitals
Metropolis-Province Capitals


Cities such as Xiangmen or other provincial capitals can exceed these ratings but require special resources or locations.
Cities such as Xiangmen or other provincial capitals can exceed these ratings but require special resources or locations.


[TABLE]
[TABLE]
[TR]
[TR]
[TD][/TD]
[TD][/TD]


[TD]Manpower Capacity[/TD]
[TD]Manpower Capacity[/TD]
[TD]Defense[/TD]
[TD]Defense[/TD]
[TD]Wealth Upkeep[/TD]
[TD]Wealth Upkeep[/TD]
[TD]Administration[/TD]
[TD]Administration[/TD]
[TD]Minimum Manpower[/TD]
[TD]Minimum Manpower[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Military Outpost[/TD]
[TD]Military Outpost[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]50[/TD]
[TD]50[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Resource Outpost[/TD]
[TD]Resource Outpost[/TD]
[TD]10[/TD]
[TD]10[/TD]
[TD]25[/TD]
[TD]25[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Hamlet[/TD]
[TD]Hamlet[/TD]
[TD]25[/TD]
[TD]25[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]-1[/TD]
[TD]-1[/TD]
[TD]-10[/TD]
[TD]-10[/TD]
[TD]8[/TD]
[TD]8[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Village[/TD]
[TD]Village[/TD]
[TD]50[/TD]
[TD]50[/TD]
[TD]-25[/TD]
[TD]-25[/TD]
[TD]-2[/TD]
[TD]-2[/TD]
[TD]-20[/TD]
[TD]-20[/TD]
[TD]20[/TD]
[TD]20[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Small Town[/TD]
[TD]Small Town[/TD]
[TD]80[/TD]
[TD]80[/TD]
[TD]-50[/TD]
[TD]-50[/TD]
[TD]-6[/TD]
[TD]-6[/TD]
[TD]-50[/TD]
[TD]-50[/TD]