City Statistics
Each City has a number of statistics which give a rough idea of how
well it is doing. Of course for a complete analysis of a city one
needs to know the political situation, the population, the stores
of surplus, trade prospects and other features, but for a quick analysis
one can look at these stats.
- Happiness (general level of approval from
the populace on average)
0 indicates general unhappiness and dissatisfaction
1 indicates general satisfaction
2 indicates great happiness and approval.
- Wealth (general level of wealth possessed
by typical citizens)
Number indicates average amount of liquid cash per person in gold.
- Religion (amount of piety demonstrated by the populace)
Indicates number of religious actions available to priests. (see
Religion for more information)
- Grandeur (amount of civic improvements
that distinguish the city)
0 indicates that the city is considered in disrepair, under-developed
or otherwise uninviting.
1 indicate that the city is respectable and average in development.
2 indicates that the city is notable and respected for its development.
Number indicates percentage of immigration or visits expected each
month.
- Law (the general level of safety and order
in the city)
0 equals relative anarchy.
1 indicates safety without oppression.
2 indicates tyrannical marshall law.
Of course there obvious way of increasing these features, the first
is the applications of ACTIONs. This is typically however a temporary
effort.
- An ACTION dedicated to increasing Happiness could be a festival,
public meetings, or similar pleasant event. These can only be done
every three months.
- An ACTION dedicated to the wealth of the population is effectively
a tax return, where some of the taxes are rediistributed to the
people.
- An ACTION dedicated to Religion could be in the form of a major
tithe by the government, a public holiday, a sacrifice, or similar
effort.
- An ACTION for improving Grandeur is clean up efforts, sewer sweeping,
repairs to public buildings, painting the walls, mending banners
etc..
- An ACTION toward improving the Law level means enforced sweeps
for the 'usual suspects', stiffer sentences for criminals, public
punishments, civil patrols, stepped up patrols.
Dedicated ACTIONs increase the value of the statistic according to
this formula.
Wealth can be increased by .1 for every action
Religion can be increased by .2 for every action
Grandeur can be increased by .5 for every eaction
Law Level can be increased by .2 for every action.
Happiness can be increased either by increasing the above statistics
or by a dedicated action which increases happiness by the ratio of
so-dedicated ACTIONs to total ACTIONs available, but this means of
increasing happiness can raise the happiness value to a maximum of
2 and can only do so once every three months.
Free ACTIONS are allocated to the lowest statistic, whatever that
is ona one by one basis. So if grandeur is the lowest stat, then free
actions go first to that, if one action raises that above religion
then the next Free Action will raise religion, etc..
In addition to the more temporary forms of improvement in these areas
more permanent changes can be made. There are uncontrollable factors
which enter into the equations for calculating the numbers (for instance
the presence of bandits, poor weather, plagues) but some things are
always figured in, and those can be to some degree controlled by the
Lord.
- Happiness
- [(Wealth/2) + (Religion/5) + (Grandeur/10) + ((1 - Deviation
of Law Level from 1)/5)]
- Wealth
- 1.5 - (Tax Rate x 5) + (10 x Income Bonuses (through Civic Improvements
and Skills))
- Religion
- SQRT(Religious Improvements (gold value) / Population)
- Grandeur
- SQRT[(Civic Improvements* / Population) + (defense value/2)]
- Law Level
- Population/ (Lawmen x 100)
-
- (if population consists of mixed religions then
subtract amount of opposing religion from the total before calculation)
- * (certain improvements: castles, walls, and such
are not included)
The base for each of these statistics is 1. If the value is below
that then it is sub-par, above that indicates superior and notable
levels.
There are also certain elements of each which are at root uncontrollable:
weather, plagues, wars, demand of goods, popular sentiment, personality
conflicts etc.. These can be modified by role-playing, pious tithes,
and diplomacy but in the end they are outside the control of the player.
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