Realms of Malaan Rules Page

Wealth  Actions  Military   Law  Politics   Religion  Trade

Introduction

"It seldom happens that men rise from low conditions to high rank without employing either force or fraud." - Niccolo Machiavelli, Discourse on Titus Livius

Players in the Realms of Malaan™ game can take any of a number of roles from merchants to kings, bishops to thieves. Most of these rules apply only to the rulers of cities states and realms. Other character types need only concern themselves with the rules which apply to Role Play (below).


Order of Play

Play is divided into two separate but equally important roles.

  • Role Play
  • Game Play

Role Play

This aspect of play refers to the interaction between different players and non-player characters. Each player should have regular communications with other players in his or her area. These can be simple discussions ranging from polite chat to in-depth diplomacy. Ideally each player should be either formulating a response to some communication from another player, or awaiting response from a previous communication. This aspect of the game is, by and large, unregulated. It is expected that an active player should have on average 2 or more e-mails per week. Contact with Non-Player Characters (those run by the DM) are part of the game, but communication between actual players is the goal.
All e-mail between players (pertaining to the game) should be cc:'d to the GM (scholz#malaan.com).
Communication outside of e-mail (by phone or in-person) ought to be summarized by e-mail and forwarded to the DM.

Time and Communication
Communication comes in two main forms: personal and epistolary. Personal communications are verbal discussions which take place when two characters are in the same place. Epistolary are those which take place via letters or couriers. Time delay (both real and game) poses a problem for realism: if two people are role-playing a verbal communication via e-mail a simple chat might take several days of real time to finish; likewise people may respond quickly to e-mails and conduct several letters back and forth in one day which would take weeks to carry back and forth by horseback. This degree of realism must be sacrificed for ease of play.
Therefore, communication will be for the most part unconstrained. Players can e-mail back and forth without limit except when constrained by the GM. Occasionally the GM will delay players from responding to e-mails or require conversations to be completed (so that play can proceed).

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Game Play

This aspect of play refers to the mechanics of the game for the development of the realm. This includes the monthly procedures of allotting resources and spending surpluses. (see Actions below). Each month all cities must allocate surplus funds for civic improvements and dictating any civic Actions to be taken by the populace. Normally the timeline will be one month real-time equals one month game-time, but there might be occasions where time moves at a different pace. Normally the call for orders will come one or more week before they are due. In general orders are due the first of the month.
Non-city organizations, churches and guilds for example, must make any purchases or expenditures during this time.
All orders are sent to the GM (scholz#malaan.com)
Other expenses or plans should also be sent to the DM. But they may be made at any time.

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Standard form of Spending Orders and Actions

In the subject: line of the e-mail write "Orders Year#/Month#" (ex. Orders: 227/4)

The form of the monthly orders is as follows:

Actions 4 (or the # of total actions available) (see example below)
1 Action to develop Shepherding-I
2 Actions to increase spending limit
1 Action to increase project limit on Temple to 200gs

Military Actions (list each unit)

1st Light Cavalry Patrols western border (+.1 levels)
1st Light Infantry Guards City (+.1 levels)
2nd Light Infantry Trains (+.2 levels)

Spending 200gs limit (800 after actions)

Build temple 200 (amount spent this month) 1200/5000
                    (total amount spent/needed so far)
200 Clear Farmland (100 sq. miles)
100 Irrigate new Farmland
100 Build Guard Tower
100 Build Castle
100 Buy livestock

After Actions and Spending include any comments or questions.

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Wealth

"Above all things, abstain from taking people's property, for men will sooner forget the death of their fathers than the loss of their patrimony." -Niccolo Machiavelli , The Prince

Wealth comes from the excesses of society. Each month a realm generates income from its taxes, civic improvements, and skills. These combine to generate the civic revenue. Multiply the civilian population by the revenue rate to generate the base monthly income.

Income is based on the following equation:

[Civilian Population] * ([Tax Rate]+[Civic Skills Bonuses] +[Civic Improvements] - [Military Penalty])

Civilian Population
All persons not in the military (includes law men, clergy, nobles and all others)
Tax Rate
Monthly per person tax (average of all tariffs, levies etc..) express as a percentage.So a tax rate of 10% would generate 1 gold for every 10 civilians each month (civic improvements and skills can enhance that). This is the average tax rate in Fey Por. Adding significantly to it will increase revenue in the short run but anger the populace and eventually lower the production of the people.
Civic Skill Bonuses
Revenue will increase with the development of higher skill levels and greater populations. Skills levels increase the tax revenue based on the sorts of skills they are (see Skills).
Civic Improvements
Various improvements to the realm (from Livestock, to Town Squares, Trade Routes and the like) See the Civic Improvements page for details.
Military Penalty
States with very large militaries compared to their civilian population suffer penalties to their wealth. For every 1% greater than 10% that civilian population divided by the military. There is no benefit for very small armies.
ex. A city with an army of 200 soldiers and 1000 civilians has an army 20% of the civilian population. It suffers (10% - 20%) = -10% penalty to wealth. There is no upward limit to this penalty.
 

Other sources of wealth are rare windfalls and trade. These occur when an unusual surplus of goods are generated or special trades are made between realms. Other sources include payoffs by other realms, gifts and bribes by wealth citizens. Also wealth can increase by pillaging conquered realms. In times of emergency a lord can raid the wealth of his own citizens. Sometimes seizing the wealth of particular citizens or of large groups. This almost inevitably causes public happiness to plummet so should be done sparingly.

Another type of wealth is the Food Surplus. Most cities will produce a surplus of food each month. Some cities will only produce a surplus in the Summer and rely on that for the Winter. A city with Farming Level-0 produces a base surplus of approximately 50% the civilian population in food units in the summer but none in the winter. A city with No-Skill in Farming (or other agriculture) has no surplus in either the summer or the winter. Cities with additional agricultural skills or improvements will do better. For more information see the Surplus Page. Food surpluses cannot be spent directly, rather the food must be sold or traded. If a city generates a negative surplus (deficits), then it subtracts from any existing surplus, and after that it reduces the Happiness of the population (see city statistics). Except in times where trade is cut off to entirely (siege) no city will starve to death.

The Food Surplus Produced by a city is calculated as follows (for farming-0 or higher):

Surplus = [civilian population] * ([season modifier] + [farmland ratio modifier]
+ [civic skills]+ [civic improvements] - [military ratio])

Season Modifier
In the summer months cities with farming-0 or better produce a base 50% surplus.
Summer Months = 3, 4, 5, 6, 7, 8
In the winter months cities produce no base surplus.
Winter Months = 1, 2, 9, 10
Farmland Ratio Modifier
Farmland Ratio equal the civilian population/square miles of farmland. If the ratio is higher than 10:1, then for every 1pt greater subtract 5% from the surplus (no limit). If the ratio is lower than 10:1, then add 5% to the surplus for every 1 pt lower. (maximum limit +25% for a 5:1 ratio, beyond that there are insufficient farmers to harvest crops)
ex. Princeton has 1000 civilians and 50 square miles of farmland. This gives it a ratio of 20:1That means that Princeton suffer -50% surplus.
ex. Haytown has 1000 people and 250 square miles of farmland. This gives it a ration of 4:1 (more land than it can manage). That means that Haytown produces a +25% surplus.
Civic Skills
Agricultural skills increase the production of food by 10% per level for all agricultural skills. See civic skills for a list of relevant skills.
ex. Vacaville has cowherd-1 and Farming-1. It gets +20% surplus production each month, including winter months.
Civic Improvements
Certain civic improvements such as irrigation, farm equipment and the like can improve food production.See civic improvements for details.
ex. Hoeburg has Farm Equipment. It gets +10% food surplus each month.
Military Ratio
The number of military supported by the realm can affect the surplus as well. If there is a ratio of civilian to military population different from 10:1, then for every point below 10:1, subtract 5% from the surplus.
ex. The Evil Empire has 1000 civilians and 500 military. That is a 2:1 ratio. Since that is 8 points lower than 10 the Evil Empire suffers 8x5%= 40% reduction in surplus.

Wealth can be spent in a number of ways. The most common way is to improve the city. Improvements include building monuments, temples, castles, walls and other edifices; clearing land, building mines, mills and other useful objects; improving the number and equipment of the military. There is no limit to what improvements one can make. (See civic improvements) Still projects such as construction, clearing land and the like require time, usually indicated by a action number.

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Actions

"Men generally decide upon the middle course, which is most hazardous, for they know neither how to be entirely good nor entirely bad." Niccolo Machiavelli, The Prince

Most actions taken by a ruler require no special limits or constraints by the rules. For example: sending messages to other leaders, researching information, passing laws, sending troops to various locations and the like. Only great projects such as undertaking a major construction, developing a new skill, training the populace or military in some new technique and like require special Actions. The number of Actions a city can undertake is determined by its population. The standard number of Actions is one at a population of 100, add one action for every doubling of the population. In certain cases this can be modified up or down depending on the ability of the realm. For example a realm which is subordinate to another may be forced to perform some function for it (this will normally reduce the number of actions available to the subordinate lord, although that lord may rebel and if successful gain control of those actions). Or in some cases the city may have an exceedingly competent management or fanatically loyal following allowing more actions to be undertaken (certain Theocracies meet this requirement).

Action Progression Chart

Civilian
Population

Actions

Population

Actions

100
1
3200
6
200
2
6400
7
400
3
12800
8
800
4
25600
9
1600
5
51200
10

Mundane actions which the lord wishes to dedicate specific urgency to can be given actions points. This means that there is considerable oversight to the process. So for example: Normally the harvest proceeds pretty much automatically. If the lord, fearing a siege, calls for an immediate harvest, he or she can make it an Action. This can speed it up or increase its production, depending on the desired effect.

Non-action can also be made an Action so to speak. By allowing some Actions to go unused, the lord is granting a measure of freedom (of time and resources) to the populace. This is usually reflected in an increase in happiness and wealth of the population. (Although when something needs to be done, this might be seen as a sign of weakness). If a lord assigns no Actions, for a month, then this is the default. This does not mean that nothing is being done. Quite the contrary, the population will be as busy as ever but it will be doing things to benefit themselves. The result might actually be an increase in tax revenue if the population is doing well. Non-action is represented on the Action chart of a city's homepage by "Free". Actions are normally only changed each month. But an action can be changed in emergency during a month. This usually results in reduced effects for both the initial action and the new action.

Examples of Actions:

  • Developing Civic Skills
  • Increasing the Spending Limit of a Realm
  • Increasing the Project Limit for a Civic Improvements
  • Temporally Increasing a Civic Statistic
     1 Action increases Happiness .5pt (via festivals and the like)
     1 Action increases Grandeur, Piety, Law or Wealth 1pt (decorations,     holidays, registering merchants, faires and flea markets)
  • Accomplishing some small task in a month: (such as)
     Conducting a survey of the population.
     Encouraging immigration/emigration.
     Holding a public meeting, witch trial, pep-rally
  • Producing surplus crafts (swords, hammers, bottles, barrels, shields etc.) for realms with that craft skill. (rate = 100 units * skill level/Action)
  • Producing surplus food. Each Action grants the city +50% food surplus. However that food cannot be traded during that month.

Note: Military units have their own Action sequence and do not need the city's Actions to do things. Each individual military unit gets one action per month (unless special circumstance obtain) (see military below).

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Military

"War should be the only study of a prince. He should consider peace only as a breathing-time, which gives him leisure to contrive, and furnishes ability to execute." Niccolo Machiavelli, The Prince

Most realms have some sort of military. This is usually reflected in a standing army. The military is rated based on the average level of its members and the type of unit it consists of. (E.g. Level Medium Cavalry ). Military units may be as large or small as the lord desires. However, when multiple units fight together, they fight as individuals rather than a single unit. Typically this makes them less powerful, as they do not receive the benefits from skilled leaders or combined efforts. Generally most commanders will prefer units of 100 soldiers and larger. (See War!)

The military is paid and fed without need of specific monthly orders. If the military force exceeds ten percent (10%)of the population then the surplus food and wealth will diminish unless special efforts are made to provide additional food and wealth. (See above) Weapons, armor, siege engines and such additional things as horses must be paid for separately. It is customary to equip entire units rather than split larger groups into smaller ones. Prices for such items must be negotiated, but for quantities of 100 or more they typically run at dramatic discounts. Alternatively, items may be produced by the craftsmen of the city (level 1 weaponsmithy can produce 100 simple weapons with 1 Action).

Reserve Units can be made by retiring units and replacing them with fresh troops. These serve in normal professions but may be recalled in time of need. (Thus they contribute to the economy and do not count against the 10% of the population during most of the year). Reserve units fight as one half their level at retirement. (Some of the units stays and serves as officers in the new unit, older retired officers serve as officers in the reserve unit if it is called). When recalled such units do add to the military's size. With whatever consequences that has.

Each military unit gets its own act every month. See War! for more information.

See the Warfare Page for detailed information on combats.

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Law

"When men are well governed, they neither seek nor desire any other liberty."
-Niccolo Machiavelli, the Prince

The law in each city is up to you to decide. Most civilized realms outlaw the obvious crimes such as murder, rape, theft etc. Justice is usually meted out by the nobles (often the sole lord) or on the spot by the sheriffs and soldiers. Of course to deter crime requires more than just laws, it also require some force to enforce it. In larger cities there is a city guard or sheriff responsible for this task. In some cities the enforcement of law is carried out by the soldiers.

In general the Law Level of a particular city equals the ratio of its lawmen to its population. In general one lawman is needed for every 100 people.

If fewer law men exist in the city the lord can dedicate the services of the military to this activity. Assume that 10 soldiers on patrol, or guard duty can act as a single dedicated lawman. (Soldiers sent away from the city cannot perform law enforcement duties) Soldiers dedicated to law enforcement duties count as 1 lawmen for every 5 soldiers.

Law Levels above 1 are very strict preventing most crimes but being somewhat harsh to the populace (expect happiness to decrease). Above law level 1 (more than 1 lawman for every 100 people) the law intervenes in trade, personal interactions, and other parts of the lives of the citizens.
Law levels below 1 are more lax and more crime exists in those cities, but with this comes more freedom, this may or may not increase increase happiness. The best plan is to keep the Law Level relatively stable at 1 or as close as you can get.

The kind of realm you have also modifies the effect of law level to some degree. In the wilderness or wilder realms the great distances separating the populace make law enforcement difficult, but the number of and opportunity for criminal activity is low. In urban areas the tight living conditions make law enforcement rather easy, but the crowded conditions increase the number of crimes. The effect is that the general law level remains the same. The differences tend to effect things in more particular instances than on a global scale.

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Politics

"Politics has no relation to morals." -Niccolo Machiavelli, The Prince

Politics is your job. There are no restrictions on to whom you may send e-mail or communicate otherwise with. I do ask that I am cc:'d on every e-mail and debriefed on live conversations. Keep in mind that your own people are also those who need political treatment. Their loyalty is assumed but only to a point. Any one may be an assassin. What is the value of politics? There are numerous benefits to keeping up good political relations with your neighbors and others. (1) Tangible assistance. Your allies can send troops to your aid, food in time of famine, news of the world. (2) Prestige. The amount of communication directed to you or including you is significant to determining your fame and stature among the other lords (especially the NPCs). (3) Position. Once your name is familiar and well thought of in the major circles, you will begin to be consulted on various important decisions. Are likely to be considered for other positions and may work your way up the ladder of power. (4) Protection. Sometimes just the reputation for being important will prevent brigands, mercenaries and pirates from attacking you. (5) Attracting NPCs. The politically connected cities are the places to be. NPC clerics, magic users and other important and powerful people are more likely to come to your city if it is known and respected. There are two jumping off points to political power:

  • General Announcements. If you want people to be aware of you. Call out your name. Even announcements to your own citizens are likely to get out to the public through trade and travel so let the world know.
  • Private communications. Not sure that Lord Rok of FarFord would be interested in your problem with the Gnolls of the North Pellor? Ask him!
  • If you are unsure whether some action is politically correct ask your aids and advisors (E-mail DM).

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Religion

"The princes that would save themselves from growing corrupt should above all else keep uncorrupted the ceremonies of religion, holding them always in veneration."
-Niccolo Machiavelli, Discourse on Titus Livius.

Religion is key part of life for all but the perverse and radical elements of society. It is the glue that binds society together. Without a strong church the people will be dissatisfied, production will fall and discontent will rise in your land. However a strong church also poses a threat to your power. Keep a healthy balance and your city will prosper. Religions cannot be commanded (for long) or threatened without wide repercussions. One can increase both the religious level and happiness of the population be building churches, tending the shrines and listening to the priests. In times of crisis the church can aid the deserving city with miracles and blessings. Religions are also a good source of information, their oracles and diviners can often predict the future with some accuracy, their priests and servants can travel from one part of the world to any other with little fear of interference, making them good couriers.

A city's Religion level is determined primarily by the city's investment in churches and similar things. Investments in the form of gifts and tithes from the lord require either some kind of commitment (a monthly tithe) or other form. Consult the DM for non-standard investments. Actions spent on religious functions also improve the religious level.

Note: temples, shrines and cathedrals are also the most powerful symbols of prestige. Only a great lord can avoid to support a big church and only a just and pious one would attract such attention and hold the trust of the religious elite.

Priest Actions

  • For each point of religion in a town the high-priest gets one priestly Action. These may be used to influence weather, harvests, popular happiness, battles, health and a variety of other things. The direction of the Actions are not under the control of the lord and the actual effects are outside any mortal's control.

"All heresies are forbidden by both divine and imperial laws and shall forever cease."
-Decree of Emperor Gratian (assassinated)

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Trade

"When you get to the point where you cheat for the sake of beauty,
you are an artist."
-Max Jacob, Art Poétique

Trade may seem somewhat superfluous in the Realms rules, after all , in general a city does not seem to need trade. It provides everything it needs. To some degree this is true, a city with Farming-0 can feed itself and that is all that is needed. It is assumed that some trade does take place. If the roads were closed (by war) then the populace would rapidly start complaining (decreased happiness, decreased revenue). So some kind of trade is always needed. The greater the number of trading partners the less likely that will ever occur.

In addition to the basic trade, certain advancements can occur.

  • Skill Levels: Level-1 and higher skills indicate greater trade as reflecting in the greater revenue. However, if neighboring cities (with equivalent populations) have the same skills (even at level-0) then the city will not gain the increased revenue but instead gains a surplus of that sort of product. (equal in value to the total taxes of the population of neighboring cities with the skill up to the population of the producing town)
    • ex. Atog-Feur (pop 500) has Level-1 candle-making (craft) normally this would increase its revenue by 2% each month. But, the neighboring communities (atog-berun pop 300, atog-gun pop 100) also produce candles. As a result it gets only +.4% a year (500-400=100 people = 20% of 2%) and keeps a surplus of candles worth 40 gold (10% of 400).
  • Trading Surpluses: Surplus Goods can be traded to towns, used as gifts or exchanged for other goods. These deals are on a one by one deal. One will typically lose some profit on the deals but some gold is better than a room full of surplus. Some surpluses occur naturally and unpredictably.
    • ex. Atog-Feur has 40 gold worth of candles that it doesn't want. It agrees to sell these to Ellison Manor for 20 gold to be used in the new temple.

      Question: How do you know if you need trade goods?
      Answer: You can ask me (DM). I will inform you if you need some trade good and how much money you'd save by trading, if any.

      Ex. Lord Ellison: do we need candles? Steward: Yes sire, we need 10 gold worth of candles each month (already figured into revenue). Atog-Feur is trading them, see if you can get 40 gold worth for 20 gold! Yes sire.

      Question: Why should I be interested in trade goods?
      Answer: Trading for goods can translate to pure profit. Since the Realms rules do not require strict accounting, if you can get a deal on some trade goods, this is reflected as income of the difference in cost.

      Ex. Lord Ellison purchases 40 candle units for 20 gold from Atog- Feur. Ellison records this as +20 Gold income.

    For more information on Trading Surpluses, see the Surplus Page.

  • Trade Routes: Each trade route (to a city of equal or greater population) increases tax revenue by 1%. One can establish trade routes to each city connected by a road or navigable waterway. The costs of these trade routes are typically born by the traders and merchants who ply them. But some costs are managed by the cities. For every day separating to cities (generally 24 miles on land (sea travel varies) or fraction thereof) (see travel times) 1 gold must be spent. So two cities separated by 100 miles are likely to need to spend 5 gold a month for a trade route. This does not include law enforcement. The cost of that will vary, but a good basis is to include each mile of trade route as 1 person for patrol purposes, so one lawman for 100 miles of road is about average. The cost in gold and law enforcement is borne in whatever ratio the two cities agree. So it may be that one city bears full responsibility for the route, or that the two share equally or that one bears most of the burden.

    If more than one city is on a trade route, then the income increases 1% for each city of equal population. this gets somewhat difficult to calculate. But the increase in revenue is equal to the ratio of population on the route to the population of the city (maximum of 1:1) times 1%. So for a big city like Chandra to agree to a trade route, it probably will have to paid for entirely by the other city.
    But a small city is almost always happy to connect to another city. Unless the costs are greater than the benefits (a city of 100 gains but 1 gold a month from a single trade-route assuming no costs are borne by it.)
    Note: Each city contributes no more than 1% to a city's revenue no matter how big it is. So if Three Flags builds a trade route to Chandra it gets +1% revenue not, 170K:100 or +1700% income.

Trade, of course, serves other purposes than financial. One establishing interdependent relationships with other communities, making mutual protection more likely and feuds less likely. Also disruptions in the trade of one city is likely to bring reprisals from the other.

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Copyright © Scholz 2000