Post by aspenivan on May 14, 2017 23:53:02 GMT
As modern bureaucracies have grown, the state's relationship to the land and the people has changed. No longer is the monarch broker of relationships to some list of individual lords and settlements, with their authority ambiguous or even absent in the "cracks" between. The boundaries drawn on maps -once more pretension than reality- more often than not represent that actual reach of garrisons and tax-collectors, at least on a realm's "mainland." With these developments come new administrative divisions: Whether or not the feudal aristocracy remains powerful, state institutions have found it useful to consolidate fiefdoms and villages into Provinces, generally with centrally-appointed provincial governments to oversee taxation and keep order.
Every province grants its rulers Tax, Production, and Potential Conscription; each of these is modified by a province's Population as follows...
- Tax of 1 Gold per pop.
- Production of 2 Food, 3 Supply, and/or 1 Luxury Node per pop.
- Potential Conscription of 2 Brigades per pop when province is MOBILIZED - mobilization brings tax income to minimum (1 Gold), but does not affect production.
Provincial Infrastructure:
Alongside being home to population and production bases, provinces have 1 slot per pop for infrastructure, constructs that improve provinces. Unless otherwise specified, every infrastructure construct costs 10 Gold per turn over 2 turns.
Civic:
- Depot: A military warehouse for powder, shot, and guns. +50 Supply Storage Cap.
- Rural Manufactories: Windmills and water-wheels remain viable powers for industry. +2 Commodity Slots.
- Provincial Courts: Bring the state's justice to the countryside. Malus to hostile agent actions in province, decreased chance of disorder in province, max 1 in a province, +1 Order if all provinces in nation have Provincial Courts
- Irrigation Network: Proper water channeling can turn a subsistence region into a breadbasket. +1 Food per 2 pops in province (round down), max 1 in a province. Province must already produce food.
- Mining Network: Any mineral extraction operation can benefit from deeper tunnels and better machinery. +1 Supply per pop in province, max 1 in a province. Province must already produce Supply.
- Highways: Roads are the first step to prosperity! +1 Gold/turn, bonus to campaign marching speed of armies in province (does not stack)
- Frontier Waystation: A "last stop" for those on the long overland trek to the colonial frontier. Can support 1 colonial settlement (inland), max 1 in a province.
Military:
- Fortress: A strong set of walls to guard a crucial location or watch over an important province. Lvl 8 fortification “settlement” positioned by player, +5 professional army slots OR navy slots (only if coastal, can repair 5 naval units per turn for free if this option is chosen), comes with a single Line Infantry garrison brigade. Costs 15 Gold and 5 Supply per turn over 4 turns.
- Blockhouses: Garrisons and fortified barracks make a province difficult to capture. +2 Provincial Fortification Level, +1 Regular Foot Brigade garrison in province (Standing Matchlocks if Western), may stack in a single province for garrisons but not for fortification
- Mage School: The study of such wild and terrifying power is best left for rural areas, rather than the city. +1 Mage Agent
- Tovenaar College: The Vaekirate's influence in a region can often be measured by the presence -or absence- of a Tovenaar College. Special Vaekirate construct, lvl 3 fortification “settlement” positioned by Vaekirate, +1 Tovenaar Agent (1 per nation). Only Vaekirate can construct.
CITIES:
As centers of administration, trade, and manufacturing, major cities are treated as independent and are counted separate from provinces. Like a province, a city has its own population that can be marshaled for war and can contribute to its overall productivity. Unlike provinces, cities do not provide food, supplies, or luxuries; instead, they are comprised of districts that play various roles in supporting their ruling empire.
Every city grants the following...
- Tax of 2 Gold per pop
- 1 District per pop
- Potential Conscription of 2 Brigades per pop when MOBILIZED - mobilization brings tax income to minimum (2 Gold), but does not affect district functions.
City Districts
These encompass the essential role of cities in supporting empires. Each district has one of five "base" types, which can then be upgraded into one of three mutually exclusive "branches." Effects listed are comprehensive; some branches lose certain effects of the base. Unless otherwise stated, upgrading a district costs 20 gold per turn over 2 turns. A "base" district type can also be converted into any other "base" for the same cost.
Administration: +1 Public Order
- Palace:
+1 Public Order, +5 Splendor - Army Bureaucracy:
+1 Public Order, +1 Fortification Level in all districts (cannot push past lvl 8) - Courthouse:
+2 Public Order
Trades: +1 land trade slot, +3 commodity slots
- Manufactory:
+15 commodity slots - Market:
+3 land trade slots - Finance:
+2 income from precious metal nodes, requires Market in same city.
Port: +1 sea trade slot, +5 Professional Navy Slots
- Commercial:
+3 sea trade slots - Military:
+15 Professional Navy Slots, can repair up to 5 naval units for free per full turn in harbor - Colonial:
+1 sea trade slot, can support 5 Colonial Outposts (island or coastal)
Army: +15 Professional Army Slots, Fortification Level 4
- Training Grounds:
+30 Professional Army Slots, Fortification Level 4 - Garrison:
+15 Professional Army Slots, 5 free professional garrison brigades (must stay in city), Fortification Level 6 - Military Academy:
+1 Military Doctrine Point (maximum +2 from Military Academy Districts), Fortification Level 4
Arts: +5 Splendor
- Cathedral:
+5 Splendor, Counts towards Piety, +1 High Priest - Theater:
+10 Splendor - University:
+1 Civic Doctrine Point (maximum +2 from University Districts)
COLONIES:
The "Old World" was much changed by the navigation of new routes to the Far Western subcontinent, the mapping of the islands of the Far East, and the exploration of the Far North. The possibilities for commercial enrichment were only expanded by the Manufactory Boom, prompting competition among the realms of North and South for valuable resources to extract and markets to sell them to. While this "Great Game" is still in its early stages, already it has marked the world with a crop of "posts," settlements with the sole purpose of projecting imperial power from one corner of the globe to another. In some cases, this power takes the form of diplomacy, negotiating lucrative trade deals with armies and navies as leverage rather than direct tools. In others, they have become centers of an armed presence through which interests are imposed and defended by force. More often than not, these elements combine.
Colonies are represented as a settlement exerting influence a specified province. They do not have population, do not generate tax revenue, and cannot be mobilized. Instead, they have garrisons and, more importantly, grant colonial trade slots. These slots can be used one of two ways, depending on where they are built.
- Colonial settlements in provinces controlled by existing realms: This represents colonial influence in organized, sovereign indigenous realms. These concessions or enclaves are legally recognized by their "host" state. Colonial trade slots act like "normal" trade slots. This is the only way for Northern/Southern realms to trade with indigenous realms in other regions, and thereby make bids for their Luxuries. You can apply a colonial settlement's slots to trade with the realm controlling the province as well as any adjacent realm.
- Colonial settlements in "empty" provinces: This represents cases where colonial settlements are an authority unto themselves, exerting partial or total control in their province. They may or may not have legitimacy among local polities, which are not strong enough to obligate it. Every colonial trade slot in such a province produces 1 node of the province's Luxury resource.
Unlike cities and provinces, new Colonial Outposts may be built. From there, they can be upgraded to one of three specialized colonial settlements. In general, only ONE colonial settlement can exist in a given province. However, powers may compete for colonial provinces: While one colonial outpost is under construction, another empire may build their own in the same province. This causes the colony to be contested: Every additional outpost after the first acts as a malus to Colonial Trade Slots for all (e.g. if 2 empires contest a colony, each outposts generates -1 Colonial Trade Slot, so each would be useless until upgraded; with 3 empires, each outposts would generate -2 slots, so only Colonial Trading Posts would generate slots at all). Once the first outpost is complete, no further contestants may enter.
Note that it is possible to outright conquer cities and provinces in "colonial" regions. However, administering these conquests is no easy task. Taxing colonial subjects requires Colonial Administration branches in the relevant region. If a province with a colonial settlement becomes a "normal" province through conquest, the settlement remains.
Colonial Outpost: Costs 20 Gold and 10 Supply per turn over 2 turns to build. +1 Colonial Trade Slot, Lvl 2 defense, Garrison of 1 Irregular Brigade of choice
*Any upgrade costs 50 Gold and 25 Supply, but finishes in one turn.
- Colonial Fortress: +2 colonial trade slots, lvl 6 defense, garrison of 2 Line Infantry Brigades
- Colonial Trading Post: +4 colonial trade slots, lvl 3 defense, garrison of 2 Irregular Brigades of choice
- Colonial Administration: +2 colonial trade slots, lvl 4 defense, garrison of 1 Line Infantry Brigade, allows up to 10 colonial population (pops in local provinces/cities)