https://www.mbrepository.com/file.php?cid=8&id=118
I don't know if maw's stuff works, I haven't tried it out but the fief seemed to work in my test.
Also I haven't tested the village, I'm going to try to make all the management options accessible from the town menu which is easier.
The old page can be found here.
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For the first release I've kept it simple. There aren't multiple crop/animal types and there are no buildings. Peasant revolts aren't in, disease isn't in either.
Explanation of options:
Taxes - increase amount of money recieved every 'week' (five days). The higher the tax the slower your population grows
Conscription - increased number of 'free' soldiers added to your garrison every week. Slows population growth
Clear/plant land - number of acres of each type is the limit to the number of workers you can have in each activity. Having lots of land on it's own produces nothing
Land use - number of workers you have producing each resource (wheat, vegetables, fruits, cattle etc)
Income from production is calculated by:
[ "number of workers producing resource x" / "manpower requirement of resource x" * "profitability of resource x"
"number of workers producing resource z" / "manpower requirement of resource z" * "profitability of resource z"
etc] * fertility of land
-Wheat: average starting cost, average manpower required, average income. Moderately exhausts the land (reduced yield in long term)
-Vegetables: low starting cost, high manpower, low income. It regenerates the soil.
-Fruits: exactly like wheat at the moment, I haven't decided
-Cattle: high starting cost, low manpower, high income. Exhausts the land a lot.
I don't know if maw's stuff works, I haven't tried it out but the fief seemed to work in my test.
Also I haven't tested the village, I'm going to try to make all the management options accessible from the town menu which is easier.
The old page can be found here.
---
For the first release I've kept it simple. There aren't multiple crop/animal types and there are no buildings. Peasant revolts aren't in, disease isn't in either.
Explanation of options:
Taxes - increase amount of money recieved every 'week' (five days). The higher the tax the slower your population grows
Conscription - increased number of 'free' soldiers added to your garrison every week. Slows population growth
Clear/plant land - number of acres of each type is the limit to the number of workers you can have in each activity. Having lots of land on it's own produces nothing
Land use - number of workers you have producing each resource (wheat, vegetables, fruits, cattle etc)
Income from production is calculated by:
[ "number of workers producing resource x" / "manpower requirement of resource x" * "profitability of resource x"
"number of workers producing resource z" / "manpower requirement of resource z" * "profitability of resource z"
etc] * fertility of land
-Wheat: average starting cost, average manpower required, average income. Moderately exhausts the land (reduced yield in long term)
-Vegetables: low starting cost, high manpower, low income. It regenerates the soil.
-Fruits: exactly like wheat at the moment, I haven't decided
-Cattle: high starting cost, low manpower, high income. Exhausts the land a lot.