kgable10
Sergeant
I'll update this as I go, and any input from players would be much appreciated. I'm writing the law descriptions, so just give me advice on tense agreement (your kingdom vs. the kingdom), setting (serf vs. peasant), and anything else you can think of. Thanks!
Village Privileges:
1. Privilege to Hold Village Fairs: Life as a peasant can be hard. Far away from the nation’s cultural and economic centers, many villagers feel stifled by the oppressive atmosphere. Allowing your peasants to throw fairs will improve morale among the working class. A day of reveling and carousing will loosen their tensions and their coffers, generating income in unexpected places. But beware! Wealthy merchants will not look kindly on this action, for serfs may no longer visit towns for their entertainment.
+10% income in villages/week
+1 prosperity in villages/week
+1 popularity in villages/week
+1 Mill prosperity
-10% income from towns
-1 popularity in towns/week
Cost to Introduce: -5 popularity in towns
Cost to Dismiss: -5 popularity in villages
2. Privilege to Hunt in the King's Woods: Hard times call for desperate measures, and when starvation threatens, poaching becomes a harsh reality. The punishment for poaching is a hand or a foot, but the issue continues. Allowing your villagers to feed their families shows compassion and their morale increases as a result. Nobles may resent this law, however, as their own prey grows scarce.
+20% population growth - it helps survive hard times
+1 popularity in villages/week - and it's nice of you
-10% nobles limit - less animals for them to hunt
-1 noble’s happiness/week
Cost to Introduce: -10 nobles happiness
Cost to Dismiss: -5 popularity in villages
3. Privilege to Chop Wood in King's Forest: As your nation’s economy grows, your natural resources begin to diminish. The king’s woodland remains a protected area, but robbery still occurs. Allowing large scale deforestation will increase village prosperity, but lumber sales may drop.
+1 prosperity in villages/week
+1 manor demense
-10% income from villages
Cost to Introduce: 1000 denars
Cost to Dismiss: 5000
4. Privilege to Brew Ale: State-owned taverns have been a mainstay of village society for many generations. Unfortunately, these taverns often attract overwhelming crowds and undesirables. Allowing your subjects to brew their own ale will let them enjoy a drink in the comfort of their own home, boosting your popularity while detracting from tavern funds.
+2 popularity in villages/week
+1 Inn reputation
-1 prosperity in villages/week
Cost to Introduce: 1000 denars
Cost to Dismiss: -5 popularity in villages
5. Right to Trial by a Jury of Peers: The judicial system in most kingdoms consists solely of judges and executioners. Corruption and injustice often develops as a result. Modernizing your legal processes to trials by jury will endear you to the common man. Unfortunately, this process is more expensive than trial by decree.
+1 popularity in villages/week - you are no longer blamed for injustice
+1 manor renown
-10% income in villages/week - from fees etc.
Cost to Introduce: 1000 denars
Cost to Dismiss: -5 popularity in villages
6. Affranchisement of Peasants (excludes Serfdom): One of the greatest egalitarian measures a kingdom can make, the granting of rights and liberties to the lower classes is a highly controversial issue. While affranchisement will increase your popularity, prosperity, income, population, and military, the ruling class will take measures to end this law. Many will outright leave your kingdom, while others will openly criticize you in public forums.
+2 prosperity in villages/week
+80% income from villages
+40% population growth in villages
+5 popularity in villages/week
+20 player party size
+1 watchtower demense
-50% nobles limit
-10 renown/week - that's just disgrace
-3 noble happiness/week
Cost to Introduce: -20 noble happiness
Cost to Dismiss: -30 popularity in villages
7. High Capitation Tax (excludes Low Capitation Tax): When a kingdom’s coffers run dry, peasants often pay the price. Royal levy will raise your income, but your popularity will drop. In addition, village infrastructure will suffer from lack of funds, and many public projects may become cancelled.
+20% income from villages
+10% mill income
-1 prosperity in villages
-1 popularity in villages
Cost to Introduce: -5 popularity in villages
Cost to Dismiss: 2000 denars
8. Low Capitation Tax (excludes High Capitation Tax): In times of surplus, you may find it in your heart to lower nationwide duties. While your income from some sources drops, you will be complemented for your consideration. With more money available, villages will make necessary improvements to the public infrastructure, and this law may pay for itself.
+1 inn reputation
+1 prosperity in villages
+1 popularity in villages
-20% income from villages
Cost to Introduce: 1000 denars
Cost to Dismiss: -5 popularity in villages
9. Peasant Representation in Parliament: While your inner council may remain noble-based, having direct input from the lower class has many advantages. Not only will your popularity increase, but you will develop better national defense and population organization. Nobles will, of course, resent this reduction of their power.
+1 popularity in villages
+20% population in villages
+10 player party size
+10 lords party size
+1 messenger post demense
-10% nobles limit
-1 nobles happiness/week
-5 renown/week
Cost to Introduce: -10 nobles happiness
Cost to Dismiss: -10 popularity in villages
Townspeople's Privileges:
1. The Minting of Coin: Within a growing economy, centralized mints cannot keep up with the demand for currency. Allowing guilds and wealthy citizens to mint their own coin will improve prosperity. However, the forging of coins is a very profitable endeavor, and may detract from the kingdom’s revenue.
+1 prosperity in towns/week
+5 defense
+1 guild prosperity
-15% income from towns
Cost to Introduce: 1000 denars
Cost to Dismiss: 2000 denars
2. The Collection of Tools: As your workforce grows, the demand for tools grows with them. Often, the production cannot keep up with the demand for metal instruments, especially in times of war. The organized collection of tools by a wealthy third-party will generate income and prosperity in the kingdom’s centers of trade and economy while increasing the cost for the lower class, which may hurt the economies of trade.
+10% income from towns
+1 prosperity in towns/week
+10 guild income
-10% income from villages
-1 prosperity in villages/week
Cost to Introduce: -5 popularity in villages
Cost to Dismiss: -5 popularity in towns
3. The Marketing of Public Office: For generations past, higher office has been the sole domain of the noble class. They may win this nobility by blood or by deed, but were given the most privileges in either case. Now, with a growing merchant class that is at least as powerful as nobles and lords, public opinion demands the purchase of office through hard work and intelligence. Allowing merchants into your government will improve your income and popularity, while nobles may be less common in your kingdom.
+10% income from towns - you can sell offices to commoners
+1 popularity in towns/week - you are happy and they are happy, everyone is happy
+1 university relation
-10% noble's limit - except nobles who now don't have sole right to hold offices
Cost to Introduce: -10 nobles happiness
Cost to Dismiss: -5 popularity in towns
4. Free Cities: Even a well organized kingdom tends to lose control over the finer points of governance. Your advisors may instruct you on the broader issues confronting towns and cities, but smaller considerations are often ignored. Establishing the right of cities to govern themselves will decrease inefficiency in many cases: Prosperity will grow, population will be better managed, defense will have finer organization, and your popularity will swell. Nobles will naturally resent this unprecedented decree, and many may leave your kingdom. Your income may also drop, as towns begin to collect their own taxes.
+2 prosperity in towns/week
+2 popularity in towns/week
+20% population growth
+20 player party size
+20 Defense size
+1 prisoner tower relation
+1 guild defense
-20% income from towns
-20% nobles limit
-1 nobles happiness/week
Cost to Introduce: 2000 denars; 10 nobles happiness
Cost to Dismiss: 20 popularity in towns
5. Salt Mining: Salt, unsurprisingly, has become a very popular seasoning in all walks of life. Whether curing a soldiers meat, seasoning a lords dinner, or giving some flavor to a peasant’s gruel, salt has steadily become a staple of any meal. Allowing non-kingdom organized mining of this precious resource will alleviate some of the demand while increasing prosperity in your cities. Your own income will naturally decrease.
+1 prosperity in towns\week
+1 popularity in towns\week
-10% income from towns\week
Cost to Introduce: 1000 denars
Cost to Dismiss: 3000 denars
6. Mercantilism: Mercantilism is an economic theory that holds that the prosperity of a nation is dependent upon its supply of capital. Economic assets are best increased through a positive balance of trade with other nations. Therefore, the government must stimulate the economy by protecting trade and mercantile interests, mainly through the use of tariffs. Establishing this system will stimulate the economy of cities and towns, as well as your own popularity, although income will start to rest in the hands of merchants rather than the kingdom.
+1 popularity in towns/week
+1 prosperity in towns/week
+1 guild relation
+1 guild income
-20% income in towns/week
Cost to Introduce: 1000 denars
Cost to Dismiss: 3000 denars
7. Military Conscription: Under the system of feudalism, most peasants and freemen were expected to provide one man of suitable age per family for military duty when requested by either the king or the local lord. The men sequestered in this way were called levies and fought as infantry. Establishing this practice in your kingdom will give you and your lords a number of new recruits, although this law is widely unpopular and may detract from population growth.
+15 player party size
+15 lords party size
+1 prisoner tower relation
+1 barracks defense
-1 popularity in towns\week
-20% population growth in towns
Cost to Introduce: -5 popularity in towns
Cost to Dismiss: 3000 denars
8. Low Town Taxes: With a large variety of income sources available, it is often advisable to lower town taxes. Urban landscapes are often a hotbed of treason and dissention, and giving townspeople one less reason to complain should help alleviate this atmosphere. Your popularity will grow, and more money will be made available for improvements, though your income will drop.
+1 popularity
+1 prosperity
+1 university relation
-20% income from towns
Cost to Introduce: 1000 denars
Cost to Dismiss: -5 relation in towns
9. High Town Taxes: With such a large population moving to cities, town taxes are quickly becoming a large part of your kingdom’s income. Your people won’t love you for it, but raising town taxes can give a much needed boost to your economy, at the expense of some prosperity in city centers.
+20% income from towns
+10 guild income
-1 popularity
-1 prosperity
Cost to Introduce: -5 prosperity
Cost to Dismiss: 2000 denars
Village Privileges:
1. Privilege to Hold Village Fairs: Life as a peasant can be hard. Far away from the nation’s cultural and economic centers, many villagers feel stifled by the oppressive atmosphere. Allowing your peasants to throw fairs will improve morale among the working class. A day of reveling and carousing will loosen their tensions and their coffers, generating income in unexpected places. But beware! Wealthy merchants will not look kindly on this action, for serfs may no longer visit towns for their entertainment.
+10% income in villages/week
+1 prosperity in villages/week
+1 popularity in villages/week
+1 Mill prosperity
-10% income from towns
-1 popularity in towns/week
Cost to Introduce: -5 popularity in towns
Cost to Dismiss: -5 popularity in villages
2. Privilege to Hunt in the King's Woods: Hard times call for desperate measures, and when starvation threatens, poaching becomes a harsh reality. The punishment for poaching is a hand or a foot, but the issue continues. Allowing your villagers to feed their families shows compassion and their morale increases as a result. Nobles may resent this law, however, as their own prey grows scarce.
+20% population growth - it helps survive hard times
+1 popularity in villages/week - and it's nice of you
-10% nobles limit - less animals for them to hunt
-1 noble’s happiness/week
Cost to Introduce: -10 nobles happiness
Cost to Dismiss: -5 popularity in villages
3. Privilege to Chop Wood in King's Forest: As your nation’s economy grows, your natural resources begin to diminish. The king’s woodland remains a protected area, but robbery still occurs. Allowing large scale deforestation will increase village prosperity, but lumber sales may drop.
+1 prosperity in villages/week
+1 manor demense
-10% income from villages
Cost to Introduce: 1000 denars
Cost to Dismiss: 5000
4. Privilege to Brew Ale: State-owned taverns have been a mainstay of village society for many generations. Unfortunately, these taverns often attract overwhelming crowds and undesirables. Allowing your subjects to brew their own ale will let them enjoy a drink in the comfort of their own home, boosting your popularity while detracting from tavern funds.
+2 popularity in villages/week
+1 Inn reputation
-1 prosperity in villages/week
Cost to Introduce: 1000 denars
Cost to Dismiss: -5 popularity in villages
5. Right to Trial by a Jury of Peers: The judicial system in most kingdoms consists solely of judges and executioners. Corruption and injustice often develops as a result. Modernizing your legal processes to trials by jury will endear you to the common man. Unfortunately, this process is more expensive than trial by decree.
+1 popularity in villages/week - you are no longer blamed for injustice
+1 manor renown
-10% income in villages/week - from fees etc.
Cost to Introduce: 1000 denars
Cost to Dismiss: -5 popularity in villages
6. Affranchisement of Peasants (excludes Serfdom): One of the greatest egalitarian measures a kingdom can make, the granting of rights and liberties to the lower classes is a highly controversial issue. While affranchisement will increase your popularity, prosperity, income, population, and military, the ruling class will take measures to end this law. Many will outright leave your kingdom, while others will openly criticize you in public forums.
+2 prosperity in villages/week
+80% income from villages
+40% population growth in villages
+5 popularity in villages/week
+20 player party size
+1 watchtower demense
-50% nobles limit
-10 renown/week - that's just disgrace
-3 noble happiness/week
Cost to Introduce: -20 noble happiness
Cost to Dismiss: -30 popularity in villages
7. High Capitation Tax (excludes Low Capitation Tax): When a kingdom’s coffers run dry, peasants often pay the price. Royal levy will raise your income, but your popularity will drop. In addition, village infrastructure will suffer from lack of funds, and many public projects may become cancelled.
+20% income from villages
+10% mill income
-1 prosperity in villages
-1 popularity in villages
Cost to Introduce: -5 popularity in villages
Cost to Dismiss: 2000 denars
8. Low Capitation Tax (excludes High Capitation Tax): In times of surplus, you may find it in your heart to lower nationwide duties. While your income from some sources drops, you will be complemented for your consideration. With more money available, villages will make necessary improvements to the public infrastructure, and this law may pay for itself.
+1 inn reputation
+1 prosperity in villages
+1 popularity in villages
-20% income from villages
Cost to Introduce: 1000 denars
Cost to Dismiss: -5 popularity in villages
9. Peasant Representation in Parliament: While your inner council may remain noble-based, having direct input from the lower class has many advantages. Not only will your popularity increase, but you will develop better national defense and population organization. Nobles will, of course, resent this reduction of their power.
+1 popularity in villages
+20% population in villages
+10 player party size
+10 lords party size
+1 messenger post demense
-10% nobles limit
-1 nobles happiness/week
-5 renown/week
Cost to Introduce: -10 nobles happiness
Cost to Dismiss: -10 popularity in villages
Townspeople's Privileges:
1. The Minting of Coin: Within a growing economy, centralized mints cannot keep up with the demand for currency. Allowing guilds and wealthy citizens to mint their own coin will improve prosperity. However, the forging of coins is a very profitable endeavor, and may detract from the kingdom’s revenue.
+1 prosperity in towns/week
+5 defense
+1 guild prosperity
-15% income from towns
Cost to Introduce: 1000 denars
Cost to Dismiss: 2000 denars
2. The Collection of Tools: As your workforce grows, the demand for tools grows with them. Often, the production cannot keep up with the demand for metal instruments, especially in times of war. The organized collection of tools by a wealthy third-party will generate income and prosperity in the kingdom’s centers of trade and economy while increasing the cost for the lower class, which may hurt the economies of trade.
+10% income from towns
+1 prosperity in towns/week
+10 guild income
-10% income from villages
-1 prosperity in villages/week
Cost to Introduce: -5 popularity in villages
Cost to Dismiss: -5 popularity in towns
3. The Marketing of Public Office: For generations past, higher office has been the sole domain of the noble class. They may win this nobility by blood or by deed, but were given the most privileges in either case. Now, with a growing merchant class that is at least as powerful as nobles and lords, public opinion demands the purchase of office through hard work and intelligence. Allowing merchants into your government will improve your income and popularity, while nobles may be less common in your kingdom.
+10% income from towns - you can sell offices to commoners
+1 popularity in towns/week - you are happy and they are happy, everyone is happy
+1 university relation
-10% noble's limit - except nobles who now don't have sole right to hold offices
Cost to Introduce: -10 nobles happiness
Cost to Dismiss: -5 popularity in towns
4. Free Cities: Even a well organized kingdom tends to lose control over the finer points of governance. Your advisors may instruct you on the broader issues confronting towns and cities, but smaller considerations are often ignored. Establishing the right of cities to govern themselves will decrease inefficiency in many cases: Prosperity will grow, population will be better managed, defense will have finer organization, and your popularity will swell. Nobles will naturally resent this unprecedented decree, and many may leave your kingdom. Your income may also drop, as towns begin to collect their own taxes.
+2 prosperity in towns/week
+2 popularity in towns/week
+20% population growth
+20 player party size
+20 Defense size
+1 prisoner tower relation
+1 guild defense
-20% income from towns
-20% nobles limit
-1 nobles happiness/week
Cost to Introduce: 2000 denars; 10 nobles happiness
Cost to Dismiss: 20 popularity in towns
5. Salt Mining: Salt, unsurprisingly, has become a very popular seasoning in all walks of life. Whether curing a soldiers meat, seasoning a lords dinner, or giving some flavor to a peasant’s gruel, salt has steadily become a staple of any meal. Allowing non-kingdom organized mining of this precious resource will alleviate some of the demand while increasing prosperity in your cities. Your own income will naturally decrease.
+1 prosperity in towns\week
+1 popularity in towns\week
-10% income from towns\week
Cost to Introduce: 1000 denars
Cost to Dismiss: 3000 denars
6. Mercantilism: Mercantilism is an economic theory that holds that the prosperity of a nation is dependent upon its supply of capital. Economic assets are best increased through a positive balance of trade with other nations. Therefore, the government must stimulate the economy by protecting trade and mercantile interests, mainly through the use of tariffs. Establishing this system will stimulate the economy of cities and towns, as well as your own popularity, although income will start to rest in the hands of merchants rather than the kingdom.
+1 popularity in towns/week
+1 prosperity in towns/week
+1 guild relation
+1 guild income
-20% income in towns/week
Cost to Introduce: 1000 denars
Cost to Dismiss: 3000 denars
7. Military Conscription: Under the system of feudalism, most peasants and freemen were expected to provide one man of suitable age per family for military duty when requested by either the king or the local lord. The men sequestered in this way were called levies and fought as infantry. Establishing this practice in your kingdom will give you and your lords a number of new recruits, although this law is widely unpopular and may detract from population growth.
+15 player party size
+15 lords party size
+1 prisoner tower relation
+1 barracks defense
-1 popularity in towns\week
-20% population growth in towns
Cost to Introduce: -5 popularity in towns
Cost to Dismiss: 3000 denars
8. Low Town Taxes: With a large variety of income sources available, it is often advisable to lower town taxes. Urban landscapes are often a hotbed of treason and dissention, and giving townspeople one less reason to complain should help alleviate this atmosphere. Your popularity will grow, and more money will be made available for improvements, though your income will drop.
+1 popularity
+1 prosperity
+1 university relation
-20% income from towns
Cost to Introduce: 1000 denars
Cost to Dismiss: -5 relation in towns
9. High Town Taxes: With such a large population moving to cities, town taxes are quickly becoming a large part of your kingdom’s income. Your people won’t love you for it, but raising town taxes can give a much needed boost to your economy, at the expense of some prosperity in city centers.
+20% income from towns
+10 guild income
-1 popularity
-1 prosperity
Cost to Introduce: -5 prosperity
Cost to Dismiss: 2000 denars