I kind of went through an extra effort to create images and a video for this suggestion using GIMP and Kdenlive because I was excited, so if possible, I would thank you all very much if you could leave a reply commenting on the quality of the images as well, not just the idea itself, because I have no real experience with image or video editing and it was a LOOOT of work to make everything.
Hope you guys like it.
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Introduction
I mentioned a few times before, in replies to other feedback and in a previous post of my own that the current "Prosperity" value is confusing because it misguides you to believe it means how prosperous and profitable that settlement is, but instead, it actually more closely represent how much population is in that settlement.
There is also the Food/Prosperity downward loop that several feedback posts also tackled with suggestions on how to fix, and I would like to present with a few ideas that gives way more control over a settlement's management while also removing that confusion due to prosperity's name.
Prosperity
In order to avoid the players being misguided due to its name and also provide one more value that helps against the downward spiral, as I suggested a few times before, I believe Prosperity should be split into 2 values:
Unemployment rate would vary according to money flow in the trade market. The more money coming in, the lower the unemployment rate.
Edicts:
Simultaneous to the split of prosperity, I would like to suggest the implementation of an Edicts system to the Town and Castle management.
Edicts would be, in a sense, similar to kingdom policies, yet on a smaller scale affecting only a single settlement and the villages of its fief.
The available edicts I could think of were:
Governors, be them either companions or hired, would use and change these edicts for you as they see fit according to their profile and preferences from time to time, yet, if and when a settlement were to be without a governor, the player would be allowed to change an Edict using the Clan's window Fief's tab, but it would take time before that change takes place relative to how far the player was from that fief in the map as if the message he sent takes time to reach.
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These changes would provide a wider array of tools to fix a settlement's statistics, besides making "Prosperity" less misguiding by changing it completely while also giving one more value and modifier to help avoid the Food Production's downward spiral and better equip the players to handle their fiefs.
______________________________________________________________________________________________________________________
I am extremely thankful for user @Ackdam for the extensive assistance with finishing to flesh out this idea.
I really hope you like it and any comment with your thoughts and opinions, be it about the idea itself, the images or the short video would be very, VERY appreciated
Some extra feedback and possibilities within this idea as provided by Ackdam
-Martial Law and Curfew could have negative effects on gang leader relations with time.
-Encourage Immigration and Social Repose might improve relations with the traders and have their quests pop up more.
-Forbid Immigration and Encourage Emigration would be detrimental to your relations with traders and have their quests pop up less.
______________________________________________________________________________________________________________________
Hope you guys like it.
______________________________________________________________________________________________________________________
Introduction
I mentioned a few times before, in replies to other feedback and in a previous post of my own that the current "Prosperity" value is confusing because it misguides you to believe it means how prosperous and profitable that settlement is, but instead, it actually more closely represent how much population is in that settlement.
There is also the Food/Prosperity downward loop that several feedback posts also tackled with suggestions on how to fix, and I would like to present with a few ideas that gives way more control over a settlement's management while also removing that confusion due to prosperity's name.
Prosperity
In order to avoid the players being misguided due to its name and also provide one more value that helps against the downward spiral, as I suggested a few times before, I believe Prosperity should be split into 2 values:
- Population
That would represent how much people reside inside that settlement so its modifiers would represent birth rate, death rate, tourism influx, tourism outflux, immigration and emigration.
It would provide a negative modifier to Food, while also providing a positive modifier to Militia and that settlement's Taxes and Tariffs.
It would take into consideration how many recruits are available, so recruiting units would slightly reduce the population, caravans and villagers currently visiting, nobles present, heroes and all other units that might visit or exit the settlement somehow.
It would also be split into Children, Adults and Elderly percentages within the "Manage Settlement" window and the negative modifier due to mortality rate would affect more on the Elderly than adults and more on adults than on children.
& - Efficiency
That would represent how much that settlement is capable producing and its modifiers would represent the yield of the fields, market sales, cattle results, unemployment rates, money flow and the likes.
It would provide a positive modifier to Food, Militia and Tariffs.
The more the settlement produces, the more militia can be hired and more food there is.
It would also affect the production of goods in the villages of that settlement's fief and the availability of goods produced by the settlement's workshop in the trade market .
Efficiency's value would also influence the price to purchase a workshop in that settlement.
Base value * Efficiency * (Nº of adults in your population[workforce] - Unemployment%) * Possible policy or effects modifiers
Unemployment rate would vary according to money flow in the trade market. The more money coming in, the lower the unemployment rate.
Edicts:
Simultaneous to the split of prosperity, I would like to suggest the implementation of an Edicts system to the Town and Castle management.
Edicts would be, in a sense, similar to kingdom policies, yet on a smaller scale affecting only a single settlement and the villages of its fief.
The available edicts I could think of were:
-
Social Repose:
- +10% Food Consumption*.
- +10% Tariff revenue.
- -1 Efficiency per day.
- +1 Loyalty per day.
Cost: 20 Efficiency
-
Forbid Immigration:
- -10% Tariff revenue.
- +1 Security per day.
- -2 Militia per day.
- -10 Population per day.
Cost: 20 Efficiency
-
Stimulate Immigration:
- +15% Food Consumption*.
- +10 Population per day.
- +2 Militia per day.
- +1 Efficiency per day.
- -1 Loyalty per day.
Cost: 20 Security, 10 Loyalty
-
Stimulate Emmigration:
- -20% Tax revenue.
- -20 Population per day.
- -1 Militia per day.
- -2 Efficiency per day.
Cost: 20 Efficiency, 10 Security
-
Forced Conscription:
- Fills 2 empty recruitment slots with tier 1 units
every day. - Increase all the fief's Recruit's tier by 1 after
(1 * tier) week without being recruited up to tier 4. - -2 Efficiency per day.
- +5 Militia per day.
Cost: 30 Efficiency
- Fills 2 empty recruitment slots with tier 1 units
-
Curfew:
- -1 Population per day.
- +5 Security per day.
- -5 Efficiency per day.
- -5 Loyalty per day.
Cost: 30 Efficiency, 20 Loyalty
-
Food Rationing:
- -40% Food Consumption*.
- -40% Tariff revenue.
- -5 Loyalty per day.
- -5 Efficiency per day.
- -5 Population per day.
- -10 Security per day.
Cost: 30 Efficiency, 20 Loyalty
-
Martial Law:
- Militia counts as Garrison for Security
at 50% of the effect. - Double Security's growth**.
- -20% Tariff revenue.
- +20% Food Consumption*.
- +5 Militia per day.
- -10 Loyalty per day.
Cost: 50 Efficiency, 30 Loyalty
*Consumption = The negative modifier in Food due to Population(Currently Prosperity).
**Growth = Any positive result after the sum of all positive & negative modifiers. - Militia counts as Garrison for Security
Governors, be them either companions or hired, would use and change these edicts for you as they see fit according to their profile and preferences from time to time, yet, if and when a settlement were to be without a governor, the player would be allowed to change an Edict using the Clan's window Fief's tab, but it would take time before that change takes place relative to how far the player was from that fief in the map as if the message he sent takes time to reach.
______________________________________________________________________________________________________________________
These changes would provide a wider array of tools to fix a settlement's statistics, besides making "Prosperity" less misguiding by changing it completely while also giving one more value and modifier to help avoid the Food Production's downward spiral and better equip the players to handle their fiefs.
______________________________________________________________________________________________________________________
I am extremely thankful for user @Ackdam for the extensive assistance with finishing to flesh out this idea.
I really hope you like it and any comment with your thoughts and opinions, be it about the idea itself, the images or the short video would be very, VERY appreciated
Some extra feedback and possibilities within this idea as provided by Ackdam
-Martial Law and Curfew could have negative effects on gang leader relations with time.
-Encourage Immigration and Social Repose might improve relations with the traders and have their quests pop up more.
-Forbid Immigration and Encourage Emigration would be detrimental to your relations with traders and have their quests pop up less.
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