ACKS, which
is my leaping off point, assigned a given piece of land two set values, and one
value intended to not be modified.
The first
set value Land Value was representative of the bounty of the land, spices,
trees, iron ore, wheat, etc, and generated a gold piece value as an approximation.
The second
set value was Service, which was locked at 4gp per family (representative of around
5 people). Morale effects could increase or decrease this value.
The third
value was tax, and was set at 2gp/fam. Increasing it caused morale problems,
decreasing it gave morale benefits.
Now, this
system seems simple, but caused problems for me running ACKs as a Kingdom
Management game for a few reasons.
Firstly, I
had events occurring. Famines. Bandits. Windfalls. Stuff that modified one of
the set values on a turn by turn basis. This necessitated that the players had the
ability to modify those values per their various hexes and change what they
earned in a month.
Secondly,
the approximation of the land value made it difficult to represent an area that
was ‘resource rich’ but damn near unlivable. The Martian surface for example
might have a land value of 8 out of 9 because of its iron deposits, and so on
paper you could live fine there, despite well, the fact you can’t grow jack
shit in rust.
Everything
being reduced to gold also meant that you basically had to pay your troops with
the same thing as you might use on the (house ruled) research skills or so on.
So when I was fiddling around and working on making my house rule Kingdom
management system, I thought it might be a good idea to ditch the gold piece
focus and instead focus on differentiating resources.
Tax is good.
Tax is grabbable from a player mindset, so I kept that. I’ll need to rejigger
the costs as I figure out costs for garrison, army, strongholds, upkeep and all
of that fun stuff but..tax is good.
Land value I
turned into ‘subsistence’ value to represent how well the land supports people
living in it. I decided to make this value something along the lines of 0, 0.5,
1, 2, 3 or so, to represent that 1 person working could generate enough food
for 1, 2 or 3 people. Meaning that having a ‘bread basket’ hex was now
possible. I also am playing with a ‘spoilage’ mechanic to keep you from having
food supplies around for decades if you over produce (and to disincline players
from going years without it). The idea of a ‘growth season’ however makes
complete sense to me.
Service I
eliminated. As the fun of a kingdom management game is managing the kingdom, I
decided instead to let the players decide on how to divvy up their hex’s
population, whether to put them into resource generation or subsistence.
Which brings
us to ‘resource.’ Resource generation was intended by me to be a commodity you
could turn into other things. The idea being that Resource represents services
as well as fancy stuff, and therefore you could turn say enough massages or
shiny beads traded to passing travelers into food or gold, as you need it. So a
resource rich area could try to make up for its lack of arable land through
trading (represented by resource conversion into food) or become rich (by
resource conversion into gold). I also like the idea that the stuff is
marginally worthless until you do something with it.
My major
worry though is that conversion of a stockpile might add another confusing
per-turn decision to the player. I’ve also debated just how expensive the resource
conversion should be. 5 for 1? 100 for 1? Figuring out the specifics of economy
will need to wait until I’ve shored up the costs for garrison, army, stronghold
and so on. I also considered using
Resource to pay for things like stronghold and research, the idea that having
piles of iron, stone and marble was ‘cheaper’ to build a stronghold out of then
gold.
However, as
a result of this, it can potentially be less ‘granular’ then the old gold
mechanics were and have a nicer round number.
The idea of ‘expending’
the non-gold stuff to accomplish things definitely appeals to me.
Since the
Land is key to this entire endeavor, we’ll be taking the monkey wrench to this stuff
a lot.
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