Post by Cao Cao on Oct 21, 2009 21:56:55 GMT
Section Two covers [red]Economy, Tasks[/red] and [red]Rewards[/red]
Economy
On most sites the economy is a global figure that is applied to all people and to all cities. There was never any room for improvements; it was always set in stone. Like my father on a cranky night – it had to be THAT WAY, there was no time for anything else BUT that way. This time though, it’ll be different! Oh god will it be different!
This time round we’ll be adding revenue to each city; each city will be ranked out of 5 stages, ranging from Very Small, to Small, Medium, Large and then Very Large. What these stages do is simple, they influence your revenue; though note certain populated areas that are so poor or just full of crap have negative revenue, making them drain money to keep them afloat. Other big cities make you a small fortune, so it’ll be very good in how people will have to work on poor cities to up revenue, this will be done by tasks which I’ll explain a little later on. But large cities and very large cities are INCREDIBLY hard to increase revenue wise, simply because those cities will probably already have what you'd be trying to add to it.
You can also build a trade post between two existing cities YOU CONTROL, to do this you’ll need to Task it (again I’ll explain it later) and work out the following sum to figure out how much money it will give you.
"Revenue of city A + Revenue of city B = C."
C is then divided by 4 to create D and D is how much you’ll get for the trade point between those two cities.
So, here is a final sum of the income you should expect to receive.
Each Kingdom receives 2,000 Gold a week.
Regions Only for rulers
A later design created by me, but one that is realistic to a certain extent. When somebody takes control of an ENTIRE Region they receive a bonus. This bonus exists only for as long as the region is in your control. If it gets attacked and you lose, you also lose the bonus. Now, the bonus!
When you control a region you'll have to look at the below list to see which 'multiplier' to use. Don't worry - I'll explain it all soon. The multiplier is a trade increase, or its a regional increase - whatever way you want to justify it is fine by me.
Oh no! it's maths! RUN AWAY! Seriously, this is really easy to do. When you receive the above multiplier you simply times your current cities revenue by the above figure, an example:
190 x 0.22 = 41.8 (Round up to 42) - This is how much the multiplier increases that cities revenue, so the only other sum is:
190 + 42 = 232
You use this multi pier on every city IN THAT region. If you lose control of a city in the region you lose the BONUS to every city also, so defend your territory well! Add the multiplier below the cities revenue, so that when you do lose it you don't have to do the verse step - you know that each city gives you (static revenue + the below bonus).
Tasks and Rewards
Most sites halt when it comes to tasks, mainly because of variations, rewarding and how long it takes to do the tasks to get the good rewards. These are now all fixed, or so we hope. Tasks follow two laws or rules, the first is simple – they all require tagging, the second law is that they must be realistic, although a task can be about anything in the world.
Unlike in some rpg’s, tasks can now be made by anyone with any influential jurisdiction in a kingdom, these tasks are then completed by who-ever gets assigned them. Once the task is finished they will be tagged by an admin. (Note: it is better if you tag the tasks you do yourself, this way we will be able to check it quickly).
After it’s been tagged, which will be explained below, the rewarding will commence. Rewards come from tags, so each tag will have its own reward, when the task is completed and all of the tags values are combined into one reward, the moderator will add or subtract the totals to the final amount.
This is done to fit criteria, for instance, if you tag a task as ‘Construction’ but you do very little to no building/or construction then you’ll receive only a small amount of that tag’s reward.
Tags
Drilling Soldiers – 200 Troops (possible enhancement of troops depending on the quality of the post, NOT the quantity.)
Construction – Self rewarding and 50 coins
Commerce/Trading – 400 coins (varies with participation)
Cultivation/Farming – 200 coins and 1 supply train
Fighting/dueling – 200 gold (400-800 if you win against an actual player, this includes npcs)
War - 100 coins, 1 low end siege weapon and 200 Troops (various with participation)
Scholarship/Learning – 50 Troops and 50 coins
Planning/General Strategy - 50 coins and 100 Troops
Patrolling – 50 coins and 50 Troops
Inventor – Self rewarding and 50 coins (No item may be 'auto-reproduced,' do not reward saying such an item can be given out multiple times a week)
Speaker - 400-500 Low level Troops (The more persuasive you are the better the troops will be and the more you will get, this is about quality NOT quantity)
Pillaging - 300 coins (400 for large caravans and double that for small villages and towns)
Assassinating - 150 coins (1000 if its an actual player)
Rescue - 150 coins (600 if you rescue an actual character who is actually in trouble)
Torture/Execution - 150 coins (400 if you torture a real character)
General Story Telling - 150 coins
Still waiting for a reward for your task? Request one here.
Economy
On most sites the economy is a global figure that is applied to all people and to all cities. There was never any room for improvements; it was always set in stone. Like my father on a cranky night – it had to be THAT WAY, there was no time for anything else BUT that way. This time though, it’ll be different! Oh god will it be different!
This time round we’ll be adding revenue to each city; each city will be ranked out of 5 stages, ranging from Very Small, to Small, Medium, Large and then Very Large. What these stages do is simple, they influence your revenue; though note certain populated areas that are so poor or just full of crap have negative revenue, making them drain money to keep them afloat. Other big cities make you a small fortune, so it’ll be very good in how people will have to work on poor cities to up revenue, this will be done by tasks which I’ll explain a little later on. But large cities and very large cities are INCREDIBLY hard to increase revenue wise, simply because those cities will probably already have what you'd be trying to add to it.
You can also build a trade post between two existing cities YOU CONTROL, to do this you’ll need to Task it (again I’ll explain it later) and work out the following sum to figure out how much money it will give you.
"Revenue of city A + Revenue of city B = C."
C is then divided by 4 to create D and D is how much you’ll get for the trade point between those two cities.
So, here is a final sum of the income you should expect to receive.
- Every character gets 500 Gold a week as their weekly wage/income.
- All gold from cities and trading posts is collected by the force's ruler.
Each Kingdom receives 2,000 Gold a week.
Regions Only for rulers
A later design created by me, but one that is realistic to a certain extent. When somebody takes control of an ENTIRE Region they receive a bonus. This bonus exists only for as long as the region is in your control. If it gets attacked and you lose, you also lose the bonus. Now, the bonus!
When you control a region you'll have to look at the below list to see which 'multiplier' to use. Don't worry - I'll explain it all soon. The multiplier is a trade increase, or its a regional increase - whatever way you want to justify it is fine by me.
- Jiang Dong = 0.2
- Southern Jing = 0.15
- Northern Jing = 0.16
- Yi = 0.32
- Nanman = 0.05
- Wu Wei = 0.08
- Zhongyuan = 0.3
- Hei Bei = 0.22
Oh no! it's maths! RUN AWAY! Seriously, this is really easy to do. When you receive the above multiplier you simply times your current cities revenue by the above figure, an example:
190 x 0.22 = 41.8 (Round up to 42) - This is how much the multiplier increases that cities revenue, so the only other sum is:
190 + 42 = 232
You use this multi pier on every city IN THAT region. If you lose control of a city in the region you lose the BONUS to every city also, so defend your territory well! Add the multiplier below the cities revenue, so that when you do lose it you don't have to do the verse step - you know that each city gives you (static revenue + the below bonus).
Tasks and Rewards
Most sites halt when it comes to tasks, mainly because of variations, rewarding and how long it takes to do the tasks to get the good rewards. These are now all fixed, or so we hope. Tasks follow two laws or rules, the first is simple – they all require tagging, the second law is that they must be realistic, although a task can be about anything in the world.
Unlike in some rpg’s, tasks can now be made by anyone with any influential jurisdiction in a kingdom, these tasks are then completed by who-ever gets assigned them. Once the task is finished they will be tagged by an admin. (Note: it is better if you tag the tasks you do yourself, this way we will be able to check it quickly).
After it’s been tagged, which will be explained below, the rewarding will commence. Rewards come from tags, so each tag will have its own reward, when the task is completed and all of the tags values are combined into one reward, the moderator will add or subtract the totals to the final amount.
This is done to fit criteria, for instance, if you tag a task as ‘Construction’ but you do very little to no building/or construction then you’ll receive only a small amount of that tag’s reward.
Tags
Drilling Soldiers – 200 Troops (possible enhancement of troops depending on the quality of the post, NOT the quantity.)
Construction – Self rewarding and 50 coins
Commerce/Trading – 400 coins (varies with participation)
Cultivation/Farming – 200 coins and 1 supply train
Fighting/dueling – 200 gold (400-800 if you win against an actual player, this includes npcs)
War - 100 coins, 1 low end siege weapon and 200 Troops (various with participation)
Scholarship/Learning – 50 Troops and 50 coins
Planning/General Strategy - 50 coins and 100 Troops
Patrolling – 50 coins and 50 Troops
Inventor – Self rewarding and 50 coins (No item may be 'auto-reproduced,' do not reward saying such an item can be given out multiple times a week)
Speaker - 400-500 Low level Troops (The more persuasive you are the better the troops will be and the more you will get, this is about quality NOT quantity)
Pillaging - 300 coins (400 for large caravans and double that for small villages and towns)
Assassinating - 150 coins (1000 if its an actual player)
Rescue - 150 coins (600 if you rescue an actual character who is actually in trouble)
Torture/Execution - 150 coins (400 if you torture a real character)
General Story Telling - 150 coins
Still waiting for a reward for your task? Request one here.