Hidden 9 yrs ago Post by Gaebrael
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Gaebrael

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So how is the game creation coming along?


Good. I had an update typed out on my laptop about income. Sadly, my internet just imploded on there. So, just waitin'.
Hidden 9 yrs ago Post by Mardox
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Oh boy...
Hidden 9 yrs ago Post by Gaebrael
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Gaebrael

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Oh boy...


Does this work? Could it? Might it?

EDIT: YAYAYAYAYAYAY!
Hidden 9 yrs ago Post by Mardox
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You solved the problem I presume?
Hidden 9 yrs ago Post by Gaebrael
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So, here is a link to the google sheet where I will be postin' things:
docs.google.com/spreadsheets/d/1OIBi-T..
Hidden 9 yrs ago Post by Gaebrael
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You solved the problem I presume?


Yes. I think. Hopefully.
Hidden 9 yrs ago Post by Mardox
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That's good.
Hidden 9 yrs ago Post by Gaebrael
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Map.
Hidden 9 yrs ago Post by Lauder
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A lot has been happening, geez.
Hidden 9 yrs ago Post by Brithwyr
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Brithwyr Primus inter Pares

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*Display of interest*
Hidden 9 yrs ago Post by Gaebrael
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A lot has been happening, geez.


I suppose, it has.

*Display of interest*


Glad to hear!
Hidden 9 yrs ago Post by Gaebrael
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Added a few things to the sheet.
Hidden 9 yrs ago Post by Gaebrael
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Bumpity bump.
Hidden 9 yrs ago Post by Mardox
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Might I suggest posting stats?
Hidden 9 yrs ago Post by Gaebrael
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I suppose I can post an overview.

So, here is how economy is set up:

We will start with the Industrial Credits flat production. This involves no RNG (Random Number Generation) unless you are a capitalist society. Note that before we begin, the rules of rounding are mathematical (x ≥ .5 round up, x < .5 round down), and when directed, should be used to find the nearest integer.
There are 3 basic Provincial Effects that will determine your income. You begin with a default for all provinces, which the GM determines as a global stat. We will say this number is 5 Industrial Credits, and that we are determining the income of the province Providace.

The first effect is [Civil Unrest I-V]. This is essentially how unsatisfied your people are. Decreases base income by 1-5.
Then [Densely Populated I-V]. Self explanatory. Increases base income by 1-5.

[Martial Law], which is essentially a State of Emergency, reduces income by 3.

Capitalism is complicated, so I am skipping.

You can have negative income, and get into debt.

That gives you a base Industrial Credits.

Then, you get resources. Each province gets six Resource Units.
3 of Resource I, 2 of Resource II, and 1 of Resource III. I am still tweaking the effects, but exhaustion and bounty affect the production. You can also expend resources for effects. RNG determines the global demand for a resource, and then the world supply is determined, and then the worth of each each resource credit is determined by a fraction of the two, and finally "sold" for Industrial Credits.

Each turn, your nation decides how to spend everything. Firstly, you will decide on what to tax, and what the public keeps. Then, you decide how to spend tax revenue. I will get to that later.
Hidden 9 yrs ago Post by Gaebrael
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I have a form for those of you who want a head start:

http://goo.gl/forms/Y38A4beZE3

This will take you to what is essentially the Nation Sheet of the RP. Don't worry about any of it now, as I haven't explained the majority, but note that this is the input I will need.
Hidden 9 yrs ago Post by Raptorman
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I may be interested, how complicated is this though?
Hidden 9 yrs ago Post by Gaebrael
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I may be interested, how complicated is this though?


Fairly complicated. No more than 5th Ed. D&D, but leagues beyond monopoly.
Hidden 9 yrs ago Post by Raptorman
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And what era is it set in?
Hidden 9 yrs ago Post by Gaebrael
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And what era is it set in?


TBD. Prolly Roman-ish. Maybe Early Middle Ages or Alexander the Great.
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