Gamemaster
Guild : None EXP : 33 Gold : 0
Character sheet Title: None Class: Guild: None
| Subject: Nation System (WiP) Sun Jul 24 2022, 01:12 | |
| The Nation System dictates how nations work on Lorecraft, including the responsibilities and powers vested in those who take it upon themselves to lead a nation. If that person is you, be sure to familiarize yourself with every word of this system before going into it! No one wants a leader who is unable or unwilling to fulfill their obligations as a ruler. Becoming a Ruler In order to become a ruler at the start, it requires the approval of at least one Administrator. Otherwise, you are left with one of three options. The first option is to go the political route and roleplay out whatever is necessitated by the current government (more can be found in Countries of Sosaria), which you may request the help of a Loremaster with if needed. The second option is to take the nation by violent means (more can be found in War System) and the third is, perhaps, the simplest of options: request a Ruler Election from an Administrator or Loremaster. Once posted, everyone of the respective nation will have 24 hours to submit their name to be on the ballot and then another 24 hours to be allowed to vote for whoever they think should be ruler. This can be roleplayed out however the new ruler chooses (within reason of course), but is only an option if the current ruler is an NPC. Regardless of how you become a ruler, the entire nation is at your fingertips once you do. Population and Taxes The population of your nation primarily depends on the population size of your respective regions, how many player characters belong to the nation and even the Major Resources that nation possesses. The base population for any region is ~10,000 and this is increased by ~25,000 for every city built in it and ~25,000 for every player character who calls that region home. A nation's population determines how many Sosars are extracted via taxes, how many (and what kind) of buildings can be developed and how many Registered NPCs that nation's government is permitted to have. Taxes run biweekly and the total value of how many Sosars you receive is equal to the population of your nation. This means that if your nation has a population of ~120,000, your nation's treasury will receive ~120,000 Sosars every two weeks. It's worth noting that the ruler, or anyone, is not allowed to spend this on just any personal item or whatever else. These Sosars may only be spent on National Advancements, Government NPCs (including any training or gear) as well Buildings which serve the public. It is also important to note that your population naturally isn't statis. Every real life month, the population of all reigion will increase by 10,000; plus an additional 10,000 per player character who calls the region home. Major Resources & Trade Each region contains at least one Major Resource and control of all Major Resources goes to the nation which controls the region in which they're found. In some cases, for political or other reasons, the governing city of the region may hold control over the Major Resource. It all depends on the dynamics between one's cities and one's nation. Each Major Resource grants an incredible buff to all of the people of the respective holder but can always be traded, either for large sums of Sosars or a different Major Resource. - Major Resources:
- Lumber - The WC/EXP required to craft anything consisting, even partly, of wood by 50%. Stacks two times.
- Fur - Everyone receives double EXP from NPC Hunting Quests. Stacks twice.
- Leather - The Agility stat of all citizens of the nation (including NPCs) is passively boosted by one level. This does not count towards any limits and can exceed the "highest" level of Speed. Does not stack.
- Iron - The WC/EXP required to craft iron and steel goods is reduced by 50%. Stacks three times.
- Gold - All Sosars earned by completing a quest of any nature is doubled. Stacks two times. (+200% population for region)
- Silver - All Sosars earned by selling an item to a player character is doubled. Stacks three times.
- Bronze - Items created using any amount of bronze will receive an overall boost to its Hardness equal to one level. This does not count towards any limits and can exceed the "highest" level of hardness. Does not stack.
- Diamond - The Endurance stat of all citizens of the nation (including NPCs) receives a passive boost equal to one level. This boost does not count towards any limits and can surpass the highest level of Endurance. Does not stack.
- Produce - The WC/EXP required to cook is reduced by 50%. Stacks three times. (+100% population for region)
- Copper - The WC-EXP required to construct buildings is reduced by 50%. Stacks two times.
- Livestock - The WC-EXP required for anything Tanning or Taming related is reduced by 50%. Stacks two times. (+50% population for region)
- Seafood - The WC-EXP required for crafting Sea Vessels is reduced by 50%. Stacks two times. (+100% population for region)
- Herbs - The WC-EXP required for anything Alchemy related is reduced by 50%. Stacks two times. (+50% population for region)
- Stone - The WC/EXP required to construct public buildings is reduced by 50%. Stacks three times.
- Wheat - The WC/EXP required for anything Farming related is reduced by 50%. Stacks two times. (+100% population for region)
- Rice - The WC/EXP required for anything Farming related is reduced by 50%. Stacks two times. (+200% population for region)
- Arctic Ice - The WC/EXP required for anything Magic related is reduced by 50%. Stacks two times.
- Freshwater The potency of all Alchemy potions created by this nation/region is increased by one level. Stacks two times. (+100% population)
- Manite The quality of all crafted magical artifacts and items are increased by one level above what the crafter is ordinarily capable of if it incorporates manite.
- Coffee - The WC/EXP required in order to craft any item is reduced by 50. Stacks two times.
- Tea - The Intelligence stat of all in the respective nation/region receive a passive boost to their Intelligence stat equal to one level. This boost does not apply to any limits and can exceed the "highest" level of Intelligence. Does not stack.
- Cotton - All materials gathered using the "Gathering" skill are doubled. Stacks three times.
National Advancements For every eight advancements you unlock in the first tier, the next tier becomes unlocked. Any advancement may be purchased multiple times if not inherently impossible to stack. You may only have one of each type of advancement in each city as a city must host any advancement. There is no limit to how many advancements a nation may purchase or possess, regardless of tier. - Tier 1:
Ancient Walls | Ancient walls constructed around a city of your choosing. They are approximately 5 meters tall and offer minimal protection against sieges. However, they are worth investing in purely for more advanced fortification in the future and because they do, indeed, serve a purpose. They possess Level 8 durability and reduce the amount of loyalty lost in a city by 25% when under siege. Cost to Purchase | 100,000 Sosars Cost to Repair | 20,000 Sosars
New City | Purchasing a new city means you'll be able to create a completely custom city to add to any location in your kingdom. All you have to do is work with an Administrator in getting the finer details worked out but you'll have your new city in no time! Keep in mind, however, that brand new cities start out with very little and must be improved via National Advancements. While there is no set over-all limit for the number of cities a nation can possess, there is a limit to the number per region which is no more than four each. Cost to Purchase | 500,000 Sosars Cost to Repair | 100,000 Sosars
Commercial Hub | Commercial Hubs take the form of a massive mercantile district which produces 10 Sosars for every citizen of the city it is established in. 5 of these Sosars go to the national government whereas 5 go to the city itself. Commercial Hubs are also excellent places to buy goods as they can be filled with vendor NPCs by both the national and regional leaders. Maybe only be purchased once. Cost to Purchase 1,000,000 Sosars
Scientific Hub | Scientific Hubs take the form of a massive district reserved for scholars and the pursuit of knowledge. Any city with a Scientific Hub produces 10 Science Points per city citizen for every real-life month. These Science Points may be spent via the Technology System to acquire new and more advanced scientific technologies for your nation. Cost to Purchase 1,000,000 Sosars
Magical Hub | Magical Hubs take countless forms and the form which yours may take is entirely up to you as the nation's ruler. Magical Hubs, of all types and natures, share one thing in common however: the liberation of magical use and the pursuit of its advancement. This district is dedicated to not only studying the properties and possibilities of magic, but also contributing to its practical applications. Any city with a Magical Hub produces 10 Magic Points per city citizen for every real-life month. These Magic Points may be spent via the Technology System to acquire new and more advanced magical technologies for your nation. Cost to Purchase 1,000,000 Sosars
Religious Hub | Religious Hubs take various forms depending entirely on the respective divine said hub is dedicated to. The only thing one will find in such hubs are religious institutions, charity programs and entire religious organization of the ruler's choosing to preside over it all and shape it as they see fit. The Religious Hub allows the ruler of the nation to establish an official religion for the host city, preventing it from being swayed by the influence of other religions. Moreover, Religious Hubs regenerate 5% City Loyalty per real-life day if ever it falls below 100%. Moreover, religious hubs are also required for a city and its inhabitants to receive the Divine Blessing of said divine. Cost to Purchase 1,000,000 Sosars
Residential Hub | Residential Hubs, or Residential Districts, are areas designated by the city as purely for residential use. Such hubs enable a city to take in Player Character residents and/or citizens but it also opens up a housing market for the respective city. Players will finally be able to build or purchase housing in your city. Regional population is also increase by 100% for every Residential Hub found within it. This increase counts the number of hubs and calculates the total increase. For example, if you have 3 Residental Hubs in a region then that region's population will be boosted by 300% rather than 100% + 100% + 100%. Cost to Purchase 1,000,000 Sosars
Education | The first purchase of this advancement will allow the construction of a general education facility in one city. Each subsequent purchase will allow the construction of said facilities in other cities as well. For each city that has an educational institution in a region, the word count or exp required to learn a Trade Skill in that region is reduced by one level. This means the word count or exp required to reach Legendary level in Blacksmithing would only be equivalent to what Master level demands. Cost to Purchase 500,000 Sosars
Granary | Granaries allow for the sustenance of a higher population and may only be purchased once per region. For every region which possesses a granary, however, its total population is doubled. Cost to Purchase 500,000 Sosars
Shipbuilding | The first level of this technology is required in order to construct a vessel of any nature. The standard Shipbuilding advancement allows those of the nation to construct ships of all sizes but only if they're comprised almost entirely of wood and do not exceed Expert in quality. They are also limited to sails and other primitive, physically demanding methods as their only sources of propulsion and steering. Cost to Purchase | 150,000 Sosars
Agricultural Investment | For every level of investment placed in Agriculture, the returns on the Farming and Gathering Skills are doubled their usual rate. This may only stack up to three times, however.
Mining Investment | For every level of investment placed in Mining, the returns on the Mining Skill are doubled their usual rate. This may only stack up to three times, however.
Lumber Investment | For every level of investment placed in Lumber, the returns on the Lumberjacking Skill are doubled their usual rate. This may only stack up to three times, however.
Infrastructure Investment | The word count or exp required to construct a building in this nation is reduced by 25%.
Monument | The loyalty of a city that has fallen below 100% will gradually increase by 5% per real life week.
Port & Harbor |
Military Encampment |
- Tier 2:
Medieval Walls
Residential District
Advanced Shipbuilding | The people of your nation are now able to construct Master quality vessels that aren't comprised simply of wood any longer; although if it's one's preference then so be it. Large metal vessels are now possible and can even be propelled at much higher speeds thanks to advancements in magical propulsion technologies.
Mercantile Building (Requires Commercial Hub)
Banking Center (Requires Commercial Hub)
Scientific Research Center (Requires Scientific Hub)
Scientific University (Require Scientific Hub)
Magic Academy (Requires Magical Hub)
Magical Research Center (Requires Magical Hub)
Public Sanitation
Water Purification Facility
Steel Production
Advanced Materials
Holy Site (Requires Religious Hub)
Advanced Infrastructure (Requires Infrastructure Investment)
- Tier 3:
Great Walls Industrialization (Requires Steel Production and Scientific Research Center)
Urbanization (Requires Public Sanitation, Water Purification Facility and Residential District)
Military Fortress (Requires Military Encampment)
Legendary Shipbuilding | The nation is now able to produce Legendary class vessels that are not only capable of magical propulsion across land and sea, but now even the air as well; albeit little to no metal is permitted on airborne vessels as it is not yet possible to lift a heavy amount of weight and remain airborne, even at this level.
Naval Shipyard (Requires Port & Harbor)
Valorite Production (Requires Advanced Materials)
Advanced Magic (Requires Magical Research Center)
Advanced Science (Requires Scientific Research Center)
Advanced Theology (Requires Holy Site)
Advanced Infrastructure (Requires Holy Site)
Supreme Infrastructure (Requires Advanced Infrastructure)
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