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City

Cities are built by players and NPCs.

Cities have important elements that must be in place for them to survive. While players control and direct these elements, most of them are automated by NPCs, scripting, and magic.

Main elements of a city:

Contents

DefenseEdit

Defense is the ability of a city to resist attackers and monsters. Some forms of defense include:

OffenseEdit

Offense is the ability of a city to attack others. It may also serve as defense when a city is being attacked. Some forms of offense include:

  • Trained NPCs
  • Hired NPCs
  • Tamed monsters
  • Siege weapons
  • Players
  • Offensive Spells
  • Enchantments
  • Offensive Artifacts

ResourcesEdit

The resources of a city fuel the offense and defense of a city. Without resources, a city cannot survive. Resources include:


PoliticsEdit

Politics is the system that runs the offense, defense, and resource of a city. Politics use a number of default systems for NPCs, in the form of scripts. Players who wish to enter politics must maintain and edit these scripts to run an efficient city.

The measurements of a city determine how it should be run according to the selected system and focus. For example, a city that starts with no offense or defense will focus most of its efforts on building a militia if it is a militant focused city. A city that is chosen to focus on farming will put starting a militia as a lower priority. Selecting building and manufacturing as a priority will cause most of the populous to manufacture goods and create buildings.

  • City focus:
    • Defense
    • Offense
    • Martial Law
    • Nomadic
    • Exploratory
    • Artistic
    • Trade
    • Militant
    • Chaotic
    • Manufacturing
    • Farming
  • City measurements:
    • Territory area
    • Technology level
    • Number and size of buildings
    • Supplied goods
    • Population
    • Populous mindset
    • Offense
    • Defense
    • Demand for goods
    • Damage status
    • Demand for growth
    • War status
    • Peace status
  • City priorities:
    • Political efficiency
    • Political enforcement
    • Trade
    • Manufacturing
    • Appeasement
    • Training
    • Growth


PopulousEdit

The populous of a city are its inhabitants. Cities are often a mix of NPCs, players, livestock, and tamed monsters. The ratio of one to another can be greater or lower based on a number of factors. A city can be entirely populated by NPCs and run itself just fine.

A thriving populous is a happy populous. Citizens have several duties that must be performed by different people. A lack of activity in these areas shows innefficiency in that city, either from a bad economy, damaged city from attacks, angry citizens who hate current politics, or poor citizens who lack resources to do what they want.

The populous needs to keep itself busy by doing one of the following:

  • Building tasks:
    • Gather resources
    • Train building skills
    • Build buildings
    • Run buildings
    • Work in buildings for owners
    • Repair buildings
    • Maintain buildings

Analogy: Defense is the body of a car. Offense is the engine and exhaust. Supply is the oil and gasoline. Politics are the gears and electronics. Populous are the passengers that sit in the car.


DestructionEdit

Cities are naturally destroyed by the following:

  • Natural causes (fire, flood, storm)
  • Monsters and NPCs (armies, raids, gargantuans)
  • Players (intentional)
  • Players (unintentional)
  • Political (closing city)

Cities have the following as defense:

  • City walls
  • City guards
  • Guard towers
  • Mana batteries
  • Magic walls
  • Enchantment spells
  • Roaming guards and NPCs
  • Roaming pets, servants
  • Repairing NPCs
  • Better building materials
  • Offensive NPCs
  • Siege weapons
  • Offensive players
  • Guard players
  • Repair players

Cities that are destroyed have the following means of recovery:

  • Restart basic tech tree (Stone age)
  • Use remaining resources (gold, NPCs)
  • Form raiding parties with players/NPCs
  • Start at a new location

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