Post by Dawn on Dec 8, 2005 19:09:45 GMT -5
The man to introduce Zhang Jiao to (Xia Jiao) to Rise of Lords and introduce him to a whole new way to RP, thus hooking him for an indefinite amount of time. Definetly a greatly detailed RPer, very well accomplished in his job.
In Shadows of the Three Kingdoms, he came as Genocide, and with his creative mind, helped create some of the many things you see on Dawn of the Three Kingdoms. For example, the following is all his:
We used this as the basis for Dawn of the Three Kingdoms, although it is not exactly the same thing, being modified to fit in well as a transition from Shadows to Dawn. Thank you for your help, Genocide!
In Shadows of the Three Kingdoms, he came as Genocide, and with his creative mind, helped create some of the many things you see on Dawn of the Three Kingdoms. For example, the following is all his:
For the expansion thing, and city size, the numbers of troops a city can hold, I had a really good thing layed out Destiny of an Empire. You can decide whether to implement this or not, but if you do it'll add a great spin to the way cities are run, and how work will effect your empire (It'll basically give your people some motivation to work).
All things Urban; City Statistics, Structures, Troop quarters etc.
1.) CITY STATISTICS AND HOW THEY AFFECT YOU
City statistics are an obviously important thing, especially in any Simulated or Role-Playing game. Everything in this Quick-n-dirty guide of city statistics builds upon on another, starting with the most basic of things, to the most advanced.
Defense; This determines the level of fortification your City, Camp, Fort, etcetera, has. The higher this is, the longer your City will last against in a siege, or natural disaster. The maximum defensive level of a city is to be set by an administrator. When ever a city undergoes expansion the maximum defense level will increase by 500. When working on defense, add you INT to your WAR, and that is how much defense will be raised each time you work on it.
Commerce; This determines the income of your city. The higher it is, the more gold you will receive. POL rounded to the tens digit, then take that tens digit and that is how much Commerce will increase when you work at the market. Maximum levels should be set by an admin.
Technology; This determines how advanced your civilization is. Whenever you reach the max level, you can choose to expand your city. Maximum should be set by an admin.
Agriculture; This determines the amount of food your city will produce each harvest. Each agriculture point equals 10 food. So A X 10, where A is the current agriculture level. Work formula -------> (W/3) + (I/2) Where W is war and I is intelligence.
2.) CITY SPECIALTIES, DEFICIENCIES, AND CITY EXPANSION AND MORE!
City Specialty; This is an area where your city thrives, this should be set by an admin. A specialty can be in any field except defense, and each city can only have one! When a city expands, it's specialty's maximum will increase by 1200 instead of the normal 1000. It should also start out higher than all the other stats, but not by much more than 200!
City deficiency; An area your city is lacking in. Also set by an admin. Can be in any field excluding defense. EVERY city has one defiency, possibly two if your city is prone to natural disasters. When a city expands, this stat will increase by 800 instead of the normal 1000. It should also start out LOWER than the other city stats, but not by much more than 200!
City expansion; (here comes the confusing stuff) When a city reaches its maximum technology level, AND ONLY THEN, the prefect will be asked by ADMIN if he wishes to expand the city. After city expansion is completed all city stats will have their maximum levels increased. 1000 for normal city stats, 1200 for specialties, and 800 for deficiencies. Expanding a city will take a different amount of time, depending upon the grade to which your city is being upgraded to. Please look below to see the different grades, times, and gold required for expansion.
Small (default) -----> Medium (15 days, 3000 gold) -----> Large (25 days, 6000 gold) ------> Xtra Large (35 days, 12000 gold) ------> Gigantic (60 days, 24000 gold)
Upon reaching the grade 'Gigantic' a city can no longer expand. YOU MUST PROGRESS THROUGH THE GRADES IN THAT ORDER!
Structures; Little add-ons to a city that become available to a city when it reaches a certain grade. Different structures are available for different grades. EX: Med ---> Granary, Store Houses, Barracks, Garrisons etc.
THESE DO NOT AFFECT CITY MAXIMUMS IN ANY WAY, but they do affect current values and sometimes the amount of damage done by natural disasters.
Natural Disasters; Fear mother nature dammit! Every once in a while she'll decide to slap you around, so you'd best be ready! These can damage current city values, like population, troops, commerce and defense (but not limited to those). An admin will decide when and where natural disasters will occur, but no city can be hit by natural disasters more than twice a month! And damage totals cannot exceed 500 (1000 for cities of XL and G).
3.) CITY POPULATION LEVELS AND TROOP QUARTERING!
City Population; The amount of people that reside in your city. This isn't that important, but you'll need people to follow you blindly right? City population is decided by an admin, and is DIRECTLY DEPENDENT ON CITY GRADE/SIZE!
Small ------> 30,000-100,000 people.
Medium ------> 100,000-250,000 people
Large-----> 250,000-750,000 people
Xtra Large ------> 750,000-1,250,000 people
Gigantic ------> 1,250,000-2,000,000 people.
Population is pretty much random, but should stay with in those brackets. If they exceed or fall short of then you people need to do one of two things:
A. Start makin' babies!
B. Start committing suicide!
Troop Quartering; (At last, the part we've all been waiting for ) The amount of soldiers housed in a single city is dependent on city size. Please look below for reference.
Small -----> 50,000 Soldiers
Medium -----> 100,000 soldiers
Large -----> 150,000 soldiers
Xtra Large ------> 200,000 soldiers
Gigantic ------> 500,000 soldiers.
Food and your army; As stated earlier, each agriculture point is worth 10 food. Well your city AND amry need food to survive right? So take a look at how you can budget your food out.
1 soldier requires 3 food.
1 citizen requires 2 food.
So if you have 3,000 soldiers, you would need 9,000 food to sustain them.
And if you have 40,000 citizens, you would need 80,000 food to sustain them. Or your people are gonna start starvin' like Marvin.
All things Urban; City Statistics, Structures, Troop quarters etc.
1.) CITY STATISTICS AND HOW THEY AFFECT YOU
City statistics are an obviously important thing, especially in any Simulated or Role-Playing game. Everything in this Quick-n-dirty guide of city statistics builds upon on another, starting with the most basic of things, to the most advanced.
Defense; This determines the level of fortification your City, Camp, Fort, etcetera, has. The higher this is, the longer your City will last against in a siege, or natural disaster. The maximum defensive level of a city is to be set by an administrator. When ever a city undergoes expansion the maximum defense level will increase by 500. When working on defense, add you INT to your WAR, and that is how much defense will be raised each time you work on it.
Commerce; This determines the income of your city. The higher it is, the more gold you will receive. POL rounded to the tens digit, then take that tens digit and that is how much Commerce will increase when you work at the market. Maximum levels should be set by an admin.
Technology; This determines how advanced your civilization is. Whenever you reach the max level, you can choose to expand your city. Maximum should be set by an admin.
Agriculture; This determines the amount of food your city will produce each harvest. Each agriculture point equals 10 food. So A X 10, where A is the current agriculture level. Work formula -------> (W/3) + (I/2) Where W is war and I is intelligence.
2.) CITY SPECIALTIES, DEFICIENCIES, AND CITY EXPANSION AND MORE!
City Specialty; This is an area where your city thrives, this should be set by an admin. A specialty can be in any field except defense, and each city can only have one! When a city expands, it's specialty's maximum will increase by 1200 instead of the normal 1000. It should also start out higher than all the other stats, but not by much more than 200!
City deficiency; An area your city is lacking in. Also set by an admin. Can be in any field excluding defense. EVERY city has one defiency, possibly two if your city is prone to natural disasters. When a city expands, this stat will increase by 800 instead of the normal 1000. It should also start out LOWER than the other city stats, but not by much more than 200!
City expansion; (here comes the confusing stuff) When a city reaches its maximum technology level, AND ONLY THEN, the prefect will be asked by ADMIN if he wishes to expand the city. After city expansion is completed all city stats will have their maximum levels increased. 1000 for normal city stats, 1200 for specialties, and 800 for deficiencies. Expanding a city will take a different amount of time, depending upon the grade to which your city is being upgraded to. Please look below to see the different grades, times, and gold required for expansion.
Small (default) -----> Medium (15 days, 3000 gold) -----> Large (25 days, 6000 gold) ------> Xtra Large (35 days, 12000 gold) ------> Gigantic (60 days, 24000 gold)
Upon reaching the grade 'Gigantic' a city can no longer expand. YOU MUST PROGRESS THROUGH THE GRADES IN THAT ORDER!
Structures; Little add-ons to a city that become available to a city when it reaches a certain grade. Different structures are available for different grades. EX: Med ---> Granary, Store Houses, Barracks, Garrisons etc.
THESE DO NOT AFFECT CITY MAXIMUMS IN ANY WAY, but they do affect current values and sometimes the amount of damage done by natural disasters.
Natural Disasters; Fear mother nature dammit! Every once in a while she'll decide to slap you around, so you'd best be ready! These can damage current city values, like population, troops, commerce and defense (but not limited to those). An admin will decide when and where natural disasters will occur, but no city can be hit by natural disasters more than twice a month! And damage totals cannot exceed 500 (1000 for cities of XL and G).
3.) CITY POPULATION LEVELS AND TROOP QUARTERING!
City Population; The amount of people that reside in your city. This isn't that important, but you'll need people to follow you blindly right? City population is decided by an admin, and is DIRECTLY DEPENDENT ON CITY GRADE/SIZE!
Small ------> 30,000-100,000 people.
Medium ------> 100,000-250,000 people
Large-----> 250,000-750,000 people
Xtra Large ------> 750,000-1,250,000 people
Gigantic ------> 1,250,000-2,000,000 people.
Population is pretty much random, but should stay with in those brackets. If they exceed or fall short of then you people need to do one of two things:
A. Start makin' babies!
B. Start committing suicide!
Troop Quartering; (At last, the part we've all been waiting for ) The amount of soldiers housed in a single city is dependent on city size. Please look below for reference.
Small -----> 50,000 Soldiers
Medium -----> 100,000 soldiers
Large -----> 150,000 soldiers
Xtra Large ------> 200,000 soldiers
Gigantic ------> 500,000 soldiers.
Food and your army; As stated earlier, each agriculture point is worth 10 food. Well your city AND amry need food to survive right? So take a look at how you can budget your food out.
1 soldier requires 3 food.
1 citizen requires 2 food.
So if you have 3,000 soldiers, you would need 9,000 food to sustain them.
And if you have 40,000 citizens, you would need 80,000 food to sustain them. Or your people are gonna start starvin' like Marvin.
We used this as the basis for Dawn of the Three Kingdoms, although it is not exactly the same thing, being modified to fit in well as a transition from Shadows to Dawn. Thank you for your help, Genocide!