Pax Italia: Attributes -- Attributes (cont.)
National Attributes
The national attributes will affect an innumerable amount of game features from raising troops, to trade, to the value of currency.
Stability - National stability is one of the most important attributes in the game. It is the measure of the strength of the player's government and the faith the people have in the player's government. It affects all revenue categories, the ability to hire retainers, the ability to raise troops, provincal stability, and a number of other attributes. The consequences of maintaining a low national stability can range from economic collapse to civil war.
Prestige - National prestige is the measure of how favorably your nation is looked upon by the world at large. Prestigious nations attract more capable retainers and larger mercenary forces and are more likely to obtain the good will of the major powers.
Inflation - Inflation is the measure of the value of a nation's florins versus the Ducat. Inflation is primarily affected by the amount of minting a nation does and primairly affects prices for goods in the game, although inflation can have a negative affect on national stability and prestige if allowed to grow rampantly.
Tolerance - Tolerance is the measure of the Prince's attitude toward ethnic and religious minorities within his realm. Highly tolerant Princes may attract enclaves of Jews and liberal thinkers within their lands, strengthening their cultural, research, and economic efforts. However, highly tolerant Princes may find themselves in trouble with their devoutly Catholic populations if the people feel that their traditional values are in danger.
Diplomatic Stances - The nation's, as a whole, general opinion on other nations. This can affect CoS for diplomatic actions with NPC nations, retainer loyalty, and national stability. If a Napolitan Prince signed an alliance with Milan while his people hated the Milanese, the action could cause trouble for the Prince with his people.
Territories
Stability - The strength of the player's government locally. Local stability affects the government's ability to enforce laws, maintain order, and collect taxes. Unstable provinces are at risk of revolts and rebellions, particularly if there province is predisposed toward independence or if the people identify more with one of the Prince's neighbors than with his or her nation.
Culture - While every province in the game (save perhaps Corsica and Venetian holdings in the Balkans) are Italian, there are still significant cultural differences between Northern Italians, Southern Italians, Sicilians, and other cultural subgroups. Cultural homogeny throughout a Prince's realm will provide bonuses to local and national stability and help to reduce revolts and independence movements while a province with a different culture than the Prince's capital may be more inclined to be rebellious.
Infrastructure - A general score of the infrastructure in the province. Roads, public health, and the bureaucracy are all, at a glance, measured by infrastructure. Provinces with high infrastructure will be more valuable and generate more revenues. Plus, armies can move quicker through provinces with high infrastructure and are more resistant to attrition. There will be a number of provincal improvements that can improve a province's infrastructure rating.
Population - The amount of people in a province. Population growth and shrinkage are affected by all other provincal attributes, plus national stability, national prestige, and tolerance. A province's population affects census tax collections, production, and the amount of troops which can be raised from the province.
Production - Production is a measure of the gross product of a given province. Production determines how many ducats worth of goods a province sends to its trading center. It can be affected by other provincal attributes, plus the building of production-related provincal improvements.
Resources - Each province generates different types of resources, which are sent to the province's trading center. Resources are necessary for the construction of improvements, although the player will not need to keep track of the specific number of resources needed for a province. For instance, in order to build a great cathedral, the player may need wood, stone, and marble, however they won't need to gather 100 wood, 200 stone, and 50 marble. This will be covered in greater detail in construction.
Fortification - For game purposes, each province is assumed to center around a city. Fortification is a measure of that city's defenses. A province's fortification rating affects the ease of which it may be conquered. It also can affect local stability and the chances of a revolt, as rebellious citizens are less likely to waste their lives thrashing against an impregnable fortress as they are a relatively undefended town.
Independence - Independence is a measure of how much the population identifies as being part of a greater nation. Indepedence will affect the CoS for many actions the player takes in that province, as well as revenue collections and revolt risks. Princes will be less successful imposing their will in a province that thinks of itself as only nominally committed to the Prince as opposed to a core territory whose population thinks of themselves as subjects of the Prince's nation first and residents of their city second.
Troops
Type - There will be several different types of troops, ranging from pikeman, to light and heavy cavalry, to fusiliers and bowman, each with advantages and disadvantages.
Quality - The measure of how well trained, experienced, and equipped the unit is. A unit of well equipped crack veterans could make short work of a rabble of farmers with pitchforks many times their size.
Loyalty - Loyalty measures just that: the amount of loyalty the troops have for the Prince and the nation. Loyalty affects how likely the troops are to commit to a pitched battle with an enemy and how successful a rival can be in luring away the unit with a bribe or better offer. Needless to say, troops raised from the Prince's own population are likely to be more loyal than mercenaries.
Number - The amount of troops in a given unit. Units can be reinforced with new troops as they shrink due to combat and attrition, however doing so can have negative affects on quality and even loyalty, depending on where the reinforcements come from.
Morale - Needless to say, morale is the measure of the spirits of the men. It affects performance in battle as well as the attrition rate. For instance, a unit with low morale will suffer more deserters than a unit with high morale.
Leaders
These are the measure of the leaders of nations (i.e. the player's character).
Reputation - The measure of how the Prince is seen in the eyes of others. This is affected by the behavior of the Prince in the course of the game. Does the Prince betray his or her allies? Is the Prince devoutly Catholic or a liberal? Does the Prince manage his realm well or squander his treasury on a whim? Reputation can affect the CoS for recruiting retainers and dealings with NPCs.
Family - What other leaders and retainers is the Prince related to by blood or marriage? Familial relations can affect diplomatic relations as well as the motivations and loyalty of retainers.
And that should cover all of the attributes used in the game. Up next: rule conceptualization. Hooray!
The national attributes will affect an innumerable amount of game features from raising troops, to trade, to the value of currency.
Stability - National stability is one of the most important attributes in the game. It is the measure of the strength of the player's government and the faith the people have in the player's government. It affects all revenue categories, the ability to hire retainers, the ability to raise troops, provincal stability, and a number of other attributes. The consequences of maintaining a low national stability can range from economic collapse to civil war.
Prestige - National prestige is the measure of how favorably your nation is looked upon by the world at large. Prestigious nations attract more capable retainers and larger mercenary forces and are more likely to obtain the good will of the major powers.
Inflation - Inflation is the measure of the value of a nation's florins versus the Ducat. Inflation is primarily affected by the amount of minting a nation does and primairly affects prices for goods in the game, although inflation can have a negative affect on national stability and prestige if allowed to grow rampantly.
Tolerance - Tolerance is the measure of the Prince's attitude toward ethnic and religious minorities within his realm. Highly tolerant Princes may attract enclaves of Jews and liberal thinkers within their lands, strengthening their cultural, research, and economic efforts. However, highly tolerant Princes may find themselves in trouble with their devoutly Catholic populations if the people feel that their traditional values are in danger.
Diplomatic Stances - The nation's, as a whole, general opinion on other nations. This can affect CoS for diplomatic actions with NPC nations, retainer loyalty, and national stability. If a Napolitan Prince signed an alliance with Milan while his people hated the Milanese, the action could cause trouble for the Prince with his people.
Territories
Stability - The strength of the player's government locally. Local stability affects the government's ability to enforce laws, maintain order, and collect taxes. Unstable provinces are at risk of revolts and rebellions, particularly if there province is predisposed toward independence or if the people identify more with one of the Prince's neighbors than with his or her nation.
Culture - While every province in the game (save perhaps Corsica and Venetian holdings in the Balkans) are Italian, there are still significant cultural differences between Northern Italians, Southern Italians, Sicilians, and other cultural subgroups. Cultural homogeny throughout a Prince's realm will provide bonuses to local and national stability and help to reduce revolts and independence movements while a province with a different culture than the Prince's capital may be more inclined to be rebellious.
Infrastructure - A general score of the infrastructure in the province. Roads, public health, and the bureaucracy are all, at a glance, measured by infrastructure. Provinces with high infrastructure will be more valuable and generate more revenues. Plus, armies can move quicker through provinces with high infrastructure and are more resistant to attrition. There will be a number of provincal improvements that can improve a province's infrastructure rating.
Population - The amount of people in a province. Population growth and shrinkage are affected by all other provincal attributes, plus national stability, national prestige, and tolerance. A province's population affects census tax collections, production, and the amount of troops which can be raised from the province.
Production - Production is a measure of the gross product of a given province. Production determines how many ducats worth of goods a province sends to its trading center. It can be affected by other provincal attributes, plus the building of production-related provincal improvements.
Resources - Each province generates different types of resources, which are sent to the province's trading center. Resources are necessary for the construction of improvements, although the player will not need to keep track of the specific number of resources needed for a province. For instance, in order to build a great cathedral, the player may need wood, stone, and marble, however they won't need to gather 100 wood, 200 stone, and 50 marble. This will be covered in greater detail in construction.
Fortification - For game purposes, each province is assumed to center around a city. Fortification is a measure of that city's defenses. A province's fortification rating affects the ease of which it may be conquered. It also can affect local stability and the chances of a revolt, as rebellious citizens are less likely to waste their lives thrashing against an impregnable fortress as they are a relatively undefended town.
Independence - Independence is a measure of how much the population identifies as being part of a greater nation. Indepedence will affect the CoS for many actions the player takes in that province, as well as revenue collections and revolt risks. Princes will be less successful imposing their will in a province that thinks of itself as only nominally committed to the Prince as opposed to a core territory whose population thinks of themselves as subjects of the Prince's nation first and residents of their city second.
Troops
Type - There will be several different types of troops, ranging from pikeman, to light and heavy cavalry, to fusiliers and bowman, each with advantages and disadvantages.
Quality - The measure of how well trained, experienced, and equipped the unit is. A unit of well equipped crack veterans could make short work of a rabble of farmers with pitchforks many times their size.
Loyalty - Loyalty measures just that: the amount of loyalty the troops have for the Prince and the nation. Loyalty affects how likely the troops are to commit to a pitched battle with an enemy and how successful a rival can be in luring away the unit with a bribe or better offer. Needless to say, troops raised from the Prince's own population are likely to be more loyal than mercenaries.
Number - The amount of troops in a given unit. Units can be reinforced with new troops as they shrink due to combat and attrition, however doing so can have negative affects on quality and even loyalty, depending on where the reinforcements come from.
Morale - Needless to say, morale is the measure of the spirits of the men. It affects performance in battle as well as the attrition rate. For instance, a unit with low morale will suffer more deserters than a unit with high morale.
Leaders
These are the measure of the leaders of nations (i.e. the player's character).
Reputation - The measure of how the Prince is seen in the eyes of others. This is affected by the behavior of the Prince in the course of the game. Does the Prince betray his or her allies? Is the Prince devoutly Catholic or a liberal? Does the Prince manage his realm well or squander his treasury on a whim? Reputation can affect the CoS for recruiting retainers and dealings with NPCs.
Family - What other leaders and retainers is the Prince related to by blood or marriage? Familial relations can affect diplomatic relations as well as the motivations and loyalty of retainers.
And that should cover all of the attributes used in the game. Up next: rule conceptualization. Hooray!
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