Tuesday, September 29, 2015

District Profile: Internal Roads

Internal Roads

When a Settlement reaches Rank 5, the increased wealth and importance is shown in the way of stone paved roads throughout. Installing the roads shows itself everywhere by making travel through every district easier. Every district built after the Internal roads will also have these fine paved streets. Settlements can't progress without an internal roads because the old dirt ones would simply not hold up to the increased trade and population of a larger city.

Patrol the Roads

Patrolling the Roads is nearly free, all it takes is a player's time (AP). Carefully walking the streets of your chosen district drastically increases both district Defense and Prosperity until the next immigration cycle. This action offers players an opportunity at experience, exciting encounters, and an outlet for your sense of civic duty.

Not just the roads, but everything it takes to maintain them. The Road Infrastructure is is your pavement-laying hubs. It's workers are constantly repairing cracked stones, potholes, and expanding the roads into new districts each time one is built. Naturally, the Road Inf. also crafts and stores Carts and passively increases the Prosperity of every district in your settlement.

Exclusive - Rest Stop

Every Rest Stop built along the Internal Roads improves the Toughness of every player citizen. These recognizable little buildings are a reassurance to all travelers that that there is some small place to lay your head and cook some oatmeal. The roads are Healthier with Rest Stops, but they offer shelter to all people, despite their intention, so Security is somewhat lowered by their presence.

Linked - Post Office

The Post Office provides a unique service, accurate, reliable, and relatively fast internal message handling. Available in every district, each Post Office provides a powerful local Prosperity bonus. Their use doesn't stop at a passive bonus. The Post Office also constructs and stores Carts for the settlement/owner.

Ministry - Surveyor's Office

It falls upon the Surveyor's Office to oversee the Internal Roads. This involves traffic monitoring, street cleaning, and regular repairs throughout the settlement. Broken and washed out roads are mended and replaced. New districts must be paved and smoothly connected to the older roads.

Minister - Chief Surveyor

The Chief Surveyor is a permanent fixture in the Department of the Interior for any Settlement above Rank 4. Every large settlement must have one unless the Sovereign wants to personally oversee the roads of their growing city. The Office of Chief Surveyor provides district bonuses from 9 Attributes, but no settlement bonuses.

Sunday, September 27, 2015

Department of Religion

Basics
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Department
There are so many things to manage that these tasks are split not only by District, but by Department as well. Every Department includes 13 Districts and is populated by their Ministers. Each Dept, unless set otherwise by the Civic Systems and Laws, oversees one of the five primary settlement concerns. The Departments are Defense, Interior, Commerce, Religion and Education.

Religion as Community
Districts in the Department of Religion are not all dedicated to promoting settlement Faith.  This department is concerned with the well-being of all citizens and the uplifting their lifestyles. As wealth and technology becomes more available in a growing settlement the Department of Religion expands to offer services to the people, from the Town Square to the Sewers.

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Districts
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R2 - Town Square

Settlements that want to move past Rank 1 must build a Town Square, creating the first seat in the Department of Religion. If a minister is hired, they will take on the title of Prefect and will be assisted by a currently invisible Prefecture ministry. This district is the source of the Courthouse, the first place where prisoners can be held and a center of civic life. Cottages are best served in the Town Square and the exclusive Barber Shops allow Prefecture to the sell Tinctures to Peasants and passively increase local Health. Citizens with a courthouse have the ability to Vote.




R3 - Plaza

When a Settlement reaches Rank 3, they gain access to two more districts in the Religion Dept. The Plaza is not necessarily dedicated to worship, but to improving the lives of all residents. The Central Fountain is a powerful Health monument. Not only does it increase Settlement health with every level, but it heals the wounds of player characters who drink from it. The exclusive Colonnades provide a clean, if somewhat exposed place for Heroes to live and show themselves off to the people. And while actually making bricks in the linked Brickmaker lowers local health, the tightly-built warm homes and businesses improves the lives of everyone in the settlement. The Minister of the Plaza is the Pursuviant, who leads the Beautification Ministry.



R3 - Temple District

While the Temple District isn't the first district in the Department of Religion, it is the first center of worship available to sovereigns. This district focuses on raising the Faith and Health of the people. For every level of both the central Pantheon and every Church built around it, the Faith of your entire settlement rises. The Linked building provided to all districts is the Chapel, which creates a powerful Faith bonus in the district it's been built. Peace and quiet in the Temple district allows players to Mediate and restore their Magic. The Ministry of Religious Affairs tends all of the temples within and are led by the Reeve.




R4 - Central Commons

Tons of Grain can be processed through the Central Commons. Everything about this district is appealing to Peasants. They love to gather in the shared Dining Hall, consuming meals with bread baked fresh in the building. This building provides local Health and Exemplar rooms with each level. The linked Bakery stems from the Central Commons but can provide delicious bread processing to all districts. The Tavern is another source of both grain-processing and Exemplar housing. The Beer produced here is another big hit with the local Peasants and resident players regenerate Magic more quickly. With all this communal space already available, throwing a Community Event becomes possible once the Central Commons are built.


Dining Hall



R5 - Parade Grounds

The people love a Parade and there are many beneficial uses for the land between celebrations. The Parade Grounds, as another center of community activity, naturally belongs in the Department of Religion. It is led by the Minister of Heritage. They and the Heritage ministry track all the important people and events in the settlement and ensure they're properly represented at each Parade. The buildings of the Parade Grounds are capable of raising 4 of the 6 Happiness types, as well as selling Bread to Peasants who come to celebrate and training Horses from Livestock. Players who visit the district can engage in Riding Practice.

R5 - Poor Quarter

Every single building in the Poor Quarter houses a comparatively large number of Peasants per building level. Building one is a settlement's statement of wanting their poorest population to swell quickly. But who cares for these tightly packed masses? The Department of Religion takes responsibility for these souls and the Almoner tends to them as best they can, backed by the Ministry of Welfare. They do their best to keep the many Peasants well but local schools will be challenged to keep up with the production of poor children in the Slums, Co-Ops and Tenements. Players who want to wish to give their money to the poor can find many empty hands to Give Alms.


Slums


R6 - Service Sector

The Service Sector is the only other required district in the Department of Religion. The Firehouse serves as it's main building, providing a local and settlement Health bonus. The exclusive Hospital  provides a local Health bonus and processes Herbs into Tinctures. Finally, the linked Aqueduct is a display of impressive water-technology that improves living quality for every single resident, improving Health and effective population capacity settlement-wide.  The leader of the Service Sector is the Chiurgeon General, head of all the Hospitals and the Ministry of Human Services.

R7 - Boulevard District

The Boulevard is an optional district of refinement and culture. As a Settlement grows, the Department of Religion can care for more than just the basic needs of the people. The Event Coordinator and their Tourism Ministry tend to the beautification of the Boulevard. Players walking in this refined environment regenerate faster and increase their Charm temporarily. This early jewel centrals around the Department Store, the first building that crafts every kind of Gear. It also trades Canvas to Peers for Florins and is a serious local Security risk. The Boulevard's exclusive Boutiques can only be built on the Boulevard, but access to them raises the Charm of every citizen. Pet Shops, linked but available everywhere, train Fledglings into valuable Pet Birds.




R7 - Catacombs

Tending of the dead has always been a duty of priests. With the advanced tunneling ability a Rank 7 Settlement requires, vast catacombs can be dug beneath the city. Dead player-characters stored in these tunnels don't suffer penalties for spending time dead. The central Inner Sanctum is a beautiful underground chapel along with it's extensive chambers for Player burial. This building earns a stack of Litra for every player death in the settlement. Exclusive to the Catacombs, the Charnel House is the most compact way to store your dead. It earns a Florin for every player and Peer death, but lowers local Health. The Burial Chamber can be built in any district, even before the Catacombs are built. These can store a few dead and gain a Thaler for every death, player or NPC. Clean and honorable corpse management raises the Faith of your entire Settlement. This blessed district is run by the Cantor and their Parish. Players can gain experience by Patrolling for Grave robbers.

R7 - Sewer

The Rank 7 tunnel technology also unlocks the wonders of an underground sewage system. It's primary function is to increase Health in your settlement. Flowing clean water and refuse removal is key to keeping disease out of your populations. The sewers are overseen by the Chief Custodian who is supported by the Ministry of Sanitation. This district ends up in the Department of Religion because no-one but priests will put so much effort into something that's only profit is other people's happiness. Players looking for a personal benefit from the Sewers can always go hunting for mythically huge rats and pet crocodiles.




R12 - Grand Promenade

The Grand Promenade is a festival road around the rise of the Acropolis. The main stretch of this road is the Boardwalk, an incredibly exciting but unsafe place. It creates a tax bonus with every level, makes glass use more efficient in building, and increases Prosperity with every level. Peers love to live in the Studio apartments, exclusive to the Promenade, and each Studio generates Thalers per peer in the district. Linked Art Galleries sell Canvas to art-happy Peer residents and increases Prosperity. The Promenade is managed by the Minister of Arts, supported by the Ministry of Arts. Players visiting the Promenade are welcome to buy some paints, get a little sloshed, and create some artwork.

R12 - Monument District

This is where Triumphs were held, one of the highest pre-catholic roman rituals. The Monument District is built and tended by the Grand Curator and the Ministry of Culture. The Triumphal Arch is an inspiration to troops throughout your settlement. A few privileged Peers will be trained in it's shadows. Cenotaphs are special statues built to house the dead, and are the only dead housing not connected to the Catacombs district. Linked to the Monument District are the Stonecutters, because you can't build all those monuments without a massive source of marble Slabs. Players looking for an activity among the Monuments an strike a pose and offer a Patriotic Speech. Scrubbing all those fine marble walls are the Ministry of Culture, led by the Grand Curator.



R13 - Vatican Hill 


The finest and most religious district of them all. While the existence of a Pope in the game depends on the players, the Ministry of the Vatican Hill is the Papacy. The Minister of the Vatican is known as the Apocrisiarius and is the de-facto leader of Department of Religion when in office. If a player has achieved the rank of Pope, they may take residence in the Vatican. Building a Basilica is a great way to show support for the Faithful in your settlement, and in return you will receive more taxes from all districts in the Dept of Religion. The exclusive Instituto per le Opere di Religion is a religious school that can only be built on the Vatican Hill. These increase settlement Storage, clergy taxes and Education with every building level. Monasteries stem from this district, but can be built anywhere. They will produce Beer, Bread or Wine, provide a prison cell and provide a Faith bonus in their home District. Players who wish to do more than pray in the Basilica's breathtaking chapel can always find a corrupt priest to Buy Indulgences from.



Friday, September 25, 2015

Class Abilities - Primary Trader

What are Class Abilities?
A character's level represents the time they have spent training and they class-powers they've mastered with this effort. Class Abilities are those actions, privileges and equipment slots unlocked as your character gains experience and levels up. These privileges are separate from any you might gain through Rank and Position in your local government. Each Class includes a primary a secondary chain of Class Abilities. Primary chains can be accessed by 5 Hero classes and the relative Lord class. Lords can never access the secondary chains, only available to a different 5 of the Hero classes.
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Primary Trader Classes

Without Trader Lords, the wealth of the Renaissance may never have occurred. The worth of a leader is no longer measured in royal blood but managing ability. The Trader Lord knows that there is no city to rule and no subjects to serve you without commerce. They bring prosperity and profit to their settlements, but no one said it was for the good of the people.

The Mercenary hero usually didn't start their life with social station and fancy things. They want to make a living, maybe even a fortune, and have found their combat skill capable of earning that wealth. Now they dedicate their days to training and collecting contracts for their increasingly impressive services. Why serve one power your whole life for minimal reward? The Mercenary will retire with both formidable fighting skill and a large pile of 

Starting in the lap of luxury is no reason to let coin just go slipping through your hands. The noble-trader Manager hero has seen the benefits of wealth and how quickly money can be spent by the unwise. The shrewd eye of this hero misses nothing. Lazy employees, inefficient business practices and disappearing Inventory must be corrected immediately. Criminal minded populace will have a challenge on their hands trying to slip under the attention of the Manager.

The Merchant hero was born with a bronze coin in their tiny hand. They collected old abaci for toys and traded marbles with unnerving shrewdness. They learned commerce at the knees of the growing, gold-fueled world. By the time each Merchant is ready to face the wide-world, they are already skilled at intense bargaining and adding long columns of sums. From local business owners to foreign caravans, all ventures into commerce are benefited from the aid of canny Merchant hero.

The Monsignor hero is, of course, very faithful. Man cannot live on bread alone, but it does alright and most days manna isn't falling from heaven to feed the masses. Neither do churches build themselves from living stone nor will clothing weave itself from sunbeams and rainbows. Food and materials must be harvested and processed by the people who must be compensated for laboring to benefit their community. When grain is short, other priests pray for bounty. The Monsignor buys grain from a farmer. When the church is leaky, the Monsignor pays a roofer. When the church is short on coin, the Monsignor sells some candles.

The Appraiser hero not only knows how to move product, but how much each item is worth. Age, quality, crafter and practical value all matter and an honest bargain can't be struck without knowing the facts. These trader-casters are not afraid to buy and study magical, possibly even cursed items. This fearless search for knowledge leads the Appraiser hero to unlock many arcane secrets as acquire experience and levels.

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Primary Trader Class Abilities

Work Hard

The first ability you earn as a primary trader is Work Hard. This allows you to pick any processing building in your settlement, then show up, roll up your sleeves, and start leading by example. The passion in your pursuit of industry will inspire the other employees and the next processing cycle will produce more than usual, based on the Management and Acumen you put into it.

Caveat Emptor
Many business exchanges, even between skilled players, are a bit of a gamble. Take a chance with a sack of Litra and a positive attitude. The Caveat Emptor action dares you to spend your Litra in the busy market on mysterious packages of uncertain value. Only when you get home and unwrap them will you know what random collection of Goods you received for your coin.

Quid Pro Quo
"Something for Something". In this case, the first something is the Prosperity of a district, and the second something is your small stack of Florins. While this action doesn't provide you with a material reward, your trader heart is warmed as canny coin-distribution causes a flurry of opportunities and trade in a usually poor neighborhood. Local traders haggle avidly for the coins, local opportunists do their best to steal them and each citizen who even sees one imagines what they might do with an entire gold Florin.

Enhance Prosperity
Local business owners have heard of you now. There's a rumor that you've never once been cheated and or lost a bargain. They all aspire to be like you and wherever you're seen, employees straighten their aprons and proprietors haggle more avidly in hopes that you notice how canny they are and hire them for your own very profitable purposes. Prosperity wherever you live is automatically increased.

Equip Pack Animal
You're not just any trader, looking to put some saddle-baskets on a donkey. You have moved more wealth through your personal inventory than many small-time Sovereigns. Your close personal friends own the wealth of nations. Your personal Pack Animal can't be some ill-tempered, smelly beast that stubbornly stops to graze at any moment. You have heard of specialized shops where large but well trained creatures can be bought. Even the cheapest of these will improve you Management and effective Might (storage

You know how to make a hired work force hustle. Under your guidance the construction workers actually feel like they're getting something out of working for you. Of course, you're not unreasonable. You'd never expect the laborers to move faster without a little extra stuff, so you brought some Bricks, Boards and Canvas to speed them along.

Storage is everything. Knowing what is in your storage and being able to store more of it is an essential part of being a Trader. You have reached the points where your experience has provided insight. You can organize your stuff even better than before! Taking some time will increase your effective storage for the rest of the day. Your invisible cronies can't maintain the improved organization for longer than that.

Train Troops

You've found that years of commanding employees and improving efficiency have translated quite well into turning unruly peasants into a trained military force. With your accumulated experience, you have become able to become a patron to one batch of local recruits. By providing your Bread, Beer and Horses, along with your leadership expertise, you can ensure your supported units train faster than their older comrades did.

Hire Mercenaries

You know how to talk to hardworking business people. Sometimes the service that's currently most profitable in their settlement may be in the military. You've gained the ability to talk a group of Yeomen into applying their simple combat abilities in the service of their settlement (or you). Of course, your glib tongue was not all it took to convince them. You also had to ply them with Beer and Meat and not a small pile of Silver Thalers.

Equip Assistant
Your interests are so vast that it's going to take a whole extra human mind to help you manage them. At first a simple but loyal Assistant will do, but in time your demand for quality will raise until you are backed by a full fledged Sidekick. These Acumen and Arithmetic increasing Assistants can be found anywhere retainers are trained.

Business has been looking a little slow lately in your target district and you know where to get a fine herd of cattle. These may seem like unconnected matters until you consider how excited the general populace can get about large, healthy Livestock. Start up an impromptu Auction in the middle of a district and watch the coins and Prosperity roll in.

Your personal troops signed on for the cush life of protecting a successful trader and their stuff. Walking beats is hard work, but they'll do it if you ask them to and pay them a few more shares of Bread than usual. By choosing to Protect a Settlement, your personal army will walk it's streets and add to it's defenses for a day.

Equip Brand
The people trust your business and want to recognize your goods on sight. Why deny them? Incorporate a personal Brand and stamp in on every crate and sack that passes through your vast business holdings. These personalized designs can be ordered from any building that crafts Symbols, but their ability to increase your effective Management and Guile depends on quality and Rank.

Want to tell the people how things are going? Report the News allows an experienced trader to post to the Settlement Message. This is not only an incredible advertising opportunity, but the people love to get the news! Updates will temporarily increase local Education and Prosperity and they'll pay you in Silver for the privilege.

Equip Pennant
Your enterprise has become notorious. You have spent a long time investing in ventures and expanding your economic influence. Actually seeing you is now far rarer than seeing your shops and goods among the common people. Equipping a personal Pennant will announce your exalted presence among fellow merchants and shoppers who would love to meet what is now a household name. Each pennant style can increase bearer's effective Management and Arithmetic attributes based on quality.

You have found a way to benefit from a great deal of seemingly disconnected market transactions. You provide something like the favorite twine used to tie packages this season or the packing straw thrown into the crate of every delicate delivery. Whatever it is, a seemingly small investment will grant you a tidy pile of Thalers based on the number of recent external market trades with your settlement.

The prowess of your trader abilities and the mass of your personal wealth have become immense. By spending what should be a fraction of your current wealth, your Trader can declare a Golden Age Scenario. Impressed and inspired, all Citizens achieve greater Acumen and Management while the scenario is occurring.

Wednesday, September 23, 2015

Happiness in Brunelleschi

Happiness Basics

Happiness in Brunelleschi represents the welfare and satisfaction of the people living in your Settlement. There are 6 types of Happiness in each Settlement and district, representing the six primary ways a ruler can provide for their population's needs. If any of these Happiness types are unbalanced, it can represent a lack of balance in your city planning. The Happiness types include Security, Health, Prosperity, Faith, Education and Respect.

Consequences
Why bother to maintain the Happiness ratings? After all, it's not like your population has real feelings.
Unfortunately for the unfeeling tyrant, the NPC populace is not completely helpless. If their living conditions become intolerable (a Happiness falls too low), they will trigger a number of unpleasant Scenarios. Combining low Happiness with an oppressive government may even trigger a Revolution in which the NPCs try to overthrow your callous rule and make a change to the Civic Systems of the settlement.

Happiness triggered Scenarios are not always negative. Incredibly successful Sovereigns can trigger positive scenarios. In these cases, the people will, somehow without stopping their work-production, throw a huge party in celebration of how happy they are. During these scenarios, the settlement benefits from additional Bonuses, and even more benefit is gained if the scenarios are successfully completed by the player-residents.

Happiness from Buildings
The main way for Sovereigns and Ministers to raise their Happiness ratings is to build Happiness-providing buildings. Most buildings provide some passive happiness effects, not always good. Main buildings and high-rank buildings often have powerful happiness bonuses on top of their primary function. Some buildings provide nothing but Happiness bonuses and can be built strategically to balance/enhance your settlement's overall satisfaction. Many buildings provide a positive effect to one Happiness and a negative effect to another. Happiness focused buildings often will provide a local (district) bonus and a small but broader settlement bonus to the same Happiness type.

Each of the NPC population types require (use up) a certain amount of each Happiness type in the district they live in. Children, the Sick and the Elderly also take up Happiness based on their state. This means that housing-focused districts will need to save a few lots for Happiness buildings to maintain the satisfaction of their populace. Churches, Guardhouses, Post Offices, and Libraries will become common in residential areas in order to maintain local Happiness.

Resident Exemplars also require Happiness maintenance. Most cost about as much happiness as a Peer NPC, with the exception of homeless exemplars. Homeless player-residents are assumed to be roving the streets causing trouble. It frightens and discomforts or NPCs to see a powerful member of their society acting like a vagabond and Happiness drops more quickly with each un-housed player. It is to the benefit of rulers to either provide player housing or seriously buff-up their Happiness infrastructure.

Happiness-Effecting Events
Scenarios and other various events can temporarily effect your district/settlement Happiness ratings. District and settlement-wide effects can be beneficial, but also dangerous. Any temporary negative Happiness effect can tip an ill-maintained settlement over the edge into an Unhappiness Scenario. These temporary effects are often from randomly triggered scenarios and are not anyone's fault. Still, rulers are advised to maintain a safe Happiness margin to prevent these surprises from becoming disasters.

Many actions, especially those gained at the higher levels, provide Happiness bonuses. Rulers who find themselves in a tight spot and need an immediate (if temporary) balm on Happiness should seek players who can perform these actions. In many cases, a high-level exemplars may need to be paid to spend the action points and material cost of  the action.


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Happiness Types

Security represents how safe it is to walk the streets of your Settlement. The higher local Security, the more likely criminal acts will be detected and criminals will be caught for trial. Security is not how safe your districts are from attack, that is a Defense rating. Defense buildings usually also improve settlement/district Security on top of raising the local Defense rating. 

Internal Security buildings can be built throughout a Settlement to improve local Security ratings. These add an invisible police-force reinforced by local Garrisons and Exemplars on patrol. Performing illegal actions in a settlement/district with high security seriously increases the chances of getting caught. Likewise an area with tragically low Security may be rife with crime and characters seeking illegal skills will gather there. Commander characters will earn actions that can temporarily raise local Security.

A population that feels very secure is grateful for the local police force and is likely to throw a Parade scenario for the settlement. NPCs in a settlement with dangerously low Security will begin to resemble their environment and become hooligans. When the Security reaches a critical low, the people will lose all sense of lawful conduct and break out into a Riot. Completing the Riot scenario will only temporarily appease your unruly people. You'll still have to improve Security to prevent another Riot from occurring.

Health represents how much of a health-hazard your settlement/district poses to the population within. Do the streets run with sewage? Is the air filled with dangerous smelting and tanning fumes? Allowing your Health to become too low has dire consequences for your population. Members of the active work-force will become sick and leave their jobs. The women of your settlement will become too ill to conceive and fewer children will be born. Workers will become elderly and then die faster.

Increasing your settlement and district Health ratings can be done with several kinds of buildings. Water-treatment and distribution buildings are powerful Health sources, while those dedicated to naturalistic living and safe food production also tend to provide local Health bonuses. Nobles and Clergy characters will be able to influence Health more so than their comrades.

A Healthy population will have fewer Sick, have babies faster, have longer lives and have a few valued elderly. Populations that experience near-perfect health are aware of how difficult this is to achieve for their rulers. They are swept up in manic joy and gratitude and throw an impromptu Carnival "while they have their health" so to speak. Settlements that suffer profound unhealthiness will not revolt, the people are too unwell to fight. In this weakened state, any small illness can become a Plague scenario in your Settlement, causing all production to be cut in half while your work-force dies of illness in their homes and your refuse-filled streets.

Faith doesn't describe any particular religion but the People's need to gather and worship something. Even if your National Religion is Atheist, your populace will gather in Faith buildings and discuss how there is nothing and their responsibilities as godless beings. Faith is the people's sense of community and spiritual morale. Faithful people who see a moral atrocity committed are more likely to report it. Low Faith will cause the people to become fearful, unable to know their place in the world and what the future holds for them. The people will become petty and superstitious with no shared beliefs to bind them as a community.

Monuments and shrines alike, there have been many structures built in praise throughout  the ancient lands of Renaissance Europe. While most centralized worship resembles Christianity in this time, travel was common and the old faiths are by no means dead. From the Chapel to the Basilica, these buildings are dedicated to raising local Faith, whatever flavor it may be. Clergy characters can learn several actions that can temporarily raise the Faith of their surroundings.

Faith is a vital part of the lives of your working populace. In order to see a greater meaning in their work and maintain a healthy sense of community, they need to have a faith in common. When Faith is high, they feel exalted in their purpose and brought together by a communal spirit. This can trigger a free Holiday scenario. If worship simply cannot be achieved (very low Faith), the people may become convinced your settlement is Cursed, causing them to stop trusting their Ministers until the scenario is resolved.

Prosperity represents how happy your people are with the industry in your settlement. Are coins passing through their hands? Are they constantly processing and distributing goods? If so, then Prosperity should be adequate. When the people are happy with their materials, they will build and upgrade more efficiently. Some Settlements will have naturally high Prosperity based on which buildings are preferred by the leaders. Other settlements may constantly struggle because their economy isn't based on wide-spread production and commerce. Trader characters are gifted at raising Prosperity and several of their actions can provide this temporary benefit.

The Renaissance world is flowing with rich and diverse commerce, so any building that relates to the production, storage, transport and/or sale of goods has a good chance of increasing Prosperity. It should be noted that most of these also lower Security. Wherever there is freedom, there is also criminal opportunity. Likewise, Security-devoted buildings such as the Roadblock are one of the few things that can slow the flow of commerce.

As the first item of value is Grain and all wealth stems from the population's ability to feed itself, low Prosperity is directly related to starvation. Allow your Prosperity to level to slip and you are taking the bread from the mouths of your people. Famine will quickly occur if local Prosperity gets too low in populated districts. Alternately, when your people are flush with commerce and material bounty they won't hesitate to throw the settlement a Fair scenario.

The Education happiness represents how well educated your NPC populace is. Neglecting their education entirely will cause them to become slow and inefficient. Allowing your people to educate their children will cause their children become workers more slowly but they will be much more productive when they do join the work-force. The Magic/Science focused Caster classes have actions that can raise the local Education, such as singing Ballads and eventually giving Lectures.

Education can be raised with most buildings that spread and/or gather information. From the Cartographer's Tent to the University, there are many options for spreading knowledge in your Settlement. Conveniently, pursuing Research in your settlement is likely to incidentally increase the local Education rating. 

Settlements with completely a completely uneducated population can barely support itself. Tools will break in their hands and falsehoods can spread like wildfire. In this state, a great Ignorance scenario may sweep your people and they'll fail to know how to work entirely. On the other hand, people who have been taught from a young age are effective and innovative members of society. When Education is so high the people are inventing new entertainments, they will throw a Festival to show off.

Respect represents the people's reverence for their leaders and sense of their home's importance. When the city is full of expensive monuments to it's own greatness, the people love their leaders for making their home so awesome. Respect is expensive to acquire, but what's a few tons of Marble for the love of your people?

Many buildings that provide respect are Main buildings of increasingly higher ranked districts. This means that as your Settlement gains in size and importance, the respect of the people for their leaders will grow. Fortunately, rulers feeling insecure can build Statues to their greatness everywhere, provided they have an excess of Cut Gems, Pearls and marble Slabs.

There is no Unhappiness Scenario for Respect. Fortunately, the worst thing an unimpressed populace will do to you is show some disrespect. However, as your settlement achieves opulence, the people start wanting to celebrate how great it is to be your subjects. When their love for you/their home reaches a peak, they will throw a Jubilee in your honor.

Monday, September 21, 2015

Minister: Holding a Seat of Office

Much of world of Brunelleschi is defined by Ministers. These are Lord characters (in most but not all situations) who have taken responsibility for managing one or more districts in a Settlement. They can make laws, vote for new Sovereigns/Ministers and preside over the Court. While their powers are defined and can be vastly changed with Civic Systems, they are always key players in every Settlement. This blog post will outline what it's like to become a Minister and how to do your job.

Becoming a Minister
There are two primary ways to become a Minister. The first is being appointed by the Sovereign/Ruling Ministerial Dept/Ruling Group. The second is being voted for by your peers and (sometimes) the NPC populace of your Settlement.

Every Government System has a way to appoint new Ministers. If you don't live in a Populist settlement you will probably have to apply to the existing highest powers for acceptance and appointment in order to gain a seat of office. In most Authoritarian settlements, the Sovereign has the primary appointing power but can delegate to Minister of the Interior.

In Egalitarian and Populist systems, you can or must be elected by the people Populist elections include votes from the NPC population but they can be influenced by players. In order to become eligible either for appointment or election, first a player must fill out a Minister application form. These can be found in the Move pages and let decision-makers know that you want to lead.


Doing Your Job

Department Politics
Each district, and it's Ministry belong to a Department. Ministerial powers are separated up by-department, such that minister of commercial districts may control commerce law while ministers of defensive districts usually have power over military laws. However, the departments are not always equal. Depending on the class-bias of your Civic Systems, one or two ministries can have greater power and privileges than the others. These powers often manifest in right to preside over court cases, select new Sovereigns and Ministers and control categories of general law.



District Management
The primary function of Ministers is to take some of weight of management off the Sovereign. Every Minister has control over construction and production of the buildings and empty lots in their district. This will usually leave them in charge of some vital piece of the Settlement's functioning economy and Ministers will often be required to share and trade resources in order to keep production chains in tact. For example, the Chief Botanist will be in charge of getting Lumber to every other Minister who may need it for their district's production buildings. They will also be the primary source of Lumber on the local market, unless they sell lots in the Forest District to private citizens to build their own logging camps. Access to Shared Storage is the smoothest way to deal with this necessary exchange of goods between Ministers.

Ministers in each district will be expected to manage the employment, production, and happiness in their District, but in these ways they will also rely on their Sovereign and fellow Ministers. Settlement-wide happiness penalties effect all Ministries and population for Employment is often focused in a few residence-friendly districts. A Housing Inspector must keep up with the employment needs of their fellow Ministers' working buildings or the Settlement economy may collapse due to work stoppages.



Government Duties
Depending on the Civic Systems, certain Ministers may be called to greater duties than district management. In the event of Court cases, they may be called to act as Officiant, Prosecutor or Defender. In cases without a jury, they may be the only word on punishment or release of accused prisoners. Ministers may be called to vote on new Ministerial appointments or Sovereign succession. Perhaps the greatest duty is eligibility to ascend to Sovereignty themselves. Based on the succession rules for the settlement, a Minister may ascend to the throne without so much as a by-your-leave.



Changing Laws
Ministers are granted the ability to write and change laws and policies. Taxes, Immigration and legal actions are all affected by Ministerial choices. Most Government systems separate ministerial privileges based on department. Elitist governments tend to give most of the power to a single department, but usually these powers are separated based on logical expertise. Making a change to any of the current laws/government settings costs Importance to initiate, and often Importance to maintain a difference from Civic System defaults. While Ministers are not required to exercise these powers, they may be expected to based on events, precedent or popular demand.