Post Wed Apr 29, 2009 1:32 pm

Political System Playtest

This is the new political system that will be playtested this year. It's roughly written so ask questions and we'll fill in any holes. It started as a fairly little change and has turned into a major one. The most obvious is that organizations will no longer give any mechanical benefit (though it still may give a role playing one). Everyone will be making money between events and everything that was in the political system can now be purchased with money as opposed to support points.
Political discipline changes are at the end of the document.


Support Points
The socioeconomic system is designed to be both easy and dynamic. As a character goes up in levels they will gain “Support Points” (See Support Points Chart below and note that each 20 level segment follows the same pattern). These points can then be used to collect. Each support point that a character possesses yields one copper between events. For example, a level 20 human has twenty support points. He may wish to use those twenty points to collect twenty copper between events. This money represents the activities that he has engaged in during down-time. The exact nature of the activity is left to the player to decide, whether it be helping townsfolk or adventuring or treasure hunting or whatnot. The point is that something was done and someone paid for these services.

Individuals with more support points hold more sway over the paying public than individuals with fewer points. In this way, support points are equivalent to a power factor. People with a lot of support points are seen as being more powerful, more likely to complete jobs, scarier, etc. Due to any number of reasons, they are paid more for services. Likewise, individuals with an extreme amount of support will get paid even more, as the populous may simply give money or taxes in the hopes of gaining favor. The bonuses are summarized in the chart below.

Support Points/Bonus
50/2 copper per point
100/3 copper per point
200/4 copper per point
500/5 copper per point*
*no additional bonuses can be achieved

Spending Money
There are a variety of things that individuals can spend money on. Many of these things are designed to either increase or protect monetary or resource production.

Regional Advisors (5 copper to 100 copper)
Regional advisors are NPCs familiar with the area that can come into game and advise players of potential sources of income, usually involving quests. Producing enough revenue to survive can be tricky at the beginning of an individuals existence, and this is meant to fill the gap until the individual is up and running. The cost of regional advisors varies by the attributes of the character. Some are more trustworthy. Some have information on greater treasures, though at a cost of it being far more dangerous. Still others would advise of smaller yet safer income pursuits.

Territories
Because Phanterra was ravished by the cataclysm, there is much unclaimed territory around the game setting that can be claimed, along with the workers living there. Each territory will be able to produce each of the resources in game, though not every territory will be identical in its ability to produce each resource (some are better for farming, others for mining, etc). The cost of the territories is based upon what is produced. There will be an initial start-up cost and an upkeep requirement that is based upon the worker’s needs.

Each territory will have multiple plots that can be used to harvest resources. Players in charge of the territories will decide what if anything will be produced on each plot. These plots will have values, from 1 to 4, for each resource type, indicating the amount of that resource, on average, that would be produced there. Multiple plots devoted to the same resource will increase the production of all plots of that resource. For example, a plot of land that has a 4 value for food would produce 4 food resources, on average, each event. Two plots of land with a four value for food would each produce 8 units, and three or more would produce 12 (note that there are no further increases beyond three, though all farms would receive the bonus—10 plots of food could produce 120 units).

In order to produce resources, workers need to be assigned to the task. The pool of available workers may vary from territory to territory. Each production source will require a certain number of people to perform at an optimal level. Assigning less people will cause the production source to yield fewer resources, down to the critical level, at which point the production source cannot function. Likewise, assigning more people to the production source will yield greater production, though this is not a linear relationship (i.e. the amount produced does not increase directly with the number of people assigned. Instead, there becomes a point where adding people no longer impacts the yield).

Territory Stability
A Territory’s stability rating represents how consistent the output from production sources within a territory is. This could be modified by the distance to and from the Territory, the contentment of the workers, the reliability of equipment, etc. The stability rating on average starts at 50%. The stability statistic modifies the chance of a positive event happening to the territory that would increase production as well as how easy it is for a rival individual to take it over. See the chart below.

Stability Rating/Modifier
70%/+10%
60%/+5%
50%/0%
40%/-5%
30%/-10%
20%/-15%
10%/-20%
0%/-25%
-10%/-30%
-20%/-40%
-30%/-50%

Stealing a Territory
Territories may also be stolen or taken over by another individual. This must happen in game, via role playing, to gain the loyalty of the workers. How this is done will vary from group to group, from territory to territory.

Production Source Development
As stated above, the resources that are created in a Territory are represented by production sources. Some examples of production sources are mines, fertile fields, fisheries, a herd of sheep, etc. Each production source must be managed by a player, and the workers will be loyal to that player. Although a player can manage multiple sources, managing more than three production sources will cause a 25% decrease to all production sources being managed for each additional source (max of 75% reduction). Each production source costs an initial investment and has an upkeep requirement.

Storing Resources
An individual may wish to store their resources “Off Stage” rather than receiving the appropriate resource tags at check in. This can be done through the use of storehouses. Storehouses are built at a production source but can hold any one or combination of resource types. Each production source may only have one storehouse.

There are four levels of storehouses each requiring the level below it to be built and then upgraded. A Level 1 storehouse can store 25 resource units, a Level 2 storehouse can store 50 resource units, a Level 3 storehouse can store 100 resource units, and a level 4 storehouse can store 200 resource units. It takes a fourth level craftsman to build or upgrade a storehouse. The cost for the building must be paid at the start of its creation. It takes 1 event to construct or upgrade a building. Any resources stored inside a storehouse may only be accessed between events or to pay individualal upkeep. The cost to build a storehouse is listed in the chart below along with the required upkeep.

Level/Build Cost/Upkeep cost/Capacity
1/10 Supplies, 10 Steel/1 Supplies, 1 Steel or Hide/25 Resources
2/20 Supplies, 10 Steel/3 Supplies, 2 Steel or Hide/50 Resources
3/30 Supplies, 20 Steel/6 Supplies, 4 Steel or Hide/100 Resources
4/30 Supplies, 30 Steel/9 Supplies, 7 Steel or Hide/200 Resources

Land Improvements
Land improvements can be made through the creation of tools (ie farming equipment) and implementation of knowledge (ie aqueducts/irrigation). This can be done for each type of production source. For each source, tools of the trade must be purchased before extraction methods can be utilized. Primary resources cost x money/resources for tools and 2x for knowledge. Secondary cost y money and 2y, tertiary z and 2z

Black Markets
Individuals may wish to invest in a Black Market. Black Markets represent the seedier side of obtaining items and making profits. Money invested in a black market will grant the individual access to a person who will have items for sale and who MAY have information on the location of magical items. The black Market will also grant a number of stolen resources. The more money invested into a black market, the better the items that the contact will have for sale, the better the deal that the contact will give (percentages in chart are based off of production costs in book; see Craftsman on page 65), the better the chances that the contact will have information pertaining to the location of magical items, and more stolen resources will be gained. However, black markets encourage the presence of people with lower moral fiber. Due to this fact, the more money invested in a black market (ie the bigger the black market) the more lowly people will infiltrate the territory. This is represented by one random production source in that territory losing a percentage of their resources that is directly proportional to the amount invested in the black market. Resources lost are not recoverable by that individual and are instead given to the individual controlling the Black Market. All of this information is detailed in the chart below:


Each territory in the game that is currently active has the potential for a Black Market. You does not need to own a territory to control its Black Market. In fact, an individual may NOT have a black market in a territory they own. The size that the Black Market can grow to is limited and is based on role-playing factors as well as the actions of the Territory's owners.

Trade Routes
Trade Routes represent an individual’s ability to trade one resource for another at a profit. This may only be done between events. A Trade Route can be seen as a caravan, a smuggling operation, etc. The resources and the amounts that are need for a trade route are determined separately for each trade route in game. Every trade route will have four statistics, Which and how many resources make up a trade “Bargain”, the maximum number of “Bargains” that will be traded for per event, the stability of the route, and the cost in money to maintain the route. Trade Routes must be found in game through Exploration and Plot related events.

The number and type of resources that the trade partner on the other end of the trade route requires and what they will give an individual in return is called the “Trade Bargain”. Trade bargains vary from trade route to trade route and may change periodically (approximately once or less per year). Most trade routes will accept more than one trade bargain worth of resources per event up to the maximum indicated when the route is created. Trade routes will only deal in complete “Trade Bargains”. Additional resources sent that do not comprise an entire bargain will be discarded.

Some trade routes may have the potential for a large profit but come at a greater risk. This is represented by a trade route’s stability rating. All resource units being sent on a trade route are invested the event prior to the one in which the return on the investment is received. The stability rating determines the likelihood that all of the resources reach their intended destination and that the return investment makes it safely back to the individual. For example:

The Scarlet Alliance has struck a trade route deal with the Helldrummer Clan of Dwarves in the Eastern Mountains at a cost of 100 copper. The Trade Bargain is 3 food, 2 supplies, and 1 cloth in exchange for 5 steel and 1 Mystic resource. The route is dangerous (30% stability) but the dwarves are eager traders and will trade 10 Trade Bargains worth per trip. The first trip the Scarlet Alliance sends 15 food, 10 supplies, and 5 cloth (5 Trade Bargains worth of goods). The trip is uneventful and the Scarlet Alliance receives 25 steel and 5 Mystic Resources back from the Dwarves. The next trip, the Scarlet Alliance sends the same amount of goods but the Caravan is intercepted by Bandits and half the goods are lost. Only two trade bargain worth of goods makes it to the Dwarves and the Scarlet Alliance Receives 10 steel and 2 Mystic Resources in return.

Commodities
A Commodity is a refined resource that can be used to create advanced items (see item creation on page 66). There are 5 commodities in the game. The commodities and the resources required to create a commodity are:
Commodity/Resources Required/Corresponding Path
Focusing Materials/Mystic, Steel, Supplies, Hide/Empath
Rarified Herbs and Spices/Food, Cloth, Supplies, Cloth/Healer
Brewed Liquids/Food, Hide, Supplies, Steel/Rogue
Written Works/Cloth, Hide, Food, Mystic/Sage
Refined Materials/Steel, Hide, Supplies, Cloth/Warrior

An individual may ONLY create commodities between events. Individuals have the option of specializing by lowering the number of resources needed to produce the commodity. It costs 50 copper each event for an individual to gain the ability to produce one commodity. It costs an additional 50 copper to reduce the resource cost to make the commodity by one. The resource dropped is always the one farthest to the right on the list above. Commodities must always cost at least two resources to produce.

Military (at least 10 copper per troop)
Individuals can spend money to build up a military. Size and strength of the military is determined by the amount of money spent. The collective strength of the army is determined by its make-up and signified by its power level. Untrained farmers obviously have less power than elite forces. In addition, there are upkeep requirements of the troops, without which the military is effectively starving for one event and lost the following event.
The military can perform actions such as repelling attacks from outside forces, attacking other armies, guarding Production Sources and borders, reducing the time required to create or destroy structures, performing special plot related missions, or be readied to serve at the leader's side. In most cases, the individual may decide how many troops to commit to each action; however, if an action has a set troop number it will be listed in the action's description below. The army must always have at least the minimum power level to be successful. Once an action is complete, the troops return for future use. Some actions, such as attacking or defending a location, may result in the permanent loss of troops. These troops can only be regained between events through the expenditure of resources and money. All military actions happen “off stage” except for the Mustering of Troops which requires prior GM approval.

Military Actions

Giving an Army to Another Individual (Power level 0)
A leader can always give their army over to another, either within or outside of their individual. When this is done the original owner looses the troops but may build them backup between events.

Defending an Area (Power Level 5)
To defend an area a leader can commit any or all of their troops. These points are then committed to defending the given area from attack. Some areas that are defended may give an amount of bonus or penalty to military points. For example, defending an open plain may result in a penalty whereas defending a fortress may result in a substantial bonus. Redeploying military points committed to defense takes a minimum of 1 hour plus travel time to redeploy. During this time, the leader may cancel the redeployment but suffers a loss of 10% of the troops committed.

Attacking Another Force (Power Level 20)
To attack another force or army a leader can commit any or all of their troops. These troops are then committed to the attack until the outcome of the battle is determined, based on the respective power levels of the two armies). It takes 1 hour after the troops are committed to deploy them. During this time, the leader may cancel his action but suffers a loss of 10% of the troops committed.

Aiding a Territory (Power Level 50)
A leader may commit troops to patrol and defend a Territory. This increased safety decreases the chance of a negative random event happening to the Production Sources within the Territory. It takes fifty points of power for each 10% improvement made. The maximum bonus that can be achieved is +40%.

Stealing a Territory (Power Level 200)
A Territory can be stolen with troops. This process takes two events. The first event, troops are committed but the Individual does not receive any resources. The current owners will be told of whose army is moving against them. The current owner has the second event to try and stop the military invasion, and if they are not successful then the Territory is turned over to the invading army. The Individual must continue to keep a military presence in the Territory to keep control of it. These units cannot be used to defend. After the invasion the base number of available resources through out the territory is reduced by 10% (collateral damage from a hostile take-over) and the stability of the Territory is reduced to 20% below its base stability.

Ransacking a Territory (Power Level 100)
An army can be sent against a Territory with the sole purpose of causing damage. The owner of the Territory will NOT be told that they were ransacked until their remaining resources are given to them. The GM staff will determine how successful the mission was based on the number of troops spent and the Stability and modifiers attached to a Territory. A maximum of 10% damage can be done to a Territory each time it is raided.

Raiding a Production Source (Power level variable)
An army can be sent to raid any production source. To raid a source the individual will need to send troops equal to 5 times the units they want to steal adjusted by stability. The owner of the production source will NOT be told they were attacked until their remaining resources are given to them. The GM staff will determine how successful the mission was based on the number of troops spent and the Stability and modifiers attached to a Production Source.

Guarding a Trade Route (Power Level 30)
A leader may commit troops to defend a Trade Route. This increases the likelihood of the trade route arriving safely. It costs 30 points of power per 10% increase of stability. The maximum bonus that can be achieved is +60% stability.

Raiding a Trade Route (Power level variable)
An army can be sent to raid a Trade Route. To raid a Trade Route the individual will need to send troops equal to 10 times the units they want to steal adjusted by stability. The owner of the Trade Route will NOT be told they were attacked until their return resources are given to them. The GM staff will determine how successful the raid was based on the number of troops spent and the Stability and modifiers attached to a Trade Route. Any resources gained from the raid are given to the Military Manager

Suppressing a Black Market (power level variable)
Military may be used in an attempt to disrupt or destroy a Black Market within a Territory that their individual controls. Power levels necessary to disrupt a black market is equal to one half of the total cost of the black market, and it takes five times the cost of the black market to destroy it.

Mustering Troops (power level variable)
A leader may muster troops to their cause. This action will bring NPC troops against the populous of PCs. This is done by submitting a muster request in-between events. If the request is accepted, the NPC staff will then inform the players at large that troops are being mustered against them and approximately when they will be ready to strike. The plot team will incorporate the troops into the plot for the next event. The troops mustered will be at an equivalent power level.
Troop type/cost/power/life/skills/upkeep
farmer/10/1/3/Swing 1/1 basic per 10 troops
untrained/25/2/5/Swing 1/1 basic per 5 troops
Peasant militia/50/3/5/Swing 1, basic warrior/1 basic per 3 troops
Basic training/100/5/6/Swing 1, basic path/1 basic per troop
Special basic/200/7/6/Swing 1, charge for 2, basic path/1 basic per troop
Advanced/400/10/7/Swing 1, advanced path, basic discipline /2 basic per troop
Advanced special/500/15/7/Swing 1, charge for 2, advanced path, basic discipline/2 basic per troop
Master/1000/25/8/Master Path, 2nd level discipline/4 basic per troop
Elite/2000/50/10/Master path, 4th level discipline, 2nd level second discipline, can charge to swing 3/6 basic per troop

Discipline changes

Bureaucrat
Level 2: Leadership
Bureaucrats pay 25% less than other players when spending money/resources within the political system (i.e production sources, commodities, military points, etc.)

Level 3: Support
Bureaucrats can manage 5 production sources with no penalty

Level 4: Manipulation
The Bureaucrat is able to get people working more efficiently and more effectively. Production sources produce, on average, 25% more resources. Military points get a 25% increase to their power level.

Chieftain
Level 2: Respect of the Tribe
Chieftains pay 25% less than other players when spending money/resources within the political system (i.e production sources, commodities, military points, etc.)

Diplomat
Level 3: Entourage
Diplomats can manage 5 production sources with no penalty

Spy
Level 1: Investigation
The spy can discover the amount of money another character makes, and how that character is spending their money within the political system. They can learn worker assignments within a territory, military strength, etc.

Level 4: Slander
The Spy can spend money to steal workers from other territories. The amount of money required is dependent upon the type of worker being stolen, with farmers and sheep herders being significantly cheaper than elite military.