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Provinces management engine

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EiR_TD

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We continue in detailing the mechanics of the turn based management game component by analyzing what happens, step by step, with the start of a new turn.

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  • Refresh effect of already occurred events, Apply events that were determined during the previous turn


  • Evaluate food effect (abundance, starvation, effect on happiness and population)


    • Evaluate province stability (chance of increase or decrease in rebellious activity)
      Chance of rebellious activity increase :
      (100-(Authority/2)-(Happiness/2)+Province modifier(province innate modifier)+Neighbors modifier)
      Each neighboring region owned by the player has a bonus of 3, by the enemy a malus of 3, by the rebellion a malus of 1.



    • Determine increase or decrease in rebellious chance


      • If increase : Rebellious activity +=Random(1-5)


      • If decrease : Rebellious activity -=Authority/10;



      • Determine the occurrence of Rebellious events in the province
        (Random roll 1-100 and compare with the Rebellious activity value)


        • If roll>rebellious activity then no event occurs.


        • If roll
        • If roll
        • If roll
        • If roll


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          • Determine the occurrence of random events in the province (TODO)


          • Check province production (resources, gold, research)


          • Check espionage detection of incoming events (TODO)



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          Actions in the province during the turn :

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  • Take action to solve ongoing events


  • Take action to prevent ongoing events (if detected)


  • Build one asset in the province


  • Substitute, assign, remove, execute a Governor



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    Main settlement in the province :

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The player can choose for the province if to have military settlement or civilian settlement. Each choice provides different bonuses and maluses and influences the possibility to build and upgrade the province assets. (e.g. only the military settlements can have the 3rd level fortifications upgrade)

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No settlement : -15% Gold, Wood, Stone, Iron production, Authority, Attack, Defense

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Civilian settlement :
General modifiers : +10% Gold, Wood, Stone, Iron production, -5% Authority, Attack, Defense
Settlement Modifiers Population(Min,Max)
Hamlet -5% Gold, Wood, Stone, Iron production (5-50)
Village - (51-100)
Town +5% Gold, Wood, Stone, Iron production (101-300)

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Military :
General modifiers : +10% Authority, Attack, Defense, -5% Gold, Wood, Stone, Iron production
Settlement Modifiers Population(Min,Max)
Camp -5% Authority, Attack, Defense (3-75)
Fort - (76-150)
Fortress +5% Authority, Attack, Defense (151-250)

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Stats (3 of 9) :

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