Post by The Viceroy (AdminM) on Jan 30, 2015 21:16:17 GMT
Character/Nation profiles explained
Much of the gameplay is decided by the quality of the roleplayer. The player has control over legislation, reforms, the armies and navies, almost anything that can be thought of. Creativity and originality will be rewarded (so long that it is at least feasible) and the limits of what you can achieve are delineated primarily by the bounds of your imagination. The Nation profile tells you the state of your territories, and lays out what resources you have to support your endeavours. If you have any questions that aren't answered here, use this thread to ask!
Government Type: The authority enjoyed by your leader influences many aspects of the game. Absolute Monarchy allows your leader to do pretty much anything he likes with no checks or balances. Though going completely against mainstream ideas in your country can lead to consequences like public or religious revolts and can turn your Lords against you. Systems such as Constitutional Monarchies or Republics can vary in how much effective control over your population/territories can be enjoyed by your leader.
Civic Religion: Your civic religion is the religion professed by the senior lords and ruling elite of your country, and is usually, but not always, the religion of your leader and the majority religion of the population. It is a good idea to bear this in mind when instigating religious reforms.
Military Organisation: Military organisation has no bearing on the size or power ratings of your armies, but could impact military conflicts that would otherwise be close (see military gameplay for more information). Military organisation will also affect issues such as supply and scouting. This can be improved through legislative reforms, increases in funding for the military or it can happen automatically after a series of fortuitous battles.
Naval Organisation: The rules relating to naval organisation are very similar to those governing military organisation. Additionally, strong naval organisation can increase income from your colonies and from inter-European trade.
Population: Your population level influences both your tax income and your manpower levels.
Religious Unity: Countries with a high religious unity are less likely to suffer rebellions from the majority religion. Unity can be a result of having little to no religious minorities in your country, of can be coercively achieved through persecution and intolerance.
Religious Toleration: Religious toleration is the level at which minority religions are accepted into civil and political life. Countries with a high religious tolerance may gain bonuses from the additional population that is integrated into the national framework, and will be less likely to suffer from minority religious revolts.
Population: Pretty much self-explanatory.
Urban Development Level: This describes the level of development in your financial and commercial sectors, the level at which town populations are growing and the supply of agricultural produce to an area. The higher the number, the more income you will receive through trade. You can increase your development by lowering Trade Tariffs and/or taxes or by investing directly into the development of your port towns and cities.
War Devastation: This is a sliding scale from 0%-100%. War devastation will severely reduce food production and tax income.
Treasury: Your treasury is the total amount of wealth your country possesses. This can be used to push forward government reforms, to sweeten diplomatic arrangements, purchase troops and mercenaries, finance covert operations and any other creative method you can think of!
Taxation: Taxation can be set to three levels, low, medium and high. This can be done at will and requires little to no legislative reforms. However, depending on your Crown authority and the power of the Lords and merchant classes, doing so may require approval or provoke outrage.
Tax Efficiency: Your tax efficiency is an additional modifier that influences your tax income. All countries start with a base efficiency of 50% (some have national modifiers that increase this to 60%). Although, through legislative reforms and expansion of civil offices, you can increase your tax efficiency, it is unlikely to get anywhere near 100%.
Trade Tariffs: The widespread usage of Trade Tariffs in Europe is a symptom of the prevailing protectionist economic policies employed by states. The higher your trade tariffs, the more income you get from ships choosing to trade at your ports. However, this will limit the amount of traders and merchants arriving, potentially stunting the growth of wealthy urban populations. There are five levels of Tariffs: Very Low, Low, Average, High and Very High. You can also choose to abolish them completely, if that's what you prefer.
Annual income:
Colonial Income: Colonial income is the greatest source of wealth a nation can possess. It is calculated by the number of colonies you have, their value, and the number of continents you have inhabited.
Tax Income: Another bastion or income. Tax income is decided by your tax levels and efficiency. You can also adopt new taxes of reform old systems to improve efficiency or gain a small boost to your annual tax income.
Trade Income: Trade income is influenced by the number of successful port towns/cities you have, your Urban development level and Trade Tariffs.
Vassal Income: A vassal country has it's own military and is fairly autonomous in most matters. However, you will receive a small slice of their annual tax income.
Unit upkeep: This is the amount of money you expend each year on maintaining the quality of your units.
National Modifiers: National modifiers are unique to your country. New ones may occur automatically due to historical events, or could occur as a result of your actions. They can be negative or positive (or both in one).
Ruler Modifiers: Ruler modifiers are unique to the leader of your country. If you get a new leader, you will receive new modifiers.
Overseas colonies: The overseas colonies are colonies you hold outside of Europe. They generate income that lines your treasury nicely, though some colonies are more profitable than others. The number that appears next to your colonies is their base value (numbered 1-10). This income is multiplied by holding colonies on multiple continents. Having a presence in multiple continents gives you access to a greater variety of resources and luxury goods, increasing your inter-European trade income. (See colonial gameplay for more information.)
Much of the gameplay is decided by the quality of the roleplayer. The player has control over legislation, reforms, the armies and navies, almost anything that can be thought of. Creativity and originality will be rewarded (so long that it is at least feasible) and the limits of what you can achieve are delineated primarily by the bounds of your imagination. The Nation profile tells you the state of your territories, and lays out what resources you have to support your endeavours. If you have any questions that aren't answered here, use this thread to ask!
Government Type: The authority enjoyed by your leader influences many aspects of the game. Absolute Monarchy allows your leader to do pretty much anything he likes with no checks or balances. Though going completely against mainstream ideas in your country can lead to consequences like public or religious revolts and can turn your Lords against you. Systems such as Constitutional Monarchies or Republics can vary in how much effective control over your population/territories can be enjoyed by your leader.
Civic Religion: Your civic religion is the religion professed by the senior lords and ruling elite of your country, and is usually, but not always, the religion of your leader and the majority religion of the population. It is a good idea to bear this in mind when instigating religious reforms.
Military Organisation: Military organisation has no bearing on the size or power ratings of your armies, but could impact military conflicts that would otherwise be close (see military gameplay for more information). Military organisation will also affect issues such as supply and scouting. This can be improved through legislative reforms, increases in funding for the military or it can happen automatically after a series of fortuitous battles.
Naval Organisation: The rules relating to naval organisation are very similar to those governing military organisation. Additionally, strong naval organisation can increase income from your colonies and from inter-European trade.
Population: Your population level influences both your tax income and your manpower levels.
Religious Unity: Countries with a high religious unity are less likely to suffer rebellions from the majority religion. Unity can be a result of having little to no religious minorities in your country, of can be coercively achieved through persecution and intolerance.
Religious Toleration: Religious toleration is the level at which minority religions are accepted into civil and political life. Countries with a high religious tolerance may gain bonuses from the additional population that is integrated into the national framework, and will be less likely to suffer from minority religious revolts.
Population: Pretty much self-explanatory.
Urban Development Level: This describes the level of development in your financial and commercial sectors, the level at which town populations are growing and the supply of agricultural produce to an area. The higher the number, the more income you will receive through trade. You can increase your development by lowering Trade Tariffs and/or taxes or by investing directly into the development of your port towns and cities.
War Devastation: This is a sliding scale from 0%-100%. War devastation will severely reduce food production and tax income.
Treasury: Your treasury is the total amount of wealth your country possesses. This can be used to push forward government reforms, to sweeten diplomatic arrangements, purchase troops and mercenaries, finance covert operations and any other creative method you can think of!
Taxation: Taxation can be set to three levels, low, medium and high. This can be done at will and requires little to no legislative reforms. However, depending on your Crown authority and the power of the Lords and merchant classes, doing so may require approval or provoke outrage.
Tax Efficiency: Your tax efficiency is an additional modifier that influences your tax income. All countries start with a base efficiency of 50% (some have national modifiers that increase this to 60%). Although, through legislative reforms and expansion of civil offices, you can increase your tax efficiency, it is unlikely to get anywhere near 100%.
Trade Tariffs: The widespread usage of Trade Tariffs in Europe is a symptom of the prevailing protectionist economic policies employed by states. The higher your trade tariffs, the more income you get from ships choosing to trade at your ports. However, this will limit the amount of traders and merchants arriving, potentially stunting the growth of wealthy urban populations. There are five levels of Tariffs: Very Low, Low, Average, High and Very High. You can also choose to abolish them completely, if that's what you prefer.
Annual income:
Colonial Income: Colonial income is the greatest source of wealth a nation can possess. It is calculated by the number of colonies you have, their value, and the number of continents you have inhabited.
Tax Income: Another bastion or income. Tax income is decided by your tax levels and efficiency. You can also adopt new taxes of reform old systems to improve efficiency or gain a small boost to your annual tax income.
Trade Income: Trade income is influenced by the number of successful port towns/cities you have, your Urban development level and Trade Tariffs.
Vassal Income: A vassal country has it's own military and is fairly autonomous in most matters. However, you will receive a small slice of their annual tax income.
Unit upkeep: This is the amount of money you expend each year on maintaining the quality of your units.
National Modifiers: National modifiers are unique to your country. New ones may occur automatically due to historical events, or could occur as a result of your actions. They can be negative or positive (or both in one).
Ruler Modifiers: Ruler modifiers are unique to the leader of your country. If you get a new leader, you will receive new modifiers.
Overseas colonies: The overseas colonies are colonies you hold outside of Europe. They generate income that lines your treasury nicely, though some colonies are more profitable than others. The number that appears next to your colonies is their base value (numbered 1-10). This income is multiplied by holding colonies on multiple continents. Having a presence in multiple continents gives you access to a greater variety of resources and luxury goods, increasing your inter-European trade income. (See colonial gameplay for more information.)