Tales of Teana Estate System

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Tales of Teana
Estate System
Version 1.0
This book is dedicated to those who ventured before into the unknown land of boffer larping in South
Africa. Without your pioneering spirit this book would not have been possible. Those who are about to
boffer salute you!
The Tales of Teana Estate System Guide is © 2011, 2012, 2013 by Tales of Teana. No part of this book may
be reproduced, stored in or introduced into a retrieval system or transmitted, in whole or in part, by any
means (electronic, mechanical, photocopying, recording, or otherwise) without expressed written
permission of Tales of Teana. Purchase of this book implies acceptance of the above terms.
Russell Goldman
26 Eleventh Street
Orange Grove
Johannesburg
2192
Jaco le Roux
34 Chantilly
Norfolk Street
Halfway Gardens
1685
www.teana.co.za
A very special thank you to the following people for the generous contribution of your time, effort,
feedback and creative input. Teana is a richer world because of you.
Writers
Russell Goldman, Marie Wessels, Angela Wheatley
Maps, Images & Photos
Megan Baumgartner (Maps & Climatology),
Mark-Anthony Fouché (Imaging, Layout & Cover Design), Estelle Pretorius (Maps & Geology)
Table of Contents
Table of Contents
Estate System ................................. 2
Introduction ........................................................................................................................... 2
Land Purchasing ..................................................................................................................... 3
Agricultural Industries ............................................................................................................ 4
Mining Operations ................................................................................................................. 5
Manufacturing Businesses ...................................................................................................... 6
Services.................................................................................................................................. 9
Improvements.......................................................................................................................10
Happiness .............................................................................................................................12
Defence Value .......................................................................................................................13
1
Estate System
Introduction
Estate System
Introduction
NOTE: This system is in Beta and may change radically as Plot observes it in action. Constructive feedback
is welcome, and can be sent to plot@teana.co.za
The Estate System allows Player Characters to purchase land within Arnhelm's borders. The land thus
purchased is still operated subject to the authority of the local noble. However the yeoman who purchases
land rights gains profit from all businesses on the land.
Most nobles do not sell their profitable parcels of land, so most Bravos purchasing land find that land
available for purchase is not the land with profitable businesses. Rather, it is empty land that they are
expected to populate with businesses.
Of course, owning lands comes with certain risks. Sometimes there are bandit attacks, sometimes illness or
other malady strikes. Alternatively, a land owner could attract the eyes of the law or the Slayers, or even
rival landholders. Of course, owning land can also be highly profitable, and fortuitous events can also occur.
Occasionally a bumper harvest could double the return from the land, or the local noble could come for a
social visit, raising the Bravos status.
Mechanically, PCs may purchase land in acre sized plots. Bordering acres form an Estate, so when
purchasing additional land, PCs can specify if they are increasing the size of their existing Estate, or
purchasing land for a new Estate in another County. On each acre, a certain amount of businesses can be
placed, depending on the amount of land required for a given business. Each sort of business needs a
quantity of workers to function, but there is a limit to how many workers any given acre can sustain, which
is dependent on the quality of the land. Each month, each business offers a return on investment. Each
month, Plot rolls on the event tables for each separate estate to determine what, if any, notable events
occur on that estate.
There are also buildings and improvements that can be placed on an acre of land that make the workers
happy, help defend the Estate or contribute to the social status of the owner. Soldiers for instance will add
to the defence value of the land, combating the damage that violent events can do to an Estate. Taverns
can up the happiness of the peasantry, keeping them from rebelling.
What follows below is an in depth look at the available land types and businesses that can be placed on
them. Additionally, we will also cover happiness and what happens if your peasant happiness falls below
certain thresholds.
There are tables in each section providing a quick reference for what can be bought and how much it gives
the owner each month, or costs the owner each month.
If you wish to purchase an estate, contact plot@teana.co.za. You can also buy additional acres next to your
current acres as time passes and you have more coin available to you. Additionally you can buy empty acres
and leave them fallow until you wish to develop them. Please remember to specify where (in which Duchy,
and ideally which County) you would like to purchase the Estate.
2
Estate System
Land Purchasing
You can purchase an estate collaboratively, however one person must be responsible IC for the estate, as
in-game Arnhelm will only recognise one person as the landowner.
You may only take actions once per Estate per month. Most actions will involve building structures or
improvements on your land, and are measured in the weeks required to perform the action. There are four
weeks in a month, so the most actions you can take in a month is therefore four, if each action only takes 1
week apiece.
Land Purchasing
Land can be purchased in one of three qualities:
1. Poor Land: poor land is less desirable land, perhaps because it is unfertile, rocky, hilly or for other
reasons. Poor land can support a maximum of 20 workers.
2. Fine Land: fine land is middle of the road land. It can support a maximum of 40 workers.
3. Exquisite Land: This is the most desirable land of all and can support any sort of business or multiple
businesses with ease. It can support a maximum of 80 workers.
Land must be purchased an acre at a time. Each acre of land costs a certain amount of money to maintain
each month.
As is ever the case, the location makes a radical difference to land prices. The price of an acre of land is
different in each duchy of Arnhelm. This difference is due to safety and social reasons. Please see our
campaign guide for details on each duchy.
You must own the land before you can place any businesses on it.
The prices for an acre of each land type in the various duchies:
Thegnheim:
Resources of Thegnheim include cattle, dairy, masonry, woodwork, hunting, fishing, orchards and oil.
Land Quality
Poor
Fine
Exquisite
Land Price (per acre)
40 Gold Crowns
100 Gold Crowns
200 Gold Crowns
Monthly Upkeep Cost (per acre)
2 Gold Crowns
5 Gold Crowns
10 Gold Crowns
Sarkland:
Resources of Sarkland include rice, clay, spices, tea, cocoa, coffee and silk.
Land Quality
Poor
Fine
Exquisite
Land Price (per acre)
30 Gold Crowns
80 Gold Crowns
150 Gold Crowns
Monthly Upkeep Cost (per acre)
1 Gold Crown, 5 Silver Shields
4 Gold Crowns
7 Gold Crowns, 5 Silver Shields
3
Estate System
Agricultural
Industries
Ragonvaldr:
Resources of Ragonvaldr include gold, silver, copper, lead, zinc, Dwarven trade, glass, paper, sheep, rubies
and sapphires.
Land Quality
Poor
Fine
Exquisite
Land Price (per acre)
15 Gold Crowns
35 Gold Crowns
70 Gold Crowns
Monthly Upkeep Cost (per acre)
8 Silver Shields
1 Gold Crown, 8 Silver Shields
3 Gold Crowns, 5 Silver Shields
Svaerstein:
Resources of Svaertstein include coal and maize.
Land Quality
Poor
Fine
Exquisite
Land Price (per acre)
15 Gold Crowns
35 Gold Crowns
70 Gold Crowns
Monthly Upkeep Cost (per acre)
8 Silver Shields
1 Gold Crown, 8 Silver Shields
3 Gold Crowns, 5 Silver Shields
Rotheim:
Resources of Rotheim include diamonds, sheep, iron and emeralds.
Land Quality
Poor
Fine
Exquisite
Land Price (per acre)
20 Gold Crowns
50 Gold Crowns
100 Gold Crowns
Monthly Upkeep Cost (per acre)
1 Gold Crown
2 Gold Crowns, 5 Silver Shields
5 Gold Crowns
Langzerund:
Resources of Langzerund include malachite, copper, fishing, vineyards and Sarr Trade.
Land Quality
Poor
Fine
Exquisite
Land Price (per acre)
20 Gold Crowns
50 Gold Crowns
100 Gold Crowns
Monthly Upkeep Cost (per acre)
1 Gold Crown
2 Gold Crowns, 5 Silver Shields
5 Gold Crowns
Agricultural Industries
Agriculture includes farming, fishing and hunting. Placing a farm on an acre includes buildings required for
the farm's operation and housing for the workers.
Each industry has a building cost and a start-up cost. Both must be paid before any income will be yielded.
The time in weeks to build is a limit to the amount of actions that can be taken. You may only take actions
on an Estate that add up to 4 weeks build time, so if a business takes 4 weeks to build, that is all that you
can do on that Estate in the month that you are building it in.
4
Estate System
Mining Operations
Farm (Grain) (rice,
maize)
Rotheim,
Ragonvaldr
Sarkland,
Svaertstein
Time to
Build
(Weeks)
Workers
Needed
Monthly
Income
Pre-Reqs
Setup
Cost
Farm (Sheep)
Thegnheim
Building
Cost
Farm (Cattle) (diary
and meat)
Available
in
Type of
Industry
Farms require a full acre in which to operate. All costs and incomes are shown in Gold Crowns.
None
25
50
4
10
1
None
25
25
3
10
1
Fine Land
25
25
3.5
10
2
25
25
2.5
10
2
20
20
2
10
1
25
25
3
10
1
50
50
5
20
2
25
25
2.5
5
1
Vineyard
Langzerund
Farm (Vegetable)
Farm (Work
Animals) (dray
horses, oxen, bison
etc)
Everywhere
Not
Exquisite
Land
None
Everywhere
None
Fishing Operation
Everywhere
Hunting Operation
Everywhere
Orchards (fruit)
Everywhere
(different
types)
Fine Land
25
50
6
15
2
Sarkland
Exquisite
Land
25
100
12
20
4
Everywhere
Everywhere
None
None
50
25
125
50
10
4
20
10
1
1
Plantations (tea,
coffee, cocoa,
spices)
Horse Stud Farm
Timber Plantations
Suitable
Water
Wild Land
nearby
Mining Operations
Mining includes precious and semi-precious stones as well as mineral wealth. Building a mine includes all
the tunnels, open pits and sorting buildings required to operate the mines. There are no prospecting costs
or such involved, as they are factored into the costs.
Each industry has a building cost and a start-up cost. Both must be paid before any income will be yielded.
The time in weeks to build is a limit to the amount of actions that can be taken. You may only take actions
on an Estate that add up to 4 weeks build time, so if a business takes 4 weeks to build, that is all that you
can do on that Estate in the month that you are building it in.
Mines require a full acre in which to operate. All costs and incomes are shown in Gold Crowns.
5
Estate System
Clay
Time to
Build
(Weeks)
Workers
Needed
Setup
Cost
Mining Operations
(Semi Precious)
Monthly
Income
Building
Cost
Rotheim
75
50
8
15
2
Ragonvaldr,
Langzerund
75
50
8
15
2
Ragonvaldr
75
75
10
20
3
Ragonvaldr
100
100
13
20
3
Ragonvaldr
50
50
6
15
2
Ragonvaldr
50
50
5
15
2
Svaerstein
50
25
3
15
2
100
75
10
25
4
Thegnheim
25
25
2
15
1
Rotheim
100
150
15
30
4
Langzerund
50
50
5
15
2
Ragonvaldr
75
75
8
20
3
Ragonvaldr
75
75
8
20
3
Rotheim
75
75
8
20
3
25
50
3
15
2
25
25
2
10
1
Duchies
Mining Operation
(Iron)
Mining Operation
(Copper)
Mining Operation
(Silver)
Mining Operation
(Gold)
Mining Operation
(Lead)
Mining Operation
(Zinc)
Mining Operation
(Coal)
Oil Refinery (Pitch,
Lamp Oil, Trade w.
Hoblings)
Quarry
Mining Operations
(Diamond)
Mining Operations
(Malachite)
Mining Operations
(Ruby)
Mining Operations
(Sapphire)
Mining Operations
(Emerald)
Pre-Reqs
Manufacturing
Businesses
Thegnheim
Anywhere,
must specify
which type
Sarkland
Must be
on Bay of
Maresco
Manufacturing Businesses
Manufacturing business are all businesses that make items. After the table follows a full explanation of
each type of business. All business from manufacturing must be built on land owned by the Estate. The land
required by the business is given in a portion of acres.
You can only fit as many business on an acre as can fit on that acre, and as can be supported by the
maximum number of workers that acre can provide.
6
Estate System
Manufacturing
Businesses
Various business add or subtract happiness. Happiness will be fully explained further on, but suffice to say,
if your happiness drops too far, you will face poor worker productivity and eventually peasant revolt.
Some manufacturing businesses are restricted to 1 per x number of peasants as per the pre-reqs column.
You can only have 1 per that number of peasant workers employed across all the businesses on your Estate.
Your number of peasant workers are thus determined by totalling the workers from all the businesses
(including Farms and Mines) you have on your Estate.
Artisan
(Specify)
Anywhere,
must
specify
which type
Happiness
Land Size Req
in acres
Time to Build
(Weeks)
Workers
Needed
Monthly
Income
Setup Cost
Building Cost
50
2
5
1
0.125
Acre
+2
25
50
50
50
3
2
8
8
1
1
0.25
0.5
+1
+3
100
50
7.5
15
2
0.5
-1
50
50
5
10
2
0.5
+0
Anywhere
25
75
8
5
2
0.125
-2
Anywhere
25
75
8
5
2
0.125
-2
Anywhere
25
50
6
5
2
0.125
-1
Anywhere
25
50
6
5
2
0.125
-1
Ragonvaldr
, Sarkland
50
50
5
10
2
0.25
+1
Sarkland
50
50
7
10
3
0.5
+1
Sarkland
50
125
12
10
4
0.5
+2
75
75
5
10
2
0.5
+1
75
75
6
10
2
0.5
+0
50
25
4
15
2
0.5
+0
25
25
2
5
1
0.5
(includin
+1
Anywhere
Anywhere
Forge
Anywhere
Glassworks
Must have
suitable
source
material on
estate
25
Blacksmith
Brewery
Docks/Pier
s
Laboratory
(Potions)
Laboratory
(Scrolls)
Laboratory
(Alchemy)
Laboratory
(Traps)
Pre-Reqs
Duchies
All costs and incomes are shown in Gold Crowns.
Silkworms
(Caterpillar
)
Silkworms
(Spiders)
Winery
Anywhere
Distillery
Anywhere
Sawmill
Anywhere
Flour Mill
Anywhere
Suitable
water
Must have
iron mine
Vineyard
Appropriat
e primary
source
Need
timber
plantation
Must be
near water
7
Estate System
Manufacturing
Businesses
source
Bakery
Anywhere
Butcher
Anywhere
Tannery
Anywhere
Shipyard
Anywhere
Need flour
mill; 1 per
100
Need
livestock
farm or
hunters; 1
per 100
Need
livestock
farms or
hunters
Suitable
water
g water
source)
25
25
1
4
1
0.125
+2
25
25
1
4
1
0.125
+2
25
50
8
8
1
0.5
-2
75
75
10
30
4
1
+0
Artisans: This is any kind of manufacturing from raw materials, e.g. jeweller, that is not represented by the
other items. You must specify what sort of Artisan you have on your estate when purchasing the business.
You must also have the right raw materials to support the artisan, e.g. you cannot have a goldsmith without
having a gold mine. They money you make from the business represents the tax you gain from the
business, not what the artisan makes, which is why (currently) all artisans return the same profit.
Blacksmith: A blacksmith makes horseshoes, hoes, farming implements etc. They are generally not
members of the Smiths Guild being largely rural smiths who learn basic techniques from their parents, and
they do not make weapons or armour.
Brewery: Beer is made in a brewery. While it does not make much money, it significantly adds to the
happiness of the peasant workers to have beer readily available.
Docks/Piers: This allows boats to dock. This is not a fishing operation; rather it represents commercial
docks. Although it is profitable, docks bring with it an undesirable element and seediness, thus reducing the
happiness of the peasants.
Forge & Laboratories: These are businesses operated by skilled artisans who are generally guild members
of their various professions. The magic based businesses reduce the happiness of the peasants most, as
many in Arnhelm are superstitious about magic users and fearful of the attention they draw. Traps bring
some criminal elements, so also reduce the happiness and alchemy comes with pungent smells that also
reduce happiness.
Glassworks: This is the blowing and creation of glass items. They can only be manufactured in Sarkland and
Ragonvaldr due to the required quality of the sand.
Silkworks: Silk can be made from caterpillar cocoons or from silk spider webs. The spider silk is much more
expensive to set up, but brings rich rewards as it is a favoured cloth of the nobility or the very wealthy.
Having a silkworks can also enable you to have an artisan weaver or tailor on your estate.
Winery: Wine is made in a winery. It requires a vineyard before it can be manufactured.
8
Estate System
Services
Distillery: Stronger forms of alcohol (brandy, whiskey etc) are made in a distillery. You have to have a
primary source farm before purchasing a distillery on the estate (i.e. if you want to make brandy, you need
a vineyard; cherry liqueur, you need a cherry orchard, etc).
Sawmill: A sawmill grinds out worked planks from raw timber. You must have a timber plantation in order
to purchase a sawmill.
Flour Mill: A flour mill grinds wheat into flour. Given the use of grains as a staple in Arnhelm's diet, there
are no pre-requisites for this type of mill.
Bakery: A bakery bakes bread, including basic and sweet breads. You must own a flour mill in order to
purchase a bakery. A bakery can only be supported if you have 100 peasant workers on your estate. You
can have 1 bakery per 100 peasant workers.
Butcher: A butcher cuts up any meat and sells it in various cuts. You must have a meat source, such as an
appropriate farm or hunting operation, for a butchery to be purchased. A butchery can only be supported if
you have 100 peasant workers on your estate. You may have 1 butcher per 100 peasant workers.
Tannery: A tannery produces leather and fur from animals. A tannery reduces your happiness due to the
smell. You need to have a source of appropriate animals for a tannery to be purchased.
Shipyard: A shipyard produces ships. It is expensive to setup but yields excellent profits once in production.
Services
Services include all industry where a service is sold rather than a product (e.g. merchants selling on already
manufactured products). After the table follows a full explanation of each type of business.
All business from services must be built on land owned by the Estate. The land required by the business is
given in a portion of acres. You can only fit as many business on an acre as can fit on that acre, and as can
be supported by the maximum number of workers that acre can provide.
Various business add or subtract happiness. Happiness will be fully explained further on, but suffice to say,
if your happiness drops too far, you will face poor worker productivity and eventually peasant revolt.
Some manufacturing businesses are restricted to 1 per x number of peasants as per the pre-reqs column.
You can only have 1 per that number of peasant workers employed across all the businesses on your Estate.
Your number of peasant workers are thus determined by totalling the workers from all the businesses
(including Farms and Mines) you have on your Estate.
Must have
appropriate
source of
9
3
4
1
0.125
Happines
s
Land Size
Req
Time to
Build
(Weeks)
25
Workers
Needed
25
Monthly
Income
Setup
Cost
Anywhere,
much
specify
Building
Cost
Merchant
(Specify)
Pre-Reqs
Duchies
All costs and incomes are shown in Gold Crowns.
+0
Estate System
Improvements
Inn
Stables
Tavern
Barber
Guild (Bard)
Guild
(Duellist)
Guild
(Healers)
Guild
(Mages)
Guild
(Smiths)
Guild
(Alchemists)
which type
Anywhere
Anywhere
Anywhere
Anywhere
Anywhere
goods
1 per 100
1 per 30
1 per 300
1 per 100
50
25
25
25
25
50
25
25
25
10
6
2
1
2
1
10
6
5
3
5
1
1
1
1
1
0.5
0.5
0.25
0.125
0.125
+0
+0
+3
+0
+3
Anywhere
1 per 500
50
25
3
5
2
0.5
+0
Anywhere
1 per 500
50
50
5
5
2
0.25
-1
Anywhere
1 per 500
50
50
5
5
2
0.25
-2
Anywhere
1 per 500
50
25
3
8
2
0.5
+1
Anywhere
1 per 500
50
25
3
5
2
0.5
+0
Merchant: A merchant sells on items, primarily from the manufacturing industry. You need a source of
goods to support a merchant.
Inn: An inn is a place where travellers can rest for the night. It generally offers a food services and some
drinks as well.
Stables: These are commercial stables where travellers may put their horses up for the night. Breeding
stables are represented by Stud Farms under Agricultural Industries
Tavern: This is quite simply a place to drink alcohol. It is not very profitable, but ready alcohol increases
peasant happiness quite significantly.
Barber: A barber offers haircuts and shaves. Generally, only the nobility or the very rich can afford such
luxuries.
Guilds (Various): These are official guild houses endorsed by the Arnhelm guilds. The magical guilds bring
down peasant happiness due to the low regard in which magic is held in Arnhelm. Other minor guilds may
become available at a future date.
Improvements
Improvements are things you can add to your estate to improve your standard of living or the defence
value of your Estate. Primarily Improvements effect the Happiness or Defence Value of your Estate. The
defence value of your Estate will reduce or even eliminate the damage caused by hostile martial attacks
against you. Defence values will be more fully explained further on.
All costs and incomes are shown in Gold Crowns. Please note where negative income is indicated: this
represents a monthly upkeep cost.
10
Estate System
Barracks
(sleeps 20)
Anywhere
Soldiers (20)
Anywhere
Military
Outpost
(sleeps 40)
Roads
(infrastructure
per existing
acre)
1
0.5
+0
0
0
-20
0
0
0
+2
Anywhere
75
0
0
0
2
1
+0
Anywhere
20
0
-1
4
2
0
+2
75
50
2
10
2
0.5
+4
25
25
0
5
1
0.5
+1
50
30
1
8
2
0.25
+3
75
30
2
10
2
0.5
+5
10
10
0
4
1
0.5
+2
Anywhere
Anywhere
Anywhere
Graveyard
Anywhere
Manor House
Summer
House
Barracks
1 per
500
1 per
200
1 per
200
1 per
500
1 per
100
25
25
0
2
1
1
+1
Anywhere
50
0
-2
8
2
0.5
0
Anywhere
25
0
-2
5
2
0.5
0
25
0
0
0
1
0
0
Anywhere
50
0
-2
3
2
0
+1
Anywhere
100
0
-4
5
2
0
+1
Anywhere
100
0
-5
5
4
0
+2
Anywhere
200
0
-8
6
4
0
+3
Anywhere
1 per 50
Must be
inside
walls
11
Special Effects
Happiness
Land Size Req
Time to Build
(Weeks)
Workers
Needed
0
Anywhere
Walls
(6' Wood)
Walls
(10' Wood)
Walls
(6' Stone)
Walls
(10' Stone)
Monthly
Income
0
School
Protected
Well
Setup Cost
0
Anywhere,
must
specify
which type
Marketplace
Building Cost
50
Educational
Academy
(Specify)
Village Hall
(50)
Town Hall
(100)
Pre-Reqs
Duchies
Improvements
Defence
value
Happiness
penalty for
not having
graveyard in
large
populations
(100+)
Defence
Value
Defence
Value
Defence
Value
Defence
Value
Defence
Value
Estate System
Happiness
Military Outpost / Barracks: These structures house soldiers, including drill yards for the soldiers to
practice in. They are required before you can recruit soldiers. Inherently, these structures do not add to
your Defence Value as the soldiers are not included with these structures, but the soldiers they can support
will add to the Estate's Defence Value significantly.
Soldiers: Soldiers are recruited in batches of 20. They cost 1 gold per soldier per month in upkeep. Besides
adding to Defence Value, soldiers also add to happiness as your workers feel safer when protected.
Walls: Walls can be made of wood or stone and can either by 6 foot or 10 foot tall. The cost given is per
acre to be walled. So if you wish to wall 6 acres in 6' stone walls, it will cost 600 gold Crowns. Walls require
a certain amount of Crowns and workers each month to maintain and add to happiness and Defence Value.
Protected Well: This represents a well that is protected from interference during a siege. It must be within
a structure contained within walls in order to add to the effective Defence Value (i.e. it must be located on
an acre that is walled).
Roads: Upgrading the roads of your Estate make it easier for your peasants to work and thus increase their
happiness. The cost is given per acre that you wish to upgrade. Roads cost 1 Crown each month to maintain
(per acre).
School: This is a rudimentary educational facility. While rare in Arnhelm, they do exist in larger settlements.
Schools teach reading, writing and basic arithmetic.
Educational Academy: This is a more advanced educational facility that also adds significant prestige to an
Estate. Such academies are specialised, and you should pick what is taught at the academy when
purchasing one for your Estate.
Graveyard: If you have more than 100 peasant workers and you do not have a graveyard, you start
suffering peasant happiness penalty of -1 per 50 peasant workers.
Village Hall: This is a hall where the people of the village may gather and trade. It can accommodate up to
50 people.
Town Hall: This is a larger hall where the people of a town may gather and trade. It can accommodate up to
100 people.
Marketplace: This is large open area where peasants can sell their wares to all comers. It does not require
much setup and does not yield any profit but add to peasant happiness.
Manor House: This is the main residence of the owner of an Estate. Not having such a structure
significantly reduces the prestige of the Estate.
Summer House: This is a secondary dwelling of the owner of the Estate. Having such a structure adds
greatly to the prestige of the Estate's owner.
Happiness
Happiness represents the peasant work forces willingness to rebel on one hand, and to be as productive
and helpful as they can be on the other hand. The standard happiness is 0. At this level of happiness, the
peasants don't really care. They are (mostly) not starving and they have some kind of shelter. They don't
really care who their lord is and they will listen apathetically to talk of revolution without paying it much
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Estate System
Defence Value
attention and without planning on doing anything about it. However, they will not be willing to put in any
extra effort for their lord.
Below 0 is where the trouble starts. First, there will be penalties to the productivity of the Estate as
unhappy workers neglect doing their duties fully. The further below 0 peasant happiness falls, the more
likely they are to revolt and halt all productivity on an Estate. A revolt will also cause the overseeing noble
to be displeased with the Estate owner.
Above 0 is where your peasants start loving you. If you get your happiness high enough and maintain it
there, they will go the extra mile for you, and even start telling you of the firebrands who creep around in
the night preaching revolution so you can deal with such idiots.
The happiness of your peasant workforce is calculated per month by adding up the value of unhappiness
and happiness generated by your businesses. Additionally, there are events that affect your happiness for
good or ill. After this number is calculated and sent to you, you have the opportunity to buy happiness by
throwing money at your peasants (nothing makes peasants happier), in the forms of bribes, social events or
other largesse. However, this is an expensive exercise and it costs 10 gold Crowns per point of happiness
you wish to buy in this manner. You will have 1 week to buy happiness after your monthly happiness is
mailed to you.
After that week, your happiness for the month is finalized and any arising consequences of your happiness
(for good or ill) will be communicated to you.
Defence Value
Defence Value represents your Estate's ability to defend itself against attack, whether by ambitious
neighbours, bandit raids or attacks by the enemies of Arnhelm.
Certain duchies are much more likely than others to see such military action. Ragonvaldr and Rotheim are
more likely to see military action, given their position on the southern border of Arnhelm, whereas attacks
are almost unheard of in Thegnheim, given the proximity to the Royals.
Depending on the event that causes the attack, the Attack Value of the force is calculated. Each squad or
unit in the attack is assigned a number typically ranging between 1 and 5, and then the squads' values are
added together.
The estate's Defence Value is then calculated, based on improvements that grant Defence Value to the
Estate, such as Soldiers, Walls and Wells.
The results of the battle and any gains or losses are then communicated with the Estate owner.
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Estate System
Defence Value
Thank you for reading! If you have any queries, please contact plot@teana.co.za
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