Author Topic: PROVINCE RULES  (Read 4548 times)

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Offline X-Points East

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PROVINCE RULES
« on: October 17, 2014, 09:02:33 PM »
PROVINCE RULES

Offline X-Points East

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PROVINCE RULES — Province Level
« Reply #1 on: October 17, 2014, 09:18:47 PM »
Part the First:  Province Level

Every province has a level based on its population; and each province level falls within a certain category of civilisation.  The following table, PROVINCE LEVEL I, lists a number of province levels; their minimal population; and the category of civilisation, into which each of them falls.

PROVINCE LEVEL I
Population & Civilisation
Minimal
Population

Civilisation
Province {0}
0
Wild
Province {1}
2,500
Remote
Province {2}
10,000
Remote
Province {3}
22,500
Rural
Province {4}
40,000
Rural
Province {5}
62,500
Rural
Province {6}
90,000
Urban
Province {7}
122,500
Urban
Province {8}
160,000
Urban
Province {9}
202,500
Urban
Province {10}
250,000
Metropolitan
Province {11}
302,500
Metropolitan
Province {12}
360,000
Metropolitan
Province {13}
422,500
Metropolitan
Province {14}
490,000
Metropolitan

Offline X-Points East

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PROVINCE RULES — Terrain
« Reply #2 on: October 20, 2014, 07:21:45 AM »
Part the Second:  Terrain

Every province has a primary terrain, which broadly represents, both, the topography of the province and its general climate.  Primary terrain determines the base maximum province level (MPL) and the base growth rate multiplier (GRM) for a given province, as well as the overland movement cost for regiments moving into the same.

Each province may have as many as two types of secondary terrian.  Secondary terrain may modify the base MPL and the base GRM of a province, to a limit of that secondary terrain’s base MPL and GRM figures.  When sets of MPL/GRM modifiers from two types of secondary terrain differ, only the most disadvantageous set applies, as MPL/GRM modifiers from two types of secondary terrain do not stack.

Terrain also determines the base maximum source potential (MSP) for a given province.  The base MSP in a province without secondary terrain is the MSP (rounded down to the nearest integer) associated with its primary terrain.  In provinces with secondary terrain, the base MSP is the highest MSP (again, rounded down to the nearest integer) associated with any terrain present, with one caveat:  the MSP of any secondary terrain counts as if it were one category (or 0.5 point) lower than its standard rating.

The following table, TERRAIN I, lists the many types of terrain and related information about MPL, GRM, and MSP; and it also details the overland movement costs associated with each type of terrain for regiments of infantry and of cavalry.

TERRAIN I
Provincial Terrain
Maximum
Province Level
MPL
Modifier
Growth Rate
Multiplier
GRM
Modifier
Maximum
Source Potential
Infantry Movement
(T / R / H)
Cavalry Movement
(T / R / H)
Swamp
2
-2
11
+2
9
10 / — / 4
20 / — / 6
Tundra
3
-1
10
+1
8.5
10 / 6 / 2
20 / 9 / 3
Ancient Forest
4
-1
9
+1
8
10 / 6 / 2
20 / 9 / 3
Primζval Jungle
3
-1
10
+1
8.5
10 / 6 / 2
20 / 9 / 3
Barrens
2
-2
11
+2
9
10 / — / 4
20 / — / 6

Marsh
4
-1
9
+1
8
8 / — / 4
12 / — / 4
Taiga
5
—
8
—
7.5
8 / 6 / 2
12 / 9 / 2
Forest
6
—
7
—
7
8 / 6 / 2
12 / 9 / 2
Jungle
5
—
8
—
7.5
8 / 6 / 2
12 / 9 / 2
Desert
4
-1
9
+1
8
8 / — / 4
12 / — / 4

Bog
5
—
8
—
7.5
6 / 4 / 2
9 / 4 / 2
Bosks
6
—
7
—
7
6 / 4 / 2
9 / 4 / 2
Woods
7
—
6
—
6.5
6 / 4 / 2
9 / 4 / 2
Savanna
6
—
7
—
7
6 / 4 / 2
9 / 4 / 2
Semi-Desert
5
—
8
—
7.5
6 / 4 / 2
9 / 4 / 2

Heath
6
—
7
—
7
4 / 2 / 1
4 / 2 / 1
Prairie
7
—
6
—
6.5
4 / 2 / 1
4 / 2 / 1
Plains
8
—
5
—
6
4 / 2 / 1
4 / 2 / 1
Veld
7
—
6
—
6.5
4 / 2 / 1
4 / 2 / 1
Steppe
6
—
7
—
7
4 / 2 / 1
4 / 2 / 1

Moor
5
—
8
—
7.5
8 / 6 / 4
16 / 9 / 6
Uplands
6
—
7
—
7
8 / 6 / 4
16 / 9 / 6
Hills
7
—
6
—
6.5
8 / 6 / 4
16 / 9 / 6
Highveld
6
—
7
—
7
8 / 6 / 4
16 / 9 / 6
Mesas
5
—
8
—
7.5
8 / 6 / 4
16 / 9 / 6

Highlands
4
-1
9
+1
8
10 / — / 6
20 / — / 9
Low Bens
5
—
8
—
7.5
10 / 8 / 4
20 / 16 / 6
Low Mountains
6
—
7
—
7
10 / 8 / 4
20 / 16 / 6
Low Bergs
5
—
8
—
7.5
10 / 8 / 4
20 / 16 / 6
Rocky Desert
4
-1
9
+1
8
10 / — / 6
20 / — / 9

Glaciers
2
-2
11
+2
9
14 / — / 8
— / — / 16
Medium Bens
3
-1
10
+1
8.5
14 / 10 / 6
— / 20 / 12
Medium Mountains
4
-1
9
+1
8
14 / 10 / 6
— / 20 / 12
Medium Bergs
3
-1
10
+1
8.5
14 / 10 / 6
— / 20 / 12
Badlands
2
-2
11
+2
9
14 / — / 8
— / — / 16

Icecap
0
-3
13
+3
10
16 / — / 10
— / — / 20
High Bens
1
-2
12
+2
9.5
16 / 12 / 8
— / — / 16
High Mountains
2
-2
11
+2
9
16 / 12 / 8
— / — / 16
High Bergs
1
-2
12
+2
9.5
16 / 12 / 8
— / — / 16
Volcanoes
0
-3
13
+3
10
16 / — / 10
— / — / 20

TERRAIN II
Terrain Array
WET
COLD
TEMPERATE
HOT
DRY
Swamp
|
Tundra
|
Ancient Forest
|
Primζval Jungle
|
Barrens
Marsh
|
Taiga
|
Forest
|
Jungle
|
Desert
Bog
|
Bosks
|
Woods
|
Savanna
|
Semi-Desert
Heath
|
Prairie
|
Plains
|
Veld
|
Steppe
Moor
|
Uplands
|
Hills
|
Highveld
|
Mesas
Highlands
|
Low Bens
|
Low Mountains
|
Low Bergs
|
Rocky Desert
Glaciers
|
Medium Bens
|
Medium Mountains
|
Medium Bergs
|
Badlands
Icecap
|
High Bens
|
High Mountains
|
High Bergs
|
Volcanoes