View Full Version : Land Titles and Holdings
Shattered Apr 04, 2008, 11:01 AM I have divvied out land holdings to members of my faction as according to the Giruvegan Land Distribution contract.
http://forums.civfanatics.com/attachment.php?attachmentid=173281&stc=1&d=1207327830
As you may have noticed, three far west plots are still open. The reason being is because i want to hold competitions for all citizens over the ownership of these plots. These competitions will either be debates or RNG battles.
civplayah Apr 04, 2008, 11:23 AM I am interested in the tile farthest north.
Ballazic Apr 04, 2008, 12:18 PM My land shall bear good things for my lord. Ballazic kneels I swear my loyalty to this faction and our nation.
Lord Civius Apr 04, 2008, 01:47 PM I amworking on the trading guilds right now and hope to have it up soon. I am fighting with the old keep it simple but make it fun concept that isn't as easy as it sounds.
Rex rgis of Ter Apr 04, 2008, 02:50 PM Out of Curiosity, how did you decide each player's land tile? Also, whaat control do we have over it?
Provolution Apr 04, 2008, 02:52 PM A fun variation could be that only the owner of the tile could approve or reject the nature of land development.
ozog Apr 04, 2008, 04:12 PM May my forest ever increase the widsom of our nation!
Vandal Warlord Apr 04, 2008, 07:55 PM I am interested in the last open hill, how will we fight(metephoricly speaking) for it?
w00ter Apr 06, 2008, 03:35 AM So if I decide to, for example, build a cottage on my tile. Will that make me mayor or leader of the village on that tile? Would be nice.
Lord Civius Apr 06, 2008, 03:47 AM So if I decide to, for example, build a cottage on my tile. Will that make me mayor or leader of the village on that tile? Would be nice.
I would think that you would have no say in your tiles improvement in the metagame. The land-distribution/ownership is strictly RP. Although in the end your faction is in control of the improvement and has the final say so they may take your request/suggestion into account or outright give you domininion of your land(s) metagame.
w00ter Apr 06, 2008, 05:13 AM Let us assume that they give me dominion over my land.
If I decide to, for example, build a cottage on my tile. Will that make me mayor or leader of the village on that tile? Would be nice.
Ballazic Apr 06, 2008, 05:28 AM I agree. Perhaps if we adopt vassalage people who controls tiles can rule more directly and create names for their lands. I think now though in staying true to despotism the power is in the despot and his council.
Vandal Warlord Apr 06, 2008, 09:30 AM I am interested in the last open hill, how will we fight(metephoricly speaking) for it?
My question was still not answered. How Will you,Shattered, decide who gets what land?
Lord Civius Apr 06, 2008, 09:31 AM I agree. Perhaps if we adopt vassalage people who controls tiles can rule more directly and create names for their lands. I think now though in staying true to despotism the power is in the despot and his council.
I agree, can't go wrong if we stick to the Civics and tech level as much as we can while RPing.
Lord Civius Apr 06, 2008, 09:34 AM I am interested in the last open hill, how will we fight(metephoricly speaking) for it?
My question was still not answered. How Will you,Shattered, decide who gets what land?
Shattered hasn't announced it yet as far as i know. I'm sure he will come out soon with the competition.
Vandal Warlord Apr 06, 2008, 10:43 AM I would imagine so.
Another question that has been trobing in my mind, Shattered has chosen who owns the current spaces, but (if/when) we get a new leader, would those people still control those plots?
w00ter Apr 06, 2008, 11:42 AM I think it depends on the faction and their ideals. If they don't want a feodal system, we lose our plots. If they do want so, they will probably divide the lands among their own members. It could also be that they make a deal with us, but I wouldn't rely on that.
Shattered Apr 06, 2008, 03:55 PM I am interested in the last open hill, how will we fight(metephoricly speaking) for it?
So if I decide to, for example, build a cottage on my tile. Will that make me mayor or leader of the village on that tile? Would be nice.
Vandal- I was planning on setting up an RP combat, judged by me, in which we use either a RNG, or a number guessing system, to decide the outcome of the battle.
w00ter- You have dominion of that tile for RP purposes. If a farm is built on your tile, you shall be the Master farmer, if a cottage, then the mayor. Setting up your own thread on your tile would be a great idea, once our land starts getting worked.
Lord Neil Apr 06, 2008, 05:26 PM So when will I get to fight people for some land? I have been eyeing that piece to the North.
Rex rgis of Ter Apr 06, 2008, 05:33 PM I don't suppose one could own multiple tiles?
Lord Neil Apr 06, 2008, 05:48 PM I don't suppose one could own multiple tiles?
It was said later in the game people will but not until everyone who wants one has one. and I want one :yumyum:
yakami Apr 06, 2008, 07:27 PM Hail to the enlighted one!
based on this, maybe we could build up a more detailed land system?
Something like this:
If someone own a farmland which produces 5 food+ 1 gold, and there're citizens working on it, then he will receive 10% of the products (0.5food+0.1gold) as the land tax. The tax rate should be controlled by the leader faction.
Every turn everyone's income is culculated and recorded. And then the owner could use some of his property to do something.
For example he could hire one worker to improve one of his land at a price of 2 food per turn.
Or he could suggest a mayor to produce an Axeman as his private army if he has enough hammers...maybe pay some gold to the copper mine owner? And if our country is at war he could send his own army to beat the enemies under full command of our leader.
As long as we have a income system, some more complex economic behaviors could be created by our citizens once a specified tech was reseached. Such as land trading, mercenary army, a banking system (to help improve poor lands and lands that was ruined by war.), or another east india company perhaps?...
what do you think about it?
pat123 Apr 06, 2008, 07:45 PM Wow, I love that idea. i had been wondering how the land could be used, outside of just the usual Rp story. That could also tie to the trading guilds being created. Trades of gold or food could be made, instead of just the resource. :goodjob:
Provolution Apr 06, 2008, 10:53 PM I also think we could see the civics like this:
Government Civics, for faction elections
Legal Civics, for how faction city rights are in relation to government power (feudal vs. central power)
Labor Civics, Workers. tile usage and city specialists, rights for those players not part of a prime faction, and the less rights for these, the more profit margin for landowners
Economy Civics, This determines size of markets and value of individual tiles and resources, the bigger population and wealth ratio, the more expensive land, the bigger population and wealth ratio, the bigger consumer base for resources
Religious Civics, This determines the relative influence of religious guilds over landowners, non-landowners, the faction cities and the government itself.
Lord Civius Apr 07, 2008, 12:56 AM yakami
Those are all great ideas but we can't let the system grow too quickly or too complex or it will never work. I have DM'd land owner-ship F-Games/ M-Games before and trust me it is wise to keep it simple. The introduction of the Trading Guilds gives the land system roots for a future RP economy as we gain economy based techs like mathematics, currency banking, etc.
Trades of gold or food could be made, instead of just the resource.
That too is a good idea but very information heavy. We would need a team of moderators to decipher it all as info would change turn by turn abd detailed records would be very cumbersome. I must stress again keep it simple but creative.
I also think we could see the civics like this:
Government Civics, for faction elections
Legal Civics, for how faction city rights are in relation to government power (feudal vs. central power)
Labor Civics, Workers. tile usage and city specialists, rights for those players not part of a prime faction, and the less rights for these, the more profit margin for landowners
Economy Civics, This determines size of markets and value of individual tiles and resources, the bigger population and wealth ratio, the more expensive land, the bigger population and wealth ratio, the bigger consumer base for resources
Religious Civics, This determines the relative influence of religious guilds over landowners, non-landowners, the faction cities and the government itself.
I think you are on to something here Provo.
Gov't Civics- :goodjob:
Legal Civics- :goodjob:
Labor Civics- The landsystem could then have time to grow as we need to learn the techs before we could change the civic. As long as we don't build the Pyramids :eek:.
Economy Civic- Or this could dictate a taxing system where civic would determine tax rate trading guilds and eventually all tile owners (as the system progresses) would have to pay the Prime faction. free market- 0%...State Property- 50%.
Religious Civic- Yes the religious guild with the most members persay would almost be like our RP Religion and according to the civic would determine its influence on the land system. Free religion would mean no influence and theocracy would be major influence.
I would also add that the we would need to rethink the "Prime-Faction can scrap the whole system rule". Certain land rights should be established. Not to say that a player can't lose his tile but a mass redistribution or total elimination of the system would be too much.
I don't suppose one could own multiple tiles?
According to Giruvegan Land Law
V. (d)There are no limits to the number of territories a Citizen may own.
V. (g)A citizen can not be given more than (1) territory per week.
Provolution Apr 07, 2008, 01:47 AM I think "State Property", "Police State" and Vassalage can change tile ownerships (also historically they did).
Code of Laws firmly establish property rights.
Ballazic Apr 07, 2008, 03:02 AM Its true, state property should abolish titles, police state and vassalage keeps tiles owners who support the faction and destroys the ones that don't
Vandal Warlord Apr 07, 2008, 05:21 AM Vandal- I was planning on setting up an RP combat, judged by me, in which we use either a RNG, or a number guessing system, to decide the outcome of the battle.
Thanks for the clarification.
Seidrik_The_Gray Apr 07, 2008, 07:04 AM I would also like to live on the furthest north tile, Shattered. Also, thank you all for this discussion on land use and its potential. I was not sure how it would opperate, and your brainstorming is giving me hope for its future benefit in terms of fun factor and RP basis. However, please, please, please, don't make this complicated. A simple, your plot is here, build a story about it however you see fit. I'm not sure what the taxes or economy would net us. If you're highly creative, I'm sure you could write up a fabulously pimped out stone age manor, etc...Is the economy to be used to add realism?
Seymoo Apr 07, 2008, 07:23 AM I thankyou most humbly for what you seen fit to bestow upon me
pat123 Apr 07, 2008, 05:24 PM I think the economy is there to allow those with less creative minds, such as myself, to still have something to talk about. Economics can be fun, if you're the one with the money. :) People spend their entire careers just winning and losing money. It must be a little fun?
yakami Apr 07, 2008, 07:22 PM and economic could simulate the progress of our society and conflicts between different classes. For example if only a few people have a major part of the lands in our country, and most people dont have any, then in the next election they would call for state property, and land lords would stand against that. Then let's debate!
And maybe if some people are rich enough, they could build their own transport fleet and settlers, and colonize some oversea island just like the history...
With these possibilities, we could be more like "living a real life" in our country, and there would be more materials to RP with.
I agree with Lord Civius that the system should be simple and fun. We dont have to set everything in the beginning, but follow the progress of technologies and society and above all, most players' interest.
w00ter Apr 08, 2008, 01:03 AM And maybe if some people are rich enough, they could build their own transport fleet and settlers, and colonize some oversea island just like the history...
I like that idea :) althought it would be a pain in the ass for the prime faction leader to do all the things every landowner wants. Maybe if we'd set up a 'to do' list...
joncnunn Apr 08, 2008, 05:20 PM Thanks for land grant.
I propose a road be built thru my tile (if one has not already been built nearby) to help connect resources and future territory to our north east to the capital. Other than that I propose it not be improved until our city is much larger.
ice2k4 Apr 11, 2008, 09:44 AM I'm starting to see talk of an economy for the RPG, without comments saying that it would be too complicated and time consuming :O
Just kidding of course.
But anyway in a few of the past demogames we had an economic system with a bank, land ownership, businesses, a stock market etc. All of this looked pretty fun but only really suceeded in one demogame due the dedication of the people running the economic system.
I'd love to bring back this feature to the demogame, and would defintely volunteer to run it, but this is a debate that should go in it's own thread if enough people want to bring it back.
Lord Civius Apr 11, 2008, 11:43 AM I'm starting to see talk of an economy for the RPG, without comments saying that it would be too complicated and time consuming :O
Just kidding of course.
Well me and Prov are sort of at the helm of the economy discussion so far. Looks like there could be good participation with a simple and fun system. Letting the RP run the economy and not let ourselves get bogged down with too much complexity I think is the key. I have instituted the Trading Guilds as a foundation for the RP economy. They sort of work as the "Big Businesses" of the economy. Citizens can join the Guilds and begin in some profit sharing after learning the business (2 weeks). The next step is to introduce Gold to the system. I would like for us to wait til we master the knowledge Currency to come up with a personal one for our Civilization. However allowing the Guilds to start earning a commerce rate of gold per week our currency could then be valued according to a "Gold Standard". Provs' idea is a little different and the goal is to combine our ideas along with input from the citizenry.
But anyway in a few of the past demogames we had an economic system with a bank, land ownership, businesses, a stock market etc. All of this looked pretty fun but only really suceeded in one demogame due the dedication of the people running the economic system.
I'd love to bring back this feature to the demogame, and would defintely volunteer to run it, but this is a debate that should go in it's own thread if enough people want to bring it back.
I have also ran the economies in prior D-games on different sites (still a newbie here :p). They both were vastly different as the RP took them seperate ways. The first was more capitalistic while the other was more feudal with landownership and got very deep til by the end the different lords were warring with each other. Come join the economic discussion (http://forums.civfanatics.com/showpost.php?p=6689651&postcount=1).
ice2k4 Apr 12, 2008, 07:55 AM Well me and Prov are sort of at the helm of the economy discussion so far. Looks like there could be good participation with a simple and fun system. Letting the RP run the economy and not let ourselves get bogged down with too much complexity I think is the key. I have instituted the Trading Guilds as a foundation for the RP economy. They sort of work as the "Big Businesses" of the economy. Citizens can join the Guilds and begin in some profit sharing after learning the business (2 weeks). The next step is to introduce Gold to the system. I would like for us to wait til we master the knowledge Currency to come up with a personal one for our Civilization. However allowing the Guilds to start earning a commerce rate of gold per week our currency could then be valued according to a "Gold Standard". Provs' idea is a little different and the goal is to combine our ideas along with input from the citizenry.
I have also ran the economies in prior D-games on different sites (still a newbie here :p). They both were vastly different as the RP took them seperate ways. The first was more capitalistic while the other was more feudal with landownership and got very deep til by the end the different lords were warring with each other. Come join the economic discussion (http://forums.civfanatics.com/showpost.php?p=6689651&postcount=1).
I'm not sure why you want to wait until we actually discover currency to implement a gold system. You didn't exactly wait until we discovered the later guilds tech to implement trading guilds.
vra379971 Apr 12, 2008, 09:28 PM Lets wait a bit to institute gold please, don't want to make a complex game too complex yet.
And, I want some land!
Lord Civius Apr 13, 2008, 12:46 AM I'm not sure why you want to wait until we actually discover currency to implement a gold system. You didn't exactly wait until we discovered the later guilds tech to implement trading guilds.
The Guilds were here before Genesis so there was not much we could do about that. Ancient civs dealt with gold long before they instituted an actual currency. This game so far (RP wise) is to try and stick to RP principles based on techs and civics metagame. I know that we cannot be 100% on board with this idealsism but the goal is to try and ride the metagame in all ways that we can.
Rex rgis of Ter Apr 19, 2008, 11:49 AM As I've left the faction, my land can go to Neil.
Ballazic Apr 19, 2008, 12:40 PM You will be missed Rex, you will be missed
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