Kailric
Jack of All Trades
Ok, I am a bit confused now.
Are not we all
Primarily with Admin and Fealty. What is the difference and how is the difference applied in game?
I forgot to add that Admin will be a cost for all your Civics, so that is something else it does. Other than that it feeds the multi stat Fealty. We could add effects like all Extra Admin gets converted into another stat so it doesn't seem like you are wasting the extra stuff, which your not as it is pouring into Fealty.
Because the description implies they do the same thing. Namely what Fealty has done all along.
Not exactly, Fealty still represents your approval by the People and their over all morale, but Administration is the organization of Labor and Military, and I should add Civics. It helps to feed Fealty but is not Fealty.
I think Prosperity and Culture Should feed into Fealty, so religion goes in but not directly.
This would be an easy setup. We need an XML file to place all this info like which Yields increase which Multi Stat so it is not hardcoded.
Fealty then effects your 'Global Rebel Sentiment', which should affect unit strength bonuses (I think this is where unit strength boost value comes from? Am I right?)
Yes, and that is where it comes from.
Admin. just effects production level/bonus of each city it is present in.
This is actually a good idea. It would require splitting the "Rebel Sentiment" value in two. This would give Admin a pratical purpose leaving Religion the only Yield that doesn have a direct pratical purpose. Perhaps Religion could "Bless" your Citizens in some way extra besides the mentioned multi stat bonus.
I think Fealty Represents your ability to provide society for your people.
I would think all the stats combined would represent this.
It draws them away from dependence on the Catholic Church and the Pope to provide these things for them.
Historically, people have been drawn to religion and freedom of religion more than to Rulers, especially if the Ruler is against their religion.
You provide them with the means for Law, Religion, etc. and they no longer feel the need to look to the Pope for these things.
Under the default victory conditions, you can either side with the Pope and defend him against invaders or appose him and capture Rome your self. In order to win and be Crowned Emperor, Rome must either fall into your hands or not into the hands of enemies. So, there should be some benefit to having the Pope's grace. So, for the Tithe that he demands, you could gain some bonus based on the Pope's attitude towards you. Perhaps a huge bonus to Religious production, or Religious production greatly increases the stats that effect Unit Strength and Unit Production.
So, if you appose the Pope, it is much harder to gain Fealty, but you have more money
When we add in Religions we can take a new look at the whole system, perhaps have other historical figures, duel Popes and such like that, like in actual history during the great schism.
Your Soldiers become more loyal and stronger because they believe the way of Life you provide for your people is worth laying down their lives for.
This is true.
Perhaps Law could turn criminals into serfs if they are inside a prison, limited space means faster production leads to faster criminal converts freeing up space.
The Prison idea is a good one, but for the moment we'll keep it as is(coding time), they are converted by working in your Cities that produce Law. But, I will change their upgrade citizen to Serf instead of Free Peasant as that makes more sense. Why should a command criminal be raised to Free Peasant status when you should first test him out as a Serf to see if he is Loyal
Perhaps it could also convert Serfs to Free Peasants if the Serf works in the court(or whatever the law building is) So you sacrifice some law production for the conversion of serfs (as in serfs produce less law than other workers) then Peasants can be educated to gain specialisms.
So you lose the serf field production boost, but gain the ability to make them a full blown specialist instead.
That makes Law a part of a Long Term Development Strategy.
That's an interesting Idea, although I thought about the historical concept of "city air makes men free". If a serf could flee to a City and live there for a year and a day he was considered a Free Man. So, I was thinking perhaps with a Tech or under certain Civics Serfs could be converted to Free Peasants for a Cost. Perhaps with a cool effect that the serf could be an Expert of Master waiting to be discovered