Fiat Homo
Economy
Humanity has taken a punch square to the jaw, but nothing a little farming can’t fix.
Each region/city has a population. A pop is one person. Pops can be assigned to do several things.
-Grow Food
-Mine Metals and Precious Metals
-Farm/Mine/Cut Energy
-Refine Metals
-Create military supply
-Improve Infrastructure
Each pop needs one food every turn to live, which is drained from the region’s stockpile at the end of turn processing. If you need 100 food, but only have 50, but have 150 food at the end of my turn processing, you should be fine. Starvation lowers health and increases the chance of revolt.
Metals and Energy, when combined, form a Refined Metal. Refined Metals and Energy (1:1 ratio) can be worked to create supply or improve infrastructure. Refined metals and energy can be used to create ships.
Precious Metals, with Energy, can be minted into Coins. Coins are used to pay for espionage and don’t take up space on ships when trading.
Everyone starts with a stockpile of food, precious metals, and refined metals. Do note the production chain. You can’t turn a Metal into a Weapon the same turn. It takes a turn to mine the Metals, another refine the metals, and another turn to turn those into supply.).
Think ahead. If you lack resources when you need them, you’re going to have to trade.
Building a ship requires 50 Energy, 10 Refined Metals, and the labor of 100 people.
You can also build a land trade unit. A land trade unit costs 10 Energy, 2 Refined Metals, and the labor of only 20 people.
Seasons, Health, and Population Growth
Each turn is a season: Spring, Summer, Autumn, and Winter. Summer crops multiplied by 1.5 and autumn crops are doubled. Crops cannot be grown in the winter.
Mining is dangerous. The attrition rate for miners is usually between 1-10%. During the Summer and Winter it is 5-15%.
Each turn, the population of a region grows by 1-5% multiplied by health. These new pops drain food the turn they’re created means if you only set aside enough food to feed your CURRENT population, you’re in trouble.
Every region’s health starts at 1. Assigning food to your population increases health depending on the amount of food and the size of the population. It is easier to increase the health of a small population compared to increasing the health of a large population. If a population isn’t properly fed, health falls.
If Health falls below 1, there is a chance of an outbreak of disease in the region.
Slaves
If you have slavery enabled, a quarter of the population you gain through expansion and conquest become Slaves. Slaves work like regular pops, and need food like regular pops. However, slaves only need half as much food. Despite this advantage, be careful of a slave revolt. Freeing slaves adds them to your regular population for the region.
Trade
The two trade units are Ships and Caravans (supply wagons).
Each city can have a certain number of trade routes (listed in stats). Once a trade route between two cities is established, it can’t be broken without war or embargo. The more trade units assigned to a route, the more goods and people can move between the routes.
A caravan can move 25 goods. Ships can move 100 goods. Two people take the slot of one good.
When the cities aren’t sending goods between each other, immigrations and emigrations happen naturally.
Technology diffuses along trade routes as well.
Caravans have a range of 10, subject to terrain. Ships have a range of 20.
Expansion
To expand, get a trade unit not being used for trade and select a hex within range of that unit from the city it takes off from. You must assign people and food to the expedition.
Infrastructure/Technology
Each region has different kinds of infrastructure, which can be improved over the course of the game. Different types of infrastructure increases the amount of resources produced by one pop.
For instance, a pop that farms in a region with 2.5 Food Infrastructure grows 2.5 food. Likewise, a pop that refines metals from metal with a Metalsmithing Level of .5 only creates .5 Refined Metals, but still requires 1 Metal and 1 Energy.
Here are the different kinds of infrastructure.
Farming: Amount of food grown by one pop.
Mining: Amount of metals and precious metals mined by one pop.
Lumberjack (?): Amount of energy gathered by one pop.
Metalsmithing: Amount of refined metals and coins created by one pop.
Supplies: Amount of supplies created by one pop.
Shipbuilding: Amount of ships created by ten pops.
Fortification: Percentage bonus added to city defense.
Engineering: Percentage increase for increasing the other infrastructure. Starts at 1.00 and never falls below.
Trade Tech: Amount of trade routes the city can have. Starts at 1.00 and never falls below. Truncate the number to determine the actual number of routes.
To raise infrastructure requires 1 pop and 1 refined metal. The amount a pop raises infrastructure is .01 * Engineering.
Soldiers and Ships
You can recruit a percentage of a city to be professional soldiers and another percentage to be levies. Professional soldiers will not farm, mine, or any basic economic tasks. Levies will when not mobilized.
Professional soldiers can attack at any time, while levies must be mobilized to attack.
Finally, professional soldiers consume two food per turn.
Professional soldiers double as sailors, and are required to sail a ship. It takes a minimum of twenty for a ship to work at 100%. Any less incurs combat penalties, while anymore grants additional power through boarding action. A ship can carry a maximum of one hundred people.
Military Missions
When order your troops to do something, you have to specify not only what troops are doing what, but which cities the troops are coming from. When ordering your troops to do things, food and supply is drained from the nearest supply point using supply wagons or ships.
Defend X: Troops will defend an area or a trade route
Raid: You send your troops, either by land or overwater, to raid a trade route or a hex adjacent to a city hex. Raids carry off slaves as well as other resources.
Siege: You send your troops to invest a city. The most expensive action in terms of supply as cities can last quite a bit of time. Successfully establishing a siege cuts off all trade routes and disables resource gathering.
Attack: Attack a city