City and City Stats
Our state is a city-state with all resources concentrated in one place, at least at the beginning. All the resources that the government possesses are in Nessos itself. In theory later some other cities might help us, but even then everything should be concentrated in the capital. Other than this all cities have the same stats and functions. Non-Nessos or NPCs states are organised in the same way as PC-nation.
City-state Example:
Name: Nola
Population: 34500 Nolans
Treasury: 234000 gold
Industries:
Peasantry: 23000 worth/ 1200 annual income/ 93% city 5% Nessos 2% Crassius family
Winemaking: 23000 worth/ 1200 annual income/ 50% city 25% Cornius Family 25% Crassius family
Military Production: etc
Trade Income? 3400 coins (NOT A PRODUCTION)
Garrison: 2300 noble horsemen, 6700 legionnaires/ 25 triremes 300 seamen
Other Possessions: 2300 slaves? 20 trade ships (or move them to garrison)
Population city population excluding the family members. This stat also contains nationality of inhabitants.
Treasury amount of coins in city treasury. This stat can also contain other goods in city.
Garrison and various industries are explained below:
Production and Industries:
Heres the new bit. Its easier to invent than explain. Technically a city produces lots of things: war goods, food, wood, ships etc. All those goods will be very difficult to have in game and manage properly. Instead we introduce the money equivalent. For example Nessos could produce 25003 wroth of food (in coins). With me? Ok so now we can use this in barter like change 20000 worth of foods for the same worth of military weaponry. (I of course assume that the relative prices are always the same). This way we can exchange goods without actually having a stat for each and every needed good. Now. Who produces all this? Of course it the city. But with time influential families might buy some of production. Some buy land and therefore buy peasant business. These are represented in %, like shares. For example Crassius family could buy 3% of the citys farms and get the revenue from it each turn. Of course buying it would be very expensive. Of course production can decrease and increase depending if you pour money to its development or not. Wars and economic booms also could affect production.
% of production merely means that X% are working for a specific owner. For example: 45% city 13% Crassuis family, 12% Nessos City 30% Tarion family.
Again there is a great number of different industries that provide different goods: Peasantry and farming, mines, military production, smiting, pottery, construction, commodity warehouses, winery, shipbuilding, cattle-raising and many other. Some cities would not have all industries. Except for shipbuilding cities would not give actual production; everything will be measured in coin equivalent. All coins go to their respective owners. I hope you are still with me

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Cities can own part of other cities production too. Slaves can be owned by cities or private families and add to the production in a city. Trade is also a source of income Varies with time, does not depend on anything, but trade agreements or numbers of trade ships.
Ive decided that industries consist of annual income and owners %. If you want to increase the income pour money or put people into it.
City Example
Name: Nola
Population: 34500/ 2300 slaves able male population
Treasury: 234000 coins (well think of a name for coins)
Industries:
Peasantry: 1200 annual income/ 93% city 5% Nessos 2% Crassius family
Winemaking: 3200 annual income/ 50% city 25% Cornius Family 25% Crassius family
Military Production: etc
Trade Income 3400 coins
Garrison: 2300 noble horsemen, 6700 legionnaires/ 25 triremes 300 seamen
Other Possessions: 20 trade ships (or move them to garrison)
City Orders -
City can be managed the same way as a country. Mind that if you take people away from one part of city industry and put them into the other, the first industry will shrink. It is generally better to put newcomers or newborn to the new industries. You could order increasing some of the industries for the budget or order people to live happily. The only rule that must be followed
a citizen can survive on 1 gold worth of food . Do not lower the peasantry below the needed level.
NOTE:
This NES is about people. Everything is made up of them. Ships have seamen; ballistas have men who serve them. This should not be forgotten and used in game. So when building triremes remember that they need man also.
Army and Fleet
Both require equipment and people. Ships can be built as well as weapons but they can also be bought in times of war. Once you get the weapons and armour you can recruit people into the army. Army does not require food in this NES, but they like to plunder cities (reward for service). Men are requited into the ary from city population.
Possible Example of Fleet:
Fleet Name: Crassius Fleet
Ships: 143 Triremes
Seamen: 3501 seamen/ 150 sea legionnaires
Cargo: 3000 troopers, 12000 coins
Army stats:
Army Name: Crassius Army/1st Consul Army
Men: 400 heavy troopers, 300 light, 300 cavalry (all Romans)
Commander(s): Crassius
Army storage: 3000 worth of luxuries 2400 Latin Slaves
Former camps and armies should appear on the map. As well as fleets. Commanders issue orders for the whole army just like in other NESes. The mod can provide initial environment and enemy power for the commanders to decide on the orders. So that they know who they are fighting.
Sorry this is a bit rushed as I ran out of time. Questions are welcomed.
Erez you need to do the following formulas/lists:
Population growth formulas
Industry growth formulas
Trade dependency formulas and shipbuilding industry formula
City and family stats
Army Equipment Prices
You can change the times of service I dont care.
ex. 400 heavy troops euipment sets - 1200 gold
10 triremes - 2000 gold
300 cavalry sets - 3000 gold
etc.
You could add fortifications too.