Cities complete! Names next, then flags.
All the settlements will have names (daunting task, yes), and each will have its own stats, but these stats are
very streamlined.
Template:
Name; Owner; Size (EP base determined by size + modifiers); Prosperity; Tribute Rate (Tribute Total); Slot 1/2/3; Defenses Outer/Defenses Inner/Garrison Type; Special Notes (UU's, Happiness, modifiers, etc)
Example;
Ror; Queen & Prophet; Town (50EP); 85%; 85% (36EP); Medium Rice Terraces(+15EP)/- High Stone Walls/Palace/Queen's Honor Guardx5; (UU: Queen's Honor Guard) (Devotedly Loyal, Growing) (Volcanic Soil, +5EP to agricultural buildings)
What this means is that the city in question, Ror, is owned by the Queen and Prophet themselves. It is only a town and makes 50EP unmodified. It's fairly prosperous, taking in 85% of its unmodified income and the tribute rate is just as high, taking in 85% of the income as modified by the prosperity (so 85% of 85% of 50). The city has a high agricultural income and it's boosted by the volcanic soil around the city. It does not have it's second building. It has high stone walls (meaning siege units are needed to break the city), a Palace at its heart (meaning reduced civilian deaths when the actual battle comes, they hide in the palace), and it is garrisoned by 5 of the Queen's Honor Guard--a Unique unit and a damn fine one at that. The town is devotedly loyal to the Queen & Prophet and this loyalty is increasing.
A lot of information in just a few short lines! I try to err on the side of descriptive stats in things such as buildings and defenses so that players can imagine creative things to construct/ways to destroy and leave me with a lot less number crunching to do.
Let me talk on units for the moment. They are going to be pretty basic. If you look at the map you'll see that there are different icons all around the maps. These icons represent the settlement's general culture group. Each culture group will have about 3 to 4 basic units and once a player conquers the town they'll have access to that culture's pool (recruitment is done automatically unless the player specifies otherwise, poorer settlements/castles will tend to offer tribute in more units than EP and larger settlements will tend to be angered if they are demanded to give up more units than EP). Unique Units are, well, unique. Certain settlements may have unique units that are apart from the stock culture group, making these settlements pretty nifty targets. Downfall is these settlements tend to be garrisoned by the unique units making them harder cities to conquer. Here's an example of a unit's stats
Wazsaja Brute
Melee
3
/2
/1
/3
/1
The Wazsaja Brutes have 3 strength, can lose 2 times before being wiped out, have 1 experience right off the bat (making them veterans), can move 3 flags per turn, and benefit by 1 from 'Good Command'. Strength, experience, and command scores are added to a six sided die roll to determine their overall strength in a battle. 'Command Scores' are only added, however, when the unit is in an army that is composed well and lead by a successful and respected commander. More on that later.