politics

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politics [2020/01/05 18:18]
aster created
politics [2020/02/03 15:05]
poldora edited links
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 <h2><span class="mw-headline" id="Settlement_Establishment">Settlement Establishment</span></h2> <h2><span class="mw-headline" id="Settlement_Establishment">Settlement Establishment</span></h2>
-<p>Politics is only available after a <a href="/web/20190610162431/http://www.wiki.marosia.com/index.php?title=Facilities" title="Facilities"> town hall</a> has been built at a location. The town menu, which has all the available information and options for everyone interested in the inter-workings of the town itself, is enabled once a town hall, and a leader, has been established. A lot of other <a href="/web/20190610162431/http://www.wiki.marosia.com/index.php?title=Facilities" title="Facilities"> buildings</a> in the game require this building be created first. Towns are initially always established as a Monarchy. <b>You cannot establish towns on map tiles adjacent to other towns</b>.+<p>Politics is only available after a <a href="https://www.marosia.com/doku/doku.php?id=facilities" title="Facilities"> town hall</a> has been built at a location. The town menu, which has all the available information and options for everyone interested in the inter-workings of the town itself, is enabled once a town hall, and a leader, has been established. A lot of other <a href="https://www.marosia.com/doku/doku.php?id=facilities" title="Facilities"> buildings</a> in the game require this building be created first. Towns are initially always established as a Monarchy. <b>You cannot establish towns on map tiles adjacent to other towns</b>.
 </p><p>The only way to forcibly take leadership from a monarchy (since you cannot vote) is to either kill the head, or, destroy and rebuild the town hall. </p><p>The only way to forcibly take leadership from a monarchy (since you cannot vote) is to either kill the head, or, destroy and rebuild the town hall.
 </p><p><br> </p><p><br>
 </p> </p>
 <h2><span class="mw-headline" id="Settlement_Status">Settlement Status</span></h2> <h2><span class="mw-headline" id="Settlement_Status">Settlement Status</span></h2>
-<p>Settlement status can be seen at the top of a town sign. Any type of settlement without a town sign is considered to be rural without direct the influence of a government's functionality, such as taxes, and without access services that can be built within established areas. These encompass hermits, personal home and farmsteads, camps, and any other structures or groups that are mostly loners. Each status has the same requirements as the status before it, and as it gains more features the status will grow. Only cities can mint <a href="/web/20190610162431/http://www.wiki.marosia.com/index.php?title=Coins" title="Coins">coins</a>.+<p>Settlement status can be seen at the top of a town sign. Any type of settlement without a town sign is considered to be rural without direct the influence of a government's functionality, such as taxes, and without access services that can be built within established areas. These encompass hermits, personal home and farmsteads, camps, and any other structures or groups that are mostly loners. Each status has the same requirements as the status before it, and as it gains more features the status will grow. Only cities can mint <a href="https://www.marosia.com/doku/doku.php?id=coins" title="Coins">coins</a>.
 </p><p><b>Village</b> </p><p><b>Village</b>
 </p> </p>
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 <li> Has a watchtower</li> <li> Has a watchtower</li>
 <li> Has a guard barracks</li> <li> Has a guard barracks</li>
-<li> Has at least three other additional <a href="/web/20190610162431/http://www.wiki.marosia.com/index.php?title=Facilities" title="Facilities">facilities</a> that provide benefits beyond the town hall, barracks, and watchtower.</li>+<li> Has at least three other additional <a href="https://www.marosia.com/doku/doku.php?id=facilities" title="Facilities">facilities</a> that provide benefits beyond the town hall, barracks, and watchtower.</li>
 <li> Has at least 7 living citizens</li></ul> <li> Has at least 7 living citizens</li></ul>
 <p>A town is a settlement with some basic defenses and amenities, which may include factories and other ability expanding facilities that give their citizens and/or visitors benefits to being there.  <p>A town is a settlement with some basic defenses and amenities, which may include factories and other ability expanding facilities that give their citizens and/or visitors benefits to being there. 
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 <li> Has a castle</li> <li> Has a castle</li>
 <li> Has a guard barracks with at least one guard.</li> <li> Has a guard barracks with at least one guard.</li>
-<li> Has at least five other additional <a href="/web/20190610162431/http://www.wiki.marosia.com/index.php?title=Facilities" title="Facilities">facilities</a> that provide benefits beyond the town hall, barracks, watchtower, and castle.</li>+<li> Has at least five other additional <a href="https://www.marosia.com/doku/doku.php?id=facilities" title="Facilities">facilities</a> that provide benefits beyond the town hall, barracks, watchtower, and castle.</li>
 <li> Has at least 15 living citizens</li></ul> <li> Has at least 15 living citizens</li></ul>
 <p>A city is a densely populated location with a high number of citizens, a wide array of services/amenities, and is capable of being well fortified. It is capable of producing its own coins if it has a mint. <p>A city is a densely populated location with a high number of citizens, a wide array of services/amenities, and is capable of being well fortified. It is capable of producing its own coins if it has a mint.
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 <i>Trade</i>: The trade leader is the head of economic issues, business, trade, and taxes. They represent the financial interest of a town, and also usually decide or advise where treasury funds are applied. They have access to taxes and treasury.<br> <i>Trade</i>: The trade leader is the head of economic issues, business, trade, and taxes. They represent the financial interest of a town, and also usually decide or advise where treasury funds are applied. They have access to taxes and treasury.<br>
 <i>Diplomacy</i>: The diplomacy leader is the head of foreign affairs. Their job is usually to represent or advise the town in official meetings with other town representatives, and to decide when and how friendly alliances are made, and with who. Diplomatic leaders can also accept citizenship requests if the Head is in hibernation.<b>They have access to alliances</b>.<br> <i>Diplomacy</i>: The diplomacy leader is the head of foreign affairs. Their job is usually to represent or advise the town in official meetings with other town representatives, and to decide when and how friendly alliances are made, and with who. Diplomatic leaders can also accept citizenship requests if the Head is in hibernation.<b>They have access to alliances</b>.<br>
-<i>Defense</i>: The leader of defense is the head of violent affairs. They usually advise or lead the use of town guards, and tend to be the primary candidate for leading any military groups created for the intentions of a town. <b>They have access to <a href="/web/20190610162431/http://www.wiki.marosia.com/index.php?title=Guards" title="Guards">Guards</a></b>.+<i>Defense</i>: The leader of defense is the head of violent affairs. They usually advise or lead the use of town guards, and tend to be the primary candidate for leading any military groups created for the intentions of a town. <b>They have access to <a href="https://www.marosia.com/doku/doku.php?id=guards" title="Guards">Guards</a></b>.
 </p><p><br> </p><p><br>
 <b>Succession</b> <b>Succession</b>
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 <p><br> <p><br>
 <b>Laws</b> <b>Laws</b>
-</p><p>Laws serve two purposes: they set the automatic behavior of <a href="/web/20190610162431/http://www.wiki.marosia.com/index.php?title=Guards" title="Guards">guards</a> and they outline behavior expected from others. <b>Beware that there are warning messages that will appear in any town or settlement that has an action that isn't allowed by law.</b>+</p><p>Laws serve two purposes: they set the automatic behavior of <a href="https://www.marosia.com/doku/doku.php?id=guards" title="Guards">guards</a> and they outline behavior expected from others. <b>Beware that there are warning messages that will appear in any town or settlement that has an action that isn't allowed by law.</b>
 </p> </p>
 <ol><li> Violence (Allowed, None, Citizens Only) (Only enforced upon initiation, not counter attacks, and only within visibility of a guard)</li> <ol><li> Violence (Allowed, None, Citizens Only) (Only enforced upon initiation, not counter attacks, and only within visibility of a guard)</li>
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 </p> </p>
 <h2><span class="mw-headline" id="Alliances">Alliances</span></h2> <h2><span class="mw-headline" id="Alliances">Alliances</span></h2>
-<p>Alliances can be offered if a diplomatic or head leader of one town, heads another where they can be accepted, dismissed, or broken. Citizens of allied towns can send and receive mail from other allied towns via animals, see <a href="/web/20190610162431/http://www.wiki.marosia.com/index.php?title=Animals#Carriers" title="Animals">Carriers</a> for more information. Citizens can also see which alliances their town has on the town sign.+<p>Alliances can be offered if a diplomatic or head leader of one town, heads another where they can be accepted, dismissed, or broken. Citizens of allied towns can send and receive mail from other allied towns via animals, see <a href="https://www.marosia.com/doku/doku.php?id=animals#Carriers" title="Animals">Carriers</a> for more information. Citizens can also see which alliances their town has on the town sign.
 </p> </p>
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  • politics.txt
  • Last modified: 2020/03/31 12:28
  • by saph