Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Do you plan to add more buildings into latifudiae if players suggest them (not special service ones, just a bit more production types)?
Otherwise, I promise you to build as much as possible those wonderful constructions all over Empire! Prosperity for all!
I will come with more ideas later, I was just curious if that number of enterprices is fixed or can be expanded over time.
ENGINES:
- Equine breeder - in our own economy transportation and farming machinery are super important to agriculture, and this is the ancient equivalent of that. Plus, mules and horses are used in war.
TRANSPORTATION:
- Inn (e.g. Mansio: https://en.wikipedia.org/wiki/Mansio)
- Merchant (why pay somebody else when you can organize your own exports? "mercatores who were often well-to-do residents of the production centres")
PRIMARY SECTOR:
- Flax field or Sheep ranch
Note: there are many ideas here (furs, amber, salt, etc), but usually these are local resources that do not make sense to have in every village, and I don't know how difficult it would be it implement, so maybe it's not a good idea to try for that, and instead do a more generic, see services below.
PROCESSING:
- Weaver (req Flax field or Sheep ranch)
- Tailor (I didn't know, but apparently clothing and textile was traded big time, and production centers were similar to modern-day brands)
- Tanner (req Cattle ranch)
- Cheese maker (req Cattle ranch)
SERVICES:
- Laborer barracks (or maybe call it rental apartments for modern people to understand easier) - accommodations and services for those migrant workers who flock to the village in times of prosperity to go and work in the village's enterprises, not your own, so it's a way to get a piece of the profits from whatever is the specialty of the village (amber, gems, furs, timber, shipbuilding, seafaring, etc) without having to figure out how to support different kinds of buildings. Because no matter the industry, workers still want a roof over their heads, hot meals, medicine, wine and prostitutes, and of course law and order, all of which you can organize for a large number of people for a price in rent.
PS: Would it make sense to, instead of your reputation impacting how slaves are treated, to allow the player to set how they are treated, which would then impact reputation? This way we are not assuming the average always applies, since a player who is honorable in some ways and dishonorable in others won't necessarily treat slaves average, he might end up being kind and honorable in this regard or be ruthless and despicable. In other words, I don't want to be a saint throughout the game, just to be able to treat slaves kindly and respectfully.
Also, a policy to emancipate loyal slaves would be really nice to have. It would cost an upkeep, since a percentage of the slaves would actually be free and paid in full for the labor, but increase productivity (so if you are developed enough, it would be more profitable), as well as add reputation. It wasn't uncommon for slaves to earn their freedom at the time, and I personally hate the feeling of slaves as chattel. I'd like to be able to run it more like: "you've been defeated in battle, so you are going to do a lot of hard labor because you tried to kill me, but eventually you will be free again and can either stay here and build a free life for yourself or return back home", and less like: "you are now a human-shaped mule until you die", if you know what I mean.
I thought about this way. I am currently thinking to where to place the option on how you want to treat your slaves
"Also, a policy to emancipate loyal slaves would be really nice to have. It would cost an upkeep, since a percentage of the slaves would actually be free and paid in full for the labor, but increase productivity (so if you are developed enough, it would be more profitable), as well as add reputation. It wasn't uncommon for slaves to earn their freedom at the time, and I personally hate the feeling of slaves as chattel. I'd like to be able to run it more like: "you've been defeated in battle, so you are going to do a lot of hard labor because you tried to kill me, but eventually you will be free again and can either stay here and build a free life for yourself or return back home", and less like: "you are now a human-shaped mule until you die", if you know what I mean."
I dont know, would be possible.
I wanted to make some events where such stuff is covered.
About the buildings:
-sheep and weaver will come, also the tanner and the cheeser
but I hate flax, so no flax
- the horse breeder: I thought about it, will probably come, it will increase efficiency
- I thougth about an inn, but I am not sure (becasue if you have only slaves, how shall they pay stuff in the inn, of course the local villagers could do, if I would add it I would do it the following:
it would bring you small mony from the villagers
if you allow to promot some slaves to freed slaves, than it would bring you more money, since the freed slaves can buy themself drinks but then it would decrease efficiency since they get drunk, ...)
- the merchant: lets see
Anyway, its not really difficult to add buildings. I only fear you become to rich to quickly :D
Slave treatment: humane/strict/cruel
Manumission: common/rare/never (or in events, if that's how you want to go)
And I think I didn't explain the inn correctly. It's not for villagers - they have their own homes. It's a part of the great Roman road network - for travelers, merchants, migrants, officials, military, etc. Everyone traveling the roads needs either changes of horses/mules or a place for them to rest and buy feed, they need a bed to sleep, etc, etc. It's basically the equivalent of our modern hotels and highwayside truck stops, only back then it was a bigger part of the economy, I'd assume, because the economy was so much smaller. At least it was significant enough to mention in the description of the roman economy: https://en.wikipedia.org/wiki/Roman_economy
"Anyway, its not really difficult to add buildings. I only fear you become to rich to quickly :D"
This is a good problem to have, lol.
Also I back BanDHMO's idea, it is indeed how I wanted to write it up.
And the dialgoue option is how I was thinking about it too. Would be the easiest way.
Regarding the events I currently hope for divine inspiration, otherwise I wont add them for now
Yeah, I figured good events would need inspiration and non-trivial writing efforts, and it would be a lot easier to just put in a dialog option to set a policy variable and then just do an income multiplier of 0.9/1.0/1.1 for different options and an honor or a relationship change of +1/0/-1, or something like that, for almost the same immersive effect. That's why I was suggesting that.
My road map looks like the following:
Freelance will be the next major addition for the next major update. (As I still lack divine inspiration on how to do it)
Then there will be a last major update about religious stuff.
Then I wont add anything major. But I will still update it, fix bugs and add smaller stuff if I find it usefull.
I am sorry if you are disappointed, but I can guarantee that I wanted to work on freelancer for the update after the update I realse tomorrow. So be clear: the update tomorrow will be version 1.3
version 1.4 will have freelancer than
I hope this is not too confusing...