SeignoriesEN : Différence entre versions
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− | The provinces are one of the foundations of the game. They are the basis for the production of wealth and [[ | + | The provinces are one of the foundations of the game. They are the basis for the production of wealth and [[ArmiesEN|armies]]. A province is a territory with defined boundaries in which the inhabitants live. It has a capital with which it is often confused. |
== Characteristics of a province == | == Characteristics of a province == | ||
A province is characterized by its name, its geographic scope and a number of internal features such as: | A province is characterized by its name, its geographic scope and a number of internal features such as: | ||
− | * A number of inhabitants and a rate of [[ | + | * A number of inhabitants and a rate of [[PopulationGrowthEN|population growth]] |
* A moral represented by a number of hearts ranging from 0 to 5. | * A moral represented by a number of hearts ranging from 0 to 5. | ||
* A rate of economic growth. | * A rate of economic growth. | ||
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In ''March of History'', the population works on its own and supports itself without the need to tell them (except big problems). It is never idle as the residents farm the land, carry out manufactured goods, trade and pay taxes on their own. Possession of a province allows to generate revenue based on the number of inhabitants and the efficiency of the economy (see below). | In ''March of History'', the population works on its own and supports itself without the need to tell them (except big problems). It is never idle as the residents farm the land, carry out manufactured goods, trade and pay taxes on their own. Possession of a province allows to generate revenue based on the number of inhabitants and the efficiency of the economy (see below). | ||
− | But on top of that, it is possible to directly assign 10% of the population to certain tasks. This assignment is indicated by the | + | But on top of that, it is possible to directly assign 10% of the population to certain tasks. This assignment is indicated by the [[BuildingsEN|buildings]] tab of the screen in each province. It is possible to assign villagers to build new buildings, work on the fields, in the forges, and elsewhere. The wages of the villagers is directly managed in these buildings without the player having to directly manage this aspect: the payment of artisans thus is included in the price of a building, the peasants are being paid in kind. |
− | Another | + | Another possibility is to recruit the villagers as military units. Demographics, recruitment organisation and social resistance determine the maximum number of mobilisable soldiers in [[ArmiesEN|armies]]. |
== The economy and taxes == | == The economy and taxes == | ||
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=== ''de jure'' and ''de facto'' possession === | === ''de jure'' and ''de facto'' possession === | ||
− | There are two ways of owning a province. The first is to possess the corresponding title to own the province ''de jure'', that is to say, "by right". The second way is through military control by capturing the province after a [[ | + | There are two ways of owning a province. The first is to possess the corresponding title to own the province ''de jure'', that is to say, "by right". The second way is through military control by capturing the province after a [[BattlesEN|battle]] or a [[SiegesEN|siege]]: this leads to a ''de facto'' possession, i.e. "factual". |
The person who controls the province ''de facto'' can control the population and construct buildings or recruit military units. But legally, the owner of the province is one who has the title. | The person who controls the province ''de facto'' can control the population and construct buildings or recruit military units. But legally, the owner of the province is one who has the title. | ||
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Increasing the percentage of political control can be done by: | Increasing the percentage of political control can be done by: | ||
− | * Owning the ''de facto'' control of the province, and spending a [[Political Point]] (once a year at most). Political control then increases by 10%, at the cost of that of other families. | + | * Owning the ''de facto'' control of the province, and spending a [[PoliticalPointEN|Political Point]] (once a year at most). Political control then increases by 10%, at the cost of that of other families. |
− | * [[NOT CODED YET]] Having an army of at least 100 soldiers residing inside the province and spend a [[Political Point]] (once a year at most). Political control then increases by 10%, at the cost of that of other families. | + | * [[NOT CODED YET]] Having an army of at least 100 soldiers residing inside the province and spend a [[PoliticalPointEN|Political Point]] (once a year at most). Political control then increases by 10%, at the cost of that of other families. |
* Owning the ''de facto'' control of the province. In this case, the political control naturally increases by 1% per year (until it reaches 80%), at the cost of that of other families. | * Owning the ''de facto'' control of the province. In this case, the political control naturally increases by 1% per year (until it reaches 80%), at the cost of that of other families. | ||
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== The buildings == | == The buildings == | ||
− | See [[Buildings]] | + | See [[BuildingsEN|Buildings]] |
== The technologies == | == The technologies == | ||
− | See [[Technologies]] | + | See [[TechnologiesEN|Technologies]] |
Version actuelle en date du 29 mai 2015 à 10:12
The provinces are one of the foundations of the game. They are the basis for the production of wealth and armies. A province is a territory with defined boundaries in which the inhabitants live. It has a capital with which it is often confused.
Sommaire
Characteristics of a province
A province is characterized by its name, its geographic scope and a number of internal features such as:
- A number of inhabitants and a rate of population growth
- A moral represented by a number of hearts ranging from 0 to 5.
- A rate of economic growth.
- Un taux de contrôle politique qui peut être partagé entre plusieurs familles
- An amount of political control that can be shared among several families
- A stock of raw materials and manufactured goods.
The inhabitants
In March of History, the population works on its own and supports itself without the need to tell them (except big problems). It is never idle as the residents farm the land, carry out manufactured goods, trade and pay taxes on their own. Possession of a province allows to generate revenue based on the number of inhabitants and the efficiency of the economy (see below).
But on top of that, it is possible to directly assign 10% of the population to certain tasks. This assignment is indicated by the buildings tab of the screen in each province. It is possible to assign villagers to build new buildings, work on the fields, in the forges, and elsewhere. The wages of the villagers is directly managed in these buildings without the player having to directly manage this aspect: the payment of artisans thus is included in the price of a building, the peasants are being paid in kind.
Another possibility is to recruit the villagers as military units. Demographics, recruitment organisation and social resistance determine the maximum number of mobilisable soldiers in armies.
The economy and taxes
The economic activity rate reflects the effectiveness of the economy of the province: the degree of productivity, the presence of sufficient stocks, the quality of the infrastructure, etc.
The number of inhabitants multiplied by the rate of economic activity gives the base tax. This indicator is important because it gives the maximum income that can be drawn from one province.
Base Tax = Population x Economic Activity
The annual amount of income received by each family having some political control in the province is as follows:
Tax = Base Tax = x Political Control
The person who has the province de facto may also increase or decrease the tax for a year, which will lower or raise the morale respectively.
The possession of a province and political control
de jure and de facto possession
There are two ways of owning a province. The first is to possess the corresponding title to own the province de jure, that is to say, "by right". The second way is through military control by capturing the province after a battle or a siege: this leads to a de facto possession, i.e. "factual".
The person who controls the province de facto can control the population and construct buildings or recruit military units. But legally, the owner of the province is one who has the title.
When one has a province de facto, there are two possibility to get it de jure:
- To sign a treaty with the legitimate owner by which he transfers the title.
- To usurp the title by raising the political control to more than 80% in the province.
Political control
The political control that a family exercises over a province reflects the influence of the family on the social and political frameworks and the production of wealth. To fully control a province and receive the maximum income, it is not enough to just bring an army to the capital, or even to have the title, but to be closely related to its economic and political life.
Several families can simultaneously exercise some political control over a province, indicated by a percentage.
Increasing the percentage of political control can be done by:
- Owning the de facto control of the province, and spending a Political Point (once a year at most). Political control then increases by 10%, at the cost of that of other families.
- NOT CODED YET Having an army of at least 100 soldiers residing inside the province and spend a Political Point (once a year at most). Political control then increases by 10%, at the cost of that of other families.
- Owning the de facto control of the province. In this case, the political control naturally increases by 1% per year (until it reaches 80%), at the cost of that of other families.
If the person who has de facto control of a province gets 80% of the political control, then it also acquires the corresponding title. In this case, the character who was stripped of his title acquires a claim on the title.
The buildings
See Buildings
The technologies
See Technologies