World of Rome: Realism
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World of Rome: Realism

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 Governing for Dummies II- Population growth & Tax "a"

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Imperator Constantine I
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Imperator Constantine I


Posts : 38
Join date : 2011-04-09
Location : Byzantium

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PostSubject: Governing for Dummies II- Population growth & Tax "a"   Governing for Dummies II- Population growth & Tax "a" I_icon_minitimeTue Apr 12, 2011 7:46 pm

The Taxation System for the Roman Empire,

There will be 8 different levels of cities each with its own starting population, basic income and population increase,
*Payments from Settlements will be done every game year or every 4 days*
Village - 1000 people - 500 denarii - 200people everyday
Small Town - 4000 people - 2000 denarii - 400 people everyday
Large town - 8000 people - 4000 denarii - 800 people everyday
Huge town- 16000 people - 8000 denarii - 1600 people
Once you achieve city status it changes,
Small city - 32000 people - 16000 denarii - 3200 people everyday
Large city - 64000 people - 32000 denarii - 6400 people everyday
Grand City - 128000 people - 32000 denarii - 12,800 people everyday
Legendary City - 256000 - 64000 denarii - 25,600 people everyday
Nova Roma- 512,000 - 128,000 denarii - 51,200 people everyday

Next there are 2 resource cities and 2 Military Cities, 1 Military City,1 Provincial Capital, 1 port and 1 Trade Center, *This may vary slighty depending on the province this also excludes Major Provinces like Byzantium and Italia*

This is how it will break down for all other provinces,

For Moesia ,
Tomis will be their Port,
Nicopolis will be their Trade Center,
Pilippopolis will be their Military Center
and Marcianicopolis will be their Capital

For Cappadocia
Sinope and Trapezus will both be Port Cities,
Antioch will be their Military Center,
and Caesaria will be their Capital,

For Syria,
Paphos will be their port,
Aleppo will be their Trade Center,
Damascus will be their Military Center,
and Hierapolis will be their capital,

For Aegyptus,
Tanis will be their port,
Petra will be their Trade Center,
Jerusalem will be their Military Center,
and Alexandria will be their capital,

For Dalmatia,
Salona will be their port,
Siscia will be their Trade Center,
Sirmium will be their Military Center,
and Serdica will be their capital,

For Pannonia,
Aquincum & Luvavum will be their Trade Centers,
Augusta Vindelicum will be their Military Center,
and Virinum will be their capital,

For Aquitania,
Burdigala will be their port,
Massilia will be their Trade Center,
Lugdunum will be their Military Center,
and Avaricum will be their capital,

For Lugdunesis,
Gesoriacum will be their port,
Vesontio will be their Trade Center,
Luetia will be their Military Center,
and Turocum will be their capital,

For Numedia,
Tingis will be their port,
Sitifis will be their Trade Center,
Caesarea will be their Military Center,
and Constantina will be their capital,

For Terraconensis,
Cartago Nova will be their port,
Caesaraugusta will be their Trade Center,
Pompaelo will be their Military Center,
and Segovia will be their capital,

For Africa Proconsularis,
Cyrene will be their port,
Tripoli will be their Trade Center,
Thapsus will be their Military Center,
and Carthage will be their capital,

For Baetica,
Brigantium will be their port,
Bracara will be their Trade Center,
Hispalis will be their Military Center,
and Emerita Augusta will be their capital,

For Britannia,
Eburacum will be their port,
Corinium will be their Trade Center,
Leguvalium will be their Military Center,
and Lundinium will be their capital,

For Germania,
Colonia Agrippina & Argentorate will be their Trade Centers,
Mogontiacum will be their Military Center,
and Treverorum will be their capital.

For Italia,
Messina and Ravenna will be ports,
Mediolanium will be their Military city,
and Rome as the capital,

For Byzantium,
Smyrna and Athens will be ports,
Thessalonika and Ephesus will be trade cities,
Nicaea and Larrisa will be Military cities,
and Byzantium will be their capital.

Now there are resource cities which will add more income depending on the size of your city,
*Resources will be paid every 2 days or half a game year*
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Imperator Constantine I
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Imperator Constantine I


Posts : 38
Join date : 2011-04-09
Location : Byzantium

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PostSubject: Governing for Dummies VI- Rebellion & Food   Governing for Dummies II- Population growth & Tax "a" I_icon_minitimeTue Apr 12, 2011 8:30 pm

GOVERNORS REMEMBER THIS HERE!

You must provide food to your people at all times. The number should always be greater then the population. It takes a person to eat 1 unit of fish or grain per year. So for 100,000 people in your province your expected to supply 100k or more per year!

If you do not supply this amount civil disorder will kick in and population will decrease depending on how much food you actually have. Example: you have 98k grain and 100k, meaning this year 2k people will leave your settlement.

Rebellion doesn't tend to happen until these factors have been met:


*City is losing population.
*If at least 25% of the cities population has left, a rebel army will appear near your province.

Depending on your provinces wealth and technological advances we can determine the ai army.

lvl 1-3 cities= 5 units of peasant; 2 of light infantry; 1 heavy cavalry. stack of 8.
lvl 4-6 cities= 6 light infantry; 5 heavy infantry; 1 archer; 2 heavy cavalry. stack of 14.
lvl 7-8 cities= 8 light infantry; 6 heavy infantry; 2 archer; 4 heavy cavalry. FULL STACK!
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Marcus Crassus

Marcus Crassus


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PostSubject: Re: Governing for Dummies II- Population growth & Tax "a"   Governing for Dummies II- Population growth & Tax "a" I_icon_minitimeTue Apr 12, 2011 10:29 pm

how do you know what levels your citys are on??
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Imperator Constantine I
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Imperator Constantine I


Posts : 38
Join date : 2011-04-09
Location : Byzantium

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PostSubject: Re: Governing for Dummies II- Population growth & Tax "a"   Governing for Dummies II- Population growth & Tax "a" I_icon_minitimeTue Apr 12, 2011 10:50 pm

me and Darth are putting up a starting list at midnight!
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PostSubject: Re: Governing for Dummies II- Population growth & Tax "a"   Governing for Dummies II- Population growth & Tax "a" I_icon_minitime

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» Governing for Dummies II- Population growth & Tax "b"
» Governing for Dummies I- Your Estate
» Governing for Dummies IV- Resource Production
» Governing for Dummies V- Military buildings & Units
» Governing for Dummies VII- Military Buildings & Recruitment

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