Agriculture in Rise to Power
The real backbone of most of the economies in game, not only does it feed your population, it feeds your army and can be a key factor in your trade. In the last round, we introduced it so that your agriculture required enough land and population to work it for it to be effective. As of round five, we are able to more accurately get a feel for how fertile the land you have settled will be. This means that biomes will play a roll in determining the fertility of the land, and thus geography will play a more important roll going forward.
An additional change is the change to move away from monitoring your food storage - no longer are we looking at how many storage facilities you have built. This was tedious to track for myself and Atticus, as well as players. Instead, going forward we will be having a crop tax system that defaults to 15% of your total food production amount, which can help in times of shortages. It also means that if you are already in a food surplus, you have more food stored that you can use as a tradeable commodity.
With that introduction of the crop tax, is the new Food Balance Ratio metric on your stat pages. This gives an accurate representation of where your production is in comparison to your demand. It also is a factor that will now have an impact on things like your GDP growth, population growth, fealty, and prestige.
| Facility Type (Size) | Cost to Establish | Upkeep Cost | Production (kg) | Commoners | Craftsmen | Artisans | Merchants | Rural Gentry |
|---|---|---|---|---|---|---|---|---|
| Plot (0.32 km²) | ₰1,200.00 | ₰120.00 | 12,000 | 6 | 0 | 0 | 0 | 0 |
| Small Farm (3.2 km²) | ₰3,600.00 | ₰360.00 | 48,000 | 48 | 4 | 0 | 2 | 2 |
| Medium Farm (4.8 km²) | ₰7,600.00 | ₰760.00 | 144,000 | 66 | 7 | 2 | 3 | 2 |
| Estate (10 km²) | ₰16,000.00 | ₰1,600.00 | 384,000 | 125 | 12 | 4 | 5 | 3 |
| Small Ranch (4.8 km²) | ₰3,200.00 | ₰320.00 | 40,000 | 66 | 8 | 0 | 3 | 2 |
| Medium Ranch (10 km²) | ₰8,000.00 | ₰800.00 | 100,000 | 145 | 20 | 5 | 5 | 2 |
| Large Ranch (25 km²) | ₰16,800.00 | ₰1,680.00 | 250,000 | 360 | 64 | 8 | 10 | 3 |
| Small Orchard (3.2 km²) | ₰4,800.00 | ₰480.00 | 42,000 | 42 | 4 | 4 | 2 | 2 |
| Medium Orchard (5 km²) | ₰8,000.00 | ₰800.00 | 126,000 | 66 | 8 | 6 | 3 | 2 |
| Large Orchard (15 km²) | ₰19,200.00 | ₰1,920.00 | 630,000 | 180 | 24 | 24 | 10 | 3 |
Raw Production
Much like how agriculture works, there is an update to how raw production will be working in round five and future rounds of Rise to Power. We have added clay as a raw resource that is available for players, and we have expanded mining operations from being “open pit” to now also include “deep shaft” mining. Mining, like agriculture, is now also meant to be more realistic and based on geography and biomes, instead of a dice roll and guess on the side of the Avatar team. That does result in a bit of retraction on some players “losing” some resources they otherwise would have had before.
| Facility Type (Size) | Cost to Establish | Upkeep Cost | Production (kg) | Commoners | Craftsmen | Artisans | Merchants | Gentry |
|---|---|---|---|---|---|---|---|---|
| Lumber - Thinning | ₰4,000.00 | ₰400.00 | 20,000 | 17 | 5 | 0 | 1 | 1 |
| Lumber - Clear-cut | ₰24,000.00 | ₰2,400.00 | 50,000 | 15 | 6 | 1 | 1 | 1 |
| Copper - Open Pit | ₰24,000.00 | ₰2,400.00 | 10,000 | 25 | 15 | 5 | 2 | 2 |
| Copper - Deep Shaft | ₰45,000.00 | ₰5,000.00 | 18,000 | 45 | 25 | 5 | 3 | 1 |
| Diamond - Open Pit | ₰24,000.00 | ₰2,400.00 | 10,000 | 15 | 20 | 10 | 2 | 2 |
| Diamond - Deep Shaft | ₰45,000.00 | ₰5,000.00 | 18,000 | 45 | 25 | 5 | 3 | 1 |
| Gold - Open Pit | ₰24,000.00 | ₰2,400.00 | 10,000 | 15 | 20 | 10 | 2 | 2 |
| Gold - Deep Shaft | ₰45,000.00 | ₰5,000.00 | 18,000 | 45 | 25 | 5 | 3 | 1 |
| Iron - Open Pit | ₰24,000.00 | ₰2,400.00 | 10,000 | 25 | 15 | 5 | 2 | 2 |
| Iron - Deep Shaft | ₰45,000.00 | ₰5,000.00 | 18,000 | 45 | 25 | 5 | 3 | 1 |
| Lead - Open Pit | ₰24,000.00 | ₰2,400.00 | 10,000 | 25 | 15 | 5 | 2 | 2 |
| Lead - Deep Shaft | ₰45,000.00 | ₰5,000.00 | 18,000 | 45 | 25 | 5 | 3 | 1 |
| Salt Mine/Evaporation Field | ₰24,000.00 | ₰2,400.00 | 10,000 | 25 | 15 | 5 | 2 | 2 |
| Stone Quarry - Basic | ₰12,000.00 | ₰1,200.00 | 25,000 | 24 | 10 | 3 | 1 | 1 |
| Stone Quarry - Advanced | ₰45,000.00 | ₰5,000.00 | 18,000 | 45 | 25 | 5 | 3 | 1 |
| Silver - Open Pit | ₰24,000.00 | ₰2,400.00 | 10,000 | 15 | 20 | 10 | 2 | 2 |
| Silver - Deep Shaft | ₰45,000.00 | ₰5,000.00 | 18,000 | 45 | 25 | 5 | 3 | 1 |
| Tin - Open Pit | ₰24,000.00 | ₰2,400.00 | 10,000 | 25 | 15 | 5 | 2 | 2 |
| Tin - Deep Shaft | ₰45,000.00 | ₰5,000.00 | 18,000 | 45 | 25 | 5 | 3 | 1 |
| Clay Pit | ₰6,000.00 | ₰600.00 | 30,000 | 28 | 8 | 0 | 2 | 1 |
Industrial Production as of Round Five
Industrial production now means more than it did in previous rounds. Not only are we actively tracking this in a better and more meaningful way. This will be meaningful for not only your economic factors such as GDP and GDP growth, but also the number of commodities available that you can sell. You can also set the market for your commodities, as we are starting with a base price, and you can adjust accordingly based on your own goods. Arsenals and smithies, while not meant for selling your weapons, can be considered as part of how to keep your armies and navies well equipped.
| Facility Type (Size) | Cost to Establish | Upkeep Cost | Production (kg) | Commoners | Craftsmen | Artisans | Merchants | Gentry | Weapons & Shields Produced | |
|---|---|---|---|---|---|---|---|---|---|---|
| Small Workshop | ₰2,500.00 | ₰250.00 | 240 | 0 | 2 | 0 | 0 | 0 | ||
| Medium Workshop | ₰10,000.00 | ₰1,000.00 | 6,000 | 2 | 15 | 2 | 1 | 0 | ||
| Small Smithy | ₰5,000.00 | ₰500.00 | 0 | 2 | 0 | 0 | 0 | 120 | ||
| Medium Smithy | ₰25,000.00 | ₰2,500.00 | 2 | 10 | 2 | 1 | 0 | 3,000 | ||
| Large Smithy | ₰75,000.00 | ₰7,500.00 | 2 | 15 | 5 | 2 | 1 | 60,000 | ||
| Guild Hall | ₰100,000.00 | ₰10,000.00 | 12,000 | 5 | 30 | 10 | 3 | 2 | ||
| Arsenal | ₰1,000,000.00 | ₰100,000.00 | 10 | 45 | 10 | 5 | 5 | 180,000 |
Fishing & Shipbuilding
In round three, we introduced some changes to ships and dockyards. We had changed the price of ships, and limited certain productions of ships to certain types of dockyards by introducing slipways. Something that needs to be considered with the slipways is that you only have certain types of slipways available per province, so you cannot simply combine slipways from different provinces to create types of certain ships. Not only is that not realistic, but it is also in place to prevent a sort of min-maxing of the game’s systems.
This round we are giving smaller facilities like small wharfs and fishmonger piers the ability to have slipways. This is being done to allow for smaller vessels to be built at them, as would be reasonable and feasible. You can see the full list of ships available in the Military Unit List post.
| Facility Type (Size) | Cost to Establish | Upkeep Cost | Production (kg) | Commoners | Craftsmen | Artisans | Merchants | Gentry | Slipways Available |
|---|---|---|---|---|---|---|---|---|---|
| Small Wharf | ₰5,000.00 | ₰500.00 | 12,000 | 14 | 3 | 0 | 2 | 0 | 1 |
| Fishmonger Pier | ₰15,000.00 | ₰1,500.00 | 30,000 | 30 | 8 | 3 | 5 | 1 | 2 |
| Dock | ₰50,000.00 | ₰5,000.00 | 60,000 | 5 | 15 | 2 | 1 | 2 | 4 |
| Medium Dock | ₰150,000.00 | ₰15,000.00 | 120,000 | 10 | 45 | 10 | 5 | 3 | 8 |
| Large Dock | ₰500,000.00 | ₰50,000.00 | 240,000 | 30 | 120 | 25 | 10 | 5 | 12 |
| Regional Harbour | ₰1,000,000.00 | ₰100,000.00 | 0 | 60 | 200 | 60 | 30 | 10 | 16 |
| Grand Shipyard | ₰2,500,000.00 | ₰250,000.00 | 0 | 120 | 400 | 120 | 60 | 20 | 24 |
Rules for trade
No real changes to trade this round, but we do expect to see an increase in actual trade negotiations, both in player to player and player to NPC avenues. The commodities tracker will be publicized soon. Further to this, there are a number of states that are not net-exporters of goods, so you will need to cooperate on matters of trade. Intentionally being obtuse or non-negotiable will not be tolerated. Do not be petty, this will result in some form of punishment; think about what your landed populations will say or do. Do not test this limit.
Rules for infrastructure, settlements
Infrastructure in RTP is a constantly evolving and growing measure for players to consider. Roads, institutions, universities, religious buildings, settlement sizes are all factors that you need to consider. The way that the road system works in RTP remains unchanged, we maintain the 10-level system, and now include stone with the monetary upkeep cost for annual upkeep.
Upkeep is also considered for all your production facilities, and remains unchanged. The same can be said about settlements, although how we define settlements is a bit more concrete now. Now when we rank your settlement in your stats, consider that the status of the capital of that province or region - typically the largest settlement of that area. Many of your realms are equivalent in size to RL countries around the world, and so are not only limited to a simple dozen towns or cities, but will have dozens if not hundreds of villages and hamlets to consider, too. These smaller settlements that do not appear on the map, and do not count towards any upkeep for you as the player.
| Settlement Type | Approximate Pop. Ranges | Description |
|---|---|---|
| Primeval Wilderness | Sparse - no numbers specifically assigned | Uninhabited or nearly so; typically dense forests, mountain ranges, or swamps. |
| Range | Up to 100 | Scattered grazing or herding lands with the occasional family or small encampment |
| Homestead | 50-200 | Some family holdings; typically self-sufficient farms. |
| Hamlet | 200-400 | Small cluster of homes, possibly with a chapel or communal granary available |
| Village | 400-1,200 | Core rural community; may host a small market or mill, typically under the authority of a local lord |
| Rural Town | 1,200-3,000 | Local market centre for surrounding villages; basic crafts guilds and market square |
| Palisade Town | 3,000-7,500 | Larger, fortified rural town with wooden defenses; could serve as a home for a minor lord |
| Wooden Walled City | 7,500-15,000 | Significant local centre with developed guilds, wooden and earthen fortifications |
| Stone Walled City | 15,000-35,000 | Full stone walls, multiple parishes, typically home to a robust garrison, guilds, and a centre for commerce or religion |
| Large Walled City | 35,000+ | Usually a provincial or royal capital; can be sprawling with slums on the outskirts, complex districts; home to cathedrals or universities |
On infrastructure, specifically for roads, it used to be that we specifically outlined a certain cost for infrastructure for a full road. As of this round, that initial cost is the cost to start the project, and then there is a cost per kilometre of road constructed, in addition to a timeline for how long it will take for that road to be complete. As with previous rounds, upgrading roads does stack, so if you are going from a compacted earth (level 4) road to cobblestone, the initial cost will be ₰350,000 for the project, plus ₰350/km.
| Infrastructure Type | Initial Cost | Cost per Kilometre | Timeline (per month) |
|---|---|---|---|
| King’s Road w/ Aquifer | 1,000,000 | ₰1,000/km | 0.3 km/month |
| Waystations & Watchtowers | 750,000 | ₰750/km | 0.5 km/month |
| Drainage Raised Highway | 500,000 | ₰500/km | 0.8 km/month |
| Cobblestone Road | 200,000 | ₰200/km | 1.2 km/month |
| Concrete Road | 100,000 | ₰100/km | 1.25 km/month |
| Gravel Road | 50,000 | ₰50/km | 1.75 km/month |
| Compacted Earth | 25,000 | ₰25/km | 2.5 km/month |
| Dirt Path | 10,000 | ₰10/km | 4 km/month |
| Trail | 5,000 | ₰5/km | 6 km/month |
| Wilderness | N/A | N/A | N/A |
Institutions, Religion, and Research
While some institutions in game previously existed, they have been expanded upon. We are now considering financial institutions, like banks/moneylender guilds, counting houses, treasuries, market charters, etc. as institutions that exist and have a cost to be maintained. Their placement can also have an impact on things in your realms. If your Royal Treasury was to fall during an invasion, this will have a detrimental impact on your budget going forward. Cathedrals can be important places for worship, depending on your realms piety and religion. Universities now have multiple levels, not only giving players additional research slots available to them, but more prestige, too.
| Institution | Construction Cost | Upkeep Cost | Silver Upkeep | Gold Upkeep | Notes |
|---|---|---|---|---|---|
| Royal Treasury | ₰10,000,000.00 | ₰1,000,000.00 | 10,000 kg | 1,000 | One per realm |
| Grand Mint | ₰7,500,000.00 | ₰750,000.00 | 8,000 | 800 | One per realm |
| Bank/Moneylender Guild | ₰5,000,000.00 | ₰500,000.00 | 6,000 | 600 | 1 per 250,000 people |
| Merchant Guild Hall | ₰2,000,000.00 | ₰200,000.00 | 4,000 | 400 | 1 per 100,000 people |
| Chancellery | ₰1,000,000.00 | ₰100,000.00 | 3,000 | 200 | 1 per 10 provinces |
| Palace/Royal Court | ₰500,000.00 | ₰50,000.00 | 2,500 | 300 | Capital location |
| Cathedral/Grand Temple | ₰250,000.00 | ₰25,000.00 | 2,000 | 250 | - |
| Embassy | ₰100,000.00 | ₰10,000.00 | 1,000 | 150 | - |
| Market Charter/Exchange | ₰50,000.00 | ₰5,000.00 | 750 | 100 | 1 per 3 cities |
| Local Counting House | ₰10,000.00 | ₰1,000.00 | 500 | 50 | 1 per province |
| University/Monastic Building | Construction Cost | Upkeep Cost | Maximum Wings | Research Slots |
|---|---|---|---|---|
| Imperial University/Great Academy | ₰7,500,000.00 | ₰750,000.00 | 8 | 8 |
| Grand University | ₰5,000,000.00 | ₰500,000.00 | 6 | 5 |
| University | ₰2,000,000.00 | ₰200,000.00 | 4 | 3 |
| Library | ₰1,000,000.00 | ₰100,000.00 | 2 | 2 |
| Scriptorium | ₰500,000.00 | ₰50,000.00 | 1 | 1 |
Diplomacy
Diplomacy will be a very versatile feature of this era, as it was in early medieval societies. Building interpersonal and relations with other monarchs or dignitaries will increase your chances of success over negotiations, forming alliances, marrying into other families, and general cooperation.
The interactive map used in RTP allows the admin team to do quarterly updates of the diplomatic relations of each nation, nation by nation with all others.
Diplomatic Score Breakdown:
Ally: 120 to 200
Friendly 40 to 120
Neutral 40 to -40
Suspicious -40 to -120
Enemy -120 to -200
As an example, maintaining trade will also boost relations. For every 10 trade ships that a nation has regularly sailing to another’s port, they will receive +1 point in relations. If a nation has a starting score of 0 with their neighbour, but then has 80 ships regularly trading with the home ports of said neighbour, the diplomatic score shall be +8 in relations with them. This does not stack, but remains a constant based on the number of trade ships.
The baseline score for nations to establish full embassies together, must at least be +120, as full embassies are a prohibitively expensive and ambitious undertaking in this current time period (450 AC) for states that are just now becoming proper kingdoms in their own right.
Without embassies, players and NPCs will have to send diplomatic missions in order to convene conferences, negotiations, and other diplomatic communication in person with one another or NPCs. The cost of travel will be 20 Pfennigs per km travelled. As such, a close by neighbour 100km away will only cost the kingdom 2000 Pfennigs, whereas a long, 1000km journey will be 20,000 Pfennigs, with no guarantee of a successful or satisfying outcome to the nation.
Diplomacy, particularly early on will therefore be quite regional, as this is a very large world not yet touched by globalization as the old empires maintained long and complicated trade linkages, therefore this new order will allow players to navigate diplomacy in their own manner as they see fit.
Successful endeavors will be counted as minor or major diplomatic successes. A minor success will earn +10 diplomacy points, while major successes will net a gain of +20 points with the nation(s) in question.
The higher (or lower) the score will also be taken into account during actions with NPCs and even players, as it would be very unlikely that nations with historically awful relations would agree to suddenly become allies, or to offer one another excellent trade deals. While this could potentially happen given adequate context, the move might have negative results with how the population reacts to this, especially with sworn enemies, or betraying long-time allies.
Notable Diplomatic Titles
Vassal: A nation that has nominal independence, but is regarded as subservient, under occupation, or pays mandatory tribute to another nation that has conquered or acquired them. These nations may still revolt or even ask for foreign assistance to regain their independence, but could be on the pathway to being turned into suzerains or even annexed one day by their rulers.
Suzerain: a vassal that has been occupied or kept under the thumb of another nation for a long time, and is regarded more as a semi-autonomous region, rather than a state of their own. These nations rarely have revolts, and are likely nearing becoming annexed regions of their ruling state, but for one reason or another, still remain distinct nations on the map, even if that is merely the only place where one could draw a distinction between their sovereignty and simply being a part of their ruler’s nation.
Unknown: these are states that players or NPC’s have simply not come into contact with yet. Significant effort must be made to discover other continents at this time period (450 AC) that is simply out of reach of the vast majority of nations.