Friday, June 9, 2017

In the Convocation of Malqort, known to legend as the Caliphate of Azithan, and to it's neighbors as the Necromancer...

In the Convocation of Malqort, known to legend as the Caliphate of Azithan, and to it's neighbors as the Necromancer Kingdom ...

There's these designed cities, right.

And they all start the same: some farmland, a road, the start of a tenement.

Sometimes, along a river. Often, with inns and cathedrals. sometimes, traders and builders are invited.

As towns expand, the local priests make investments of their Lifeless in these different areas. As they complete these areas, they get the votes of the Faithful they attract or feed. You get a lot more votes for big cities, farms pay off based on the number of cities they supply, and roads are based on length.

If you have one priest-architect, things work out. What happens as more work in a single area?

10 comments:

  1. I'm wondering about Carc as a map-building phase of an RPG. I think it is a bit much, but could be fun.

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  2. So much of this society is centrally planned, it seems silly that the postings of their priest-architects would be haphazard.

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  3. Well now, let's not be hasty.

    Josh is quite right that if they're honestly concerned with unity and central authority, it's strange to imagine priests competing with each other this way.

    Turn that on its head, and you see that if you imagine them competing this way, it shows that (as in Soviet Russia) by and large their real culture/motives aren't that which they profess... which immediately begs the fun questions of:

    (1) What is their real culture/system-of-incentives?

    (2) How do they benefit enough from lying about it to make it worth maintaining the facade?

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  4. Or, different time periods in its history can be more or less centrally managed, too.

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  5. With Faith (or the acts thereof) as the essential coin of the realm for priests, and individuals paid in (essentially) bread for the act of believing, competing priests starts making more sense than I've ever wanted it to.

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  6. There have been so, so many examples in history of power-seekers kept in seeming alliance by the justified fear that their peers/emperor/pope/peasants deeply disapprove of anyone who is seen to put selfish concerns first. It doesn't make them nice, or stop the scheming, but it creates wonderfully involuted rules and practices to the art of betrayal.

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  7. Yeah.

    And, at least as i look at it today, one question is: What other infrastructure projects do priests use their Lifeless to work on within cities that're undergoing construction?

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  8. As Priests try out new lifeless and new ways to earn the Faith of the people, different city architectures occur.

    When everything is calm, a single priest is given control over and area. This priest can spend time thinking about where best to expand, where to farm for maximal diversity for cities, how to expand roads, even where to make cloisters to train new Priests. These cities take a long time to build, as there are only so many Lifeless.

    As the number of priests in an area goes up without hierarchical support -- usually due to a power vacuum, infighting, or local resources -- the static structure goes away. Instead, there are half finished tenements, roads leading to no where, etc. These cities can be built quicker per unit built however, as each Priest can bring a contingent of Lifeless.

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